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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I've checked, the only difference is that the pack is for 1.13 and I'm playing on 1.13.2, I tested it on 1.13.1 and newer preview versions of Optifine and it still does it.

    Posted in: Minecraft Mods
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    posted a message on Help with EU2 drums?

    Ahh! That's what it was!
    I didn't know servos had UI to them!

    Thank you two so much! ^^

    Posted in: Mods Discussion
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Any reason why any resource pack with Optifine compatibility acts like this?


    :D

    Posted in: Minecraft Mods
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    posted a message on Help with EU2 drums?

    I tried using servos, unless there's more to it than just attaching it to the pipe then I don't think it worked.
    The pipes are hardened as well... I think? They transported the lava into them earlier when I pumped it out of the lava lakes.

    Posted in: Mods Discussion
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    posted a message on Help with EU2 drums?

    I completely forgot screenshots, I'm sorry! lol
    I updated the main post with a screenshot and also stated that it's 1.12.2!

    I just want absurdly large quantities of lava into the Igneous Extruder though for the obsidian, so suggestions don't need to include the ExU2 drums.

    Posted in: Mods Discussion
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    posted a message on Help with EU2 drums?

    [EDIT]: Solved!


    So, I'm trying to make a butt ton of obsidian because I think it looks cool, but I can't seem to get my Extra Utilities 2 drums to drain into the Igneous Extruder (Thermal foundation) to make the obsidian.

    I've connected them up via pipes on the correct sides and everything but they won't drain.
    I've tried draining them into other containers from other mods and stuff, but none of that works.

    Any suggestions?


    [Edit]: Here's some screenshots!
    Also, sorry for not mentioning this, but I'm running 1.12.2.


    lol

    Posted in: Mods Discussion
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    posted a message on Wolfhound Seasons

    Seasons has always been realistic with its changes so if some textures, like stripped wood are just the same that's perfectly fine.
    Also, you're having waaaay too much fun with the phantoms. lol
    I love it. X3

    Posted in: Resource Packs
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    posted a message on Wolfhound Pack - Build your own custom version!

    I was about to suggest making one kinda like Chester from Don't starve but then I saw your Dungeon ender chest. lol
    The creativity in these packs is one of the things I love about them.

    Posted in: Resource Packs
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    posted a message on Wolfhound Pack - Build your own custom version!

    Didn't 1.13 just come out...?
    We're already on 1.14 snapshots!

    So, I'm sure you've seen, but we've got a lot of new blocks, thankfully most are slab, stairs and wall variants so that's less texturing needed to be done!
    However I put together of the new blocks/items that need textures so far, more are probably coming though.


    3 new flowers, a blue one, a yellow one and a black one.
    You usually like to do your own thing with flower colors though so just have fun with them I suppose. lol
    However the black flower withers you went you touch it, so it's dangerous, let your imagination wonder there. lol

    4 new dye colors being white, black, brown and blue.
    Lapis, Ink sacks, bone meal and cocoa no longer dye but can be crafted into dye simply.
    Seeing as your existing textures make those all look like dye then I assume you'll be texturing the lapis/ink sacks and stuff instead of the "New dyes". lol

    Pillagers, a new Illager like mob.

    Illager beast, a huge bull like thing with a villager nose.

    Pandas.

    Bamboo, it has 3( think) different textures.
    As a shoot, as a stem and the little leafy step up top.

    7 more textures for cats.

    A "Suspicious stew" which isn't in the creative inventory for some odd reason.
    But can be crafted/found in chests/given via commands ect.

    A crossbow!
    Has it's regular state texture, 3 stages of being pulled back, and loaded with an arrow or a firework, so textures in all I think.



    And now for the new blocks... there's a lot.





    Loom, has 4 textures, top, front, sides and bottom.

    Lectern, it's a 3D model so dunno how to find out how many textures it has.

    Barrel, 3 textures, Sides, top and bottom.

