• 0

    posted a message on HQM live edit on server

    I was wondering if anyone knew what versions of hqm had live edit on the server working and what configurations i would need for that. Currently i believe i am using the most recent version and both my client and the server configs have edit mode enabled. But i am unable to even open the book. Anyone have any ideas? Also, i am an op on the server.

    Posted in: Server Support and Administration
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    I'm noticing that Draconium has only 1 durability. is this intentional for balance or is it an error?

    Posted in: WIP Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    Question. with more thaumcraft metals being supported is there a chance of thaumic tinkerer's ichorium being supported? it's be the same power as draconium in my opinion

    Posted in: WIP Mods
  • 0

    posted a message on Minecraft Private Modded Server

    I was looking at minecraft server hosting services and i was wondering what package would be good for my needs. I've got players living in a wide variety of locations from texas, ohio, and canada. I'm looking for a forge server for 20 people with a lot of mods installed. I will be checking back periodically to answer any questions or further explanation that's needed.

    Posted in: Hosting Discussion
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    How are things going?

    Posted in: WIP Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on

    I hope nothing bad has happened

    Posted in: WIP Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Quote from Glassmaker jump

    Don't worry, there is more time for ExtraTiC after the others mods had major bug fixes ;)

    So, more work is being put toward ExtraTiC now that other mods have had their bug fixes released?
    Posted in: WIP Mods
  • 0

    posted a message on Iguanas Tinker Tweaks
    I was wondering if anyone could help me with some config issues. i'm trying to get it so that instead of random bonuses on level up you get quartz or redstone (whichever applies) on your tool, but with how i've got the config i'm getting fully random bonuses.

    any help would be greatly appreciated.

    Modules Config

    # Configuration file

    "tinker's construct addon: iguana tweaks for tinkers construct" {
    # Stuff used for debugging. You probably don't want this.
    B:Debug=false

    # Modify tool and item mining levels to create a tiered-ish progression
    B:HarvestLevelTweaks=false

    # All the Items Iguana Tweaks for TConstruct adds (Clay Buckets,...)
    B:Items=true

    # Adds additional MobHeads and control over MobHead drops.
    B:MobHeads=true

    # Makes Saw cut stuff again
    B:MultipartCompat=true

    # This module allows to override about any values relevant for TConstruct or IguanaTinkerTweaks.
    B:Override=false

    # Various Tweaks for vanilla Minecraft and Tinker's Construct. See Config.
    B:Restrictions=false

    # The Iguana Tweaks Leveling System for Tinker's Tools
    B:ToolLeveling=true

    # Replace parts of tools
    B:ToolPartReplacing=false

    # Various Tweaks for vanilla Minecraft and Tinker's Construct. See Config.
    B:Tweaks=true

    # This module takes care of additional awesome dungeon loot.
    B:WorldGen=true
    }


    Main Config


    # Configuration file

    ##########################################################################################################
    # allowedtools
    #--------------------------------------------------------------------------------------------------------#
    # Tweak Module: This category allows you to specify which tools ARE NOT USABLE or alternatively ARE STILL USABLE if the option to disable non-TConstsruct tools is enabled.
    # To make this easier a /dumpTools command is provided, that dumps the names of all applicable items in your world. Copy'n'Paste away!
    ##########################################################################################################

    allowedtools {
    # Bows that are excluded if the option to nerf non-tinkers bows is enabled. [default: [ThermalExpansion:tool.bowInvar]]
    S:bows <
    >

    # Change the type of the exclusion.
    # 'blacklist' means the listed tools are made unusable.
    # 'whitelist' means ALL tools except the listed ones are unusable. [default: blacklist]
    S:exclusionType=blacklist

    # Hoes that are excluded if the option to nerf non-tinkers hoes is enabled. [default: [Steamcraft:hoeGildedGold], [Steamcraft:hoeBrass], [ThermalExpansion:tool.hoeInvar], [IC2:itemToolBronzeHoe], [Railcraft:tool.steel.hoe]]
    S:hoes <
    >

    # Here you can exclude entire mods by adding their mod-id (the first part of the string). [default: [minecraft], [Metallurgy], [Natura], [BiomesOPlenty], [ProjRed|Exploration], [appliedenergistics2], [MekanismTool]]
    S:mods <
    >

