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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika »
    In other news, I just got my sounds working by chewing through the entire sound engine. : P

    now that is what i call a dedicated mod Author. ^_^ i was out running the tractor threw my neighbors corn fields today when i was thinking about this mod and came to a conclusion: Hydro-static Transmissions, i think this would be a good addition to Rotary craft you already have the canola oil for lubrication maybe set it up like a repeater so you can control the rad/s on a hydraulic motor or something similar im just throwing ideas out there for ya.
    keep up the good work Reika cant wait to update and check out the new stuff.
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    i have dynmap installed on a home-built minecraft forage server and i've noticed a few blocks that fail to render and it seems like there all from Reika's tech-mods would be really cool to have map support for those mods as Geostrata adds in all kinds of blocks to build with ive used a few map rendering programs and so far dynmap is the only one that comes with native mod support its a really awesome mod keep up the good work
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Speaking of updates. Reika would i need to talk to the creator of dynmap for map support or is that something handled on your end? i would love to have be able to see all of these on a map
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika »
    An update on above. Some mods are actually error-free already but are waiting on DragonAPI, which is not yet releasable:

    • CaveControl
    • CritterPet
    • EnderForest (Not being released as a standalone)
    • UsefulTNT
    • Void Monster
    GeoStrata is close.

    Whats the plan for EnderForest? will that be included with DragonAPI or included with another mod?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika »
    Also, for the translators, it had better not turn into this. :P

    that all just seems like a huge headache
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika
    I just improved ElectriCraft performance 425%....


    my question is in what aspect was the performance increased?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    some of the reactorcraft ores drop XP when broken with buildcraft quarries is there a possible fix for this? i have several hundred XP orbs lagging out my world until i can get them cleaned out by hand a slow and painful process at 1FPS

    EDIT: forgot link to image http://faith4pocatello.no-ip.org/uploads/XP_LAG.jpg
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika
    [clipped]
    RailCraft hidden block?

    just disabled it and re-trying to see if i get the same error i must have over looked that section of the FAQ's
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    i was playing in a creative world earlier today trying to build a turbine and i received a crash report the crash report is as follows

    http://faith4pocatello.no-ip.org/uploads/CrashLog_8-4-14_1705hrs

    seeing as i cant post in a spoiler i will upload this to my web server. Apparently MCF has a post cap even in a spoiler i didnt think i would even generate a log file that big but i guess it happened

    from what i can tell its trying to cast a hose to a pipe and some how failing it happens at random and not very predictable, however i have noticed when i place for example the electromagnetic piping it will sometimes turn brown and not connect fixing that just requires breaking the pipe and replacing with the correct one im guessing this has something to do with there metadata maybe?

    "Must be within 1 and 120000 characters long."
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from warmasher
    Installed RotaryCraft and DragonAPI, start the game the window opens then a few seconds later the screen disappears and the Client pops back up. Using the ATLauncher and a custom mod pack
    - Edit forgot the log

    http://pastebin.com/RbBLx08T

    What versions of RotaryCraft + DragonAPI are you using?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika »

    The download page is run by mediafire. I cannot modify it in any way.

    that part i understand i was referring to the google site side of things where you have all your links saved at
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    thank-you for the response,

    could MD5 sums be part of the download page so that users can verify there downloads? i think that would be a big help for situations like these
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Im getting a mods missing exception for RotaryCraft when trying to use Electricraft, however i just downloaded:

    DragonAPI, Rotarycraft, Reactorcraft, Electricraft, MeteorCraft, EnderForest

    from the main downloads page and installed them on my server the mods are physically present in the mods folder but i did notice when i downloaded them some of them were ver 25gand some where just ver 25 while Electricraft was ver 25f

    i have read the forum rules about the missing mods questions but i have checked that they are present and accounted for however the version numbers don't match the main download page info at the top and i wanted to clarify the mixed version numbering
    EDIT: couldn't get the picture upload to work right after checking my post it had a 404 error so i've uploaded to my own web server and can be found here
    http://faith4pocatello.no-ip.org/uploads/updates.jpg
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    the mod idfixminus is able to SOME conflict realutions im using it with Reikas mods as i have over a hundred mods installed i havent had a single issue and from what the mods forum says it actualy over-writes the FML Conflict detection code that was broken not exactly sure if this solves your problems but i hope its a good start i also use this on my server with no issues



    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291014-idfix-and-idfix-minus-mods-for-resolving-id

    make sure you read the first post carfully to get the right version

    The Admiral
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I'm trying to design a Meteor recovery program using the Computercraft Turtles, i was wondering if there was a way to read the Meteor Radar from a computercraft program in order to locate the crash sites? if there is no way at preset time could this be a feature that can be implemented with little to no trouble?

    I have several of your mods installed and cant figure out why i haven't used them before they have changed the way i design. all of the mods work really well together and seen a noticeable drop in lag since rebuilding my main factory with RotaryCraft I'm working on the Power station next with the Fusion Reactor and cant wait till it goes live. Keep up the good work Reika
    Posted in: Minecraft Mods
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