The Meaning of Life, the Universe, and Everything.
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9/3/2013
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Minecraft:
Bankiri
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Strange things are happening in the Rotary Craft v11.
Delay value of Spawn Controller has been initialized every time you Login to Minecraft.
In fact, Delay value becomes 0. Therefore, Controller does not function. Or without delay Spawn (in large quantities!) To.
Is it just me, or is keybounce starting to get on other peoples' nerves with his attempt to dictate how Reika should create mods?
Furthermore, while it is perfectly legitimate to want to get challenged by a game, a large fraction of those people seem to take sadistic glee in seeing others forced to do the same against their wishes.
The desire to have a challenge is why my current setup is using horizons + monster + magic farm 2 + mekanism (in that order).
I have no problem with some simplicity along with my challenge. Minecraft is a sandbox game. We should be allowed to play it as we see fit, and not how keybounce or some server owner thinks it should be. If we like a mod we should be able to install it. And if we do not like how a mod works we do not have to use it. Leave it to the mod authors to make. We can make suggestions, and if they do not like them we should accept their answer as NO, and not ask why they do not do it, or try to convince them. It is their choice, we should respect it.
If I do not get rep for this I will be surprised, and no, this post is not about that.
1. Do Solar Towers combine horizontally, or only vertically?
2. Industrial Coils cant accept energy while outputting it, right?
I know I could test, but I would also like anyone else curious reading the thread to about the solars to know too.
-Mortvana
Strange things are happening in the Rotary Craft v11.
Delay value of Spawn Controller has been initialized every time you Login to Minecraft.
In fact, Delay value becomes 0. Therefore, Controller does not function. Or without delay Spawn (in large quantities!) To.
Verification please. Thanks for reading.
Though I have been notified of this before, I cannot reproduce it. Do you need to reload the entire game or just reload the world?
Also, I fixed the GPR not recognizing any nonvanilla blocks. It now has code to autocolorize mod ores, trees, liquids, and there is now a class in the RC API to allow mods to assign colors to their block on an ID:Meta basis. I have used this to register colors from the blocks in my other mods.
RotaryCraft machine-type blocks are now silver, and the other blocks have colors too.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
With that the situation lost any value in consideration. As I have said time and time again, just because some server admin decides that they like Minecraft better as a "kill everything that moves" combat game and wish to force their players to follow suit is no reason to force the rest of the players to do the same.
Additionally, as you can probably tell from this response, I strongly disapprove of such behavior and will not help facilitate its effects.
I could tell you a little story of how many vanilla servers I got banned from 18 months ago because I "wasn't playing Minecraft right", because I used redstone-controlled farms for everything. The way I see it, this is a brains-vs-brawn type of situation, and as real life and the media will tell you, those of the latter category are decidedly not fond of those in the former. Furthermore, while it is perfectly legitimate to want to get challenged by a game, a large fraction of those people seem to take sadistic glee in seeing others forced to do the same against their wishes.
Then allow me to explain my view, and why I put that rule in on my server.
Being able to have a mobfarm that drops items gives you, essentially, near-creative mode.
It's like having a machine that generates an infinite supply of processed building blocks (stone brick, or sandstone, or cooked clay brick blocks), at no time or effort. That might not seem like much, but it's like saying "I'm pretending to play survival, where I have to work for me resources, and instead have them for free, instantly."
It's not that I can't -- I can. (In vanilla, it's a little harder, but an automatic cobble generator that you stand above, break cobble that lands in a hopper and gets processed to smoothstone is doable. With any mod that has automated crafting tables, you can go directly to stone bricks. With an automatic block breaker, you don't need to be there. With a "stone to sand" crusher, you can automate sandstone. Etc.
It's that it's not the game play I want.
My world started single-player, and became multiplayer when I invited some friends to play with me, with the same rules.
Redstone controlled machinery? I was planning on doing a lot of that. Until I found out, in 125 multiplayer, that redstone was borked -- things that worked perfectly in 125 single player were broken in 125 multiplayer, and have been broken in every version after that. So ... no, I gave up on a lot of redstone stuff. (Loops, and timings, are broken; it seems to involve redstone torches. It can be replicated with nothing but torches. It shows up big-time when you have a loop of repeaters set up in an RS-Nor latch, with a button hooked to the "on" side (and a lever on the off side), with the idea that pressing the button will put a constant on/off toggle into the loop. As I said, worked perfectly in 125 single player; goes "locked" in any version since then.)
Cow farms (and other farm/passive animal farms)
Until some admin bans those too.
Now that would be silly. Cows, and other farm animals are supposed to be farmable. But it takes time and effort to breed them.
A mod that has an automatic farm animal breeder, that will multiply your herd when you're away? Seen that, rejected that.
Mushroom biomes being 10% of normal
So a 10% spawn rate of ores? That is insane.
Let me clarify: I have not altered overworld spawns.
I have altered mystcraft age spawns.
Mystcraft is a very interesting mod for balance purposes. Unrestricted use makes it horrifically OP -- instant teleport to anyplace you've been for the cost of one vial of ink (two squid juice and a water bottle, or anything that registers as black dye), one piece of paper, and one piece of leather. The ability to make portals to teleport entities for nothing more than finding a material that is common in worlds where it shows up, and only slightly uncommon to find a world with it (10 random worlds will probably give you two sources of it).
And, the ability to make custom worlds. Now, the intended use of the mod is to permit you to write artistic, custom worlds. Fine. That's the point of the mod -- let you play D'nI, and make worlds.
But you can, easily, write "mushroom island, single biome" -- and there will be no hostile mobs anywhere in the world unless you get mineshafts or dungeons.
That is the issue for why I knocked ore spawns down to 10% of normal in a mushroom biome (and M.I. shore) in mystcraft ages.
(And, there is now an add-on for mystcraft to reduce the teleportation OP.)
Let me flip this around: I like the game easy.
Ahh. That's the thing then.
Some people like a challenge. Some people like to say, "Look at this, and the effort that went into it".
I set up my survival world in a rainbow forest specifically so I would not have to deal with mobs unless I so chose. I hate caving; I am always tense and extremely easy to jump scare, and as a result Ialmost never go into them without a full set of Protection-IV diamond armor and a Power-IV, Flame-II, Infinity-I bow in vanilla, or a charge-16000 gravel gun and bedrock armor in modded.
Then, I suggest you take a lesson from Vech's survival training course. It's slightly dated (food mechanics have changed quite a bit), but it will do a great job of eliminating this concern.
Plop down torches everywhere; caves become safe very fast. Every 5 meters is usually enough for vanilla caves -- heck, it's probably overkill. I'm pretty sure I use less than that.
Going into a cave with iron armor and a stone sword? Not very risky. Seriously. If you find a large room with lots of monsters? Plop down a torch or two, and run away -- back up your lit passageway. Get more than 32 meters away, wait a minute, and most of them will be gone. Now, you can run back into that room -- your way is lit -- and get most of the room lit before anyone else shows up.
Not enough? If the passage into that big dark room is going down, then use lava. Lava, the best friend the adventurer has -- mob protection/killing and lighting all in one. One bucket can eliminate most issues and problems with caving downward -- place torches down as the lava goes away. You've got light, mobs won't spawn, those that are there will die, all good.
Need to block off passages? Fences! Fences! Fences are your friend -- fence gates will let you decide when you want to explore and check them out. Hostiles are kept out, and a tiny bit of work will make it skeleton safe as well. Spiders ... well, they're "mostly harmless" in the quantity that will jump the fence, and they provide the string you need for your bows.
Un-enchanted diamond gear? Good enough for everything but the nether. Heck, truth is, the nether is safer unless you're going after a fortress. Most of the mobs will ignore you. A normal bow will take care of the ghasts. Water buckets at the ground beneath your feet will put out any fire on you (the water lasts just long enough to do that, and then goes poof, at least in 147).
But I think this is the key point.
You seem to be balancing your mods around the goal of "vanilla minecraft should be easy".
In contrast, I would play on hard if it weren't for the "<redacted> zombies will destroy any village within 127 blocks of you at night" behavior of door breaking. (Which reminds me, did LegacyCraft have an option to disable zombies breaking doors?)
