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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from candeeman
    I've run into an issue with My suits energy supply instantly losing huge amounts of power. I'm not certain what is causing it, but I believe it may be linked to chunk generation. I just uploaded an example video. Hopefully it will help to narrow down my issue. Any help at all would be appreciated.




    I am using the version in the Yogscast Complete pack, I believe it is the most up to date 1.6.4 version

    I would like to second this issue. Same pack, same problem. I'm not using anything that should be rapidly eating massive amounts of power (looking at you, mechanical assistance), but every so often when flying long distances my power will just spontaneously drop by up to 3 MJ. The maximum jetpack power (which I'm using) uses 150J/t, so that would be about 3kJ per second, which would mean that I would have to fly for 1000 seconds straight (over 15 minutes) to get that kind of power loss. Even then, it should be gradual and not just a sudden POOF POWER'S GONE. I don't have this problem just hanging around my base, and between a high efficiency solar panel and a maxed out kinetic generator, I usually have a net gain of power all the time under normal circumstances.
    Posted in: WIP Mods
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    posted a message on Tinkers' Construct Suggestions
    Quote from cooldude1128

    Can we get a way to hide effects on weapons? I like the way alumite seems to glow, but I can't use quartz on it without it making the blade appear white. How about, if you combine the weapon with a potion of invisibility, it hides the last effect used on it? To balance this, perhaps the potion could use a customization slot.

    I came to this topic to make this suggestion, so I'll just second this post right here. However, I don't really think it needs to be "balanced", especially by something as significant as eating up modifiers. The only situation it would need to be "balanced" for is PVP, but even vanilla Minecraft does practically nothing to inform you of what your opponent is packing on their sword aside from "It's glowing so they have at least one enchantment." Besides, I would think that most players would want to flaunt their sharpened fiery necrotic swords of looting on PVP/anarchy servers just for the sheer "BACK THE F___ UP" factor.

    Also, instead of adding the potion after the fact, making a modifier invisible could be done by adding a potion of invisibility to the fourth slot of a tool forge right when you first apply a new modifier (or possibly also while adding more materials to upgrade an already existing modifier). Modifiers that need several of an item to get the full effect like redstone or quartz would only need to have a potion applied when you add the very first material to that tool, and stacking another level of an already applied modifier should probably also not require another potion.

    Mostly I want this because moss's appearance is absolutely hellish and it turns every tool into a singular mess of green pixels regardless of its constituent materials or other modifiers and I hate it for being so absolutely useful and cheap that I have to put it on everything.
    Posted in: Mods Discussion
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    posted a message on Tinkers Construct
    Quote from chORANGE

    Hi, I am playing the 1.5.2 beta pack for FTB and I noticed that there is a bug with chisels where you cannot use them unless they have full durability. It also seems like you can only use it on one block at a time. This is kind of frustrating because after using it on one block, I have to wait a while for it to auto-repair itself back to full durability before being able to use it again... only on one block. I'm hoping this will be fixed. I looked at the changelog but saw no mention of this so I thought I would mention it here.

    Are you using Tinker's Construct 1.3.4.6? I had the same problem until I rolled back to 1.3.4.3, as I figured that was probably one of the problems with the new durability system mDiyo was talking about.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from ObsidianWalker

    I found the 'All the world is super fun' option in the config, may i ask... should i backup?

    I won't spoil the surprise, but definitely.
    Quote from mrbysco

    I have problems with my longsword. It worked good but I just killed a lot of mobs and now its like broken. Its acting like its broken but still shows it has durability. and i have the Moss enchantment. so Yeah. It just hits 1 again like a broken sword and when I repair it it works again but its ardite so thats not fun. (it also has Diamond and Luck. so it has 1700 durability and it now has 1589 and only hits 1 damage. And not 7/8 like it usually does

    Moss won't automatically un-break your tools, and the "durability" you see when it's broken doesn't really mean anything. Fix it with some ardite and take better care of it next time, or mix some ardite with cobalt in the smeltery to upgrade to manyullyn (which gives you a base of 3000 uses if you use it for the handle and head).
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][SSP/SMP] Project Bench v1.8.0[Forge][25000+ Downloads]
    Quote from Sinxar

    I posted on another site. Not sure if that is you or your work is being ripped off. it is here: http://www.9minecraf...ject-bench-mod/

