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    posted a message on [SUPER EASY] How to Install Minecraft Forge and Mods in 1.6.2
    Could somebody be so kind as to point me at instructions for manually installing Forge under the new Minecraft launcher?

    I am running 1.5.2 (because many of my favorite mods haven't updated past that yet) and have updated to the "new" Minecraft launcher (a mistake that I'm already regretting). So:

    I need to install Forge for 1.5.2 (version 7.8.1.738), which doesn't have an installer, into the new launcher, which doesn't have a minecraft.jar file.

    Any help would be greatly appreciated.
    -S
    Posted in: Mods Discussion
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from Speleomantes

    I think I've found a solution. Will implement and post details.


    Well, not a good one as it turns out.

    Rearranged the plumbing as follows:
    - Import from Reactor to ME network set to always on. Can't hurt to remove spent coolant or charged cells.
    - Export of Depleted Isotope (DI) cells set to on without redstone signal
    - Export of LZH coolant cells set to on with redstone signal
    - Level Emitter set to trigger on 1 or more spent LZH coolant cells and piped through a redstone signal extender to trigger switches on both Export Buses.
    - Auto-craft set to recharge spent LZH cells.

    So it should have worked that the import from reactor to network is always on. Recharge of DI cells is always on, except when LZH coolant cells are being swapped out. LZH recharge is off, except when a spent LZH cell is imported, then it switches on and stays switched on long enough that lag on the ME network shouldn't prevent recharge.

    Seems lag wasn't the whole problem. About half the time, DI cells got imported before the level emitters could spark up and switch their bus off.

    Cludgy "solution": I set the DI import bus to "Always Craft" and pulled all the coal dust out of the inventory. Now DI import has lag imposed by the macerator grinding up a coal to make the DI cell.

    Slightly inefficient but works well enough on slow breeder reactors where LZH swap-outs are relatively infrequent.

    On faster reactors, where you're burning through condensators faster that lag becomes a problem. There's a second or two between extracting a charged U cell and replacing it with a freshly crated DI cell. If an LZH swap-out happens during that time then the coolant cell can get put into the empty slot where the DI cell ought to go. After that the DI cell gets placed where the coolant cell ought to have gone and the reactor configuration is all messed.

    My reactor design has some tolerance built in, largely to allow for the short lag in swapping out coolant cells. I'm going to run it for a bit to see what happens but don't expect it'll be long before I get a fuel cell with no coolant and a thermal shut-down.

    -S
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    Are you using a fuzzy import buses to pull the LHZ out? this should work reasonably, I've used this to pull out damaged coolant cells so I could cool them before.

    I tried that but it causes issues with the auto-crafting. Auto-craft recipes aren't fuzzy and want coolant cells that have exactly the depletion/damage specified.

    The import isn't the problem though, that's working fine. It's the export into the reactor inventory that is playing up.

    I think I've found a solution. Will implement and post details.

    -S
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Fun with Nuclear Reactors

    This may be an exercise in futility, please tell me if it is, but I'm trying to use an ME network to automate an IC2 breeder reactor. Not fueling, yet, just re-enriched U cells and coolant so far. I'm also using the nuclear control add-on for IC2 so nothing's gone boom yet. Yay!

    Initially things went pretty well. I built a low-end breeder that's efficient but not terribly fast that just uses vent cooling. I packed the rest of the space with heat capacity plating, I want to be able to get this thing hot after all, and that keeps exported depleted isotope cells from getting exported into the wrong parts of the reactor. That works pretty well, since you've only got the enriched U cells importing out of the reactor and the depleted isotope cells exporting into their place.

    Problems arise when I try to build bigger, faster breeders that require single-use coolant cells. LZH condensators in this case. Now I have two different items coming out of the reactor (enriched U cells and spent LZH condensators) and two replacements coming in (depleted isotope cells and fresh LZH condensators). The challenge of course is to keep the one from getting into the place of the other.

