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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Hey B, having an issue with Redstone Arsenal's axe and Treecapitator.
    I cannot get it to recognize it. First time I mentioned it to KL I thought it was something on his end and by design, but I made an issue on his tracker and he said it is not and I should mention it to you.
    While it's always possible I boned something up in my config, it isn't bloody likely (not like I haven't added other mods axes and trees myself many times, but then I have been known to make mistakes...from time to time).
    Any ideas? I find it hard to believe I'm the only one with the issue (of course that could mean I just boned up my config)
    Posted in: Minecraft Mods
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    posted a message on [1.8-pre1] ZoomMod [v1.2] [100k Downloads]
    spasibo
    Posted in: Minecraft Mods
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    posted a message on [1.8-pre1] ZoomMod [v1.2] [100k Downloads]
    Quote from Kochu

    Have you tried using the "a" version on the b snapshot? Maybe the fixed classes didn't change a->b


    Of course. Crash. Bang.
    Posted in: Minecraft Mods
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    posted a message on [1.8-pre1] ZoomMod [v1.2] [100k Downloads]
    Quote from ga2mer

    Added installer mod for 14w04a and install in jar


    And of course they went and screwed you by releasing 14w04b today lol.
    Thanks for the constant updates. This mod is very helpful, especially when I have no map and no radar.
    Posted in: Minecraft Mods
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    posted a message on bspkrs' mods (ArmorStatusHUD, DirectionHUD, StatusEffectHUD)
    Quote from AlucaBR

    always bspkrs the crash in minecraft 1.7.2 to create the world, I'm installing properly install even with a clean install, and always in the crash minecraft, I'm using the current version of Minecraft Forge for 1.7.2


    Use 1011. 1012 and 1013 do not work with bspkrscore. Several of us have ran into the issue and noted it between this and the thread with daftpfvs old mods that Bspkrs maintains. You don't need to delete the mcmod files with 1011 either. Just drop the mods in the folder and go play.

    Quote from baconsbestman

    Is it possible to move where the HUDs are? the armorHUD is in the way of chat and the PotionHUD is in the way for scoreboards.


    Yes, all of B's HUD mods are configurable. Read the first post. Examples of the config files are provided. The info you need is right in the config files as well.


    Quote from Lunatrius

    Check a few posts up or use Forge version 1009 or later.


    But not 1012 or 1013.
    Get out of here and get to work on your own updates slacker :P
    Joking!
    I appreciate your mods greatly :D
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Quote from NecroGFX

    Issue solved! forge 1011 works perfectly fine. Thank you "Dweller_Benthos"


    1013 still has the same issue as 1012.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from CaerMaster

    In order:
    1. No, there is not, in general. Most people still use Buildcraft pumps for that. There is the Aqueous Accumulator, which I don't doubt could pump water into a tank, but I'm not sure quite why anyone would do that.


    Back in the 1.4.5 days I used to as a buffer, since 1 accumulator could supply all the water you could need, but combustion engines could run dry without the tank in between. I don't know with the current version, since I don't use BC anymore and all I have right now are a few extruders and steam engines. The single accumulator has no trouble keeping up with such light use.

    Also Extra Utilities mod has the "Ender-thermic pump" which only pumps lava, but then that's the main thing anyone without BC is going to want to pump anyway. It also places cobble into the holes it creates to keep from causing unsightly messes (and the lag they make).
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from EverRunes

    complain...complain...complain


    If you don't want to use another mod that adds generation options (like Big Reactors or Mekanism) then build some energy storage. I don't understand all the people who whine about how it takes so many dynamos. Do y'all have everything running all the time? I've had 3 dynamos power an entire shop + some MFR farms but once I've got a redstone cell or just a couple hardened I'm gtg until I get really big.

    That being said I do move on to a Big Reactor myself when I am able (and large enough)

    Quote from GraniteDevil

    If an external mod can take RF, and it needs too much RF, it's the responsibility of that mod's author to tune the power demands. Don't you think?


    Absolutely.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from WTFFFS

    If the sewers are outputting mob essence something else is not right, you have a conflict of some sort, somewhere (yay for vagueness) I have a couple sewers in my current world and they only output lovely steaming pre-fertiliser. I wouldn't even be sure it's on either TE or MFR's end the recent Forge fluid change has led to a fair bit of odd fluid behaviour.


