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    posted a message on More Enchantments version 1.3- Now for 1.8
    EDIT: soz
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Surgonan

    You were already "helped". You just choose not to listen.
    TFC CHANGES sapplings, as in they are not the same as vanilla Minecraft.

    Due to that, the mod will not work. Think of TFC as a new game. It is not Minecraft. In the code the game is majorly rewritten, which YOU obviously can't read otherwise you would be able to read the crash report. A lot of mods can't handle that as they are made specifically for the code in vanilla Minecraft.

    However as Crowley has stated multiple times, his mod is open source. So if you really need Ex Nihilo to work for TFC, feel free to learn Java and rewrite the code to work with TFC.

    Otherwise stop telling Crowley and others, that do know what they are talking about and understand the changes made, that they are wrong and it should work. It WON'T WORK.

    Actually, it would probably be ten times easier to make another version of the mod for TFC.
    Posted in: Minecraft Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from jalfje

    Okay, here's the full report. I cut out a few huge lists because the log was too big for pastebin.
    You see this line here?

    2014-04-25 17:34:17 [INFO] [STDOUT] #@[email protected]# Game crashed! Crash report saved to: #@[email protected]# E:\Minecraft\FTB\Monster\minecraft\crash-reports\crash-2014-04-25_17.34.17-client.txt

    Get that please.
    Posted in: WIP Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from BlocklockCity

    Is it possible to add Underground Biomes support for the crucibles? As in, being able to melt its cobble/stones down into lava.

    That would be really easy if crucibles accept oreDict cobble. If they did, then underground decoration-type mods should work with crucibles right out of the box.
    Posted in: Minecraft Mods
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    posted a message on MultiMC 5 [Windows / Linux / Mac]


    1. Yes, quiet a few.
    2. I have forge, I am using the last updated version for 1.6.4

    However, It seems to be a problem with the instance I was using and not Multimc its self. I re-downloaded all the mods into a new instance and the new instance didn't give me the same problems as the first one did. I am not entirely sure If the instance is corrupted considering it did this since the day I got it.

    3. I am using a 64 bit version of Java Script, if that is what you're asking.

    4. http://paste.ee/p/CwSXn
    Try putting your permgen up some. Should be under the java tab in the settings.
    Posted in: Minecraft Tools
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from crumpitboy

    so theoretically, putting it somewhere the player cant see it should help?

    In practice I have built my lava plant at void level and encased it in cobble with two lines going in: One from my main cobble feed to the crucibles, and the other from the crucibles to a lava tank.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from Erasmus_Crowley

    I'll take another look at it, but I can't make any promises that it'll get better. It takes a lot of math that has to run every tick to make them work. I might be able to clean it up and squeeze out a few more fps for you guys, but I also might be at a hard limit of what I can do without sacrificing functionality.

    Keep in mind that there are certain factors that compound the problem that aren't my fault. Lava creates lag, especially flowing lava. The fire animation if you use burning netherrack generates TONS of lag.


    The lag is all in the rendering. In my testing, the FPS dropped when I had the burning netherrack, then even more when I placed crucibles over them, and even more when I put down the itemducts. Moving away completely eradicates any lag.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from MigukNamja

    It's like I'm playing Minecraft from Day 1 all over !


    That seems like one of the best compliments a modder can get.
    Posted in: Minecraft Mods
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    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Quote from eyereign

    Hi. MultiMC 5 is shear brilliance! Thanks for the awesome program/launcher. It has enabled me to make my modpacks portable (playing on any PC via a thumb drive)!

    Also MultiMC 5 is an easy way to back-up my modpacks if my PC crashes. Plug and play!

    I have been reading this forum but am still abit blur about this:

    01) Can FTB modpacks be imported into MMC5 (and not just "linked") making them portable with MMC5 (via a thumbdrive)?

    02) How could I "import" other MMC5 modpacks (into one MMC5 prime launcher) without starting from scratch?

    03) I have various MultiMC 4 launches each with various modpacks. How could I import these into a prime MultiMC 5 launcher?

    So basically I would desire one MultiMC 5 launcher to contain "all" modpacks (FTB or my own). Could anyone help with one or all of the above with a relatively detailed guide for a noob like me?

    So sorry if this is too long a post. My first post.

    What I do for FTB is I put the folder with the FTB launcher in it inside of the instances folder. That way, I can access the FTB launcher by pressing the instances folder button, and by having the launcher there, you can transport it with multiMC. You can also copy linked modpacks to multiMC using the copy button. This makes a multiMC instance, not an FTB instance, that is the exact FTB instance at the time of copying.