    My "solution" was to pipe each one through a separate export bus regulated by a level emitter triggered by the presence of the item it ought to replace in the ME network's inventory. The theory went like this: A spent LZH condensator is imported out of the reactor and into the ME network. This triggers the level emitter, which switches on the export bus to add a fresh LZH condensator in the newly created spot in the reactor's inventory. An active auto-craft order crafts the spent condensator with some lapis into a recharged LZH ready to go back into the reactor and the level emitter switches off. A similar system manages the unloading and loading of enriched U and depleted isotope cells.

    Should work fine so long as they don't both happen at once.

    Problem: There's too much lag on my ME network. The actual sequence is: component import from reactor to ME network, level emitter goes on, auto-craft takes place, level emitter goes off. The replacement component that was just sitting in inventory never makes it to the export bus before the auto-craft switches it off.

    Suggestions?

    -S
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Odd conflict with village spawning here:

    When running BoP and Highlands, villages do not spawn in BoP biomes or vanilla biomes that BoP has upgraded. And yes, "generate structures" is on. Netherforts, dungeons, mineshafts all spawning as normal. I only noticed because I had started playing MystCraft and noticed that the Villages symbol was bringing me no joy in single-biome worlds that should have had lots of villages. I finally ran a test using the following:

    Minecraft 1.5.2 (I haven't upgraded yet because many of my favorite mods aren't compatible)
    Forge x.716
    BoP 0.55
    Highlands 2.0.3

    "Add Biomes To Default World"=true on both mods for compatibility.

    In Creative mode I built a Mystcraft world using Field, Meadow, Scrubland and Shrubland, large biomes and flat so I could spot villages easily. I also cranked the "distance between villages" setting in BoP down to 16. Entered the world, saved the game and exited. Copied my saved game and unloaded Highlands. Reloaded the game and flew two edges of the largest map that you can craft. Without Highlands, I spotted 6 villages along the two edges that I flew. Exited, reloaded Highlands and started up the copy of the saved game. Flew the same route and found zip. Checked the coordinates of the six villages found the first time and spotted only vegetation.

    Not sure which mod is unhappy about the way villages are spawned so I'm posting this on both mods' topics. My apologies for the X-post.

    Any suggestions would be appreciated.
    -S
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Highlands - 1.7.2 pre-release! (v2.2.0pre)
    Odd conflict with village spawning here:

    When running BoP and Highlands, villages do not spawn in BoP biomes or vanilla biomes that BoP has upgraded. And yes, "generate structures" is on. Netherforts, dungeons, mineshafts all spawning as normal. I only noticed because I had started playing MystCraft and noticed that the Villages symbol was bringing me no joy in single-biome worlds that should have had lots of villages. I finally ran a test using the following:

    Minecraft 1.5.2 (I haven't upgraded yet because many of my favorite mods aren't compatible)
    Forge x.716
    BoP 0.55
    Highlands 2.0.3

    "Add Biomes To Default World"=true on both mods for compatibility.

    In Creative mode I built a Mystcraft world using Field, Meadow, Scrubland and Shrubland, large biomes and flat so I could spot villages easily. I also cranked the "distance between villages" setting in BoP down to 16. Entered the world, saved the game and exited. Copied my saved game and unloaded Highlands. Reloaded the game and flew two edges of the largest map that you can craft. Without Highlands, I spotted 6 villages along the two edges that I flew. Exited, reloaded Highlands and started up the copy of the saved game. Flew the same route and found zip. Checked the coordinates of the six villages found the first time and spotted only vegetation.

    Not sure which mod is unhappy about the way villages are spawned so I'm posting this on both mods' topics. My apologies for the X-post.

    Any suggestions would be appreciated.
    -S

    PS, was saddened to see that Highlands 2.0.3 biomes no longer show up in Mystcraft.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from MenzAgitat

    Also I still don't understand how to open the keystone UI to put runes in it.

