I second this. We really need a lot of the tools and weapons from 1.7.10 back in 1.8.9. I find that I need the rapier just to make fighting creepers easier. That, and everything was so convenient to have (I preferred fighting with the Battle Axe instead of the Cleaver because it could hit groups of enemies with one swing, and I tend to get surrounded a lot due to my bad luck. Plus, all the projectile weapons were great. I could pick up my used projectiles to use them again and again!). Also, when will Auto-Smelting be re-added as a modification for tools? It really helped me out. And when will the books be re-implemented?
I third this notion. Those weapons were awesome, especially Crimlake's rapier, which does a whopping 21 health points or 10.5 hearts damage. One-shots any normal mob except endermen, which are two-shotted, and pierces armor. A god-tier tool that I will never replace.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
I third this notion. Those weapons were awesome, especially Crimlake's rapier, which does a whopping 21 health points or 10.5 hearts damage. One-shots any normal mob except endermen, which are two-shotted, and pierces armor. A god-tier tool that I will never replace.
I fourth? this notion, though i'll have to install another MC version to do so i'll gladly do so, so i can play around and be able to actually have a less laggy game.........Plus i get to find ways to make an op scythe to behead my opponents muwhahahahahahaha!!!!........ (^~^) ignore that last part.
EDIT: also i haven't played the 1.8.9 beta(i think that's what it is at least) so i don't know what has been taken out. can't wait for it's release though!!!! (^~^)
The Meaning of Life, the Universe, and Everything.
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My game crashed when loading
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 14/02/16 16:22
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: tconstruct/weaponry/items/GlassArrows
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: tconstruct/weaponry/items/GlassArrows
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:42)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
at sun.reflect.GeneratedMethodAccessor6.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: tconstruct.weaponry.items.GlassArrows
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 35 more
Caused by: java.lang.NoClassDefFoundError: tconstruct/weaponry/ammo/ArrowAmmo
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 37 more
Caused by: java.lang.ClassNotFoundException: tconstruct.weaponry.ammo.ArrowAmmo
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 41 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Hi Coal. I didn't realize the original guy retired from doing it. Love your Iguana tweaks, btw.
With that in mind, I can't help but mention the first question come to mind....does that mean the standard Tinkers Construct will eventually be integrated with Iguana Tweaks by default, or do you plan on keeping them separate for those who don't want them together?
Anyway....this is the question I came here to ask before I saw the update regarding the change of hands. Is there any way the instruction books for tinkers construct could eventually show the numbers on materials from other mods that can be used with tinkers construct?
For example....book 2 gives us details on normal vanilla and tinkers construct metals, such as iron, alumite, etc. But I can never find things such as thaumium, lead, invar, etc.
Could that possibly be implemented in the future? It would really convenient for me atleast, so I'm not constantly searching google to figure it out.
Lastly, the books don't cover all the materials for tinkers construct, such as Pokefennium for example. Will those materials be added to the books in the future?
I hope so. I feel that could really help.
Oh, it's because they're in Extra TiC, not in normal TC.
(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?
Any chance Rapier and Crossbow will be coming back soon for 1.8.9? RogueLikes are impossible without the Rapier... And with all the difficulty mods available for 1.8.9, there are really no weapons to match them in 1.8.9 without the Tinkers Rapier and Crossbow we've grown to love.
Eh, I have mixed emotions about this.
The rapier was sorta useful, but was a bit too.. overpowered, in multiplayer it makes people with a stone or iron rapier a deathweapon that can tear up anyone in seconds nearby. The crossbow is broken, you can just make a slime crossbow arm, manyullyn body, and obsidian/thaumium binding + normal/flamestring. Alongside manyulln tipped bolts with thaumium bodies and slimeleaf/feather fletchings to get a machinegun, which is only balanced in a divineRPG pack.
This should actually be a config, honestly, depends if we want the machineguns or not.
Well, this is exactly the practical difference between more durability and a reïnforced modifier. More durability basically means that it is made using more material (yes, a Diamond or Emerald does that. Don't ask me how.), causing it to break later, but cost more material to repair. Reïnforced makes the material you have already used tougher, causing it to take less damage when used, and does not change the amount of material the tool is made up of.
Or at least I believe that that is the general thought behind this.
you have it close
reinforced = unbreaking, which means it will have less of a chance to use up the durability, against armored targets it is much more noticeable difference vs unarmored.
