• 0

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

    The song the chord sequence is from is Haiku, right?
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reign_Of_Magic»


    hmm.. EXPLAIN YOURSELF, I know you can get a smidge past the vanilla max with chromaticraft, but this is the first I've heard about legit X level enchantments!


    As for this whole TiC debate my intent was to not cause such turmoil. Reika's free to do what he pleases to his tools and any integration he adds with other mods is a bonus.

    Also Reika if you manage to get the 3x3 mining back in, let me know because I'm failing at implementing it in my own mod quite spectacularly at the moment haha. Also I might need to take another look at your source code because apparently I missed some things with the bedrock tools.




    In Extra Utilities, if you craft unstable ingots using the stabilized division sigil, you get special ingots that produce better tools. You get the Super Builder's Wand instead of the normal one, the Sword of Kikoku instead of the Ethereal Sword, and you get Eff. X on the Pickaxe and Axe, and Unbreaking X on the shears (which actually do have durability)


    Also, on the topic of the spawner controller, it only doesn't spawn mobs if the engine is turned on while no players are nearby. My setup is a redstone-activated Engine Control Unit controlled by a Wireless Reciever from WR-CBE attached to a microturbine with a blaze spawner with the spawn time set to 1. Once a player enters the area, it will begin spawning and continue spawning even after no players are nearby.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reign_Of_Magic»


    4 Reasons.
    First as someone else said, it is odd that certain parts are not craftable, although reasonable if you are forcing the use of rotarycraft tools which are already given.
    Second is the bedrock parts are one of the best available materials in my current modlist(Excluding enderium and signalium since they still haven't been fixed/balanced). 15 mining speed and extremely high (might as well call infinite) harvest level for the pickaxe head is extremely attractive in a tool. The unbreakable trait is really just icing at that point.
    Third I just like the idea of using bedrock tools, and the customization that tinkers brings.
    Fourth. Even adding efficiency 5 via an enchanted book and anvil to the pick it is still a quarter of the speed of my tinkers pickaxe with 67 mining speed due to redstone modifiers. (Efficiency 8 or so makes it equivalent to my tinkers pick which is not obtainable legitimately.)

    -snip-


    Efficiency 10 is legitimately obtainable with Extra Utilities.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»
    [Quote from me about bugs with spawner controller spawning mobs out of range and PR Comparator crash]
    The second is a mod version incompatibility, which I fixed this morning. The first...are you sure? That seems unlikely.

    The spawner controller works somewhat irregularly. It seems to not work if it is started while out of range (if I release the Engine Control Unit for the microturbine from outside 16 blocks, it won't start spawning mobs) but then after I enter range it starts spawning, and continues spawning even after I leave the range.
    Posted in: Minecraft Mods
  • 0

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

    I found two bugs:

    One, the spawner controller sometimes isn't spawning mobs when players are out of normal mob spawner range (16 blocks) and two, I crash when right-clicking on a ProjectRed Comparator with your screwdriver (This is probably a ProjectRed bug, but I'm posting it here just in case)

    Crashlog: http://pastebin.com/mw65sGFj

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Shalashalska»

    The spawner controller doesn't seem to spawn mobs when I'm not within 16 blocks (The spawn area is empty when I get to the floor it is on, and when I get within 16 blocks it suddenly starts spawning mobs)

    Posted in: Minecraft Mods
  • 0

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

    The spawner controller doesn't seem to spawn mobs when I'm not within 16 blocks (The spawn area is empty when I get to the floor it is on, and when I get within 16 blocks it suddenly starts spawning mobs)

    Posted in: Minecraft Mods
  • 0

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

    ....oh. Well, I can make it so that output depends on GT instead of IC2, but I would like to keep it on my server...


    Can't you just add a config file for extracting iridium? Or make the default recipes configurable in the extractor config file.
    Posted in: Minecraft Mods
  • 0

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

    I think this may have been missed, is there any news or plans for fixing retrogen?

    Posted in: Minecraft Mods
  • 0

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

    Kluex is the name of the god of the Avians in Starbound. However, I don't get why it would be relevant here, so I would assume it is another Kluex.


    Also, are there any plans/news for retrogen?

    Posted in: Minecraft Mods
  • 0

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

    I believe he's referring to the 10% loss from sending RF through a Tesseract.



    I don't believe that has been default for many versions now. The tooltip says that Tesseracts are lossless, and I can't find a config option for it.


    Also, are there any plans to get retrogen working?

    Posted in: Minecraft Mods
  • 0

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

    An easy way to find the power loss would be to simply use an angular transducer on both sides, and then check the wattage.

    Posted in: Minecraft Mods
  • 0

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

    Normally, no, but you could put another turbine in. Would it be efficient? Absolutely not.



    But.. The gas turbine has an afterburner upgrade... and it's reasonably efficient.

    Posted in: Minecraft Mods
  • 0

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

    Why does this mod have the "Magic" tag? Also, turboshaft engines can't use afterburners. You could have some sort of secondary burner and oxygen injector or something though, but that's quite a different concept.

    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    Quote from Deathblow357»

    Im getting a similar issue to this, with the loading. It gets to 3/7 bars and then hangs up. Though I'm not crashing...it just ends up taking an additional 15-20 minutes to load the game completely.


    Im on windows 8.1, and using minecraft 1.7.10


    Look at the console at the time, for some reason Liteloader thinks it is a good idea to search each and every jar file in the bin and library directory for mods, even though none of them should have mods in them. This is what takes forever.

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.