• 1

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Hmmm... Well, might as well throw in my thoughts on the topics at hand.

    I feel like, lots of other mods have been able to get around the issue of adding their planks to the ore dictionary; like Natura. They have lots of doors and crafting tables and etc made from just their planks, but still function as oredictionary wood. I'm not sure if this was some complicated bodging or something, but it does seem as though there may be a solution out there. Can you like, tell the game to give your recipes priority over the vanilla recipes? I have no idea.

    On the topic of the fish farms... I feel as though one of the reasons that the fish trap feels so overpowered is because, well, the fish stacks and the bows / books don't; so any inventory you get will seem much more laden with fish than with loot. It might be beneficial to reduce the rate at which we get "treasures" to like, 1% or 2%, and expanding either fish or junk to cover the balance. My vote is on junk, as you could then add more things to the junk list to simulate a clogging effect, as you keep fishing up sticks and seeds and other detritus to fill up the inventory with reletively useless materials instead of fish and shots at treasure, requiring lots of maintance or an effective hopper system to remain functional. Other ideas for things to add to the lists: Gold nuggets. We're going to be adding it to river biomes more frequently now, it'll be like accidently panning for gold. Also string, for there to be a chance to have the ability to repair your fishtrap right there! just not nessecerially a good chance.

    Will the "fishtraps take damage" thing be toggleable in the config file? I feel like that might get tiresome and would just turn into one of the chores I never do around my farm, like harvest my wheat feild or chop down the slimetrees. On the topic of configs, could we also add our own options to the fishing chances? Particularly if you have other fishing mods installed and want a chance to get their fish as well. I don't even have anything I'd want to add right now, but having the option might inspire me!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    Quote from mistereel

    I now it says to not ask for a beta or whatever, but from what I see in the screenshots, I really think it's ready for a beta. it will also be a great way to get some feedback and to find bugs. because you as devs will definitely not find all the bugs. and also, you will make many people happy. me being one of them. well, on that note I think it's time to wrap up this post and hopefully you'll release a beta.


    We have, of course, only seen the screen shots for features that are complete; and even then we've only seen images; the actual code and inner workings of the mod may still be very problematic. If he releases it now, instead of making a lot of people very angry, he could just be making lots of impatient people upset in a new way. I know I need this mod myself, but you have to be reasonable. These things take time!
    Posted in: WIP Mods
  • 0

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Quote from carbonmantis

    Heh, I've found that I can easily automate the collection of items from the fish trap with Factorization's router. This means that I can make a few rows of cheap fish traps and a few routers to power my entire base with ZHE POWER OF FEESH.

    Raw Fish->Router->Chest->Furnace->Cooked Fish->Caliometric Burner->Steam->RF//Mj/Eu->Mining Machines->Resources->World Domination through the power of agriculture!


    I just used hoppers to collect the fish, and the food generator from Extra Utilities. This also allows me to use apples (though, I havent gotten a good way to collect the apples yet, i suppose I could use hoppers again, just too lazy to do that so far.)
    Posted in: Minecraft Mods
  • 0

    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Quote from bastie2606

    can yu pls edit the coler of the apple tree like lime green... ? sory for bad englisch i,m from germany


    I too would appreciate apple trees being more distinct then just oak trees with apples hanging off of them, but it is not an urgent change.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    Quote from vader343

    Node Amplifier is in Advanced Thaumaturgy and is called Node Modifier ( on second thoughts If you will create device that will only rejuvenate node thats ok)
    Thaumic Generator is also in Advanced Thaumaturgy and is called Essentia Engine (however it is unbalanced)
    Something like your Resonator can also be find in there and is called Flux Dissipator, but is still WIP.

    You really should talk to Advanced Thaumaturgy creator, Because it would be useless if you both create the same devices.
    And if possible look at other addons to thaumcraft so we will have real cross compatibility.

    Maybe you could create device that will liquidify aspects in nodes in 1:3 ratio? This ratio is needed since nodes are almost infinite aspect sources.
    And rather than from power maybe to add aspects from jars to a node to rejuvenate it?


    There are, of course, reasons one might not want to use Advanced Thaumaturgy. For one, at least, the mercurial wand throws a wrench into wand progression alongside TTK's Ichorcloth wand and the fancy all-rod staff from normal thaumcraft. Second... his generator seems designed to run off of all of the most common aspects for you to have in abundance- the generatr could run off of raw stone, or all the leftovers created when using greatwood for Precantia. The whole system used is lopsided and, for my server, undesirable.

    However, this mod is very desirable! While I will agree the features described above are not particularly exciting on their own, they are quite nice and add a dash of delicious cinnamon to the apple pie that is expanded AE and TCon compatability for thaumcraft.

    I'm not sure what the problem with adding similear features as another mod is- and it especially isnt coppying when the features described are as basic and obvious as "Essentia to electricity generator, yay!" There are many mods that could be described as copying. Universal Electricity and Thermal Expansion could both be said to be copying Industrialcraft, but I like the other two better. Everyone accused NEI of blatant theivery from TMI, and now look who wears the pants around here? It isn't "copying," it is "healthy competition breeds productivity." The existance of multiple mods with similear ideas means that you are more likely to find one that is to your taste. Maybe this mod will add a generator that can't just be powered with endless amounts of cobblestone and netherack and wood? Only time will tell!


    While I'm here, I wanted to mention an idea I was thinking over (though I'm not sure if any of the other TC mods had such a thing.) I just built an arcane centrifuge and was trying out breaking my arbor down into more useful things, before I discovered that there did not seem to be any means to recombine essentia. When I had to break nodes to get the whispy fragments for the arum needed for wand caps, I felt like I was ruining Christmas and kicking puppies. While the concept might be a bit powerful, could you add a means via which one can combine aspects? Alternatively, someone could direct me to where I need to look to find this in other mods or whatever, but I feel most confident in its capabilities implimented here.


    Edit:
    Quote from NullMagic1

    There are actually multiple mods that add generators, specifically Advanced Thaumaturgy (which adds a BC engine), Technomancy (which adds TE Dynamos), and Electro-Magic Tools (which adds EU engines). Not that should stop you from making one if you want to, but it seems like it might be more worthwhile to put it on the back burner and work on something no one else has done.

    Wow thanks for mentioning Technomancy. I went to look into it out of curiosity and it looks really good, at least from the mod post. Much more then I was expecting, at least.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.2/1.7.2, Forge 10] Stats, BlockSeeker [X-Ray], Waypoint Seeker, Linked Chest, XP Chest, Soul Tools
    Quote from Fixided

    Have you considered making a multi-tool with Soul Tools?
    A tool that mines/breaks all.

    Using 5x the experience to upgrade it maybe.


    Please do not add a multitool that mines everyting, they completely ruin the gamefeel. Especially not an unbreakable multitool that can handle everything. They don't make sense and simplify the game too far. I've made it a point to, when examining a new mod for the first time, write it off completely if they so much as mention paxels. We really don't need them.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    I feel as though Thaumcraft 4's essence and vis was specifically designed so that it wouldn't make sense to just use as a fuel, as each version from 2 to 3 and 3 to 4 I remember a remark along the lines of "the mod was just functioning along the same lines as all the other tech mods." This makes me generally opposed to anything along the lines of simply "using vis as [durability]" like they are batteries. However, I very much like the idea of the simple multitool created by fusing wand and tool that type-1 ninja suggested, though such an experiment would end up needing the inclusion of some of the varied modded wands (at least the options from thaumic tinkerer and Kami) to stay competetive. There were many times when I would carry around 5 wands on me just to fill them all up, it would be run much smoother with just storing vis for wands in all the tools I carry anyway. The problem with this comes with tool damage, if you break the pick you kind of ruin the wandyness. Further, it might annoy people with a general distaste for multitools, though wand fusion makes a tool more of a swiss army knife then a paxel so it gets my seal of approval in that regard, despite the fact that I hate paxels.

    Yeah I know I extrapolate all the issues and then don't give solutions, but I'm not good at idea-making. Just extrapolating.
    Posted in: WIP Mods
  • 0

    posted a message on [1.0.0][SMP] PC's mods - MineFactory Reloaded, Power Converters and more! Updated Dec 19th
    Quote from Anarcraft

    Dear MFR development team, Why do you have a sapling that A. Essentially griefs a large area of the world making it extremely laggy, and B. Have the ID the same number as the common sapling counterpart, thus causing my automation to put it in my planter? Sincerely, a ed off FTB player.


    You should actually explain your issue, as I have no idea what you're talking about. Also, unless you're actually talking about the really old MFR, you should probably have posted in the current MFR listing instead of this one which is like, years old.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dimensional Doors v2.2.4
    Hey, I've got a problem.... I cant seem to find any natural rifts in my world. Unfortunately, without any rifts I can't get world thread, and without world thread I cant do anything in the mod.

    Actually it occurs to me that I cant find any rifts because I have particles all the way down, but that's because I have a bottom end PC and can't really function any other way. Is there any way to make this mod more accessable for people with terrible computers?
    Posted in: Minecraft Mods
  • 0

    posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!
    I have a bug to report! Whenever I leave the Tardis I crash hard with a java heap space error.


    ---- Minecraft Crash Report ----
    // You should try our sister game, Minceraft!

    Time: 2/22/14 10:33 PM
    Description: Exception in server tick loop

    java.lang.OutOfMemoryError: Java heap space
    at java.util.HashMap.inflateTable(Unknown Source)
    at java.util.HashMap.put(Unknown Source)
    at net.minecraft.nbt.NBTTagCompound.func_74768_a(SourceFile:65)
    at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75820_a(AnvilChunkLoader.java:341)
    at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75816_a(AnvilChunkLoader.java:127)
    at net.minecraft.world.gen.ChunkProviderServer.func_73242_b(ChunkProviderServer.java:232)
    at net.minecraft.world.gen.ChunkProviderServer.func_73151_a(ChunkProviderServer.java:284)
    at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:899)
    at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:360)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:124)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.6.4
    Operating System: Windows 7 (x86) version 6.1
    Java Version: 1.7.0_45, Oracle Corporation
    Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
    Memory: 87864 bytes (0 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
    AABB Pool Size: 185 (10360 bytes; 0 MB) allocated, 17 (952 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
    FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 79 mods loaded, 79 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AppliedEnergistics-Core{rv13.c} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CodeChickenCore{0.9.0.7} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    NotEnoughItems{1.6.1.8} [Not Enough Items] (NotEnoughItems 1.6.1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ShoulderSurfing{1.6.4} [ShoulderSurfing] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ArmorStatusHUD{v1.15(1.6.4)} [ArmorStatusHUD] ([1.6.4]ArmorStatusHUDv1.15.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    StatusEffectHUD{v1.19(1.6.4)} [StatusEffectHUD] ([1.6.4]StatusEffectHUDv1.19.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AppliedEnergistics{rv13.c} [Applied Energistics] (appeng-rv13-c-mc162.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Artifice{1.6.4R1.1.3} [Artifice] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ArtificeCompat|EE3{1.6.4R1.1.3} [Artifice Compat: EE3] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ArtificeCompat|Forestry{1.6.4R1.1.3} [Artifice Compat: Forestry] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ArtificeCompat|Vanilla{1.6.4R1.1.3} [Artifice Compat: Vanilla] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ArtificeCompat|MFR{1.6.4R1.1.3} [Artifice Compat: MFR] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ArtificeCompat|Buildcraft{1.6.4R1.1.3} [Artifice Compat: Buildcraft] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ArtificeCompat|ForgeMicroblock{1.6.4R1.1.3} [Artifice Compat: ForgeMicroblock] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ArtificeCompat|Thaumcraft{1.6.4R1.1.3} [Artifice Compat: Thaumcraft] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    UniversalElectricity{3.0.1} [Universal Electricity] (Universal-Electricity-3.0.1.49-core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CalclaviaCore{1.1.1} [CalclaviaCore] (Calclavia Core-1.1.1.148-main.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    AtomicScience{1.1.0} [Atomic Science] (Atomic-Science-1.1.0.44-core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Autoutils{1.0.1} [Autoutils] (autoutils-1.6.4-1.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Backpack{1.26.29} [Backpack] (backpack-1.26.29-1.6.x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Chisel{1.5.0} [Chisel] (chisel-1.6.4-1.5.0fix.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    DalekMod{11.41} [DalekMod] (Dalek Mod 1.6.4 - forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    dimdoors{1.6.4R2.1.2RC1} [Dimensional Doors] (DimensionalDoors-2.2.1RC1-307.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    numina{0.1.2-55} [Numina] (Numina-1.6.2-0.1.2-55.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    powersuits{0.10.0-91} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.4-0.10.0-91.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    NetherOres{1.6.2R2.2.1} [Nether Ores] (NetherOres-2.2.1-14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ForgeMultipart{1.0.0.240} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.240.