I feel "Vanilla minecraft should be a challenge, but not a particularly difficult one."
I hate spending non-copious resources unless I absolutely have to, and as a result hate it when some machine setup requires 11 diamonds, 32 gold, a stack of iron, and five stacks of redstone, unless I have tens of thousands of each item.
And ... that's really the key point:
With the exception of gunpowder, vanilla minecraft over supplies you with almost everything.
Take a cave down to around level 11/12. Just walk around, and mine. Dig to another cave if you can't find stuff around you.
There are resources everywhere. Tons of them -- literally, when you consider the weight of 64 cubic meters of stone.
Running out of resources? Etho has been known, seriously, to throw away the "useless" diamonds he finds while looking for redstone -- and he uses redstone for everything. (Doesn't use loops much. Actually, I'm not sure that he uses time-critical loops anywhere -- the ones I've seen from him are short pulses traveling through repeater loops that just have to go around eventually.)
Shortages? Vanilla gives you enough diamond to get yourself 24 for armor, 9 for your tools, very quickly -- and then, you'll mine more and more before anything wears out. Diamonds become the blocks you use for beacons or decorations. Heck, other than powered rails, what else do you need large amounts of gold for? Yes, I'm serious -- once you start caving, there is no shortages. And if you are concerned, you can just dig into the rock at Y=11/12, place torches, be guaranteed of no mobs until you find another cave, and even a stone pick-axe chops a single line 2x1 through stone fast enough. Safe, mob free, resource rich.
Iron gets used a lot.
Gold and diamond become decoration/beacon blocks.
How would you like it if I went off complaining to the other mods that they are too hard, asking for things like the removal of coolant requirements on most mods' engines, or of the ability to disable flux in ThaumCraft, or options to vastly increase the capacity of ME drives, or spawner-free Twilight Forest castles, hills, and labyrinths, or infinite-capacity-and-speed power/liquid/item conduits, or vastly increased TConstruct nether ore density, ore the ability to disable fuel consumption of mod machines?
Taking it further, would you approve of it if I was running a server and used plugins to triple ore spawn rates, make skeletons melee-only, make enchanting nonrandom, disable creeper explosion damage, turn off all rain, and take away ghasts' and blazes' ranged attacks?
Too hard?
I wouldn't play on such a server.
I think that doubling ore rates is excessive to begin with. My view is that any mod that can't live with vanilla's generation rates, to the point of NEEDING an ore doubler, is excessively over-costly.
I think that coolant, or lubricant, is an absolute necessity to prevent automation mods from becoming OP.
I don't play with ME at all, but what I've seen people do with ME without any modifications to it is just ... OMG WTF destroy that with flames.
Tinkerers' Construct, well, you can probably find my view of it without too much trouble. Horrendously OP. Destroys all vanilla balance. Won't arrive on my server, ever. Now, Iguana's tweaks can make it a much more balanced mod, but only by effectively eliminating vanilla tools and forcing you to use TiC unless/until you find a village with iron ingots in a chest. No thanks.
Thaumcraft ... My view is simple: Playing on a server with thaumcraft should not affect me if I don't want to use thaumcraft. It's there if I want to be a mage, but I should not be forced to be a mage.
If I am told, "Stay away from purple goo on the ground, and avoid areas of the world where strange pits show up on the ground", fine. If that suffices, then I'm good, and the mod is fine.
If I get attacked for no reason by mobs that can't be seen (or are next to impossible to see) without special goggles, or if a plain, ordinary boat trip can turn into a nasty "hungry node hiding in the water with no warning", or something like that? Yes, then the mod becomes too big of a change. (The first release of ThmC 4 had those issues.)
triple ore spawn rates, make skeletons melee-only, make enchanting nonrandom, disable creeper explosion damage, turn off all rain, and take away ghasts' and blazes' ranged attacks?
I had creeper ground damage turned off for a while; now I've got a mod that gives their explosions 100% drop so that the damage they do can be repaired. I played with a "See your enchantment before you buy it" mod, and then removed it -- between books and the anvil, I now consider vanilla enchantment to be usable. Flawed, yes; but usable. Silk touch is the only seriously too-hard to get enchantment.
Turn off rain? Mystcraft world with no weather.
Want more abuse? Mystcraft world with "eternal rain, hell biome, single biome". Nether mobs spawn, and die in the water.
As I said, I like what Mystcraft can do, I have to be careful because I can abuse it to no end.
This is something I expect players to use the fact that RotaryCraft works realistically and think logically. Ergo, fire is hot, lava is hotter, torches do practically nothing, water is cold, ice is colder. The heat mechanics are as in real life, involving convection and conduction. I rather doubt most players will enjoy being told this:
Fair enough. Do you have a way to say "This mod block should be considered torch-level heat, that mod block should be considered "active furnace" level heat, and those should be considered lava-level heat"?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Being able to have a mobfarm that drops items gives you, essentially, near-creative mode.
It's like having a machine that generates an infinite supply of processed building blocks (stone brick, or sandstone, or cooked clay brick blocks), at no time or effort. That might not seem like much, but it's like saying "I'm pretending to play survival, where I have to work for me resources, and instead have them for free, instantly."
One, do you have any idea how much effort goes into designing and building a good farm? They are usually huge, very sensitive to poor design, and take hours to days to design and build. In my opinion, that is far harder - yet simultaneously much more enjoyable - than running around at night swinging a sword at endless waves of monsters.
Come to think of it, as an example, RotaryCraft's design is sort of the logical conclusion of this - much more work for much greater eventual reward.
It's not that I can't -- I can. (In vanilla, it's a little harder, but an automatic cobble generator that you stand above, break cobble that lands in a hopper and gets processed to smoothstone is doable. With any mod that has automated crafting tables, you can go directly to stone bricks. With an automatic block breaker, you don't need to be there. With a "stone to sand" crusher, you can automate sandstone. Etc.
You are not going to find that kind of design ethic in my mods.
It's that it's not the game play I want.
My world started single-player, and became multiplayer when I invited some friends to play with me, with the same rules.
You say "not the gameplay you want", which is fine, then immediately go on to say that your friends are also forced to play the way you like. That sounds suspiciously like the subgroup I outlined previously, the "Minecraft should be hard and a lot of work, if you don't like that then get out"-type people.
Redstone controlled machinery? I was planning on doing a lot of that. Until I found out, in 125 multiplayer, that redstone was borked -- things that worked perfectly in 125 single player were broken in 125 multiplayer, and have been broken in every version after that. So ... no, I gave up on a lot of redstone stuff. (Loops, and timings, are broken; it seems to involve redstone torches. It can be replicated with nothing but torches. It shows up big-time when you have a loop of repeaters set up in an RS-Nor latch, with a button hooked to the "on" side (and a lever on the off side), with the idea that pressing the button will put a constant on/off toggle into the loop. As I said, worked perfectly in 125 single player; goes "locked" in any version since then.)
Repeaters lock up when their chunks unload; this has been the case since their introduction in b1.4, though was partially fixed in 1.3. Also, you can easily build all sorts of devices - my favorite being the old BUD-type light sensors - to fix them.
Now that would be silly. Cows, and other farm animals are supposed to be farmable. But it takes time and effort to breed them.
Hardly. A wheat farm and a few right-clicks. I can easily see admins wanting that banned. "You have to work for your resources! Mobs grow when you are not there!"
But you can, easily, write "mushroom island, single biome" -- and there will be no hostile mobs anywhere in the world unless you get mineshafts or dungeons.
Now try legitimately obtaining those exact pages - and the other ones required to have your dimension not be a death trap - in any reasonable time frame. If I put that kind of work into it, just to get screwed over with the justification "I like hard games!", I would distance myself from that server and anyone in charge of it.
Then, I suggest you take a lesson from Vech's survival training course. It's slightly dated (food mechanics have changed quite a bit), but it will do a great job of eliminating this concern.
Plop down torches everywhere; caves become safe very fast. Every 5 meters is usually enough for vanilla caves -- heck, it's probably overkill. I'm pretty sure I use less than that.
