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

    Does anyone know if it's possible to spawn in chromaticraft structures via commands? I've traveled my world for literal hours and can't find a chromaticraft ocean temple. I'm playing with the 21a version of the mod in case that makes a difference.

    Posted in: Minecraft Mods
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    posted a message on Ætereal Drive - A Steampunk-esq Style

    Hi, I started playing and noticed that even though minetweaker was in the pack, there were no custom recipes. When I looked in the scripts folder, it was empty. Is this intentional?

    Posted in: Mod Packs
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    posted a message on [Request] Players individually controlling multiple entities

    This idea is completely unique as I have not seen any mods that add something like this. The implementation could go something like this: make a mob that doesn't do anything on it's own, but mimics a player's capabilities (ie inventory, hotbar, health, armor slots, off-hand, hunger, etc.). Then add a craftable spawn egg that for the mob. Then, a keybind/item would be needed to access a GUI for switching the player with the location of one of their 'clones'/'constructs'/whatever, along with their inventories, armor, hunger, health, off-hand equipment, and anything else they may have that would be different. To prevent switching to another player's clones/constructs, you'd need to make sure that the player that placed them is the only one that can see them in the GUI.

    Note that this is likely not a mod for novice programmers to tackle. Even so, I hope someone will attempt this.

    Posted in: Requests / Ideas For Mods
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    posted a message on [Technical question] Am I allocating too much memory?

    I see. Thank you for the quick response.

    Posted in: Mods Discussion
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    posted a message on [Technical question] Am I allocating too much memory?

    I was playing a huge modpack (GT New Horizons) using 8GB of RAM and after a time, my computer was failing to keep up. Not minecraft, but the whole computer. It took over 10 seconds for Ctrl Alt Delete to bring me to the screen to log off and close the applications (Minecraft, Curse launcher, Steam running in the background, and 14 relatively low-maintenance tabs on chrome). And then it took about 15 minutes to get back to my log in screen. But while my computer is running fine now, I don't want to have that happen again. My computer has 16GB of RAM and an intel core i7-5500U CPU running at 4.2 GHz. My hard drive is at 312 GB remaining out of 889 GB (based on my "Windows_OS (C:) Properties" info). Beyond that, my internet connection is 9.57 Mbps download and 5.79 Mbps upload (probably irrelevant). So is it likely that that happened because I've allocated too much memory to minecraft, or was that more likely something else?

    Posted in: Mods Discussion
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    posted a message on Help with making thermal expansion Tesseract

    I'm trying to make one or more command blocks that allow me to link the inventory of every instance of Shulker Box with the same name given by an anvil (not the default). I spent over an hour looking at the wiki and couldn't think of how to get it to work. If anyone can come up with a design that works, I'd like to know how to make it. Thanks in advance.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Looking for a modpack

    Issues with Attack of the B-Team are that: 1 it's too big, and 2 it's not even close to the minecraft version (which I see you've already stated). I'm looking for something extremely lightweight, but with enough stuff in it to be more than just vanilla with a few tweaks. Attack of the B-Team is certainly not lacking in terms of stuff, but I'm looking for something to play on with one extra person who has not used any mods beforehand. And their computer's more than 5 years old (plus the fact that it wasn't exactly top of the line even when it was new, to begin with), so I'm thinking somewhere around 5 major mods max (major mods would be like thaumcraft, ars magica, tinkers constructs, etc). The only reason I don't just put the mods together myself is because I want to make sure it's stable enough to not encounter ANY game-breaking bugs/crashes/etc.

    Posted in: Mod Packs
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    posted a message on Looking for a modpack

    I'm looking for a multiplayer modpack for 1.10 that's very stable (virtually no bugs), content heavy (or at least as content heavy as possible with everything listed here), and can be run without too much lag (above 15 frames/second in optimal conditions) on a very old macbook pro (which sometimes goes below 5 frames/second under heavy load with vanilla Minecraft).

    Posted in: Mod Packs
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    posted a message on Are there any good modpacks that don't crash/have bugs?

    Thanks. That clears it up.

    Posted in: Mods Discussion
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    posted a message on Are there any good modpacks that don't crash/have bugs?

    Just doing a google search for 'magic and adventure modpacks' won't necessarily turn up with a BUG/CRASH FREE version.

    Posted in: Mods Discussion
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    posted a message on Are there any good modpacks that don't crash/have bugs?

    I'm getting annoyed with crashes and buggy behavior in my modded minecraft games. Has anyone found a mod combination that works without problems? Even after days of game time? The mods I've tried and liked using are Arcana RPG, Twilight Forest, Thaumcraft, and Ars Magica. Twilight Forest, Thaumcraft, and Ars Magica I tried to combine with other mods and ended up giving up on it due to crashes. Later, I tried Arcana RPG and it corrupted my world- and that happened with only the added mods that were required to run it. Criteria include: being focused on magic and adventure, all/almost all the features of vanilla minecraft, content heavy (but not so much that it badly lags the game), and somewhat low-end performance requirements. Can anyone recommend a modpack that fits this criteria? If the modpack is not already publicly listed, list the mod names, their version numbers, and the changed config options. Include information from core mods as well (including forge). Sorry if this is a lot to ask, and thank you to whoever answers.

