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    posted a message on [1.7.10] [1.8.9] Hbm's Nuclear Tech Mod | Nuclear Explosives, Uranium Enrichment and more!

    Small suggestion:

    I'm here for nukes. Amazing, awesome, nukes with animations and 3-d models and so forth.

    However, there's a lot of things that this mod adds that, well, clash with other mods. Sure, the Schrabidium stuff is intended to be late game, but I found on my server I could rush it in under a week. It wasn't as useful as it could be in pvp (too much overkill, a good flans gun with a high rate-of-fire is better) but it let me blast through other mods bosses with ONE SHOT.

    Anyways, this is a long-winded way of asking for a config option to disable some of the gear. I mean, nukes are OP, but mutually assured destruction at least helps against that. These hand-launched nukes, though, are a bit too much.

    It would be nice if fallout was treated a bit more like reactorcraft, with a long-term spread. Most importantly, though, it should happen INSIDE THE CRATER and not just at the edges. As is, I can fly a flan's helicopter over the radiation belt and mine the exposed ores without a hazmat suit. Also, radiation should be fatal. You might want to replace mycelium with "radioactive dirt" which would look just like dirt but, well, with a radiation effect.

    I'd also love an actual way to shoot down missiles (altho the turrets may do that, I haven't made em work so far)

    Posted in: Minecraft Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update

    So I have a bit of mild confusion:

    ROWAM claims that all its important features have been built in, but I can't find anything like the signal or station blocks. I want to set up an automated freight run, but all I can find is the switch-track motor which is a little finicky as well.

    Posted in: WIP Mods
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    posted a message on Survey: Interest in a Medieval Fantasy Server

    Right. So, this is my second attempt to do this: let's see if I can actually write worth a damn this time.


    How many of you have played on a factions server? What was it like?

    In my experience, they have been, essentially, a constant, low-intensity brawl with occasional "spikes" when major factions go to war. Worse, you'll often have a handful of large factions and dozens of one-or two- man friend groups.

    What I want is a modded server with fewer, larger factions, and with a focus on economics and politics as well as pure combat.

    The core mods:

    -Hide names

    -Minefantasy 2

    -Witchery

    -Mo'Creatures

    -Ancient Warfare


    Possible other mods include:

    -AM2

    -MCA

    -Mine and Blade Battlegear 2


    Plugins would be:

    -Movecraft (Configured for ships and perhaps siege weapons)

    -Maybe Factions (or other, similar mod)


    Players would be greatly encouraged to trade (simply bring goods from point A to point B and make a profit), set up a shop of their own, or even build a manufactory and produce goods.

    IMPORTANT: not everybody will be able to make a faction. Sorry, but we want big wars, big battles, and complex internal politics, which means larger factions, which means fewer factions.

    Posted in: PC Servers
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    posted a message on Lag Shield Mod?

    Basically: Some of my players are complaining about horrendous lag during pvp. Is there a mod or plugin we could get that would disable both giving and receiving pvp damage while ping is below a certain level (perhaps even client-side lag as well)? Assume for the moment that my players are perfect little angels who won't abuse it.

    Posted in: Mods Discussion
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    posted a message on Flintlock Weapons Mod v1.7pre1 - 200,000+ Downloads! - New update: Fire Lances!

    Assuming this isn't dead: I would kill to have redstone-automated cannons.

    Posted in: Minecraft Mods
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    posted a message on [1.12.2][1.7.10] Galaxy Space [Addon for Galacticraft]

    Changing GUI size fixed everything. You're the best, thank you! :D

    Posted in: Minecraft Mods
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    posted a message on [1.12.2][1.7.10] Galaxy Space [Addon for Galacticraft]

    The planet information obscures the "create space station" button. Tried fullscreen, and have restarted several times.

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

    Crashing when nuclear cores melt down, even in creative mode:

    https://pastebin.com/z25t0FAR

    Reloading the world just crashes minecraft again. I've tested this on two separate worlds so far, crashed both times.

