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    posted a message on Ex Nihilo (the Skyblock companion mod)
    So after a bit of time away, I am back and ready to work on the map again. I've left an incredibly rambly post here (http://www.minecraftforum.net/topic/2070738-ex-nihilo-companion-map/page__st__40) where I discuss my thoughts about the future of the map, and I am very much open to any suggestions.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo Companion Map
    …And I’m Back!
    I’ll admit I’ve kind of ignored this map for about a month now due to various reasons, and I think I’m ready to start working on it again. The main reason I went on hiatus (other than my computer going seriously Fubar and me having to spend 2 weeks replacing almost every component before having to just replace the whole thing) is that Ex Nihilo added bee support, and I couldn’t figure out a way of giving players access to all the necessary biomes while still being true to the original simplistic philosophy of the map. I still don’t have an answer, and I am seriously considering just dropping bee support in the name of simplicity. Mariculture is a great mod that adds many features similar to bee breeding except without any needed worldgen (other than a couple of ores that could easily be added to the sieve). Making the map a single biome world seems like the best option to me at the moment, and with 1.7 mods around the corner (finally) the best choice seems to be Extreme Hills. Extreme hills (as of 1.7) rains (necessary for progression in ex nihilo) and then snows above a certain level, and it spawns most vanilla animals (except horses, wolves, and ocelots). Anyway, it’s an interesting dilemma, and if anyone has any brilliant ideas they would be much appreciated (although it should be kept in mind that I will put minimalism above all else). Most likely I will not update the map until Ex Nihilo updates for 1.7.

    Quote from King Korihor

    I am just besides myself on this map. Seriously, it rocks!

    I have just played on here for several hours today, and as a veteran SkyBlock user this is by far the hardest Minecraft experience I've ever had to face. I'm playing it with Ex Nihlo, but it is definitely tricky.

    The largest problem I've faced so far is that somehow my spawn location changed to somewhere out in the middle of nowhere. I used MCEdit to try and put it back on the main island, but what I think happened is that I built a structure at the spawn location... so it randomly threw me somewhere else. I think that also broke some other stuff as normal chunks started to be generated. I'm going to start all over again anyway as my plan is for a Let's Play video series on this map.... I was just doing a quick run through to get myself established for the first couple of nights.

    A pity too, as I had just built a very sizable melon and potato farm (a couple of seeds I got from sifting some dirt).

    Anyway, high kudos from me, and too bad I haven't noticed this map earlier. It is definitely giving me some interesting ideas about minimalistic maps.


    Glad to hear you're liking it!
    As for the regular chunks generating, you might want to check that you have the void generation enabled in the ex nihilo configs.
    Posted in: Maps
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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
    This mod is really great! I just installed it in my world (crossing my fingers for no corruption) and built a fully automated processing setup using just vanilla redstone, pistons, and the hopper ducts mod. And it was so much cooler looking (and more fun to build) than just a pulverizer and a redstone furnace.
    Can't wait to see where you take this, it has amazing potential!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Is the inability of the bedrock armour and tools to retain enchantments added with an anvil for more than a few seconds an intended feature, or a bug?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    That provides no help if pack authors decide to enable it by default.


    I suppose that's fair enough, it doesn't make sense to make a potentially negative change just for the benefit of one person/group, and I can come up with an alternate solution,

    On another note, thanks for adding the Waila integration, that'll be really helpful! Will Waila also be able to show how much power a shaft is carrying, or will the angular transducer still be needed for that?
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Would you consider adding compatibility with RotaryCraft?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    The main reason I want this is because I am trying to put together a mod pack for a private server, and we have agreed as a group that we do not want to have thermal expansion, buildcraft, or railcraft (the only mods rotary craft seems to be able to convert power with). The issue is that rotarycraft and reactorcraft are pretty much the only mods we're using that include options for high level power generation (because they're the most difficult and most fun), but we still want access to things like galacticraft, applied energistics, enhanced portals, and mekanism(the power generation options are great early game, but can't compare to a gas turbine or a nuclear reactor).

    If you really don't want to, I'm sure we can find an alternative for power conversion (most likely initially including thermal expansion and spawning in the conversion blocks and then removing it), but it would be much easier to have a config option.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    They need TE items for crafting...


    Right... forgot about that part.

    So I tested it, and the rotational dynamos work perfectly fine with no thermal expansion (I created them with TE installed, them removed TE)
    I was able to power an ae network from an industrial coil using a rotational dynamo and extra utilities energy transfer nodes.

    Would it be possible to add a config option to turn on recipes for the rotational dynamo and the magnetostatic engine using only vanilla/rotarycraft items without TE installed?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    They are in fact for UE, and Mekanism appears to be ditching UE.


    Yeah, it kind of has...

    Okay, so that leaves me with a few more questions:
    If they are dependant on UE, why do they say "mod dependancies: mekanism"?
    Would it be possible to add a config option to make the thermal expansion conversion blocks available without thermal expansion installed? I know you said that wouldn't be possible with the build craft conversion blocks, but I don't believe the RF power system is dependant on TE being installed (correct me if I'm wrong).
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Is there an issue at the moment with the two mekanism energy conversion blocks?

    It would seem as though even with mekanism installed both the electric motor and the electric engine don't show up in the handbook or in nei.

    I am using RotaryCraft v13

    I have tried both the latest official/stable build of mekanism (5.7.0.11) and the latest dev version (6.0.0.107)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Would it be possible to implement a way to avoid having the bedrock jetpack explode when coming in contact with lava?
    It starts to get really expensive when you have to re-craft a bedrock chest plate every time.

    (I'm assuming this is an intended feature, but for all I know it could be a bug on my end)

    Edit: I just triple-checked the config to be sure there wasn't an option, and I found one, so never mind.

    Out of curiosity, what does the I:"Difficulty Control"=2 line in the config do?
    Posted in: Minecraft Mods
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    posted a message on Electrodynamics - [UPDATE]
    Quote from Royalixor

    Wow, I've done a lot of updates these past couple of weeks! here's another for you!
    • Fourm thread updated with new "theme", EDX got a makeover!
    • Asyncronous leaves the EDX development team.
    • Thlayli joined the EDX development team.
    • dmillerw rejoins the EDX development team, taking the role of developer.
    • Pixlepix joins the EDX development team
    • Issue tracker is back online (issues.royalixor.com)
    • Bleeding edge builds will be available at: ci.royalixor.com
    • Repository/source code moved to BitBucket
    • The EDX site is currently offline for updates.
    A quick note about the repository. The EDX development team have moved to an 'agile' workflow. This means that the 'main' branch is always clean. No WIP code will be found there, instead all current WIP code can be found under the 'integration' branch. Upon a successful build with our CI the two branches will be merged and the process will be started over.



    Sounds Awesome!!

    I'd be happy to help with a french localization if help is needed.
    (I did make a complete translation on EDX's transifex page a while ago, though I'm not sure if that site is still being used)
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    The ExtraUtils clocks are useless for the AC engine and magnetizer. You need a 2-clock to work at full efficiency. There are three designs of such a clock; the 2-repeater clock is the quietest, but you can use a rapid pulsar or a piston clock.


    I get Maximum power from an ac engine with two project red timers set to the lowest setting
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Brigadon

    second question, is there a way to turn torque back into speed? you mention that acceleration gears can do this, but I cannot seem to find an acceleration gearbox... is there something I am missing?


    using a CVT, you can turn torque into speed, and vice versa.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from jokermatt999

    I believe the ethanol jetpack can be fueled in the filling station.


    Thanks!
    Posted in: Minecraft Mods
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