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    posted a message on Greg's SG Craft
    I really love Stargate, and this mod makes dimensional travel more fun, I use Mystcraft to generate ages, and then put a gate on that age. I also put gates in the Nether, End, and other mod dimensions. It's a lot cooler having to dial up and actually put time into adventuring.

    I'd like to see some features added to this mod;
    (Caution: there's a lot)


    • Favourites menu when dialing (To stop having to memorize addresses)
    • Pressing the center button on the DHD should turn off an active gate.
    • Iris, or Lantean shield.
    • Naquadah Generators?
      • Powers gates
      • Generates mod power?
        • RF?
        • EU?
        • MJ?


    • More lore-friendly recipes
      • Ancient-styled gates are made mostly from Naquadah, not sandstone.

    • Other DHDs?
      • Pegasus DHD
      • Table-top DHDs, like in City-Class Lantean ships
      • Dialing computers?
        • ComputerCraft?
        • OpenComputers?


    • Other gates?
      • Pegasus Edition
      • 1994 Edition
      • Universe Edition (Prototype)
      • Infinity Edition (non-canon)
      • TollanI understand adding new gates and DHDs would require a lot of work on the glyphs, as they are all different.

    • Other places to find Naquadah;
      • In a few SG-1 episodes, traces of Naquadah are found in dirt, so maybe a 1 in 2000 chance of getting Naquadah from dirt?
      • A Mystcraft "Naquadah Ore Block" page

      • If you wanted to go overboard on this, you could even add Titanium, and maybe Trinium, so you can add an Iris to a gate.
        Adding those to the ore dict would be good for those mods that already add Titanium.

        Lore stuff
        Jumping into the back of an active Stargate's event horizon causes you to dematerialize and cease to exist, rendering you dead.
        Naquadah is black when solid, and green when liquid.
        Also, Chevron upgrades aren't exactly lore-friendly, personally I'd prefer to just have the 9 Chevron gate(s).
        Another thing, is the Stargate Strudel, or the back splash is only an effect in the 1994 film, and since then has been removed. I'm not sure if you actually intended to add the Strudel effect, but having a wall behind the gate shows that it clips with blocks behind it.

        Even further you could add Gou'ald, Asgard, Lantean and even Tollan technology.



    Posted in: Minecraft Mods
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    posted a message on Sound Filters - A Client-Side Mod (adds reverb to caves, and a few other things)
    This is so cool, I'm really enjoying the echoes and such.
    When on the surface in a biome that has no foliage, it echoes as if it was underground, is it possible to make it not echo as much (if at all) while on the surface (Or when there is only id:0 above you?)
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    I know this has been reported already, but I found this to be incredible.

    When I used '/cofh killall flicker' it returns saying "Removed 1837 entities. (1837xarsmagica2.Flicker)"

    Das a lot man. I reduced the spawn rate and now it seems fine.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    So a dungeon spawned inside one of these stronghold things..

    Using the 1.6.4 version. I had a good laugh at how rare this actually would be.
    Posted in: Minecraft Mods
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    posted a message on I'd appreciate some help with conflicts. (mc1.6.4)
    800 item ids later I realize that they need to be shifted. :mellow: Fixed them though. Thanks again for the NEI dump thing.
    Posted in: Mods Discussion
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    posted a message on I'd appreciate some help with conflicts. (mc1.6.4)
    Quote from dQz3r

    with NEi installed its easy when you know how.

    1) remove the mod that crashed
    2) load game, start a test world
    3) when in game , hit "E" to bring up the NEI inventory screen
    4) hit "Options" bottom left
    5) click "Tools"
    6) click "Data Dumps"
    7) click the "all Option" on all the buttons,
    8) click "Dump" buttons
    9) close the game, and open the .minecraft directory. in there is a "Dumps" folder. Open up the items.csv file with a text editor.
    there are all the used and free ID in use in the game.
    10) put mod back in the mods folder
    11) open up the mod cfg file in the config folder and change the block IDs to free ones from the item.csv file
    12) PROFIT!


