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    posted a message on Custom Ore Generation: First Revival

    I'm using CustomOreGen 1.2.21 and Mekanism 1.7.10-8.1.6.250 and BiomesOPlenty1.7.10-2.1.0.1396, along with a bunch of other mods that don't do anything funny with oregen. I haven't touched the config files for COG, just using the defaults and there's NO Mekanism ores being generated at all. I verified that the Mekanism config exists, and aside from low (but not missing) quantities of redstone and coal, everything else seems to be generating just fine :\


    Is there a known compatibility issue with these versions? Am I just missing something?

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»

    Seriously? If you had bothered to read the rest of that post, I already reiterated all the relevant information.


    No you didn't. The first 2/3 of the post were answering unrelated questions. Then for the issue that your mod is the only mod out of 200+ failing on, you just say you discussed it on IRC and to try reinstalling.


    Clean install on Curse and clean manual install of Forge, both CRCs match for all 4 typesafe files.

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»


    As mentioned on IRC...


    Now that's helpful...


    Mind sharing for the rest of us that aren't stuck in the 90s?


    This error is coming up when OpenComputers is installed via Curse Voice, so it's not as straight forward as just reinstalling.


    Update: just checked, typesafe is installed by Curse Voice in the same location as all the other libraries. 200+ mods installed and only OpenComputers crashes (even when all the others are uninstalled and it's straight Forge)


    Update 2: Yup, typesafe is shown being loaded in the client log --> http://pastebin.com/akT0NTVc <-- Complete log file with no other mods besides OpenComputers shows it's clearly being loaded, OC is just blind to it.

    Posted in: Minecraft Mods
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    posted a message on Storage Drawers - [1.7.10 - 1.12]
    Quote from jaquadro»
    Currently MIRED in GUI code. Doesn't help that I haven't had a solid few hours to just sit down and work on it.

    The new GUI is looking nice. Any plans for it to appear in the 1.7.10 version, or just moving forward on the 1.8 version?


    As far as the what to do with overloaded drawers and allowing upgrades to be removed: I say put the onus on the user there and lock the upgrade from being removed if the new maximum would be lower than the current inventory.


    Alternately, you could be forgiving and let them remove it and keep the current inventory, but not allow anything new to be added as long as it remains capped out... but this can lead to a bit of abuse with players passing the upgrades around like a key.


    The other other options are to delete the excess inventory, or dump the excess on the floor. Both of those are messy options from a player perspective, albeit it the easiest ones to code ;)

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    which doesn't work
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    Yeah, I'm in the same boat. I can't get it to compile to save my life. I managed to get the main branch without the new stuff to compile just fine though.



    Ever since mods moved to gradle they've been a nightmare to write or compile. I gave up modding because gradle is genuinely THAT bad.
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    So, the arrow duping problem was fixed. And while I'm sad to see it go, it really did need fixed. Unfortunately, now you don't get arrows back at all when you kill mobs, only when you miss :(
    Posted in: Minecraft Mods
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    posted a message on Hungry Animals - More Realistic Animals!
    Holy hell man, if this is "more realistic animals" man you need to lay off the steroids on the chicken feed... the buggers are insta-breaking obsidian to escape their pens...

    Seriously though, this mod makes it damn near impossible to raise more than one animal at a time outside of massive pastures because they just up and die within minutes.

    Realistic? Not even close.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    nm, turned out to be a rendering issue... resolved
    Posted in: Minecraft Mods
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    posted a message on Looking for a Minimap mod to suit 1.7.10 +bonus points.
    Quote from Lightwave»

    Forge and Liteloader do not conflict and can be installed alongside each other quite easily.

    The whole reason for using Forge is to not have the stupidity of manually modifying jar files. And I'm sorry, but I'm not going to add LiteLoader for a single mod, it's just not worth the hassle. If there's no other Forge minimaps of Zan's quality, then there's just no other Forge minimaps of Zan's quality, and I'm ok with that answer, I was just looking for other options.
    Posted in: Mods Discussion
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    posted a message on Looking for a Minimap mod to suit 1.7.10 +bonus points.
    Quote from Dodge34»
    The author posted a link to a new version of Zan's a little earlier in this topic, search for it, its not gone, he just decided he didn't want to stay on planetminecraft and doesn't know yet where he's going to put his mod, but there's a link to the latest 1.7.10 version somewhere in this thread.

    Forge can't load LiteLoader mods, there's no Forge version of Zan's posted for 1.7.10 anywhere in the thread. Thankfully I have the incomplete one that was listed shortly before Zan got removed from all official sources, but it's got a few missing things since it wasn't fully upgraded yet.

    Anyway, I'm not going to beg for Zan's to be updated, just seeking out a replacement. Rei's and Zan's were the only ones worth a spit, and Zan's performed better and had nicer display. Just sad to see it go is all.
    Posted in: Mods Discussion
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    posted a message on Applied Energistics 2 - Open Source
    Quote from Dev_Codec»
    stuck due to world not loading in correctly - Recent Updates and Snapshots - Minecraft Discussion - Minecraft Forum - Minecraft Forum

    If the texture animations are slowing your PC down that much, you're having other issues. Texture swapping is NOT that intense on the GPU.
    Posted in: Minecraft Mods
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    posted a message on Looking for a Minimap mod to suit 1.7.10 +bonus points.
    Quote from Sedridor»

    Just use Rei's Minimap, it's for Forge.

    Where can a version for 1.7.10 be found? As others have pointed out, there doesn't appear to be one.

    So with Rei's unmaintained and Zan's gone, there's no more decent Forge minimaps :\ (JourneyMap and MapWriter are jokes on their best days)
    Posted in: Mods Discussion
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Any chance of Mekanism getting a filler of some sort? Maybe base it on the Digital Miner, or add it as a feature of the Digital Miner where it takes an input, and fills any air or fluid spots with the provided input blocks.



    Yeah, I know mod-X-over-there already has one, but I don't have mod-X-over-there on my server and I'm not going to add it for one simple function :P ;)
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Quote from Sanati»

    I have two controllers because it was easier than making dense cable at the time. I'm not sure something like what you described is even intended though, as the controller is a multiblock and if you never have to use more than one that whole mechanic is kind of pointless. If a setup like you describe requires only one, than in what scenario would you ever have a 2x2 or larger controller?

    I certainly could save power through a lot of different ways using other mods, but to that effect I could essentially remove AE2 and accomplish much of the same, a bunch of barrels, broadcast pipes, request pipes, crafting pipes, I don't really want to. I'd rather keep as much as possible "AE2" because I like how it works more, I would rather use import buses than pipes.

    I mean thanks for the tips, but like I mentioned I have some big solars now feeding close to 1000 RF per tick into my system so I can expand my network like crazy. It was just early on with basic dynamos and Vibration Chambers that I was struggling with and providing feedback for.

    Algorithm did the same overloaded super controller in his video showcasing P2P tunnels, so I'd venture to guess it is intended. Right now manufacturing is slow though since I only have one processing line. I'd need to add controllers to add more processing or to add more storage (only using two ME Drives atm)
    Posted in: Minecraft Mods
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