    I thought it was pretty odd myself. I don't remember this change ever being made, but I do notice there are 2 seperate "tanks" in the sewers now. So 1 side is filling with mob ess and the other sewage. I only noticed because the composter drained the sewage tank at some point and it started filling with ess. I thought I maybe crossed my plumbing to the grinder and that was when I found the sewers are indeed generating it. Possibly because they are under the breeder and grinder pens.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Couple possible issues, but I'm not sure where they fall so looking for some confirmation before I submit to tracker.

    1. Flux capacitors and powercells morphing into other tiers in inventory including creative versions. It isn't consistent but it has happened enough times to me to be an issue. Possibly related to being put into strongboxes and/or backpacks (from backpacks mod continued off Mightyporks original).

    2. Pulverized iron + 2 p coal in smelter, NEI shows output of 2 steel but actual is 1. I don't know which side this is on. Are other mods recipes internal to TE3 or on the mod side using the TE API?

    3. Duct interaction with MFR. Again not sure which side the issue is on so who to report it to. I know when PowerCrystals was around he was very into the TE/MFR integration but then there were no ducts back then. Liquid router works but it's a bit flaky. Problem might be on MFR end. My particular case is the sewers output mob essence and sewage (I don't even know when that change was made) so I have a router towards production end where I am trying to filter into tanks and then machines.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    So the microblocks debate. I can see both sides, but face it, that Minecraft purity of the block has gone out the window a long time ago. I'm talking vanilla here. Fences and glasspanes are here to stay buddy.

    Now as for the one being forced on us, I'm not thrilled, and it's nothing against CB. I wasn't aware people didn't like CB. ­, NEI's kinda essential. Here's my thing, I'm already using Immibis' version. I'm not big on microblocks myself either, don't really have anything against them, just not big on using them. Immibis required for redlogic. CB's is required for WRCBE. While I like both, redlogic a little more indispensible (even if I use MFR rednet more). Immibis blocks also don't clutter NEI with 11 extra pages and the saw recipe is simpler (yes, little things like that irk me, it's yet another tool that only has 1 purpose, it doesn't need to have it's own pointless subcomponent that is only used for it's own recipe...I hate subcomps that have only 1 or a few uses..KISSFFS!!!) Yes, I'm ranting again, and I'm not even drunk yet. Also all things being equal if there are 2 mods that do the same thing and 1 is opensource and the other isn't, I'm going to go with the opensource (Immibis' mods are all opensource).

    Now being as I've been forced to have both installed, I can't say I've run into a problem yet, and it's nice to have WRCBE again (I have yet to use it lately, but it's nice to know it's there when I need it), but then I haven't made any covers or anything yet either.

    Anyway, I think KL has discussed it all he cares to, so it isn't like it's going anywhere, but I felt like getting on my soapbox for some strange reason. ;)

    Quote from corinanth

    with the recent changes to ducts and the new requirements of servos for upgrading i would like to request that the recipe for the servos is changed to output 6 units similar to the recipe for the ducts. we are going to need a crap ton of them and the recipe needs to give more than just one especially at a cost of 2 iron


    Not a bad idea, but I somehow doubt KL will go for it. He did add the option to use other metals, but they default to false so you need to turn on the ones you want. I've got them all turned on, so whatever I have too much of I can use for servos. It mitigates the pain.

    While I agree there should be some cost involved in building a sorting system, it seems most peoples idea of a "balanced" sorting system is one that by the time you have the resources and infrastructure to build it you really don't need it anymore (BC diamond pipes and gates for instance). Logistics Pipes at least was worth the trouble since it was so powerful that once I had my system built and tweaked my whole MC reason for existence was meaningless because everything ran fine without me and Skynet decided to terminate me :P

    I was rather enjoying the TC ducts during beta without the servo, since it was nice and easy, but the servos aren't so bad now that I don't have to make them out of iron (which there never seems to be enough of). Netherores takes away a lot of the pain too.

    Quote from corinanth

    also am i the only one who notices that pipes are now automatically linking to each other regardless of what liquid they are transporting this is a massive 100 steps backwards and horribly broken. all my setups are essentially impossible to build now until i can find a fix to this auto pipe linking. this was the ONE thing that made compact plumbing possible and now it is gone what the hell people?


    It was done purposefully a beta revision or so from the last. It was in the changelog. I don't really understand the purpose of it either, but I haven't run into a problem with it yet (I tend to keep my pipes for different fluids physically seperated anyway) but I'm sure it's just a matter of time til i wreck something.

