90

Results 65 comments of 90

It's difficult to say how this could even be achieved considering that AE2 itself—largely, its crafting service—doesn't really make any distinction between entries that are available or entries that are...

This isn't currently feasible considering Cutoff is set on a per-cell basis and the crafting system would need to scour through every cell currently installed to look for the one...

I don't understand why you closed this immediately. Is this a present bug or not?

I'll leave that responsibility to you then; I can't exactly proofread any of it since I'm not a Chinese speaker.

@ChuijkYahus Thank you for your effort so far, I appreciate how thorough you've been throughout. > While testing in-game, NBT tag `megacells:bulk_unit_factor` doesn't see such changes when its factor configuration...

Good work overall. There is just one more thing I'd like to suggest, though, and it's really only to do with formatting/aesthetics more than anything. I generally like to keep...

Just so I understand this properly in advance, what were your exact steps to reproduce this, preferably on a clean world?

> I was under the impression (until very recently) that the cutoff is to cap the auto-compression functionality. It is.

I do have plans for this, but with a different approach in mind to what has been suggested so far. Ideally, the crafting provider exposed by Bulk Compression would simply...

This has happened with all games running on the Source 1 engine as per [this](https://github.com/ValveSoftware/Source-1-Games/issues/5043) issue after the LLVM 16 update. The solution would be to use a replacement `libtcmalloc_minimal.so.4`...