Eractnod Posted June 16, 2013 Share Posted June 16, 2013 Tree Capitator config will need to be updated to the new Natura woods. Have been trying to do this slowly, but have not gotten the right numbers for Tiger Wood yet. Link to comment Share on other sites More sharing options...
TetraD20 Posted June 16, 2013 Share Posted June 16, 2013 Attempting to open an ME Chest(1311:7) crashes to desktop (no report) Link to comment Share on other sites More sharing options...
TetraD20 Posted June 16, 2013 Share Posted June 16, 2013 I think I've found a bug, maybe. Fulmination generators appear to be impossible to pick up once you've placed them, nothing seem to work when trying to remove them. I've tried all the vanilla tools, the tinkerers construct tools, and all the wrenches too(tried shift-right click, right click, and trying to break with left-click), yet none of them worked. So far, the only way I've successfully removed them(without going into creative mode) is via an anti-matter explosive(the block), which leaves an enormous crater, as expected. For the record, yes, they can be broken while in creative mode. This also happens to me in 1.3.9. So, is this a bug, or is it actually working as intended? confirmed (cannot be destroyed unless in creative) Link to comment Share on other sites More sharing options...
typer_monkey Posted June 16, 2013 Share Posted June 16, 2013 confirmed (cannot be destroyed unless in creative) Do any of the wrench or sledge tools break them, right and left-click? Link to comment Share on other sites More sharing options...
TetraD20 Posted June 16, 2013 Share Posted June 16, 2013 Do any of the wrench or sledge tools break them, right and left-click? thats a big ol fat negative. Link to comment Share on other sites More sharing options...
Eractnod Posted June 16, 2013 Share Posted June 16, 2013 Tree Capitator config will need to be updated to the new Natura woods. Have been trying to do this slowly, but have not gotten the right numbers for Tiger Wood yet. The following additions to Tree Capitator configuration will allow Tiger, Maple, Darkwood, and Amaranth to be cut down. 1_third_party_configs natura { S:blockValues=block:Bloodwood Block; block:Flora Leaves; block:Sakura Leaves; block:Wood Block; block:Darkwood Leaves; block:Darkwood Log; block:Rare Leaves; block:Rare Log S:configPath=Natura.txt S:modID=Natura } 2_tree_definitions natura_tiger { S:leaves=<Natura.Rare Leaves>,3; <Nature.Rare Leaves>,11 S:logs=<Natura.Rare Log>,3 } natura_maple { S:leaves=<Natura.Rare Leaves>,0 S:logs=<Natura.Rare Log>,0 } natura_amaranth { S:leaves=<Natura.Rare Leaves>,10 S:logs=<Natura.Rare Log>,2 } natura_darkwood { S:leaves=<Natura.Darkwood Leaves>,2; <Natura.Darkwood Leaves>,8; <Natura.Darkwood Leaves>,9; <Natura.Darkwood Leaves>,10 S:logs=<Natura.Darkwood Log>,0 } Link to comment Share on other sites More sharing options...
Eractnod Posted June 16, 2013 Share Posted June 16, 2013 Updated the tree capitator config to now work with the Willow and Silverbell trees. 1_third_party_configs natura { S:blockValues=block:Bloodwood Block; block:Flora Leaves; block:Sakura Leaves; block:Wood Block; block:Darkwood Leaves; block:Darkwood Log; block:Rare Leaves; block:Rare Log; block:Willow Log S:configPath=Natura.txt S:modID=Natura 2_tree_definitions natura_willow { S:leaves=<Natura.sakura Leaves>,3; <Natura.Sakura Leaves>,11 S:logs=<Natura.Willow Log>,0 } natura_silverbell { S:leaves=<Natura.Rare Leaves>,1; <Nature.Rare Leaves>,9 S:logs=<Natura.Rare Log>,1 } Link to comment Share on other sites More sharing options...
typer_monkey Posted June 17, 2013 Share Posted June 17, 2013 I heard them talking about a mod like that on Forgecraft(Direwolf20) without the need for Thaumcraft. Yes, from what I've read about it so far is that it has it's standard features and then adds in ore depending on what other mods you have installed. So in the case of ThaumcraftBees you needed thaumcraft, not the case with it's successor Magic Bees. Looks awesome. Link to comment Share on other sites More sharing options...
Julie Brown Posted June 17, 2013 Share Posted June 17, 2013 Link to comment Share on other sites More sharing options...