Going into a cave with iron armor and a stone sword? Not very risky. Seriously. If you find a large room with lots of monsters? Plop down a torch or two, and run away -- back up your lit passageway. Get more than 32 meters away, wait a minute, and most of them will be gone. Now, you can run back into that room -- your way is lit -- and get most of the room lit before anyone else shows up.
Not enough? If the passage into that big dark room is going down, then use lava. Lava, the best friend the adventurer has -- mob protection/killing and lighting all in one. One bucket can eliminate most issues and problems with caving downward -- place torches down as the lava goes away. You've got light, mobs won't spawn, those that are there will die, all good.
I have used all those tactics - lava is not particularly nice as it is messy and banned on many servers - plus a mod that let me know which blocks were below light level 7.
I am not at risk of dying - I can hold my own against mobs under any normal circumstance - but I hate the experience. I do not play Minecraft to spend an hour with my heart racing, constantly checking around me, just waiting to be ambushed by something that will make me jump out of my seat yet present little actual danger.
If I wanted that sort of gameplay, I would play "gory-zombie-monsters jump out of the dark at you containment breach infection 5000" games.
Need to block off passages? Fences! Fences! Fences are your friend -- fence gates will let you decide when you want to explore and check them out. Hostiles are kept out, and a tiny bit of work will make it skeleton safe as well. Spiders ... well, they're "mostly harmless" in the quantity that will jump the fence, and they provide the string you need for your bows.
I generally use dirt as it is already on hand. In vanilla, I keep it in slot 3 at all times.
You seem to be balancing your mods around the goal of "vanilla minecraft should be easy".
In contrast, I would play on hard if it weren't for the "<redacted> zombies will destroy any village within 127 blocks of you at night"
No, I am balancing it around what is possible in the vanilla game itself. No rules, plugins or mods are taken into consideration.
I feel "Vanilla minecraft should be a challenge, but not a particularly difficult one."
Your comments imply that what you consider "not particularly difficult" is what most people would consider unpleasant. Not quite UHC+Extreme ("no regen at all, ever, and you lose health when not at full food"), but still artificially skewed.
Take a cave down to around level 11/12. Just walk around, and mine. Dig to another cave if you can't find stuff around you.
I avoid caves, remember? I branch mine. Which is boring, slow, and takes like 500 stone picks (yes, stone, because I do not want to waste iron or diamond) to get anywhere.
Shortages? Vanilla gives you enough diamond to get yourself 24 for armor, 9 for your tools, very quickly -- and then, you'll mine more and more before anything wears out.
One, define "very quickly". It usually takes me two weeks. Two, not if you do not want to spend 5 hours a day mining.
Yes, I'm serious -- once you start caving, there is no shortages. And if you are concerned, you can just dig into the rock at Y=11/12, place torches, be guaranteed of no mobs until you find another cave, and even a stone pick-axe chops a single line 2x1 through stone fast enough. Safe, mob free, resource rich.
"Fast enough"? It takes about 1.5 seconds per block, which means you spend hours digging a thousand blocks.
I think that doubling ore rates is excessive to begin with. My view is that any mod that can't live with vanilla's generation rates, to the point of NEEDING an ore doubler, is excessively over-costly.
They generally do not need it, but use it to make things easier. Not everyone likes spending days smacking rock with a tool.
I think that coolant, or lubricant, is an absolute necessity to prevent automation mods from becoming OP.
So I assume you therefore hate things like Magmatic Dynamos, half of the RotaryCraft engines, solar power, most IC2 power, most Mekanism power, most (all?) Forestry engines, and wires that do not require maintenance.
I don't play with ME at all, but what I've seen people do with ME without any modifications to it is just ... OMG WTF destroy that with flames.
Tinkerers' Construct, well, you can probably find my view of it without too much trouble. Horrendously OP. Destroys all vanilla balance. Won't arrive on my server, ever.
Thaumcraft ... My view is simple: Playing on a server with thaumcraft should not affect me if I don't want to use thaumcraft. It's there if I want to be a mage, but I should not be forced to be a mage.
If I am told, "Stay away from purple goo on the ground, and avoid areas of the world where strange pits show up on the ground", fine. If that suffices, then I'm good, and the mod is fine.
If I get attacked for no reason by mobs that can't be seen (or are next to impossible to see) without special goggles, or if a plain, ordinary boat trip can turn into a nasty "hungry node hiding in the water with no warning", or something like that? Yes, then the mod becomes too big of a change. (The first release of ThmC 4 had those issues.)
Fair enough. Do you have a way to say "This mod block should be considered torch-level heat, that mod block should be considered "active furnace" level heat, and those should be considered lava-level heat"?
No, because heat is not measured in such units. I treat things as temperatures. For example, lava was taken at 1200C.
I keep getting a crash on a certain page of the handbook. I've been told it's a known issue, but not reproducable, but it always happens for me. It happens if I go forward from the fertilizer page, or backwards from the heater page. (I think it's the page starting with the hose) The crash log is the same every time: http://pastebin.com/W1KbnVzk
I keep getting a crash on a certain page of the handbook. I've been told it's a known issue, but not reproducable, but it always happens for me. It happens if I go forward from the fertilizer page, or backwards from the heater page. (I think it's the page starting with the hose) The crash log is the same every time: http://pastebin.com/W1KbnVzk
Uninstall RandomThings.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
It turns out that was not needed. Lumien informed me that the issue will be fixed, and that the workaround for now is to disable the colored redstone block.
One, do you have any idea how much effort goes into designing and building a good farm? They are usually huge, very sensitive to poor design, and take hours to days to design and build. In my opinion, that is far harder - yet simultaneously much more enjoyable - than running around at night swinging a sword at endless waves of monsters.
Come to think of it, as an example, RotaryCraft's design is sort of the logical conclusion of this - much more work for much greater eventual reward.
I've seen a basic design, based around several 3x3 pads with a half slab in the middle to prevent spiders, a few water source blocks, a hole in the center just the "water flow" distance from those source blocks, and it's a trivial design, not too hard to build (redstone wiring for redstone lamps or pistons to control lighting is the biggest design/construction issue), and it's not at all sensitive to anything other than "are the nearby caves lit up?".
It's actually the large learning curve of RotaryCraft, the expense and fragility of the setups, that make me even consider it. Ultimately, though, the 164 version of my server is already too much larger than the 147 version was, and it's less of "what do I want to add", and more of "what am I going to remove".
You are not going to find that kind of design ethic in my mods.
I know that RotaryCraft is designed to be automation. I know that you designed lubrication to be produced automatically, and fed into machines automatically.
I don't think it's possible for an "end-game" mod to be overpowered. By the time you're in the end-game stage, you're dealing with vanilla beacons that give you instant breaking of blocks (efficiency 5 pick + haste 2 beacon). Anything that requires a wither star as part of the crafting recipe, by definition, is late game; if it's a WS and many, MANY blocks of ores, then fine, let it do anything. Even if they added flight as the next layer of beacon it would not be OP at that point. (Hmm, actually, that's not a bad idea -- reddit here I come ... http://www.reddit.co...h_power_flight/)
My understanding of rotarycraft is that it is a late game automation mod. You can't get anything in it early because of the very large amount of infrastructure you have to build and set up to support it.
You say "not the gameplay you want", which is fine, then immediately go on to say that your friends are also forced to play the way you like. That sounds suspiciously like the subgroup I outlined previously, the "Minecraft should be hard and a lot of work, if you don't like that then get out"-type people.
Not quite.
For 164, I am adding forestry and extra bees. One of my players is an ex-beekeeper, and one is a medical student looking to have a career as a geneticist. So this is very much a case of the gameplay that my friends want.
It's a mix-and-match. There are some things I can't stand. There are some thing that they want, that I'm OK with (but I would not have added on my own for myself).
That F/EB gives me new types of wood to build with, and a wood pattern maker? That's more than enough for me.
Repeaters lock up when their chunks unload; this has been the case since their introduction in b1.4, though was partially fixed in 1.3. Also, you can easily build all sorts of devices - my favorite being the old BUD-type light sensors - to fix them.