    # Swords that are excluded if the option to nerf non-tinkers swords is enabled. [default: [Botania:manasteelSword], [Steamcraft:swordGildedGold], [Steamcraft:swordBrass], [ThermalExpansion:tool.swordInvar], [IC2:itemToolBronzeSword], [Railcraft:tool.steel.sword]]
    S:swords <
    >

    # Tools that are excluded if the option to nerf non-tinkers tools is enabled. [default: [Botania:manasteelAxe], [Botania:manasteelPick], [Botania:manasteelShovel], [Steamcraft:axeGildedGold], [Steamcraft:pickGildedGold], [Steamcraft:shovelGildedGold], [Steamcraft:axeBrass], [Steamcraft:pickBrass], [Steamcraft:shovelBrass], [ThermalExpansion:tool.axeInvar], [ThermalExpansion:tool.pickaxeInvar], [ThermalExpansion:tool.shovelInvar], [IC2:itemToolBronzeAxe], [IC2:itemToolBronzePickaxe], [IC2:itemToolBronzeSpade], [Railcraft:tool.steel.axe], [Railcraft:tool.steel.pickaxe], [Railcraft:tool.steel.shovel]]
    S:tools <
    >
    }


    ##########################################################################################################
    # debug
    #--------------------------------------------------------------------------------------------------------#
    # Stuff to give you/me more information
    ##########################################################################################################

    debug {
    # Logs when the harvest level of a block is changed [default: true]
    B:logBlockHarvestLevelChange=true

    # Logs how much the extra-chance from doing stuff you had when getting a random bonus on levelup. [default: true]
    B:logBonusExtraChance=true

    # Logs every single thing done by the Override module. Use at your own risk. ;) [default: false]
    B:logExcessiveOverrideChanges=false

    # Logs when the mining level of a tinkers tool material is changed [default: true]
    B:logTinkerMaterialChange=true

    # Logs when the mining level of a (non-tinker) tool is changed [default: true]
    B:logToolMiningLevelChange=true

    # Current Tool/Pick XP is shown as debug (F3) text [default: false]
    B:showDebugXP=false
    }


    ##########################################################################################################
    # harvestleveltweaks
    #--------------------------------------------------------------------------------------------------------#
    # Harvest Level Tweak Module: Introduces a slower mining level progression.
    ##########################################################################################################

    harvestleveltweaks {
    # Changes the Diamond and Emerald modifier: Apply it to a bronze level tool to obtain diamond level. Required unless you have steel or similar. [default: true]
    B:diamondRequired=false

    # Change durability of all tool materials (in percent) [range: 1 ~ 999, default: 80]
    I:durabilityPercentage=100

    # Change mining speed of all tool materials (in percent) [range: 1 ~ 999, default: 100]
    I:miningSpeedPercentage=100
    }


    ##########################################################################################################
    # mobheads
    #--------------------------------------------------------------------------------------------------------#
    # Mob Head Module: Adds additional Mob heads and drops
    ##########################################################################################################

    mobheads {
    # Base percentage for a head to drop [range: 1 ~ 100, default: 5]
    I:baseDropChange=5

    # Percentage added to base percentage per level of Beheading modifier [range: 1 ~ 100, default: 2]
    I:beheadingDropChange=5
    }


    partreplacement {
    # How much of the current XP% to the next mining level shall be removed when replacing the pickaxe head. Useful to remove the mining level boost on part replacement. [range: 0 ~ 100, default: 5]
    I:PickBoostXpPenality=0

    # How much of the current XP% shall be removed when replacing parts (So if you had 50%, and penality is 10% it'll remove 5% xp, resulting in 45%). Does not remove Skill Levels. [range: 0 ~ 100, default: 0]
    I:XpPenality=0

    # Removes the Mob Head Modifier on Tool-Head replacement, allowing it to be reapplied. Should be used with PickBoostXpPenality. [default: true]
    B:removeMobHead=true
    }


    ##########################################################################################################
    # pickleveling
    #--------------------------------------------------------------------------------------------------------#
    # Leveling Module: Allows pickaxes to gain a mining level with enough XP. Should be used with the HarvestLevel Module.
    ##########################################################################################################

    pickleveling {
    # Mob heads can be used to boost a pickaxe's mining xp. [default: true]
    B:addMobHeadBoost=false

