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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    A suggestion for the void sigil: It's currently not terribly useful at dealing with water. Would it be possible to have it do a wider area so as to help limit the returning of water blocks? Or maybe temporarily block new water block creation where it was used for a few seconds, so you can use it to clean up patches of water, instead of just single blocks that immediately return?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor

    WARNING

    Version 1.0.0.13 introduced a nasty bug where there is a good chance you will lose all your dropped items while wearing baubles. Upgrade to 1.0.0.14 ASAP to prevent that.

    So THAT'S what happened!
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from Strill

    Do wells of suffering cost essence to run? I notice the essence drains out of the altar after building up.
    Yes, but the cost is tiny. By the time you can run the well, you have a fairly large soul network - just stick your Orb into the altar for a while and fill up first, so you can run the well without worrying about it. (Also remember that all rituals can be disabled via a redstone signal, if you're in danger of running out.)
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]Tinkers' Mechworks

    ...I think I'll reserve my comments, then. Oh well. I don't agree with the decision, obviously.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from technoadam2000

    Question- Why is the charcoal only heating up to 1000? I have the gunpowder, redstone, and sand (in that order, a full stack of each) and charcoal heating it up. I also have the iron in it. Also, i should note this is on Agrarian Skies, the FTB skyblock pack version 2.1.4.

    P.S. I tried both blocks of charcoal and normal charcoal, and neither worked.

    Heat scales to the height of your High Oven. Try making it taller. I'm guessing you have just a tiny little 3x3x3 version.
    Posted in: WIP Mods
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    posted a message on Tonius's Mods - Simply Jetpacks - NEI Integration - FancyGrass
    I'd actually like it if the jetpacks worked similarly to the Redstone Arsenal tools - which is to say, integrate with vanilla enchants. Protection would do it's normal thing, but Efficiency would reduce the power consumption. Perhaps Feather Falling could work with it as well (although since it's registered as a chestpiece I'm not sure it could receive that enchant...)
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]Tinkers' Mechworks
    Any chance signal busses and such can be made to support multiparts? They certainly don't take up much space and it'd be nice to use covers with them for aesthetic reasons.
    Posted in: WIP Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from DJCherryTempo

    Not possible. Once a crash happens, I delete the crash report folder, choose a few mods to drop, and then try to start over. Im dropping the mod because I have terrible luck getting anywhere in Minecraft. I was lucky as hell to spawn in a River next to an Extreme Hills, but now Im sure my next spawn is gonna be back in an Ocean or Ice Plains with no resources to use for miles.

    Seriously, sometimes, it's not the individual mod or even interactions between them. Crash reports help mod makers a lot, and this kind of slash and burn attitude towards mods isn't very helpful. It is possible to fix things and there's a lot of people willing to help, particularly here. Heck, sometimes crashes are incredibly simple to fix, such as ID conflicts. And sometimes crashes happen because of pure Java magic where something just gets snarled once, then works fine forever after. There's no reason to just delete everything every time something goes wrong.
    Posted in: Minecraft Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    ...are those Eye of Ender BLOCKS? I hope that's for your method of going to the end because otherwise holy cow why?
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Toops

    I need to try Agrarian Skies myself sometime. I hear such nice things about it. <3

    I grumbled a bit about it because of some of the recipe settings and recipe tweaks, but all in all, it's a surprisingly fun, well-balanced modpack. The quests do a very good job of introducing many of the mods, and the whole thing is surprisingly awesome.

    For the record, this mod is the only way to make steel in Agrarian Skies... and I had to make like eight stacks because I wanted to make a Big Reactor, which requires steel for basically every block piece. (Normally iron, but it's set to require steel.) Still. Worth the time and resources I spent on it, since the reactor I'm getting ready to make will produce something like 12k redstone flux per tick.

    The pack has a bunch of stuff I wouldn't normally use, like Hunger Overhaul and Iguana's Tweaks for TiC, and it's proved to make them worthwhile to deal with. Very much worth the time to play.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from KimiroDragon

    The fact it can store multiple fluids and the potential to dispense them as-needed? o:


    Quote from Toops

    This. Also, the mod is balanced strictly against TConstruct and its logic, which explains its default liquid capacity. But note, that's default. There's a config setting for just this very gripe. As per skyboy's recommendation, if using Steelwroks alongside mods like Railcraft or in larger modpacks in general, using a value of 24 buckets per block is an optimal setting.You may disregard the warning in the config: it's been disproven. I'll update that text soon for the next release.


    Being able to store than one liquid type is definitely a good reason to use these tanks. Being able to up the liquid capacity without worrying about things breaking is also good - and I've definitely changed it to the 24 now and will be making use of the Deep Tanks. (I'm using this mod via the Agrarian Skies modpack, if you're curious - I mostly wanted a goot solution to storing the massive amounts of mob essence I'm generating at this point, as drums are kinda boring and not multiblocks.)
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Zsashas

    Since the 1.6.4 version doesn't have the Sorting Core, can anyone suggest what would be the best way to simulate that with Empty and/or Fill Cores? How many would I need? Which upgrades?


    Honestly, my advice is not to try. If you only have Thaumcraft installed, you could perhaps do it with enough golems with Fire upgrades, but as you can only filter up to 6 items at a time with the golems in the 1.6.4 version, you'll need quite a few, even for just vanilla stuff. It's precisely why I suggested a Sorting core in the first place, because to do a sorting system using just Empty or Fill golems is simply unworkable and not feasible. (If you have more than just a couple of mods installed, you'll find very quickly that you have many, many too items to even attempt a golem-based sorting system that way.)

    For the record, my magic-only world where only like 40 or so mods, it would likely have taken a few dozen golems to manage a proper sorting system.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    I have to ask, what is the benefit of using the Deep Tank as compared to basically any other storage system, except for maybe relative cheapness of materials? 8 buckets per internal block space makes it strictly worse than Railcraft tanks, Extra Utilities drums, and even Thermal Expansion portable tanks, particularly with how fairly easy those all are to make.
    Posted in: WIP Mods
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    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    Even so, it'd be nice to see a bit of an update about progress. It's been two weeks since the developer last posted, and a month since there was any sort of update at all. Given that Thaumcraft itself just updated to 1.7.2, it's not unreasonable to ask for progress update/plan update here.
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Okay, so, playing around with the new update in a test world for funsies, and I found something that I'm INCREDIBLY happy about. I can't describe how happy I am.

    Let's just say, being able to add runic shielding to any worn Thaumcraft gear includes that must frustrating of chestpieces... So now we can be awesome, mobile, and protected!
    Posted in: Minecraft Mods
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