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    DragonAPI{release} [DragonAPI] (DragonAPI 1.6 v16d.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    EnderForest{beta} [Ender Forest] (EnderForest 1.6 v16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ExpandedRedstone{Gamma} [ExpandedRedstone] (ExpandedRedstone 1.6 v16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Waila{1.4.5a} [Waila] (Waila_1.4.5a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    extracells{1.6.7d} [ExtraCells] (ExtraCells-1.6.7d.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ExtraUtilities{1.0.3a} [Extra Utilities] (extrautils-1.0.3a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    iChunUtil{2.4.0} [iChunUtil] (util^iChunUtil2.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    GraviGun{2.0.0} [GraviGun] (files^GravityGun2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Growthcraft{2.0.4} [Growthcraft] (growthcraft-core-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Growthcraft|Cellar{2.0.5} [Growthcraft Cellar] (growthcraft-cellar-1.6.4-2.0.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Growthcraft|Apples{2.0.4} [Growthcraft Apples] (growthcraft-apples-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Growthcraft|Bamboo{2.0.4} [Growthcraft Bamboo] (growthcraft-bamboo-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Growthcraft|Fishtrap{2.0.4} [Growthcraft Fishtrap] (growthcraft-fishtrap-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Growthcraft|Grapes{2.0.4} [Growthcraft Grapes] (growthcraft-grapes-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Growthcraft|Hops{2.0.4} [Growthcraft Hops] (growthcraft-hops-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Growthcraft|Rice{2.0.4} [Growthcraft Rice] (growthcraft-rice-1.6.4-2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    LavaMonsters{2.2} [Lava Monsters] (LavaMonsters 2.2 for MC 1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    LightBridgesAndDoors{0.1.7} [kris91268's Light Bridges and Doors] (Light bridges and doors V1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    LostBooks{1.1} [Lost Books] (LostBooks 1.0 (bin) for MC 1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    madscience{0.81} [Mad Science] (MadScience-MC1.6.4-F9.11.1.965-V0.81.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Mekanism{6.0.1} [Mekanism] (Mekanism-6.0.1.13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MekanismGenerators{6.0.1} [MekanismGenerators] (MekanismGenerators-6.0.1.13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MFFS{3.6.2} [Modular Force Field System] (Modular-Force-Field-System-3.6.2.31-core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Natura{2.1.14} [Natura] (Natura_mc1.6.X_2.1.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    OpenComponents{1.0.0-dev26} [OpenComponents] (OpenComponents-MC1.6.4-dev26.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ProjRed|Transmission{1.0} [ProjRed|Transmission] (ProjectRedIntegration-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    OpenComputers|Core{1.0.0} [OpenComputers (Core)] (OpenComputers-MC1.6.4-1.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    OpenComputers{1.2.0} [OpenComputers] (OpenComputers-MC1.6.4-1.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    PortalGun{2.0.2} [PortalGun] (PortalGun2.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    powersuitaddons{@VERSION@} [Andrew's Modular Powersuits Addons] (powersuitaddons-1.6.4-884.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ProjRed|Core{4.2.2.19} [ProjectRed] (ProjectRedBase-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ProjRed|Compatibility{1.0} [ProjRed|Compatibility] (ProjectRedCompat-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ProjRed|Integration{1.0} [ProjRed|Integration] (ProjectRedIntegration-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ProjRed|Illumination{1.0} [ProjRed|Illumination] (ProjectRedLighting-1.6.4-4.2.2.19.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Redstone Arsenal{1.0.0.0} [Redstone Arsenal] (RedstoneArsenal-1.0.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Translocator{1.1.0.13} [Translocator] (Translocator 1.1.0.13.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    TrussMod{beta} [Truss Mod] (TrussMod-beta-1.6.4-32.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    McMultipart{1.0.0.240} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.240.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ForgeMicroblock{1.0.0.240} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.240.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Player Count: 1 / 8; [EntityPlayerMP['estradus'/301, l='New World', x=-244.00, y=68.00, z=77.00]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'

    Also, the console keeps getting upset about The Moment, though the above crash isnt related cus it was happening in worlds before i started playing with other blocks.



