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    posted a message on [1.6.4][v0.7.0] Minor Alchemy [Forge 9.11.1][Simple Transmutation]
    We are *not* talking about one stack - that was just an example ;)
    For example I have more than 1000 stacks of melons (please dont ask why).
    Not to mention all the other stacks of other useless stuff I would like to convert (which might even be more than 1000 stacks).
    Only with mods like "Applied Energistics" I am still able to manage my inventories - at all.
    Splitting every stack several times is not really a good option for me - unless I want to spent many hours on that.
    Maybe I will do that "some stacks per hour" or so in the future - but some "better" or automated way would really be appreciated ;)

    I already changed the CVs in the cvl-file - thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4][v0.7.0] Minor Alchemy [Forge 9.11.1][Simple Transmutation]
    Interesting mod.
    Tested it, and found some smaller "issues" with the CV-values.
    For example (not tested all blocks+items):
    1
    Melon-Block has a CV of 64, while a slice of melon has a CV of 256 ?
    Breaking a Melon-Block will give you several melon-slices (8 with IC2-macerator).
    So the block should have a multiple (8 or 4 or 6?) CV of the slice.
    2
    Single melon-seed has a CV of just 8?
    Those are rare and can only be found in dungeon-chests (without mods at least).
    These should have more CV...
    3
    Coal-Ore-Block and a single piece of coal have the same CV of 130.
    The Ore-Block can give multiple pieces of coal (with fortune) - so the block should have more CV.
    In "general" : The ore-Blocks should be more valueable than their ingots/drops.
    Not only due to "fortune".
    Also considering things like the IC2-Macerator,TE pulveriser and others.
    Almost any "tech"-mod as such a "double output"-Block.
    I would suggest to double the CV of all ore-Blocks as a general rule.
    4
    Stacksize should really be considered in the GUI.
    So a stack of 2 of any item/block should output the double CV than a single-Stack.
    Right now we have to split the stack in order to convert it all into CV.
    Try to convert a stack of 64 into CV - and you know what I mean ;)
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Megalithic Construction Mod v2.0.4 (Back to Work)
    Apart from the "need to cheat in Woodash+Flyash+rustedmetal" it seems to work fine.
    I love most of the blocks - especially the white marble.
    Seems I have a lot of work to do - replacing most of the walls and floors in my base now ;)

    BTW:
    Maybe you should change the recipe for the "basic"-blocks to something like
    "4 Stones + 1gravel = 4 Stone(Typ 1)" (or coal/charcoal instead of gravel to make them more expensive).
    And "4 Sandstone + 1gravel = 4 Sandstone (Typ1)".
    Just to avoid creating new extra items (which seems to fail on my Minecraft).
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Megalithic Construction Mod v2.0.4 (Back to Work)
    There is no way to produce the new+needed WoodAsh+FlyAsh+rustedMetal :(
    Charcoal in a furnance -> nothing (of course not put in the fuel-slot)
    Coal in a furnance -> nothing
    iron in a furnance -> refined iron from IndustrialCraft2
    Right now I (or we - if anyone else is having this issue) have to cheat the ash-items into the game.
    Testing that right now...
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    There should be an option to always show the "craft XYZ"-items in the ME-craftingTerminal for all encoded patterns in the assembler.
    Even if you have items of that type in your network.
    That would be very helpfull.
    Several times now i needed to craft "some more of X to produce Y",but I always have to remove all of those
    X-items from my network first in order to see/click the "craft X".
    That happens when I need to craft some items that require other crafted items first.

    For example this "common" situation:
    IC2 Circuits need IC2cables ; both have encoded patterns in the assembler.
    I do not have circuits in my network.
    I do have some cables in the network - but not enough to make the number of circuits I need.
    I do have all the required raw-materials (rubber, cobber, redstone etc) in the network for everything.
    Now I have to remove all IC2cables from the network (to show up the "Craft Cables"-thing in the terminal).
    After production I have to put all the cables back into the network and start crafting the circuits.

