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    posted a message on Question about map generation

    Ah, and if you want to use Realistic or BoP ? BoP has some options though, annoyingly, Realistic doesn't, the biome I spawned in and settled down in has friggen poison ivy all over the place. >.<

    Posted in: Discussion
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    posted a message on Question about map generation

    Yeah, I do want villages and villagers, definitely want to get to The End (Draconic Evolution requires it), but I hate mineshafts. I am a lot more efficient and productive mining than exploring mineshafts and they are all over the place any more. :(

    Posted in: Discussion
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    posted a message on Question about map generation

    Is there a way to disable certain structures but let other structures spawn? For example, have villages and strongholds but disable mineshafts?

    Posted in: Discussion
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    posted a message on Help picking / finding a resource pack for 1.10.2

    Hello! I've always used Soartex Fanver. But I thought I'd take a poke at some of the photo realistic texture packs but I am finding few that support modded Minecraft, like the mods you'd find in the Direwolf20 1.10.2 mod pack. I've tried LBPR Reloaded! but I don't like how ... How to phrase this, well, Soartex is called 'clean' so LBPR is pretty 'dirty', and not very realistic TBH, seen better looking trees in nature. Smooth Realistic says it'll work on 1.7.10 and up, but on the Direwolf20 1.10.2 pack it is labeled "Incompatible" , if I force it, it seems to work. But it's not mod compatible, things like the ores (for IC2, Mekanism, Techreborn, etc) are all default. Is there a 128x texture pack that is realistic as nature that supports mods as well as Soartex Fanver?

    Posted in: Resource Pack Discussion
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    posted a message on Trying to remember the name of a mod.

    Sweet! Thank you Herb. :D

    Posted in: Discussion
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    posted a message on Trying to remember the name of a mod.

    It added a Fortressescraft like scanner that could find ores or villages etc. You click the device and a wave would spread out and the targeted objects would have an outline around them for a while. Anyone remembers it?

    Posted in: Discussion
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    posted a message on Technical Support

    Newest Crash Report - https://pastebin.com/WBXpJ49g

    Posted in: Mods Discussion
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    posted a message on Technical Support

    Not using Steve's Carts, it's in the pack but I'm not using any of the items. As for what's at that coords, grass and nothing else. It's where I was standing when I crashed last. Turned to do something and crash!

    Posted in: Mods Discussion
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    posted a message on Technical Support

    Anyone want to take a peek at this crash report and guide me on where to go to get this fixed? It keeps happening usually when I pick up something and randomly I crash. >.< Thanks!


    https://pastebin.com/DLdpCyP4

    Posted in: Mods Discussion
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    posted a message on Mekanism Fusion Reactor help

    Cool! That works on keeping the two brine salination tanks full. Now to figure out what I am doing wrong with the reactor.

    Posted in: Mods Discussion
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    posted a message on Mekanism Fusion Reactor help

    Hello! I followed a Youtube guide ( ) in building a Mekanism fusion reactor. Got it all setup, fuel (deuterium and tritium) are both plentiful, plenty of energy / speed upgrades all though out (which leads to a second question, later.) and as I am feeding the lasers / machines off of a DE Energy Sphere (Tier 7) power isn't an issue to keep the machines fed. I have 10 lasers feeding into three laser amplifiers, so 5 into one, 5 into the other, the two amplifiers feeding into the third and the third aimed at the reactor. I throw in the Hoharam (sp?), which is filled with DT Fuel, into the reactor controller. I zap it, it starts, doesn't eat the Hoharam (surprisingly) and starts to produce power. But the heat levels are dropping and continue to drop. Fuel isn't a problem, it's never wavered off of 1000 for both, but, before I had to close out my world for the night, it was at 6MK and still dropping rapidly. I tweaked with the rate, setting it at first at 2, then 4, and finally at 10, no change to the fuel and the temp was still plummeting. What am I doing wrong here? O.o


    Question two, what is, in 1.12, the best way to get water into the brine towers? It used to be fluid transposers from Extra Utilities 2, but he's since nerfed them severely. Maximum of 4 speed upgrades and 1 stack upgrade, so 4 speed upgrades, 1 stack upgrade, and the mining upgrade (and plenty of GP, I have a dragon egg mill along with a water mill farm producing almost 700 GP, 500 for the egg and almost 200 for the water mills), and it just can't keep water in the tower. Even an Aqueous Accumulator with 5 blocks of water surrounding it using Super Laminar Fluiducts and a resonant servo can't keep up. O.o

    Posted in: Mods Discussion
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    posted a message on FTB Unstable - Wither Spawner question

    Newp, eventually I had to go with Integrated Engineering redstone wires (didn't even know it was a thing. O.o ). But it seems they spread the signal unlike redstone conduits from EnderIO so I had to put the mechanical users on one side and the block places on the other so the placers wouldn't accidentally trigger the mechanical users. But it's working, spawning plenty of wither. :D

    Posted in: Mods Discussion
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    posted a message on FTB Unstable - Wither Spawner question

    Trying to figure this out. On 1.10 I used Ender IO Redstone Conduits to wire redstone to the 4 placers through connected to a timer and through three repeaters to the 3 mechanical users so that the placers put down the soul sand then a few seconds later the mechanical users would put down the skulls and vola. Well, on 1.12 no Ender IO, bleh. I can't see how to do it with vanilla redstone since there are two placers one above the other in the t shape, I put down a block to put the redstone onto for the upper one it blocks me from putting down redstone to the bottom one. What options do I have in the Unstable mod pack to output a redstone signal though conduits / pipes ?


    Edit: I just had a crazy idea, no time to implement it but I thought I'd toss it out there. AA has Redstone Phantom Faces. I am thinking 7 of those laid out flat on the ground, 4 for the placers, 3 for the mechanical users, would make the wiring a lot easier. Will find out later once I have a free minute.>.<

    Posted in: Mods Discussion
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    posted a message on FTB Unstable and Platinum Ingots

    Ah! NoMansLib adds in both mithril and platinum. Cool! I wonder if it'll retrogen. *hmm*

    Posted in: Mods Discussion
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