• 1

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from TomberWolf»

    Absolutely amazing!


    Do you have plans adding more dragons like toxic or lightning or something similar?


    From what I've heard, that's being left to add-ons.
    Posted in: Minecraft Mods
  • 1

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update
    Quote from GundunUkan»

    Hey, can someone tell me where I can find the crafting recepies for this mod?


    You could always use JustEnoughItems to find the recipes.
    Posted in: Minecraft Mods
  • 2

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from zed_robotnik»

    thanks for the april fools joke, you made me waste an entire hour trying to figure out what was going wrong before i decided to come here.

    what made you think that this was funny? i see that other people genuinely thought this was a bug too. you have wasted my time and the time of others.

    this was incredibly aggravating because i thought i had done something wrong for it to turn out to be a joke. get a life and stop pissing people off



    Yes, because it's so hard to look at a calendar and think for a moment. Other mod authors do this too. Reika is not the first, nor will he be the last to do something like this. It's a thing. Get over it.

    Posted in: Minecraft Mods
  • 3

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from KotD94»

    just encountered a "new" problem with Rotarycraft: Missing/Invalid Textures. textures for Reactorcraft and everything else works perfectly well, but Rotarycraft's textures does not.


    Edit: I also tried redownloading the mods and problem still persists.


    I repeat... what is today?
    Posted in: Minecraft Mods
  • 2

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from RoboslimeMC»

    Hi Reika, I started using your mods recently. I have been busy making a fusion reactor in creative (which, when I saw it a while ago, inspired me to take a look at the real life concept video), and after a few new worlds (after messing up the placement twice before realizing there was the outliner, and destroying a moving solenoid and cleaning it all up), I was finally ready to go, even beginning to set up systems that would allow it to run itself, when something odd happened: Almost all of the RotaryCraft 3D models spontaneously disappeared. When I used the F3 command to refresh, all of them were no longer invisible...they just all had been 'blockified', having ugly gray sides with a variety of doodles on them. I tried a different world, but the same visual greeted me there. I tried closing Minecraft and then reopening it, but the problem persisted. Finally, I deleted RotaryCraft, and re-downloaded it and put it in the mods folder. This still has not fixed it. If anybody else had this problem, I can't seem to find them.

    This only happened to the RotaryCraft stuff, leaving the ReactorCraft and ElectriCraft stuff unchanged.
    The only other mods I had installed were Greg's SGCraft and ComputerCraft, both the latest 1.7 versions available. As you said on your site, without the models, these blocks become virtually unusable, so is a big problem.

    This does not affect any of the actual blocks (glass, decorative tanks, the different 'x block', the Ground Penetrating Radar, and the pipes (which is weird, as they also have 3D models, but I guess it is just things that use the thin steel wall as part of their model)

    As a side note, is there any way to pull a specific amount of energy/torque/speed from a system by value? When dealing with a few creative industrial coils, feeding together, using ElectriCraft instantly turns insulated superconducting wires into lava, and if I want to take anything from the turbines, I need to be able to take the outputs that I need.


    For the visuals...
    What is today?
    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers' Construct 2
    Quote from GrasshopperFK»

    And the Name is... ? :D


    It should either be Tinkers' Tool Leveling or Harvest Tweaks. Combination of them both should recreate good old Iguana's Tweaks. Worst case, you could always use CraftTweaker to reduce Vanilla tools to crafting recipes only.

    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers' Construct 2
    Quote from Crafty_Angyl»

    I have a question, why is it called Tinkers Construct 2? It's called Tinkers Construct on Curse, but here it's Tinkers Construct "2". I couldn't find a tinkers construct thread on this forum.


    Because the mod was rewritten from the ground up for 1.8.9+. The reason for 1 page on CurseForge/Curse is due to ease of searching and the fact that it'd be really hard to confuse the versions there.
    Posted in: Minecraft Mods
  • 1

    posted a message on Growthcraft Community Edition
    Quote from unga23»

    Hello? :D update? how much tieme more?




    thank you!


    When it's done. And just a reminder thathat asking for ETAs is against the forum rules.
    Posted in: WIP Mods
  • 5

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from ZHMELOL»

    Hi. I have too many аddons for Thaumcraft. I don't have enough space in the thaumonomicon for new tabs! Is it possible to change the table location or add a new page in taumonomicon?



    https://minecraft.curseforge.com/projects/notenoughthaumcrafttabs?gameCategorySlug=mc-mods&projectID=237232

    Here you go.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.12.2] AliensVsPredator (Alien Covenant, The Predator, Prometheus)
    Quote from WilchHabos»

    Wow, still only in 1.7.10 after all this time.


    Wow, perhaps you should read the thread just a little before making a comment like this....
    Posted in: Minecraft Mods
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