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


    I was trying to point out that both vanilla, and ATG, take height into account in determining the landscape. Extreme hills will generate with snowcaps in vanilla.

    In fairness, I'm not sure if this was in 1.6, or in 1.7 -- our extreme hills (entire base area) date to 123-125.


    That was added in 1.7
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    If anyone is interested, I have created a new Ex Nihilo map. It should be both much more challenging and much less grindy than standard sky survival maps.

    Located here: http://www.minecraftforum.net/topic/2359002-ex-nihilo-hardcore-challenge-map
    Posted in: Minecraft Mods
  • 2

    posted a message on Ex Nihilo Hardcore Challenge Map


    Tired of the extreme grind in sky survival maps?
    Looking for a real chalenge?

    -->Try this map!

    The overworld is 1 layer of dirt hanging over the void. All you have to survive is an end portal frame and a sieve. Both the Nether and End are completely empty of all blocks.
    Oh, and when night falls, there's nothing to stop the mobs from spawning...

    Good luck, You'll need it!

    Make sure you have the Ex Nihilo Mod (http://www.minecraft...lock-companion-mod/) installed, and change the config options for end and nether void generation to true.

    Downloads:


    Videos:

    I would highly recommend checking out this let's play by Tomtaru:

    Credits:

    -This map is inspired by the, now abandoned, pancake survival map by 5thHorseman
    http://www.minecraft...ke-survival-12/
    -Thanks to ErasmusCrowley, who made the incredible Ex NIhilo mod that makes this map possible

    Not hard enough for you?

    (gosh, people are hard to please...)

    -Check out an even more hardcore map made by AllenWL:
    http://www.minecraftforum.net/topic/2481052-a-really-hard-survival-map-for-the-ex-nihilo-mod/
    Posted in: Maps
  • 1

    posted a message on Ex Nihilo Hardcore Challenge Map
    Due to some weird derp with minecraftforums, the post was duplicated when I created it. The Ex Nihilo Hardcore Challenge Map can be found here: http://www.minecraft...-challenge-map/
    Posted in: Maps
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    That is probably even more expensive than the Nether Star.



    You are forgetting about villager trading. Emeralds are not remotely rare.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mad Science - Machines, items, and mobs to create your own laboratory! Science has no limits… and no bounds…
    What is your eta for UE3 support?
    (unless I missed something and it's already here)
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from 630tiger

    I've been playing a BWG-generated Skyblock with this mod added on the Treeit Technic modpack, and I keep getting weird redstone stuff from the Project: Red mod. Could you tell me why and how to make it stop? My chest is full of draw plates and wire debuggers and various kinds of lights.


    This is due to an id conflict
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Varogh

    I wasn't thinking about the pulverizer, but about equal-value resource generators from other mods. High end TE systems, factorization ore processing, mekanism complete processing chain, IC2 ore washing and thermal centrifuge etc etc, they all require far more effort than a grinder, and all have from 2.5x to 3x ore production


    In the latest updates mechanism can actually do 4x ore production, and the mod author is working on a way of attaining 5x. However, the systems are fairly complex and require multiple multiblock structures.
    Posted in: Minecraft Mods
  • 0

    posted a message on Electrodynamics - [UPDATE]
    There has been a lot of drama recently with the minecraft modding community, will electrodynamics be affected?
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo Companion Map
    Okay, so here's the plan at the moment:

    1.7 release:
    -no more support for bees
    -single biome (extreme hills or plains)
    -Small modpack centered around Ex Nihilo and the feel of vanilla
    Potential Modlist (obviously these are 1.6.4 mods, and 1.7 updates may be a ways away):

    Content Mods:
    Ex Nihilo
    Industrialization*
    OpenBlocks
    Extra Utilities
    Gany’s Surface
    BiblioCraft
    Chisel
    Steve’s Carts
    Red Logic
    Hopper Ducts
    WR-CBE
    IronChests
    Colored Chests
    Backpacks
    JABBA
    Remote IO
    Translocators
    ChickenChunks
    Ender Storage

    Utility Mods:
    Craftable Horse Armour
    TreeCapacitor
    Simple Recycling
    EnchantPlus

    UI Mods:
    NEI
    Opis
    WAILA
    InventoryTweaks

    Core Mods:
    CodeChickenCore
    MobiusCore
    bspkrsCore
    OpenModsLib
    AutoUtils
    ImmibisCore
    SKC Core

    thoughts?
    Posted in: Maps
  • 0

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

    It is a bucket filling device. Use item pipes, not liquid pipes.


    Just because it can withstand a creeper blast does not mean it can withstand the mass of a house at Mach 40.


    If we account for a meteor with a seven meter diameter (about the size of the meteor craft meteors (I think))
    with a density of 3000kg/m^3 and a velocity of about 17km/s and an impact angle of 45 degrees...
    Assuming my math is right said hypothetical meteor would impact with the force of about 19 kilotons of tnt

    Supposedly the Nuclear weapons detonated on Hiroshima and Nagasaki detonated with the respective forces of 16 kilotons of tnt and 21 kilotons of tnt

    I think it probably wouldn't hurt to make nuke-proof blocks from other mods resistant to meteor impacts.
    As for obsidian though...
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from King Korihor

    I'm not saying this is the current behavior of the sieve, but in theory could could automate barrels and sieves with redstone, hoppers, and dispensers. That would imply you already have a large supply of iron to build such contraptions, which would put such automation as an end-game situation and not something you would do early on. If you are using other mods like Industrial craft, it would be up to those mods to recognize this mod and its devices, as Brigadon has suggested.

    As for changing settings in this mod, look in your ".minecraft" folder under "config" and then look for the "crowley skyblock.cfg" file, which can be changed with a standard text editor. The void generation options are listed at the bottom in the file.


    Not sure about anything else, but the barrels can definitely be automated with hoppers
    Posted in: Minecraft Mods
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    posted a message on [1.6.X - FORGE] Industrialization v0.0.4-ALPHA - Forget about your magic boxes, this is as real as it gets
    I would highly recommend allowing the vanilla ores to be processed without other mods installed. Industrialization should at least be able to function in vanilla without being dependant on other mods
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Did I read the change log for build #178 right?

    5x ore processing!

    That sounds really awesome, but at the same time, better be really expensive.
    Posted in: Minecraft Mods
  • 0

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

    You can still add another mod, click edit mod pack and select the mod you want to add


    I don't think you understand... Eyamaz is the a member of the ftb team who maintains many of the packs (including magic world).
    Posted in: Minecraft Mods
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