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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from Daihok41»

    How to i get mekanism mechanical pipes to connect to my extreme reactor? It just leaves blank space inbetween the coolant port and the pipe.


    I had issues with the Mekanism pipes disconnecting themselves from my extreme reactor when the chunk unloaded/reloaded and having to break/replace the pipes, so I bridged the gap with other mods. I pump the water into Thermal Expansion tanks and pull it out with ender fluid conduits from EnderIO. Each conduit can handle a max throughput of 800 mb/t and can pull 200 mb/t from a single connection, so you need 1 tank with 4 connectors pulling from it feeding into a single coolant input port for every 800 mb/t of steam output you want. It's a pretty simple matter to scale it up to whatever you need.

    For steam, I just popped a Mekanism tank right on the side of the coolant exhaust port, it dumps the steam into that tank, and the Mekanism pipe has no problem interfacing with that.
    Posted in: Minecraft Mods
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    posted a message on CurseVoice Launcher - Error code 5

    To anyone else who has this same problem, you can also resolve it by right clicking your Curse shortcut on your desktop, selecting Properties, going to the Compatibility tab, and selecting "Run this program as an administrator" if you're on Windows 7. I don't use Windows 10 so I can't describe the process there, but it should be similar.

    Posted in: Java Edition Support
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Okay, so being a long-time fan of this mod, I decided to check it out again tonight, for possible inclusion in my server's modpack when we update.

    And I have to say, the steam turbine is either bugged, or it is WICKEDLY overpowered. It costs approximately twice as much as a steam dynamo from Thermal Expansion, and produces twice as much power. This is good. The fact that it can run off of nothing but water, and the fact that supplying it with enough water to accomplish this is trivial with either Thermal Expansion or Extra Utilities installed, is very bad. Your steam turbine is twice as powerful as any other RF producer (and by extension about 3x as powerful as a Buildcraft combustion engine running on fuel, since the conversion is 1MJ=10RF, so it's producing the equivalent of 16 MJ/t), but effectively uses no fuel and has no downside.

    Is this intentional? I can't really see a block that produces 2x the power of any of the existing dynamos while not requiring a source of fuel as being intended behavior...
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting
    Immibis, you are my new hero.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    I'm also having the "freeze on load" issue, using the latest 1.4.7 version. My MultiMC console gets past all of the preinitialization of Ars Magica, and then after it finishes loading the model for the Arcane Reconstructor Ring, after the line "2013-04-05 23:27:29 [INFO] [ForgeModLoader] Faces: 192" it freezes for up to 2 minutes at a time, then goes on to initialize Buildcraft as if nothing happened.

    I'm relatively certain it's an external request to a website that's timing out. I checked the config to see if there's an option to disable any sort of external update checks, like other mods that perform them have, but there's no option for it. Not sure how to go about resolving this, any advice? I would really love to use this mod for my next LP series, but if I have to sit and watch it initialize for 2 minutes every single time I want to play...well, I'm patient, but not THAT patient.
    Posted in: Minecraft Mods
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    posted a message on Feed the Beast Insanity SMP Co-Op w/Nightdagger and Friends!
    Streaming now on Fundevin's channel, see original post for channel.
    Posted in: Let's Play (and Live Stream)
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    posted a message on Feed the Beast Insanity SMP Co-Op w/Nightdagger and Friends!
    Myself, as well as the admin/mod staff from the Gult's Gorge modded server, are tackling FTB Insanity Co-op mode, both livestreamed and uploaded to Youtube whenever we play, which is generally about 3 hours a night right now. We're about 6 hours in so far, will probably kick the stream up in about an hour or so, around 10pm Eastern.

    Livestream (when up) will be at

    Recorded episodes will be uploaded to my Youtube channel: http://www.youtube.com/nightdagger

    We're not speed-running it, but we're doing pretty well at the moment. If you've ever wondered about FTB, or just how insane Insanity Mode is, or been curious about the mods in general, come on out, visit, and ask questions in Fun's livestream for us to answer while we play!
    Posted in: Let's Play (and Live Stream)
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    posted a message on [1.2.5][BC2.2.14 - BC3.1.5][REV2.1.3/REV3.1.0] Additional Pipes for BuildCraft (Teleport Pipes)
    Downgrading isn't a sure fix...other strangness can occur. For example, I had a set of item teleport pipes, and a set of liquid teleport pipes, all loaded via teleport tethers. After going to the Nether and coming back, one of my item teleport pipes "duped" (meaning I only had 2 pipes on frequency 1, but somehow had "2 connected" pipes on either side instead of just one...and my liquid teleport pipes unlinked completely and refused to relink on frequency 1.

