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    posted a message on Forge Loader problems
    It says Buildcraft core is missing and one or mods requires it. I can't find it listed in the files checked by Forge, so you must not have it.

    If you are using the FTB launcher, delete the contents of Downloads/Unleashed/minecraft/coremods/ and Downloads/Unleashed/minecraft/mods/ then redownload the pack (Deleting prevents duplicate mod errors).
    Or aquire Buildcraft for 1.5.4 and drop it into /mods/
    Posted in: Mods Discussion
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    posted a message on Increasing the number of blocks ID
    From what I've heard, Block IDs are being done away with anyway.

    You could just do whatever Forge does to expand the ID pool, but you'll not have a mod that works well with other mods.
    Posted in: Mods Discussion
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    posted a message on Help setting up ftb crafting
    They are more than likely using an Applied Energystics system.
    The mod has a multi block, and interface blocks, that you can insert recipies for things into so when it comes up with something missing but knows how to craft it, it'll go craft it.

    I'd link some useful videos here, but YT has suddenly decided to go back to the dail-up era.
    Posted in: Mods Discussion
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    posted a message on Thaumcraft Help
    Biome only affects rarity, all the types should appear in any biome. If you have an out of date version of TC4 then you may have one where certian stones were spawning at lower rates than they should have been.,
    Posted in: Mods Discussion
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    posted a message on Installing ARS Magica & Mo'Creatures into Vanilla
    Ars Magica (and mo creatures) is a Forge mod. You don't dump it into the jar like you did in the early days, you simply drop it into a folder.
    Both are also not compatible with 1.7.x, yet.

    Download the last 1.6.4 Forge Universal. The client will need Forge, the mods and the same config files too.
    Posted in: Mods Discussion
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    posted a message on Adding Mods to Horizons Pack
    Morph has no items or blocks, the only issues with adding it now are likely to be keybindings.
    Forge will tell you before you load the world if you are going to encounter item/block changes when you add/remove mods.
    Posted in: Mods Discussion
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    posted a message on It has came!
    You are a bit late. There's been alpha and beta builds out for almost a week now.
    However only a couple mods have been updated to it because it's not only unstable, it's only just out.
    Posted in: Mods Discussion
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    posted a message on Monster Mod Pack
    It's the biggest, most demanding mod pack they have made. All the favourites, new contendors for favourites and replacements for lost favourites are in it.
    Posted in: Mods Discussion
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    posted a message on IC2 Mod Won't allow me to create items?
    Did you install the right version of Forge API before trying to add IC2? You'd need the latest 1.6.4 version.
    Posted in: Mods Discussion
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    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Quote from Myaskill

    I think what he meant is you could try and make something similar to what the LotR mod has. The mugs of booze can be placed as a block in the world. It's kinda neat, but not exactly necessary, seeing as you have the barrels (wine cellar, anyone?) :P


    Looking for a Cider Moat?
    I was partly suggesting it so I could pipe the juice from step 1 to the barrels or a large tank, saving a lot of back and forth with a bucket. The ease and speed increase created could be counter balanced with longer fermentation times, if it bothers you.
    Posted in: Minecraft Mods
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    posted a message on Mods to add to Survival?
    If you want a pack, FTB's Magic Farm will delay the Dragon and Wither until after you've actually managed to survive. It includes TE3 and Thaumcraft.
    If you want a single mod, Twighlight Forest would probably be a good bet. It adds a handfull of new boss mobs, but isolates them in a new dimension.
    Posted in: Mods Discussion
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    posted a message on Storage Problems
    Quote from DraxisWuf

    Agreed. Though a full AE system is pretty late-game compared to Buildcraft pipes and sorters. May I also suggest barrels? There are more than a few barrel mod variations out there and the recipes for them are usually pretty cheap to start.


    There is also the middleground of AE, with Barrels (or MFR Deep Storage), via the Storage Bus. It's good for those things you keep loads of like Iron and Redstone.
    Posted in: Minecraft Mods
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    posted a message on Mod that adds the hammers from tinker's construct?
    You can make a hammer out of lesser materials if you are having issues finding Cobalt and Ardite. Netherrack is my prefrence, not like there's much else to do with it, but you can also try cobblestone, you just end up repairing it more often.
    Posted in: Mods Discussion
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    posted a message on Tinkers' Construct Suggestions
    Quote from FingersMcCoy
    It would be great if the casting table could access a pattern chest in the same way a part builder can.
    But that could be hard to implement. It works completely different. It has no GUI, so how do you want to access the Pattern Chest? Pheraps by shift clicking and if there is a Patternchest ext to it it will change the pattern?


    Shift click is how you apply Extra Utils and AE interfaces to pull items from them.
    Posted in: Mods Discussion
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from musznikov

    I really need previous tesseract mechanics - transfer MJ through dimensions. Now i have to use EnderIO

    You don't... just run TE Conduits from the tesseract to the machine. They'll convert it to Buildcraft energy.
    Posted in: Minecraft Mods
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