Malakitin Posted June 17, 2013 Share Posted June 17, 2013 On 1.3.13 build I am using the latest build and have found a bug possibly, when trying to access my indexer for the extra bee's mod, my minecraft crash's. Reason: incompatible world tick? will post error report if required. Also the fusion machine which is built with the projector and the blueprints does not seem to want to accept any items in it, we have the nether star and some chemicals, but it messes about with inventory, removing armour and other things, but never stays in the fusion machine? any ideas? Link to comment Share on other sites More sharing options...
cloudbyday90 Posted June 17, 2013 Share Posted June 17, 2013 Great modpack! I will be watching for a stable build. Link to comment Share on other sites More sharing options...
cobaltwarrior19 Posted June 17, 2013 Share Posted June 17, 2013 Just had a crash, with no crash report, and a corrupted save. Link to comment Share on other sites More sharing options...
theprolo Posted June 17, 2013 Share Posted June 17, 2013 There's always a log. Get the forgemodloader log - CanVox already detailed how to find that. Link to comment Share on other sites More sharing options...
jondonnis Posted June 17, 2013 Share Posted June 17, 2013 Great modpack! I will be watching for a stable build. 1.3.9 is a stable build. Link to comment Share on other sites More sharing options...
theprolo Posted June 17, 2013 Share Posted June 17, 2013 1.3.9 is a stable build. It's a Dev build and, judging by the errors, not completely stable. I'm assuming he means this new version, by the way :P Link to comment Share on other sites More sharing options...
TetraD20 Posted June 17, 2013 Share Posted June 17, 2013 Issue #1 pipeliquidsteleport - server crash http://pastebin.com/bZBzcJq0 Issue #2 Portable Transporter 21854 upon holding for the first time per minecraft play causes Disconnected by Server Internal server error upon re-log works as normal O_o Link to comment Share on other sites More sharing options...
TetraD20 Posted June 17, 2013 Share Posted June 17, 2013 1.3.9 is a stable build. i LOVE bigdig, if your helping create it i think your doing a wonderful job. but in terms of 1.3.9 you and i have very different ideas on what constitutes stable. 1.3.9 is why im actually trying to help debug bigdig now. Link to comment Share on other sites More sharing options...
edbony Posted June 17, 2013 Share Posted June 17, 2013 http://pastebin.com/j7LCMmgm Something about liquiducts Link to comment Share on other sites More sharing options...
TetraD20 Posted June 18, 2013 Share Posted June 18, 2013 Spawning in a King Slime with an egg 20696:1 crashes server. Link to comment Share on other sites More sharing options...
TetraD20 Posted June 18, 2013 Share Posted June 18, 2013 Clicking the recipe arrow in the crafting table causes a client crash XD http://pastebin.com/pJgBjBej Link to comment Share on other sites More sharing options...
edbony Posted June 18, 2013 Share Posted June 18, 2013 There seems to be a bug with the AE Molecular Assembler. Most of the time it does not display the missing ingredients on the crafting monitor. Sometimes there is nothing missing and it doesn't craft either. P.S. I verified that nothing was missing when I wanted to craft and it didn't. Link to comment Share on other sites More sharing options...
AlockA Posted June 19, 2013 Share Posted June 19, 2013 Clicking the recipe arrow in the crafting table causes a client crash XD http://pastebin.com/pJgBjBej Yup ... I mentioned this in the .12 update crash report post & its still happening in .13 Link to comment Share on other sites More sharing options...
cloudbyday90 Posted June 19, 2013 Share Posted June 19, 2013 It's a Dev build and, judging by the errors, not completely stable. I'm assuming he means this new version, by the way Exactly! And as a server owner, it is very important that the server is as stable as possible. Big dig is probably my most favorite mod pack, so the bug-fixes and updates are encouraging! Link to comment Share on other sites More sharing options...
XaRDaX Posted June 19, 2013 Share Posted June 19, 2013 Hello!! I hope it's the right discussion to post crash logs... It happened when I've right clicked an universal cable while holding a robit... (playing single player) http://pastebin.com/FnMeAY4H Link to comment Share on other sites More sharing options...
keramond Posted June 19, 2013 Share Posted June 19, 2013 Hi Everyone! Is it just me or are the Logistic Pipes not working? It seems the system gets no power from a Power Junction. I tested to connect basic logistic pipes to every side of a Power Junction, which was of course charged. Link to comment Share on other sites More sharing options...
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