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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from reteo»



    If you want to take it into a tweaking direction, I do have a means to do so. "Vanilla Ingot Works" includes the ability to smelt bronze, electrum, and (non-HSLA) steel in the RotaryCraft blast furnace (sorry, no Invar by default). You do need the JavaScript Mod Loader, but this should give you what you're looking for, plus an additional "vanilla-style" mechanic (using green-sand casting techniques) for ore-doubling and alloying (except for steel).




    This is helpful, thank you. However, I want to avoid most of the other things, It's not really realism I'm going for, but rather that I'm trying to stick very strictly to only using the core mods.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I've been screwing around with Geostrata's banded rock formation generation and I was wondering if in Banded Generation mode, do certain stones generate in specific biomes, or if it's not fully implemented? As of now, I haven't seen generation of Basalt, Migmatite, Marble, Opal, Granite, and Gneiss. I haven't tested for Onyx nor Hornfel since I know those require specific conditions for generation, so I can't confirm or deny if those aren't working correctly.


    Here is the snippet from my config:

    "rock band heights" {
        I:BASALT=4
        I:GNEISS=37
        I:GRANITE=10
        I:GRANULITE=19
        I:HORNFEL=42
        I:LIMESTONE=60
        I:MARBLE=46
        I:MIGMATITE=25
        I:ONYX=7
        I:OPAL=22
        I:PERIDOTITE=13
        I:PUMICE=16
        I:QUARTZ=29
        I:SANDSTONE=57
        I:SCHIST=33
        I:SHALE=54
        I:SLATE=50
    }



    And banded generation is on.


    Incidentally, I also have a question regarding customizing Rotarycraft. I'm playing Rotarycraft, Electricraft, Reactorcraft, and Chromaticraft with very few other mods added, and I want to trim the fat even further, but what's preventing me from doing so is my inability to make alloys. I'd like to be able to make Bronze, Invar and Electrum (and perhaps other materials if necessary) in the Blast Furnace so I could cut out Tinker's Construct entirely, as well as lessen the dependancy on Iron for tools and armor after mid game, but I'm not entirely sure how to go about that. Note this is entirely for my single player game.


    Yes, that means I intend to use the actual melting points for producing the alloys, so it isn't going to be all that helpful for me until after I've progressed a fair bit into the game, but the point of the early game is to be starved for iron so I don't mind that so much.

    Posted in: Minecraft Mods
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    posted a message on HELP!!!!!!!!!!!! Weird Voices in either Thaumcraft, withcery, or ars magica 2 I am in 1.7.10 modded forge

    Those are Blitzes, Blizzes, or Basaltz from Thermal Foundation added from the Elemental update. They're Air, Water, and Earth elemental counterparts to the vanilla Blazes and each drop their own element rod.


    So far, Blitz and Basaltz rods have no real purpose aside from being part of a crafting chain to make Aerotheum and Petroneum. Petroneum can break adjacent blocks, and is extremely dangerous and can cause mass destruction if used in a certain way, and Aerotheum gives you speed III and reflects projectiles, but is lighter than air and will float upward.

    Posted in: Mods Discussion
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    posted a message on RF Quarry - Mining Lasers Powered by Redstone Flux

    Two more suggestions, then.


    Like Redstone Arsenal tools, adding the Efficiency enchant to the mining lasers should decreases power consumption.


    Adding a portable tank to the gun adds a secondary fuel source (able to hold half of the tank's original value of fluid) and filling it up with Blazing Pyrotheum adds an auto-smelt function to the mining laser.

    Filling it with Tectonic Petroneum greatly decreases power consumption(stacks with Efficiency enchants).

    Adding Gelid Cryotheum to the tank will cause the beam to freeze water, and turn lava into obsidian.

    And adding Zepherous Aerotheum to the tank will allow the beam to travel farther and faster.

    Primal Mana will carry all of these effects, but utilize twice as much liquid per shot than the previous four, however due to the fact that its impossible to make this yet, it would essentially be a cheat fuel.

    Each shot will consume 50 milibuckets of material on Normal Mode, 100 mbs on Mining Mode, and 200 mbs on Explosive Mode.

    The gun will function as normal without any liquid fuel.

    Using the V key(same key as empower for Redstone Arsenal tools) will allow you to switch between using fuel and not using fuel. You could fill and extract fuel using a liquid transposer. Obviously, this suggestion requires having Thermal Expansion installed to make use of.

    Posted in: WIP Mods
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    posted a message on RF Quarry - Mining Lasers Powered by Redstone Flux

    Perhaps you could have alternate recipes for the lasers when Thermal Expansion is installed? I see all it requires now is Foundation. Perhaps something like these:


    The gun at the bottom left is a Flux Transfer gun. Transfering power through the colored crystal and a diamond (Or if Redstone Arsenal is installed, a Flux Crystal) can produce a powerful concentrated beam.

    Resonating Redstone Flux through a blaze rod increases the beam's efficiency.

    Using Basalz Rods to guide the beam through a nullification chamber(hardened lumium glass if you prefer) creates a devastating earth-shattering beam.