    # Pickaxes gain Mining Xp by using the pickaxe. [default: true]
    B:allowLevelingBoost=false

    # Mob head boosting requires a free modifier [default: false]
    B:mobHeadBoostNeedsModifier=true

    # Every Pickaxes Mining Level is reduced by 1 and needs a mining levelup (separate from tool level) or, if enabled, a mob head modifier to advance [default: true]
    B:pickaxeBoostRequired=false

    # Change the percentage of XP required to boost a pick (i.e. 200 means 2x normal boost xp required) [range: 1 ~ 999, default: 100]
    I:xpRequiredPickBoostPercentage=100
    }


    ##########################################################################################################
    # randombonuses
    #--------------------------------------------------------------------------------------------------------#
    # Leveling Module: Allows to completely deactivate specific modifiers on levelup.
    ##########################################################################################################

    randombonuses {
    B:allowAttack=true
    B:allowAutosmelt=false
    B:allowBaneOfArthropods=false
    B:allowBeheading=false
    B:allowCritical=false
    B:allowDiamond=false
    B:allowEmerald=false
    B:allowFiery=false
    B:allowJagged=false
    B:allowKnockback=false
    B:allowLifeSteal=false
    B:allowLuckLooting=false
    B:allowRedstone=true
    B:allowReinforced=false
    B:allowRepair=false
    B:allowSilkTouch=false
    B:allowSmite=false
    B:allowStonebound=false
    }


    ##########################################################################################################
    # toolleveling
    #--------------------------------------------------------------------------------------------------------#
    # Leveling Module: Setup the leveling system how you like it
    ##########################################################################################################

    toolleveling {
    # Adds a random bonus on these levelups if 'RandomBonuses' is enabled
    I:BonusesAtLevels <
    2
    3
    4
    5
    6
    7
    8
    9
    10
    >

    # Each modifier is equally likely on levelup. Disables useful bonuses. [default: false]
    B:CompletelyRandomBonuses=false

    # The amount of modifiers new tools have. [range: 0 ~ 9, default: 0]
    I:ExtraModifiers=0

    # Adds an extra modifier on these levelups if 'ExtraModifiers' is enabled
    I:ModifiersAtLevels <
    2
    4
    6
    8
    10
    >

    # Gives a random bonus every level, if false and levelling is on modifiers are given at levels 2 and 4 (requires 'toolLeveling=true') [default: true]
    B:RandomBonuses=true

    # Disables less-useful modifiers on levelups. Like a sword with silktouch, or a pickaxe with beheading. [default: true]
    B:UsefulBonuses=true

    # XP tooltip shows numbers, in addition to percentage [default: true]
    B:detailedXpTooltip=true

    # [range: 1 ~ 99, default: 6]
    I:maxToolLevel=10

    # If true, only the heads of tools are examined when determining how much XP it takes to level up. (This only matters if you manually specify that some material types level faster than others using the override module) [default: true]
    B:onlyHeadsChangeXPRequirement=true

    # Current XP% is shown after the level [default: false]
    B:showMinimalTooltipXP=false

    # Current XP is shown when hovering over a tool [default: true]
    B:showTooltipXP=true

    # Can your skill with tools 'level up' as you use them? [default: true]
    B:toolLeveling=true

    # Exponential multiplier for required boost xp per level [range: 1.0 ~ 9.99, default: 1.12]
    S:xpPerBoostLevelMultiplier=1.10

    # Exponential multiplier for required xp per level [range: 1.0 ~ 9.99, default: 1.15]
    S:xpPerLevelMultiplier=1.10

    # Change the XP required to level up tools in % (higher = more xp needed) [range: 1 ~ 999, default: 100]
    I:xpRequiredToolsPercentage=100

    # Change the XP required to level up weapons in % (higher = more xp needed) [range: 1 ~ 999, default: 100]
    I:xpRequiredWeaponsPercentage=100
    }


    ##########################################################################################################
    # tweaks
    #--------------------------------------------------------------------------------------------------------#
    # Tweak Module: Tweaks to vanilla Minecraft and Tinker's Construct
    ##########################################################################################################

    tweaks {
    # Adds a shapeless recipe to get flint from gravel [default: true]
    B:addFlintRecipe=true