    With nothing in your hands, shift-right click (*sneak* and *use* if you've reassigned the keys) on the keystone receptacle. That should open its GUI.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    A light-hearted tribute to Electrocute with suggestions for players who find that Ars Magica takes up too much XP.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Pixelmnkey

    We're using Magical Crops aswell and since it takes your time to get the diamond seeds, people are using growth and accelerate to get them faster.

    Make sure that all of your players know that using Growth on Magical Crops is Absolutely Taboo and then laugh as the silly buggers waste their mana. Mark has the magical crops in his Magical Crops mod set to ignore bone meal and, by extension, the Growth spell. I just tested it and both diamond, emerald and cow soul crops ignore Growth while the blackberries planted in their midst sprung up like fungi after the rain.

    Accelerate can be used to quick-grow plants but the mana cost is pretty steep so they're pretty much paying for it.

    I'd be more concerned about them using the fabricators to crank out seeds but you can prevent that by editting the AM config and setting the costs of the seeds you don't want fabricated to 0. Same for the essences.
    Posted in: Minecraft Mods
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    posted a message on AleXndrTheGr8st's Mods (SimpleCore API, SimpleOres, Fusion, Netherrocks)
    Finally managed to craft my first bows. Neither the recipes nor the website for SimpleOres is easy to find.

    SimpleOres is a great mod and I suspect that NetherRocks is too. I'm just waiting for the 1.5.2 update on the latter.

    The one major drawback to SimpleOres (and I suspect NetherRocks too) is that higher tier ores make the earlier ones obsolete. Mithril retains some use for furnaces, Adamantium rules for tools and Onyx is the choice for arms and armour, when you can get it. This now leaves you with large quantities of copper, silver and mithril (how many furnaces do you need?) that have little purpose aside from mining for the XP. Putting these lower tier ores to use as decorative, functional and structural blocks would give them a better purpose later in the game. If I might make a few suggestions:

    - The copper bucket would make a really nice plant pot as is if only you could place it in the world, add some dirt and plant seeds/flowers/mushrooms in it.

    - Decorative copper and silver item frames and window frames. The latter would be especially welcome for those of us who would rather look out of something more interesting than a plain glass sheet.

    - Chests bound in various metals with a variety of different effects.

    - Copper and silver sheet for bookbinding. Save the cows! Perhaps silver-bound books would have slightly better enchantability than vanilla. They'd have to be craftable into regular bookcases so that enchanting tables would recognize them.

    I'm sure there are a host of other uses. I don't mean to complicate this mod, just to give these lower tier ores a second life other than cluttering my chests.

    -S
    Posted in: Minecraft Mods
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    posted a message on ENCHANTING PLUS
    Having an odd bug with the enchanting table. The table works fine on any books and items with full durability. Attempting to enchant anything with anything less than full durability goes nowhere. The "E" button (for Enchant?) locks on "R" and no enchantments show up. Makes it very difficult to add enchantments one at a time without either 1) keeping the item in question pristine (no uses between enchantments) or 2) Anvil repairs. Switching to vanilla mode works properly but what's the point of that?

    Using EPlus 1.14.6 in MineCraft 1.5.2 with Forge 7.8.0.716.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Ideas
    Ars Magica is one of my favorite mods and one of the reasons I've delayed updating to 1.5.2 until recently. Like any complex work though, it's built up flaws and problems over time and I applaud your decision to rework it. Since you're soliciting suggestions, here's my $2 worth (hey, inflation):

    - First let me echo several other posters who beat me to saying, please don't implement research-based spell development. This would be far too similar to Thaumcraft. Both AM and TC are great mods in their own right but it's their differences that make them wonderful.

    - Please also leave the WorldGen more or less as is. AM has some really beautifully designed mage towers and it would be a sadness to lose them. They also make handy bases early in the game once you've lit the interior and gotten rid of the fool pressure plates on the outside of the doors. :)

    - Keep magma essence or replace it with something to give fire a complementary essence like air earth and water have.

