• 0

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

    Wow you make long posts.

    I don't see how those blocks can automate hammering in any way. The breaker acts as a standard block breaker and doesn't use tools.
    Posted in: Minecraft Mods
  • 0

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

    Ex Nihilo is not meant to be an all in one mod. It's sole purpose is to give you access to the things you need a normally generated world in a skyblock map. If you want automation, you should be adding additional mods to your play. Playing with just Ex Nihilo and no other mods in a skyblock world should "feel" like playing a vanilla land generation world with no mods, but in the sky. Adding automation would ruin this.
    An ex nihilo addon adding automation stuff balanced around ex nihilo would be great.
    Posted in: Minecraft Mods
  • 0

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

    ~Holy Snip, Batman!~

    First of all, can you link that oasis map?

    Second of all, I don't quite like that cobblegen. It requires a lot of waiting for lava to fall and cover the water and waiting for it to dissipate afterwards. It also needs blocks. Quite a bit of them. If one does make this contraption out of wood in a skyblock before they have access to stone, in a situation where the only building material is wood, a wrong move could potentially burn down the entire island. A standard cobblegen is easier to build, far more compact, and can be operated while watching random youtube videos on the side. Because let's be honest about this. Cobblegenning is boring work.
    Posted in: Minecraft Mods
  • 0

    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Marsupilami

    I must be doing something wrong. Neither blazing pyrotheum or gelid cryotheum are working with crucibles. I am running Ex Nihilo 1.29d and Ex Aliquo 0.11.1 and the latest TE.




    Those images don't look like a very good test. It's rather difficult to tell if a crucible is operating by looking at it. Try pumping the fluid out somehow into a tank where you can see the contents through WAILA or whatever.

    And I feel like pyrotheum will both increase lava production and FPS around a large lava generation area. Jolly good show.
    Posted in: WIP Mods
  • 0

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

    Thaumcraft golems.
    But they are really really slow

    I think we should be able to compost seeds

    They're as fast as activators.
    Posted in: Minecraft Mods
  • 0

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

    I agree, these concepts seem better suited to an add-on than to being part of Ex Nihilo itself. That said, I like your ideas, and your crafting recipes make sense without being overly expensive or too easy to make.

    I completely agree. These machines feel like they're from another mod. Just doesn't match up. They would be great in an addon, but not in the actual mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from ILoveGadgets
    ~Le Snip~

    Honestly, not a fan. The concepts are good, but feel...odd. Out of place. Ex nihilo doesn't really use any powered components, barrels and sieves are both powered by the player/environment, so adding machines powered by redstone seems rather out of place. I still like the sluice idea, using a naturally moving object (water) to make sifting more automatic. I also still like my other suggestion, putting hoppers underneath the sieve and using the vacuum to sift materials. Slow, but automatic.
    Posted in: Minecraft Mods
  • 0

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

    I think dirt can be automated with hoppers, but I never needed to automate dirt, so...
    It totally can.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Timeslice42

    Then you're using the wrong mods... I can think of four off the top of my head that can automate a sieve.



    Any word on adding this feature to 1.6.4?

    You misunderstand. Crowley's views on sieve automation is that resources should be scarce. He doesn't want sieves to be automated, but keeps the option available. He doesn't want to add any sieve automation because of this. I was saying that with all of these mods, this philosophy is incorrect. People have posted several times asking for some sort of sieve automation option, but crowley has denied them. I personally don't want too spend hours sieving to do anything. The issue with what other mods add is that it's too powerful. A single sieve operating on dust with 3 activators gets you ridiculous resource income with a negligible resource cost. It's way too easy, but the only alternative is too spend 10 hours sieving to get the infrastructure required to efficiently operate a laser drill. But what if you don't have MFR installed for some reason? There's no way to get automatic ores besides OP sieve automation. It would be amazing to have a native automatic ore income, even just a narrow trickle.

    An alternative too automatic sieving that you can leave and forget, there's the option to have it be semi-automatic. A machine that only processes a stack of material at a time, and takes a decent while too run. but when it finishes you need to set it back up manually. Like refill the machine with flint, or put in a fresh villager, or something like that. A function that isn't just build and forget. Something that you actually have to manually set up, but you can leave it to process in the background while you do something else. I simply do not find sitting in front of a sieve for hours sifting out gravel to be very fun.
    Posted in: Minecraft Mods
  • 0

    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from AllenWL

    You mean that thing that says 'idxxx mismatched between world' "idxxx from modxxx not found" stuff?