In general, yes. Most are things that I've seen direwolf and others abuse to no end. As much as JadedCat may be called an expert mod breaker, I think Dw20 outclasses her.
Now try legitimately obtaining those exact pages - and the other ones required to have your dimension not be a death trap - in any reasonable time frame.
So ... you're not aware of the issue with libraries being in the same place every age? Or the ease of which you can get to libraries in almost any random flat age?
Getting pages is trivial. That's the problem. To make "hunt the symbols" be a fun game, you have to add additional restrictions on your actions as a player.
And the truth is, having just those two pages -- mushroom island, single biome -- is probably enough to make it not a death trap. Underspecified worlds are not inherently unstable, and have not been for a while. They just are more likely to have random features (tendrils, primarily) that have instability blocks (most likely coal).
No, I am balancing it around what is possible in the vanilla game itself. No rules, plugins or mods are taken into consideration.
For RotaryCraft, I think you're correct.
For DyeTrees, and rainbow biomes?
Your comments imply that what you consider "not particularly difficult" is what most people would consider unpleasant. Not quite UHC+Extreme ("no regen at all, ever, and you lose health when not at full food"), but still artificially skewed.
Hmm. That's possible.
A good example of a "bad day" for me was this: (starting at 7:16). Note that I go from monster infested to torched and "safe" pretty quickly. Also note that I had issues between operating system key stealing (I had spotlight's keyboard shortcut too easy to activate) and "sticky keys" (an issue with the older LWJGL on macs).
As I said, that's a bad day caving for me. I don't find caving to be hard at all. I'm the sort that, once I have light and fences up, I'm not worried about mobs at all. And yes, on hard, a creeper can one-shot me. On normal they can't, and nothing else can kill me before I can react.
Then why do I never seem to have enough until fairly late game?
I don't know. An attempt at a large minecart system was the only thing to cause me an iron shortage. I've never been short of anything else since shortly after starting this world.
I avoid caves, remember? I branch mine. Which is boring, slow, and takes like 500 stone picks (yes, stone, because I do not want to waste iron or diamond) to get anywhere.
...
One, define "very quickly". It usually takes me two weeks. Two, not if you do not want to spend 5 hours a day mining.
My idea for "branch mining" is "dig in a straight line at 11/12, put down water when I come across lava". I don't get much diamond, but I get enough, and I got so much of everything else that I switched to Custom Ore Generation, to put in veins, and then played with the configs to give smaller sized veins. (Roughly half the size per vein, and double frequency on worlds other than the overworld). Just so that I have to mine around in different areas to get different things, and there's some sense of scarcity.
"Fast enough"? It takes about 1.5 seconds per block, which means you spend hours digging a thousand blocks.
Hmm, I thought it was about 1 second per block. In either case, I find enough ores when I tried it. But then, when I came across a cave system, I raided it.
My normal tool of choice right now is efficiency diamond picks. Efficiency 1 is trivial to obtain with a level 1 book enchant. Toss a good number of levels at a diamond pick (9-12, see charts), you're about 50% to get some unbreaking (usually 2 for 11-12, but you risk silk touch), and if you didn't get efficiency, a book does.
Still to be seen: how well I can handle the new COG "diamond around lava pipes" when I do need more diamond.
?!?!!?
We have our gold blocks in a beacon base. Not really sure what else to do with it. When I get around to playing with powered rails, I'll probably raid it.
What if you already had invested huge amounts of time when those changes were implemented, or could not find another server you liked?
... That is, in general, the problem with cloud-based solutions to anything.
Anything from Google deciding to eliminate key features that I depended on, to a minecraft server changing the rules of the game.
So I assume you therefore hate things like Magmatic Dynamos, half of the RotaryCraft engines, solar power, most IC2 power, most Mekanism power, most (all?) Forestry engines, and wires that do not require maintenance.
I don't know the MD's. I haven't played with RC yet, just following along on the forums, and from a friend who's description -- "Even in creative mode you still have a pain getting it to do things" -- made me willing to take a look. The whole "This isn't easy, and anything big is late-game" approach is what doesn't turn me off.
I don't use IC2 -- as I said, I've seen too much done with it and BC.
Forestry engines ... I will happily admit that the only one I know how to use is the clockwork. Wind it up, get some power, get something done, and then it stops.
Wiring needing maintenance? I make sure that I can access what little redstone I use because I know I'll want to improve and tinker with it later.
I don't play with ME at all, but what I've seen people do with ME without any modifications to it is just ... OMG WTF destroy that with flames.
Tinkerers' Construct, well, you can probably find my view of it without too much trouble. Horrendously OP. Destroys all vanilla balance. Won't arrive on my server, ever.
You have made my point for me.
... Err, please clarify?
I was trying to point out how some things are very OP and excessive.
Not taint, flux.
OK, then you're probably seeing how little of Thaumcraft I know. Which is the point. If I can't play on a server that has ThmC, without knowing ThmC, then it overpowers the game.
No, because heat is not measured in such units. I treat things as temperatures. For example, lava was taken at 1200C.
Ok, then how can I tell you "This mod block is this temperature"? You've got a temperature scale for vanilla blocks; what about blocks from other mods?
Want some pictures of my old builds, vanilla and otherwise?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is there a particular reason that meteors ignore mffs force fields?
And since there already seems to be code in place to deal with force fields, would it be too much to ask to add a config option to have them shatter on force fields instead of punching a hole through them?
I really like the mod, apart from the fact that no options are available to protect above ground structures at all.
On a similar note I'd also like to suggest to make meteors ignore trees
I added a new machine - the Fluid Crystallizer. Basically a reverse Magmatic Crucible. To freeze a liquid into its items, you need to cool it below its freezing point. For some liquids, this is easy.
I've seen a basic design, based around several 3x3 pads with a half slab in the middle to prevent spiders, a few water source blocks, a hole in the center just the "water flow" distance from those source blocks, and it's a trivial design, not too hard to build (redstone wiring for redstone lamps or pistons to control lighting is the biggest design/construction issue), and it's not at all sensitive to anything other than "are the nearby caves lit up?".
I suspect the productivity of such a design is extremely low.
My understanding of rotarycraft is that it is a late game automation mod. You can't get anything in it early because of the very large amount of infrastructure you have to build and set up to support it.
You would be wrong. I have been trying to reach earlier into the game, and I find that I have been successful. Many machines have been rebalanced, and new low-tier ones have been added.
And the truth is, having just those two pages -- mushroom island, single biome -- is probably enough to make it not a death trap. Underspecified worlds are not inherently unstable, and have not been for a while. They just are more likely to have random features (tendrils, primarily) that have instability blocks (most likely coal).
... That is, in general, the problem with cloud-based solutions to anything.
Anything from Google deciding to eliminate key features that I depended on, to a minecraft server changing the rules of the game.
OK, then you're probably seeing how little of Thaumcraft I know. Which is the point. If I can't play on a server that has ThmC, without knowing ThmC, then it overpowers the game.
I do not know much either - the most I ever made was goggles of revealing so I could make a silverwood farm.
Basically, every time you do anything, you create flux. This "aura" builds up and eventually causes negative effects, doubly so if managed poorly.
Ok, then how can I tell you "This mod block is this temperature"? You've got a temperature scale for vanilla blocks; what about blocks from other mods?
Nearly every block is taken as ambient biome temperature (-20C cold, 25 temperate, 40 hot, 300 nether). Only things like ice, water, snow, fire, and lava have assigned temperatures.
Is there a particular reason that meteors ignore mffs force fields?
And since there already seems to be code in place to deal with force fields, would it be too much to ask to add a config option to have them shatter on force fields instead of punching a hole through them?
I really like the mod, apart from the fact that no options are available to protect above ground structures at all.
The RotaryCraft force field can.
It is not possible to make my meteors explode on an MFFS field; there is no way to detect when they cross that barrier, as it is not an object in the world.
First, my very old 1.0/1.1 world. The longest-lasting of any world I have ever played (8 mo). Not many images exist, but here are two.