    - Have you considered Nether Essences and Affinities?

    - I agree that progression is a problem, especially the random aspect of it. You could replace it with the existing spell creation system and a few modifications:

    -- Three tiers of spell creation: Lesser Vortex, Vortex and Greater Vortex.
    -- The Lesser Vortex is relatively inexpensive (purified vinteum?) and relatively tame (unless you try something foolish, like combining opposing affinities or combining 11 different spells). Hard to destabilize and not very devastating effects if you do. It produces pretty basic spells that can only be cast at diminished level and can't combine many effects.
    -- Vortex requires a pricier, rarer reagent (enriched vinteum?) and is less stable but lets you combine more effects and generates spells that can be cast at Normal level.
    -- Greater Vortex would be the most costly and least stable but the most powerful, most flexible in terms of combining multiple effects and how you get spells up to Augmented casting. It'd take some pretty rare reagent(s) and would be very touchy and unpleasant if it got out of control.

    -- So now you need something to feed the vortex for spell creation. Scattered around the landscape are your mage towers and libraries with a selection of really basic spells. These provide the basic spell types. These go into the vortex followed by the desired essences and out comes the desired spell. Maybe. Maybe you get a close cousin that uses the same type and essences. Too much predictability is dull.

    So let's say that VycTim the Apprentice wants the "Dig" spell. Into a Lesser Vortex goes good old "Sense Energy", which gives it the "Block Target" type followed by an Earth essence. Vyc shuts down the vortex and, much to his surprise, finds that he has a diminished version of Petrification, a different block-targeting earth spell.

    -- Perhaps a spell or item that helps you find mage towers and libraries? A crystal that glows blue for colder and red for warmer? If their location was based off the seed then they wouldn't have to be pre-generated for the detector to point the right way. Same for the ArchMage tower, though I'd be in favor of disposing of this.

    - Advancement by spell-casting and spell-creation sounds like a great idea. The more you use your arcane muscles the stronger they get. You could do away with levels altogether and just increase mana.

    - Affinities should follow the same pattern. Casting a lot of fire-bolt spells should make you better at fire spells as well as casting in general.

    - Please balance out essence creation. Water essence can be made using nothing more than water bottles whereas air essence requires ghast tears. Perhaps tiered essences? Lesser essences made from more common items (coal, feather, dirt, water bottles) and greater essences from rarer, pricier objects (blaze rods, ghast tears, obsidian, lapis lazuli ore).
    Posted in: Requests / Ideas For Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Mithion

    Opening the spell book is Sneak+Right Click - so if you re-bound sneak to something else, then shift won't work for you. You'll have to use the new key bound.

    Ahhh.... That explains bunches. I'd reassigned both the "sneak" and "use item" keys ages ago. I'd forgotten that Shift ever had any function other than capitalizing letters.

    Works much better now. Thanx for the help.
    -S
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    I'm loving this mod but I can't seem to get the $#@%ing spellbook to work. The wretched thing is jammed shut and no amount of shift-clicking does any good. I've tried both shift keys, separately and together and both mouse buttons, CTRL, ALT, FN and just about everything else that didn't make the computer shut down. Spellbook just doesn't open.

    Suggestions?
    -S
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    I'm having the same problem that I see a few other people have posted about. The thaumometer is completely inert. No motion at all. It blinks a little but that's all. The wand of the Adept won't craft. And yes, I checked to make sure I had the recipe right. Very strangely, the thaumometer works just fine in creative but is useless in survival. I've tried removing all other mods and spawning a fresh world with just Thaumcraft but that makes no difference so I doubt it's a conflict.

    Running Thaumcraft 3.0.4c on MineCraft 1.5.1 with Forge x.661

    Thots anybody?
    Posted in: Minecraft Mods
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