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Mod Support for Bashurverse and other Youtubers, custom mod developer for clients such as the Noxcrew, Element Animations, and LogDotZip, ProjectE developer.
It won't work to save the Data only to the block, because the mod is looking for the data in the player. well one would come with the other, save data to the block, when using the block it reads from itself. this is how equivalent exchange use to be.
and I have been searching for several days now for a version of project E that works with minecraft 1.6.4 But the only one that pops up is a download that only works with minecraft 1.7.10 The reason i am looking for a Project E download for mc 1.6.4 is that equivalent exchange 2 has not been updated since 1.2.5,
Project E crashes when I open the transmutation table. Please help #1 Apr 15, 2016. Superslime66 ...
Equivalent Energistics is a bridge mod that adds components enabling you to add autocrafting with Equivalent Exchange 3 and ProjectE EMC to your Applied Energistics 2 autocrafting system. It adds the following:
today i started to create a modpack in the 1.7.10 Here I used the Mod Project E. I wanted to ask if anyone has a custom emc config file for compatibility with other mods. Like Thermal Expansion or Industrial Craft. Thanks in advance
I just started using Project E on my modpack and for some reason, no matter what I do, the SWFG and RoA can do everything but fly. I've tried the Klein stars and red stone as fuel sources, but nothing. I even went into another world and removed all other mods to test it to see if it was another mod that was messing with it, but no. Any ideas ...
With other mods, project e makes crafted items the sum of their ingredients. When an item is made from mined materials from another mod, it normally doesn't assign an EMC value. For things from vanilla, an item's value is its relative worth (1 diamond = 4 ender pearls) and so on.
I managed to create a small modpack for myself and I tried to put the Project E mod on it. (I am aware that the mod is a little bit big.) I saw the logs, and there was some errors mentioned. Is this because I have too many mods, or is it one that is conflicting with another? Here is the log I got when Minecraft was loading.
The reason I took this approach was because i wanted a standalone mod that didn't have any core mod associations. I will implement SOME compatibility, like if you turn the block ID to zero on all the wires and stuff, only the lamps and other things i added will be active.