    Good God, that entire site is built around stealing mods. I found Thaumcraft on there, and they even copypasted most of Azanor's post aside from the mod spotlight videos and (go figure) the parts where he mentions that his mod is NOT to be openly redistributed without his permission. Also Buildcraft, Computercraft, Trail Mix, EE3, Portal Gun, TMI, Mo' Foods... Pretty much any mod you can find right here on these forums is guaranteed to be there with absolutely no credit or revenue for the original authors. Whois says they're located in Vietnam, which pretty much says it all, really.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from UnspunReality

    Question which hopefuly someone could answer fast. What are mining levels? I mean, in vanilla I know iron can mine diamond. And diamond can mine Obsidian. Thats all I know for levels. But in here Im reading the book and I see

    Adding diamond increases mining level to 3.
    Bronze is lv2(Which Im currently using)
    Steel is 4.
    Manyullyn is 5.

    So Im completely lost. I obviously wanna make the best pickaxe I can but all these different mining levels are throwing me off on what materials to use where. Im guessing double Manyullyn and reinforced 3. But I say that only cause I bigger numbers sound better. Would adding diamond to mining 5 make it mining 3 though?

    ARGH. See the confusion? ;-;

    Mining level 1 is the ability to harvest iron/copper/tin/aluminum (equivalent to a vanilla stone pick), level 2 is gold/redstone/diamond (like iron), 3 is obsidian (diamond), 4 is cobalt and ardite, and 5 is pretty much everything. You can't decrease the mining level of a tool by adding a diamond, but there's not much point in adding a diamond to a full manyullyn pickaxe anyway considering you already get a total durability of 3000. The modifier slot you would use for the diamond on a manyullyn tool would be better spent either on moss (which would keep your pick together pretty much forever unless you decide to hold down left click for about 15 minutes straight while branch mining for diamonds), or if you insist on simply adding more durability, an emerald multiplies your pick's durability by 1.5, meaning you get 3000*1.5=4500 compared to the diamond's 3000+500=3500.

    Basically, for your current progression, you would want to add a diamond to your bronze pick so that you can dig up some obsidian, then use the obsidian to make an alumite pick (which will be level 4) so that you can harvest the Nether ores to make your manyullyn. Tinker's Construct itself does not have any way of making steel, but if you have a different mod that does (such as Railcraft), then according to the levels, you could use that to skip straight to harvesting the Nether ores.
    And just as a side note, when making picks and swords, you should make the respective middle parts (binding/hand guard/crossbar/wide guard or whatever the broadsword thing is) out of paper. It doesn't affect the tool at all aside from adding a free fourth modifier slot!

    Quote from Kiertiana

    So... So far I'm loving this mod! I just started messing around with the Smeltery. I saw on Direwolf's spotlight that you can use a bucket/tanks to hold molten liquid. I've seen many people make comments about it. However, no matter how much I have searched, I have not been able to find out how to get the liquid out of the smeltery and into a bucket or tank.

    I think you just stick the bucket in the casting table like a cast, and then pour the liquid into it from there. You'll need quite a few ingots' worth of material, but I'm not sure of the exact amount, so start off with 10, fill a bucket, and then see how many ingots you get from the remaining metal.
    Posted in: Minecraft Mods
  • 1

    posted a message on Random Things 3.6.4
    Does the player interface block have a UI where you can see the inventory of other players when you right click it, or is it only used to move items into and out of your inventory if you attach hoppers to it? Because if the first one is true (or if you work on adding it if it's not) then you may just revolutionize multiplayer cooperation and/or griefing forever.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from Kraal

    I humbly request you keep your creeper rider in your minecraft, and not give my minecraft any ideas. =)
    Also, what is that HUD display you are using?

    I'm not sure which HUD thing you're referring to, but the Creeper's health bar on the left is from Damage Indicators, the red and blue meters at the top are Ars Magica mana bars (or something like that, I don't really know what the red one does at least), and the map on the right is Zan's Minimap.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    mDiyo, I sincerely hope you're enjoying yourself right now, because you sir, are a terrible person.
    I KNOW YOU DID THIS.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from Tee_eYe_eHm

    Hello, Just got the mod all setup on 1.4.7/FTB Launcher/Ultimate. I didn't use the d/l from here. Got it from the 1.4.7 version, but didn't see a chat there. I have a problem. I've crafted all the work benches and still no "materials and you" book. :( I guess I don't NEED it, but would be very helpful. I cannot find it anywhere in NEI, pretty sure it's not there. Any ideas on how to get it in there, or does anyone know a site that lists the recipes for everything?