    To import an instance, put the instance's folder into the instances folder on the other launcher. This should puut the instance in the default group and you can organize it as you see fit. Same thing goes for MMC4 instances. MMC5 launches them just fine. When I upgraded, i actually just moved my instances folder from the MMC4 folder to the MMC5 folder. It's that easy.
    Posted in: Minecraft Tools
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Zerokyuuni

    Galacticraft, there's quite literally no point. You'd be building a rocket ship to get to a skyblock. In space. Because the moon wouldn't generate land if I ever added support for it so the only valid option would be the space station. Which is skyblock. In space.

    That sounds like it''s exactly the point of it.
    Posted in: WIP Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from zig13

    Something I'm wondering is why the hammer works on ore blocks (vanilla, TC & TE)? It's not something that comes up in Skyblock and it makes the hammer pretty OP in standard worlds.

    I've used Minetweaker to balance Ex Nihilo for standard worlds in conjunction with Tinkers Construct and Iguana Tweaks for Tinkers. I made 4 iron, gold, tin, copper or aluminium broken ores make the equivilent TC gravel ores, 4 iron, gold, tin, copper or aluminium crushed ores make thier respective broken ores and 4 iron, gold, tin, copper or aluminium pulverised ores make thier respective crushed ores. Other things like platinum and lead can be turned into stone. This way I have balanced the sieve but I have no way to control what blocks the hammer is capable of smashing and the products. I tried using Iguana Tweaks to over-ride the Hammer's harvest level but this dosn't work.

    Surely a more realistic/sensible behaviour is that the hammer can smash Iron Copper and Tin ores to produce 3-4 broken ores. This way, using a pick is preferable but the hammer makes a good jack-of-all/back-up.

    How does the hammer know what blocks are ores (it smashes gravel ores too)? Is there anyway I can nerf it? You mentioned before that being able to get >4 broken ores from external ore blocks but why then is it a feature when ores shouldn't exist (and need to mined) in Skyblock?
    "Pretty OP" is pushing it a bit. At most, a hammer gives you double the ore you would normally get. And that's if you get 5 ore chunks each hit. Hammers are great early game for getting more ore than usual, but automating hammering of ores is just silly because the increase isn't really worth the effort involved to fully automate it. On average, you'll get 1.5 ores per full ore hammered.

    And your arguments are only valid for mods that alter ore harvest levels. Without that mod, it's perfectly fine. You still can't pick up diamonds or obsidian earlier than usual, so it's all good. I would however suggest disabling wooden and stone hammers. That way, you have to have something that could mine those ores before you have access to them. Making an iron hammer isn't a huge cost and works well for all of your needs.

    And what the heck is the reasoning behind requiring 64 pulverized ore to get one ingot of metal? Makes no sense to me. Those are supposed to be worth 1/4 of an ingot, not 1/64.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from AllenWL

    I'm not doing skyblock, I'm playing my own custom map where the sky is covered by a layer of bedrock, it's always dark, the floor is a layer of planks, and you get 20~30 zombies at your doorstep in 1~2 minuets or less.

    Making a pasture isn't just adding more dirt for me. It's killing the zombies, securing an area, filling it with dirt, lighting it up, using grass seeds, and hoping that an animal will spawn, and that the animal will be a cow.

    Oh, and I still want cobwebs

    That actually sounds like a ton of fun.
    Posted in: Minecraft Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Zero5211

    Yeah, that's why I was thinking an upgrade that could be applied to the Grinder might also work. The basic idea though is to preserve progression without straight up handing out unbreakable blocks regardless of whether or not they use RotaryCraft.

    Or the existing grinderr could be modified to have a slot.

    Even then, later down the line others are going to complain about how they need bedrock for another mod. People use it because it's always there. Someone else is going to use bedrock and then you'd have to add support for that, too.

    How about an antimatter hammer? Use it on a block and both the hammer and the block are instantly destroyed. Possibly with a harmless explosion for the effect. This hammer can't be abused because it's only one use, and wouldn't be usable fro griefing if you can't use a pick there.
    Quote from AllenWL

    Hey, why can't we compost zombie brains from thaumcraft?
    I have zombie brains just sitting in by chest, not much else, and I need dirt.

    We can compost zombie flesh, so why not zombie brains?

    Why would you compost zombie brains?
    Posted in: WIP Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from InkDragon

    Fortune Ores & Ex Nihilo Crash: Link 1, Link 2

    Mods Installed:
    KeithyUtils-1.6.4-1.2.16
    TConstruct_mc1.6.4_1.5.4
    Metallurgy-1.6.4-3.3.2
    FortuneOres-MC1.6-1.6.1
    crowley-skyblock-v1.28

    Crashes on use of the Ex Nihilo Hammer on any ore, with FortuneOres installed.
    Posting this on both threads.


    Probably because most mods don't expect the ore to drop items. Why are you using fortuneores in a skyblock map anyways?
    Posted in: Minecraft Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Could you add a recipe for harvestcraft bees? There's currently no way to get them.
    Posted in: WIP Mods
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