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    posted a message on Extreme Reactors - A Big Reactors port to MC 1.9.4, 1.10.2, 1.11.2 and 1.12/1.12.2

    Oh dang it this is the same forum thread!

    Posted in: Minecraft Mods
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    posted a message on Extreme Reactors - A Big Reactors port to MC 1.9.4, 1.10.2, 1.11.2 and 1.12/1.12.2

    Since your bit on mod packs ask to let you know where this is used, I've recently put out the first release version of my new pack Cinders (https://minecraft.curseforge.com/projects/cinders) which includes your mod.

    Posted in: Minecraft Mods
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    posted a message on Devour the World || 260+ Mods on a Dedicated Server || OPEN STAFF POSITIONS

    One to two minutes he says. *Makes a snorting noise* If you're lucky, would be my response, and I maintain the pack! Anyway, do join us, we like meeting new players and hope to keep going for a while!

    Posted in: PC Servers
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    posted a message on Calculator 1.7.10 - RF Generators, Portable Crafting, Machines, Landscaping, Trees etc

    Alright, thanks for taking the time to answer, I look forward to seeing what you have planned next.

    Posted in: Minecraft Mods
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    posted a message on Calculator 1.7.10 - RF Generators, Portable Crafting, Machines, Landscaping, Trees etc

    I think I may be missing something, but I seem to be having some trouble automating the Dynamic Calculator. The plus marks on the outside don't seem to match up with either the regular calculator or Atomic Calculator slots, nor do the division marks seem to match up with the scientific slots, and while I can extract the end product from it, it happens extremely slowly. In addition I keep pumping items into it and they just seem to disappear. I am using a slightly older version of the mod (1.7.3), I haven't been able to test with the most recent version yet, but I can't find anything that discusses or elaborates on this, so any help would be appreciated.

    Posted in: Minecraft Mods
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    posted a message on Atum 2: Return to the Sands
    Guys, there's no portal bug, it's just that the instructions for building one are Wrong.
    You need an entire layer of sandstone on the very bottom, instead of just a 3x3 under the 5x5 ring.
    I'll try and illustrate, layer by layer. X is sandstone, O is open Space


    Layer 1 (very bottom):
    XXXXX
    XXXXX
    XXXXX
    XXXXX

    Layer 2 (your sandstone doughnut):
    XXXXX
    XOOOX
    XOOOX
    XOOOX
    XXXXX

    Layer 3 (the first blocks in the pillars):
    XOOOX
    OOOOO
    OOOOO
    OOOOO
    XOOOX

    Layer 4 (the final blocks in the pillars):
    XOOOX
    OOOOO
    OOOOO
    OOOOO
    XOOOX
    Posted in: Minecraft Mods
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    posted a message on Solar Flux - a.k.a. CompactSolars for Redstone Flux
    Quote from JavaMatrix »Well, I do thank you for your time.

    First off, I'd like to point out that it's rather bad form to accuse someone of not knowing what they're talking about, and to assume that they're only using Creative for testing.

    My main issue with these generators is not that they are too cheap - indeed, from what you say, it seems very nicely balanced. My issue with these is actually twofold - firstly, I don't really want that much power production easily available. Secondly, I don't want that level of power generation to be available that simply. True, you have to craft them, but after that you have one block producing rather large amounts of energy.

    Also please note that I made no attempt to accuse the author, but simply asked for a configuration option. Looking back, perhaps labeling the energy levels as "OP" was a misrepresentation of my position - I'll edit that now.




    I suggest looking up "Solar Expansion" it's very similar to this mod but the author also feels the same way you do, and thus he's made some fairly expensive yet low yield panels that sound like they'd be what you're looking for.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Thaumcraft] Nodal Mechanics
    Wow, you're all so nice and mature, I'm sure your comments will totally make him want to like, give you the information you want, and possibly use your "constructive criticism" to improve his work.



    Perhaps you should, like, I don't know, politely inform the author of how you feel rather than openly bashing him and his mod? I think you'd probably receive better results.

    Also, what the original post says is LITERALLY the entirety of the mod, you use a large amount of vis to make a node, there's nothing more to it, unless you'd like us to hold your hand for the entire procedure, but no one else has listen on their mod info page how to make and use every single item in their mod, or even most items, at least not when it comes to Thaumcraft.
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Quote from Zeno410»

    If ForceConfigs is off, UB does nothing to the block IDs and just accepts what Forge does. Somebody else had the problem and it wasn't that UB was doing something funky, it was that UB is generally about the last mod to load and so any changes affect it. I have added and removed mods without trouble in 1.7.2 (I just did it again, actually). Can you see that other mods are supposed to have their IDs altered and it's being done correctly?

    I am experiencing the same problem as which prompted this response. I have actually attempted to use ForceConfigs to force it to use the same stone ID at all times (I did check to make sure it was enabled in the world specific configs), it however is not working (I'm using 1.7.10 so I don't know if that effects it), the IDs still changes whenever I add, or even update, a mod causing almost all stone to either disappear to radically change into other types (or even slabs, dual slabs, etc). It is possible that it's something involving Mekanism, since the IDs of the Mekanism blocks also change whenever this occurs (however, if UBC isn't in the mod then Mekanism's IDs are unaffected by the addition, removal, or updating of any mods).

    Anyway, I don't know that there's much you can do until 1.8 (when we'll finally be past all the Item ID nonsense) but I just thought I should give you a heads up.
    Posted in: Minecraft Mods
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    posted a message on [ V1.7.0.001 ] [ UPDATED For MC 1.8.1 ] Mo' Chickens ~The Reign of Chickens is Upon you!~
    I'd like to suggest an AE2 Certus Quartz chicken to go along with the other planned mod compatible chickens.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    we do have a feature, three of them, actually, the three new types of coal, the final type is fantastic for railcraft boilers.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10][TC4][AE2]Thaumic Energistics
    Quote from JMiner49 »
    Also as for crystal growth - I think a new golem would be cool - but their AI seems a bit too derpy to be left alone - i prefer a more mechanical approach and have something very similar to this http://imgur.com/a/NhLB9

    There's a mod that was released recently that adds a "crystal growth chamber" that basically just allows you to easily automate the growth of crystals, it's called... AE2 Stuff I think.
    Posted in: WIP Mods
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    posted a message on Solar Flux - a.k.a. CompactSolars for Redstone Flux
    Now, if only I could find Water Wheels to go with this....
    Posted in: Minecraft Mods
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    posted a message on [ V1.7.0.001 ] [ UPDATED For MC 1.8.1 ] Mo' Chickens ~The Reign of Chickens is Upon you!~
    I do seem to have a small bug, when the mod generates it's Config file it doesn't generate a biome ID for the "Chicken Plains" biome, and it seems to have set it to the same ID as the Ocean Biome, thus all the oceans in our world are being replaced with Chicken Plains biomes, and it's causing no end of issues, if you could add a biome ID config that'd be extremely helpful.
    Posted in: Minecraft Mods
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    posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)
    If I might suggest taking a look at this here: https://github.com/MinestrapTeam/Minestrappolation-2/issues/333

    Minestrappolation has intentions of adding Freezers and Ice Chests for their food Spoiling Mechanic, and I thought it might be cool if your Fridge had the same capability when the two mods are used together, anyway, just thought I'd stick this here since I can't seem to find a git hub.
    Posted in: Minecraft Mods
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