There's also the fact that mobs no longer ignore height when moving. They used to readily walk off high cliffs and go splat.
I don't build mob spawners, period. They're butt ugly and immersion breaking
One things that's starting to become a real pain and is the reason I don't use TE for ore processing anymore is that seemingly copper and tin cannot be doubled with a Pulverizer. It does, however, work with an Induction Smelter.
Now, from what I've heard the Induction Smelter is supposed to be the favored option (no source though), but this is absolutely stupid. I don't WANT to deal with the sand-making process and ore tripling and all that fancy stuff, I just want my compact little ball of amazing that gives me double ores. If the Induction Smelter needs to be buffed then buff the % chance for Rich Slag.
Now, if this is unintended I'm very sorry, it just doesn't look that way (I looked up both the TE and Metallurgy versions of copper/tin).
You need to kill them with your own hands to get any rare drops from mobs, which nuked a lot of the automatic mob spawners. The new spawning radius also was a pretty strong nerf-bat, pretty much destroyed darkroom spawners. Also the whole xp thing kinda discourages automated mob grinding since it doesn't drop xp when it is killed by environmental. Otherwise, just Lava Blade it.Since when did Mojang anything to nerf mobspawners...? They work as well as they always have. Mojang has absolutely nothing against them (just I do).
Oh my. Well, whatever WAS wrong seems to have been mysteriously fixed. In past versions you couldn't pulverize copper or tin from Metallurgy. I bet it was an update to Metallurgy, since the mod author is pretty responsive from my experiences with him and the pack I'm using just updated from yesterday to today (Resonant Rise, so basically daily updates).Uh, what?
The Pulverizer *definitely* still doubles. Please get me a screenshot of an NEI handler and I'll try and get to the bottom of it. Historically, Metallurgy screwed lots of stuff up. I'm hoping this isn't a case of that.
repeated changes to mob AI for the most part to break mobspawners.Since when did Mojang anything to nerf mobspawners...? They work as well as they always have. Mojang has absolutely nothing against them (just I do).
I've noticed a bc gate redstone signal bug with the batteries, if you have a gate set to give a redstone signal touching the battery and the battery set to only work when the signal isn't on it jams constantly and doesn't send power and I need to switch the redstone controls off and low again to get the battery to start working again.
Example: I had a refinery with a gate under it set to emit a red wire signal when their was no liquid in it, this lead to a gate under the battery set to red wire = emit redstone signal, so when the refinery would get oil in it, the wire would turn off and the battery would send power, but it would turn the wire off and the system would either 1. do absolutely nothing, 2. the refinery would start and work at full speed BUT the battery would be sending no power effectively giving it infinite energy.
We have an issue tracker: https://code.google.com/p/thermalexpansion/issues/list
However, I'm going to need screenshots of the setup at the very least. We know for a fact that redstone logic on the cells works correctly, but we can't promise that BC gates are working right.
So I think I have a bug? with Electrum Redstone Energy Conduits in my single player world. I am using version b7a.
If I hook up conduits to my Energy cell to power my TE machines, it keeps draining the cell after the machines are completely full until the cell is empty. It does this drain at the full 2000 RF speed of the cell (I didn't think to lower the limit while I was testing). It does this drain to both the Invar & Electrum versions of the cells (I initially thought maybe I had screwed up the power system by using tier 3 conduits with a tier 2 cell, so I built the better one with my first diamonds, but the problem persisted with the new cell).
I do not have this problem with either leadstone or hardended?(Invar upgrade) conduits, both of those drain the cell to fill the machines and then stop properly leaving the cell still partly charged. Below is a picture of my setup (it's pretty basic), with my current Invar conduits where the Electrum conduits were when they drained the cell.
Overall I am really enjoying this mod. I'm new to MC mods in 1.6.4, and haven't tried earlier versions of things but this mod is easily one of my top 3 favorites after playing with it just a few days. Thanks to you and your team for your hard work on it, it's a lot of fun and I haven't discovered all of it yet.
http://i.imgur.com/RHvBD6s.png Here you are sir. The left gate is setup as Tank Empty -> Red Signal, right gate is Red Signal -> Redstone Signal. Battery is set to work only when it receives a low signal.
I 3 different thing that can occur in this; the battery will sometimes send energy even with a high signal on, or the battery will jam regardless of signals do nothing, or the refinery will start working at max speed with the battery sending no energy.
From now on whenever I hook up conduits, I'll have to kneel down, look up at Scotty, and say "energize" in a deep voice.energizing the network.
I would be (like) you add upgrades on the machines