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    posted a message on Iguanas Tinker Tweaks
    Quote from Nagapito»
    You can disable what upgrades are eligible for level-ups...

    ...I scanned through the config several times and only just saw the randombonuses section. Whoops.

    That comment was of rather limited helpfulness, though, I must say. I'd already been in the config files to see the options about "usefulness"; spelling out the section to look for would have saved some time.

    Now I just need to hope for the area tools to get their experience fixed...
    Posted in: Minecraft Mods
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    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release

    Try right clicking it to open the GUI. Or even better, try right-clicking it with a bucket.


    Quote from Shurhaian»
    I put apples in

    The GUI is working fine. But it doesn't produce any juice to bucket out and it doesn't remove the apples.

    Tried it, just for thoroughness's sake. Right-clicking with a bucket does nothing but bring up said GUI, and a bucket won't go in the output slot.

    I'm noting, though, that there is nothing in NEI about cider in GrowthCraft or GC Cellar. Seems to be GC Apples that adds the cider.

    This is... a bit counterintuitive to me. I don't need another way to get apples, and it strikes me as strange that I need to have that just to be able to press and brew them. Ah well, so it goes... guess I'll keep an eye out for grapes.
    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks
    Can you please implement some means of excluding upgrades from level-ups / tweaking what's considered a "useful" upgrade? I've had to bin two picks in a row - one of them upgraded to Alumite and mastered - because they acquired Auto-smelt, which, far from being useful, is a complete nerf to my ore processing and only very situationally desirable.
    Posted in: Minecraft Mods
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    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Am I missing something with the Fruit Press? Wiki says to put stuff in and supply the upper block with a redstone signal e.g. by way of a lever on the side rail. I put apples in, flip the lever, the piston animates, but absolutely nothing happens from there. After letting it sit, I even tried cycling the lever to see if that was it. Still nothing.

    They are Minecraft apples, not some modded stand-in. I do have Pam's HarvestCraft allowing me to get them in a different way, but the item I get is still MineCraft's.
    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks
    I'm unable to repair bows - when I try putting a stick in the tool station with my (Wood + String) shortbow, the game immediately crashes:

    Crash report on Pastebin

    Sometimes crashes on "Updating screen events" have been sporadic for me, but this report is for the second such crash in immediate succession.

    I am using ITT 1.7.10-2.0.6 and TCon 1.7.10-1.7.1, both downloaded within the last few days, both, as far as I can tell from looking at their threads just now, the most recent versions.

    Edit to add: Can repair and upgrade other tools in the tool station just fine. Was able to repair the bow with quick-repair, at which point I could upgrade it with no trouble.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    I'm a bit confused - was there ever a resolution to making steam in the high oven? (Playing Agrarian Skies currently, so, the 1.6.4 release 0.0.4.2.) I still have the problem reported by others back in April where I can't pump water out without going into the interface and rearranging it; as soon as all the steam is gone but water remains in the internal tank, steam goes on top and is therefore not the fluid being drawn. If I blacklist the water, then at that point, nothing much gets taken out at all.
    Posted in: WIP Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Good thought! I did a bit of rearranging (after using an MFR Grinder to clear the space because oh god that spawner works a little too well sometimes), laid down conveyor belts pushing in toward the altar, and now I'm getting mobs with two hearts. Those seem to work fine with the Dagger of Sacrifice. Thanks!
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Fair response, but no, the activator is only in there because after discovering it wouldn't work (it just punches them, basically), I haven't had a chance to remove it. I'm using the dagger by hand.

    And I've confirmed that beefier mobs like Endermen do indeed work fine (though my altar drained away because I'd replaced it so it needed to rebuild its buffer, it did briefly have blood in it).

    Edit to add: It's not just that things are getting killed by the initial blow so the sacrifice doesn't have time to kick in. Although the +1 attack damage from the dagger is enough to one-shot creepers and skeletons that have been reduced to 1 heart by the fall, zombies have enough inherent armor that they need two hits, and the first hit should sacrifice them - but doesn't.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    You pretty much need to have them right on top of the altar to get the blood, so you need to lower it by 1. This is a well known thing, so I'm not exactly sure how it's gone unnoticed. Also, the other restriction is that child mobs don't work with the altar, in case this was also unknown (I tend to have to answer this at least once a page lately).

