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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]

    I really hate posting anything negative for a mod author to see on here, but dude. DUDE.


    Half my current base is built out of decorative blocks from Magical crops. That was a horrific thing to put on the chopping block for the new version. I just don't understand why you're going down this route. You don't need to compete with Thaumcraft or Botania.....we love this mod because of what it is at its core. There wasn't anything wrong with the system you had in place. Tweaking it is awesome - and we love that.....but a complete overhaul? With hundreds of blocks thrown out? I hate to use the term "feature creep", but maybe that's starting to happen?


    I'm sorry dude.....I appreciate everything you've done with the mod. It's just super frustrating. So many of us just don't have time to restart our worlds every time a new mod version comes out.

    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Found a small add-on that claims to fix the MFR planter problem, however keep in mind that I have NOT tested this plugin yet so use at your own risk.


    I can confirm after testing tonight that this plugin does NOT fix the issue. The planter will ignore Magical Crop's seeds. I did a world backup and plopped it in there to find out. This is using the NEWEST version of all of Team CoFH's mods (including MFR) that were posted around two days ago (with some quick fixes to the ducts and other small things). It may have worked on the previous version that first integrated the new Thermal Dynamics stuff, but I already updated it. It will NOT work with the latest and greatest.
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Hey Mark! Just wanted to drop a quick note (I'm sure you're aware of this anyhow) and let you know that the latest version of Magical Crops doesn't work with Minefactory Reloaded's Planters. I know it previously did and checked all configs for any problems (couldn't find any). Some of the guys on the Resonant Rise forums have been discussing it as well and it looks like a consistent problem with this version. Folks are switching to the EnderIO farm for the time being.....but man, I do miss the MFR setup. Any info on that?



    Keep up the great work homie. Love the mod!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I really like what Eruantien just suggested. And it also opens the door to more building opportunities and Thaumcraft tech tree items. Our wands/staves (at least in TC) are our primary weapons. Having our armor drain them is a little rough. But if you had a new area in the Artifice tree that allowed you to build an "Armor Infuser" device....now that's pretty awesome. It gives us another multi-block machine to build and could either charge using warded jars or perhaps from captured nodes (like the wand re-charger). One advantage to using a separate mechanic for armor recharge is allowing enchanted armor to drain faster, but easier to recharge when you get back to home base. By using a multi-block "device" to do this, you HAVE to get back home to fix your armor. If you only drain vis from your wand, you can just pack multiple wands around with you. That's not really a "nerf". It's just a slight inconvenience for losing a couple of inventory slots.
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    LOVE the new version. Aidancbrady, you are killin' it dude! Mek has really matured in the last year and turned into one of those "If you don't have it, you're really missing out" mods. It frustrates me that you never see it in play with so many of the super popular channels (Direwolf's stuff), because it certainly deserves to a highlight in any mod-pack.

    Some suggestions: The jetpack is pretty easy to get. Like, SUPER easy in early game. Flight feels like something that needs a little more work. Granted, without the armor version, you can get clobbered by mobs pretty quickly, but it still feels like an easy grab early game - and it nullifies the extra mob danger. The tougher mobs (wearing armor) is VERY nice, but when you can just smack the space bar and blast off, they don't seem very scary.

    The obsidian sword: Ok, that thing needs a nerf in a very very bad way. It's beyond Uber-powerful. Once you start dropping enchants on it, it starts quickly feeling like creative mode (especially with the jetpack). That base damage either needs to come down, or making the thing needs to be far more complicated. It's easily craft-able with some basic materials after a quick Nether visit. The most powerful weapons in modded minecraft really needs to be late game and a time-sink to create. It should at least be as complicated as setting up 5x ore processing. I guess the real shame of the sword is this: It nullifies Thaumcraft, Red Stone Arsenal or even Tinker's Construct weapons - and those things take some work to get going (especially top-tier TC weapons). In my main game, I often just stick it in a chest and use something less deadly simply because I feel like I "earned" the alternative (like Thaumcraft's sword).

    Outside of that, I'm loving the rest....and there's a lot to love. The gas system is very cool (so glad it has its own pipes too). I hope if the author is adding more - well, give us some big contraptions to throw lots of power at. Right now, the only excuse I have for generating massive power is Minefactory Reloaded's Laser Drill (which is awesome), but some new multi-block "power suckers" with cool abilities would be awesome. Keep up the fantastic work!!!
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    In Thaumcraft 2 there was that very mechanic. Not using mirrors but something along those lines which I forget. They were great though and you could even see what was happening on the other side of the portal when you looked at them. Seriously one of greatest features have ever seen in a mod and would be great to have something similar back.


    Yup. They were seals. And easily one of the coolest things in Thaumcraft 2. You could make specific seals to not only teleport, but move things around (using air) and even shock/burn things that came within range of them, pull mobs in, push them away....all kinds of awesomeness. I miss them badly.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10][TC4Addon]Thaumic Warden - The Rise of Lizbeth
    Ahem....well, what you've got here is a Thaumcraft add-on that adds God-like armor/weapons. Which is also inside Vazkii's Thaumic Tinkerer mod - if you installed the KAMI part. So I'm pretty sure this is why you got the "not impressed" comment.

    And I don't blame him. The deal with Thaumic Tinkerer/KAMI is - if you want the God-like items, you have to work your butt off. The recipes and items necessary to make such items are "out of control" expensive. And they should be. It's a little like Equivalent Exchange 2 back in the day. If you want to do it "legit", then you gotta work for it.