    It fixes the problem of the pipes outright vanishing and being recoverable, but you do have to go break, replace, and assign a new frequency to every pipe after every trip to the Nether in order to keep them working properly.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    I seem to be having a noticeable lack of trees since I updated to B2pre1.

    As in, none whatso-freaking-ever.

    Which means I must have done something wrong.

    Edit: Yep. Deleting and replacing all of the mods and rebuilding the .jar in MultiMC seems to have fixed the problem handily. Not sure what I did wrong, but it just goes to show that, just like I've said before, if something isn't working for you and it seems to work fine for most everyone else, you must have done something wrong.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    It's possible to smelt tetrahedrite, but not easy. You have to do something to drive the heat of the fire above the "normal" max to get it to where copper (the primary metal in tetrahedrite, silver is the secondary) will melt. However, bear in mind that just because you can smelt it doesn't mean you can work with it...you will still need, at the very minimum, one bar of a low metal, like zinc, tin, or bismuth, to make your metal hammer so you can crush fluxstone for flux so you can weld the copper.

    And finding tin is difficult, yes, but you only need a maximum of 8 pieces of it (12 if you don't find another low ore like zinc or bismuth) to get to where you can work with steel. It does tend to spawn, like all ores, on the border between two different stone layers, and between level 30-50ish. Metals can spawn lower than that with a decent frequency, but will almost never spawn higher in any great amounts, from what I and others have seen. If granite is the top layer of the area you're searching, head to the very bottom of the layer, where it meets up with whatever is underneath it, and try checking there. If it's the bottom layer, same thing, except check from the top. If it's a mid layer go to whereever is going to put you towards the middle of that "butter zone" of 30-50 and go to the nearest layer transition and mine along that. You'll find not only a lot more cassiterite that way, but a lot more ores in general.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from Naquada

    Tell me something i haven't already written in my first post and done?..
    And no. It is installed correctly.


    Your first post was too vague to tell. Which version of Forge? Which version of TFCraft? Did you install tfc_core after modloader and forge? Did you get the guava library? Because I can tell you that pretty much every time we've heard "my axes are going away in one use" it's been either people using the wrong version of Forge, or people spawning them in with TMI. Or both.

    For most everyone else, it's working correctly. If it's not working correctly for you, and it is for us, you have to have done something wrong. Either that, or the omega chance manifested itself in your computer.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    The rule of thumb for this is, if you install the mods and they either do not work, or do not work as expected, when other people are reporting that they are working fine...you did something wrong.

    Try reinstalling the mods into a clean jar and see if that helps. MultiMC makes it completely painless.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    I'm going to be livestreaming some hardcore mode TFCraft on my TwitchTV channel in about an hour here, planning on starting up around 8 eastern time.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Welding is tricky at first. The key is to get both bars very, very hot...as in, close to melting hot. It's easiest to do it with metal right out of the bloomery or the metallurgy table...soon as an unshaped bar solidifies, slap it on the anvil, shape it to the finished bar, repeat with the second, and weld them immediately. Otherwise, try heating them in a forge until they reach their "melting" color, which you will learn with experience for each bar, and try every 10-15 seconds of heating to weld them. If you're paying attention at all, you shouldn't have too much trouble getting the bars in that sweet spot, especially for the higher tier metals.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Quote from Omegasa

    Frankly this mod would have been a lot more enjoyable if the trees dropped the saplings and sticks as with their log counterparts instead of having to harvest each and every leaf before killing the tree. Not only this but not being able to make sticks from planks was rather annoying as well.

    the lack of stackability in the fireplace for cooking was kinda meh as well. It would have worked better to have a system in place so you didn't have to hand cook every last item even if it only took one item from a stack at a time and made you stand there, constantly having to do each individual thing was kinda boring and trying on my patients. I did like the other features of this mod though as it gave a great feel having so many different wood types and ore types and metal forging was the tops where i can understand doing each piece by hand.


    I agree on the leaves and saplings issue, but...stackability in a fire place, I can kind of understand. I mean, the intention of this mod is to try and make things more realistic, and let's face it, are you really going to toss a couple dozen steaks in a fireplace, fire it up, walk away, and come back an hour later to get your steaks that magically cooked themselves one at a time to perfection? No, you actually have to pay a bit of attention to food when it's cooking, else it'll end up burned, which Bioxx thankfully hasn't implemented....yet, anyway.
    Posted in: Minecraft Mods
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