I love how insane a weapon/tool can get in creative. I added around 10000 quartz and all other available sword powerups onto a shiny(thermal foundation) broadsword and it does exactly(ocd) 300 damage. But why does a crossbow that says it does 250 damage but only did 40?
I love how insane a weapon/tool can get in creative. I added around 10000 quartz and all other available sword powerups onto a shiny(thermal foundation) broadsword and it does exactly(ocd) 300 damage. But why does a crossbow that says it does 250 damage but only did 40?
don't the bolts dictate most of the damage for crossbows?
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
i need to not have to download any other mod for this to work. i was able to remove it with a bucket and the liquid storage and i can put spouts on the storage...
im not certain as to how to funnel it back in though.
right now i have 7 mods, mantle and t construct being 2 of them
i would like to keep my memory usage as low as possible and not have to increase the ram allocated to minecraft.
i need to not have to download any other mod for this to work. i was able to remove it with a bucket and the liquid storage and i can put spouts on the storage...
im not certain as to how to funnel it back in though.
right now i have 7 mods, mantle and t construct being 2 of them
i would like to keep my memory usage as low as possible and not have to increase the ram allocated to minecraft.
put a faucet pointing into one of the tinkers construct liquid holding blocks is your only option in this case, also you might be able to use channels as a very basic and rudimentary tube system depending on what you're trying to do.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
i need to not have to download any other mod for this to work. i was able to remove it with a bucket and the liquid storage and i can put spouts on the storage...
im not certain as to how to funnel it back in though.
right now i have 7 mods, mantle and t construct being 2 of them
i would like to keep my memory usage as low as possible and not have to increase the ram allocated to minecraft.
it has to be able to transport any liquid, not essentia.
I do have to ask, why do you want the molten metal in buckets?
it has to be able to transport any liquid, not essentia.
I do have to ask, why do you want the molten metal in buckets?
I enjoy the colors, and the old school transport method.
I didn't see a "channel" and I was unable to place a spout as to make a ground funnel kind of thing.
and there's still the question... now how do i get it back in? ^-^;
I know pooring a bucket of molten stuff into your smeltery screws it up :| at least visually...
I third this notion. Those weapons were awesome, especially Crimlake's rapier, which does a whopping 21 health points or 10.5 hearts damage. One-shots any normal mob except endermen, which are two-shotted, and pierces armor. A god-tier tool that I will never replace.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
I fourth? this notion, though i'll have to install another MC version to do so i'll gladly do so, so i can play around and be able to actually have a less laggy game.........Plus i get to find ways to make an op scythe to behead my opponents muwhahahahahahaha!!!!........ (^~^) ignore that last part.
EDIT: also i haven't played the 1.8.9 beta(i think that's what it is at least) so i don't know what has been taken out. can't wait for it's release though!!!! (^~^)
I was just wondering if there was a way to define a new smeltible ore for TC that is not already supported? Got one it doesn't recognize. Thanx!
-Rick
My game crashed when loading
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 14/02/16 16:22
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: tconstruct/weaponry/items/GlassArrows
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Unknown Source)
at net.minecraft.client.Minecraft.func_99999_d(Unknown Source)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: tconstruct/weaponry/items/GlassArrows
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:42)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
at sun.reflect.GeneratedMethodAccessor6.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: tconstruct.weaponry.items.GlassArrows
