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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    As far as I've checked thus far, all of the Thermal Expansion recipes are operational. I don't play with those other mods, so I wouldn't be able to find out.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Just so I know for the future, where would I go to get the .recipe files for MPS? I have the Thermal Expansion file right now due to the fact that I just pulled it from the GitHub (after a bit of looking around to find it, though).

    EDIT: Also, where would I place the .recipes file for the MPSA? Never mind, I was just being clueless here.

    Great work thus far. As far as I've been able to tell, MPS & MPSA are working great, recipes are being loaded properly. A quick poke through NEI shows far fewer items than I remember being in MPS, so I would suppose that you're, in effect, rewriting the mods Korynkai (along with anyone else working on it)?
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Interestingly, Minecraft crashes if you're using RWG as your world type and have disabled Thaumcraft's Taint biomes. I would have a crash report, but it got lost when I went to clean up the instance folder. I'll try to reproduce this later on, but I seem to recall that the crash was originating from a dynamic fluid (which I can only assume is Thaumcraft taint liquid/gas), and a method that is called on world gen ("setBlockAndNotify" I think). Again, I'll try to reproduce this later on today.
    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Just gonna say this now: Ted did a helluva job with RWG, the mod is amazing. After installing it to a heavily customized version of the DW20 pack, I am, legitimately, surprised that it's compatible with so many popular mods, both magical and technical in origin. After exploring a bit in creative, I already get the sense that this particular mod promotes the idea that exploration is your friend. The generated landmasses are amazing. Found a "mesa" near to where I spawned that would be amazing for building a subterranean structure.

    Currently, my only issue with RWG is an aesthetic one: The localisations of the RWG biome names. They don't look great when the biome name is rendered through JourneyMap, however, this is a small issue that I can easily overlook (or even remove as I believe JM gives you the option to render the biome name or not).

    I do have a couple of questions:
    1) What kind of config editing would I have to do to have MFR work? I assume I would have to add the RWG biome ID's to the MFR Rubber Tree biome whitelist?
    2) Is RWG compatible with Natura out of the box?
    Posted in: Minecraft Mods
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    posted a message on [0.0.5d] Fluxed-Crystals - The Fixenning!
    I'm using 0.0.4a of Fluxed Crystals alongside a bunch of other mods that I put together.

    I tried doing what MrHrulgin said, but the Flint Seeds I planted aren't growing in the slightest. They ought to be taking a minute to grow (1200 ticks or 60 seconds), and nothing.
    Posted in: Minecraft Mods
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    posted a message on [0.0.5d] Fluxed-Crystals - The Fixenning!
    Thanks for the reply :D

    EDIT: Also, when I went into MC earlier to poke around at Fluxed Crystals, apparently the Farm Manager isn't working as in it isn't planting the seeds I gave it after it was fully charged with RF and supplied with the Powered Soil, which it did place.

    Also, I can't infuse seeds, the slot that is not used for the Universal Seeds can't accept anything and there isn't a "result" slot.
    Posted in: Minecraft Mods
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    posted a message on [0.0.5d] Fluxed-Crystals - The Fixenning!
    A question: If I were to create a syntactically valid .json file in the /config/fluxedCrystals/ directory that defines a set of seeds for another mod (say, Mekanism), named "mekCrystals.json" would this mod be able to read from that file?

    -----------------------------

    Not sure how extensive ttCore might be, but there seems to be an easier way to execute the insertion & extraction of items from slots without dealing with shift-clicking. I suggest looking at "ISidedInventory" in "net.minecraft.inventory.ISidedInventory", and the implementation here just to get you started (starting at line 96): https://github.com/copygirl/BetterStorage/blob/master/src/main/java/net/mcft/copy/betterstorage/tile/entity/TileEntityCraftingStation.java



    As for shift-clicking, I'm not entirely sure, but I would suggest looking at "IInventory" in "net.minecraft.inventory.IInventory"
    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    Found something that definitely looks to be a bug. Right at the start of a world, if you were to read Vol. 1 to get the "Learning to Tinker" achievement, it does something odd to how crafting works. For instance, I can't craft a Crafting Table from vanilla MC in the 2x2 inventory or with the crafting grid you can place on the ground thanks to the Translocator mod from CB, can't even craft sticks.

