I've seen that before, it looks sounds pretty cool[DOUBLEPOST=1395185762][/DOUBLEPOST]I don't believe this has been brought up yet, but OpenMods has a new mod. It's called NotEnoughCodecs, and it's an addon for OpenBlocks.
^from openmods.info
can we keep random discussion like this out of the thread? and like others have said, they exist. as well as vanilla, ue, and gregtech: http://machinemuse.net/recipes.php
You evil bastard!!! You have destroyed the very fabric of reality that is minecraft*maniacal laughter*
Yeah, that's a bit of infrastructure needed, sure, but it's hardly expensive. Fused Quartz is 4 quartz whatever EnderIO machine it needs, and a magma crucible is actually pretty cheap to make/run.I don't remember. Definitely the energy cell is added. It was probably a gear or impeller or something.
I guess the cell requires at least a bit of infrastructure. You need to be able to make hardened glass or fused quartz, and energized redstone.
Any ideas on how to buff the cost further without making it too expensive for copious late-game low-power use?Yeah, that's a bit of infrastructure needed, sure, but it's hardly expensive. Fused Quartz is 4 quartz whatever EnderIO machine it needs, and a magma crucible is actually pretty cheap to make/run.
Honestly? Maybe use a bit of blast glass, if you really want to make it more expensive. Late-Game Low-Power doesn't really click in my head. Low-Power implies it's weak, Late-Game implies it's strong, or better then alternatives. They can't emit higher amounts of half of the shaft-power equation yet are expensive/late-game. I don't think that making them more expensive really matters at this point. They aren't too expensive currently, but aren't that useful IMO anymore.Any ideas on how to buff the cost further without making it too expensive for copious late-game low-power use?
This sounds good to me.Any chance of tiering it like the coil? Make a less-useful version with the current recipe, and reserve the better one for those who put in the Rotary-effort.
NEW: Armor Protection Poppet. Works like a Tool Protection Poppet, but for armor.
TWEAK: Using Ruby Slippers now requires the player to be infused. The slippers cost 20% of the total power for the waystone teleport (40% if it is cross dimensional) and 40% of the total power if it is the teleport to bed (60% if this is cross dimensional). The cooldown on the waystone teleport is increased to 60 seconds.
TWEAK: When wearing a Bark Belt, the number of park pieces will be indicated by small sticks drawn over the armor icons in the player GUI.
TWEAK: Coven witches now also drop Witches Hands.
TWEAK: Taglock Kits can now be used on Carpenters' Beds from the Carpenters' Blocks mod.
TWEAK: Added a green enchantment glint to the held 3D models for the Mystic Branch, Spear of the Huntsman and the Horned Huntsman.
TWEAK: Added support for the armor stands in the BetterStorage mod.
FIX: When an Enchanted Broom is placed it will now be at 90 degrees to the player's facing.
FIX: When a stack of Taglock Kits is filled on a player (or bed) the last one will now stack correctly with the others and not require some time to pass before this is possible.
FIX: Statue of the Goddess can now cure Curse of Waking Nightmare
FIX: Healing Potions and Swiftness potions dropped by witches and later converted into Potions of Harming II or long duration swiftness potions, can now be used for brewing infusions.
Possibly viable..Any chance of tiering it like the coil? Make a less-useful version with the current recipe, and reserve the better one for those who put in the Rotary-effort.
EDIT: Almost Forgot, Witchery Master Race, Rejoice! Another Witchery update was released.(those who were checking the changelog when I posted the last updates for it would have seen some planned changes, which are included in this update)
It's only been 1 full version update and 3 subversion updates, he'll be fine. Right?Lots of updates, all look good. I feel slightly bad for @SatanicSanta and all the wiki updates he'll have to do to stay caught up.
It's only been 1 full version update and 3 subversion updates, he'll be fine. Right?
I appreciate the kindness. I believe I've only got one OpenMods/OpenBlocks update, and one Witchery update, along with actually finishing Witchery.Lots of updates, all look good. I feel slightly bad for @SatanicSanta and all the wiki updates he'll have to do to stay caught up.
It'll be ending this week, hopefully in a couple of daysDepends on how many more updates come out between now and whenever his "vacation" ends in a couple of weeks. At this rate, could be quite a few.
As promised.
Nothing exotic, really.
In case you can't tell that's lead, silver, a reception coil (gold), and a redstone energy cell.
Hey @Reika will electricraft have IC2 compatibility?
OpenMods said:OpenPeripheral 0.3.3
OpenPeripheral-Addons 0.1.3
- Feature: Improved Thaumcraft integration (for better compatibility with Thaumic Tinkerer)
- Feature: Added op_dump command to dump all known peripheral APIs to XML
- Feature: TileEntity blacklist (OPC will not try to register handler for that blocks)
- Fix: swapStacks now respects ISidedInventory restrictions (fix for ToolForge)
- Fix: API swallowing exceptions
- Feature: Ability to read information about ComputerCraft items in inventories
- Feature: MFR integration
- Feature: Custom update handlers for generated peripherals
- Feature: @Volatile - to mark tile entities that bypass cache
OpenBlocks 1.2.7
- Fix: Fixed server crash in terminal glasses icon rendering
- Fix: sensor.sonicScan returning empty list
- Fix: PIM dropping items
- Fix: Peripheral Proxy getting stuck after block is broken
- Fix: terminal glasses now render items same way as other GUIs
OpenModsLib 0.4
- Feature: XP Shower!
- Feature: fan strength is now controlled by redstone
- Feature: radio now accepts with URLs pointing to PLS and M3U files and understands HTTP redirections
- Feature: actual skyblock
- Feature: Last Stand enchantment
- Feature: more tomfoolery!
- Fix: block placers and breakers sometimes swapping/emptying inventories
- Fix: crash when trying to display crayon in Thaumonomicon
- Tweak: better guide shape generation
- Feature: added InventoryUtils.swapStack (normal and sided inventory version)
- (WIP) Feature: utilities for Icon manipulation
- (WIP) Feature: ByteStore (server-client byte payloads synchronization)
- Fix: item slots rendering order
- Fix: logger can now be used before mod preInit
- Fix: removed FakePlayer caching (to prevent race conditions)
As per my FAQ:Hey @Reika will electricraft have IC2 compatibility?
"[ROTARYCRAFT] Are you going to add the ability to convert RotaryCraft power into BuildCraft, IC2, ThermalExpansion, etc?"
I have two machines to convert RotaryCraft power into BuildCraft power and back (Air Compressor and Pneumatic Engine).
There is also a machine to convert BC fuel into my jet fuel.
I am not going to add IC2 conversion because its power system is incompatible.
RailCraft power (steam) can also be generated, using the Friction Boiler, or converted to RotaryCraft power with the Steam Turbine.
Two machines also exist to convert to and from Redstone Flux (Rotational Dynamo and Magnetostatic Engine).
These machines all fetch data from their parent mods, and can not be forcibly enabled.
Take my input with a grain of salt as I'm not as familiar with the mods, but this sounds very sensible. Except the name. Call it PrismCraft or something.As per my FAQ:
Also, I am toying with an idea for 1.7:
Both DyeTrees and GeoStrata have been drifting away from their roots and towards more "magical" properties. Would it be a good idea to move the crystals, plants, and guardian stone from GeoStrata to DyeTrees, and rename that mod "Rainbow Magic"? This leaves GeoStrata as it originally was when I first created it, with only the stone, and it would silence all those people complaining about wanting either the rock or the crystals removed from GeoStrata.