    mDiyo, you might need to edit the OP to include big red letters at the top with something like, say:
    DO NOT POST "BUG REPORTS" IF YOU ARE USING MINECRAFT 1.4.7/FTB. THE VERSION FOR 1.4.7 IS FAR OUT OF DATE AND WILL NEVER BE UPDATED TO INCLUDE NEWER FEATURES LIKE THE GUIDE BOOKS AND SMELTERY.
    People don't quite seem to be getting the hint from (or even reading) the FAQ section.
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    I found a bug with naming the mod profiles. If you include quotation marks in the name of a mod profile (In my case, I named a profile "Vanilla", quotations included), then Magic Launcher starts up with the following error the next time you run it:
    magic.launcher.c.d: Invalid escape sequence at position: 1 in: "\"
    magic.launcher.c.c.b(Unknown Source)
    magic.launcher.c.c.a(Unknown Source)
    magic.launcher.c.e.a(Unknown Source)
    magic.launcher.c.c.a(Unknown Source)
    magic.launcher.c.e.a(Unknown Source)
    magic.launcher.c.c.a(Unknown Source)
    magic.launcher.c.e.a(Unknown Source)
    magic.launcher.MagicLauncher.g(Unknown Source)
    magic.launcher.MagicLauncher.d(Unknown Source)
    magic.launcher.MagicLauncher.<init>(Unknown Source)
    magic.launcher.MagicLauncher.main(Unknown Source)
    After ML starts up, all of your profiles are gone, as well. I found a relatively simple fix, as well as what's causing the issue to begin with. When the profile name gets saved into the .cfg, the quotation marks have an extra forward slash added in front of them, which seems to cause some issues with the way ML reads it on startup. All you have to do is manually delete any instances of \" in the <Name> portions of the .cfg and everything is happy again.
    TL;DR: Don't use quotation marks in names for your mod profiles.
    Posted in: Minecraft Tools
  • 1

    posted a message on Minecraft [1.5.2] [Modloader] MY DUPLICATOR MOD
    NEI's cheat mode is already better for spawning items in that you get them completely for free, you choose how much you get, and, most of all, you can even spawn mod items. Considering that pretty much everyone who uses mods uses NEI, having anything else to cheat items is pointless.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Quote from Keshian

    Hi everyone,

    I use magic launcher for all of my mods. Whenever I try to run this mod it says "No mods found" I have forestry running so I'm not sure what I can do. Can anyone help?

    Where does it say that? Is it just when you check the mod list with the "Setup" button? Because if so, just ignore it. I've got 4 perfectly working mods that all say "No mods found" in the ML setup list. As long as the extra-bees-[insert version here].jar is in the mods folder, it's just Magic Launcher being dumb.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2][SSP/SMP] Project Bench v1.8.0[Forge][25000+ Downloads]
    Ignore this post please. I don't know how to Minecraft Forums apparently.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2][SSP/SMP] Project Bench v1.8.0[Forge][25000+ Downloads]
    Quote from _bau5

    Yeah, this has been brought to my attention. Unfortunately I have been unable to reproduce it on my end, which makes fixing it exceedingly difficult.

    But thank you for reporting it!

    I came here to report the same bug. I just made entire stacks of Nether Brick blocks, Glowstone, and diamond blocks with an amount of materials that could usually only make one block. I've already disposed of the latter two, because I have craptons of glowstone and if I'm going to be fiddling around with stacks of diamond blocks, I might as well be in creative mode.
    EDIT: I've noticed that when you remove a result from the table, a copy sort of lingers around in the output slot for a tick. I've been able to get two items for the cost of one just by double-clicking fast enough. Also, when you first put in a recipe, it seems to take a tick for the result to appear in the output slot. Perhaps you should check your code for updating the recipe output?
    EDIT X2 COMBO: I just tried turning 48 sugarcanes into paper by splitting the stack across the bottom. I CBA to actually left click 16 times just so I don't cheat a few pieces of paper when I have no less than 30 sugarcanes growing near my base anyway, so I right-clicked. I got 48 paper, but there was still 11 canes left in each stack. I right-clicked three more times. The first two times each gave me 48 paper but only took 5 canes from each stack, the last time still gave me 48 sheets for 3 canes.
    Posted in: Minecraft Mods
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