    Odd that it works some of the time, then. It seems to be just the one-heart mobs that aren't working (including the babies on that, yes I was aware of them).

    I'll try moving that half-block down, though it creates a somewhat uncomfortable gap.

    ...

    Correction: The mobs are standing within the block IMMEDIATELY above the blood altar; they're standing on a half-block slab. It's difficult at best to get them any lower than that. And, just to reiterate, it DOES work some of the time - but ONLY, as far as I can tell, on mobs with more than a heart of health.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Using Blood Magic 1.0.1g (in the latest version of Agrarian Skies under MC 1.6.4), are there unmentioned restrictions on what the Dagger of Sacrifice will work on? I have a mob farm spilling into a deep trench, with my altar at the bottom of that trench, separated from the mobs by a single Forge Multipart glass slab (so that I can see what's going on in the altar). Total distance from the altar to the mobs I'm trying to kill is y +2, directly above it.

    Most of the time, though, the sacrifice doesn't kick in. It only seems to affect mobs that have more than usual health (Angry Zombies and Endermen). Regular zombies, skeletons, and creepers take two hits to kill (the fall leaves them with one heart) and don't add blood to the altar.

    Edit: If it's something on AgSkies end, say so and I'll take it up with them, but I'm not sure where it's happening so yeah.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from RedDrain

    Hello! I need some Help

    In my Survival, I can't get the Demon Crystal by killing the Demon with my Bound Sword

    Can some1 help?

    Despite the name, it's not the "demons" per se that you get the demon blood shards from - it's elementals. It's not guaranteed to drop, so just keep at it. Looting on your sword may help.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Quote from MC_Winner

    Er it's in the OP. Look at Items/Blocks.

    ...Derp. I looked through the first few post like three times trying to find that section. @.@ Thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Okay, I get that the original post was getting really cluttered with all the different ritual details... but...

    Information on how to actually use the Ballad of Alchemy has been completely removed. OP refers to the FTB wiki, but said wiki doesn't have any information on the Ballad of Alchemy (and other, newer features, presumably).

    Could someone who actually comprehends them please put such information somewhere accessible? Googling around just pointed back (by way of e.g. Reddit) to this post which allegedly had all the information, but this is no longer the case.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from Sertas

    I can't get grinding to go on any darcraft tool. I have an upgrade tome that is tier 2 and has 340 force points and states it's ready to upgrade. the liquid force tank is full and it has full power. I place the flint in the top slot and place the tool in the middle. I get an error that states "This action is not permitted" I'm using the latest version of Dartcraft and the latest version of the Resonate Rise mod pack. This pack doesn't have IC2 but I'm hoping that is not a deterrent as I do have Thermal Expansion installed.

    any help would be appreciated.



    Be very sure that you're not trying to put it on an already-infused tool. You can ONLY infuse a tool with upgrades ONCE. After that, the only thing you can do is put it in without ANY upgrade materials, to fill it with liquid force (and in so doing repair it if it's damaged). When I had that error message come up, that's what was happening.

    To use the upgrades you progress to, you will need to make new tools. Use up the other ones and you'll get a force shard, which you can toss into the infuser for a bucket of force AND some force points.
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    Quote from themiker384

    How do the enchants work when you stack them on different pieces of armor. Like I can put 5 speed enchants on 1 piece of armor. Should I be spreading out the enchant across all the armors up to 5? Or do I need 5 speed enchants on EACH piece of armor to get full enchant?

    Edit: Even though it allows me to put in multiple sturdy enchants on 1 piece of armor, it only adds 1. This a bug?
    I don't think any enchants actually stack meaningfully on any SINGLE piece of armor. Aphenon may be right and I could be mistaken, but I don't remember any of them actually stacking on single pieces of armor. They do on other things, which is why the force infuser will accept several of them (more Speed makes for a faster tool, I think more diamond dust makes for more Unbreaking, etc), but armor doesn't behave the same way - just use ONE of each upgrade you want to apply on the piece, and instead put the upgrades on multiple pieces.
    Posted in: Minecraft Mods
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