    That's what adds the balance factor to - well - any successful/revered mod in the community. Balance is a BIG deal. Creating a Thaumcraft add on that just gives you an unbreakable bow, an unbreakable sword (which I'm sure is also OP on damage) and unbreakable armor with full protection may sound cool at first.....but you can just save yourself some time and effort and press the "creative mode" button inside NEI and get the exact same results. The way to fix it? Make the player put in massive effort to make these items. But that's not going to fix anything because that mod has already been made. And it's VERY well done.

    Balance man. BALANCE. If you're going to do a TC4 add-on, you need to bring something new to the table.
    Posted in: WIP Mods
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    posted a message on Idfix and Idfix Minus: mods for resolving Id conflicts
    I need to end up on a server with it all.


    If you're going for one of those "150+ mods build", you would probably be WAY better off downloading the ATLauncher and selecting one of their huge mod-packs. They have tons to choose from. That way somebody has done all the grunt work for you and setup the IDs beforehand.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I still find it hard to create a stable infusion altar. I do a lot of high and dangerous level stuff, and I've got a 10x10 area directly under the infusion altar's ground level filled with nothing but mixed crystals. I also have 8 wither skulls mounted on the floor intermixed with crystals and candles (all evenly matched) and 100 candles in a grid just above the ceiling. I still get flux effects fairly often on hard infusions.
    I sometimes wonder if the altar checks things not listed in the thaum-con as causing/preventing stability. My essence room is directly below the altar, and I have lots of work stations set up nearby in different rooms. I sometimes wonder if that is the cause of some instability, and I'd be better off setting up the altar on a mountaintop away from everything else.


    Ummm. WOW. Ok, dude....that is insanity. First things first: There's no such thing as "all instability removed". That defeats the whole purpose of the "infusion alter game". I've seen so many posts here about this crafting process with mind-blowing efforts to reduce things to care-free crafting. It's never going to be "care-free". You're supposed to keep an eye on it and be ready to set things back on pedestals if something gets knocked off.

    There's only so many end-game Thaumcraft items. And there's only a handful for items that have high instability listed in the book (outside of TT's KAMI stuff). How many end-game items do you need?! Does anyone need more than one of any of these items (save perhaps the mirror sets)? I've got 12 pedestals, 10 candles and 8 skulls in a chest near my alter. That's it. Every time I go to infuse/create an item, I already know that the alter has to be re-arranged for the best setup. I've NEVER used anymore than these amount of items for an infusion setup. And I don't have that much instability. I might have to put one or two items back on an alter after they get knocked off, but that's it. If you're filling rooms up with heads/crystals/candles above and below the alter, you're just reaching for a mechanic that I don't even believe is there to begin with. It's just not that complicated. And obviously the process uses a RNG to some extent. It's RANDOM. You're never going to have full control over what happens. You can only reduce the chance of getting a bad number. I actually created my flying harness with ZERO "bad stuff" happening. I got lucky. I didn't even have to replace an item on a pedestal. The next day I had problems making a hand mirror and had to replace THREE items on pedestals fairly quickly.....but it still worked. There was no way I was going to tear my base down and start adding rooms full of wither heads and candles to try and make it better. There's just no point.
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    havent had the essence issue as of yet, I can literally put a sewer with an animal on it, it will make an amount of sewage then stop, the amount depends on what upgrade i have in there, better upgrade means more sewage before it stops), tested this by placing a TE tank under it to measure the amount produced. Something is triggering it to stop collecting sewage, only a break and replace fixes it.


    Are you positive you don't have any other sewers nearby with big upgrades on them? I don't know if SB's version changed the mechanics of the sewers, but in PC's version, you couldn't have sewer coverage overlap at all. It shut them down like you're describing.
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Weird. Mine are working ok.....right up until an experience orb gets anywhere near them. Removing pipes and adding them back restores things back to normal. Something funky going on though.
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    hey Skyboy. Thanks for all the hard work on the mod. Greatly appreciated.

    I'm having a rather weird event in my gameworld since I upgraded to the the TE. I've got a couple of sewers setup under my farm and all is going great - but as soon as I my cows or sheep multiply, the poop in the fluid-duct gets replaced with liquid essence?!? And of course that puts a screeching halt on the fermenter plugged into the pipes. Has anyone else seen this bizzaro occurrence? it's like the sewers are automatically grabbing any exp orbs over them and converting them into liquid essence. Not sure if this is a MFR or TE hiccup.
    Posted in: Minecraft Mods
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    posted a message on [Railcraft Addon] More Rock Crusher Metal Dusts v0.0.6d
    - NetherOres Support! (configurable! off by default.)


    You are awesome! Thanks a bunch for the quick update. Greatly appreciated!!!
    Posted in: Minecraft Mods
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    posted a message on [Railcraft Addon] More Rock Crusher Metal Dusts v0.0.6d
    This is awesome! Thanks for adding this since we're all freaking out without TE. I haven't installed it just yet, so I don't know if this works, but does this support the amazing Nether Ores mod? (Power Crystals....same guy who created Minefactory Reloaded). We could use a way to bust up those nether ores!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    While I agree with what you're trying to say, that has to be the most forced metaphor I've ever read. Also, Pearl Jam hasn't done anything of interest to anyone beyond their hardcore fans in years.


    The band has nothing to do with it. And I'm sorry you don't like them....it was just an example. And you might think it's a forced metaphor, but the reason I made it was to compare it to "something creative". Like music or art. And for something that generates a fan-base of supporters.

    "I don't like your metaphor - oh and I also don't like that band you mentioned." Seriously man....that's a whole lot of negative juice. I did use the word "pretend" in there several times.
    Posted in: Minecraft Mods
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