For more info and documentation see the main page on the Minecraft forums. here
Feature request: Balance the Deep Dark for how much it benefits the player.I have three varying suggestions on how to make the Deep Dark more balanced, I hope you'll consider them!#1: Make the Deep Dark portal more expensive to create. I'm not talking how expensive it was in ExU1 or how expensive some modpacks make it, more something like 4 Triple Compressed Cobblestone and 5 Double Compressed Cobblestone, for a total of 3321 Cobble necessary; something that can realistically be achieved through normal mining.#2: Make the Deep Dark more dangerous. Put in mobs exclusive to the dimension that use the lack of light to their advantage, appearing as if from nowhere out of the darkness, and destroying player-placed light sources if they can reach them. Maybe even put in a boss mob that goes after ALL player-placed blocks and that can fly, so players will need to be attentive (like there could be a chat message saying when it's spawned, and a GUI thing showing how far it is from you/the portal) or use something from another mod like Modular Force Fields to keep it away from your setups in the dimension! I was thinking the smaller mobs could be similar to Endermen except squat instead of tall, being the same height as the player but 1.5 or 2 blocks wide, allowing the player to make safe tunnels where they can't follow. The boss mob could be a middling size between the Wither and End Dragon: Big enough to do a lot of damage, and also too big to follow players tunneling around or to go up the default-sized tunnel to the Overworld Portal, preventing it from destroying that block unless players opened up that area a lot.#3: An "It followed us back"/"Too deep we delved there" situation. Once you go to the Deep Dark and then come back, nighttime could become a LOT more dangerous, with grue-like mobs now spawning on blocks with a light level of 3 or less that are at y=70 or below. It would be like a physical manifestation of the clawing darkness in the Deep Dark. Yes, players can kill it now, but it can also hurt THEM a lot more, and it would come back each night, despawning at dawn. It could also be made more grue-like by having light sources repel it in much the same way that Interdiction torches from Equivalent Exchange/ProjectE and Reliquary repel normal hostile mobs, leaving it standing menacingly just at the edge of a lit-up area. It would also be unable to travel above a certain y level, making it so would still be areas that are safe from it at night for players that are doing things such as Astral Sorcery.
For some reason, I cannot pick up a drum by shift right-clicking on it with a stick or wrench.
Anyone got an idea why or how to fix it?
Newest version of XU2 crashes your game upon clicking on the XU2 creative inventory tab. Using XU2 v1.9.9, forge 126.96.36.19993 and minecraft 1.12.2.
EDIT: Seems to have the same problem with XU2 v1.9.8, going to assume this is some sort of mod compat issue.
No information available for this mod. Why? Info Link does not work
In reply to deejay2302:
Yeah same for me, when i click the link i just getHTTP Code: 404Status Text: errorAddress: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/wip-mods/1443963-extra-utilities-v1-1-0kDate: Sat Mar 16 2019 16:41:47 GMT-0700 (Pacific Daylight Time)Request: GET /servers/ad
Some questions about spikes:
Can mobs spawn on spikes when generated from a mob spawner?
Will endermen teleport away when damaged by a spike? Or will they surrender to their doom?
In reply to maxwelllondon92:
Mobs spawn on a spike.
Endermen won't flee from them.
Can I use this in my modpack?
Is it possible to add a config to disable grid power entirely?
Or a command to cheat GP, in order to use it without need to build mills?
EDIT: is possible to add GP thru NBT explorer?
It kinda breaks the mood of magical/roguelike modpacks.
please put extra utilities 1 at 1.12
In reply to vazkee:
Seeing I cannot report a possible bug I will do it here.
Minecraft 1.22Recipe conflict with PreFabCan you be compatible with the prefab compression ? I have a mod that helps with recipe conflicts but does not alway work with your mod.
There's a bug that alot of the textures bleed and look ugly (having white outlines) even on glass. Please fix this
Hello. I'm currently playing Stoneblock2-1.5.0-1.12.2. When trying to attach a flat transfer node (items) to the top of a Generator from Draconic Evolution, I received a crash notification with a link. I tried 2 other times to do the same task with the exact same result. I hope this is the right place to put this. Just want to help. :) Thanks.
I posted the report but it must have not been within `1 and 30000 characters long. Below is the link. If there is another place that I can give the full report, please let me know.
Your EU thread in MC Forum has been deleted along with about 1/3 of the forum content because of new EU (European Union, not Extra Utilities) regulations embedded in a forum merger stipulation.I bet you'd be very upset to have to remake the page for the documentation, so why not put it here? Or you could start a discord (if you haven't already).
In reply to wozat:
Shouldn't be hard to recreate from a snapshot;
Hey auther, your bag of holding makes my game crash many times. When I hold an item and double left click another item in your bag of holding. it crashes immediately. Please fix it
In reply to mc_mod_player: