Found a bug. The second quest wants me to make a wooden pick axe head, but wood is not a material allowed for it. Not sure if wood should be enabled for it, of if the quest should be changed to a flint head.
So, I know I said I'd wait for the update, but I've found a pretty big bug. It might be something on my end, and might already be known and fixed, but when trying to make the immersive engineering steel with the blast furnace from its mod, my world dies and refuses to load up again. The railcraft blast furnace seems to work just fine, and I haven't tried mekanism yet. Looking forward to the update
Been playing some, liking it so far. Found a nice cave system around level 40, so finding loads of ores. If you're still up for more mods, Another One Bites the Dust would be a nice addition. It just makes various other ores compatible with the mekanism processing stuff. I think I'm about ready to start playing with actually doing things, instead of gathering resources, so I'll be back later to give feedback on how the progression feels.
Pack looks interesting, gonna give it a go. With the tech tree changed, have you considered adding in HQM for a questbook, to help players learn the changes? Also, have you considered the Practicalities mod? It's done by the same guy who made quantum flux, and adds a lot of cool little things.
I doubt there are many options to give the kind of storage drums will, especially for the relatively low cost of 17 iron. If you want better storage than that, your best bet will probably be in things like deep storage units, and make your tinker liquids into ingots/blocks.
Metallurgy 4 is probably the biggest for raw ores. If you want super diverse tools, Ramblinman817 has it pretty good with Tinkers Construct with Extra Tic. I believe Extra Utilities also adds in some more stuff for Tinker's with its materials.
1.7.10 by a mile. 1.8 hasn't really taken off as far as mods go, and 1.6 has been mostly set aside for 1.7. I'm sure there's some exceptions in 1.6 that I don't know about, but the standard right now is definitely 1.7.
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Do you get that when going into your inventory, too? Seemed like my frames died when I was moving some things around.
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Cool cool
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Found a bug. The second quest wants me to make a wooden pick axe head, but wood is not a material allowed for it. Not sure if wood should be enabled for it, of if the quest should be changed to a flint head.
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If you want to try the Void of pack, details are over here. If you had any other packs in mind, I'm open to pretty much whatever, too.
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What kind of packs would you like to play? Void of Magic/Tech is pretty cool.
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So, I know I said I'd wait for the update, but I've found a pretty big bug. It might be something on my end, and might already be known and fixed, but when trying to make the immersive engineering steel with the blast furnace from its mod, my world dies and refuses to load up again. The railcraft blast furnace seems to work just fine, and I haven't tried mekanism yet. Looking forward to the update
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Sweet. I'll keep playing around in the current version until it updates, then, and save more feedback until after getting to play it
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Been playing some, liking it so far. Found a nice cave system around level 40, so finding loads of ores. If you're still up for more mods, Another One Bites the Dust would be a nice addition. It just makes various other ores compatible with the mekanism processing stuff. I think I'm about ready to start playing with actually doing things, instead of gathering resources, so I'll be back later to give feedback on how the progression feels.
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Pack looks interesting, gonna give it a go. With the tech tree changed, have you considered adding in HQM for a questbook, to help players learn the changes? Also, have you considered the Practicalities mod? It's done by the same guy who made quantum flux, and adds a lot of cool little things.
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I doubt there are many options to give the kind of storage drums will, especially for the relatively low cost of 17 iron. If you want better storage than that, your best bet will probably be in things like deep storage units, and make your tinker liquids into ingots/blocks.
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Tinker's Construct: really cool system for making tools, and has several add-on/compatibility things to work even better with other mods.
Extra Utilities: Pretty much what it says on the tin. Adds a ton of things
Mekanism: probably my favorite tech mod. I love the ore processing in it
Botania: my favorite magic mod. Playing with flowers might not sound awesome, but it's a great mod.
Twilight Forest: probably my personal favorite adventuring mod, adds in a new dimension and a whole pile of bosses and dungeons.
You could also look into various modpacks. Modsauce 2 on the ATLauncher is a lot of fun.
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Festive Creeper. I don't know which mod adds it, but it's a creeper that throws TNT at you.
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Metallurgy 4 is probably the biggest for raw ores. If you want super diverse tools, Ramblinman817 has it pretty good with Tinkers Construct with Extra Tic. I believe Extra Utilities also adds in some more stuff for Tinker's with its materials.
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1.7.10 by a mile. 1.8 hasn't really taken off as far as mods go, and 1.6 has been mostly set aside for 1.7. I'm sure there's some exceptions in 1.6 that I don't know about, but the standard right now is definitely 1.7.
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Pretty sure your only options are to either make rough designs in cubic meters, or build in larger than 1:1 scale.