    Another suggestion with that "situation" - but not sure if that is possible:
    Can autocrafting be made recursive?
    Example : I want to autocraft the mentioned IC2-circuits.
    I am short of cables to do so - but i have a pattern for cables stored too.
    Right now the assembler fails to produce the circuits (lack of cables) and waits until I provide the cables.
    It *could* instead first check all ingridients and autocraft the neccessary/missing amount of those (if pattern for those stored)
    and then begin the production of the selected item itself.
    That would be awesome.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Megalithic Construction Mod v2.0.4 (Back to Work)
    Right now this mod is difficult and "strange" to use (for me at least).
    Not sure if those are errors - but:

    1.
    Breaking some of the blocks (not all - only some have this issue) gives me another/different block back.
    Most of the time I get the black block back - even if I break a different "non-black" block.
    2.
    Breaking a block does not seem to remove its "carved" status.
    So they dont stack in inventory and I end up with 3 different "versions" of the same block in my inventory.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    This mod is awesome and really should get more attention in the community.
    It will (working on) replace almost all of my Redpower and Buildcraft storage/sorting/automation-stuff.
    So much better, easier and nicer to use - loving it.
    Please continue this brillant work - forever ;)

    EDIT:
    Ups - just saw that a fixed version is available already.
    Forget the "missing GUI issue" - all good ;)
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [FORGE] Ancient Forged Items v3.0 - NOW WITH ORES! | NEW TOOLS! & ARMOR! [MAJOR NEW UPDATE]
    Quote from socrazy10

    All of that... Maybe except the last part of repairing tools. Will be added in the next release. But will start working on development on it this weekend though. Sucks for me it's summer but have summer school :/.


    Excellent - thanks in advance.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [FORGE] Ancient Forged Items v3.0 - NOW WITH ORES! | NEW TOOLS! & ARMOR! [MAJOR NEW UPDATE]
    I started a new world today, changed the Block-IDs in the other mods and gave this mod a try.
    I like the mod - it should get more attention.
    But I found several issues and "bugs" (at least I think that are bugs):
    1
    the ancient forged pickaxe cant mine obsidian (intention or bug?).
    Not a big issue I hope - buts its annoying since you have to carry a "normal" diamond-tool for that ;)
    2
    You cant enchant the tools (bug?).
    At least I tried (undamaged) ancient sword+pickaxe.
    I would love to have a ancient forged sword with "looting", or a pickaxe with "fortune" etc.
    If possible please make them enchantable like the vanilla-diamond-tools...
    Because thanks to that, right now the ancient pickaxe is "worse" than a vanilla-pick with "fortune".
    At least if you mine things like redstone, coal, lapiz - and even beloved diamonds.
    3
    Biggest "issue" : the Balance...
    The new ores are *way* to common, and/or the diamond-fragment-recipes are way to cheap.
    After 30 minutes I had a ton of diamonds - thanks to that very common diamand-fragment-ore.
    That wouldnt be that a big issue - if the recipe for a single diamond would not be that cheap.
    Maybe its more balanced if the recipe would be : "9 fragments -> 1 diamond" (and not just 3).
    Actually maybe even a step between like
    "9 fragments -> a new item X" ; "2 or 3 item X -> 1 diamond" would even be more balanced.
    It would actually require the player to really "invest" some time+effort to get a single diamond out of the fragments.
    4
    After 30 minutes I have like 4 or more full stacks of cobbalt-nuggets.
    And no use at all for them since I already crafted the important ancient-tools by that time.
    Maybe it would be nice to give the nuggets some crafting-recipes to craft other (minor only) "things" with them.
    Like for example 8 nuggets+1 iron = 1 gold ; or 4 nuggets+1 coal+1 redstone = 1 lapis.
    Could think of a lot more of those recipes...
    Just a suggestion of course - but that would actually make the nuggets really usefull later in the game.
    5
    Maybe it would (if possible - dont know that since I never created a mod) be nice if
    one could use the cobbald-nuggets to repair items in a way?
    Should be expensive/balanced - like 8 nuggets to repair 100 uses or so.
    Or lots of nuggets to craft a "repair-item" (which will be consumed in the repair later).
    Since the nuggets are common, it would give them a new (any?) use later in the game...
    Would be extremly good if that repair could repair enchanted items without losing the enchantments.
    (like some forge mods can do - for example Thaumcraft or EE).

