• 0

    posted a message on [1.7.10] Space Astronomy [Space] [HQM] [Tech] *DONT POST ISSUES HERE*

    Dang, rainbow forests are awesome because no hostile mobs spawn. I want to add in dye trees myself, but then my crash reports wouldn't be valid since I modified the pack myself.

    When you have a moment, please at least reply with your thoughts on adding DyeTrees and Botania.

    Posted in: Mod Packs
  • 0

    posted a message on [1.7.10] Space Astronomy [Space] [HQM] [Tech] *DONT POST ISSUES HERE*

    What's with not replying? Serious question.

    Anyway, if you have had to remove Chromaticraft it's understandable. But why not add in DyeTrees so that we can still get the cool dye trees, rainbow trees and rainbow forests? https://sites.google.com/site/reikasminecraft/dyetrees

    My current map in 1.3.4 is built in a rainbow forest, so I don't know what's going to happen to it when I upgrade and load the world. But no big deal about losing Chromaticraft, besides the DyeTrees stuff the mod seemed incredibly pointless and it didn't really match the pack. But Botania...Botania would be amazing in this pack. Please, please consider adding in one of the best mods around - it may seem magical, but it's a "magical technology mod" and would fit right in. Anyone who doesn't think it would fit in forgets that vanilla MC has potions, magical enemies and witches and cauldrons, as well as redstone. Botania would really enrich this mod and only make it better.

    Posted in: Mod Packs
  • 0

    posted a message on [1.7.10] Space Astronomy [Space] [HQM] [Tech] *DONT POST ISSUES HERE*
    Quote from IStoneI»

    so ive picked this modpack up a couple of days ago, mainly because i always wanted to play one with galacticraft involved. im just far enough in, to have my first big reactor running and wanted to gives some feedback.


    - i noticed that there are too many mods with double functionality, that make the pack just bloated.


    tbh i dont even understand why industrial craft is in there. it doesnt really fit thematically with the rest of the mods. especially since it uses entirely its own power system thats not compatible with the other mods. almost everythign else runs on RF. and it doesnt really offer anything, that either buildcraft, thermal expansion, ender io, or mekanism dont already do. and nuclear reactors arent really an interesting option with big reactors involved.


    the same for immersive engineering. i get, that its a cool looking mod, but i dont know why id ever build a single one of their machines when both, thermal expansion and ender io machines do the same and are so much cheaper.


    why are dimensional anchors and chicken chunks at the same time in the pack? no one ever needs more than 1 type of chunkloader. technically with the railcraft chunkloaders, and i think mfr has one aswell, neither of the two are necessary.


    logistics pipes and applied energistics in the same pack?


    other than that, there is really no reason to keep both ender io and thermal expansion in the pack. as it usually only make sense to use one of the two mods and go down that route for the rest of the game. especially when it comes to the jetpacks. but also mekanism doesnt offer anything different really from those other 2 mods except their 5x ore processing.


    i think it would make more sense to remove most of those mods including industrial craft and chose either TE or ender IO to go along with buildcraft and take the other out of the pack.


    - the machine quests progression is a bit awkward.


    with so many tech mods in the same pack, i chose going down the ender io route very early on. so it often feels weird if the quests require to make certain machines from another mod. id have to build up infrastructure to produce them, that ive already built with ender io.


    as far as ive seen, the pack requires you to make a buildcraft quarry, then follow with an extra utilities enderquarry. though i personally dont see the reason to make the other, when you already have chosen 1 type of quarry.


    personally, i wouldnt bother with the buildcraft quarry at all, since the extra utilites ender quarry is lot less resource intensitive on servers or my own machine, as it always only loads 2 chunks at the same time, while the BC quarry loads all of the chunks in its work area.


    so the reason to ever craft it is really only for the quest.


    other than that, uests are making some really large jumps of progression in some places :)


    - on the other hand, JABBA barrels would be a great addition to the pack. you really dont appreciate these things, until youre playing without them :D


    - ore generation


    there are a lot of ores of the same type from different mods spawning. multiple types of aluminium, multiple types of uranium (or yellorite), ferrous and nickel etc. it would make sense to chose 1 ore from one of the mods and disable the spawn of the same type from other mods in the config. just to clean up the world a little bit, since those are ore dictionaried anyways.


    - pams harvestcraft is nice, but relatively pointless without additional hunger modifying mods like hunger overhaul or spice of life. vanilla minecraf allows you to live of potatos for your entire life



    I firmly agree with a lot of this. Great points. This is a stellar modpack (pun intended), of course, and there is always room for improvement. It's unfortunate that this great post wasn't given a proper full reply, as I believe it was warranted and I hope you don't take that the wrong way. Stone just made some very good points and heeding community feedback is crucial. I'll touch on the two simplest "fixes".

    One of the easiest to fix and the effect would be huge would be choosing just ONE block for each ore to appear, disable all others of each type, and let the ore dictionary work its magic as that's what it's for; it would greatly simplify an otherwise big annoyance. Please consider doing this, it wouldn't hurt.

    JABBA is great, too, and even though there's a lot of storage already it makes things so much easier -- especially early game. I don't see a reason not to add a simple and lightweight mod. :)

    Edit: I also agree very much about IC2. It doesn't fit in at all, it's a huge black sheep among other great mods and it doesn't add anything to the pack that some other mod cannot do better. It's honestly just not that great of a mod, anyway, made obsolete by just about anything else. Plus the nano armor and sword is too op, but that's a moot point.

