• 0

    posted a message on amplified leaking into normal?
    Best of both worlds...extremely rare terrain gen events inexplicably pop up from nowhere. I've seen the solid core of an ancient volcano standing by itself after the mountain around weathered away. Just think of all the other seemingly out of place natural formations on earth and how strikingly beautiful they usually are. Now we need ravine-style features for waterfalls. :)

    Let this bug inspire a feature! :D
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    So I got a moment of nerdy curiosity about spell creation. Figured it might be fun to see how many different combinations are possible. Then my brain broke from overload... o_O

    Just for clarity, using the last version for MC1.4.7 that I am currently using, without being exact on things, 70 spells, 3 power levels each, and up to 5 spells mixed into the created spells provides:

    70^(3x5)

    Which, if I have it right....

    4,747,561,509,943,000,000,000,000,000 potential combinations! I can't even recall the WORD for numbers that high!




    If I miscalculated, do let me know the correct amount. Good sir Mithion, you are miles to go with development and already pulling well ahead of all other mods for my favorite. If you come up with an item transport system like BC/RP2 pipes (hmm...glowy arcs of items flowing between transport blocks or special version of enderchests?), you will leave me boggled even further.

    Very interested in what you add over time and hope you have a long run ahead with your most overwhelmingly boggling mod glory. :blink:
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    *pokes mod, wanders off*

    *sees FTB post related, looks again and watches a video*

    *blinkblink* er...

    *KA-POOMPH GOES THE HEAD*

    You're making me nerd out for the potential here. Very nice work. :D
    Posted in: Minecraft Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Fascinating mod you're working on. :D

    Some irony for myself as I've been conceptualizing something very similar to several of your todo list items. :P

    So might as well offer one of the ideas I was planning. Of course it should be rather expensive, but a module allowing access to the enderchest/code system would be fun. :)

    And as it just popped into my head, a WRCBE module would be nice on the tool as well.

    ...and for no real logical reason, add bacon.
    Posted in: WIP Mods
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    posted a message on [1.4.6/7]-[BC-addon] Liquid Metals 0.1.18
    Interesting stuff. Well, I suppose it is in keeping with MC's special brand of reality for non-cooling liquids to continue. :D

    Hopefully the BC API will be settled soon and you will have the option to make pools of liquid metal. Though this popped another thought into my head.

    What about some additive material added to the metal in the arc furnace to play the role of keeping it liquified? For some example, Soul Shards added vile dust (smelt soulsand) and corrupted essence (glowstone mixed with vile dust) for the transformation of diamonds into soul shards. Might be fun to come up with something that permits the liquid metal to remain liquid, then removed when passed through the ingot former.
    Posted in: Minecraft Mods
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    posted a message on [1.4.6/7]-[BC-addon] Liquid Metals 0.1.18
    For the power of this addon, you might seriously consider tweaking the arc furnace to use substantial amounts of MJ as the contrast with a real arc furnace, the electricity demands are serious business. You might also consider adding a special BC tank that requires a bit of MJ to maintain the liquid metal and if that feels right for your mod, another that maintains a Railcraft iron tank as well. :)

    Looking forward to playing with this. Whether or not I wield it before or after Factorization's own serious boost will have to be seen.

    Would you mind adding a note of any compatibility issues? If it is fully compatible to your knowledge with all Forge mods, that'll be awesome sauce.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Had a crash involving RP World and extrabiomes. Using DW20's assortment with Extrabiomes and Millenaire added in. This is the second crash of this nature but it did not cause world corruption. A biome of redrock was also a site for an RP2 volcano, if that is of use. No indications of it having any problems beyond initial chunk generation for this particular issue.