    [22:27:19 INFO]: Client> 2014-02-22 22:27:19 [SEVERE] [ForgeModLoader] A TileEntity type dalekMod.client.TileEntities.TileEntityTheMoment has throw an exception trying to write state. It will not persist. Report this to the mod author
    [22:27:19 INFO]: Client> java.lang.RuntimeException: class dalekMod.client.TileEntities.TileEntityTheMoment is missing a mapping! This is a bug!
    [22:27:19 INFO]: Client> at net.minecraft.tileentity.TileEntity.func_70310_b(TileEntity.java:108)
    [22:27:19 INFO]: Client> at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75820_a(AnvilChunkLoader.java:317)
    [22:27:19 INFO]: Client> at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75816_a(AnvilChunkLoader.java:127)
    [22:27:19 INFO]: Client> at net.minecraft.world.gen.ChunkProviderServer.func_73242_b(ChunkProviderServer.java:232)
    [22:27:19 INFO]: Client> at net.minecraft.world.gen.ChunkProviderServer.func_73151_a(ChunkProviderServer.java:284)
    [22:27:19 INFO]: Client> at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:899)
    [22:27:19 INFO]: Client> at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:360)
    [22:27:19 INFO]: Client> at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:593)
    [22:27:19 INFO]: Client> at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
    [22:27:19 INFO]: Client> at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
    [22:27:19 INFO]: Client> at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)

    Aside from these bugs, my friends and I are looking foreward to playing around with this on our server! We'll just be avoiding using the actual Tardis for a while (assuming this bug occurs on the server of course, it might not.)

    Speaking of the Tardis, it may be sacreligious or something to ask but would it be possible for us to change the styllings of it? I don't mean the insides, those look like a lot of work went into them and if I wanted to change those I could do it myself, but I mean the outside. Yes, the Doctor's Tardis is a blue police box, but I feel awkward just aping the existing story. Other Timelords had their own styles, why not allow us to mix it up? This is the Dalek mod, not the Doctor Who mod. Branch out a bit!

    Also, Bessie has the best driving controls of any vehicle I've ridden in minecraft modding so far, with the sole exception of being able to drive straight up walls. That threw me for a loop at first.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mad Science - Machines, items, and mobs to create your own laboratory! Science has no limits… and no bounds…
    I was looking through what's in the mod on the wiki, and I really liked the idea of the Abomination... but something started bugging me. Is there a real major benefit to making one? The line that got me wondering was... "Be warned all who dare to create this entity, if you let it escape your base there is a very high probability that it will destroy your world." Why would they typically be made, aside from to unleash and watch the murder? They should have some benefit in store for actually keeping one contained, beyond use for mob arenas or like, filling your moat with them.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4] PowerCrystals PowerConverters v3.0.0 Beta
    Quote from DZCreeper

    My point was that maybe you should talk to the author of the second one, no point in having 2 identical mods when you could both just work on one.


    Maybe working together you could actually cover all the power grid systems... Whats with dropping UE?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    I started sorting out what mods I wanted to use after a 4 month minecraft haitus, just because I was looking to see what new mods there were and saw AE essentia storage. This mod here is the whole reason I'm downloading all the mods ever, and it doesn't even exist yet.

    Would there be any chance you could make a UE / mechanism crossover in addtion to the IC2 one? I haven't been able to enjoy ic2 ever since gregtech burnt me out.
    Posted in: WIP Mods
  • 0

    posted a message on Fully featured PS3 / Xbox Controller Mod
    I have been looking for a controller emulator for minecraft that acknowledges that analogue sticks are actually analogue for years. (EI, not just "on" and "off", but a whole range of values). I really hope that this hasn't been given up on as the months since last posting kinda indicate it has. I really want this mod (but like, a forge version of it, I guess.)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10]LambdaCraft : Minecraft Half-Life Expansion [v1.9]
    Things are looking pretty good here! I'll try this out when I get to switching from playing with magicky mods to playing with technology mods again.

    Quote from Bacon8t0r

    How possible would it be to add compatibility to other power mods like Universal Electricity? I was just wondering since Industrial craft isn't up to 1.6.4 yet.


    I second this request! the fancy 3d model guns would look better alongside UE's modeled blocks.I like the looks of this! When I finally get bored of living in my world of magic and switch to living in a world of fancy technology, I'll totally try this out. Bookmarking it for now! (Too much anachronism tends to upset me.)

    Quote from Bacon8t0r

    How possible would it be to add compatibility to other power mods like Universal Electricity? I was just wondering since Industrial craft isn't up to 1.6.4 yet.


    I second this request! The fancy 3d models used by weapons and other objects in this mod would better fit alongside UE's blocks and items, which feature a similar aesthetic appeal.
    Posted in: Minecraft Mods
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