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    posted a message on Practicalities [0.6.2]

    Well, due to problems I can't really work on the existing version anymore :( I am going to start on a 2.0 though :D

    Posted in: WIP Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]

    I just published 1.3.1 to curseforge.


    This is a small release to fix some balance issues and bugs


    - The item magnet now works with the /dev/null

    - Titanium Ore gen can be disabled via the config. This doesn't disable the use in recipes. You will need another mod to provide Titanium under the OreTitanium dictionary name

    - Sneak+Rclick to apply up to a stack of Exciter Upgrades at a time

    - Changes the default config values for the Imaginary Time Block to hopefully balance it out

    - Changes to the Battlesuit to hopefully balance it out

    - ZBQ-7 can stack up to 16

    Posted in: Minecraft Mods
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    posted a message on Practicalities [0.6.2]

    really? I didn't think people would want that. How are you using it that you don't want XP picked up? My original thought was people would use it for AE2 and Botania in-world crafting

    Posted in: WIP Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]
    Quote from NassiC»

    Hi Jotato, nice mod. :)


    Would it be an idea to make it posible to add a stack of the Exciter Upgrades at a time, maybe by shift-click or something. Cuz adding 650 or what the max is, is pretty damn tedious. :)


    It also seems like transfering only 80rf/t and only upgrading with 80rf/t pr Exciter Upgrade.

    I saw this when placing an Exciter on an ender io powerbank, so it might be on ender io's end for all i know. :) Just wanted to mention it.



    Applying a stack of upgrades at a time is already done and will be in the next update :)


    The wireless stuff has an efficiency loss. By default it is 20%, but you can change that in the config if you would like

    Posted in: Minecraft Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]

    It is something I can add. The problem is that you would have to make sure titanium is available in the pack, and also it could potentially change progression of the mod.


    For example,Titanium in QuantumFlux is a mid game ore (IMO). If you remove it and use a process that makes it more of an end-game process ( I don't know Mariculture, but pretend like it does) it would make the sword, armor, and storehouse useless by the time you go to it. I'll think about some good ways to solve it. I'm considering having an option to disable the gen and then tweaking recipes a bit.


    Do keep in mind that it is twice as rare as diamond. In my tests I usually get somewhere around 500 generated in a 150x150 block area. Not counting you have to dig below lava to get it, so it can be a bit dangerous

    Posted in: Minecraft Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]

    No. Adding world gen was something I was trying to stay away from, but it was making recipes too complicated. I don't expect to be adding any more. Why do you need it disabled?

    Posted in: Minecraft Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]
    Quote from jasonsaggers»

    Just realized that I don't have CoFHLib installed in my mod pack and everything seems fine, does your mod really require that file?


    Yes. CoFHLib is bundled with CoFHCore. you probably have that mod, and that is why it works

    Posted in: Minecraft Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]

    I am glad you like it. :)


    The night vision would be on them to fix. I just apply the nightvision potion effect

    Posted in: Minecraft Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]

    There is no GUI and I have no plans on adding one. I don't see any value in it. The number of upgrades doesn't matter. What matters is you are moving enough power. With an empty hand, right click (maybe sneak right click..I forget) and it will tell you some info. If it is using 200of200 then add another one.


    If you really want to know, it starts at 100 and each upgrade is another 100. So if it can do 500 max that.means you have 4 upgrades on it

    Posted in: Minecraft Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]
    ingleplayer,don't know about the logs,I can try to see if I can find something later.I relogged,closed and restarted the client but nothing.Also I don't know the exact moment that it happened,just noticed the items were missing when I needed them

    EDIT: It happened again,logged in an more items were missing. Log is here -> http://paste.atlauncher.com/view/996c9dc9

    FYI, this problem is fixed in the 1.3.0 build
    Posted in: Minecraft Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]

    1.3.0 is released! A big thanks for FantasyTeddy for helping me get this out the door.Download on Curse


    - Updated German Translation
    - Updated Russian Translation
    - Added Titanium. It can be found between Y7-11. It is more rare than Diamond
    - Fixes the Battlesuit Helm causing flickering due to nightvision
    - Added a Titanium Sword
    - Added Titanium Armor
    - Added the Item Fabricator
    - Added the Storehouse
    - Added a handful of new items used for crafting things
    - Added Decorative Darkstone
    - Added a Creative Mode Quibit Cluster. (No recipe and hidden from NEI)
    - Removes some redundant items. If Forge complains of missing items, it is expected
    - General perf improvements
    - Tweaked some recipes for balance
    - Fixed the Quibit Cluster stats being reported wrong
    - Fixed the Quibit Cluster energy buffer from appear to drain when nothing was pulling power
    - Big thanks to Fantasy Teddy for his help in finding (and fixing!) bugs

    Posted in: Minecraft Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]

    Do you still have the logs from when it happened? Are you on a singleplayer or multiplayer world? Can you re-log and see if they come back?

    Posted in: Minecraft Mods
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    posted a message on Practicalities [0.6.2]

    That is on Translocators to fix. I don't think the mod is using the correct entry for diamond nuggets

    Posted in: WIP Mods
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    posted a message on QuantumFlux - Wireless RF [2.0.2]

    If you aren't following the project on Curse you won't have seen the notification, but I have put a beta version of 1.3.0out.It should be stable enough to use, but backup your world first :)


    I would appreciate all testing I can get. If you have any issues let me know!


    Whats new? Well, this is a beta and things will change, but here is a dump of some stuff

    - Fixed the Battlesuit Helmet causing flickering

    - Added Titanium. It is rare and located between Y7-11

    - Updated German translation

    - Updated Russian translation

    - General Perf improvements

    - Added Decorative Darkstone

    - Optimize textures

    - Improved NEI rendering for the Item Fabricator

    - Added the Item Fabricator

    - Added NEI Integration for the Item Fabricator

    - Added the Storehouse

    - Quibit Cluster stats were were reported wrong

    - A handful of new items are added that don't do anything yet.

    Posted in: Minecraft Mods
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    posted a message on Practicalities [0.6.2]

    Yeah, known bug. Easy work around though, don't shift click ;)

    I figure if I let it go long enough that it will become a feature.


    J/k. I just don't have as much time as I used to. I'll get.to it eventually

    Posted in: WIP Mods
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