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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Pahimar

    Just to clarify before it gets spun too much.

    Lex banned me from #minecraftforge, not all things Forge.

    I still consider him a friend, and don't want him getting hatemail/etc. He still has yet to speak to me however.

    Last night left me questioning why I do this all, but I committed to finishing EE3 and I will do so. If you watch GitHub you will still find me active there.

    This is probably going to be an unpopular opinion but damn dude modding is a hobby, if you are feeling you have lost your enjoyment of modding, stop forcing yourself to continue when you are not enjoying the creative process. It can only lead to burnout for you and a mod that is a hurried incomplete bug ridden mess for us, not knocking your skills as a dev, just stating that if something you do in your spare time feels like a chore you won't feel as driven to put in the 30 hours to find that last damn bug.

    Put development of the mod on hiatus and ask someone (or do it yourself, whichever) to maintain version compatibility (mostly so you can easily pick up development again if you desire to, without having to update first) but don't force yourself to work on something that should be an enjoyable passtime. Like I said probably an unpopular opinion but screw it you feeling driven by a commitment in a hobby is not something any rational (or even irrational) fan of your mod (or rather the potential of this mod) should consider even slightly within the realms of reason.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Quote from CapitaineGloumi

    Must be DiamondChest with 3 to 16 totally random junk, like Solar panel, Mass fab' and cobble :)

    Nope has to be a double wooden chest............
    Posted in: WIP Mods
  • 1

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from GraniteDevil

    Yep, I used that and found that the coords should be -599, 99 (this frustrates me because I've gone out 5000 blocks in every direction before finding out about NBTE) but that spot (and everywhere near it) is just empty forest.

    Oh well. Screw it. I'll just spawn in the damned podium. I loathe cheating (loathe it) but I just can't take it anymore. Too bad I can't spawn the fight that's allegedly involved - I was really looking forward to that.

    You can spawn the Tower Guardian in creative mode from a spawn egg, so if you want to feel less cheaty spawn him in, go away and come back to fight him.
    Posted in: Minecraft Mods
  • 0

    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from technojunkie

    I just discovered the power suit as part of the FTB modpack. I just wanted to thank you for the good work. I'm loving what you've done and can't wait to see some of the other items on you to-do list.

    One thing I wanted to mention, not as a problem, but as a heads up... I found out tonight that the vorpal enchantment provided by redpower 2 is super-effective against the power suit. I was shooting little plasma balls at my wife and slightly annoyed her, she hit me ONCE with her vorpal enchanted diamond sword and I was on the ground dead with my head in my hotbar. The armor was fully charged, and the shield emitters had been maxed out on damage absorption. Still a one shot kill.

    I'm not sure if you'd care to address this or leave it as an achilles' heel so to speak. But as a warning to everybody else who loves these suits.... watch out for vorpal swords!

    hehe don't annoy your wife? you're lucky she JUST took your head lol

    The Vorpal enchant does an absolutely insane amount of damage on a proc and since the powersuit doesn't allow quantum style invulnerability....... actually if you are in any armor that doesn't allow quantum style invulnerability you will still be killed.
    Posted in: WIP Mods
  • 0

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from GraniteDevil

    Okay, I need help finding the archmage tower. I've spent my entire day (from 9:30 AM to 10:02 PM) looking for this infernal tower and I can't find it anywhere in my world. There has got to be a more reliable way to find it (and charming wisps? doesn't work for me - they all lead me North and then disappear).

    Please. For my sanity. Somebody spoil this for me. Please. It's not even fun even more :(

    Luck, you doesn't has it. I vaguely recall discussion of some oddities with Archmage tower spawning in the last few pages, they may have been fixed in some of the more recent releases but I'm not certain Mithion would have to say for sure.

    (sidenote: Luck I has it, my most recent world has the Archmage tower about 600 blocks from spawn............)
    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    I'm getting a minor but fairly annoying bug, if I become slowed by a support creeper and don't kill it, the slow effect is persistent and will not be removed when the duration runs out, I have to reload to remove the effect. Only just noticed the bug due to starting a new world and having to run away from support creepers and friends :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Trail Mix [v1] The Craziest mod* just got crazier! Now with launchers!
    Quote from Flyffe_Myrddin

    Please, for the love of all that is good and decent in this world, Post the download links on the forum thread. We DO NOT want to be redirected through your blog page to get to the download link AND adf.ly.

    Please for the love of all that is good and decent in this world, do whatever you like. We DO NOT care if we are redirected through your blog page as WE like to be able to read the changelog before downloading.
    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    I've been killing Skelly Warriors with a Chainsaw so your issue is somewhere else, 2 hits same as pretty much every other mob, though Support Creepers seem to take 3.
    Posted in: Minecraft Mods
  • 0

    posted a message on Railcraft 9.2.2.0
    Fairly certain that the "correct" tool for all posts is the Crowbar.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2





    I think there might be something funny about the Storage bus + Indexer Combo, I need to look into it.

    The indexer itself is a bit glitchy atm, there is a crash associated with it in the most recent version of extra bees and it has always been a bit flaky so it may not be on your end. I suppose looking into it couldn't hurt just don't rack your brain if it doesn't seem to be an issue with your code.
    Posted in: Minecraft Mods
  • 0

    posted a message on (Xeno's) Reliquary v1.0.6d
    If you do hotkeys please make them configurable since <C> is used by everyone and the blind dog, and <R> is used by everyone except for the blind dog.

    A suggestion how about Tab+key for your hotkeys afaik no-one uses tab (it's list players by default so not something that is critical) P,B,F,C,X,Z,V,B,~,G,M,T, Alt, Shift, Cntrl are all used by various mods (some of them multiple times) and frankly I'm running out of keys.

    I used to play a Warlock in WoW and didn't have this much trouble hotkeying everything (this was from vanilla to wrath so there were a lot of spells\abilities to hotkey).

    The new stuff sounds good, I'm still loving your mod it is just plain good.
    Posted in: Minecraft Mods
  • 0

    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Those items have been in the mod since I started using it (whatever the version was when it showed up on here :D ) with no recipes, I suspect they will be the tinker ingredients for some of the upgrades one MachineMuse figures out how to implement them but that is just what I think, I'm probably wrong :D

    Edit: and by figures out how to implement them I mean from a balance\gameplay perspective, not a coding perspective. Things like that I would suspect need to be crafted in mod specific machines.
    Posted in: WIP Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Achievements resetting is common in all mods so much so that more than one has removed their achievements. It is apparently due to the way vanilla minecraft handles achievements in the loading phase, mod derived achievements load later (and apparently cannot be loaded at the time vanilla ones are) which causes base minecraft to reset all achievements since it doesn't know what to do with them. IC2 achievements were working for a while (in 1.2.5) but I believe they have been disabled at the current time as well.
    Posted in: Minecraft Mods
  • 5

    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Juelz0312

    It's kind of odd though. The project is discontinued, and they arent letting anyone else continue? Weird.

    Nope not weird really they (Xeno and Pahimar) feel that EE2 is a mod that has far too much potential as a griefing tool and is utterly gamebreaking so they want it to die a nice dignified death as an outdated mod, unfortunately the rabid fanboys of it's overpowered and grieftastic self are refusing to accept that both the original author and the maintainer want it DEAD and keep asking for an update, shame really.
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    In my experience you can delete worlds with WR-CBE installed 100% of the time as long as you do not load that world before attempting to delete it, so just load up minecraft and delete the world do not enter it, just a workaround for now and you do have to manually delete the folder for that world in the NEI folder in your save folder but it does work.
    Posted in: Minecraft Mods
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