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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from haighyorkie

    I notice bee hives in the NEI, there's no recipe or anything on the OP about them that i've noticed...what are they for out of interest?

    If you have forrestry installed, then right-clicking the craftable hive whatever on a barrel full of seed oil will get you a scented artificial hive. With time it will eventually turn into a proper beehive.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Zerokyuuni




    I was thinking editing tconstruct hammers to act as EN hammers would just be too much work for the final product. Adding a modifier or a new tool shouldn't be too bad, though.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Surgonan

    Crowley,

    Is it possible to add a recipe for Tinkerer's construct "Hammer" that works the same way as your hammer, or a TConstruct crook?

    It is great to see inter-mod cooperation.
    I think that would be far more trouble than it's worth to actually do.
    Posted in: Minecraft Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from AlCapella

    Started a modded skyblock map, forgot to enable mini-smeltery, and then realised it a few hours into the gameplay. Stopped the game, enabled it in configs and tried the "recipe" as per the image posted for the mini smeltery recipe. The seared faucet just won't affix itself to the crucible.

    P.S: I made myself a full-fledged smeltery too, but discussing this here in greater detail might help future players of this map.

    Any Suggestions?

    Did you shift-click it? Also, you may need to break the crucible and place it down again to make it work.
    Posted in: WIP Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from codebracker0

    What? Of course you can make a pocket dimension with an iron door, the only diference os that gold doors keep the pocket loaded.


    GAH that came out horrendously. I don't know what I was thinking typing that. What I meant was, the gold dooor only takes an eye of ender while the iron one requires stable fabric. So you can create a new pocket dimension and have it be chunkloaded without stable fabric, but in order to make a non-loaded dimension, you need fabric. I just don't think it makes much sense for the lower tier item to require the special resource but not the higher tier.
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    Quote from SenseiKiwi

    I wanted to add that mod to my server. So awesome.


    If perhaps Steven would update the intro post on this thread... As usual, though, these things are rather experimental. Yes, we do need some sort of guide, and I expect to deal with that once the update is done.

    At the risk of sounding whiny, this is more complicated than one might expect. I want to make this mod even more entertaining and amazing. Balancing things is non-trivial, however. Sometimes you don't think of something that someone else sees, and it completely flips over everything you thought you were doing right. Then there's time constraints... I unfortunately have to keep up with classes and other work because DD doesn't put food on the table. That's probably my main issue. I love this but it isn't going to pay the bills.

    Finally there's the fact that not everyone is looking for the same experience. Some people said our dungeon loot was crappy before. We changed it to make it more stable and now other people say it's crappy because there isn't enough mod loot, or it might be cheap stuff for the difficulty involved, or dungeons might be too easy (if you're wearing Modular Power Suits...) and the loot is too good. We have some ways around that, like config options, but you can't make a mod absolutely flexible without losing its identify. @[email protected];

    Edit: To be clear, I'm not accusing anyone around here of doing anything wrong. I'm exposing those things so that you can understand that I wish things could be perfect for every last individual player, but it's an unattainable goal.

    I understand that you are working on improving the mod and that it's not as easy as it seems. I was just upset because I went to use it on magic farm and had no clue what this thread stuff was or how to get it, and that there was no information about it anywhere, and I was rather irritated at that point. I never saw that it was still experimental.

    One of the coolest things I like to do with this mod is put all storage and automated production in other dimensions, then have the interfaces that can access that stuff in the Overworld, That way I can have a very small and compact base while I automate things in another dimension whos sole purpose is to house that stuff. It is so cool.

    I have a suggestion for a dungeon thing: make a certain, pretty rare dungeon room that has some immovable, useful object in it. I just think it would be a lot of fun to go through the dungeons looking for this specific object. I find that going through a dungeon is a lot more fun when you have a specific goal to achieve. Would also give the people not looking for dungeon loot a reason to go through the dungeons, and then there's the fact that the dungeons hold no purpose lore-wise. The dungeons were built for a reason: to house something powerful and potentially dangerous if it fell into the wrong hands. What would this object be? I have no clue. I just want something to try to find, because without totally OP gear, those dungeons can be a little tough.

    And sorry if I came off as hostile before, I was just annoyed that there was no documentation and with things in general. I just want to say thank you for making and maintaining this mod. Walking through a door into another dimension is way cooler than right-clicking a book IMO. :)
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    So you can make a pocket dimension using the gold door (which just needs an eye of ender) but not with the iron one?
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    If you're going to change the recipes up, at least make some mention of it somewhere. I looked through the OP and there was no mention of world thread, no recipe for it in NEI and I was completely lost. I had to look through the thread to find out how to get the stuff.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Erasmus_Crowley

    No, it doesn't work on ores. It COULD work on ores, but I would need to decide how it should work.

