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  • Silfryi
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  • Member for 3 years
    Last active Sun, Jul, 5 2020 21:55:52
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  • View Silfryi's Profile

    1

    Dec 23, 2019
    Silfryi posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    You need to use ethanol crystals, yes. There is no other way to get liquid ethanol. Beware you also need pink dye and coal dust, not coal.

    Posted in: Minecraft Mods
  • View Silfryi's Profile

    1

    Dec 3, 2019
    Silfryi posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    You can use RV3 with ChromatiCraft. Just disable "export item names" in the config.

    Posted in: Minecraft Mods
  • View Silfryi's Profile

    1

    Oct 21, 2019
    Silfryi posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    There's a button for that. Turn the "Drops Off" button to "Drops On". That button controls whether the boring machine drops items or not.

    Posted in: Minecraft Mods
  • View Silfryi's Profile

    1

    Apr 11, 2019
    Silfryi posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    You only need 2MW for a grinder at full speed, and four hydrokinetics will produce that. At ~100+mB/t, so ~2+B/sec, it works well and produces spare lubricant. And hydrokinetic is really powerful when done right. Plus they need spring steel, so they are not that early anymore.

    Posted in: Minecraft Mods
  • View Silfryi's Profile

    1

    Apr 3, 2019
    Silfryi posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    You also need many, many plant products. With a skyblock, how are you going to acquire those?

    Posted in: Minecraft Mods
  • View Silfryi's Profile

    1

    Nov 30, 2018
    Silfryi posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    There is/was never a way to gate CrC progress behind other mods in a default setting but Reika’s pack dragon realm did it somehow. The TC fragments are unlocked when both the TC and CrC research requirements are fufilled if that config is on.

    Posted in: Minecraft Mods
  • View Silfryi's Profile

    1

    Jun 28, 2018
    Silfryi posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    The fix for your crash is on the page before, but here it is: disable "Export Item Names" in the AE config.

    Posted in: Minecraft Mods
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  • View Reika's Profile

    1

    Apr 27, 2018
    Reika posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from NanoHeart»

    Would making a similar lighter version of your mechanics for one or 2 machines in my mod count as a substantial part of the mod? ( Not that I am going to do this. Im still toying with the idea) I do plan on, making a few machines that are similar to your grinder, extractor, and fermenter, as I-I kinda miss them in 1.12 lol


    One or two machines? No, there is nothing wrong with that, provided it is not simple copy-paste.


    Also, CC has two new abilities for v20:


    https://i.imgur.com/yOxCM5H.mp4

    Posted in: Minecraft Mods
  • View Canis_Artorus's Profile

    1

    Mar 31, 2018
    Canis_Artorus posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Sorry to interrupt the vernal festivities Master Reika,

    but Gregorious hexii Artorus will be ready for beta launch to the public by week's end. So, to re-word my request for permission made on March 11th (and response to your concerns later that same day) in semi-legalese...


    1. Users of the pack do not have permission to reupload and redistribute the pack.
    2. Under no circumstances may I or the users of the pack extract your mods from the pack and rehost them.
    3. The pack must comply with the rules regarding third-party modification discussed below.
    4. The pack is strictly non-commercial.
    5. I neither claim any credit for your work, nor imply a contributory relationship to the authoring of the packaged mods.
    6. Only the official release versions of the mods as hosted on your official download locations, like Curse or your own site, will be used.

    The pack does not use external mods to significantly change the way your mods work, such that a guide for the default setup would be misleading or useless for the pack (or vice versa), nor that the mods' techtrees, if applicable, are radically altered, nor are features missing.

    In order to achieve pack coherence, and in good faith with the above condition, CraftTweaker has been used to:

    * add a replacement screwdriver shaped recipe requiring HSLA-steel, since you deleted the standard one to avoid a HarvestCraft conflict.

    * Change the Floodlamp recipe to include Lumium like all the other anti-mob lanterns in this pack.

    * add an alternate rad suit material recipe from rubber, lead sheet, and leather.

    * Several intermediate recipes given additional variations using GT parts

    -- the previously proposed Impellor change has been cancelled

    -- Mount: use Tin or TinAlloy ring (0.25 or 1 ingot) for the upper ingots, and TinAlloy, Iron, or Steel ingots for lower corners. A HSLA base plate remains. [2 TinAlloy = 1 Iron + 1 Tin, derived from Railcraft's "tin plate"]
    -- ball bearing: 3 from 4 Rounds = polished nuggets of HSLA.
    -- shaft bearing: two curved plates, a ring, and four ball bearings all in HSLA = 2.842 to 5.592 vs 3 ingots worth
    -- mirror part: optionally replace the 3 silver plates with 3 silver foil (0.25 or 1 ingot each);
    option the glass blocks with cast glass panels (equal material) to allow aluminum foil backing.


    -- 1mT magnet from 4 magnetized iron or 3 magnetized steel (gregT's ore dict = ferromagnetic ingots), vs two magnetite gems
    -- 256mT magnet from 3 magnetized neodymium [takes 9x as long at 4x power tier], vs 16 1mT magnets
    [I was considering full Tesla, but Nd is only slightly rarer than nickel with the ore-processing chain expected at that power tier].

    (Noting that the fusion reactor parts are made from 4T or higher magnets.)

    The provided configs are used for:

    making oregen more lumpy and de-duplicated where possible,

    allowing machines to be assembled in standard crafting tables,

    and providing Extractor uses for the many new ores (if not accurate ones).

    Posted in: Minecraft Mods
  • View Farinhir's Profile

    1

    Dec 8, 2013
    Farinhir posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Ngar

    I thought I did, but I didn´t - sorry!

    Now I have to detect, were I could solve receipt problems - I think Rotarycraft and GregTec is the problem...
    It´s not just plug and play ;-)


    They never are. It takes some work to get IDs to sync well. And I doubt it is Gregtech and RotaryCraft in the same pack that are the issues. I have seen them together before and they play fine together.
    Posted in: Minecraft Mods
  • View Reika's Profile

    1

    Sep 6, 2013
    Reika posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Master0r0

    Nice sounds good :)
    Am thinking about backing up my server world and adding it tonight, after ive done a bit more testing so it doesnt just like blow up my entire world

    I have yet to see that. ;)

    Also, I scrapped the idea of tiers for technical reasons concerning my item and machine registries, but I will still have a discrete settings system.
    Posted in: Minecraft Mods
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