• 0

    posted a message on [1.6.X/1.7.X] Artifice - The correct term is ~mauve~

    hi. i mess around with this mod and it seems like the sulfur ore isn't spawning in my world. i know i'm pretty late to the party and the mod author seems to have left a long time ago, but maybe somebody has any infos how to fix this? it's a shame the mod is left unfinished, it's quiet cool.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    well, i know that minetweaker (together with the addon modtweaker for more mod support) can do this in 1.7.10.


    crafttweaker is basically the same, isn't it? but i'm not sure how much modsupport they are currently adding.


    for example that's how a formular for adding new fuel to the smeltery looks like (taken from their wiki, 1.7.10 but shouldn't be too different from 1.12?). the first line is just to explain the variables and isn't needed:


    //InputFluid, TemperatureAmount, Time in Ticks
    mods.tconstruct.Smeltery.addFuel (<liquid:iron.molten>, 64, 64);


    it's pretty easy to learn and when you got it, you will have a great tool at your hands.

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.6.8) (Updated 12/03/2018) - Mobs, Monsters, Monster Girls

    hey. also on 1.7.10 here (yes, i know it's outdated and all).


    your mod looks awesome. i really appreciate the work you did on the models.


    i just wanted to ask if there is a chance that the baubles feature will be added to the 1.7.10 version. i would understand it if this is answered with a no, because yeah, 1.7.10 propably really is outdated and a lot of modders won't touch it anymore. but i'm old too, and still alive, ha.

    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods

    alright, thank you again mr. vogel :)

    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods

    hi there. i'm using NEI for 1.7.10 and some recipes are shown two times instead of just once.


    for example if i look at the (immersive engineering) crusher recipe for copper grit, it shows me that i can input an copper ingot into the crusher and it uses 3600RF to output a copper grit.


    next it shows me that i can input copper ore and it uses 6000RF to output two copper grit with a chance for some gold grit.


    so far so good, but if i cycle to the next page of crusher recipes it shows me the first recipe a second time (crushing copper ingots for copper grit)


    does anybody know what the reason behind this is? it doesn't bother me much, but i wouldn't mind to know the reason for this behavior.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    hi there. i've got a question about the 1.7.10 build of tinkers construct. i'm currently working on a little private modpack and among the other mods i want to use is immersive engineering. so during a test i saw via NEI that there is liquid lead, silver and nickel in tinkers construct, but when i tried to melt the ores from immersive engineering in the smeltery it didn't work.


    after a quick research i found out that the liquid metals are there because of a built in compability with thermal expansion and after adding said mod, i was able to smelt the immersive engineering metals and there were even full tool sets for those available.


    the thing is that my modpack should have more of a steampunk/light tech style and i don't want to add thermal expansion because it feels a bit too hightech.


    so i wanted to ask if there is a way to "unlock" the lead, nickel, silver part of tinkers construct without actually adding thermal expansion. i tried out extra-tic, hoping that would do the trick, but sadly it didn't.


    every help or tips are highly appreciated. cheers.

    Posted in: Minecraft Mods
  • 0

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    hi. thanks a lot for the reply. i will try that out as soon as possible :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Botania Retexture

    sorry, but i think the above isn't that true. if you activate the alternate textures in the botania config file, you get the alternate textures for the mystical flowers only. for the rest i downloaded this pack and at first it didn't show up in game too. i fixed it after seeing that the colons in the pack.mcmeta file are partly the false. just change the colons for "botania retexture by futureazoo" to the right type and dump the zipfile in your resourcepack folder like any other. that worked for me :)


    edit: are they actually called colons in english, or is this just a word for your intestine? i'm not even sure...

    Posted in: Mods Discussion
  • 0

    posted a message on Realistic Terrain Generation + Biomes o' Plenty + Climate Control?

    Hi. I'm trying to set up RTG with BoP and Climate Control, but for some reason i can't seem to get the BoP subbiomes into my world. looking in the configs of climate control, i noticed that some of the BoP subbiomes are listed under bopincidences where you can turn them on. however, for some reason, others are not (volcano, oasis, quagmire and more). i also set nobopsubbiomes to false, but still i can't find any volcano or oasis. i'm using the nature's compas mod to scan in a 10000 block radius for them, but with no hits so far.


    has anybody some experience with those three mods together? i would be very happy if i could get some tipps how to configure everything so i can find the missing subbiomes.


    cheers :)

    Posted in: Mods Discussion
  • 0

    posted a message on CyanideX's Project: Retexture

    hi. just wanted to say that i really love the unity textures. they're adorable. is this still being worked on at the moment? are there any updates planned? i would be so happy to see more mods done in this style, like pam's harvestcraft or botania for example. but so many more really.

    Posted in: Mods Discussion
  • 1

    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more

    hi. i've got a problem trying to set up climate control + rtg and bop. it seems like there are some biomes from biomes o' plenty who aren't generated. i found out that some biomes incidences are set to 0 at default in the config file, like mangrove, kelp forest, coral reef for example and rising that number i was able to get them in finally.


    but still there are some missing like volcano, quagmire, oasis, glacier and some others. i'm not sure, has it something to do with them being subbiomes? i set suppress Bop sub-biome generation to false and installed a mod called natures compass who searches for biomes in a 10000 block radius, but still none of them are found.


    i would be thankful for any tipps, because i would really love to have all the biomes.


    edit:

    i checked the bopincidences in the biomesoplentyInCC config file again and it looks like the missing biomes are exactly those who aren't even listed there.


    namely those: brushland, canyon ravine, dry river, glacier, lush river, meadow forest, oasis, quagmire, scrubland, seasonal forest clearing, spruce woods and volcano


    is there a reason why i can't find them in the conifg? and would it help if i add them there manualy?


    edit 2:

    hmm, alright. i think they aren't listed because they are subbiomes. i was wondering why some bop subbiomes are showing up in this list and some aren't and checking the thread again, i found out that you added some as full biomes because some people wanted them. still my problem is that i can't find bop subbiomes in my worlds and i would love to turn them on somehow. i have suppress Bop sub-biome generation on false, but still they aren't there.

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.