Starting July 30th, you will no longer be able to log in to a Curse account that was not merged with a Twitch account. If you have not yet merged your Curse account with a Twitch account, please do so here! Otherwise, your account and its content will be inaccessible.
Dismiss
  • 0

    posted a message on Super Massive Tech - Harness the power of the stars!
    This mod looks awesome. I'll download it when I get home.
    Posted in: WIP Mods
  • 0

    posted a message on Practicalities [0.6.2]
    Built my first wither farm with this mod last night. This is the best machine ever.
    Posted in: WIP Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Public Beta 33.8
    The wiki claims that large mallorn trees can be created with a 5x5 square of mallorn saplings planted on quendite grass. However, I can't plant saplings of any kind on quendite grass. In fact, when I planted mallorn saplings on regular grass and then used an exchanger (from EnderTech) to insert quendite grass beneath them, they popped off. They just do not want to be planted on quendite grass.

    I'm trying to plant mellyrn around my base in the overworld. Does this have to be done in Lothlorien? Is there a minimum Lothlorien alignment required (beyond the +1 for quendite grass)? Or is it a bug?

    EDIT: And the issue is solved, apparently I was just being a complete derp, and still running version 18, when for large mallorn trees I need version 21. I've updated now.
    Posted in: Minecraft Mods
  • 1

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Forestry, BoP, and Natura all have trees that have the same or similar name as each other but none of these conflict per se and can cheerfully coexist in the same world. I have all three, have their respective BiblioWoods addons, and have no problems at all.
    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    I might could possibly do that. Perhaps a link to the mod? I searched for it but found an outdated LotR mod, so I am not sure exactly what mod you are referring to.

    Nuchaz, I'm a bit of a derp and never did see your response to my post (from, like, a year ago, I'm sorry) asking for Bibliocraft support for the woods from the LOTR mod. Here's a link:

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287390-the-lord-of-the-rings-mod-bringing-middle-earth-to
    Posted in: Minecraft Mods
  • 0

    posted a message on Stained Ender Tables
    Does it work by linking to the coordinates of the other table, or does it track the table itself? If I port from Table A to Table B, then remotely move Table B with a frameship (or even a piston -- in any case, assume Table B remains chunkloaded), will Table B know where Table A is now or will it simply send me to where Table A was originally placed?
    Posted in: Minecraft Mods
  • 1

    posted a message on Practicalities [0.6.2]

    Quote from jotato ยป

    License

    I never understood why the community needs "permission" to use a mod in a pack. If I didn't want you to use it I would not have made it. Have fun!


    You. I like you.
    Posted in: WIP Mods
  • 0

    posted a message on sci4me's mods (Torcherino)
    This seems an excellent counter to certain mods that go out of their way to prevent automation or acceleration (magic crops, I'm looking at you in the latter case).

    Excellent work, sci4me, I've already installed this. What's the radius on the accelerated ticks, and by how much?
    Posted in: Minecraft Mods
  • 0

    posted a message on HexWool - Finally, color-accurate pixel art!
    Awesome mod, this should be in vanilla IMO. I'm going to second the request for hardened clay and stained glass... would also be cool if you could make dyes with it, since you can color eight wool blocks in the crafting table with one dye.
    Posted in: WIP Mods
  • 0

    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Suggestion: Forestry integration in the sense of being able to drop spare seeds in the squeezer for seed oil.
    Posted in: Minecraft Mods
  • 0

    posted a message on kris91268's Light bridges and doors Version 2.0 [MC 1.7.10]. Create bridges and doors of light!
    Quote from kris91268
    To conclude, I am working on repairing these bugs in the next update for 1.7.2, however I probably won't be releasing another backport for my mod because it is unnecessary (you should be playing on 1.7.2 by now, mods have had enough time to update). I'm quite surprised how many people are using the backport anyway because it has been a while since 1.7.2 was released and mods should've updated by now. But to reassure everyone, I am working on these bugs as much as I can, but I won't expect another release for some time depending on how long it takes and how much time I have avaliable.

    Does all of this answer everyone's questions/problems?


    That's really quite disappointing, but if you don't have time, you don't have time. I play with a lot of mods and I'd rather wait until they've updated, so I suppose I'll have to do without for now. Thanks for the answer though.
    Posted in: Minecraft Mods
  • 0

    posted a message on kris91268's Light bridges and doors Version 2.0 [MC 1.7.10]. Create bridges and doors of light!
    I'm glad to see I'm not the only one who had the problem of nothing dropping in 1.6.4 using the backport. I have about 200 mods in my pack right now and I was worried Light Bridges wasn't playing nice with one of them, and I was dreading tracking down the problem. But the above report that this happens in a fresh otherwise-vanilla install as well pretty much narrows down the issue to this mod. Naturally this basically cripples the entire pack so I had to disable the mod for now; I was pretty stoked to use light bridges in my builds, so it's very disappointing.

    With respect to the suggestion of power use, perhaps you could have a block that could be buried in a wall or under a floor that cables would run into, and it'd transmit power wirelessly to all doors/bridges/barriers/rails within a certain radius (ideally configurable). This would allow you to maintain the aesthetic integrity of the mod while still implementing power use. In terms of a power system to use I would highly recommend Thermal Expansion's RF (redstone flux), it is currently the most widely used system and fast becoming a de facto standard.
    Posted in: Minecraft Mods
  • 0

    posted a message on Carpenter's Blocks
    - Carpenters Hammer and Carpenters Chisel have 200 uses each, and are repairable.

    This... is this really necessary? Honestly?

    I could see it making sense if you actually crafted anything with either tool (like a saw for a microblocks mod) but instead they're primarily for adjusting things (like a wrench).

    I can't imagine, say, the OmniWrench taking damage. Depending on what constitutes a 'use' (you can easily whack a single block ten or more times getting the right shape), on builds of any size with multiple angled faces you'll go through many, many hammers. I don't want to have to stop every thirty seconds to go back to the crafting table to repair my hammer. This just adds irritation and drudgery to what is primarily an aesthetic mod. That's not fun.

    Can you revert this change, or at least make it configurable? Thanks in advance.
    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers Construct
    Suggestions: put silver oreberries back in? Also, maybe have tool support for mithril from the LOTR Mod?
    Posted in: Minecraft Mods
  • 0

    posted a message on The Lord of the Rings Mod: Bringing Middle-earth to Minecraft - Public Beta 33.8
    Quote from Robocreator223

    It would be cool if you could rig it so after you went thru, it would turn off! Cool!

    This could be done with ComputerCraft, I think, or with RedLogic. I'm fairly sure both mods provide means to have it turn off after a set time.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.