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    posted a message on Lunatrius' mods

    Are there any options for putting a comma in large numbers? I couldn't seem to find anything for it

    Posted in: Minecraft Mods
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    posted a message on Scenter 4.0.1 - Scent Out Hidden Ores

    Texture packs don't change the mod blocks. Just the visual appearance.


    So any texture pack will work exactly the same.

    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    I think I broke it.


    Realistic Terrain Gen in Resonant Rise modpack.


    Spawn was fine, I did a spreadplayers command to get a random location (didn't like the seed too much) Got sent to x:839,897 z:-568,995


    First Image is the weirdness, the second is what journeyMap maps it as...

    http://imgur.com/duopC3L,IgbaRsh


    I TP'd around to test it out, couldn't get it to replicate.


    Log if needed http://pastebin.com/gHq4TdSs

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Alright, I've tried to google/use the scripts on the other website and i'm stuck.
    I'm trying to run a macro that does KEY(use); then wait for 10 ticks, and goes again until the flag is off.
    I've tried a Flag macro (F8 runs this to toggle the flag with the macro in the background)
    I've also tried having it all in the one file to no luck.
    Here's what i've got for testing.

    TOGGLE(@BloodAltar);
    IF (@BloodAltar = TRUE);
    LOG("TRUE");
    ELSEIF (@BloodAltar = FALSE);
    LOG("FALSE");
    ELSE;
    LOG("Shrug");
    END;

    To my chat window I get
    TRUE
    FALSE
    Shrug

    With the assumption that its running correct on all 3.
    What am I doing wrong?

    Actual Macros:

    F8 Binding

    TOGGLE(@BloodAltar);
    IF(@BloodAltar);
    EXEC(AutoBloodAltarSacrifice.txt,"RunBloodAltar");
    ENDIF;



    AutoBloodAltarSacrifice.txt
    LOG("Blood Altar Enabled");
    DO;
    IF(%HEALTH% > 10);
    KEY(use);
    WAIT(10t);
    ENDIF;
    WHILE(@BloodAltar);
    TOGGLE(@BloodAltar);
    IF(@BloodAltar);
    EXEC(AutoBloodAltarSacrifice.txt,"RunBloodAltar");
    LOG("Blood Altar Reloaded");
    ENDIF;
    Posted in: Minecraft Mods
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    posted a message on Solar Flux - a.k.a. CompactSolars for Redstone Flux
    Simply?

    1. The power production isn't available that easy.

    2. Simply? Whats to stop a Tree Farm/Smelter for auto charcoal into a ton of generators. Same thing, just takes a little more room.



    Your arguments are the same Solar Power arguments since the beginning of time.

    How about the Compact Solar's Mod? It does the same thing for EU. But this costs a bit more



    And Recipes can already be modified with MineTweaker
    Posted in: Minecraft Mods
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    posted a message on Solar Flux - a.k.a. CompactSolars for Redstone Flux
    Quote from JavaMatrix »This may be a stretch, but I'd like to use this mod in my modpack, and I was wondering if you'd make the energy output configurable, as it gets pretty OP.



    As you seem like you don't know what you're talking about, let me go though some values with you.
    I'm playing in Dark Trilogy with the TE Recipes.

    Solar I:
    • 5x Wood
    • 1x Redstone
    • 1.5x Iron
    • 4.5x Glass
    Seems okay right?
    We'll jump to Solar 4.
    Solar IV:
    • 4x Leadstone Energy Cells
    • 4x Basic Machine Frames
    • 1x Hardened Energy Cell
    • 1x Hardened Machine Frame
    • 9x Clay
    • 54x Lapis
    • 640x Wood Planks
    • 160x Redstone
    • 217.5x Iron
    • 697.5x Glass
    • 16x Gold
    And all that gets you is 256 RF/t
    Thats beyond the cost of 6 Extra Utilities Furnace Generators

    But wait, maybe you're referring to the Solar VI?
    Well I've got the ingredients for that too.
    • 64x Leadstone Energy Cells
    • 64x Basic Machine Frames
    • 16x Hardened Energy Cells
    • 16x Hardened Machine Frames
    • 4x Redstone Energy Cells
    • 4x Reinforced Machine Frames
    • 1x Resonant Energy Cell
    • 1x Resonant Machine Frame
    • 24x Nether Quartz
    • 9x Blaze Rods
    • 30x Obsidian
    • 51x Glowstone
    • 189x Clay
    • 954 Lapis
    • 10,240x Wood Planks
    • 2,560x Redstone
    • 3,517.5x Iron
    • 11,362.5x Glass
    • 256x Gold
    • 27x Diamond

    Thats well and truly more than the cost of 102.4 Extra Utilites Furnace Generators
    And Big Reactors too.

    So perhaps you should make them in survival instead of getting one from Creative for "testing"

    Note: I deliberately didn't count the ingredients for the Machine Frames/Energy Cells because they change based on mods, and what type of gears you use.

    If you're after a copy of the spreadsheet I used, feel free to PM me.
    Posted in: Minecraft Mods
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    posted a message on 3x3 Nether bedrock ceiling locations
    You are correct. The nearest would be x=0, z=-31



    Here is a better sheet. Using the same data, with simpler calculations.

    Also, Shame on OP for using it for advertising and locking the sheet.

    This sheet is unlocked. Feel free to distribute as needed.
    Posted in: Discussion
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    posted a message on Iron Trench Help (I am here for you)
    Quote from who0508

    For some reason, my server's irontrench doesnt work. Its an exact copy since i used mcedit copy and pasted on mine. (Not sure if thats the reason why its broken)The map doesnt work in neither single player or multi player. Here is the download link to my server world.

    https://www.mediafir...9dut51hyorxs9dd

    Coord to the farm (incase you spawn in the normal spawn)

    X:1674
    Y:63
    Z:-119


    If you want help, perhaps you should save the SSP world with cheats enabled?
    I don't want to travel 1600 blocks having to hunt for food along the way.
    Or mining for redstone for your build.
    Re-Upload
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Iron Trench Help (I am here for you)
    Quote from Erestes

    snip

    Erestes
    I found a couple of bugs on your world.
    1. Near the lockable repeater you have a redstone torch there locking it when its needed open (and vice versa).
    Replace it with dust
    2. On the Satellite the bottom row of pistons, the first redstone torch is missing connecting dust, 1 Block to the West
    3. Although its not major, your Detector villagers should be Piston with Block on top. not Block with Piston on top
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Iron Trench Help (I am here for you)
    Hey guys (and gals) I finally managed to get this working on SMP Modded server (FTB Direwolf20 1.6.4)
    Only after major de-bugging (1 block stuck in the dropper on the roof causing issues)

    However the sheer number of Hoppers is causing a decent drop on the server tps (I think because they're constantly polling)
    So I'm attempting to replicate it without hoppers, and while i'm at it using Modded redstone controls.
    I should be able to work all of this out, but for 1 thing.
    I can't find anywhere information on why a couple of the Hopper Timers have 2 on one side, and x amount on the other side.
    And how it keeps 2 on one side to allow it to reset.

    Can anyone shed any light on this?

    Thanks in advance
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Quote from Dodge34

    Nope, creating any instances and making them work totally offline without logging to Mojang Minecraft account system would be considered a pirated edition of Minecraft, I really doubt it will happen anytime soon...

    It is possible to use MultiMC instances without an internet connection. All you need is an initial connection to confirm your account, and any instances can be accessed without a connection.
    Proof to the pudding is my laptop while I was waiting for my ISP to connect after moving.
    Posted in: Minecraft Tools
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