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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from oliverh2000

    No need to get stressy!what is redwater for anyway

    Currently redwater is not for anything but I believe it will be involved in the crafting of various items possibly blocks once EE3 is a bit more developed.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Yeah Redpower is a touch nuts atm, if you cause an ID conflict with any other mod RP2 will then set it's own ID's in it's own config to conflict with themselves even if the autoassign is off, very very odd behavior. So installing RP2 dead last seems to allow the Forge autoassign (which mostly works) to keep RP2 from basically committing suicide since you love another more then it :D
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    I wouldn't be too sure that is the problem I get that spam constantly in my console but the world doesn't crash.
    Only thing I can see is it appears you have a copy of the Minecraft.jar in your mods folder,
      2013-02-24 01:22:00 [FINE] [ForgeModLoader] Examining file minecraft.jar for potential mods

      2013-02-24 01:22:00 [FINE] [ForgeModLoader] The mod container minecraft.jar appears to be missing an mcmod.info file
    Unless of course that is normal for servers I don't actually know.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Green fire? I quit WoW before that was available and I've wanted it since vanilla........:D
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Quote from haighyorkie

    I'm not hostile to anyone opposite me at all if they come to the table and bring a good argument. Bl4ackHole has a better analogy of it using pretty much the same concept. What we watch on Dires channel (and let's face it we have to watch, otherwise we are cutting our noses off to spite our face if we don't) is practically finished. They've been using xycraft tanks and the fabricator things for ages without incident and an update to xycraft comes along giving us something we've already got in other mods ignoring the machines entirely. I'll put it in your terms, it's like walking into a Game store in town with the next best seller on the shelf ready to buy, it's ready, it's there, but the shelf says unavailable until we feel like giving it to you. What Soaryn did with this latest update is the equivalent of putting the same thing on sale, but when you look on the back of the box it's actually something else being passed off as the same thing.

    On a lighter note, how the hell did we end up going shopping, this isn't what I had in mind. Saturday shopping is a real pain!

    Without incident? it's only been a short while since there was a lot of talk by everyone on Forgecraft that fabricators were causing the saved file of the server to bloat alarmingly or it may have been ram usage either way and only a little before that Xytanks were having issues. Yeah they seem to have been stable for about a month or so but depending what else Soaryn wants to have as part of the machines module he is most likely still tracking down similar highly annoying bugs in their code.
    Posted in: WIP Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from ninkamonkey1997

    What forge am i supposed to get? the instalation guide says to get 6.5.0.471 but that is for minecraft version 1.4.6 and i have version 1.4.7.

    I'm running Ars with .527 with no problems (so far) I tend to view the recommended version of Forge in most mod threads as "it will definitely work with this and most likely with any later version" of course sometimes Forge itself has issues so you just have to jump around version until you find one that works or read threads and wait for someone to mention a version that works.
    Posted in: Minecraft Mods
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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Hecates from Ars Magica also chase Summoners and belt them around, Summoners are flagged as villagers aren't they?
    It's a minor bug that is also quite amusing to watch :D
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    There is a pretty simple answer to a lot of the problems that are being expressed don't youtube\stream anything from Forgecraft and anyone who is on Forgecraft has to effectively sign an NDA, fixes all the problems in one fell swoop. Downside is that the fans of various mods who enjoy seeing the new toys and know that they will be released eventually don't get to see them before release.
    Posted in: WIP Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    There are already scribing tools in the game and a mechanic to gain research notes if you have them and paper in your inventory so a chance of gaining a "research fragment" after observing some phenomenon, say for a weather control research you need to observe\be in several storms for a fragment or 2 and you need several fragments of research to gain a theory, which you then research via the normal research interface. This could be extended to all research but that would require a lot of coding so it would depend how much Azanor likes the idea :D
    Which I already said in my earlier post but this is slightly more fleshed out and slightly different.
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from Karimiri_1

    hi, me again.
    im getting annoing crash i use WR onRP2 frames. can anyone tell me if its Wireless or RP issue ?