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 35 more
Caused by: java.lang.NoClassDefFoundError: tconstruct/weaponry/ammo/ArrowAmmo
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:760)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 37 more
Caused by: java.lang.ClassNotFoundException: tconstruct.weaponry.ammo.ArrowAmmo
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 41 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 164579928 bytes (156 MB) / 363253760 bytes (346 MB) up to 8576565248 bytes (8179 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx8G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 60 mods loaded, 60 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UC Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UC CodeChickenCore{1.0.4.35} [CodeChicken Core] (minecraft.jar)
UC Mocap-core{1.0} [Motion Capture (Core)] (minecraft.jar)
UC NotEnoughItems{1.0.4.95} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.95-universal.jar)
UC modJ_StarMinerCore{0.9.9} [StarMinerCore] (minecraft.jar)
UC ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar)
UC WitchingGadgetsCore{1.1.10} [Witching Gadgets Core] (minecraft.jar)
UC FamiliarsAPI{1.7.10} [Familiars API] (FamiliarsAPI-1.7.10.jar)
UC battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (1.7.10-MB_Battlegear2-Bullseye-1.0.8.2.jar)
UC DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar)
UC abyssalcraft{1.9.0-pre-3} [AbyssalCraft] (AbyssalCraft-1.7.10-1.9.0-pre-3.jar)
UC Baubles{1.0.1.10} [Baubles] (Baubles-1.7.10-1.0.1.10.jar)
UC Artifacts{1.1.3} [Artifacts] (Artifacts-1.1.3.jar)
UC atum{0.6} [Atum] (Atum-1.7.10-0.6.77.jar)
UC Thaumcraft{4.2.3.5} [Thaumcraft] (Thaumcraft-1.7.10-4.2.3.5.jar)
UC betterstorage{0.13.1.126} [BetterStorage] (BetterStorage-1.7.10-0.13.1.126.jar)
UC BiblioCraft{1.11.4} [BiblioCraft] (BiblioCraft[v1.11.4][MC1.7.10].jar)
UC BiomesOPlenty{2.1.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.10-2.1.0.1521-universal.jar)
UC AWWayofTime{v1.3.0a} [Blood Magic: Alchemical Wizardry] (BloodMagic-1.7.10-1.3.0a-1.jar)
UC Botania{r1.7-237} [Botania] (Botania r1.7-237.jar)
UC candycraftmod{Beta 1.3} [CandyCraft] (CandyCraft-1.3.jar)
UC clickety{@VERSION@} [Clickety] (clickety-1.0.jar)
UC custom_sword{1.7.10} [Custom Sword By Kelco_K22] (custom_sword_1.7.10_V0.14.jar)
UC emeraldobsidianmod{1.3.1} [Emerald & Obsidian tools/armor mod] (emeraldobsidianmod-1.7.10-1.3.1.jar)
UC enchvil{1.0} [Enchvil Mod] (enchvil-1.7.2-V1.1.jar)
UC exnihilo{1.38-49} [Ex Nihilo] (Ex-Nihilo-1.38-49.jar)
UC Mantle{1.7.10-0.3.2.jenkins191} [Mantle] (Mantle-1.7.10-0.3.2b.jar)
UC Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UE TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8(1).jar)
UC TravellersGear{1.16.6} [Traveller's Gear] (TravellersGear-1.7.10-1.16.6.jar)
UC TwilightForest{2.3.7} [The Twilight Forest] (twilightforest-1.7.10-2.3.7.jar)
UC WitchingGadgets{1.1.10} [Witching Gadgets] (WitchingGadgets-1.7.10-1.1.10.jar)
UC exastrisrebirth{MC1.7.10-1.01-45} [Ex Astris Rebirth] (Ex-Astris-Rebirth-MC1.7.10-1.01-45.jar)
UC golems{1.16f} [Extra Golems] (Extra-Golems[1.7.10]-1.17.jar)
UC DefaultMobPack{1.7.10} [DefaultMobPack] (FamiliarsDefaultMobPack-1.7.10.jar)
UC ExtendedFamPack{1.7.10} [ExtendedFamPack] (FamiliarsExtendedFamPack-1.7.10.jar)
UC HerobrineFamPack{1.7.10} [HerobrineFamPack] (FamiliarsHerobrineFamPack-1.7.10.jar)
UC farlanders{1.2b} [The Farlanders] (farlanders-1.7.10-v1.2b.jar)
UC ThaumicTinkerer{unspecified} [Thaumic Tinkerer] (ThaumicTinkerer-2.5-1.7.10-164.jar)
UC ForbiddenMagic{1.7.10-0.573} [Forbidden Magic] (Forbidden Magic-1.7.10-0.573.jar)
UC ganysnether{1.8.3} [Gany's Nether] (Ganys Nether-1.8.3.jar)
UC ihouse{2.6} [iHouse Mod] (ihouse-2.6.jar)
UC instahouse{7.5} [Insta House] (InstaHousev7.5.jar)
UC testdummy{1.0} [MmmMmmMmmMmm] (MmmMmmMmmMmm-1.7.10-1.9.jar)
UC Mocap{1.0} [Motion Capture] (Mocap-1.0-(1.7.10).jar)
UC pfaeffsmod{1.0} [Pfaeff's Mod] (PfaeffsMod 1.0-2.jar)
UC DP_SimpleFlight{0.8} [Simple Flight] (simpleflight-0.8.jar)
UC modJ_StarMiner{0.9.9} [Starminer Mod] (Starminer1710-0.9.9.jar)
UC StevesCarts{2.0.0.b18} [Steve's Carts 2] (StevesCarts2.0.0.b18.jar)
UC ThaumcraftMobAspects{1.7.x-2B} [Thaumcraft Mob Aspects] (ThaumcraftMobAspects-1.7.x-2B-snapshot-18.jar)
UC thaumcraftneiplugin{@VERSION@} [Thaumcraft NEI Plugin] (thaumcraftneiplugin-1.7.10-1.7a.jar)
