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    posted a message on [64x,32x] Battered Old Stuff (200,000+ downloads) (WIP) (24-Dec-2019 update)
    It says that I need optifine or mcpatcher for this to work correctly. How do you get either one of those to work with forge on minecraft 1.6 or higher?
    This has a lot of mod support, and mods that require forge to be specific. Can someone give me a little help?
    Posted in: Resource Packs
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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    I've been wanting to try Advanced Repulsion Systems for a while, and it's an Industrialcraft 2 addon, right? But I can't find an Industrialcraft 2 download for 1.6.2. Does anyone know where to download Industrialcraft for 1.6.2?
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Wow, this sure looks great!


    (I used the highlands mod in the picture)

    So...I'm using the Caruins, Great wall, and Walled City combo thingy, as well as Slidedrum's new dungeons mod, and I noticed a few buggy things and I also thought of a few simple (or at least I think they're simple) little additions.

    Bugs:
    1. Something that's been in the mod for a while, is when you find a city, the game stops working properly, and when you exit or save and quit to title, the games stops at "shutting down internal server", and it takes a while to close minecraft. When you access your world again, the game backs up to usually the point when the city first started generating.
    2. Some of the blocks are not rotating correctly, in both the Generator Mods and Slidedrum's mod. As far as the Generator Mods, it seems to be just the Great Wall mod. In the Great Wall mod, it just looks weird:


    In Slidedrum's mod, it keeps some of the traps from working:



    Ideas....
    1. Could you make so that if someone uses both the Caruins-GreatWall-WalledCity thing and Slidedrum's New Dungeons at the same time, instead of torches not lighting properly in the Generator Mods, they would just be replaced with the Dim Torches of Slidedrum's mod?
    2. Could you add a minimum distance between great walls spawning? So two don't spawn too close or overlap?
    Edit: Found another major bug. After you find a city, and you exit the game and everything when it glitches, when you restart the world, and the game backs you up, and you go to the place where the city was, the city is gone, and the chunks around the city site are replaced, overriding everything that was there. An underground stone city was cut in half when the chunks were re-generated. Also, all of the city bugs only happen with certain cities. I don't believe it happens with the prosperous vanilla city, and it doesn't happen with any of the underground ones.

    Edit 2: This just happened 4 times already in a new world. It has happened 3 times to just one city. I play for 10 seconds before I realize it's glitching again. My worlds are unplayable from the point when I find a city onward.

    I hope you can fix the bugs soon, but you don't have to do the ideas. Just a few suggestions... It's still a lot of fun playing minecraft with your updates :)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Hmmm. 1.4.6.... I've been waiting for this mod to update, and it hasn't? Is Redpower dead?
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Will support ever be added for the Highlands mod?
    Posted in: Minecraft Mods
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    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    Cool! I love this mod! Wait, though.... What happened to Mars and stuff? I saw a whole bunch of other planets on a video on your website. And why can't I find any oil? I've been everywhere, but can't seem to find any. I'm running the latest 1.5.2 version if that helps.

    Edit: And I have the 'disable oil generation' set to false too.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Modular Force Field System - Force fields, security systems and automated construction!
    Okay... Looks great so far, but I need a little help. I'm using the 1.5.2 version, by the way. So I hooked up two Coercion Derivers to a fission reactor, and the two Coercion Derivers were connected to a Fortron Capacitor, which was connected to a Forcefield Projector. Seemed to be working out okay, but the Forcefield Projector is stuck at 54.XX kilo-joules, and it needs 55.00! What am I doing wrong?
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Okay... so, I love this mod. I love the models, and all of its little tech-things. However, I'm using the "Ampz" modpack (FTB Launcher), and I've noticed that, first of all, many of the recipes have changed, and there are no up-to-date wikis. No problem, though, I've got NEI.

    Here's my problem: many of the specified machine recipes include the unobtainable fire block in their recipes. I think this is a glitch where there are supposed to be certain kinds of circuits or something, but it's really weird, and makes lots of machines unobtainable, starting with the Metallurgic Infuser. What's going on?

    Oh, and Mekanism 5.5.6 is what Ampz is using.
    Posted in: Minecraft Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Okay, manual. It creates a new profile. If it creates a new profile, then it's incompatible with MCPatcher, Optifine, and, most importantly, Forge (as well as any other mods that create separate profiles. So I can't use the manual install....

    Will the automated install have Forge support?
    Posted in: Minecraft Mods
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    posted a message on [Alpha] The Aether II: Genesis of the Void (The Festive Update! Presents, new companions, and more!)
    Can someone please give me download link to Player Core API? Not Player API, but Player Core API?
    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!
    I'm getting this issue (mods installed are Forge, Bibliocraft, Biomes o' Plenty, BWG4, ExtrabiomesXL, Infernal Mobs, TMI, Better Grass +Leaves.):










    Am I doing something wrong? I just deleted the configs for BOP and EBXL, 'cause I had block ID's I couldn't fix. Deleting the configs got rid of the conflicts, but then, what's this? I just recently got Better Grass+Leaves, and BOP v0.5.9. Any thoughts?
    Posted in: Minecraft Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    This looks great! I can't wait for more features! Is it compatible with Railcraft, Traincraft, Steve's Carts, and so on? Those three kind of have inter-compatibility, and I was wondering if this mod would be compatible with those. Anyway, I'm going to try this right now....
    Posted in: WIP Mods
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    How is Forge support coming along? Is there an estimated time when Forge-supporting version will be released?
    Posted in: Resource Packs
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Everything works alright in vanilla, but I was wondering if there will ever be official ExtrabiomesXL and Biomes o' Plenty support. The user-created compatibility things are never updated, and it would be great if Millenaire could support the two.
    Posted in: Minecraft Mods
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Alvoria

    This is a known problem. A fix for Forge compatibility is supposedly in the works. Please be patient.


    Okay, thanks for letting me know.
    Posted in: Resource Packs
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