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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Bug Report : ModularPowersuits-0.3.2-199. The Gregtech recipe for the Ion Thruster and the Solar Panel do not function. Specifically, there's an error related to the ion thruster that may have been caused by the latest Gregtech, and since in your code the solar panel recipe is right after that, for some reason neither work.
    Posted in: WIP Mods
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    posted a message on Forestry for Minecraft, Trees, Bees and more!
    SirSengir : THANK-YOU, THANK-you. Your mod always had the reputation for being OP for this very reason. It was basically just a collection of magic blocks even more magic than buildcraft quarries in the early versions.

    I really like where this is going. I also appreciate how you have "hard mode" for both the base mod and for bees.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    EDIT : Personal Anchors work fine. The chunks eventually unloaded.
    Posted in: Minecraft Mods
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    posted a message on Misa's Realistic Texture Pack (UPDATED 1JUL13)
    What causes the "owl" effect where when you enter an area that is more dimly lit the edges of your vision become dimmer.

    While this effect may seem cool to some, I'm finding it annoying. Which file causes this? I cannot seem to dig it out of the pack or find what file to remove or edit to disable this effect.
    Posted in: Resource Packs
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    This was suggested in the Gregtech thread. When you pulverize an ore, the pulverized ore should be unrefined ore. If you then melt that pulverized ore to an ingot, then grind the ingot, you would get dust that is pure. Only pulverized ore that came straight from ore should be dupe-able with rich slag.

    Effectively, right now you make iridium in Gregtech 30 times easier to get. (my math is in the thread). If you made this change, it would make the iridium only 1.5 times easier to get, which is not a massive exploit.

    For now, you could simply make ground Ferrous Ore only form an unrefined version. If you grind an ingot, it goes to a the shiny dust you currently have in the game.
    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    Am I doing something wrong, or is the router a no go for barrels?
    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    I don't understand how to use the router to get a good sorting system.

    I made a huge wall of barrelss, and put a router at one end. I gave the router the throughness upgrade.

    Nearly all of the time, when the router inserts an item, it chooses an empty barrel instead of one that already has the item in question in it. It never seems to get it right. So instead of there being barrels with the correct items in them, there's a barrel with just one of every item.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Lemming, the rich slag mechanism to dupe shiney dust causes serious problems with GregTech. Greg has stated that ha can't fix the bug because it's in your domain.

    Here's a thread on it : http://forum.feed-the-beast.com/threads/two-platinum-limitless-iridium.5921/page-2

    The easiest fix is to make rich slag no longer able to dupe platinum/shiney ingot. You could make this fix automatic, by detecting if the main class from gregtech is loaded and if so, disabling the recipe.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    After some testing I noticed that if a wooden golem is in transit carrying an item, or standing with one in hand at a full chest, and gets hit by a wand multiple times in quick succession both the wooden golem and what he is carrying gets duplicated. I was able to reproduce the bug with relative ease with any stackable item I tried but was unable to with items that couldn't stack.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Covert : your steam turbines do not implement Forge iSided inventory, so mods cannot interface with them. I don't think even your mod will interface with them.

    This means that one cannot cause the turbine blades to be replaced automatically when they wear out.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from CovertJaguar

    I'm actually just going to re-enable the (5 Steel = 2 Minecarts) recipe by default and not worry about it. If enough people complain to Elo, she might fix it.

    I implemented Steel as a means to make Tracks cheaper, every other use is an afterthought.


    How about you complain to Eloraam. She respects you as a modder and plays with you on ForgeCraft. Maybe she'll "get it" more if you set up in front of her castle a duping rig that automatically makes minecarts and melts them down to make infinite iron.

    She doesn't even read her messages any more, and there are far too many ordinary players trying to get Eloraam's attention.

    Anyways, my proposal stands. My way, the steel still makes the tracks cheaper..than the other recipes if this config option were enabled (and it should be if redpower is installed)
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Covert : here's a config option that will make cheating impossible (and railcraft a little bit harder)

    Make the best recipe for regular vanilla track, using steel, require the same amount of iron as before. I think that's 6 iron for 16 track. Using steel, you'd use 6 steel and get 16 pieces of track.

    The refined iron recipe would give you 12, and the regular iron recipe would give you 8 track.

    Yes, this makes the game a little bit harder - but you still have a use for steel (and therefore a reason to make the blast furnace and run it) and you cannot duplicate iron.

    95% of every player who has railcraft will be playing it with redpower 2. (I am factoring in the fact that most players playing your mod are using a modpack)
    Posted in: Minecraft Mods
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    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    Bug Report : Portal Placement whitelist does not work.

    If I set the string for placing portals to this key : S:portalListIDs=121:0 and change no other options, you can no longer place portals on End Stone.

    This is the inverse of what I want, of course, so I then set I:portalWhitelist=1 .

    Upon setting this option, portals can now be placed on any surface, including End Stone.

    I know that this is a bug because the setting worked when I:portalWhitelist=0, and no other changes were made.

    P.S. : I was trying to make the Portal Gun have a limitation of only working on End Stone, which is consistent with the lore of the actual game, where it requires moonrock. The End Stone is actually moon rock, teleported there somehow by endermen or some other strange event.
    Posted in: Minecraft Mods
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