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    posted a message on Vanilla axes, shovels and pickaxes disabled... Please help

    I've read that Iguanas Tinker Tweaks (an addon for Tinkers' Construct) does that, though it might not be the only one. It would be easier to answer your question if you listed the mods you're using, or at least what version of Minecraft.

    Posted in: Mods Discussion
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    posted a message on Carpenter's Blocks
    Quote from Dodge34»

    This mod is for me an all time favorite, be able to hide doors for technical access makes it very very useful, but as I tested it out, the current version for 1.10.2 doesn't have any doors or recipes, it would be really nice to see this on curseforge so I could track down the files added, so I would only get notified when a new version is out and not get spammed with comments added to this thread and no actual new version was released. Please consider adding your mod to the curseforge system, I'm not rushing you or asking for a new release, just want to get insta notified once a new version is out...


    Um... I just searched, and it's already there: https://minecraft.curseforge.com/projects/carpenters-blocks

    Might be a good idea for the author to add a link to that page to the first post of this thread, though. (it does mention downloading it via the Curse launcher, which I'm not sure would work if it wasn't available on Curse(Forge))
    Posted in: Minecraft Mods
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    posted a message on Configuring a mod pack! Help!

    From the forum thread documentation:


    Server Config[/b]

    A configuration file will be generated in config\NEIServer.cfg containing various confiutation options for servers. The config file comments explain the functions. In short it allows you to assign certain functions to be used only by certain players. So you can select who can use OP enchantments etc. There is also a banned blocks section, any blocks that are banned wont show in a user's item panel. Bedrock is banned by default so connected users can't spawn bedrock, (unless you specify their name).

    I took a peek with jd-gui, and it looks like the 1.7.10 version uses a separate file called banneditems.cfg rather than a section in NEIServer.cfg. (or maybe that's in addition to the NEIServer.cfg section, I don't play on servers, let alone set them up)

    Posted in: Mods Discussion
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    posted a message on [Solved] Please help java connoisseurs To resolve the error in a mode

    Since the OP refused to provide DxDiag details, here are mine, and I was still able to reproduce this (with main menu mobs turned off):

    http://paste.ubuntu.com/24171197/

    That might make it more convincing that this is not a gpu/hardware issue.


    One thing I notice that might help is that while the command causes a crash, loading via the checkpoint menu works safely.

    Posted in: Mods Discussion
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    posted a message on Big Reactors Help.

    That might work better if you use ME cables of some sort between the Energy Acceptor and the ME Controller. (the Energy Acceptor converts from other power types to AE2 power, so I don't understand why you put energy conduits between it and the ME Controller)


    I remember discovering once that the ME Controller has an undocumented ability to accept some (but possibly not all) types of power directly, but having the Energy Acceptor along the way like that might interfere.

    Posted in: Mods Discussion
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    posted a message on Minetweaker question

    Looks like this sort of functionality was planned for MineTweaker 3.1.0, which sadly never came out:

    http://minetweaker3.powerofbytes.com/wiki/Planned_Versions


    I found a mod that might do what you want, though:

    https://minecraft.curseforge.com/projects/block-properties

    Haven't tried it myself.

    Posted in: Mods Discussion
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    posted a message on Retro Gen ores in 1.10.2

    Sorry, I haven't actually tried it myself. :unsure:


    Even if I had, I have enough Java knowledge that I'd have trouble judging whether someone without such knowledge would find it easy to use. Anyway, if it says you don't have permissions, you could try starting a new creative world so you can run that command, then hopefully be able to use the class name(s) you find that way in the config and apply it in your survival world.

    Posted in: Mods Discussion
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    posted a message on Not Enough Items Problem!!

    That's normal for the creative inventory. Click the tab at the lower right with the chest icon to switch to survival inventory, and the items at the right will show up.

    Posted in: Mods Discussion
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    posted a message on Retro Gen ores in 1.10.2

    Simpleretrogen.

    Posted in: Mods Discussion
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    posted a message on Which mods disable double tap w for sprint!

    I'm not familiar with any mods that do that (although I admit I might not notice it if I had one, since I generally use the separate control for sprinting instead of double-tapping W), but you could save others some time by listing what mods you do have installed, or at least specifying which version of Minecraft you're playing.

    Posted in: Mods Discussion
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    posted a message on "New Replies" buttons does not seem to clear in my "subscribed Threads" lately.

    This issue seems to have suddenly vanished today, at least for me. IDK who fixed it or how, but I guess I'll take what I can get.

    Posted in: Forum Discussion & Info
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    posted a message on Question about one aspect of NEI

    Double-click the search bar to toggle that feature. It's handy if you have a crowded chest with a lot of similar-looking items (e.g. GregTech dusts) and want to find a certain type, but I can imagine how that would be annoying when you don't want it.

    Posted in: Mods Discussion
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    posted a message on Applied Energistics 2 - Open Source
    Quote from Thyriel27»

    That sounds exactly like what i want, thanks :) So for example i just "program" a 64k cell to store cobblestone (or whatever i know i will have large amounts) and put those in a drive with higher priority ?

    I'm not sure setting the drive to a higher priority is necessary, but it probably wouldn't hurt.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Quote from Thyriel27»

    Can someone explain to me how an ME system decides what items are stored at which cell ?

    Or better said, how do i build an "optimal" cell/drive setup where items are always stored in the best cell suitable for their amount ?


    Lets say i have various 1k, 4k, 16k and 64k cells connected to the ME System. All in drives with the same priority. (I tried around with the priority system but as i thought it will just override storage rules, so for example, if there are free 1k cells at a higher priority then the 64k cell, it will store 20k cobblestone in the 1k drives)


    How does the ME now decides where items are stored ? Especially if their amounts become bigger and bigger. Does the system then automatically "move" things to a higher tier drive when the amount is within a certain range ? (At least to me that somehow does not seem to be the case)


    Background: Somehow it seems pretty unefficient to me adding higher tier cells to an existing ME system. They seem not to be used for quite a long time, despite there are items with huge amounts stored in it and at the same time those items are using up a large amounts of the smaller cells. Only "workaround" i found so far is building another ME system, connecting both with export/import bus and moving all items around. But i guess there is a better way of managing this ?


    If you want more control over which cells store which items (especially if you have some idea which items you'll be storing more of), have a look at the Cell Workbench.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Hadn't noticed that one until your post, and shaders don't interest me that much (they don't work well with mods from what I've read, and I somewhat prefer using high-resolution resource packs). On the other hand, this interests me:

    [10:58:41] [Client thread/INFO] [Config]: [OptiFine] Maximum texture size: 32768x32768

    in the 1.7.10 preview version? (with my gtx 1070 card) awesome! Antialiasing still not supported in 1.7.10 (I move the slider all the way to the right, and it still says "off")? less awesome :(

    Posted in: Minecraft Mods
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