    The hammer and the pulverizer each have distinct ways to process ores. I could make pulverizers handle my ore blocks the same way they handle normal ores, or I could make the pulverizers act like hammers without fortune enchantments. I could even use some hybrid solution where they act like hammers until the ore reaches it's Dust form and then they actually pulverize into TE pulverized metals. For a few of those options, it would make sense to remove the existing recipes that pulverize the vanilla ore blocks and replace them with hammer recipes, but that gets into some hotly debated grey areas, and it probably wouldn't be appreciated by the COFH guys.

    It's a pretty frustrating problem, and none of those options really sound particularly elegant.

    Also, the macerator isn't capable of partial rewards or rewards whose frequency is based on a percentage, so that makes it very difficult to tie my ore processing with that particular machine.


    I would do keep the regular COFH pulverizer recipes, but add the recipes for the ore gravel/sand, making ore dust simply pulverize to 4 ex nihilo dust. The induction smelter, however, can accept ore sand/gravel/dust and treat them the same as regular ores. If you're getting regular ores, then you're mining them from somewhere. If you are automatically mining the ores using some sort of quarry or something, then require a bit of manual work (or optionally slightly complicated automation) to get the ores processed efficiently. If you are manually mining the ores, you can just hammer the ores as you find them, meaning there should never be a point when the ore block is in your inventory rather than a hammered variant.

    In a void setting, where you shouldn't have any regular ore blocks to begin with, your only source of ore is from sifting sand/gravel/dust, in which case you already have the processed version, meaning no overwriting of pulverizer recipes is needed, only adding some.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from AllenWL

    I'll try it.
    ....
    Wow, I'm using loads of mods now..
    I used to use one or two.
    After I met this mod, I use 20~30

    The thing can break blocks, but for some reason, while it can place stuff in the sieve, it can't sieve it, so I need to do that myself. So I decided not to use it

    It actually needs something still in its inventory to operate the sieve. It also takes longer than if a human were to operate it.
    Posted in: Minecraft Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Miazu

    Fairly sure this falls under the prevue of "Unless Ex Nihilo supports..", but it would be nice to have Sand able to be ground to dust via pulverizers, macerators, or similar contraptions. Though, I will post this on the main thread as well.

    That's already in ex nihilo. You can pulverize cobble to gravel to sand to dust.
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from marcmagus

    Thaumcraft Integration suggestion: Any chance of making mana beans available either through sieving or alchemy?

    I know I can get them by convincing a pech to spawn and trade, but you could say the same about the saplings, at which point the whole interesting buildup to those is kind of pointless.
    You raise some good points, but what is the difference between mana beans and saplings? it's quite simple, really. Mana beans are completely optional. You don't need them for anything. Sure they help a great deal, but there is not one block or item that requires mana beans.

    The saplings, however, are necessary. You need greatwood for golems and silverwood for the top-tier wand among other things. There is also the fact that silverwood saplings could be seen as a sort of bridge to the Pech. You need a magical biome for them to spawn, and the silverwood sapling creates one. Therefore, if you don't have a magical biome anywhere nearby, you can still get pech with the recipe. Otherwise, you are doomed to search about for that elusive biome, and when you find it you have to wait for a pech to show up in it, effectively halting all progression while you wait for them to spawn. If you have a silverwood sapling, you can make the biome at your base and spawn them there, so you can continue to build out your base without worrying about being too far from the magical forest. There's also the fact that mana beans need a magical forest to grow as well.
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from irotha

    Wow I feel kind of stupid now. I had the crowley-skyblock1.26b.jar saved to my computer and I kept using that. Got the new version and it fixed it. Thanks for pointing this out to me.
    When something goes wrong, you are usually left feeling like an idiot. I have one too many experiences with this myself. :P
    Posted in: WIP Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from mannen1338

    so there will be a new sieve? or something?

    wouldn't it be better to like add a config to change the amount of clicks it can take until it explodes?


    *Clicks per sec*

    You don't seem to understand. He's removing the exploding thing entirely. In the update, you can only click the sieve at a certain top speed, and if you click any faster then it will do nothing to help you.

    For example, lets say this speed is once per tick, or 20 clicks per second. Say you have an autoclicker clicking away at 100 clicks per second. The sieve will not run any faster at this point that it would if it were being clicked 20 times per second.

    To be clear, the update will make sieves safe, not add safe sieves.
    Posted in: Minecraft Mods
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    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Quote from Zero5211

    I don't think it was the version. In fact, I may have figured it out. I see that there are some logs in the main folder, and they all end with
    INFO Loading existing "Unstable 1.7.2"
    But they never display a loaded message. Looks like the new test pack from FTB is the cause.

    EDIT: Yes, that was the problem. Took out the FTB directory line in the config and it starts up just fine now.

    Must be that multiMC has trouble supporting 1.7 FTB instances.
    Posted in: Minecraft Tools
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