    Posted in: Mods Discussion
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    posted a message on Very MINOR Bug with Shulker Boxes and Minecarts

    With the 16w40a snapshot, when the player is in a minecart on top of a shulker box and they open it up, the player moves up slowly like normal, but towards the end, bounces a bit. Also bounces at the beginning of closing it. I'm guessing this is a bug involving hit-boxes. This is a very minor bug, so it doesn't matter that much if it gets fixed before 1.11 release.

    Posted in: Recent Updates and Snapshots
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    posted a message on [question] Comparing mods of other games

    Are there any other games out there where mods are as in-depth and advanced as with Minecraft? I'm talking about things like thaumcraft and railcraft and industrial craft and so much more like those. Are there any mods like that for other games? I've tried looking on steam for games with a similar amount of content from mods and haven't yet found anything that even comes close. The closest thing I've found is Kerbal Space Program, which isn't as diverse in terms of unique ideas. I've seen many maps as being thought of as a full on mod for some games. Oftentimes, I find that maps are the only thing that can be added in terms of modding games. I've searched a list of at least 20-30 different moddable games and still no luck finding anything satisfactory in terms of mods. There are a few games I've found that have one or maybe two big mods available, but that's still low compared to Minecraft's perhaps hundreds of big mods (not even counting the small or medium sized ones). So my question is this: is there any game that comes CLOSE to matching Minecraft in terms of it's modding community?

    Posted in: Mods Discussion
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    posted a message on NuclearCraft - complex nuclear engineering in Minecraft!

    I've know of minechem, but it doesn't quite have that same level of atomic transmutation I'm looking for. Maybe some minechem integration would work, (although that would be very difficult to balance). And I suppose you do have a good point on the anti-matter pick. What if it only used a few atoms of it? Would it still have that problem? And the storage for anti-matter could instead be done with that super stable material I mentioned in that first post I did (idea #1). And perhaps if that material can be made so stable that it can contain ridiculous amounts of energy, that power can be stored more easily. That was originally how ultra stable I had imagined it to be (infinitely so, actually), but maybe that's overdoing it in terms of the limits of the universe.

    Posted in: Minecraft Mods
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    posted a message on NuclearCraft - complex nuclear engineering in Minecraft!
    Quote from TLJGames»


    Ah, so this is where (5) would be useful. I do want to add forcefields, although it's never really been mentioned, because I haven't began to imagine how they'll function.

    Instead of 5, an EMP weapon could be added that removes all energy from all tile entities within a certain radius - in fact, I'll try adding that now.... mwahaha


    Maybe you could also add an EMP Shielding upgrade which would decrease the chance of the EMP effecting it. Or you could add one that decreases the amount lost by a certain percentage. Or even both :) . I'm not sure how that would work if the EMP just sets the machine's RF to 0. Maybe have it make a check for the machine it's used on. I'm really glad you liked all those ideas. I have more (not that all of them would fit in with the rest of the mod):

    7. A rocket building system similar to kerbal space program with special blocks required for its construction.
    8. A non-gravitational material in all blocks that float (most any block) and a semi-non-gravitational material for blocks that fall down upon a dimensional affect called a 'block update'. These can then be extracted and used for various purposes such as an anti-gravity device. (kind of far fetched and strange for a mod that follows minecraft physics(blocks, GUIs, etc), so this would be more for an overhaul mod)
    9. A teleportation device using an ender pearl as a link to a parallel dimension to send items, liquids, energy, and entities through.
    10. An energy dimension. Created by shrinking an ender pearl under extreme pressure and heat and using it in a machine could then make an infinite energy storage that can be drawn from from anywhere in any dimension with an advanced multi-block structure.
    11. A slow (like years in game to turn between 1 and 2 iron blocks into a gold block) transmutation of materials through fusion, fission, super-collision, and neutron bombardment. Other machines would then need to be made to produce lava, lapis, diamonds, etc as well as the compounds required for some of them to work. Start with diamonds, iron, gold, coal, the other elemental resources, as well as the isotopic resources. And maybe silicon dioxide to make sand, glass, and quartz.
    12. An anti-matter energy pick which turns blocks mined into energy at large quantities. Can only be used once every few minutes due to the insane heat the reaction would produce (considering that you'd need to contain the explosion and then turn it into energy). It would of course use a lot of energy to keep the anti-matter 'stable' enough to hold it so close to you, so you should be able to turn it off by right clicking with it so that it's not draining energy constantly (or scroll off of it in your hotbar). (Can you make it also charge portable energy units in the player's inventory?).
    13. (12) would require a modest supply of antimatter to use, so maybe make an antimatter battery that you can then insert into it (by holding it in your hotbar while shift right clicking with the pick selected).

    So I started with my ideas farthest away from your mod and ended it with those closest (in my opinion). Thanks for the great mod. Keep up the good work.
    Posted in: Minecraft Mods
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