Your problem is that in forge version 2523 they changed how throwables are coded bricking the mod until RWTema releases an update using the new code so if you want to use this mod you would have to use version 2522 of forge for now. More information can be found at Bug 1736
[EDIT/UPDATE] RWTema has fixed this with an update, you need to have forge version 2529+ for it to work though.
4
I could be wrong, but I think it's only a crafting component. You need to make a mirror in the infuser.
1
Be warned. You'll be stuck in 1.8.9 it's THAT good.
Loved TC 1 & 2...3 & 4 not so much. 5 is just so much fun, I even removed most of the techmods from my current pack to be more TC focused.
I know a lot of it is just little refinements to 4, but some of it is make or break.
Research is the same with 1 tiny change...you don't need to make yourself batshit crazy trying to scan everything.
Aspects are more or less the same, except there are far fewer (still too many for my taste, but it's a big improvement). Little tweak here, little tweak there.
I got a couple item suggestions : Like I said I removed MOST of my techmods my current play. Not that there are a ton of 1.8.9 options, I kept EnderIO for really 1 thing only (not saying EnderIO isn't awesome too, just that the techmods tend to overpower the magic mods when used together...trying to keep it magic man). The ability to store XP. Minecrafts crappy level system is what it is. With the current heavy use of XP in TC (and I think it is very well done btw) it does exacerbate the madness of "I need to spend X levels NOW!!!" (OpenBlocks where are you!!!)
A golden lasso replacement would be really handy too (****ing hate extrautils anymore...yeah...I need yet another ****ing power system like a ****ing hole in my head...).
Really other than that and the usual info/mapping/utility mods, I could play happily with pretty much only TC5.
1
Nice mod. Good to have a techmod for 1.9 and it's nice to see a fresh take on it.
So how do you get steel to make a centrifuge without a centrifuge to clean up your dirty iron or am I missing something?NM, figured it out. Put ron ingots in the crucible.
Also the pumps are not working for me. Tried various combos in creative. Pump 1/2 blocks above water/lava, various tanks attached directly and by interface pipes at various angles, solarpanels attached on top, creative RF storages attached wherever. Pipe drops like in the video, but nothing ever pumps. This is with latest (12.16.0.1813) forge.
The logger is nice, but if there are any issues it surrounds itself with trees. Would work better with frontal instead of centered area of operations (ala MFR). I hope farmer and livestock are planned; those are the 2 most annoying activities in vanilla MC.
Some thoughts on recipe balance: Too heavy iron use and not enough of the mods metals. Especially when you are spawning overly generous amounts of them. Even tripling your gains, it doesn't make a lot of sense when still ALL your iron and then some is going towards it. I know this isn't a TE copy, but don't hesitate to blatantly rip-off whatever they did right. The tiering and materials balance in TE went through a **** ton of testing and feedback, don't reinvent the wheel.
1
That'll be huge, since those are very popular, especially BoP. I've actually used Highlands quite a bit myself in 1.6.4 but I have yet to check out the 1.7.2 (alpha just came out yesterday I think). More compatibility is always good. Always nice to have options.
Generally I would agree about the dimension providers, since most if not all are customized. Multiworld is the one I'm not real sure about (kinda part of Toomanybiomes but released as a seperate mod) exactly how it works, but I'm using it and I will get around to checking it out soon. Will be pretty easy to tell. It would be awesome if they could be made to work together, but each dimension have it's own config. Multiworld is a bit like Mystcraft lite. You can pre-define additional dimensions by command line or config file. It's somewhat basic (which I like), but seems to have a lot of flexibility and potential.
Exactly. The search distances are still a bit large even with your mod, I'm about to try quartersize climate zones with doubled hot and snowy as suggested. I'm torn between the convenience of random biomes vs hating seeing desert next to ice plains and swamps lol.
Getting rid of the oceans is a good move for vanilla, since the boats are awful and there's not much to see or do. Their timing sucks of course since there are more than a few ship mods that are becoming more and more mature, with no oceans to sail on anymore.
3
1.7.4 introduces worse bugs of it's own, that is probably why almost no one is updating their mods to it (that and there's no forge for it, but that's probably why there's no forge). I suspect if 1.8 comes out anytime soon that 1.7.4 will get skipped.
When the snapshots get short on features and start to be all bugfixes usually means a release is near.
The OP is just another whining child on a forum chock full of them.
1
LOL, no worries. Not emotional, I can't be taken completely seriously, even when I am serious.
There's stuff I still don't use and probably never will either, at the same time sometimes without looking under the hood you don't realize the things you do use.
And hey, if you're sure there was nothing good for you in that update, who am I to tell you different.
1
Image removed. Hint, it's in the center, where the recipe output should be.I don't know if this is a bug or a new feature.This is with 14w05a.
So it was a bug. It's been fixed. Amazingly in between the usual angry responses some of us did have a rational discussion on the impact and merits of said change if it was not a bug.
Snapshots. Don't Panic! And don't forget your towel!
2
Yeah, if the anvils lasted forever (or even much longer) then I wouldn't mind having to use 1 to do all repairs either, would actually add some "flavor".
Great idea!
We got enough angry posts as it was.
1
Still use a lot of your mods that other people picked up the torch on. Thank you for opensourcing and making that possible.
Cool tool.
1
Challenge??? Pffft! Makes them an annoyance, not a challenge.
Same thing for the rapidfire + knockback skeletons (someone's been watching too much LoTR...are these all Legolas skeletons?). It makes them more of a challenge early game. Really too much of a challenge for a new player with no armor. Once you have iron armor it just makes them an annoyance. By the time you have diamond armor with protect IV the only thing that can kill you is your own stupidity.
The zombie changes, again not more challenge, more annoyance (someone is also watching too much of The Walking Dead)
So pretty much all the hostile mob changes made to provide more challenge I see as just providing more annoyance but not more of a challenge. I would honestly like to see changes that make the mobs more challenging without cranking up the annoyance factor.
And yes, this is of course just my opinion.