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    posted a message on [1.4.7/1.5.1][ThaumCraft3][Essentia Everything 2.3.2c] KeyBored Industries TC3 Addons
    I'm trying to understand the scope of this mod.

    If I understand correctly, this mod adds aspects to many mod items that didn't previously have aspects, *and that's it*, right?
    Posted in: Minecraft Mods
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    posted a message on [1.6.2/1.5.2][Forge] denoflions Mods! (Threads condensed)
    Thank you for this, and your Valve Pipes and More mods.

    I get really excited when I read the wiki for this mod. Squeezing juice out of Watermelons, or making Pumpkin and Carrot juice - it's all just so amazing to me, lol.

    Can't wait to play!
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] [BuildCraft] Routing Pipe (and Insertion Pipe)
    Works in 1.4.7 with Buildcraft 3.4.~1, upgrading to 3.4.3 now.

    Thanks for this mod! Works very well with the "Valve Pipes and More" mod, there is no overlap, and I like insertion pipes for quarries with barrels.
    Posted in: Content Packs
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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)
    Quote from Bunkaz94

    what about people that don't want teleport pipes and just distribution pipe?


    My question exactly. I think it's a dated mod. Ender Chests didn't exist when this mod became popular, and it was the only way to teleport items. Now, we have fun Ender Chest setups with RP2 and Tesseracts from Thermal Expansion.

    Quite frankly, can you remove teleport pipes from this mod? Surely, if someone is THAT stuck in the good ol' days, they can download teleport pipes separately.

    EDIT: And the teleport tether, assuming it's still in the mod - it isn't a pipe, and the powers that be have chosen to make chunk loading extremely expensive. I just came here for advanced wooden pipes, I don't want my pipe mod dictating how much chunk loaders should cost in my survival world, y'knowhaddimean?
    Posted in: Minecraft Mods
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    posted a message on [1.4.6] More Pipes Mod 1.04b
    Quote from xStuddedxHalox

    Can you make a distribution pipe? That would really help for my quarry. Instead of having all my cobblestone go to chests or void, I could have one go to chests for every 5 that go into the void.


    Maybe forget about chests. Use Factorization barrels (I'm assuming you're using FTB), make as many barrels as you feel is excessive (lol), then void the rest. It'll still take a diamond pipe though, to tell the cobble that reaches the end to go toward the void.
    Posted in: Content Packs
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    posted a message on A Dream for Customization: Video
    Hey, everyone. I love customizing existing texture packs.

    Today, Minecraft Customizer and the Painterly Pack customizer are two big names because they allow someone who hasn't ever used an image editing program to attempt to make a pack that fits their taste.

    I give credit to Rhodox of the Painterly Pack for first implementing this kind of in-browser customization.

    Unfortunately, what you see isn't always what you get. Textures simply look different in 2d, in a white internet browser, than they do in the world of Minecraft.

    Wouldn't it be wonderful to see video clips of the customization options instead?

    Particles.png, which contains all the particle animations, is nearly impossible to customize without testing each change in-game. It contains animations like water droplets, the critical attack sparkles, arrow shot particles, and perhaps the most important: smoke, which is actually used in torch smoke (colored dark grey), redstone torch smoke (colored red), nether portal smoke and enderman smoke (colored purple), and probably more.

    It would be amazing to, right now, watch video clips of the many particle.pngs from the many texture packs on minecraftcustomizer.com, without needing to recreate the events that produce these particles in a creative world, just to see what they look like.

    :) Thanks for reading.
    Posted in: Resource Pack Discussion
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Thanks for porting to Forge! I read your post about people "asking" for Forge compatibility - I'm one of them, and I'm sorry if my post came off as insulting. Truly, I feel nothing but gratitude and admiration for your and other modders' work. :)

    I haven't gotten it to work yet - I'm running 1.4.6 with a slightly modded FTB setup, and new world creation is telling me tick.next.tick out of sync. Don't worry about me, though, I'll figure it out
    Updated, tweaked ids, working! :)

    Thanks again! You're an inspiration!
    Posted in: Minecraft Mods
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    posted a message on [1.4.7][Forge] Atmosmobs v1.3.2b - ExtraBiomesXL Support is back!
    After over an hour of meddling with mob-adding mods, I'm at my wit's end.

    Why does this mod not have mob on/off options in it's config? Can't we raise the bar and call this "standard"?

    The option of using Mob Spawn Helper Mod isn't acceptable. It's a non-mod: It defaults ALL of my mobs to "disabled", then forces me to go through each one - even the Vanilla Mobs - and set how large of a group they spawn in!? Whether they spawn in specific biomes!?

