Thermal Expansion 3.0!!! No More Beta! Thanks KL!

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Jul 29, 2019
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Hey Lemming, when I try to open up any machine (in my case redstone furnace and pulverizer) the interface doesnt show any movement on the interface. When I check upstairs everything seems to be working fine. I hope this helps and keep up the great work![DOUBLEPOST=1387410488][/DOUBLEPOST]
Hey Lemming, when I try to open up any machine (in my case redstone furnace and pulverizer) the interface doesnt show any movement on the interface. When I check upstairs everything seems to be working fine. I hope this helps and keep up the great work!

Also I forgot to mention that the steam dynamo produces 80 rf/t is that intended? The leadstone cell and conduits only accept 80.
 

King Lemming

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Jul 29, 2019
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Aaaanddd b10 is out! This should fix basically every outstanding verifiable issue, including the conduit grid connection bug.

I love the new Omniwrench it is a fantastic tool and actually has a function I wasn't expecting in regards to interaction with EnderIO it works just like the Yetta wrench in that it makes all conduit covers clear when held in hand, not sure if that is on your end or on Crazypants end but whoever made sure that works thanks. Also love the fact it works as shears since shears seem to be an often overlooked tool unless you run IC2 and use the chainsaw.

TE is getting better with each version the only thing I'm missing which still makes me want to install IC2 is upgrades but not necessarily for all machines, even if it was just an upgrade\new version of the base redstone furnace that would smelt with close to the speed of the induction furnace. I recently rebuilt my entire auto processing line to utilise 2 Infernal Furnaces simply for the speed of smelting (I have 5 pulverisers and a SAG mill for initial processing) the other reason for this was AE auto-crafting seems to have a small issue where it will stop crafting if it waits too long for an output and the redstone furnace was too slow, the Infernals work. Yeah bit odd that I am making processor assemblies in a blaze powered "evil" magic burning furnace but that's modded minecraft for you I guess.

Upgrades at the moment are slated for 3.1. Don't worry, 3.1 might not be as far off as you think.

Hey Lemming, when I try to open up any machine (in my case redstone furnace and pulverizer) the interface doesnt show any movement on the interface. When I check upstairs everything seems to be working fine. I hope this helps and keep up the great work![DOUBLEPOST=1387410488][/DOUBLEPOST]

Also I forgot to mention that the steam dynamo produces 80 rf/t is that intended? The leadstone cell and conduits only accept 80.

All dynamos were boosted to 80 RF/t, yeah. It felt a bit stupid to need 10 dynamos for a Magma Crucible, and a general 1:1 ratio on dynamos:machines.

Could you show screenshots of your non-working ones? This might be related to the Forge issue which is hopefully being fixed shortly.
 
Jul 29, 2019
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Aaaanddd b10 is out! This should fix basically every outstanding verifiable issue, including the conduit grid connection bug.



Upgrades at the moment are slated for 3.1. Don't worry, 3.1 might not be as far off as you think.



All dynamos were boosted to 80 RF/t, yeah. It felt a bit stupid to need 10 dynamos for a Magma Crucible, and a general 1:1 ratio on dynamos:machines.

Could you show screenshots of your non-working ones? This might be related to the Forge issue which is hopefully being fixed shortly.
Here is a video of the glitch/bug of the bottom side not working
I hope this helps. if you have any more questions feel free to ask.
 

King Lemming

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Jul 29, 2019
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Oh wow, hah. Yeah got it - that is a crazy corner case issue - you are standing in exactly the miniscule blind spot between client and server gui sync! It's resolved in dev, but I just pushed a b10a a moment ago. Sorry, I don't consider it quite critical enough to handle right this second. But wow, that is a silly one.
 

Dodge34

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Jul 29, 2019
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Somewhere over the rainbow.
Will TE 3.1 be only for MC1.7.X or will also be in 1.6.4, with the time it takes the Forge team to release the new Forge for 1.7.X of Minecraft I'm anticipating at least 1 yr of waiting for all the mods needed for a new FTB Direwolf20 pack. I understand that what Mojang did in MC1.7 is like rewriting the whole game so I totally understand why its so long to get a Forge out for this...
 

King Lemming

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Jul 29, 2019
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Will TE 3.1 be only for MC1.7.X or will also be in 1.6.4, with the time it takes the Forge team to release the new Forge for 1.7.X of Minecraft I'm anticipating at least 1 yr of waiting for all the mods needed for a new FTB Direwolf20 pack. I understand that what Mojang did in MC1.7 is like rewriting the whole game so I totally understand why its so long to get a Forge out for this...

Actually, the Forge team was on the ball this last go round (for 1.6 - Forge 1.6 has been out for 5 months), and we almost have a working Forge for 1.7 already. Simple fact is that a lot of major mods did major rewrites. So at this point, hard to say.
 

Dodge34

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Jul 29, 2019
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Somewhere over the rainbow.
You're getting me extremely worried now, with the newest packs for FTB just released in 1.6.4, I was hoping that all the mod authors would correct the bugs for the 1.6.4 edition, now if Forge is finally released for 1.7 and every modders start working on it for their mods, I guess we will be doomed with unfinished buggy mods for 1.6.4 since they won't double their task work (they do it for free afterall and I can't thank them enough for it) I know that to maintain 2 versions is twice the work since I think the Forge environments is different each time a new release is done...
 
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Dodge34

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Jul 29, 2019
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Somewhere over the rainbow.
Yeah, I'm really hoping mod authors DON'T switch to 1.7 for a while. It's a terrible update anyway, with literally nothing to offer for modded players (since everything looks like it was taken directly out of BoP and Mariculture -_-).