    Smoker, kinda like a furnace, has a front texture(Unlit) sides, top and bottom and a front texture(lit) that's animated.

    Blast furnace has pretty much the same amount of textures as the smoker. If you ever go into creative mode to test blocks like these make sure to use /give @p debug stick so you can see the different block states, because as of now they don't function.


    A bell, it's not lick a church bell though, I'm kinda disappointed. lol Like the lectern it uses a custom model.

    A stone cutter, I think it too is a custom model, it's like a giant buzzsaw so it'll be amazing for lumber mills as decoration too.

    Fletching table, has two side textures, top texture and a bottom texture.

    Cartography table, same as Fletching table.

    Smithing table, again, same deal with top and bottom texture with two side textures.

    And lastly a grind stone!
    It's a 3D model as well.




    Now we know berry bushes are coming, so that means berries and bushes, they said fruit trees as well so dunno how that'll work, we know foxes are coming as well as camp fires.

    Those aren't here yet, but I hope they will be soon, I want to play with foxes.

    As usual, no obligation to do all this! But just wanted to keep you updated on what textures are out there now and stuff.
    We love your work. :3 <3

    Posted in: Resource Packs
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    posted a message on Dramatic Skys (REVIVED) | A Real HD Sky | 1.14.x
    Quote from Hewk»

    Just a heads up for anyone having problems getting the clouds/sky to show. For me, the mod Astral Sorcery was causing the issue, but it's fixable. Open the config file, astralsorcery.cfg, and find the following section:

    # IF a dimensionId is listed in 'skySupportedDimensions' you can add it here to keep its sky render, but AS will try to render only constellations on top of its existing sky render. [default: ]
        S:weakSkyRenders <
         >


    Add a 0 like so:

    # IF a dimensionId is listed in 'skySupportedDimensions' you can add it here to keep its sky render, but AS will try to render only constellations on top of its existing sky render. [default: ]
     S:weakSkyRenders <
     0
     >

    How will this effect the mod itself?
    I want pretty skies but I also don't want the mod to be played all weird or something.

    Posted in: Resource Packs
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Robijnvogel»

    AE Cables etc. can not "accept" energy. You will need to craft an Energy Acceptor. :)



    Quote from AnrDaemon»

    @Sweet_Brew, as has been said, only selected few items accept foreign energy directly.
    Charger, ME chest - being between them.


    Ahhh! That's what I was doing wrong!
    Guess it was an issue I should have asked at the AE2 area though, thank you so much! <3

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Hey, so I'm using the Vis Generator to generate some FE/RF to try to power my ME network, I can power the ME chest without a problem, but the generator just won't connect up to the ME drive or the cables.

    Storage is really becoming an issue here and I was hoping this'd be an easy way for me to not need to make some demented farm to power the whole network constantly, any suggestions as to what I'm doing wrong with the Vis Generator?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Ahh, this makes sense.
    Thanks!
    I'm going to go try it out myself now.

    Also, seems we also located what the exact problem is, that'll be easier for Azanor.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Lotek_»

    Oh wise and studied denizens of the Thaumcraft thread, I have a problem that I hope can either be resolved, or confirmed as a known bug.


    I got one use out of the focci manipulator...gizmo. Produced a glorious focci. Sadly, since then it doesn't seem to want to work. I've confirmed I have the required reagents, I've moved it around from chunk to chunk to test different ambient vis conditions, the "craft" button lights up and everything. But upon clicking it, nothing happens.




    I'm running the latest update. Any thoughts?



    I was coming here to say the same thing.
    It's happening with me too!

    (Running latest update as well)

    Posted in: Minecraft Mods
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    posted a message on Tough As Nails - Difficulty through realism. Seasons, thirst, body temperature, and more!

    I've been playing on this one world for a while and I've yet to see any seasons change... was this feature removed oooorrrrr...?

    Posted in: Minecraft Mods
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