Mods Used:
PowerCraft
RedPower 2 (No world or machine)
My tree farm. Those green-dot blocks are harvesters (and the inspiration for ExpandedRedstone's block breakers). Grey belts and yellow elevators are PowerCraft item transport. Also seen is a SanAndreasP turret.
Overview of the whole facility (taken with XRay). Visible are the tree, sugarcane, pumpkin, cactus, cobble, wool, squid and mob farms. Also visible is part of the redstone elevator and my mine.
My 1.2.5 BuildCraft+EE2+RedPower world.
One of my engine floors.
Render glitch showing both floors.
The target for all that power. Quarries as far as the eye can see.
How I dealt with caves (and the inspiration for the Pile Driver).
Included because it was funny.
My 1.5.2 survival world, and my first experience with most of the current generation of FTB mods. Also where I designed and first tested all that RotaryCraft mod interfacing like Extractor mod ores, Borers in the Twilight Forest, and Woodcutter on mod trees.
Liquid Processing
My RotaryCraft power plant:
The target for all that power:
Thermal Expansion and some of the power bus:
Auxiliary Power:
Main power supply:
My Vanilla 1.3 server - lots of redstone.
Not very impressive above-ground (much like my 1.1 world).
Early underground shot:
Cave spider farm:
~10000 torches:
Slime farm:
Mob farm (lit):
Another underground shot:
Trap tunnel, first iteration.
Wheat farm.
Sand duplicator.
Sugarcane farm.
Pumpkin farm.
In operation. Totaling about 300 sticky pistons.
Chest rooms and control room.
Lots of wiring.
Tunnel trap v2.
BUD-triggered machine.
Exploiting MCMMO.
The server did last into 1.4.7.
Dam.
The mountain house it connected to.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I enjoy this mod more every time I use one of the machines. I did have a question about calcite... I ground up some of the calcite ore, thinking I could get a bunch of calcite crystals to make quicklime and thus leather out of rotten flesh. I instead wound up with calcite gems, which I can't find a use for. Is there any way to change the gem into a crystal?
I enjoy this mod more every time I use one of the machines. I did have a question about calcite... I ground up some of the calcite ore, thinking I could get a bunch of calcite crystals to make quicklime and thus leather out of rotten flesh. I instead wound up with calcite gems, which I can't find a use for. Is there any way to change the gem into a crystal?
Thanks
Delay value of Spawn Controller has been initialized every time you Login to Minecraft.
In fact, Delay value becomes 0. Therefore, Controller does not function. Or without delay Spawn (in large quantities!) To.
Verification please. Thanks for reading.
1. Do Solar Towers combine horizontally, or only vertically?
2. Industrial Coils cant accept energy while outputting it, right?
I know I could test, but I would also like anyone else curious reading the thread to about the solars to know too.
-Mortvana
Author of Thaumic Revelations, and maybe other stuff eventually.
The desire to have a challenge is why my current setup is using horizons + monster + magic farm 2 + mekanism (in that order).
I have no problem with some simplicity along with my challenge. Minecraft is a sandbox game. We should be allowed to play it as we see fit, and not how keybounce or some server owner thinks it should be. If we like a mod we should be able to install it. And if we do not like how a mod works we do not have to use it. Leave it to the mod authors to make. We can make suggestions, and if they do not like them we should accept their answer as NO, and not ask why they do not do it, or try to convince them. It is their choice, we should respect it.
If I do not get rep for this I will be surprised, and no, this post is not about that.
1. Vertically only.
2. No.
Though I have been notified of this before, I cannot reproduce it. Do you need to reload the entire game or just reload the world?
Also, I fixed the GPR not recognizing any nonvanilla blocks. It now has code to autocolorize mod ores, trees, liquids, and there is now a class in the RC API to allow mods to assign colors to their block on an ID:Meta basis. I have used this to register colors from the blocks in my other mods.
RotaryCraft machine-type blocks are now silver, and the other blocks have colors too.
Then allow me to explain my view, and why I put that rule in on my server.
Being able to have a mobfarm that drops items gives you, essentially, near-creative mode.
It's like having a machine that generates an infinite supply of processed building blocks (stone brick, or sandstone, or cooked clay brick blocks), at no time or effort. That might not seem like much, but it's like saying "I'm pretending to play survival, where I have to work for me resources, and instead have them for free, instantly."
It's not that I can't -- I can. (In vanilla, it's a little harder, but an automatic cobble generator that you stand above, break cobble that lands in a hopper and gets processed to smoothstone is doable. With any mod that has automated crafting tables, you can go directly to stone bricks. With an automatic block breaker, you don't need to be there. With a "stone to sand" crusher, you can automate sandstone. Etc.
It's that it's not the game play I want.
My world started single-player, and became multiplayer when I invited some friends to play with me, with the same rules.
Redstone controlled machinery? I was planning on doing a lot of that. Until I found out, in 125 multiplayer, that redstone was borked -- things that worked perfectly in 125 single player were broken in 125 multiplayer, and have been broken in every version after that. So ... no, I gave up on a lot of redstone stuff. (Loops, and timings, are broken; it seems to involve redstone torches. It can be replicated with nothing but torches. It shows up big-time when you have a loop of repeaters set up in an RS-Nor latch, with a button hooked to the "on" side (and a lever on the off side), with the idea that pressing the button will put a constant on/off toggle into the loop. As I said, worked perfectly in 125 single player; goes "locked" in any version since then.)
Now that would be silly. Cows, and other farm animals are supposed to be farmable. But it takes time and effort to breed them.
A mod that has an automatic farm animal breeder, that will multiply your herd when you're away? Seen that, rejected that.
Let me clarify: I have not altered overworld spawns.
I have altered mystcraft age spawns.
Mystcraft is a very interesting mod for balance purposes. Unrestricted use makes it horrifically OP -- instant teleport to anyplace you've been for the cost of one vial of ink (two squid juice and a water bottle, or anything that registers as black dye), one piece of paper, and one piece of leather. The ability to make portals to teleport entities for nothing more than finding a material that is common in worlds where it shows up, and only slightly uncommon to find a world with it (10 random worlds will probably give you two sources of it).
And, the ability to make custom worlds. Now, the intended use of the mod is to permit you to write artistic, custom worlds. Fine. That's the point of the mod -- let you play D'nI, and make worlds.
But you can, easily, write "mushroom island, single biome" -- and there will be no hostile mobs anywhere in the world unless you get mineshafts or dungeons.
That is the issue for why I knocked ore spawns down to 10% of normal in a mushroom biome (and M.I. shore) in mystcraft ages.
(And, there is now an add-on for mystcraft to reduce the teleportation OP.)
Ahh. That's the thing then.
Some people like a challenge. Some people like to say, "Look at this, and the effort that went into it".
Then, I suggest you take a lesson from Vech's survival training course. It's slightly dated (food mechanics have changed quite a bit), but it will do a great job of eliminating this concern.
Plop down torches everywhere; caves become safe very fast. Every 5 meters is usually enough for vanilla caves -- heck, it's probably overkill. I'm pretty sure I use less than that.
Going into a cave with iron armor and a stone sword? Not very risky. Seriously. If you find a large room with lots of monsters? Plop down a torch or two, and run away -- back up your lit passageway. Get more than 32 meters away, wait a minute, and most of them will be gone. Now, you can run back into that room -- your way is lit -- and get most of the room lit before anyone else shows up.
Not enough? If the passage into that big dark room is going down, then use lava. Lava, the best friend the adventurer has -- mob protection/killing and lighting all in one. One bucket can eliminate most issues and problems with caving downward -- place torches down as the lava goes away. You've got light, mobs won't spawn, those that are there will die, all good.
Need to block off passages? Fences! Fences! Fences are your friend -- fence gates will let you decide when you want to explore and check them out. Hostiles are kept out, and a tiny bit of work will make it skeleton safe as well. Spiders ... well, they're "mostly harmless" in the quantity that will jump the fence, and they provide the string you need for your bows.
