• 1

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from viesta2016

    Hello this mod i never tryed out but because of me watching a vid about it i tryed it out it sucked a bit because you needed IC2 to charge it but now you dont :D because of the generators thank you for updating something so awsome


    you have NEVER needed IC2 to charge the powersuit. It's compatible with universal electricity, will charge in a Thermal Expansion Energetic infuser, and EnderIO's capacitor banks, making it successfully chargeable with MJ, RF, UE's energy, and EU.
    Posted in: Minecraft Mods
  • 1

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Huh, using the IC2 miner instead of BC's mining well or quarry. I like. Must try this on my own ship!
    Posted in: Minecraft Mods
  • 1

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    So far I've found three mods that have tools enabling players to access their airships more easily without the pains of docking a ship near a dirt bridge.
    -Ender IO: This mod while techy has a very "magical" block called the Ender IO block. Once targeted with an Enderface, you can use the enderface in your inventory and see a 7x7x7 area around the Ender IO block. What's more, you can interact with most blocks by right clicking on them! The Ship Marker is one of those blocks you can access. The end result is being able to mount your Airship from anywhere the Ender IO block is loaded into memory from! Woo, teleporting! Just make sure you relink your enderface to the Ender IO's new location after you park, or you won't be able to get back to the ship this way.
    -OpenBlocks: Inside OpenBlocks is an elevator block. If you put elevator blocks on your airship, and elevator blocks on the ground, then park the airship's elevator blocks directly overtop the ground ones, you can then hit crouch to go down, and jump to go up in a snap. The good thing about this system is if you can leave the ship via elevator block, you can get back to it the same way, no problem. The downside? Lining up the ship with the blocks on the ground can be tricky. Depending on how many blocks you use, it can take a few tries to align the ship. Also, this assumes you're building a dock somewhere, so it's not great for random landings unless you're willing to carry a bunch of elevator blocks around with you.
    -Twilight Forest: Carminite Builder blocks are craftable in all the versions of Twilight Forest that are compatible with Archimedes Ships, or at least findable in the wild. These blocks, when they get a redstone signal, build outwards in the direction you happen to be looking in. So you can use these to build a temporary bridge from one side to another! They're great for both ships and docks alike, since they offer a lot more tolerance in parking a ship. The only downside would be tracking down the materials- it means a trip to a haunted tower, most likely. One quirk with this Carminite Builder block is dependent on whether you blacklist the disappearing blocks or not- if you don't, you'll be able to attach the temporary bridge to something else and haul it around. This might not be ideal depending on what you're looking to do. I personally don't blacklist it, so I can then make cranes that can haul around chunks of world with me.
    Posted in: Minecraft Mods
  • 2

    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from JohnnyAwesome323

    I can't reason with people can I?


    You're not reasoning at all. You're trying to tell everyone something that is clearly OP isn't, without providing a real counterargument. Have you not noticed just how alone you are in that assertion? No, it's not proof you're wrong, but if you're arguing why aren't you addressing DC yet? Or are you conceding that fully intentional items that the mod makes available really are overpowered? Which funnily enough leads to the conclusion that Xeno should have pulled them. You know, kinda what Pahimir is doing by rewriting from scratch.
    Posted in: Minecraft Mods
  • 2

    posted a message on Equivalent Exchange 3 - 0.1.142
    1. EE2 becomes so imbalanced being added to ANY other mod it's insane. EE3 is taking steps to address that.
    2. Destruction Catalyst would beg to differ about EE2 being hard in any sort of fashion. And that's not even talking about the dupe bugs which would have gotten fixed at some point anyway.
    3. I HATE restarting. I'm so sick of every server in existence that seems stable disappearing with all its stats in a month or two. It's gotten so bad that I've all but given up on public servers. I'd start my own private server with friends only if I could spare the money for the experience.

    I kinda doubt I'm the only one who would bring up these points.
    Posted in: Minecraft Mods
  • 1

    posted a message on Extra Utilities v1.1.0k
    Quote from AlasdairC

    Not sure if this has been suggested already, but have you considered adding an expensive option to craft the division sigil rather than hunting in dungeons for it? the builder's wand is one of the best things a mod has added to minecraft imo, it makes building a lot more fun by streamling the annoying parts, but hunting through dungeons for a special ingredient for it kind of adds to the tedium.


    Gotta second this, though I will point out beating a wither for the first time drops a division sigil.
    Posted in: WIP Mods
  • 2

    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from madrauk

    Yes, that's what I'm saying. Though it is smart to do so, it doesn't necessarily give us the right to berate people for it. Threads like this can stretch on into infinity with nothing but useless information in many cases.


    100% disagreed. People need to wisen up and stop being lazy, and if we have to report their posts for them to get the message so be it.
    Posted in: Minecraft Mods
  • 2

    posted a message on Equivalent Exchange 3 - 0.1.142
    Actually people did tell you that a working DynEMC model is still in the process of working and will be done "when it's done". You're the one who didn't listen, and you will not be missed.
    Posted in: Minecraft Mods
  • 1

    posted a message on Equivalent Exchange 3 - 0.1.142
    I think it's clear you lack the context to understand the answers that have been given to you. I never said every single build has been EXTENSIVELY debugged, I said it's part of the debugging process. As in, people are running these builds to see if any major issues come up, as they have been in the past 10-12 pages. And yes, it is possible to catch bugs this early in testing, unless of course something gets fundamentally rewritten like a version change from 1.5.2 to 1.6.2 sometimes forces.
    Posted in: Minecraft Mods
  • 1

    posted a message on Equivalent Exchange 3 - 0.1.142
    On a server modpack, I could agree, and it's the number one reason why I'm not using the latest builds of EE3, but people need to test the build. Also it's not like these unofficial builds are being altered before being compiled- they might as well be being compiled by pahimar himself. What I hope you're not trying to say is that we can't trust unofficial builds, because that'd be pretty silly to suggest.
    Posted in: Minecraft Mods
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