    RP2 is awesome sauce. :D

    Mods loaded: 42
    ModLoader 1.2.5
    mod_CodeChickenCore 0.5.2
    mod_4096Fix v4 for 1.2.5
    mod_MinecraftForge 3.1.3.105
    mod_NotEnoughItems 1.2.2
    mod_AdditionalBuildcraftObjects 0.9.1-94 (MC 1.2.5, BC 3.1.5)
    mod_BuildCraftCore 3.1.5
    mod_BuildCraftBuilders 3.1.5
    mod_BuildCraftEnergy 3.1.5
    mod_BuildCraftFactory 3.1.5
    mod_BuildCraftTransport 3.1.5
    mod_SneakyPipes 0.1.1 (Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.0.1.75)
    mod_LogisticsPipes 0.2.5B (built with Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.1.2.90)
    mod_AdditionalPipes 3.1.0 (Minecraft 1.2.5, Buildcraft 3.1.5, Forge 3.1.3.103)
    mod_BuildCraftSilicon 3.1.5
    mod_DoggyTalents 1.2.5
    mod_EE 1.4.5.1
    mod_EnderStorage 1.1.1
    mod_ExtraBiomesXL 2.0.4
    mod_Forestry 1.4.4.4
    mod_BuildCraftZFP (Forestry Package)
    mod_IC2 v1.95
    mod_AdvancedMachines v1.5 for IC2 1.95
    mod_InvTweaks 1.41b (1.2.4)
    mod_PigbearLaser 1.4
    mod_Millenaire 2.7.2
    mod_CompactSolars 2.2
    mod_IronChest 3.3
    mod_PortalGun 1.2.5v1
    mod_Railcraft 5.2.1
    mod_RedPowerControl 2.0pr5b2
    mod_RedPowerCore 2.0pr5b2
    mod_RedPowerLighting 2.0pr5b2
    mod_RedPowerLogic 2.0pr5b2
    mod_RedPowerMachine 2.0pr5b2
    mod_RedPowerWiring 2.0pr5b2
    mod_RedPowerWorld 2.0pr5b2
    mod_stevescarts 1.2.0
    mod_WirelessRedstoneCore 1.2.1
    mod_WirelessRedstoneRedPower 1.2.1.1
    mod_WirelessRedstoneAddons 1.2.1
    mod_ThaumCraft 2.1.6
    Minecraft has crashed!
    ----------------------
    Minecraft has stopped running because it encountered a problem.


    --- BEGIN ERROR REPORT 535d6185 --------
    Generated 5/26/12 12:46 PM
    Minecraft: Minecraft 1.2.5
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_29, Sun Microsystems Inc.
    VM: Java HotSpotâ„¢ Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.8.3
    OpenGL: ATI Radeon HD 5800 Series version 4.0.9836 Compatibility Profile Context, ATI Technologies Inc.
    java.lang.RuntimeException: Already decorating!!
    at yg.a(SourceFile:21)
    at abn.a(SourceFile:215)
    at aly.a(SourceFile:460)
    at ko.a(ChunkProvider.java:203)
    at ack.a(Chunk.java:1177)
    at ko.c(ChunkProvider.java:113)
    at ko.b(ChunkProvider.java:126)
    at xd.d(World.java:647)
    at xd.a(World.java:562)
    at eloraam.world.WorldGenVolcano.a(WorldGenVolcano.java:122)
    at RedPowerWorld.GenerateSurface(RedPowerWorld.java:843)
    at mod_RedPowerWorld.generateSurface(mod_RedPowerWorld.java:44)
    at ModLoader.populateChunk(ModLoader.java:1184)
    at ko.a(ChunkProvider.java:204)
    at ack.a(Chunk.java:1187)
    at ko.c(ChunkProvider.java:113)
    at ko.b(ChunkProvider.java:126)
    at xd.d(World.java:647)
    at xd.a(World.java:562)
    at xd.f(World.java:717)
    at extrabiomes.WorldGenCatTail.a(WorldGenCatTail.java:20)
    at extrabiomes.CustomDecorator.a(CustomDecorator.java:242)
    at yg.a(SourceFile:27)
    at abn.a(SourceFile:215)
    at aly.a(SourceFile:460)
    at ko.a(ChunkProvider.java:203)
    at ack.a(Chunk.java:1177)
    at ko.c(ChunkProvider.java:113)
    at ko.b(ChunkProvider.java:126)
    at xd.d(World.java:647)
    at xd.a(World.java:562)
    at vf.a(SpawnerAnimals.java:206)
    at vf.a(SpawnerAnimals.java:120)
    at xd.c(World.java:2802)
    at net.minecraft.client.Minecraft.k(Minecraft.java:1867)
    at net.minecraft.client.Minecraft.x(Minecraft.java:819)
    at net.minecraft.client.Minecraft.run(Minecraft.java:747)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT f9832870 ----------
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Feed The Beast:- Insanity SSP Released.
    Quote from dirkleonschut