Un-enchanted diamond gear? Good enough for everything but the nether. Heck, truth is, the nether is safer unless you're going after a fortress. Most of the mobs will ignore you. A normal bow will take care of the ghasts. Water buckets at the ground beneath your feet will put out any fire on you (the water lasts just long enough to do that, and then goes poof, at least in 147).
But I think this is the key point.
You seem to be balancing your mods around the goal of "vanilla minecraft should be easy".
In contrast, I would play on hard if it weren't for the "<redacted> zombies will destroy any village within 127 blocks of you at night" behavior of door breaking. (Which reminds me, did LegacyCraft have an option to disable zombies breaking doors?)
I feel "Vanilla minecraft should be a challenge, but not a particularly difficult one."
And ... that's really the key point:
With the exception of gunpowder, vanilla minecraft over supplies you with almost everything.
Take a cave down to around level 11/12. Just walk around, and mine. Dig to another cave if you can't find stuff around you.
There are resources everywhere. Tons of them -- literally, when you consider the weight of 64 cubic meters of stone.
Running out of resources? Etho has been known, seriously, to throw away the "useless" diamonds he finds while looking for redstone -- and he uses redstone for everything. (Doesn't use loops much. Actually, I'm not sure that he uses time-critical loops anywhere -- the ones I've seen from him are short pulses traveling through repeater loops that just have to go around eventually.)
Shortages? Vanilla gives you enough diamond to get yourself 24 for armor, 9 for your tools, very quickly -- and then, you'll mine more and more before anything wears out. Diamonds become the blocks you use for beacons or decorations. Heck, other than powered rails, what else do you need large amounts of gold for? Yes, I'm serious -- once you start caving, there is no shortages. And if you are concerned, you can just dig into the rock at Y=11/12, place torches, be guaranteed of no mobs until you find another cave, and even a stone pick-axe chops a single line 2x1 through stone fast enough. Safe, mob free, resource rich.
Iron gets used a lot.
Gold and diamond become decoration/beacon blocks.
Too hard?
I wouldn't play on such a server.
I think that doubling ore rates is excessive to begin with. My view is that any mod that can't live with vanilla's generation rates, to the point of NEEDING an ore doubler, is excessively over-costly.
I think that coolant, or lubricant, is an absolute necessity to prevent automation mods from becoming OP.
I don't play with ME at all, but what I've seen people do with ME without any modifications to it is just ... OMG WTF destroy that with flames.
Tinkerers' Construct, well, you can probably find my view of it without too much trouble. Horrendously OP. Destroys all vanilla balance. Won't arrive on my server, ever. Now, Iguana's tweaks can make it a much more balanced mod, but only by effectively eliminating vanilla tools and forcing you to use TiC unless/until you find a village with iron ingots in a chest. No thanks.
Thaumcraft ... My view is simple: Playing on a server with thaumcraft should not affect me if I don't want to use thaumcraft. It's there if I want to be a mage, but I should not be forced to be a mage.
If I am told, "Stay away from purple goo on the ground, and avoid areas of the world where strange pits show up on the ground", fine. If that suffices, then I'm good, and the mod is fine.
If I get attacked for no reason by mobs that can't be seen (or are next to impossible to see) without special goggles, or if a plain, ordinary boat trip can turn into a nasty "hungry node hiding in the water with no warning", or something like that? Yes, then the mod becomes too big of a change. (The first release of ThmC 4 had those issues.)
I had creeper ground damage turned off for a while; now I've got a mod that gives their explosions 100% drop so that the damage they do can be repaired. I played with a "See your enchantment before you buy it" mod, and then removed it -- between books and the anvil, I now consider vanilla enchantment to be usable. Flawed, yes; but usable. Silk touch is the only seriously too-hard to get enchantment.
Turn off rain? Mystcraft world with no weather.
Want more abuse? Mystcraft world with "eternal rain, hell biome, single biome". Nether mobs spawn, and die in the water.
As I said, I like what Mystcraft can do, I have to be careful because I can abuse it to no end.
Fair enough. Do you have a way to say "This mod block should be considered torch-level heat, that mod block should be considered "active furnace" level heat, and those should be considered lava-level heat"?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
One, do you have any idea how much effort goes into designing and building a good farm? They are usually huge, very sensitive to poor design, and take hours to days to design and build. In my opinion, that is far harder - yet simultaneously much more enjoyable - than running around at night swinging a sword at endless waves of monsters.
Come to think of it, as an example, RotaryCraft's design is sort of the logical conclusion of this - much more work for much greater eventual reward.
You are not going to find that kind of design ethic in my mods.
You say "not the gameplay you want", which is fine, then immediately go on to say that your friends are also forced to play the way you like. That sounds suspiciously like the subgroup I outlined previously, the "Minecraft should be hard and a lot of work, if you don't like that then get out"-type people.
Repeaters lock up when their chunks unload; this has been the case since their introduction in b1.4, though was partially fixed in 1.3. Also, you can easily build all sorts of devices - my favorite being the old BUD-type light sensors - to fix them.
Hardly. A wheat farm and a few right-clicks. I can easily see admins wanting that banned. "You have to work for your resources! Mobs grow when you are not there!"
Then you probably hate tech mods, I am guessing.
Now try legitimately obtaining those exact pages - and the other ones required to have your dimension not be a death trap - in any reasonable time frame. If I put that kind of work into it, just to get screwed over with the justification "I like hard games!", I would distance myself from that server and anyone in charge of it.
That sounds suspiciously derisive.
I have used all those tactics - lava is not particularly nice as it is messy and banned on many servers - plus a mod that let me know which blocks were below light level 7.
I am not at risk of dying - I can hold my own against mobs under any normal circumstance - but I hate the experience. I do not play Minecraft to spend an hour with my heart racing, constantly checking around me, just waiting to be ambushed by something that will make me jump out of my seat yet present little actual danger.
If I wanted that sort of gameplay, I would play "gory-zombie-monsters jump out of the dark at you containment breach infection 5000" games.
I generally use dirt as it is already on hand. In vanilla, I keep it in slot 3 at all times.
But that moment when one spawns out of nowhere and fires at you is what I hate.
No, I am balancing it around what is possible in the vanilla game itself. No rules, plugins or mods are taken into consideration.
Yes.
Your comments imply that what you consider "not particularly difficult" is what most people would consider unpleasant. Not quite UHC+Extreme ("no regen at all, ever, and you lose health when not at full food"), but still artificially skewed.
Then why do I never seem to have enough until fairly late game?
I avoid caves, remember? I branch mine. Which is boring, slow, and takes like 500 stone picks (yes, stone, because I do not want to waste iron or diamond) to get anywhere.
One, define "very quickly". It usually takes me two weeks. Two, not if you do not want to spend 5 hours a day mining.
In vanilla, not much. But in modded survival, it is valuable. I seem to be spending most of it on electrum.
"Fast enough"? It takes about 1.5 seconds per block, which means you spend hours digging a thousand blocks.
?!?!!?
What if you already had invested huge amounts of time when those changes were implemented, or could not find another server you liked?
They generally do not need it, but use it to make things easier. Not everyone likes spending days smacking rock with a tool.
So I assume you therefore hate things like Magmatic Dynamos, half of the RotaryCraft engines, solar power, most IC2 power, most Mekanism power, most (all?) Forestry engines, and wires that do not require maintenance.
You have made my point for me.
Not taint, flux.
No, because heat is not measured in such units. I treat things as temperatures. For example, lava was taken at 1200C.
Want some pictures of my old builds, vanilla and otherwise?
Good to know, thanks! *Hands Reika an Ender Pearl*
Author of Thaumic Revelations, and maybe other stuff eventually.
Uninstall RandomThings.
I personally would like to see some of your modded set-ups. I like seeing how other people build automation
I've seen a basic design, based around several 3x3 pads with a half slab in the middle to prevent spiders, a few water source blocks, a hole in the center just the "water flow" distance from those source blocks, and it's a trivial design, not too hard to build (redstone wiring for redstone lamps or pistons to control lighting is the biggest design/construction issue), and it's not at all sensitive to anything other than "are the nearby caves lit up?".
