• 1

    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)
    Quote from madmichael2004»

    When we throw a nether star into the gravitational anomaly, is it supposed to disappear?



    Yes, as stated here on the website: https://mo.simeonradivoev.com/items/gravitational_anomaly/
    I'm curious though, what made you think to even try that without seeing it on the website before hand?

    Posted in: Minecraft Mods
  • 1

    posted a message on McJty's RFTools' Endergenic Generators and their potential designs, applications, and fixes.

    EDIT: Ignore this post for now, realized I completely screwed up some concepts in my design and it didn't function properly at all. I'm currently working on a new design with those concepts fixed.

    Posted in: Mods Discussion
  • 1

    posted a message on [Forge] Matter Overdrive (Replication,Energy Weapons,Black Holes and Androids)
    Quote from zeroangelmk1»

    How can I change back into a human? The 'glitch' effect when taking damage is just too much for me to deal with, especially when i'm being damaged frequently in a short amount of time (like from being lit on fire). Not being able to control my swimming and not being able to enjoy beneficial potion effects is just ice on the cake.


    You need the blue pill item, which you can only get by creatively spawning it in.

    Posted in: Minecraft Mods
  • 1

    posted a message on New mod Deep Resonance: early to end game powergen with a difference! (1.0.0)
    Quote from Keybounce»

    How does this powergen fit into the normal RF power? Is it high power/late game, or is it early game, or ...?


    How easy is it to generate "bazillions"/excessive amounts of RF with this? (No more big reactor duplication please).


    ... wait, 140 RF/t? That's ... isn't that considered tiny?


    If you take a look at the github page it explains where this mod is going.


    Basic summary: This actually aims to provide power generation through all levels. Essentially you can start out with getting low amounts of power from impure crystals, and slightly more power if your willing to pollute the area with harmful effects. However as you progress you can create purer crystals that can give you larger amounts of power with lower amounts of pollution.

    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!

    Glad to see theres progress in updating the mod to 1.7.10. Although I don't think I'll partake in the alpha testing, it sounds rather unstable at the moment. I do look forward to creating a programmed army of spaceships to do my bidding in the future.

    Posted in: WIP Mods
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    posted a message on TARDIS Mod [Updated to v0.994 on 25/12/2015]

    Ladies and Gentlemen, I present to you: The Eye of Harmony



    At first glance this room appears to only serve the purpose of looking awesome. However if you create a pathway of rooms around the back like so:



    You can gain access to inside the Eye of Harmony itself!



    Its also perfect for a draconic evolution energy core.



    There is also a version that includes a walkway for easier access to the eye. I've made it a separate file since it honestly ruins the look for me.



    Downloads can, as always, be found Here


    Also for those of you who haven't seen my previous schemas, heres the current list:

    • Corridor Lift.4-way [Up/Down]: A modification to the normal lift that also functions as a four way junction.
    • Corridor Lift.[Up/Down] Shorter: A 4-way lift that only has a single block between its upper and lower floors.
    • AM2 Crafting: A room specifically designed to fit around a Ars Magica spell crafting altar. Includes alcoves for inscription table/storage and two platforms for obelisks
    • Thaumatorium: A room designed to fit either a Thaumcraft infusion altar or Witchery circle. Anything inside the square in the middle is within the range for a infusion altar and anything within the large circle will provide power for a witchery circle. There is also an area below that can be used for storage or additional infusion altar objects.
    • Deep Storage: An exceedingly large chest room with space for 118 double chest.
    • Crafting: A smaller storage room that doubles as an area for crafting.
    • Garden: A large garden-ish area with a gigantic waterfall on one side.
    • Big Chamber w Lift: A modified big chamber with lifts to the upper walkway
    • TardisConsoleTwelveish: A re-creation of the 2013-present tardis console room
    • TardisConsoleTwelveish Colored: Same as above but colored.

    Screenshots:


    Twelveish Console:


    AM2 Crafting:


    Thaumatorium:




    Deep Storage:


    Crafting:


    Garden:



    The room control can be found to the left of the door behind the waterfall.

    Posted in: Minecraft Mods
  • 1

    posted a message on TARDIS Mod [Updated to v0.994 on 25/12/2015]

    Just finished uploading a few new schematics.


    The deep storage room has space for 118 double chests, I really doubt that if you need any more chests. If you do; you may as well get applied energistics.