    Even though that would be very cool, I do not think that that is really the point of the map. The point is to make the players have a good time. There is a limit on how evil you can be without making people leave the map be,

    With SSP versions, it is virtually inevitable that you would win the map once you got established and rather a matter of time. The challenge is what the map is for and intentionally maddening. :blink:

    However even the greatest challenges meet their limits, so maximizing the heck outta FTB is by no means a detriment with the multiple versions planned. If you just want the general experience, Standard mode is of course far easier than Insane, which really should live up to it's name. Blame Direwolf20 for bringing Mystcraft to my attention. Sure making normal SSP interesting. :D
    Quote from rakankrad

    I remember Slow already mentioning that he wanted to use Mystcraft, but I don't know if he will be able to, or if it was a dropped idea. But yes, he mentioned it before.

    It does offer tons of potential options, but I could certainly envision massive code problems, let alone implementation. Lovely theory to consider at least. :steve_sillyface:
    Posted in: Maps
  • 0

    posted a message on [1.2.5] Feed The Beast:- Insanity SSP Released.
    Had a suggestion to help you add more evil to the map Sir Slowpoke. :D

    Utilize Mystcraft in order to access necessary biomes for bees, if bee production were modified. There may be other possible uses and whatnot for the Mystcraft options, though possibly in a later challenge map after FTB considering the lunacy involved in the recent beta playthrough with the devs and youtubers.

    And it'd be neat to see some Railcraft or Steve's Carts stuff be included somehow. You have made it fun to think of ways to make people despise the map until they commit seppuku. A real and honest challenge and I can't wait for Insane Mode with Thaumcraft 2. :D :D :D :D :D
    Posted in: Maps
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Word of caution for those that enjoy Direwolf20's mod choices.

    Buildcraft's Quarry does not currently pick up Thaumcraft crystals. After testing, it broke the crystal but did not pick up and pipe it out, resulting in the vanishable item drops sitting there. If you do not closely monitor your quarry because of this, you will lose any vis crystals in the quarry area.

    This is a little tough to approach because it is cross-mod. Hopefully the BC team and Azanor of Thaumcraft can work this out together. :(
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    At present, it seems that the only world gen affecting mod that needs to update is IC2, Red Power 2 updated today (no frames badassery until pr5 arrives). Once the IC2 team feels satisfied enough for a public release, it'll be time to generate that world. :D
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Assuming big ones like BC, IC2, RP2, Forestry, etc. are getting inclusion I have a question.

    What mods specifically need to update to properly generate the seed you will build in for long term useage?

    I am looking to wait on a fresh world only so long as necessary for all world gen things like special ores to be properly placed. I can layer non-world gen affecting mods as they update after and accordingly get most activity out of it sooner than being forced to wait another month or two for the poor modders to catch up to such major changes in 1.2.3, as commented by SirSengir on the BC site.

    Until then, I will be farming your series for build ideas. So many ideas, so much to build. :D
    Posted in: Let's Plays
  • 0

    posted a message on Gift Code issue
    Trying to sort out a gift code problem that I bought for my brother back around Halloween. He didn't believe me about Minecraft's awesome until sampling a couple weeks ago. However when he went to enter the code, it failed. Repeated approaches and double-checks did not work. I have sent in requests to help twice now but both of those have not yielded any human response. I got an automated response initially that was tagged as from Daniel Kaplan. A second automated message was brief and included "We apologize for the delayed response. Currently, we are building a customer service team to respond to customers in a more timely manner." I'm having no problems with my own account, just the one I bought for my brother via gift code that is non-functional. Lacking a receipt # for the gift code in any of the emails regarding it, I initially used the gift code in it's place via mincraft.net and used my original transaction ID for the second attempt through help.mojang.com.

    Recommendations?

    Ticket # for the first attempt:
    1 - #195144
    Posted in: Legacy Support
  • 0

    posted a message on [Surv] Skyblock
    Only problem is you can't get mobs to spawn anymore, Erasmus_Crowley.

    Love the approach, but you did things only possible by either leaving the island or hacking. Animals do not spawn on grass anymore except on chunk generation. :dry.gif:
    Posted in: Maps
  • 0

    posted a message on [Surv] Skyblock
    Perhaps a couple eggs so you have a chance to make a chicken spawner.

    Another thing to fail at and force a restart. :laugh.gif:
    Posted in: Maps
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