    The moment I realized this, I tested it in two worlds. One, I opened the book and was unable to craft. The other world, didn't open the book, I was able to craft.

    The odd thing is though, if I were to open the book after I craft and get the achievement, crafting works as normal. I think the trigger MIGHT be the "Benchmarking" achievement for whatever reason.

    As for mods I'm running: http://imgur.com/17Rmv1G

    Hope this makes some coherent sense and was descriptive enough.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Oh, my apologies. I am still learning how the vis relays work and jumped to a conclusion.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Right click an Vis Conduit with one of the six Primal Crystals, the modified Conduit will only be able to conduct vis of that type
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    At current time, I've been trying to install FM into the DW20 1.7.10 modpack (I've modified with a bunch of other mods already and it runs fine), and for some bizarre reason, the FML mod sorting cycle (going by the logs here) errors out when FM is present, before the init phase. I'm used to seeing errors, but not like this. I only come here as this only ever occurs with FM.

    Log (You'll want to go towards the end to find the error): https://paste.ee/p/ljA0J (I would use Pastebin, but the whole log was larger than free users were allowed)

    If this is an error elsewhere, then I do apologize.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I...wasn't even aware that Thaumcraft had updated... I'll give it a shot.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Forge 10.13.2.1232 (I'm well aware of the biomegen derp, WAY too many mushroom biomes), Thaumcraft 4.2.1.3, EBXL 3.16.0. All for 1.7.10.

    As I had said, I was chatting with an EBXL (ex-)dev who, I believe, is still in contact with the current team. He told me that EBXL follows the exact same methods that Thaumcraft does when it comes to registering and generating biomes, so no weird issues there.

    As for the special nodes, I have not disabled them. However, I forgot to mention that I disabled Taint spread as I can handle Warp, but not the creeping destruction that is Taint. The way I understand it, Tainted Nodes will slowly spread a Tainted biome like the Silverwood Pure Nodes spread the Magical Forest biome, but still respect the Taint spread config, rather than TC locating Tainted Nodes and force-gen/replacing their surroundings with Tainted Land, but I could very easily be wrong as Azanor has been revamping TC's internals for a while now.

    So, in light of this, I want to say that it was a case of luck that this happened. Thanks.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I'm beginning to wonder if Warp is getting to me in real life...

    Anyways, I spent some time customizing a modpack I pulled off the FTB Launcher (MechanicalTitan, for the curious) and tweaked the configs appropriately. One of the extra mods I installed was ExtrabiomesXL. I had disabled generation of the Tainted Lands biome in the Thaumcraft config before I added EBXL, created a world and flew around for a time. No tainted biome as far as I could see. Closed the world, deleted it and installed EBXL. Created another world and hopped into creative to fly around. Not ~150 blocks away from where I spawned was a Tainted Lands biome.

    I know for a fact that this is not a case of conflicting biome IDs as I had checked after the recommendation of a friend of mine who, at one point, worked as an EBXL dev. The only other explanation I can come up with is that, for some bizarre reason, Thaumcraft is ignoring the config flags and the only reason I didn't find the tainted lands in the pre-EBXL world was sheer luck. None of the other mods I have installed add new biomes to the game.

    If someone could give me a hand with this, it'd be much appreciated.
    Posted in: Minecraft Mods
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    posted a message on BetterBeginnings Mod Reborn
    It's been a while since I last looked at Minecraft code, but in regards to the GitHub issue I'm wondering if the tile isn't ticking to check it's inventory and if it finds the proper components, it keeps performing "process ticks" (that's what I call it, anyways).

    As for ThePhysician2000's issue, I want to say that the furnaces don't force a tick when the chunk is (re)loaded to check the state of the process.

    Again, it's been a while since I last looked at Minecraft code, so I could very easily be talking out my rear on this.

    In any case, I appreciate the "blanket" modpack permissions as I am currently working on a modpack that will feature BB right at the beginning of the game. Cheers!
    Posted in: WIP Mods
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