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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)
    Quote from majestyc2k1»

    Reporting an issue with the Thermal Binder. I have it hooked up to a advanced storage cell with energy pipes. When I hit start to make a MB, it drains the internal energy and stops the process (not enough to complete). Then the energy reserve fills back up. I also used Fluxed Wire from Fluxed Redstone mod, but it did the same thing. The Binder is not getting enough constant energy to complete the process.


    I have 3 furnaces on the storage cell. I'll try adding an acceleration pipe.


    Update: I place the Binder right next to the storage cell and it worked. The pipes are not fast enough for the Binder's energy requirements.


    Quote from pauljoda»

    It takes a lot of energy. Have you upgraded the extracting pipe with hard drives and processors? That should help it keep up

    wat? Sorry guy, something seems wonky with the progression of the mod if that's the case (I do realize that was 8 pages ago, and several versions too). But saying "Upgrade the extraction pipe with hard drives and processors", in order to power the Binder, to combine the upgrades...that ain't right.

    I ran into a similar issue as the first post, but that was because my power gen block only makes 10RF/t, it only stores 10,000, and the energy storage block only holds 25,000. Actually I'm confusing myself, I was actually thinking of the block to melt the tin into liquid tin, to put in the binder. That one kept resetting it's progress trying to melt tin ore. I ended up using a TiC smeltery to melt it. Now that I think about it, my power requirements for the Binder weren't so bad.

    But the recipe costs...holy moley. Can the structure pipes run between the special pipes, and transfer stuff? Or will I need to use a block of redstone for every 1-block length of energy pipe? (and 7 iron per fluid pipe, etc)
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    Quote from SirPuke»

    I'm craving to see Tinker's Construct available for MC 1.9


    Erm..it IS. Downloadable from Curse/Curseforge too.

    http://minecraft.curseforge.com/projects/tinkers-construct/files/2290926
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Exzeed»

    So I planned the base architecture to bear a water pillar for powering bedrock breaker, but it turns out that it's easier to power bedrock breaker with the jet engine, so I decided to use hydros to power jet fuel production. Turns out that my lube production can't keep up with 4 hydros, so being cheap ******* I cant force myself to throw away hydro's and use micro's instead, by that I make another set of hydros: one for lube, one for jet fuel. But 1 set of hydros can't make enough lube for two set of hydros, not even two sets of hydro, can keep one set over. So' I can't fight myself just to give up and admit that resources I put into hydros just lost) Basically, what I'm trying to do is to find any use for my water pillar, becouse getting ri of hydros makes it just useless dicoration.


    I beg to differ here, hydros are absolutely fine, especially for something like Canola, where you can get obscene amounts of seeds easily. Be mindful of the power requirements for a grinder to run. Compared to the 2MW 4 hydros put out, it's miniscule. Also be mindful of the fact that doubling the speed going into a grinder, doesn't double the production speed. But then also, halving your input speed by doubling your grinders, doubles output, while not going half as slow.

    That said, 2 grinders on 4 hydros at minimum torque (IIRC, 128nm) have an ~6s operation time. 4 grinders at half the rad/s drops to ~9s. Doing some napkin math, 2 grinders at 8192r/s do 200 total operations in 600 seconds. 4 grinders at 4096r/s do 266.67 operations in 600 seconds. I don't recall if you can expand that to a 3rd tier, for 8 at 2048r/s, but if so, you'll get even more out. (my torque requirement number may be off, but the rest of the math makes sense even when corrected)

    Absolutely run your hydrokinetics, and run a crapton of grinders off them. They'll make enough to feed themselves, plus any other needs you may have (shaft bus, sand->soul sand->tar, etc). Even if you switch from hydros to a different power source, be mindful of the scaling of speed vs parallel grinding I mentioned.

    OH yeah, I've also found the 2MW from 4xhydros to be perfect for charging industrial coils or windsprings with the massive torque they output. Also, with a comparator output, you can easily instantly shut off the water flow to stop charging.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from putative»

    I deleted my .minecraft folder, reinstalled forge and RC, and just tested it again only to have the same problem. Is there a better way to redownload LWJGL? is a specific version preferred?