    The crafting room was a simple room I threw together. It doubles as a smaller storage room with the benefit of all storage (24 double chests) being accessible from the middle of the room. Its also designed it to house a crafting table and 8 furnaces in a depression in the middle.



    Finally I've created one of the largest schemas I've created yet, possible one of the largest for this mod.

    The garden is the same length and width as the large chamber, however it is about twice as tall. It was mainly designed to create a waterfall to use with rotarycraft hydrokinetic engines. The result of this was a somewhat spacious garden with a gigantic waterfall at one end.



    The room control can be found to the left of the door behind the waterfall.


    Downloads can, as always, be found Here


    Also for those of you who haven't seen my previous schemas, heres the current list:

    • Corridor Lift.4-way [Up/Down]: A modification to the normal lift that also functions as a four way junction.
    • Corridor Lift.[Up/Down] Shorter: A 4-way lift that only has a single block between its upper and lower floors.
    • Rooms.AM2 Crafting: A room specifically designed to fit around a Ars Magica spell crafting altar. Includes alcoves for inscription table/storage and two platforms for obelisks
    • Thaumatorium: A room designed to fit either a Thaumcraft infusion altar or Witchery circle. Anything inside the square in the middle is within the range for a infusion altar and anything within the large circle will provide power for a witchery circle. There is also an area below that can be used for storage or additional infusion altar objects.
    • Rooms.Big Chamber w Lift: A modified big chamber with lifts to the upper walkway
    • TardisConsoleTwelveish: A re-creation of the 2013-present tardis console room
    • TardisConsoleTwelveish Colored: Same as above but colored.

    Screenshots





    (This label is only here because the forums editor is being a little **** and not letting me actually edit the spoiler text code or the rest of the post without destroying itself. Why they had to switch to an "easy" to use graphical way I'll never know.)

    Thaumatorium:




    Posted in: Minecraft Mods
  • 2

    posted a message on TARDIS Mod [Updated to v0.994 on 25/12/2015]
    Just finished up another utility room for the Tardis.

    The Thaumatorium comes pre-marked with witchery circles and effect areas for both the infusion altar (thaumcraft) and witchery alter.

    Anything inside the largest circle is within range of a witchery altar to use as power generation (assuming its in the center). Anything within the square or on its boundaries will count for stabilization for a thaumcraft infusion altar. There is also a area below the main floor (second screenshot) which is also in the area of effect for the infusion altar. You can use that area for storing essentia for infusion, or to place your altar in when summoning demons with witchery.

    Downloads can, as always, be found Here

    Also for those of you who haven't seen my previous schemas, heres the current list
    • Corridor Lift.4-way [Up/Down]: A modification to the normal lift that also functions as a four way junction.
    • Corridor Lift.[Up/Down] Shorter: A 4-way lift that only has a single block between its upper and lower floors.
    • Rooms.AM2 Crafting: A room specifically designed to fit around a Ars Magica spell crafting altar. Includes alcoves for inscription table/storage and two platforms for obelisks
    • Rooms.Big Chamber w Lift: A modified big chamber with lifts to the upper walkway
    • TardisConsoleTwelveish: A re-creation of the 2013-present tardis console room
    • TardisConsoleTwelveish Colored: Same as above but colored.
    Screenshots



    Posted in: Minecraft Mods
  • 1

    posted a message on TARDIS Mod [Updated to v0.994 on 25/12/2015]
    Just finished creating a room specifically for AM2 crafting. It includes space for a spell crafting altar, two obelisks, and four alcoves for inscription tables and storage for spells/spell components.
    The room by itself

    Example layout (does not come with schema)

    I've also created a few more schemas that don't really merit screenshots
    • a 4 way junction with lift, two versions with one going up and one going down
    • a shorter lift (also 4 way) that just has one block between the top and bottom floors
    • a modified large chamber with lifts up to the upper walkway

    Downloads can be found Here along with my previous 2013 tardis console room schema.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from jDarK_Shadow»

    If this is the mod you are saying, and if it really does what you are saying..MAN I LOVE YOU..

    Thank you for being one of the almost rare people to be serious and thoughtful in these forums..

    Thats the one. Just pointing out a substitution for this mod while it gets updated, it was nothing really.
    Oh and here is the wiki page on the spectre key in case you missed it on the mod's forum page.

    I believe (just remembering off the top of my head) you make it by combining ectoplasm with an iron ingot, then the resulting spectre ingot with a stick. You get the ectoplasm by killing specters, which occasionally spawn and fly away from killed zombies.
    Posted in: Minecraft Mods
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