It's actually the large learning curve of RotaryCraft, the expense and fragility of the setups, that make me even consider it. Ultimately, though, the 164 version of my server is already too much larger than the 147 version was, and it's less of "what do I want to add", and more of "what am I going to remove".
I know that RotaryCraft is designed to be automation. I know that you designed lubrication to be produced automatically, and fed into machines automatically.
I don't think it's possible for an "end-game" mod to be overpowered. By the time you're in the end-game stage, you're dealing with vanilla beacons that give you instant breaking of blocks (efficiency 5 pick + haste 2 beacon). Anything that requires a wither star as part of the crafting recipe, by definition, is late game; if it's a WS and many, MANY blocks of ores, then fine, let it do anything. Even if they added flight as the next layer of beacon it would not be OP at that point. (Hmm, actually, that's not a bad idea -- reddit here I come ... http://www.reddit.co...h_power_flight/)
My understanding of rotarycraft is that it is a late game automation mod. You can't get anything in it early because of the very large amount of infrastructure you have to build and set up to support it.
Not quite.
For 164, I am adding forestry and extra bees. One of my players is an ex-beekeeper, and one is a medical student looking to have a career as a geneticist. So this is very much a case of the gameplay that my friends want.
It's a mix-and-match. There are some things I can't stand. There are some thing that they want, that I'm OK with (but I would not have added on my own for myself).
That F/EB gives me new types of wood to build with, and a wood pattern maker? That's more than enough for me.
Has nothing to do with loaded/unloaded chunks.
https://mojang.atlas.../browse/MC-2523
In general, yes. Most are things that I've seen direwolf and others abuse to no end. As much as JadedCat may be called an expert mod breaker, I think Dw20 outclasses her.
So ... you're not aware of the issue with libraries being in the same place every age? Or the ease of which you can get to libraries in almost any random flat age?
Getting pages is trivial. That's the problem. To make "hunt the symbols" be a fun game, you have to add additional restrictions on your actions as a player.
And the truth is, having just those two pages -- mushroom island, single biome -- is probably enough to make it not a death trap. Underspecified worlds are not inherently unstable, and have not been for a while. They just are more likely to have random features (tendrils, primarily) that have instability blocks (most likely coal).
For RotaryCraft, I think you're correct.
For DyeTrees, and rainbow biomes?
Hmm. That's possible.
A good example of a "bad day" for me was this: (starting at 7:16). Note that I go from monster infested to torched and "safe" pretty quickly. Also note that I had issues between operating system key stealing (I had spotlight's keyboard shortcut too easy to activate) and "sticky keys" (an issue with the older LWJGL on macs).
As I said, that's a bad day caving for me. I don't find caving to be hard at all. I'm the sort that, once I have light and fences up, I'm not worried about mobs at all. And yes, on hard, a creeper can one-shot me. On normal they can't, and nothing else can kill me before I can react.
I don't know. An attempt at a large minecart system was the only thing to cause me an iron shortage. I've never been short of anything else since shortly after starting this world.
My idea for "branch mining" is "dig in a straight line at 11/12, put down water when I come across lava". I don't get much diamond, but I get enough, and I got so much of everything else that I switched to Custom Ore Generation, to put in veins, and then played with the configs to give smaller sized veins. (Roughly half the size per vein, and double frequency on worlds other than the overworld). Just so that I have to mine around in different areas to get different things, and there's some sense of scarcity.
Hmm, I thought it was about 1 second per block. In either case, I find enough ores when I tried it. But then, when I came across a cave system, I raided it.
My normal tool of choice right now is efficiency diamond picks. Efficiency 1 is trivial to obtain with a level 1 book enchant. Toss a good number of levels at a diamond pick (9-12, see charts), you're about 50% to get some unbreaking (usually 2 for 11-12, but you risk silk touch), and if you didn't get efficiency, a book does.
Still to be seen: how well I can handle the new COG "diamond around lava pipes" when I do need more diamond.
We have our gold blocks in a beacon base. Not really sure what else to do with it. When I get around to playing with powered rails, I'll probably raid it.
... That is, in general, the problem with cloud-based solutions to anything.
Anything from Google deciding to eliminate key features that I depended on, to a minecraft server changing the rules of the game.
I don't know the MD's. I haven't played with RC yet, just following along on the forums, and from a friend who's description -- "Even in creative mode you still have a pain getting it to do things" -- made me willing to take a look. The whole "This isn't easy, and anything big is late-game" approach is what doesn't turn me off.
I don't use IC2 -- as I said, I've seen too much done with it and BC.
Forestry engines ... I will happily admit that the only one I know how to use is the clockwork. Wind it up, get some power, get something done, and then it stops.
Wiring needing maintenance? I make sure that I can access what little redstone I use because I know I'll want to improve and tinker with it later.
... Err, please clarify?
I was trying to point out how some things are very OP and excessive.
OK, then you're probably seeing how little of Thaumcraft I know. Which is the point. If I can't play on a server that has ThmC, without knowing ThmC, then it overpowers the game.
Ok, then how can I tell you "This mod block is this temperature"? You've got a temperature scale for vanilla blocks; what about blocks from other mods?
Sure.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I hope not. I don't think I was trying to dictate how to make mods.
I was just asking about what I saw as an imbalance with dye trees, and rainbow biomes specifically.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
And since there already seems to be code in place to deal with force fields, would it be too much to ask to add a config option to have them shatter on force fields instead of punching a hole through them?
I really like the mod, apart from the fact that no options are available to protect above ground structures at all.
On a similar note I'd also like to suggest to make meteors ignore trees
Some, less so.
And some...are a royal pain.
I suspect the productivity of such a design is extremely low.
You would be wrong. I have been trying to reach earlier into the game, and I find that I have been successful. Many machines have been rebalanced, and new low-tier ones have been added.
Exploiting a glitch does not count.
Now to actually find a flat age that is not blindness 10 or 100x mobs, or lightning every 2 seconds.
My experiences have been rather otherwise.
So you would then...?
Exactly. The fact you probably find most mods OP is an indication that your judgement is not as impartial as you seem to believe.
I do not know much either - the most I ever made was goggles of revealing so I could make a silverwood farm.
Basically, every time you do anything, you create flux. This "aura" builds up and eventually causes negative effects, doubly so if managed poorly.
Nearly every block is taken as ambient biome temperature (-20C cold, 25 temperate, 40 hot, 300 nether). Only things like ice, water, snow, fire, and lava have assigned temperatures.
They will come later; it is going to take a while to upload them all.
The RotaryCraft force field can.
It is not possible to make my meteors explode on an MFFS field; there is no way to detect when they cross that barrier, as it is not an object in the world.
They mostly do.
First, my very old 1.0/1.1 world. The longest-lasting of any world I have ever played (8 mo). Not many images exist, but here are two.
Mods Used:
My tree farm. Those green-dot blocks are harvesters (and the inspiration for ExpandedRedstone's block breakers). Grey belts and yellow elevators are PowerCraft item transport. Also seen is a SanAndreasP turret.
Overview of the whole facility (taken with XRay). Visible are the tree, sugarcane, pumpkin, cactus, cobble, wool, squid and mob farms. Also visible is part of the redstone elevator and my mine.
My 1.2.5 BuildCraft+EE2+RedPower world.
One of my engine floors.
Render glitch showing both floors.
The target for all that power. Quarries as far as the eye can see.
How I dealt with caves (and the inspiration for the Pile Driver).
Included because it was funny.
My 1.5.2 survival world, and my first experience with most of the current generation of FTB mods. Also where I designed and first tested all that RotaryCraft mod interfacing like Extractor mod ores, Borers in the Twilight Forest, and Woodcutter on mod trees.
Liquid Processing
My RotaryCraft power plant:
The target for all that power:
Thermal Expansion and some of the power bus:
Auxiliary Power:
Main power supply:
My Vanilla 1.3 server - lots of redstone.
Not very impressive above-ground (much like my 1.1 world).
Early underground shot:
Cave spider farm:
~10000 torches:
Slime farm:
Mob farm (lit):
Another underground shot:
Trap tunnel, first iteration.
