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    posted a message on Chisel 3 [The Dev Releases]
    Quote from xeronut»
    A potentially stupid question:

    So, I'm using the latest build off of the Jenkins server and I'm looking for the new stone types. I know it's a test version and incomplete, so I'm posting this with intent to help if this is a real issue. I have all of them set to a gen size of 8 in the config, but I never seem to find more than one type at a time. I've tested probably 8 different new worlds and I never find more than one per world, no matter how far/deep I explore. This includes Limestone and Marble. I am using Biomes O' Plenty, and for a couple of the worlds I was using RWG. Some of these I was using Underground Biomes, some I removed it to see if that mod was the issue (it was not). Do these stones only spawn in certain biomes or any other conditions, or is the worldgen not ironed out yet and I should ignore it?


    Thank you for your time!

    Yup, I've noticed this as well and opened a new issue on github. Definitely a bug, you can follow progress or give input here if you'd like...
    https://github.com/TheCricket/Chisel-2/issues/130
    Posted in: Minecraft Mods
  • 0

    posted a message on ENCHANTING PLUS
    Quote from Laharl29»
    Is there a version for 1.6.4?? or 1.6.2 is compatible for 1.6.4

    http://minecraft.curseforge.com/mc-mods/59413-enchanting-plus/files/742183

    I believe that's the final 1.6.4 version of eplus.
    Posted in: Minecraft Mods
  • 0

    posted a message on ENCHANTING PLUS
    Changing the config settings to disregard item type and allowing disenchantment of items that the player themselves did not enchant seems to have no effect in a single player world. Is this intended?
    Posted in: Minecraft Mods
  • 0

    posted a message on End Portal Frame Recipe Mod
    Personally, I think this is a great little mod that is rather useful when building an all encompassing base. I like the simple recipe that seems pretty balanced and few mods offer an alternative. Thanks for this!
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] ForgeIRC v1.0.18, Soul Shards v2.0.15, and Recipe Remover v1.1 [Updated 1/1/2014]
    Quote from ShadwDrgn»

    It wasn't because of the complaints. I don't listen to complainers for the most part unless they have constructive criticism. I just hate coding and so every time minecraft updates I want to stab myself in the face more than I want to update the mod all over again. This mod was basically dead before SSR ever happened. Mainly due to my hatred forcing updates to take so long.

    I assume you consider it better due to it's making it far easier (though more grindy) to get obscenely outrageously overpoweringly insane amounts of completely and utterly free fuels (blaze rods) and farms (bones) and wither skulls (obvious.) over the new version which makes it actually require a little bit of effort in order to get a reasonable speed automation (one nether star for unattended spawning)??

    You're alive!!! Yay! Personally, I really prefer SS2 over SS Reborn, but I must mention that you never publically released the version of SS2 that allowed for Nether Star upgrades. I waited patiently for many months once I saw it on Direwolf's lets play, but sadly it never saw the light of day for us peasants. Anyways, I'm glad you're alive and hope you do decide to update SS2, but I can understand where you're coming from with the constant rewriting/updating. Especially with 1.8.
    Posted in: Minecraft Mods
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    posted a message on Chisel 3 [The Dev Releases]
    Prior to the 2.2.0 update, the painted facades from ender io that are used to cover conduits worked perfectly with chisel's connected textures, but now the textures for the facades appear flipped around or backwards. A very minor little bug, and I'm not even certain which mod is at fault, but my OCD would love to see it fixed:)
    Posted in: Minecraft Mods
  • 0

    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from Wycratius»
    I've searched but not found anything regarding charms, are these part of a different mod? i.e. Charm of the Flames, Base Charm

    Thanks

    Charms are in the Magical Crops 4.0 beta 4 release which is part of Madpack 2. Its in pretty early development it seems and has no mod support yet and does not contain any of the food crops yet either. Still worth a look though. The charms alone are really fun. There's also furnaces which can be fueled by essence at higher speeds and decent efficiency.
    Posted in: Minecraft Mods
  • 0

    posted a message on Extra Utilities v1.1.0k
    elevator blocks are from open blocks, not extra utilities:P
    Posted in: WIP Mods
  • 0

    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    This mod is great! Keep up the amazing work. Its nice having a mod where I actually want to see all of the pipes, tanks and gauges rather than hiding them behind a facade or cover. Very unique look that fits quite nicely in a mostly vanilla or heavily modded environment. Thanks for keeping it alive SatanicSanta!
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7][1.6] Ender IO - How many pipes in one block?
    Quote from Okhu»
    EnderMiny's are kind of jerks. Except for that whole killing creepers thing they keep doing. Do they drop Ender Pearls? Also it should still be a Wither Skeleton Spawner even though it says Skeleton. Everytime I let them out its a wither skeleton.

    Must be a mod interaction then. Mine is definitely only spawning regular skeletons. Thanks.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7][1.6] Ender IO - How many pipes in one block?
    Is there a trick to creating a wither skeleton powered spawner? Every time I try to collect a soul from a wither skeleton it shows up as a plain skeleton soul in the soul jar.
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    Grom handed the reigns over to Zeno, so Constructs is really the replacement for or continuation of the old UB.
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    It wasn't because you were using both, that is indeed how geostrata usually looks. Personally, I agree that UBC's total stone replacement is a more appealing look. I don't know for certain, but I would imagine that Reika chose that style of stone to avoid any performance issues. Rather than replacing stone entirely, Geostrata more or less throws in large pockets of various stone similar to vanilla ores' generation.
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    Quote from matts»

    You should mention if you recommend 1180 that they will have problems if they are using Tinkers Construct, because you need at least 1188 or newer for tinkers to work correctly.

    The most recent Thermal Expansion update can be added to the list of mods needing 1198 or higher as well.
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    I've been experiencing a lot of issues with UBC since forge 1199 myself and it isn't any better in forge 1208. I'd gladly switch to the "recommended" version but its not possible when Railcraft, Big Reactors, and most importantly Thaumcraft all require forge 1199 or later. The recommended version of forge can never realistically be used for very long when you play modded Minecraft. Sucks. I have no idea what changed or anything, but if the issue is on forge's end, I doubt they will address it. Here's a quote from a recent forge changelog...

    "Attempt to properly resolve this daft metadata and TE nonsense. This might be mod impacting, if you maintain a reference to a TE via neighbour update calls - you might see two TEs for a single setblock where previously you saw one. This is a phantom TE being created by badly written neighbour triggers - I'm looking at you redstone. Anyway, with luck, this'll close a slew of bugs across Forge, IC2, MFR, TE, RC. Yeah, fun times. Thanks to LexManos, skyboy and KingLemming for helping figure this issue out. Quite frankly, from now on, issues with phantom TEs will be mods behaving badly. Modders will need to adapt."
    Posted in: Minecraft Mods
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