    I totally forgot about that! Thanks a lot!
    Posted in: Mods Discussion
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    posted a message on I'd appreciate some help with conflicts. (mc1.6.4)
    So I wanted to add Harvestcraft to my modded client, and I knew before adding it, that it's got a lot of block and item ids. I've resolved the block id conflicts. Now I wanted to clear up the item id conflicts, so I started up Minecraft to look for free spaces between the other mods' ids. For the most part, there are no item id conflicts with Harvestcraft, but a few other mod items in NEI have been replaced with the fire texture, I pressed 'r' to check their recipe and I crashed. I started up Minecraft again to have another look and walked around a bit and let the world load before doing so and crashed again.

    First crash report:
    http://pastebin.com/DSJizvJS
    Second crash report:
    http://pastebin.com/ivdvXVz2

    My mod list:
    http://pastebin.com/Y5GLrqXn (Mod Lister mod used)

    *update1-World got deleted after second crash?!
    *update2-When creating new world with same parameters, it was the exact world with the same inventory, weird.
    *update3-Harvestcraft item ids conflicting with Forestry, specifically pollen had the fire texture, but every Forestry item has weird recipes.


    Previously, I've had problems with Additional Buildcraft Objects (Which I've given up on trying with), where they are invisible in the NEI screen and cause crashes when doing anything with them. I've also had the SAME problem when using an older version of Atomic Science with Logistics Pipes.

    I am also aware that there is a weird conflict with Blood Magic items and Thaumic Exploration, but neither mod's items are conflicting, just the recipes. (Thaumic Seals and Cured Brain are used in the Blood Altar for some reason)

    Any help regarding what I should do would be nice.

    Minecraft 1.6.4
    Forge 9.11.1.965
    JVM Args: -Xms1G -Xmx6G -XX:MaxPermSize=512M
    I have Java 6 and 7 for both 32x and 64x
    16gb RAM
    Asus Nvidia GTX GeForce Titan 6gb VRAM
    Windows 7 SP1
    Intel Core i7-2600K @3.40GHz (4 cores, 8 threads)
    Posted in: Mods Discussion
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    posted a message on JAMI - Just Advanced Mod Interaction (Updated: 19.04.2014)
    Awesome dude, I have so many little patches that do so much less than this, continue adding more mod intergration, I'd like to see more TC aspects on other mod items ^_^

    *Edit
    Maybe Railcraft stuff? (Rock Crusher, aspects?)
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from InFerNos1

    I just tried without Dartcraft, and that fixed it. It seems to be a 3-way conflict, removing any one of those mods fixes it. Hrmm.
    Nope, that isn't the problem. I really have no idea D:


    It now seems to be MFR causing it, removing MFR lets me play..
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from mDiyo
    InFerNos1: It's been working for the experimental version in anything I've tested.
    I just tried without Dartcraft, and that fixed it. It seems to be a 3-way conflict, removing any one of those mods fixes it. Hrmm.
    Nope, that isn't the problem. I really have no idea D:
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from lukxx

    Hello! Found a strange bug/glich with NEI (im new to bug/crash reports so i dont know where to post it). When you open NEI with TC installed this happens: (Hud just dissapears...)
    Not sure is this a glich, or is it supposed to happen...

    Edit: Was trying to upload a picture but dont know how :D

    Edit: snip


    If you have buildcraft additional pipes that may cause it. Also, ICBM caused it at one point too. I just ended up removing anything that caused it in TConstruct's favour.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Got a crash report, I haven't played Minecraft in a month and I am updating mods and I got this.
    http://pastebin.com/KHWNixKx

    Edit: After doing some trial and error I found that removing IC2 fixed this. I cannot find a build of either IC2 or TConstruct that work together.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI

    some of the boiomes o plenty biomes are registered as magical biomes and should spawn silverwoods. i think cherry grove is one of them.

    have you tried planting them in one of those?


    Of course! I shall go do that right now. Thanks.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI

    are you using a biome mod?


    Yeah, Biomes O' Plenty.
    I've generated a new world for the update. I've found more vanilla mushroom island biomes than Magic Forest ones.
    I've still got Tainted Land and Eerie biomes so I don't even know.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from obonzio

    try it on silverwoods in a magic forest biome


    Well it looks like I won't be growing them if it's in that biome. It never seems to spawn for me.
    Posted in: Minecraft Mods
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