    Rather than the whole .minecraft folder, you could try just deleting the .minecraft\libraries\org\lwjgl folder. It expect it'll see that it only is missing, and re-download it.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from CorvoRosso»

    I follow all your suggestions, and I solved the problem with a CC program and a button api for activate and deactivate the engine in the room :)


    I started looking into a similar solution, as the number of AC engines I was running in a small space absolutely killed my FPS with the necessary redstone wiring. If you still have it, do you mind sharing your CC code? I was running into walls trying to get some basic Lua working.
    Posted in: Minecraft Mods
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    posted a message on Magic Glass Garden : Botania+Garden of Glass, Thaumcraft, misc. Zero RF necessary


    Skyblock? Yeah, they've been done before. Everyone and their mother has put one out, right? Probably. Well when Vazkii put out the Garden of Glass add-on for Botania, I thought "hey, that sounds pretty neat!" If nothing else, it was a change of pace from the same vanilla or Ex Nihilo based skyblocks we're all used to by now.


    Enter, Magic Glass Garden, a Botania and Garden of Glass based modpack. Thaumcraft for additional awesome, plus some TC add-on mods. A couple of storage mods (but not AE), Extra Utilities for a few useful items and ore processing via the QED, and Tinkers' Construct. Frankly, TiC is pretty unnecessary, but the Witching Gadgets Brain Jerky from the Drying Rack comes in reaaally handy when you can't run around the world, scanning aura nodes for aspect points.


    Technically it's an HQM pack, with a handful of quests available. It's not a traditional Quest focused pack though. Primarily HQM guides the player to ore processing, provides some Thaumcraft bonus items, and finally; the Crimson Rites, a sinister node-in-a-jar and an Eldritch Obelisk to allow access to the Outer Lands. Eventually I plan to replace that with a different method, similar to the Ex Aquilo "Portal In A Box".


    Available via the Curse launcher, and at http://minecraft.curseforge.com/projects/magic-glass-garden
    Pack Description:

    Skyblock packs are great, we all love them. From the original little vanilla block of dirt, to the fantastic purple-tinged packs of 2014 and 2015, and everything in-between. Mods have been written to allow for different ways of getting resources, and additional mods have come out to expand on those. Now, we have a different direction we can go. From Vazkii, the author of Botania, we have Garden of Glass. This pack is based around Botania & Garden of Glass, plus Thaumcraft, because they're both awesome. In addition to that, we have Extra Utilites for a few utilitarian blocks and items, and Tinkers Construct for tools, cheaper books, drying racks, and better crafting tables. Also Jabba, Iron Chests, Storage Drawers, Ender Storage, Translocators, and Refined Relocation for storage, sorting, and movement of stuff. A handful of Thaumcraft expansion mods for additional awesomness. Progressive Automation, mostly to make tree farming less of a grind. A wrench mod for block orientation. There's a couple client-side and Quality of Life mods, for a touch more sparkle and ease of use. Oh yeah, and HQM. But this isn't a normal questing pack. You're not gated, or required to follow a progression. There's a couple of mob grinding quests, for an alternative way to get a few items. Something to help with ore-processing. And a few necessary Thaumcraft items, once you're ready to explore the Outler Lands. Kind of hard to find Eldritch Obelisks in a void world.

    Mod List:

