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    posted a message on DIVINE JOURNEY 1.5.7 | Expert Pack | 1140 Modified recipes | 800 Quests | One goal | 2 modes: EASY and HARD

    Early to Mid Game - Ender IO's Advanced Photovoltaic Cells in the Eden dimension with a tesseract. They don't work in the End dimension, BTW. Later on down the line, I hear that the dream world dimension is eternal day as well.


    Late game - Netherstar Generators (later game) give 40,000 RF/t


    For the reactors, on a server, I made a 17x17x3 reactor (or so - forget the exact dimensions) that gave 42,000 RF/t. This pretty much used up all of my early game resources. I never use the x64 generators - they use up too much fuel too quickly.


    Magmatic Dynamos gives 80RF/t (pyrotheum lasts a lot longer, too). These are usually my early go-to power option.

    Posted in: Mod Packs
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    posted a message on DIVINE JOURNEY 1.5.7 | Expert Pack | 1140 Modified recipes | 800 Quests | One goal | 2 modes: EASY and HARD
    Quote from Alexusexcel»

    Hi Atricos!

    Im a little curious do you plan to add some other mod in your pack?

    Dont get me wrong, the Divine Journey is a great pack and it is already have a most quests than ever pack I saw.

    And I know, it is already ~150 mods - a lot of :) and it is middleweighted for most configs.

    But... I do not propose, only asking, may be you already thinking about add some other interesting stuff?

    Like... Rotarycraft, or Mariculture, or Arsmagica, or Forestry (I know, you answered before : you don't like bees;)) or some addons, like Witching Gadgets ? in your

    Divine Journey 2 may be?)


    I would kinda like to see Immersive Engineering as sort of a prerequisite mod for EIO/TE, but I know this modpack is more geared towards magic/exploration mods, and I have no idea how far IE got in 1.7.10. It does have some nice blocks, though. Rotarycraft and Mariculture are two mods that I really never got into that much. Ars Magica, I like, but I'm not sure how'd that would fit into the magical progression, since the magic mods have items that are used in crafting for the next mod in the tech (magic?) tree. AM2 is mostly "Create spells". I guess that could go into the exploration part early on... It's also pretty easy to mess up on your first steps in AM2.

    Personally, I'm going to add in a few mods that I like, mostly for the blocks -

    Forestry + Extra Trees - I need my bees!!! lol. Plus, the trees look nice, and I want to play with the WoodWorker from Extra Trees. Not sure if I'll add Extra Bees, Magic Bees, etc., since that might take away from the point of having Magical Crops seeds. Don't know if I'll keep the forestry farming stuff enabled or not. (Don't think it can handle Agricraft crops, though?).

    Railcraft - Quarried Stone block, Bleached Block, Abyssal Block, Sandy Block, etc. May not use the other blocks (other than the fluid tanks), but extra power sources (steam as a mid-tier power source?) are always nice...

    Iguana Tweaks - Only for tool part replacing. I don't like the random modifiers and extra modifier slots it gives you. A little too powerful - besides, I don't like my picks breaking everything at once.

    Decocraft, Statues and Malisis's Doors - Maybe. I've seen them in ToAsgaard's videos, and they look nice, if I could figure out how to use the statues.

    AE2 Stuff
    Posted in: Mod Packs
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    posted a message on DIVINE JOURNEY 1.5.7 | Expert Pack | 1140 Modified recipes | 800 Quests | One goal | 2 modes: EASY and HARD

    Been really enjoying this pack (which I usually don't like grindy packs, but tech progression is a huge plus). I was looking at an earlier post about the timesink needed for zividecco and wyvern cores. I do kinda agree that it's a bit much,mostly because I'm playing on a server (Ender IO farms crash on servers! And even just 1 Imaginary Time Block + 4 harvesters, which struggles to keep up, is a little laggy, and the server doesn't take to lag very well - tends to crash). Plus, there's a few players that have already killed a few Chaos Guardians, so getting the needed shards may be a bit harder for me (and I only have maybe 2-ish hours most days to play, so they're long since finished), then even harder for the last player playing on the server, whose Internet doesn't exactly like trans-Atlantic journeys apparently). For the Zivicio, my farm is getting 1 every 30 seconds (I have a wither farm that could give me 1 every 5 seconds if I have more imaginary time blocks for the wither skele and soulsand farms). So, either I'd have to be that one player that keeps the server up for the next year (:p), or build 30+ farms that crashes the server...


    I'm definitely going to play this again on SP, but yeah, there's some things that just don't seem server friendly (we had to give out free Runic Dungeon keys because it's a server-wide dungeon, not player specific). Might be a few things I change for myself, too.


    Actually, I'm now wondering if the Witchery boss that is in a maze is server specific or player specific...