    I don't want that much control over my mobs!! I just want SOME! You figure out how many, and let me disable the ones I don't particularly like, please.

    Thanks for your consideration.

    PS: I hope you can empathize with my sentiments, at the very least. Yes, yes "The mod author has worked very hard". Please, don't everyone come to the defense of the mod author. Just let me say my peace to him/her. Of course, your first instinct is to defend the current state of the mod. I'm fairly certain the option to disable mobs was in before, and it's certainly in Mo' Creatures. I'm just giving you a heads up that - if you care - some of your mod's fans feel it's missing this option.
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from MrJohnson

    That seems odd to me because sapphire is blue. Again, is that something which has been changed within RedPower itself, possibly to avoid the confusion with emeralds from Forestry?


    Thanks for sharing your knowledge, MrJohnson. On the subject of Green Sapphires and Emeralds, Emeralds are not part of Forestry. They're part of vanilla Minecraft. They're used to trade things with villagers. But yes, the previously named "emerald" from RedPower 1.2.5 is now "green sapphire" to distinguish it from vanilla's Emerald.

    I hope someone posts a fix or work-around to hacking in Sapphire Ore, etc... I'm a texture artist and it's bugging me not being able to test them. :)
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    I think that's a bug with Redpower, Saphire ore doesnt seem to excist.


    Everyone playing FTB has Sapphire and, what I believe they're calling "Green Sapphire", which is RedPower's new Emerald. These three gems have the same use they've always had: diamond-speed tools with low durability.

    TLDR; It definitely exists.
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Is the RedPower NEI plugin not really working for anyone else? I'm not seeing very much RedPower stuff in my NEI.

    For example, I see Ruby Ore but not Sapphire Ore.
    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!
    Q: Can you add a Forge version?
    A: No.


    Why not? You're relegating your mod to second-class citizenship. While Forge and FTB are the popular - and rightfully so - idea currently of a Minecraft "Mod", your mod isn't compatible with them at all. Meanwhile, Extra Biomes XL is the ONLY option for mod enthusiasts.

    Honestly, can you say that your mod is a game-changer? Would someone happy to play vanilla minecraft want to install JUST your mod? I don't believe so.

    People like installing groups of mods that, together, overhaul the game.
    Posted in: Minecraft Mods
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    posted a message on [1.4.5] EDO FOOD MOD
    Quote from edolynn

    Yeah, I'm still working on it. Right now it's kinda quirky but I hope it'll be done in a couple days... no promises though...


    That's exciting! Very exciting!

    I've honestly begun thinking about this mod every time I think about Minecraft. I'm obsessed with the idea.

    Hey while I'm here, why don't I add more to your plate. :P It would be wonderful to have a configuration file where we can add an item ID added by another mod (forestry in particular has bee related foods) and configure the values of that food also. :)
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Quote from KingLemmingCoFH
    The Pulverizer takes 25% more energy to do what it does

    Quote from KingLemmingCoFH

    people prefer the completely absurd speeds of an overclocked Macerator


    Thank you so much for this, and the rest of your insight! :)

    How would you test/calculate the energy use difference between the Pulverizer and the Macerator, early-game? (no overclockers) First, is the only way to power a Pulverizer with EU the electrical engine? Is there a widely known correlation between EU and MJ? I recently heard you could convert MJ to EU one-to-one, but not the other way around.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    I'd like to open a discussion about this mod alongside IndustrialCraft 2.

    What was the thinking behind having a few machines that completely overwrite IC2 machines, particularly the pulveriser vs. the macerator.

    King Lemming, I'd like it if you could share exacatly what your opinion of IC2 is. Would you like us to uninstall it? I want your honest opinion, what do YOU want for us to do with this mod, in the context of, say, Feed The Beast.

    I've always felt IC2 was somewhat poorly designed, with its multitude of free energy options that cost not much more than iron, redstone and (boring, repetitive) time investment. This wouldn't be a problem if EU was completely separated from MJ, but it isn't. So, smart players will just amass EU and use it for everything, it would seem.

    However, without EE3 being finished, IC2 seems to be the only mod offering toys like the jetpack, extremely useful mining laser, and electrical tools, which are much better game design than enchanting with levels. You just don't GET levels when playing with technical mods - you hardly do any fighting - so spending energy to use tools makes so much more sense.

    Thoughts?
    Posted in: Minecraft Mods
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