I actually love MC1.7, its awesome I have a 100% pure Vanilla game that I've started with the first snapshot of the serie with my brother and cousin and its awesome, we migrated it each time a new snapshot was released and now its in 1.7.2 actually (we switched to play FTB Direwolf20 1.5.2 after the Minecon and now we switched to Direwolf20 1.6.4 but we plan on getting back to the 1.7 game probably during Christmas vacations at my grandma house, not so sure I want to because if I do this, I may loose my brother and cousin that are playing Direwolf20 1.6.4 pack with me at the moment, they will want to continue the vanilla adventure after christmas, its always a challenge to decide which Minecraft game we play... Since we are adults in our 30's We have real life and work to do so sometimes time is limited)
 

RedBoss

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Jul 29, 2019
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You're getting me extremely worried now, with the newest packs for FTB just released in 1.6.4, I was hoping that all the mod authors would correct the bugs for the 1.6.4 edition, now if Forge is finally released for 1.7 and every modders start working on it for their mods, I guess we will be doomed with unfinished buggy mods for 1.6.4 since they won't double their task work (they do it for free afterall and I can't thank them enough for it) I know that to maintain 2 versions is twice the work since I think the Forge environments is different each time a new release is done...
Where did anyone SAY that devs were leaving 1.6 behind? Calm down.
 

Omicron

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Jul 29, 2019
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You're getting me extremely worried now, with the newest packs for FTB just released in 1.6.4, I was hoping that all the mod authors would correct the bugs for the 1.6.4 edition, now if Forge is finally released for 1.7 and every modders start working on it for their mods, I guess we will be doomed with unfinished buggy mods for 1.6.4 since they won't double their task work (they do it for free afterall and I can't thank them enough for it) I know that to maintain 2 versions is twice the work since I think the Forge environments is different each time a new release is done...

Mods have been updated for 1.6 since summer. Just because FTB only released something in December doesn't automatically mean that all required mods released in December. 1.6 was ready and stable a long, long time ago. FTB didn't update for different reasons (launcher woes, and 1.5 packs worked fine).

Mods right now are no more and no less buggy than they will be at any other time. There is no "just released" derpiness and no unstable betas of mods that ported from 1.5 to 1.6. Thermal Expansion is actually an exception to the rule, because it didn't start updating right away when 1.6 came out. Unless I remember wrong, initially there was no 1.6 version planned at all but King Lemming ended up offering it as a high value goal during a charity stream (possibly because 1.7 was taking longer than expected). The target number was reached, and thus we now have an update.
 

Yusunoha

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Jul 29, 2019
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Some bows, or all bows? I'd be interested to see some screenshots here.

some bows, actually one type of bow with a specific damage value. what's also weird is that there already were bows with that specific damage value in the cabinet, so it should've chosen the cabinet as first priority anyways. just give me a sec to set it all up again so I can take a screenshot...

here are the screenshots...
* the front view of my setup. diamond chest for entry, advanced filing cabinet for unstackable items, JABBA barrels for large storage, and another diamond chest for any extra's that don't go into the rest of the storage
* the JABBA barrel holding the bows that should've gone into the filing cabinet
* the back view from the setup, showing how the itemducts are layed out
* the bows in the filing cabinet showing the damage value
* the bows that were in the JABBA barrel with the exact same damage value

also note that before taking these screenshots, I had taken out all the bows from the filing cabinet and barrels, and put them in the entry chest, and it sorted the bows exactly like this
 

Vircomore

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Jul 29, 2019
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Just something I was thinking about while at work that would be a nice addition:
  • Placing 1 Opaque Liquiduct/Itemduct in a shapeless crafting with one piece of Hardened Glass = Viewable Liquiduct/Itemduct.
There are some scenarios where I'd like to upgrade my cheaper opaque system to a viewable system, but not have to leave the opaque versions rot in a chest somewhere.

EDIT: I realize this would be more expensive since the current recipe is 4 pipes per glass. You could do 4 pipes + 1 glass in shapeless crafting to accomplish the same.
 

richardcox13

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Jul 29, 2019
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Just something I was thinking about while at work that would be a nice addition:
  • Placing an Opaque Liquiduct/Itemduct in a shapeless crafting with one piece of Hardened Glass = Viewable Liquiduct/Itemduct.
There are some scenarios where I'd like to upgrade my cheaper opaque system to a viewable system, but not have to leave the opaque versions rot in a chest somewhere.

Suggest you add it as an Enhancement on the TE issue tracker: https://code.google.com/p/thermalexpansion/issues/list (linked from the TE Download page)
 

Golrith

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Nov 11, 2012
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Just something I was thinking about while at work that would be a nice addition:
  • Placing 1 Opaque Liquiduct/Itemduct in a shapeless crafting with one piece of Hardened Glass = Viewable Liquiduct/Itemduct.
There are some scenarios where I'd like to upgrade my cheaper opaque system to a viewable system, but not have to leave the opaque versions rot in a chest somewhere.

EDIT: I realize this would be more expensive since the current recipe is 4 pipes per glass. You could do 4 pipes + 1 glass in shapeless crafting to accomplish the same.
I was thinking the same thing myself. Plus also a visual indicator that a duct has a servo on it for the filter/redstone upgrade.
 

PhilHibbs

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Jan 15, 2013
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Is the Terrain Smasher supposed to destroy what it smashes if there is no inventory behind it? I just wrenched mine twice, and it smashed the chest it was outputting into and I lost a bit of redstone.