    Posted in: Minecraft Mods
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    posted a message on Looking for Redstone Activated TnT Cannon Mod

    What about cannons that can be loaded or at least fired by right click (perhaps with an item)? Then I can use an Autonomous Activator to actually fire it.

    Posted in: Mods Discussion
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    posted a message on Looking for Redstone Activated TnT Cannon Mod

    Plenty of mods add artillery of various sorts. I'm looking for cannon that can by automated (Using Thermal Expansion etc if necessary). Ideally they should be aimed and reloaded by redstone signals, but at a minimum I can accept the ability to fire a broadside with one button (instead of, say, running down it with a torch right-clicking frantically).

    Vanilla TnT cannons are too bulky and prone to... shall we say catastrophic failures when used with mods/plugins that allow moving ships. Is there a 1.7 mod that lets me automate UI choices? That would be awesome.

    Posted in: Mods Discussion
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    posted a message on Sounding out the community

    more like Factions, but with support for sub-factions and subterfuge and even outright warfare within the faction, like real life medieval times.

    Posted in: PC Servers
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    posted a message on Sounding out the community

    I'm seeing a bit of a problem: Towny wars seem to be serverwide free-for-alls, not "Country A declares war on Country B".

    Posted in: PC Servers
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    posted a message on Sounding out the community

    OK, it comes to my attention (like ten minutes later) that the writing on this sucks and I barely mentioned the whole arbitrage system, much less the farming overhauls and a couple other stuff. I'll redo this in the morning.

    Posted in: PC Servers
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    posted a message on Sounding out the community

    I've hosted a server for awhile, but purely as a private factions server for my friends. We've gone through a lot of maps and a lot of builds, and we kinda knit everything together into a rough story, or at least history. We have had great moments- the Sack of Harad, the negotiations following the First War of the Double Alliance, the Mexico-Elf wars, the founding of Braavos and Soviet Russia- but we have also had bad moments. The worst problem facing us is a lack of proper competition: one faction grows to massive size and power, builds a (nearly) impregnable base, and then nothing happens.


    I think there are two things wrong here. The first and easiest to counter is a lack of people, hence this post. The second has to do with the lack of meaningful late-game progression in Minecraft. To counter that, I'm going to be using a set of mods designed to add new systems like thirst, heat and cold, sleep, and a darker world. Also along for the ride will be Tinker's Construct, Immersive Engineering, Mo'Creatures, and maybe a few others in that line. Stuff that makes Minecraft into a slightly grittier, darker version of itself and at the same time adds new stuff. I will also be using a custom map from Worldpainter, though the details of that aren't nailed down yet. Movecraft, configured for slow land vehicles and sea ships, but not air travel.

    I mean, how often have you wished that all the cool features of Minecraft were used, much less those of various mods? Imagine an immense metalworks, great waterwheels turning as chimneys belch acrid smoke into a black sky, hammers ringing upon anvils and beating out sword after sword for the war. Imagine trade caravans wending their way through towering mountains, laden with bibles and rum raw wool and obsidian, hoping to trade for lapis and leather armor. Imagine a siege tower slowly inching its way towards the towering walls of the castle.


    So, to be clear: I'm asking peoples reactions as well as map and mod suggestions for a server with a custom map and modpack designed to encourage interesting political, economic, and military interactions instead of just looking cool. Also, players would mostly be restricted to joining preexisting factions or founding a landless group like a mercenary company, bandit group, merchant caravan, etc.

    Oh, and does towny work well to represent a kingdom made up of nobles capable of scheming and even warring with one another? It's my understanding that it places the focus more on the town than the larger units, but the existence of larger units is enough to make it worth consideration.

    Posted in: PC Servers
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    posted a message on [WIP] Roshar Mod- Surgebinding, Shardblades, Spren (Help needed!)

    We have, some. We have been having a good bit of trouble getting github properly working but we have done some work on textures. I'll give you a few teasers:


    Posted in: WIP Mods
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