    Quote from Me »

    Blah


    Am I complaining again? Have I said how thankful I am for the new TE3? Well a big thanks to KL and the CoFH team for bringing TE back better than ever, with new things to ­ about! It was worth the long wait.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    So I figured out the fire going out thing (since it happened again).
    Has nothing to do with TE :steve_blushing: , is an auto-harvest mod I use, it's turned on and off by hotkeys, and also doesn't work if you have a tool selected in your hotbar which is why it isn't always readily apparant, but a trip to the nether made it clear. I'm not sure if it's a bug or a feature ;)

    So I've noticed last round of updates that UE steel showed up, something forced basic components. Other than MFFS I don't have any UE mods installed at the moment. Was that included in TE or a change to MFFS? Also all the recipes only produce 1 steel, I coulda swore last time I was using Mekanism that the recipe made like 4. Is that a TE change or a UE change? Is it configurable? I like the idea of using steel for TE stuff, but if I have to perform an extra step over using iron I kinda expect to get at least 2 ingots for my trouble.

    Speaking of extra res...wool in pulverizer...only gives 1 string? What's up with that? Seems I got a lot of string hungry mods lately. Good riddance to RP, but I do miss the Flax plant which seems the only thing noone else has done. Also the string has a damage value of 3 and so doesn't stack with normal string (which has a damage value of 0) or work in any recipes. I did notice it is craftable into regular string though, so not a big deal.

    Otherwise I haven't noticed anything new. Happy holidays!
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Quote from Grindoff
    Just a suggestion for Nether Ores, as I don't see any current way of doing this: Adding config settings, for which mod's ores Nether Ores will be melted into when put in a furnace. By this I mean being able to control whether you get a Thermal Expansion ore, Industrialcraft2 ore or a Forestry ore when melting down a Nether Copper Ore. This is in no way necessary, but helps quite a bit when using several ore generating mods (at least until Omnitools gets updated to help people switch easily between ingots, gems and dusts). If there are workarounds or direct ways of changing this I apologize for my ignorance.


    What you get is generally controlled by what you use to melt it down.If you use TE machines you're gonna get TE ingots/dust. IC2 machines produce IC2 versions. Not sure about Forestry. MC Furnace is going to produce whichever Forge picks as the default, which I'm not sure how that is done. Yes, it annoys the ­ out of you, me and just about everyone else. They really need to just make an ore mod for common ores a base part of Forge so instead of having 10 versions of copper, every forge mod that uses copper can just call copper. If you have no mod that has copper then you don't see copper.

    There are a couple alternatives to Omni-tools. FODC - Forge Ore Dictionary Converter mod has both handheld and stationary units. MFR has the unifier machine. I think Mariculture has one as well. One of the barrel mods (I don't know if that's Barrels or JABBA) will convert any ores passing to the type already in barrel. They all work slightly differently as far as how they chose what to convert to.

    Quote from LloydSev
    Since 2.7.3 the raw rubber image has been missing in game - it is invisible. This is with the default texture pack and with a created texture pack. It works prior to 2.7.3, but unsure of which version it worked specifically.


    I've not had it go missing on me. Might be an issue particular to your system/mod combos/color settings/hallucinogenicdrugstakenduringthe60s ;)

    Have you tried making a test instance with just MFR in it and see if the texture shows up?
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Quote from skyboy026

    Multiple mods add a steam fluid (MFR is not one of them): Railcraft, Thermal Expansion, Factorization, etc. They're all the same fluid and all work in MFR's steam turbine.


    Hmmmm. Must be TE then. I didn't notice it before, but then I didn't notice the (incomplete at the time) steam turbine until the version before this one so I assumed incorrectly it came from there. The TE steam dynamo doesn't actually use or produce steam afaik so it's odd to me that it would be there, but then I suppose it's for compatibility with mods that I don't have installed.

    Anyway, glad you picked this up since PC disappeared.
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Fishing with dynamite, I love it :D

    I cannot for the life of me figure out the steam turbine. Not taking biofuel, not taking water. At least not out of TE fluidducts.
    Is it a RC powerconverter in disguise?

    NM, figured out it is indeed for RC. Interestingly Extra Utilities will add a steam drum without RC installed because of MFR, which does work, but of course can't be refilled.
    Posted in: Minecraft Mods
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