    # Allows toolparts to be used as material in the Part Builder. Like, turn a Pick head into a Shovel head.! [default: true]
    B:allowPartReuse=true

    # Allows to use stencils as blank patterns in the stencil table [default: false]
    B:allowStencilReuse=true

    # Allows you to use a piece of string as a binding [default: true]
    B:allowStringBinding=true

    # Creating a metal cast burns up the material that was used to create it [default: true]
    B:castingBurnsMaterial=true

    # Removes the ability to add modifiers with Gold, Diamond, Netherstars etc. [default: false]
    B:disableBonusModifierModifiers=false

    # Makes all non-TConstruct bows useless. You suddenly forgot how to use a bow. [default: false]
    B:disableRegularBows=false

    # Makes all non-TConstruct hoes to not be able to hoe ground. Use the Mattock. [default: false]
    B:disableRegularHoes=false

    # Makes all non-TConstruct swords useless. Like whacking enemies with a stick. [default: false]
    B:disableRegularSwords=false

    # Makes all non-TConstruct tools mine nothing [default: true]
    B:disableRegularTools=false

    # Stone Tools can only be used to create casts, but no tools [default: true]
    B:disableStoneTools=false

    # Allows to craft tool parts with a pattern and the material in any crafting grid. [default: false]
    B:easyPartCrafting=false

    # Allows to create Tool Station Tools (2-3 Parts) in any crafting grid [default: false]
    B:easyToolBuilding=false

    # Allows to also create Tool Forge Tools (4 Parts) in any crafting grid [default: false]
    B:easyToolBuildingForge=false

    # Allows to repair your tool in a crafting grid, without tool station [default: true]
    B:easyToolRepair=false

    # How many gravel are required to craft one Flint [range: 1 ~ 9, default: 3]
    I:gravelPerFlint=4

    # Silky Cloth needs gold ingots, instead of nuggets [default: true]
    B:moreExpensiveSilkyCloth=true

    # Silky Jewel needs an emerald block, instead of one emerald [default: false]
    B:moreExpensiveSilkyJewel=true

    # Flux modifier requires 2 Modifiers. Because that stuff is broken. [default: true]
    B:moreModifiersForFlux=true

    # Removes the random chance of getting flint from gravel [default: true]
    B:removeFlintDrop=true

    # Removes the creation of Obsidian in the Smeltery. This is normally used to prevent the early pre-diamond creation of obsidian tools. [default: true]
    B:removeObsidianAlloy=false

    # Removes the recipe for Tinker's Construct's stone torch [default: false]
    B:removeStoneTorchRecipe=false

    # Limits the amount how often a tool can be repaired. -1 means unlimited repairs, like normally. [range: -1 ~ 999, default: -1]
    I:repairsLimit=-1
    }




    Posted in: Minecraft Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    I too look forward to when i see this thread one day and see that an update is posted. This is perhaps my favorite part of Tcon, as i feel that it doesn't have the mod support it should.
    Posted in: WIP Mods
  • 0

    posted a message on CraftingManager ALPHA v1.0.19 - An ingame configuration manager including an api for modders
    Yes, tested with the most recent version of CraftingManager. It's really annoying as i'm mainly using it to change computercraft recipes.
    Posted in: Minecraft Mods
  • 0

    posted a message on CraftingManager ALPHA v1.0.19 - An ingame configuration manager including an api for modders
    All i really want is a fix for not being able to save disabled recipes. i've tried disabling some, but when i restart minecraft or reload the world they're no longer disabled
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    I was wondering what all metals are able to be used in the update? by this i mean new metals that aren't available to the melee weapons in the currently available version. also, what abilities they have would be nice.
    Posted in: WIP Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    It's the none book, the affinity books aren't obtainable yet. but i wonder if they're functional
    Posted in: Minecraft Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Quote from RCT12»
    No golden amber the stuff that drops from the golden oak trees.
    Not ambrosium. *facepalm*

    Oh, you mean Golden Amber.
    that makes a lot more sense and that would be nice, as it's not aren't used for anything other than the golden darts and the golden dart shooter.
    Posted in: WIP Mods
  • 0

    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Ambrosium? that'd be like having coal tools...
    Posted in: WIP Mods
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