    Posted in: Mod Packs
  • 0

    posted a message on Tinkers' Construct 2
    Quote from exelsisxax»

    You are wrong about that.


    Such an extremely unhelpful reply. How about go into detail to help him or her understand how he/she is wrong and what is correct? Your reply says nothing.

    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes Tweaker 1.1

    I'm a little confused on how to use this mod even after looking at the wiki some. Is this config file only? I was thinking I could fly in creative mode and edit the biomes on the fly, but it seems not. I'm playing a modded skyblock world with Thaumcraft and wanted to use this mod to actually put in a Magical Forest biome, but I can't figure out HOW. Any clues, with this mod or without? I don't need to reshape the biome necessarily, but I'd like to at least change 1 biome to a Magical Forest.

    Posted in: Minecraft Mods
  • 0

    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore

    This is a good mod, but I have a huge issue with there being absolutely no biome overlay showing up when I play. I am playing a Skyblock map, and am looking for certain biomes to develop in but it's all just...black. When I play Pixelmon I'm looking for certain biomes, too, but I have to view the full map and hover my cursor around the area just to see what's what. I've looked into every tweak and option and googled for a while, nothing. This mod seems to have no biome overlay (and biome tags in the full map) like Voxelmap does. I'd love to start using this mod, but until I can see biomes I can't. Would you please consider adding this feature?

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    In the OhGaming! Pixelmon server that I play in, I can see the wings but when I press R nothing happens. I hope it isn't banned.

    But, I just tried that recipe you posted and no item showed up. :( It was probably removed because the server is anal about cool items. Idk why...the Traveller's Wings can't be used for anything bad. But thank you for posting the recipe.

    Edit: And I'm confused, because this page does not list the Traveller's Wings as banned.
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    you could use nei or recipe book to look for the recipe

    Well that's the thing, NEI doesn't say anything. No recipe at all for any of the Traveller's equipment. But somehow a town member (now gone) had made one.
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2
    Okay, I'm losing my mind here. I cannot find any information on this at all so my hope is someone has the answer. How do I make the Traveller's Gear? Namely, the Traveller's Wings. I am playing a modpack and there is no information in wikis, forums, anywhere on how it is made yet a town member of mine has a pair. He doesn't know how to make them though as they were "found" in a town raid. How do I make the wings?
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    SEUS is ridiculously dark at night. It's beautiful in full light, but once you get past a hill or trees it because just about black, and night and caves are just ridiculous. Way too dark. Is there a shader that has reasonable nights/midnights? I wish I could adjust their brightness in-game, the one in Video Settings doesn't apply it seems.
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    Hello! I'm playing with Pixelmon right now (using 1.6.4), and it isn't compatible with NEI at all. But man do I miss the magnet mode utility, it's probably my favorite part. Is there ANY way to get it for MC 1.6.4, be it a command, another mod, even with TMI? Does anyone know? Sadly, I've been forced to use TMI for now, though (sorry guys haha).
    Posted in: Minecraft Mods
  • 0

    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Quote from joshie

    nate, that happens with every tank except for mine. I haven't set my bottles to have a container item, the only reason mine do it, is because i tell my tanks to give back empty containers, which means you get things back like forestry capsules too, which you don't with most tanks.

    Okay, so it sounds like this may be an issue on the opposing end, not yours if I read that right. Thank you. I'll just have to use NEI to cheat them in since I feel that I shouldn't technically be losing them haha. ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Kye_Duo

    uh, mining folder? has to be a dimension then.
    you have another mod that adds worlds like Mystcraft? if you do, you will get a config folder for each dimension
    oh, MOC doesn't invade dimensions with their own biomes anymore, you kinda have to set up dimensions that add new dimensions like TF
    you may also have to add structures to the structure file (for some reason CMS didn't auto generate those for the TF dimension) to get everything just right
    I do wish there was a way to disable CMS for dimensions
    oh, I think the spawn tick rate for mobs is a bit high by default, you should change that from 1 as that will cause stuff to spawn every tick so you can get overwhelmed very quickly, creature is around 400 default so I'd do about 250-300 unless you want mobs to spawn faster or slower. (spawn tick rate is the number of ticks between spawner callings, lower = faster)
    a few default settings are a bit off.

    Yes, I have MystCraft as well as Aroma1997's Dimensional World, which explains the "mining" dimension (it makes a dedicated dimension to mine in so you don't scar up your lovely spawn world). Anyway, I'll look at the configs and fix those things. You've been magnificent, seriously. Thank you.
    Posted in: Minecraft Mods
  • 0

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

    Go ahead and delete it from the DragonAPI zip.

    I've been having the same problem with the compressor. So, if I delete the micdoodle8 folder (for Galacticraft) will it have any negative effects, will there still be API functionality for GC?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2] Custom Mob Spawner
    In the config files, what is the "mining" folder? I'm led to believe that most folders, such as overworld, end, twilight forest and bedrock are treated as dimensions or zones, but mining? Has a mining dimension been added by a mod I put in?
    Posted in: Minecraft Mods
  • To post a comment, please .