Wheat farm.
Sand duplicator.
Sugarcane farm.
Pumpkin farm.
In operation. Totaling about 300 sticky pistons.
Chest rooms and control room.
Lots of wiring.
Tunnel trap v2.
BUD-triggered machine.
Exploiting MCMMO.
The server did last into 1.4.7.
Dam.
The mountain house it connected to.
Thanks
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Unloaded->Constructed->Pre-initializedNEIAddons|AE{1.9.3.r47} [NEI Addons: Applied Energistics] (neiaddons-1.6.2-1.9.3.r47.jar) Unloaded->Constructed->Pre-initializedNEIAddons|CraftingTables{1.9.3.r47} [NEI Addons: Crafting Tables] (neiaddons-1.6.2-1.9.3.r47.jar) Unloaded->Constructed->Pre-initializedNEIAddons|ExtraBees{1.9.3.r47} [NEI Addons: Extra Bees] (neiaddons-1.6.2-1.9.3.r47.jar) Unloaded->Constructed->Pre-initializedNEIAddons|Forestry{1.9.3.r47} [NEI Addons: Forestry] (neiaddons-1.6.2-1.9.3.r47.jar) Unloaded->Constructed->Pre-initializedNEIAddons|MiscPeripherals{1.9.3.r47} [NEI Addons: Misc Peripherals] (neiaddons-1.6.2-1.9.3.r47.jar) Unloaded->Constructed->Pre-initializedNEIPlugins{1.1.0.6} [NEI Plugins] (NEIPlugins-1.1.0.6.jar) Unloaded->Constructed->Pre-initializednotenoughkeys{0.0.4} [Not Enough Keys] (NotEnoughKeys-1.6.4-0.0.4.jar) Unloaded->Constructed->Pre-initializedObsidiPlates{2.0.0} [Obsidian Pressure Plates] (obsidiplates-1.6.2-universal-2.0.0.15.jar) Unloaded->Constructed->Pre-initializedOpenMods{0.1} [OpenMods] (OpenModsLib-0.1-snapshot-55.jar) Unloaded->Constructed->Pre-initializedOpenPeripheral{0.2.1} [OpenPeripheral] (OpenPeripheral-0.2.1-snapshot-109-forge9.11.1.953.jar) Unloaded->Constructed->Pre-initializedOpenBlocks{1.2.2} [OpenBlocks] (OpenBlocks-Experimental-1.2.2-snapshot-93.jar) Unloaded->Constructed->Pre-initializedMapWriter{2.0.1} [MapWriter] (Opis_1.1.2_alpha.zip) Unloaded->Constructed->Pre-initializedOpis{1.1.2_alpha} [Opis] (Opis_1.1.2_alpha.zip) Unloaded->Constructed->Pre-initializedPluginsforForestry{3.2.30} [PluginsforForestry] (PluginsforForestry-1.6.4-3.2.30.jar) Unloaded->Constructed->Pre-initializedPortalGun{2.0.2} [PortalGun] (PortalGun2.0.2.zip) Unloaded->Constructed->Pre-initializedPowerConverters{1.6.4R2.3.2B1} [Power Converters] (PowerConverters-1.6.4-34.zip) Unloaded->Constructed->Pre-initializedProjRed|Core{4.2.1.16} [ProjectRed] (ProjectRedBase-1.6.4-4.2.1.16.jar) Unloaded->Constructed->Pre-initializedProjRed|Compatibility{1.0} [ProjRed|Compatibility] (ProjectRedCompat-1.6.4-4.2.1.16.jar) Unloaded->Constructed->Pre-initializedProjRed|Integration{1.0} [ProjRed|Integration] (ProjectRedIntegration-1.6.4-4.2.1.16.jar) Unloaded->Constructed->Pre-initializedProjRed|Transmission{1.0} [ProjRed|Transmission] (ProjectRedIntegration-1.6.4-4.2.1.16.jar) Unloaded->Constructed->Pre-initializedProjRed|Illumination{1.0} [ProjRed|Illumination] (ProjectRedLighting-1.6.4-4.2.1.16.jar) Unloaded->Constructed->Pre-initializedProjRed|Expansion{1.0} [ProjRed|Expansion] (ProjectRedMechanical-1.6.4-4.2.1.16.jar) Unloaded->Constructed->Pre-initializedProjRed|Transportation{1.0} [ProjRed|Transportation] (ProjectRedMechanical-1.6.4-4.2.1.16.jar) Unloaded->Constructed->Pre-initializedProjRed|Exploration{1.0} [ProjRed|Exploration] (ProjectRedWorld-1.6.4-4.2.1.16.jar) Unloaded->Constructed->Pre-initializedRotaryCraft{Gamma} [RotaryCraft] (RotaryCraft 1.6 v11b.zip) Unloaded->Constructed->Pre-initializedReactorCraft{beta} [ReactorCraft] (ReactorCraft 1.6 v11b.zip) Unloaded->Constructed->ErroredRedstone Arsenal{1.0.0.b2b} [Redstone Arsenal] (RedstoneArsenal-1.0.0.b2b.jar) Unloaded->Constructed->Pre-initializedJAKJ_RedstoneInMotion{2.3.0.0} [Redstone In Motion] (RedstoneInMotion_2.3.0.0_mc1.6.zip) Unloaded->Constructed->Pre-initializedremoteIO{@MAJOR@.@MINOR@.@REVIS@.${env.BUILD_NUMBER}} [Remote IO] (RemoteIO-1.7.1.jar) Unloaded->Constructed->Pre-initializedSS2{2 (build 2)} [Soul Shards 2] (SoulShards-2.0.14-universal-srg.jar) Unloaded->Constructed->Pre-initializedSpecialMobs{2.6} [Special Mobs] (SpecialMobs 2.6 for MC 1.6.2.zip) Unloaded->Constructed->Pre-initializedStevesCarts{2.0.0.b1} [Steve's Carts 2] (StevesCarts2.0.0.b3.zip) Unloaded->Constructed->Pre-initializedswitches{1.3.0} [Switches] (switches-1.6.4-universal-coremod-1.3.0.25.jar) Unloaded->Constructed->Pre-initializedTMechworks{DEV.21b1027} [Tinkers' Mechworks] (TMechworks_1.6.4_0.1.2.jar) Unloaded->Constructed->Pre-initializedTranslocator{1.1.0.13} [Translocator] (Translocator 1.1.0.13.jar) Unloaded->Constructed->Pre-initializedVending{1.1.1} [Vending] (vending-1.6.4-1.1.1.jar) Unloaded->Constructed->Pre-initializedWR-CBE|Core{1.4.0.6} [WR-CBE Core] (WR-CBE 1.4.0.6.jar) Unloaded->Constructed->Pre-initializedWR-CBE|Addons{1.4.0.6} [WR-CBE Addons] (WR-CBE 1.4.0.6.jar) Unloaded->Constructed->Pre-initializedWR-CBE|Logic{1.4.0.6} [WR-CBE Logic] (WR-CBE 1.4.0.6.jar) Unloaded->Constructed->Pre-initializedxact{0.4.3} [XACT Mod] (XACT v0.4.3.jar) Unloaded->Constructed->Pre-initializedMcMultipart{1.0.0.227} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initializedThaumcraftMobAspects{1.6.X-1d} [Thaumcraft Mob Aspects] (thaumcraftmobaspects-1.6.X-1e-build2.zip) Unloaded->Constructed->Pre-initializedForgeMicroblock{1.0.0.227} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initializedTConstruct Environment: Sane and ready for action. Bugs may be reported.Launched Version: 1.6.4LWJGL: 2.9.0OpenGL: AMD Radeon HD 8500 Series GL version 4.2.12337 Compatibility Profile Context 13.101, ATI Technologies Inc.Is Modded: Definitely; Client brand changed to 'fml,forge'Type: Client (map_client.txt)Resource Pack: faithful32pack.zipCurrent Language: English (US)Profiler Position: N/A (disabled)Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
EDIT: just enchantments ID conflict with Thaumcraft. easy to fix
Use the configs.
I fixed this in the last update.