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Returning some old favourites.
I see the particles, and It took a while to find out that you cant connect them with a wand (Should be in the description, tbh)
But I didnt find out how exactly do these things work, if they work at all, since placing them next to a mana pool did nothing and a mana spreader did nothing. (I have a mod that shows how much mana something has and both Mana spreader and pool gained nothing after several minutes, despite also changing the rate to 100)
So, Im gonna guess they dont work.
Also, as a side note, some configuration for the unstable goo, change the explosion time and what not.
Title, both flowers have stone placing/breaking sounds rather than foliage. The flowers are also rendered like a block when they are in your hand, rather than as a flat tile like the other flowers in botania.
Thanks!
Luke616
The main page said they'd generate mana like they used to, but they're not doing anything it seems as far as sending to spreaders to be fired off or sparkling as they generate. Not that it's a massive issue, since there's other ways to mana, but thought that was kinda a selling point of the mod. :V
You can just close this and tell me to shut up, of course. But It'd be kinda neat.
It's not like I'm planning on using it as a serious crafting mechanic in a pack or anything. That'd be ridiculous ha ha ha ; _ ;
Seriously thank you for the fire (AND especially the CONFIG oh my GOSH) anyway. It's rad and neato.
No recipe currently exists to produce a daybloom. Suggest shapeless 2 yellow flowers and a red dye, and maybe some seeds.
it gives an error with all the items and the tool tip for the unstable goo is giving an error
try number two because apparently i'm repobanned :^)
it would be good for translation efforts and packmaking to have the ability to configure these strings in the lang files, currently they're static strings.
Tested with fire infused fire and mine craft water, I had to go to work before I could try it with the others.
When the water flows flowed through blocks occupied by fire infused fire, the fire block broke and dropped as a perfectly ordinary "fire infused fire" item.
I'm not sure if this is the intended Behavior or not so I thought I would mention it here and give you the chance to just close it and tell me I'm being dumb.
Did you scale back the speed at which the fires transmute things? They seem to go really slowly compared to what I remember when I tested them in my old pack in thaumic tinkerers. They could also potentially be causing some really deadly lag. As the mobs are doing that "laggy slow walk" when they're around. Also, when I made an overcharged cake engine in what was essentially a void dimension after closing my game after finishing my other things (modpack related) I saw in the console that the world was behind some 100 ticks or something cause of the fires in the 9x9 pools of water.
Could you find a way to potentially optimize them and also make them ignite onto the sides of blocks like normal fires do and give them ambient sounds too? also a config to specify how much quicker from default they go.
and finally the perdito/chaos fires would very quickly consume all other fires in the area and nullify them, but instead is sorta just burnt around in an area and did nothing but didn't go away, nor did it affect the wrath fire I had down (on purpose cause it's not technically from TT?) is the fire overwriting from it implemented?
Looks like it is trying to render colors on a headless server?
https://gist.github.com/belathus/d90aaac7ced2c3e307601b70146ead13
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