    Hope that input is of any use. If not - please just ignore.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] [FORGE] Ancient Forged Items v3.0 - NOW WITH ORES! | NEW TOOLS! & ARMOR! [MAJOR NEW UPDATE]
    Sound nice - but there does not seem to be a config-file to change the IDs (?).
    Which basically makes the mod useless for me :(
    Players already playing a world (changing existing IDs -> crash or a ton of other problems) cant test or use this mod. Could you add a config-file?
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    With the current version of forestry installed, I get the error below and cant run the game.
    Removing either Forestry (not an option for me) or ExtraBiomesXL the game starts as usual.
    Is it possible that the current version of Forestry is not compatible with this mod?

    BTW:
    If it helps : I turned on the "classic"-Mode (have only 2-3 free block-IDs left).
    But using those free IDs on the flowers (and setting the other ids to zero) gave me the same error...

    ---
    java.lang.NullPointerException
    at aan.<init>(SourceFile:38)
    at aan.<init>(SourceFile:34)
    at extrabiomes.plugins.PluginForestry.addBackpackItems(PluginForestry.java:38)
    at extrabiomes.plugins.PluginForestry.inject(PluginForestry.java:178)
    at extrabiomes.Extrabiomes.injectPlugins(Extrabiomes.java:65)
    at extrabiomes.Extrabiomes.modsLoaded(Extrabiomes.java:132)
    at mod_ExtraBiomesXL.modsLoaded(mod_ExtraBiomesXL.java:51)
    at ModLoader.init(ModLoader.java:899)
    at ModLoader.addAllRenderers(ModLoader.java:189)
    at ahu.<init>(RenderManager.java:86)
    at ahu.<clinit>(RenderManager.java:14)
    at net.minecraft.client.Minecraft.a(Minecraft.java:394)
    at net.minecraft.client.Minecraft.run(Minecraft.java:732)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT d432d5cf ----------
    Posted in: Minecraft Mods
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    posted a message on [SSP/SMP] Generate Nether Ores | 1.0 - Remade from scratch and finally updated!
    Sorry to report - but this mod does totally nothing here.
    Mod installed, no crash, modloader-log says its loaded - but no ores in the nether to be found.
    New Save/World of course.
    I got exactly the same problem with the original "NetherOres" - also no crash, but also no ores.
    So I found this one and wanted to check if this works (loved the old NetherOres) - but same problem :(

    BTW:
    At first I got the same crash someone here already reported (NullPointerException).
    For me setting enableMaceratorRecipes=0 (was 1 since i have IC2 installed) solved the crash.
    Posted in: Minecraft Mods
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    posted a message on [<=1.6.2] TehKrush's Mod Archive - Timber!, PlasticCraft, HiddenDoors, Squirrels
    Any plans on updating NetherOres to MC1.2.5 ?
    Thx in advance if anyone could or would update that mod.
    The 1.2.4. version from atomicstryker is not working as it should - unfortunately :(
    Ok - it was obviously made for MC1.2.4 , but most 1.2.4-mods work with 1.2.5 too...
    No crash, no error.
    Modloader.txt says "Fein: Mod Initialized: "mod_NetherOres 1.2.4R1.2.1" from mod_NetherOres.class").
    But no ores generated (new world/save) and the "NetherOres.cfg" will also not be created.
    BTW:
    The MC1.2.3-version worked fine (on MC1.2.3 of course) and I loved it.
    That mod really deserves more attention anyway, its just too usefull ;)
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Quote from freakstritch

    YES!

    No creeps will spawn on cobblestone, wood, single or double stairs


    Could you please change that in the next update to include planks and wool?
    Optionally if you dont like or prefer the way its now - but at least an option would be really nice.
    I am sure I am not the only one who hates building everything with stone (looks boring).
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Nice mod - however there is one issue that makes me crazy and I cant resolve/fix:
    Unlike the "normal" mobs, the mobs of this mod spawn inside my house/base :sad.gif:
    Even on the second floor (of three) with walls in every direction they spawn.
    I even tested a closed room (no doors or holes) - and they still spawn inside that room.
    Makes me mad when I try to reach my chests and there are floobs or robots everwhere...
    I used planks for the floors - do they maybe spawn on planks (unlike the normal mobs)?
    Is there some material they 100% do not spawn on?
    Posted in: Minecraft Mods
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