    And finally, using elemental power and a lumium gear creates the final stage of beam concentration.


    Just a thought.

    Posted in: WIP Mods
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    posted a message on Tinkers' Construct 2
    Quote from Lolzman12»

    how do i modify the goggles and chestplate?


    Tinker Table.


    Put a Crafting Station next to a Tool Station and the crafting station becomes a Tinker Table. From there, you could modify your tool more efficiently, as well as modify the traveler's gear.

    Posted in: Minecraft Mods
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    posted a message on JsonAbles! Time to Tinker!

    Can you use this to make new materials only be eligible for use as a specific item type? It irks me heavily that Ghostwood Fletching can't be used as a crafting component in TiC, and I want to make it an eligible fletching, but ONLY a fletching.

    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks

    You need to open Modules.cfg and set B:Override to true. After running the game once, you should see a whole bunch of new files in the Tinker Tweaks config folder. The files you need in particular are BonusModifierDefaults.cfg and BonusModifierOverride.cfg


    Alrighty. It works. Thanks a bunch.

    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks

    For finer control (i.e.: disabling modifiers by tool type), you can enable the override module in Modules.cfg and use the BonusModifier config files.

    How do I set up BonusModifier in the restrictions config file? Its not present by default.

    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks

    How do you set up the restrictions for modifiers gained on levels? I'd like to prevent the random level-ups from applying certain modifiers.


    Ideally, I only want Haste, Jagged, Stonebound, Sharpness, Bane of Arthropods, Smite, Moss, or Unbreaking to be added on tool level up, because others tend to dictate how the tool must be used, and I want to make that decision on my own.

    Autosmelt, specifically, isn't worth it on pickaxes, even with stacking with fortune, because many mods now have secondary materials you gain from specific ores and Autosmelt doesn't let you get those. Most mods that have this additional drop don't have alternate ores to compensate for Autosmelt. You'd be more likely to use Autosmelt with things like Clay, where you can get up to 7 bricks per clay block, Sand where you can get up to 4 glass per block, or for charcoal collection where one log can be as much as four charcoal.

    Posted in: Minecraft Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Quote from alexreffand»
    Thermal expansion is another very popular tech mod that adds a a few metals that I wish could be made into tools. Ferrous, lead, enderium, etc.

    Thermal Expansion adds almost all of its metals as tool materials now. Silver, Lead, Electrum, Platinum, Nickel, and Invar are all tool-materials when Thermal Expansion is installed. Signalium, Mana Infused Metal, Enderium, and Lumium, however, are not tool materials.

    That said, Mana Infused Ingot is registered as "mithril" in the ore dictionary, and ExtraTiC already makes Metallurgy's mithril a tool material.
    Posted in: WIP Mods
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Magical wood can have an inherent level of smite, and have the same durability as iron, 1.5 handle modifier, be extremely light for projectiles, but be identical in every other way to stone (No stonebound attribute). Basically, the ideal material to make War Hammers(As apposed to mining hammers) and undead-slaying arrows out of.

    There is a lack of an "Bane of [insert creature type here]" material in Vanilla TiC. Having Extra Utilities magical Wood (And maybe BoP's Magical Wood too) do extra damage to undead enemies would be a welcome change.
    You can already make arrows out of Blaze Rods that have an inherent fiery effect, after all.
    Posted in: WIP Mods
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    posted a message on Adjacent lava blocks increase furnace speed/efficiency.
    I suggested this a while ago, but I don't think anything came of it. Basically, I want a mod that changes the vanilla furnace to work more quickly and efficiently based on whether there are lava blocks adjacent to it. Each block would give a healthy boost to the speed and efficiency of the furnace, up to a 200% bonus to both when 5 lava source blocks are next to it. 6 should do nothing.
    Posted in: Requests / Ideas For Mods
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    posted a message on Tinkers' Construct 2
    Quote from skilzbro187447»

    Also Can there be a config to turn off needing high durability tools to make them RF Powered?

    I think there already is one. "Balanced Flux Modifier" in the configs.
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    In the most recent version of Tinker's Construct, you can make almost all tools and weapons out of Shiny, Lead, Silver, Electrum, Invar, Ferrous, etc etc. This is new compatibility added. Additionally, it is also possible to make tools out of plastic and pink slime from Minefactory Reloaded. (Plastic has crazy amounts of durability, by the way.)

    The problem is, the tools out of Thermal Foundation metals has Thermal Expansion as a dependency, which is inconvenient if you don't WANT to use Thermal Expansion. Thermal Foundation is perfectly reasonable to have on it's own, since Ender I/O handles my RF needs right now. I mostly have COFH Core and Thermal Foundation to handle my ore generation. Some mods do use Platinum(Shiny Metal) for instance, so its good to have Thermal Foundation anyway, just to have a single mod control all the general ores you're likely to use.

    Basically, Thermal FOUNDATION should be the dependancy regarding those metals, not Thermal Expansion.
    Posted in: Minecraft Mods
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