    Nah. If there is a block ID conflict, it will output a file called IDConflicts.txt. That file will show every conflict that exists, and a some good places to put the IDs. Here's an example from when I started adding stuff to skyfactory:

    #Blocks
    750: arsmagica2:essence_refiner from arsmagica2 - soulCropSpider from magicalcrops
    751: arsmagica2:magetorch from arsmagica2 - soulCropGhast from magicalcrops
    752: arsmagica2:illusionBlock from arsmagica2 - mCropEssence from magicalcrops
    754: arsmagica2:essencenexus from arsmagica2 - mCropDeathBloom from magicalcrops
    4083: blockWritingTable from AWWayofTime - mCropPlatinum from magicalcrops
    4084: bloodStoneBrick from AWWayofTime - mCropNickel from magicalcrops
    4085: armourForge from AWWayofTime - mCropArdite from magicalcrops
    4086: emptySocket from AWWayofTime - mCropCobalt from magicalcrops
    4087: imperfectRitualStone from AWWayofTime - mCropForce from magicalcrops
    4088: blockMasterStone from AWWayofTime - mCropAlumin from magicalcrops
    4089: ritualStone from AWWayofTime - mCropPeridot from magicalcrops
    4090: runeOfSelfSacrifice from AWWayofTime - soulCropWither from magicalcrops
    4091: runeOfSacrifice from AWWayofTime - mCropIron from magicalcrops
    4092: lifeEssenceBlock from AWWayofTime - mCropCoal from magicalcrops
    4093: efficiencyRune from AWWayofTime - extrautils:decorativeBlock2 from ExtraUtilities
    4094: metal.molten.electrum from TConstruct - speedRune from AWWayofTime
    4095: crowley.skyblock.tin_ore from crowley.skyblock - bloodRune from AWWayofTime
    Suggested Ranges: 3715-3999 (285 IDs), 976-1224 (249 IDs), 1532-1746 (215 IDs)
    Posted in: WIP Mods
  • 2

    posted a message on Ex Nihilo (the Skyblock companion mod)
    I would think that a sluice would be slower than a sieve, but it would work automatically and take up a decent amount of space. It wouldn't be boostable in any way, so to get faster sifting, you would need to build more. They would have to be somewhat pricey, too, so you can't just build a ton of them from nothing and be done with it. I'm talking diamonds and/or emeralds. I'm thinking in order too get up to ridiculous item generation, you would have to build a ton of these sluices. They would have to be half sieve max speed or slower. It just feels wrong to have to manually sift for ores for the entire game when using mods that are all about automation.
    Posted in: Minecraft Mods
  • 0

    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from PokeMaserJ

    Why are the "Id fixer" mods still out there? They seem to never work. It just creates more problems. I've tried using it before, thought it would help, but nope! I mean I'm not yelling at any specific mod maker, but dang... if a mod doesn't work for ANYONE, either take it down or fix it. Just my thoughts on that.
    Forge already has a built-in ID helper thing. It tells you exactly each ID conflict, then it suggests decent-sized free ID ranges. Very useful.
    Posted in: WIP Mods
  • 0

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

    List of things I know it does

    Squid = Ghast
    Creeper = Super Charged Creeper
    Grants wither effect on mobs not transformed, including the player
    Skeleton = Wither Skeleton
    Doesn't count as water to endermen
    Slows fall damage
    Eats water when places above
    Soul sand from sand in barrel
    *I THINK pigs turn into zombie pigmen... not sure*

    villagers>zombie villagers with the occasional witch. I think iit's only a certain type of villager that gets witchified, but I'm uncertain.
    Posted in: Minecraft Mods
  • 1

    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Might I suggest that a book, when used on a barrel of witchwater, turns into an arcane compendium? It's not like the compendium does anything but give you information and actually unlock the mod. And in a regular world, it's as easy as killing a cow and finding some sugarcane to get one. Should be the same on a skyblock. Granted the cow is a bit more difficult to get, but still. The witchwater is a good tech barrier as well. Would allow complete noobs to learn ars magica by following the book while not making essence, which is actually quite powerful, to be super-duper easy. There's also the fact that essence is pretty much just purified witchwater, so the lore makes sense. Essence is so powerful that just the book being near it infuses it with power, while with the more inert witchwater, you have to soak it with the stuff to get the transformation you want.
    Posted in: WIP Mods
  • 0

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

    Well, my new ore system is going live in the build that goes out this weekend. I'd be pretty amazed if any of the Ex Nihilo ores or ingots survived that transition. I don't anticipate anything world-destroying, but you never know with this kind of really big change.

    The update after this one will hopefully be a full rewrite of the code that drives barrels so that Zero (and others) can add more doll summoning and barrel crafting. That one might make barrels disappear or suddenly get filled with nuclear ectoplasm or something equally ridiculous.

    Just a heads up.
    Woo atomic ghost party!
    Posted in: Minecraft Mods
  • To post a comment, please .