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    posted a message on Cubertron - an HQM tech pack

    Towards the end of last year, I starting working on a modpack for myself and some friends which focused on some mods I really enjoyed, and the result was Cubertron. I put it down for a while, but with 1.8.9 on the horizon, I thought I'd throw this out there for general release. The pack is available on the Curse launcher as "Cubertron".


    Some points on how the pack is configured:


    • HQM is enabled in hardcore mode by default, you'll be questing for extra lives
    • Tech in the pack generally focuses on RotaryCraft, ReactorCraft, and ElectriCraft, although alternatives are available
    • That said, BigReactors and IC2 are not in the pack
    • Mob difficulty is enhanced with the addition of Lycanites mobs

    I recently updated the pack to include FastCraft as that has arrived on Curse, along with some other tweaks. At this point the pack should be in a pretty stable point. If you're willing to check it out, I'd love some feedback.

    Posted in: Mod Packs
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Having a problem in my modpack where Chromaticraft progress is constantly being reset. Portal to another dimension, reset. Logoff, it gets reset. What's ultra weird is that it appears to only be happening this frequently on my server, when I test with the the same mods it's much more difficult to get the issue to appear.


    List of mods I'm using is here. I've made three changes to the config file although these are present both locally and on the server - I'm generating broken pylons, you do not spawn with the lexicon, and I had to change the Ender and Rainbow forest biome ids. Forge 1492, ChromatiCraft 7e.


    Any ideas what might be causing this? I'll go through the other mods individually for incompatibility if I have to but the fact that this isn't easily reproduced makes it tough to determine what's going on.

    Posted in: Minecraft Mods
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    posted a message on [Teleportation] Warp Book

    Hi,


    I'll be using this mod in my modpack Cubertron. More information is available here.


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on FastLeafDecay - Leaves be gone!

    Hi,


    I'll be using FastLeafDecay in my modpack Cubertron. More information is available here.


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I was talking with a friend about upgrading his steam engine setup and came up with a suggestion for something that might be interesting to bridge the gap between steam engines and the next power level, and also introduce some of the other coming mechanics.


    What if you could place a Steam Boiler (requires Reactorcraft) or a reservoir (stays within RoC but less technically correct) over a heat source to produce steam rather than placing the engine directly over it. Then, pipe the steam to a steam engine to produce power. The interesting side effect here is you no longer require a heat source beneath your steam engine, so it could be replaced by an ECU which the steam could flow through and also allow you to turn on/off the steam engine. Furthermore, with the standard netherrack fire you could produce enough steam for a single steam engine, but perhaps if you placed the boiler over lava you could produce enough steam for 4 steam engines, or something along those lines.


    This is a modification of completely existing blocks so I thought it might be a little more straightforward to implement and add some interesting diversity and learning to the early RoC game. To be completely accurate with the ability to disable the engine you'd end up having steam buildup and probably want some sort of release valve. Edit to add: As machine upgrades are a thing already, the steam valve could be an upgrade for the ECU?


    Anyway, just a thought I wanted to toss out there.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»


    Fully half of the posts on the last three pages concern this.


    Apologies, shouldn't have relied on search, got it.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I'm having a problem where TE Silver won't go through the extractor. Haven't had an issue with any other ore (yet) but wondering if I'm missing something in regards to silver or if it's broken. Searched in the thread and didn't see this mentioned. I'm running 7f.


    Edit to add: the recipe is in NEI, the id and metadata numbers match on the ore in my hand versus what shows in the recipe, just to clarify that it doesn't appear that's the issue.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»

    There currently isn't a way as lava emits light, I could add a special check for daylight however.


    Checking for daylight for lava mobs would be an excellent feature for me. Would love to turn these guys back on for subsurface lava pools. Thanks for an awesome mod Lycanite!

    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)

    Hello,


    I'll be using your mod in my modpack "Cubertron". More information about the modpack is available here.


    Thanks.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Hello,


    I'll be using your mod in my modpack "Cubertron". More information about the modpack is available here.


    Thanks.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Is there a way to prevent aggressive lava mobs from spawning in surface lava pools during daytime? Settings in the global spawning config like "ignore light level" are set to true for all mobs by default except for lunar, sky, underground, and water, which is a bit counter-intuitive as this problem only exists for mobs that spawn in lava. There doesn't seem to be anything in the inferno mobs spawning config file to control this. Setting ignore light level to false for lava mobs means they no longer spawn at all, even in the deep of night.


    Can anyone help me determine the right combination of config options to make this work? Thanks.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Riyshn»

    I remember someone asked Mithion a while back about why AM2's config doesn't have the potion IDs avalible to edit. The answer was something along the lines of him having set it up so AM2 didn't assign it's potion IDs until after everything else, so conflicts shouldn't actually be possible.


    This is modded Minecraft, anything is possible.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from cdh0127»

    When trying to launch a client that I have just dropped RotaryCraft (And DragonAPI of course) in, it crashes immediately before reaching the splash screen.


    This is the output:

    http://pastebin.com/vJEcKsLp



    It says at the top that it is not a mod bug, idk if thats your mod outputting that response but further down the console, it clearly states that RotaryCraft failed on construction/init.


    If you finished reading the log, you'd see that you've got a conflict between arsmagica potions and the freeze potion. Edit the config files for one of the mods and change the id.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Hi Reika,


    I'd like to request permission to use your mods in a modpack. Specifically I plan on using RotaryCraft, ReactorCraft, ElectriCraft, ChromatiCraft, and GeoStrata. I've read your permissions page multiple times hoping I've got everything.


    - The pack will not be redistributable by users.

    - Your mods (or any others) will not be allowed to be extracted from the pack and re-hosted.

    - There will be no third party modification allowed.

    - I will not generate income with the pack via in-game item sales or anything which violates the intent of your rules or the Mojang EULA.

    - I will not claim credit for your mods or any others.


    I'm planning on building the modpack around your mods and using them as the source of end-game power generation, so I have no intention of modifying balance of your mods or recipes. While I may use Minetweaker in the pack in general, it will not be used to change or remove recipes for any part of your mods. I quite enjoy how they work as is and am excited in building a pack around them and playing it with friends.


    The pack will primarily be for myself and friends. However, I may play it while streaming and allow viewers to join me on my server, so I believe my use of your mods would qualify under your "Public" definition. I'm intending to use MCUpdater to distribute the pack and keep mods up to date.


    I hope that covers what you're looking for. Thanks for your time.

    Posted in: Minecraft Mods
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    posted a message on [Active][1.7.10][SSP/SMP][Forge]yogpstop's Mods (QuarryPlus,and more...)
    I'm not sure if you care about issues in 1.5.7.7 for 1.6.4, I know you're focused on 2.0 at the moment.

    I'm having a problem where a QuarryPlus will run fine for 1-2 days but once it gets pretty far down it seems to get stuck in a loop and chews up a bunch of tick time. I can't even see the mining drill, it is just gone. This has happened more than once, at least once in the deep dark at approximately Y58 (started from ~240) and in the nether at Y70 (started from ~118).

    I've got no hints on the cause here, but this is making it pretty iffy for us to use these machines as they can hose the server pretty easily.

    Let me know if I can provide more detail. Thanks!
    Posted in: Minecraft Mods
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