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Wireless RF for Minecraft
This project forked from joekaiser/quantumflux
Wireless RF for Minecraft
Version: 1.12.2-2.0.13
Mod pack: none
Summary: Game crashes when Redstone Flux is not installed, instead of displaying an error telling the user the mod needs Redstone Flux.
Launching the game without Redstone Flux installed causes the game to crash with the following error.
To prevent that, Redstone Flux should be specified as a dependency in the Mod annotation to replace this crash with the forge screen warning about a missing dependency.
It would also be nice to put Redstone Flux as a Required Library on Curseforge so people are aware they need it and so that the Twitch Launcher automatically installs it with the mod.
Feature context
I will make the magnet work as a bauble, will add an anti-magnet block to cancel out the suction for items above and below it.
Also might as well add the chat message telling you if the magnet has been enabled or disabled.
Reasoning
Will overall greatly improve the magnet from this mod. As the magnet stands it's not really that practical since there are no blocks to cancel out the magnet.
My main question is if you want me to add that code from my mod over, cause it won't take too long for me to make a PR with my stuff added. (When I get around to actually doing it.)
What is happening
The game crash on sturtup
How to reproduce
Version: [1.12.2-2.0.17]
Mod pack: [Custom Modpack]
if you want i can give you the forge version
I don't know if the problem is of your mod, i read "Caught exception from QuantumFlux (quantumflux)" and i think the problem is of your mod
Sorry for my bad translation
What is happening
RF Entangler does nothing but gobble up power.
Tested with Mekanism, EnderIO, RFTools, and ExtraUtilities.
Video Link with my testing here for proof
I have not placed any exciters or anything like that, only the two cells you see in the video in my inventory.
How to reproduce
Expected behavior
It to work lol.
Version: [1.12.2-2.0.17]
Mod pack: [Custom]
i don't know if it is a bug or intended, but everytime i try to place rf exciter on the side of a machine, it never go sideways
Most of the QF items show up in every creative tab.
Submitting a bug report? Please fill out the form below the best you can.
Version: 1.12.2-2.0.13
Mod pack: Project Ozone 3
Summary:
Isn't suppose to have a GUI?
Crash if trying to force an item into it.
What is happening
Crash when trying to force item into the machine with a hopper.
https://pastebin.com/cv4WJUmQ
Maybe a conflict with Foamfix not sure.
How can I reproduce the problem?
Place hopper on top of the QEA then place any item in the hopper.
What is happening
When two or more players with activated magnets are near each other, items dropped near them will get picked by both of them, results in duping the dropped items.
How to reproduce
Expected behavior
One of the player gets the item, not both.
Version: quantumflux-1.12.2-2.0.16
Mod pack: FTB Presents Stoneblock 2
Checking itemtoGet.isDead here should be enough to fix this. If the item is already picked up by someone, setDead() will be called.
As requested on the reddit post I have created this issue for the request of features for the Magnet in QuantumFlux.
The reasons I loved the Practicalities and then the QuantumFlux magnet were mainly two-fold: It instantly moved the items into the inventory of the player (no animation of the items slowly sucking in). Also it was one of the only magnets that also worked with XP orbs (again immediately going to the player).
Thanks!
Feature context
Hello, i've almost finished my modpack after almost one year, this modpack uses biome-based dimension-whitelisted oregen for 100% of all ores, and changes over 1700 recipes (atm)
Reasoning
There are dimensions such as Twilight (just 1 ore generates in there), Hoanna (just 1 ore generates in there), Luna (just 1 ore generates in there), Aroma1997's (nothing generates in there), that require me to control oregen of all the ores, the only one left is Industrial Grade Graphite Ore, so it would be great if you can add a config option to enable/disable its generation.
QuantumFlux items/machines are in my modpack a mid-late gameplay, so i changed the recipes to be crafted not so early in the game, and with only a max 256RF/t, people might prefer to go solar instead of ZP. If you can double the max amount of energy it can produce to 512 then it will be more reasonable given the moment of the game. (My plan was it to produce 450RF/t at bedrock layer).
Thanks.
Feature context
Make the hyper diamond explosion crafting check for any dustGraphite instead of just the graphite dust from this mod. (Additionally, oredict the graphite dust as dustGraphite)
Reasoning
Because many other mods add their own graphite dust, in the modpack im on, i ended up having to give myself the graphite dust from your mod because the ones that were actually obtainable didnt work.
Alternatives
A machine to automate this process without explosions would also be neat.
I am using quantumflux-1.12.2-2.0.17 and I can't find the way how to optain graphite dust...
Graphite from other mods like NuclearCraft doesn't work.
Any chance that we will see the battlesuit return to quantum flux in 1.12?
Will titanium make a return in this updated mod? If I remember correctly, it was used to make the armor and a weapon.
quantumflux-1.12.2-2.0.14
CraftTweaker2-1.12-4.1.9
forge-14.23.4.2739
Feature context
Hyper Diamond, which is created by exploding graphite dust (as you well know)
Reasoning
I've been reading about Hyper Diamond obtention process, which is indeed obtained from graphite, but instead of an explosion a very high pressure is requried for the reaction to begin, irl synthesis process is quite expensive, but current way is way too cheap for a material thats supposed to be the hardest, roughly twice as hard as diamond. I have some end game uses in mind and i can use Quantum Compressor to obtain at the cost of 37GRF (~37 GPa of pressure).
Thank you.
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