    •Another One Bites the Dust (by ganymedes01)
    •AppleCore (by squeek502)
    •Aroma1997Core (by Aroma1997)
    •AromaBackup (by Aroma1997)
    •Automagy (by Tuhljin)
    •BiblioCraft (by JDSinclair)
    •Botania (by Vazkii)
    •Botania: Garden of Glass (by Vazkii)
    •Botanical Addons (by l0nekitsune)
    •CharcoalBlock (by MinecraftDevin11)
    •CodeChickenCore (by chicken_bones)
    •CoFH Core (by TeamCoFH)
    •Default World Generator (by fireball1725)
    •Ding (by iChun)
    •Ender Storage (by chicken_bones)
    •EnderCore (by tterrag1098)
    •Extra Utilities (by RWTema)
    •ExtraTiC (by JeanGlassmaker)
    •Forbidden Magic (by Assassinfox)
    •Hardcore Questing Mode (by lorddusk)
    •INpureCore (by INpureProjects)
    •Inventory Tweaks (by Kobata)
    •Iron Chests (by progwml6)
    •Jabba (by ProfMobius)
    •JourneyMap (by techbrew)
    •LunatriusCore (by Lunatrius)
    •Mantle (by mDiyo)
    •MineTweaker RecipeMaker (by DoubleDoorDevelopment)
    •MineTweaker3 (by StanH)
    •MmmMmmMmmMmm (by bonusboni)
    •ModTweaker (by jaredlll08)
    •NEI Addons (by bdew)
    •NEI Integration (by tonius111)
    •NHAVE's Library (by nhave)
    •NHAVE's OmniWrench 2 (by nhave)
    •Nodal Mechanics (by Shukaro)
    •NotEnoughItems (by chicken_bones)
    •Progressive Automation (by VanhalMinecraft)
    •Refined Relocation (by Dynious)
    •Schematica (by Lunatrius)
    •Similsax Transtructors (by Vorquel)
    •Sodacan Utilities (by warlordjones)
    •Steve's Workshop (by Vswe)
    •Storage Drawers (by jaquadro)
    •Super Crafting Frame (by Edgar_Allen)
    •Symcalc (by meew0)
    •Thaumcraft (by azanor)
    •Thaumcraft NEI Plugin (by DjGiannuzz)
    •Thaumcraft Node Tracker (by Dyonovan)
    •Thaumic Horizons (by TheKentington)
    •Thaumic Tinkerer (by nekosune)
    •TiC Tooltips (by squeek502)
    •Tinkers Construct (by mDiyo)
    •Translocators (by chicken_bones)
    •Traveller's Gear (by BluSunrize)
    •Treecapitator (by bspkrs)
    •VeinMiner (by Portablejim)
    •Waila (by ProfMobius)
    •Waila Harvestability (by squeek502)
    •Waila NBT (by exzhawk)
    •WAILA Plugins (by tterrag1098)
    •Wawla - What Are We Looking At (by darkh4x)
    •Witching Gadgets (by BluSunrize)


    Still a work in progress, but very much playable. Please post with any issues or suggetions.

    Posted in: Mod Packs
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    posted a message on Pressure Pipes v1.3.0 - Computer Controlled Tanks!
    Quote from bdew»

    Create a file named <minecraft>\config\pressure-override.cfg and put in it:

    clearRecipes: B:pressure:Water


    This will disable it's crafting recipe and make it creative (or NEI cheat) only.

    Will that also hide the item (de-cluttering NEI), or just make it uncraftable? I assume without taking out chunks of the code and re-compiling, there's not a clean way to essentially delete an item, eh?

    I'm running a pack that basically doesn't rely on fluids at all, at least in their mass collection, movement, or consumption. No fuel fluids to collect, process, store, or use. No steam power. Water is used statically (sugarcanes, moisturize farmland), flowing for item movement, or collected and used a bucket at a time (Thaumcraft crucible, Botania apothecary, etc); therefore actually the Water Source is one of the few useful blocks.

    The other fluid used would be lava, collecting in reasonable quantity from the nether for obsidian production in the overworld, single use for stone/cobble generators, and Thermalilly fueling...although even that has caveats now. Specifically if another lava source is detected during a cooldown, the Thermalilly will still consume it, but just reset it's cooldown counter. That could be worked around with a piston to block the sluice, and a timer and inverter circuit to run it.

    So I had been thinking your mod provided something I was looking for...an ability to easily collect and transport (pump and canister) lava, place it in-world (canister ability), and an infinite water source. The rest was unnecessary, and didn't fit the non-tech theme of the pack. Without a benefit of pumping water or lava around, there's no need for pipes, pumps, or the rest of the related blocks.

    Going back to the first question, is there a documented way (or are the names well documented in source) to disable other items via the config files? I can use INpureCore or Modtweaker to hide them from appearing in NEI; I'm looking for clarification on disabling the availability of Tank related items, and Pipe related items (except maybe the sluice).
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from reteo»

    Meh. Doesn't really matter if Linux is supported by curse clients or not. The site itself is a better distribution point for mods, simply because now we're not redirected to a page that asks you to wait for the button to appear. It's only a couple seconds, but it gets annoying. (And I use Linux exclusively)


    Well, not just that. Being on Curse means that it'll show how popular the mods are, how often they're downloaded, and still (like ad.fly) give a little bit back to him. I'm not trying to blow up anyone's skirt and say you'll get rich off it, but for a popular mod on CurseForge there IS an incentive program, that eventually should give some monetary reward.