    log

    java.lang.ArrayIndexOutOfBoundsException: 60
    at com.eloraam.redpower.core.MathLib.orientQuat(MathLib.java:9)
    at codechicken.wirelessredstone.redpower.TileRPReceiver.getOrientationBasis(TileRPReceiver.java:77)
    at codechicken.wirelessredstone.redpower.TileRPWirelessRenderer.renderPearl(TileRPWirelessRenderer.java:32)
    at codechicken.wirelessredstone.redpower.TileRPWirelessRenderer.a(TileRPWirelessRenderer.java:24)
    at bdw.a(SourceFile:103)
    at bdw.a(SourceFile:96)
    at bav.a(RenderGlobal.java:522)
    at ban.a(EntityRenderer.java:1585)
    at ban.b(EntityRenderer.java:1117)
    at net.minecraft.client.Minecraft.J(Minecraft.java:882)
    at net.minecraft.client.Minecraft.run(Minecraft.java:771)
    at java.lang.Thread.run(Unknown Source)

    edit:
    forge v .524
    chickencore v0.7.3
    WR core/RP/addons v 1.3.2.8

    Optifine?
    If so it's the crash I had which is caused by Optifine workaround is to move the timer off the frames and have a wireless receiver instead with the timer at your base with a transmitter.
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    meh I'm waiting patiently for the machines\tools because from what I've seen they look like they'll be fun to play with, I don't tend to say much about WIP mods other than to often tell people to STFU and wait patiently, unless there is a release version that is a shade buggy then I will check the thread\other bugtracker and if not reported I'll report it. Forgecraft is both good and bad we see the cool new toys and want them but we can't have them as they are often buggy and need massaging but most people don't get that (and in some respects various youtubers are a bit to blame here the only one I regularly see with "oh crap I crashed the server again" and other various effects of WIP code such as a tick rate that is comparable to molasses in a deep freeze is DW20)
    On a sidenote ditch that sanity thing I did years ago and I've never looked back, it's definitely overrated.
    Posted in: WIP Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from nukularpower

    Personally, I would just rather not use Soul Shards at all. The whole concept is ridiculously OP and imo, only serves to remove the gameplay involved in building a normal mob trap (which I find way more rewarding, once I see that huge structure I worked on for so long.)

    I guess I'm old fashioned that way, but it is one mod I will not use, ever. So.. it would be great if there was a way to use the old Blaze rod value for people like me. Sucks to see such an over the top mod seemingly being accepted as normal balance.. but whatever, I guess.

    I have an absolutely enormous mob spawner as well as the tier5 shards (hell I stuffed some of the shards in the spawner, I got the tier5 blaze shard from a vanilla style blaze spawner I constructed in the nether minus the crusher circuit as I really couldn't be bothered building that again) I built a MonkeyFarm style spawner with a few changes due to mods specifically for the drops you cannot get easily from a tier5 spawner (in my case endermen since I haven't been to the end yet) so for people like *me* whatever you do I'll break it since that is what *I* enjoy about games finding ways to utterly break the gameplay legitimately within the rules and balance of the game as it stands :D
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Best renewable liquid fuel is the best liquid fuel if you have extra bees installed and don't mind doing a bit of breeding there are bees that give oil as their product after processing their combs. Otherwise Biofuel is the best (biomass can't be used as a fuel). As I stated in an earlier post I'm now using the Blaze rods as fuel to power my tree farm and using the charcoal from that to power the boiler (I could use planks but couldn't be bothered setting up the processing chain required and I seriously have more wood than I can ever\will ever use).
    I doubt there will be more changes in fuel values in the future as this change was brought about specifically due to the ease of getting a tier5 blaze shard, it is seriously not hard at all. That said though if there is an easily exploitable fueling method that becomes ridiculously overpowering (3-4 36HP from a single tier5 shard was a bit over the top) Covert will most likely nerf the everliving crap out of it and truthfully I applaud him for it, he is at least trying to maintain some semblance of balance in the changing landscape of mods.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    heh read what they say when you access their GUI......and keep your wand handy :D


    The non upgraded core thing is for gameplay balance reasons otherwise a fast or strong or perceptive Adv Golem completely trumps any other Golem you would make so you wouldn't make any other Golems most likely.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Truthfully before the random spell recipes change, Blue runes were only used in more advanced spell recipes I think the first was Arcane Bolt which was a definite upgrade from any of the other offensive spells available with the more easily acquired dyes, possibly the random recipes thing may need to be revisited or possibly you need to go mining a bit more with a touch of Fortune (I've seen almost a stack from a single spawn of lapis ore with Fortune III). My Lapis barrel has been upgraded to ED since I had more than 64 stacks of it, with Gregtech and all that implies as far as Lapis eating IC2 items goes.
    Posted in: Minecraft Mods
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