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Posts
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Everything posted by Kalbintion
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It is really odd that that the system would just stop like that. I wonder if there is some reason the oxygen collectors and your power source is becoming "empty" even though theyre still working, causing the sealers to stop functioning and then continue to fail. I wonder if a buffer system to maintain power in it in the event this is the issue. Buffer system can just be a single leadstone energy cell and a oxygen storage tank for both of them. This will ensure if the oxygen and power systems blip out and are the root of this issue that there is something there to help prevent this. Another option is try getting it to work but use a poppet shelf from witchery to enforce the chunk(s) to stay loaded so this system has no chance of being unloaded and potentially failing.
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I was reminded of the /cofh killall command showing the class name of an entity. Spawn in a golem and type /cofh killall snowgolem or something along the lines that fits the snow golem and see what the class name comes up as.
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Hard to find? When you visit the forums there is a well-defined section at the top saying "MANDATORY READING" with a section called "Global Rules" under it - how is this hard to find? Theres literally three topics there, one with the rules, another about posting on the tracker, and rules for server posts.
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Drake - it appears they created another thread @
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Hats.cfg is the config file you want to edit. Read through it all as there are a lot of settings there. That file is where youd change it.
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The Steam Dynamo creates and consumes its own steam, thus not actually creating it for any other use but the dynamo itself.
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Does the area become unsealed when you leave the dimension (or go far enough away from it to unload the chunks)? It doesn't randomly unseal the entire time you're there I assume.
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Await an edit of this post with an image of a setup (shouldn't take me longer than 5 minutes) Edit: Here it is. http://postimg.org/image/un92qtjyj/ The input in this case i used a pressure plate but can be set-up for anything. Also ran the 16tick and 128tick outputs on different lines but can be combined without issue. The top is the 16tick and bottom is 128tick but it won't matter in either case. There is a repeater and pulse former in both set-ups, and the thing between them and the pressure plate is a Toggle Latch.
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This no longer works in versions past 1.0.9c. The mod updated and the steam turbine requires steam, no longer will run off of water and no way to create steam in aotb.
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Can we just unpin this topic and pin up the topic arriej has >back from Feb 23rd? It seems more relevant to the current version of the modpack and will probably save a lot of people from needing to post on that thread or on the issue tracker since that thread seems to cover quite a few of the most common issues.
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I was about to suggest moving them around so they are less in an array. It shouldn't matter since they act as a cumulative bunch but at this size and scale, these tendencies might become more apparent. I definitely suggest trying to spread them out and see if that helps at all.
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1.0.10a is pretty stable, I personally say it is ready to be used. However if you feel you're not getting privileged enough by being able to play the modpack, perhaps you should update the modpack yourself or create a new one if you think you are able to do better.
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There is an issue people have been experiencing with tombstones and explosions. It seems that whenever you die to an explosion (creeper, ghast, wither, etc) that the tombstone is not generated and thus all the things that would have been put into it are permanently lost.
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No, it is vintagebeef not pause that made the lilypad and has that steampunk airship base he's been workn on.
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Post on the issue tracker following the guidelines. Links available in my signature below.
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Post on the issue tracker following the guidelines. Links available in my signature below.
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Post on the issue tracker following the guidelines. Links available in my signature below.
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Big, as per our previous conversation over >here, the best solution would be to mark the snow golem as a blacklisted morph as there is no control over individual abilities of mobs through the config.
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Yes it is a mod that works with the way forge works and will write new block/item IDs to the mods config file directly. This won't work in all cases but for the most part it will solve 90% of mods id conflicts. If you want to look into it more, it has an mcf post here
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Not gunna lie, saw the thread title and immediately thought someone was asking for crash related help. As for what you can do with the space, might I suggest something like what a Mindcracker (drawing a blank on the name for whatever reason and its bugging me...its the same person who made the lilypad) did with a much smaller mountain and made a semi-steam-punk, old fashioned/country airship style residential town. Similar to what is seen in Vechs' Windforge First Look videos.
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I wonder if the sealers at that amount become unstable. Can you place an oxygen detector down to see if it notices oxygen at all? It might be that the room is "sealed" without the oxygen sealers noticing its sealed. Also, attempt to add a few more sealers, It seems reasonable enough that you are on the cusp of what the absolute bare minimum is. There also seems to be some minor issues with the sealers when it comes to large volumes and sealers en masse to cover the area, generikb actually had (and has still) this issue with only 4 sealers on his space station and noticed the oxygen would blip out for a moment.
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For clarification, does the warning points apply to include posts that are actually related to the original post content or not?
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No need to configure the IDs when you can just throw in "IDFix Minus" and it'll take care of id conflicts.