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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Where have they built?

    The region data is stored in numbered .mca files. Each mca file contains a 512x512 (iirc) chunk of the world. You could keep the mca file that contains the builds you are interested in preserving and delete the rest.
    Posted in: Minecraft Mods
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    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    A random list of updates I'd like to see:

    * that minebay configuration.

    * The ability to apply an XP cost to using the printer - as some multiplier of the base XP cost of the enchanted book being copied.

    * A stone lamp.

    * Decorative display shelves and boxes on which items and tools can be stored and displayed.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from taj1994»
    I have a question. If it's not already possible, would you be able to add retrogen for dungeons? My server has the version 2.3.2 right now, and we've beaten all of the currently available bosses in a large area (approximately 10000x10000), and don't want to have to generate new areas areas every time a new dungeon is added. It would be awesome if you added this capability along with the next dungeon




    That's part of the progression system introduced in version 2.1.0.

    Delete the contents of DIM7
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    There is negativity around this mod? Sad to hear of it. Its bloody brilliant.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Dreamlash»
    Oh so how about the way though the mods? I was doing a base but don´t using magic so far till I get somewhat a fixed terraing with basic defenses and some resources to get started into magic. (Don´t touched blood magic still and was starting with TC till I one exploration I falled and died losing all my main gear and basic tools..)

    So now I get a replace cause REI minimap is no more.

    I dunno hwo could be the best way to get inmersed into the magic. Like

    I use thinkers mod for get started but any tip could be nice
    TC> bloodmagic > witchery (?)
    bloodmagic >witchery > TC (?)

    I don´t know much yet about bloomagic and Witchery, only the basic thing one use blood as resource and the other have a cool neat voodoo system

    Get started with Thaumcraft, because it answers immediate needs, and is accessible: Thaumcraft gives you tools to help you dig, mine, harvest and get basic ore doubling going. It gives improved armors and enhances your ability to enchant. It does all of this via an in game guide: the thaumanomicon that you can use to progress through the mod.

    Blood magic probably answers a lot of the same questions but is far less (imho) accessible - there is no in game guide so you need to alt-tab out and reference a wiki. The blood requirements are hard to meet if you don't invest already in potions or another mod's healing, using either mobs or animals as a source of blood requires you already have automated farming - or automated mob spawners - provided by other mods already.

    Witchery has in game guides, and is much more accessible - you can play entry level Witchery without the support of other mods but the lack of utility functions that answer basic beginning game needs - improved digging / mining / ore doubling - means that for the most part you will neglect Witchery as it provides little of any utility.

    So, either way you want to start with Thaumcraft, and then use that as the basis to launch into BM or Witchery.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Dreamlash»
    Any of you guys have a good pack with Arcane / magic (avoiding modern technology )
    So far I pick

    TC4
    Thinkering
    TMI (NEI I can´t make it work properly)
    Blood Magic
    Witchery (my fast test with this one looks pretty neat)

    I was searching for the Dust Mod but is not supported anymore and it was incredible cool, also the microblock mod seems like is not updated to 1.7.10:
    back in my days I was using a lot Smart move but Corbent says it mess with special movements from other mods, so now I dumping it.

    Its odd, but I always add Applied Energistics. Minecraft is (ultimately) about building, even with magic mods. And that means having raw materials on hand. AE doesn't add the clutter most other tech mods add - theres no ore doubling, item and liquid pipes or "magic" blocks for automating vanilla functions: Well other than its storage system. And as my storage system in my game (which otherwise has no tech mods at all) is already called upon to store 30k cobble, 40k dirt, 20k stone, k's of saplings quartz, netherrack, slime balls? and so on, I am _very_ disinterested in trying to store all that in chests. My arcane bores feed mined materials into mirrors that feed into hungry chests linked to the ME network via export busses.

    My only problem really with my construction is that the Shovel of the Earthmover with Repair II can't keep up with my terrain leveling requirements. I've had to replace it a couple of times from not noticing it was too damaged to continue. So far my farms, village, blood magic and thaumcraft complex covers about 15,000m² of levelled terrain... so I'll consider my (golem powered) AE system as magical as I need to to keep it.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Will the 1.7.10 versions work with 1.7.2? Or are there alternate download links for the older versions?
    Posted in: Minecraft Mods
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    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    Quote from Palin_Tishnar»

    The achievement ID conflict is with more than the mod you mentioned, it has been mentioned before and we are all waiting for MrCrayfish to respond/fix this issue. Even if this mod is the only mod installed the game will crash if you try to switch between achievement screens, So I do not find your post RUDE at all

    The 3.3.5 update - which fixed this problem solidly for me - has been up for a while now.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Any chance thaumcraft nodes are going to be /have been whitelisted for spatial storage? (Testing in rv0 stable 9 they are not)
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Quote from AlgorithmX2»

    They do, Did you look at my picture? They are not cables, they are parts, like import and export buses.that you put between cables / machines.

    Oh. That explains it. Hadnt even considered they would work like that.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Sorry. My derp. Using rv0 stable 9. The last 1.7.2 build. The quartz fibers dont connect to each other or any ME devices when placed in the world. Fluix cables do work.



    If they are meant to be working in that build then I dont know... they dont. Its also the last forge for 1.7.2: 10.12.2.1147.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Sorry. My derp. Using rv0 stable 9. The last 1.7.2 build. The quartz fibers dont connect to each other or any ME devices when placed in the world. Fluix cables do work.



    If they are meant to be working in that build then I dont know... they dont. Its also the last forge for 1.7.2: 10.12.2.1147.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Quote from AlgorithmX2»

    You want http://ae-mod.info/Quartz-Fiber/ to shares power without a data connection.

    Aha. Due to xcompwiz not updating mystcraft for 1.7.10 yet my pack is still using the last (beta rv0) build for 1.7.2 in which the quartz cables are quite non functional.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Now this is why I believe ae2 needs to be standalone. I just removed enderio due to its direction. And promptly found I cant isolate bits of my network that previously were isolated as a me network doesnt go over rf power cables. What is the easiest way to share power from a bank of vibration chambers between two me networks without "connecting" them?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Everything is set to fancy/max except for render distance, might be the issue that I was located in the nether at the time that Warp Event popped up, checked my Optifine Settings and I have fog enabled there aswell. I really start thinking it was just because of being in the nether when that event happened.


    Now theres another smaller issue/question. Got one of the more heavier effects (Scorch in sunlight) and I definitly got to see those beatifull new shader/overlay... thing is I was in the middle of nowhere and had to dig a hole and wait 2 mins haha. And I have not a single clue how to get those bathing salts to prevent warp temporarly when I am exploring for new nodes, AE2 Meteorites and some easy to grab surface copper. There is no research in my Thaumonomicon hinting at it. So could I get a hind which research I should pay more attention to to get to the bathing salts? Just a little hint nothing else :)

    Oh.
    Optifine.
    Turn that off first and try again.
    Posted in: Minecraft Mods
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