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    posted a message on Tinkers' Construct 2

    Right, I get that I can put a capacitor and wear it down to low durability, but once I've gotten it to that low durability, will I get the stonebound speed bonus? Or will it give bonuses based on charge rather than durability?

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Will stonebound still work with flux? That is, if a tool has low durability but high rf, will stonebound give a speed boost? I heard there were plans to patch this out, but I haven't heard if it actually has been patched out yet.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2
    Quote from alf_king123»

    btw stonebound II dose exist it's just not mentiond as a real thing like what tier off durability isn't mentiond.



    Does this mean my excavator will have stonebound II even though it just says stonebound? Also, will I still get the stonebound effect if i have low durability but high rf with the flux capacitor?

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    I'm trying to make a fast excavator with stonebound. From what I've read, ardite should give me stonebound II, but from this screenshot it looks like it's only going to give me stonebound I. Is this just a visual glitch? Also, has the exploit that allows stonebound to work with the flux modifier been patched? I've seen inconsistent reports on that, and if it has been patched I'm just going to skip the ardite and use thaumium for an extra modifier. (I'm using the Etho pack, if that helps)

    Posted in: Minecraft Mods
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    posted a message on [ACTM] Rift Up, Adventure structured as a miniCTM
    My cousin and I just played this over LAN. Took us about 6 hours all told, though we were both new to the CTM genre, so inexperience may have played a role. I do have a few bugs to report, though.

      • The poison from the water area was inconsistent and would sometimes activate when we were on land in the intersection, most notably every time we teleported home from area 5.
      • The electricity in area 5 didn't work until after we had cleared it, making it way too easy to beat, and incredibly annoying to gather resources from after it was supposedly deactivated.
      • The area 5 electricity affected both of us whenever one of us hit a wire, even if one of us was still in the intersection.
      • My cousin was once randomly teleported to the control area with the teleporters and extra supply chests
      • Luckily I had cheats turned on, so he was able to teleport back to me.
      • Massive lag once we entered the final area. My computer isn't the beefiest, but it wasn't having much trouble up until that point.



    Other than these problems, it was a fun introduction to the CTM genre for both of us.
    Edit: spoiler tags seem to be broken, so I removed references to the ending
    Posted in: Maps
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    posted a message on NEEED HELs
    To clarify: You can cure zombie villagers by hitting them with a splash potion of weakness and then right-clicking them with a golden apple. Once you have two, you can breed them by putting them in an area with enough valid doors. For an in-depth explanation of this, you can refer to ironmagus's comprehensive village mechanics guide found here. You might not have access to potions, though, unless there's a way to get brewing stands without killing a blaze for the blaze rod, so creative mode might be your best bet.
    Posted in: Survival Mode
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    posted a message on How do you make a comparator sensor clock?
    You can get rid of one tick of delay by removing the repeater if you're really obsessed with speed, but it will leave a few items in the dropper at all times.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Wither skeleton Head drop discovery!
    Quote from IronMagus

    100? That's far too small a sample size to make any reliable conclusions regarding something as rare as wither skull drops are to begin with. Come back when you've killed a hundred thousand of 'em, and then tell us what you find.

    While the sample size is too small to come to any conclusions regarding drop rates, the fact that he got any skulls at all tells us that it is possible to get skulls from one-hit-kills.
    Posted in: Survival Mode
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    posted a message on Farm Design *Competition*
    Quote from Kursze

    Even in 1.8 snapshots it's simply impossible to harvest, plat and collect fully automatic.

    Actually, villagers will plant and harvest crops in 1.8. It's possible to use hopper minecarts to catch the drops before they're able to pick them up, thus making it fully automatic. I haven't seen any large-scale designs yet though.
    Posted in: Survival Mode
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    posted a message on Waterworld survival
    If you keep moving on to new villages, you'll eventually come across one that has a blacksmith chest with oak saplings. That's the only way to get a renewable supply of wood.
    Posted in: Survival Mode
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    posted a message on Dark house, mobs spawn in doorway - ideas?
    What if you didn't use a normal door? A jeb door perhaps? Alternately, if you want to keep your normal door, you could make it impossible for pack spawns to start nearby. When hostile mobs spawn, they choose a single air block and spawn up to 12 mobs within a 41x1x41 box centered around that block. Since doors aren't an air block, they can't be chosen to start the spawning process, but if a nearby block is chosen, a mob can spawn in the doorway. If you fill up every block within 21 blocks of the bottom half of the door with any non-air block, you can prevent mobs from spawning there. This may mean mushrooms, flowers, string, ect.
    EDIT- ninja'd
    Posted in: Survival Mode
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    posted a message on Mob Grinder Problems...
    According to the wiki:
    Mobs spawn naturally within a square group of chunks centered on the player. In single-player mode, this area will be 15×15 chunks (240×240 blocks), but in multi-player mode the size can vary with the server settings.

    However, hostile mobs (and some others) that move farther than 128 blocks from anyplayer will soon despawn (see Despawning), so even with a larger chunk loading radius, the mob spawning area is more-or-less limited to spheres with a radius of 128 blocks, centered at each player.

    Basically, a 128 block sphere centered on the area where you'll be working is what you'll need. Mobs will still spawn in that 15x15 chunk area, but they'll instantly despawn if they're outside the 128 block sphere, so they shouldn't affect spawn rates in your grinder at all.
    Posted in: Discussion
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    posted a message on Snow Golems Not Making Snow
    Snow Golems leave a constant trail of snow cover as they move (except in Plains, Swamps, Deserts, Beaches, Jungles, Mushroom Islands, and the Nether),
    from the wiki. If you're in any of those biomes, it won't work.
    Posted in: Discussion
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    posted a message on Axe enchantments
    Fortune is useful because it increases the chances of leaf blocks dropping saplings and apples (if they're oak or dark oak leaves). I'm not sure about silk touch. Sorry I don't have any statistics for you.
    Posted in: Survival Mode
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    posted a message on Water elevator problem!
    It looks like the sign on the ground is gone in the second picture. If you leave that in place, it should work.
    Posted in: Survival Mode
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