    Posted in: Mod Packs
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    posted a message on DivineRPG - 8 New Dimensions ♦ 115+ New Mobs/Bosses ♦ Hundreds of New Blocks and Items ♦ Unique Weapons and Armor

    It's not it's people don't know how to make a modpack and blame the mod.

    Mod is great and if played properly amazing all the way through vethea. Veathea is really hard on your own. I kind of cheated with morph flying on the second layer plus.


    I think part of it, though, is switching back to 1.7.10 after playing 1.10.2+. Combat mechanics, regen is different, etc..


    Of course, I also just like to explore the mod sometimes without researching the "correct way to play". It's more fun and rewarding like that. :)

    Posted in: Minecraft Mods
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    posted a message on DivineRPG - 8 New Dimensions ♦ 115+ New Mobs/Bosses ♦ Hundreds of New Blocks and Items ♦ Unique Weapons and Armor

    Just one question....


    Why must this mod be so rage inducing? :lol:


    Interesting mod, though. We're playing the Divine Journey modpack on a server (1.7.10). So many deaths...

    Posted in: Minecraft Mods
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    posted a message on Building Bricks - A mod about building blocks and building tools.

    Would it be possible to add a preview when placing a slab? I think this would be useful in making it a little less frustrating in trying to figure out which direction the slab will face.

    Posted in: Minecraft Mods
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    posted a message on modded minecraft crashing on startup. (Includes crash report)

    Post this on the curse forums - There's lots of other people having a same issue with Project Ozone (probably related to the eiramonticons mod)

    Posted in: Mods Discussion
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    posted a message on AppleCore (an API for modifying the food and hunger mechanics of Minecraft)
    Quote from squeek502»

    The HUD features of AppleCore have been separated into a standalone mod called AppleSkin


    v2.0.0 (August 13, 2016)
    - Split the mod into two separate mods:
    --- AppleCore is a coremod that provides the AppleCore API, used for modifying the food and hunger mechanics of Minecraft
    --- AppleSkin is a mod that adds various food-related HUD improvements (food value tooltips, saturation visualization, etc)


    Download v2.0.0 (for Minecraft 1.10.2):
    CurseForge | Github


    Ahhhh, I was wondering why I didn't see the saturation HUD after updating a bunch of mods yesterday! :D
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Is anyone getting block/entity lag when near a Redwood Forest (or any tall trees) biomes? I don't know which mod is causing it (i.e., right when starting a fresh world), but I'm going with the usual suspects on the sources of lag. I'm also playing with large biomes, so that may factor in, too. I've attached my modlist.

    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from OcAMD»

    The thing with adfly is not to click anything but skip ad in the top right corner after the timer runs down it will take you to the real download.


    That's the only thing I clicked.





    Quote from Robijnvogel>>

    And if you have a pop-up like ariosos, you click the cross, or hit Esc.


    I had to shut down Chrome via the Task Manager.
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods

    Just one quick comment - I am getting annoyed at ad.fly. (always have been). Been trying to download the latest updates and twice it gives me a fake virus popup (yeah, like I'm gonna click it...) I just want the Translocators mod, not a virus! :P

    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)

    (can't see to find an issue tracker that looks recent...? So I'm posting here)


    Found a rendering issue that I think may be chunk border related. I'm using Extra Utilities transfer pipes to put water into the barrels, and when they start to fill up, I'm getting a 'blade' of water appearing over the pipe in various locations. It eventually sorts itself out, though, but seems to only occur in the blocks next to the chunk border.


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

    the sudden realization that 1.8.9. doesnt have inventory tweaks.



    since were at it. iron chests didnt update yet aswell. anyone know of a good storage mod for that version? preferably with barrels.


    i just like certain utility mods to go along with thaumcraft. i know already im going to miss the dolly just to reorganize chests.


    Storage Drawers is updated for 1.8.9.



    Now, I'm just wondering how to deal with the hungry nodes (saw one in testing - not sure if it's the same effects) if it starts eating terrain, and I'm not that far into Thaumcraft, or only use Thaumcraft for a few items only and don't bother with the rest of the mod.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I must say, I'm having too much fun watching the TC5 nodes slowly drifting towards each other. Now only if they would spiral towards each other and start rotating as they slowly merge, culminating in some thaumic fireworks display...

    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks

    I was going to suggest a carpenter's wedge that allows for diagonal glass panes (like how vertical panes have a little bit of space on both sides giving the block around it some depth), but saw a post 2 1/2 years ago saying that would be tricky. :( (Guess I'll have to go with a 3-thick greenhouse roof on a build I'm doing).


    So, in 1.8 (guessing this is where the block models were added?), would the new block models make this possible? (i.e., essentially a stair block that's a diagonal pane in a 1 block space). Why did the modding community have to have an allergic aversion to 1.8...? :P (rhetorical question - I know why)

    Posted in: Minecraft Mods
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