UC ThaumicHorizons{1.1.9} [Thaumic Horizons] (thaumichorizons-1.7.10-1.1.9.jar)
UC thaumicinfusion{4.32} [Thaumic Infusion] (ThaumicInfusion-4.32.jar)
UC TooMuchTNT{2.9} [TooMuchTNT] (TooMuchTNT v2.9.jar)
UC UtilityMobs{3.1.1} [Utility Mobs] (UtilityMobs-1.7.10-3.1.1.jar)
UC WailaHarvestability{1.1.2} [Waila Harvestability] (WailaHarvestability-mc1.7.x-1.1.2.jar)
UC wawla{1.3.1} [What Are We Looking At] (Wawla-1.3.1-1.7.10.jar)
UC weaponcaseloot{1.1.8} [WeaponCaseLoot] (weaponcaseloot-1.1.8.jar)
GL info: ' Vendor: 'Intel' Version: '4.3.0 - Build 10.18.14.4264' Renderer: 'Intel(R) HD Graphics 4400'
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
Oh, it's because they're in Extra TiC, not in normal TC.
Is there a way to prevent blue slimes from spawning everywhere in the twilight forest, without restricting them to islands only?
In other words, only spawn where normal slimes can spawn, or on those islands.
* 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?
Eh, I have mixed emotions about this.
The rapier was sorta useful, but was a bit too.. overpowered, in multiplayer it makes people with a stone or iron rapier a deathweapon that can tear up anyone in seconds nearby. The crossbow is broken, you can just make a slime crossbow arm, manyullyn body, and obsidian/thaumium binding + normal/flamestring. Alongside manyulln tipped bolts with thaumium bodies and slimeleaf/feather fletchings to get a machinegun, which is only balanced in a divineRPG pack.
This should actually be a config, honestly, depends if we want the machineguns or not.
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quick question for anyone who watches crundee craft with MrCrainer, about the Mortum pickaxe that he had, what mod did that material come from?
The 1.7.10 version of divineRPG. In the older versions prior to 1.7.10, it was called "Augite pickaxe"
Kitten in a box for only 10.99!
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ok thx
you have it close
reinforced = unbreaking, which means it will have less of a chance to use up the durability, against armored targets it is much more noticeable difference vs unarmored.
I love how insane a weapon/tool can get in creative. I added around 10000 quartz and all other available sword powerups onto a shiny(thermal foundation) broadsword and it does exactly(ocd) 300 damage. But why does a crossbow that says it does 250 damage but only did 40?
Sup.
don't the bolts dictate most of the damage for crossbows?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
how do i remove molten stuff from the smeltery with a bucket?
and how do i put it back in once i have removed it with a bucket?
i know in my creative inventory there are buckets filled with molten liquids...
i have clicked everything with a bucket... and it did not work so im asking.
(i'm on the 1.8.9 version)
you have to remove the liquid via tubes and put it in some other liquid storage block to be able to put them in buckets.
Does anyone know of a way to integrate TiC with Underground Biomes? (i.e. introduce igneous/metamorphic/sedimentary forms of TiC ores?)
i have essentia tubes... will that work?
i need to not have to download any other mod for this to work. i was able to remove it with a bucket and the liquid storage and i can put spouts on the storage...
im not certain as to how to funnel it back in though.
right now i have 7 mods, mantle and t construct being 2 of them
i would like to keep my memory usage as low as possible and not have to increase the ram allocated to minecraft.
put a faucet pointing into one of the tinkers construct liquid holding blocks is your only option in this case, also you might be able to use channels as a very basic and rudimentary tube system depending on what you're trying to do.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
it has to be able to transport any liquid, not essentia.
I do have to ask, why do you want the molten metal in buckets?
I enjoy the colors, and the old school transport method.
I didn't see a "channel" and I was unable to place a spout as to make a ground funnel kind of thing.
and there's still the question... now how do i get it back in? ^-^;
I know pooring a bucket of molten stuff into your smeltery screws it up :| at least visually...