    Plus the ease of maintaining mod versions in a pack in the CurseVoice client is pretty slick. If you created it, it'll show you all the mods that have updates, and with 1 click (per mod) update them to the current version. If it's a pack from Curse, you can unlock it and do the same thing, if they're slow to push pack updates.

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

    Now that the mods are in Curse, it makes including them in a Curse pack (subsequently published as a Public pack on Curse/CurseVoice) much easierpossible. None the less, it seems logical this point of yours will still be followed:


    If I find an unauthorized public pack, I will have it taken down.

    I am not asking for permission now, simply asking a point. Is it correct to assume that modpacks hosted and publicly published on Curse/CurseVoice still require permissions to be requested and granted, per your 5 rules for modpacks?


    Second question, for a public modpack, is it necessary, requested, or advised to include a statement regarding non-distribution of mods contained within the pack (rule 2)? Or is that primarily to prevent out of date mirrors of your mod files?

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

    That said, the Curse plans have to be delayed a bit; my account is having some issues there.


    So for now, it will be on MediaFire as usual, and then I will move v8 to Curse when I can, deleting the MediaFire downloads.


    Isn't your account there the same one as here? Well, sort of...they seem to be handled differently, but still the same login. As in, it doesn't track activity on MinecraftForum over at Curse, so you show as being last active 4 years ago: http://minecraft.curseforge.com/members/Reika

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

    Then it is easily implementable. I assume the recipe works both ways, so adding a 3x multiplier is out of the question?


    My post is redundant in fact, but possibly simplifies the explaination.


    Given that yes, you can process 2 fluix dust -> 4 fluix seeds -> 4 pure fluix -> 1 fluix crystal block -> 2 fluix crystals, a 3x multiplier for 1x fluix crystals -> 3x fluix dust would be unbalanced.


    To fall in line with how everything else handles Fluix Crystals -> fluix dust, it should only be a 1:1 recipe in the grinder.

    Posted in: Minecraft Mods
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    posted a message on Tree Growing Simulator 2014 - Make your skyblock more interesting!

    What are your thoughts on putting this mod on Curse, so it can be (easily) added to packs created and/or distributed via the Curse Launcher?

    Posted in: Minecraft Mods
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    posted a message on [1.8][SMP/Bukkit][Forge][DungeonPack][+24 Dungeons][+3 Bosses][+2 NPC-Villages] Finally Updated
    Do you mind sharing what mod provides that handy little item?
    Posted in: Minecraft Mods
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    posted a message on Waila NBT (Display player defined specific NBT info on Waila)
    Quote from exzhawk»

    Items function in current version is not stable and may broken often.
    ...
    Access to player armor/inventory is possible by writing javascript but not handy in current version. It will be a lot easier to use in next-gen.

    First and 4th result for me when I searched Google for: "mod view nbt data in game"

    Thank you for this mod. The additional visibility it gives when playing with certain mods is awesome. Specifically I was looking for something to check the level of the Botania Terra Shatterer, as it upgrades levels the more mana it absorbs. However, its levels progression is crazy: D=0, C=10,000, B=1,000,000, A=10,000,000, S=100,000,000, SS=1,000,000,000 mana. Given that a full pool holds 1mil mana, getting from D, to C, even B is nothing. B to A you soon can lose track of how far you've gone, and how much longer you need to go. A to S, let alone SS you're pretty much flying blind.

    Turns out I can't yet see item NBT without putting it in an inventory and just using /nbtedit, but seeing everything else at a glance is completely awesome. Looking forward to future updates, hopefully the ability to let me just hover over items in inventory to see data, as I scroll past in my hotbar, or while I'm holding them.

    Quote from substerNL»
    Ok I guess this mod is dead too then... sigh.. So much for getting answers... :(

    Ugh, I hope not! BTW, maybe that's an issue with the NBTEdit program? Or was that only used to view data that doesn't show up via WailiaNBT, or to create your own JSON files? Anyway, it's a little cumbersome, but you can be able to use /nbtedit to view the channel usage data.
    Posted in: WIP Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Removing the BC and IC2 APIs from the DragonAPI jar fixes the crashes we've been experiencing, but by deleting the included API files, are we losing functionality/compatibility compared to correcting them? Am I just creating more work for myself by doing this, as your mods would still work with BC and IC2 just as well (by referencing the api from the other mod file) if I had instead only deleted the incorrect/invalid folders and not updated them?
    Posted in: Minecraft Mods
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