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    posted a message on "Extra Large" gui scale option

    Care to explain how to install all this? I would really use something like this. Thanks.

    Posted in: Minecraft Mods
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    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!
    Quote from bdew»

    Are you using a steam turbine? It's not yet implemented in gas turbine.


    Ah. that explains it then. I'm using gas turbine. Thanks!

    Posted in: Minecraft Mods
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    posted a message on Advanced Generators v0.9.19 - Added multiple turbine and capacitor tiers!
    Quote from bdew»


    This is now available in alpha versions.


    Things you need to know:

    • Steam consumption will match the energy generation rate (1mB = 2 RF)
    • Does not work with gas turbines for now, will be implemented in a future build
    • Upgrade kits will allow in-place upgrading, they have recipes/textures but don't work yet
    • All turbine rotors (except gold-plated) can be smelted back into ingots
      • You can use a piece of flint to remove the gold plating, then smelt the iron rotor underneath it
    • I've reworked the math for the steam turbine
      • Spinning up and slowing down will take longer now (modified by material inertia as well - see ingame tooltip)
      • Maximum efficiency is now achieved at maximum RPM (5000)
    • Multiple turbine types can be used in the same generator
    • Build 73 was bugged and was taken down, if you loaded it - your turbines are FUBAR and need to be broken and replaced after updating. Sorry!
    • Builds 74+ are not backwards save-compatible with earlier versions, if you upgrade to them then downgrade back stuff will break
    • Backup your worlds!

    Currently 6 materials are available:

    • Iron (the old turbines) - 100 RF/t
    • Gold Plated (add 1 gold ingot) - 150 RF/t
    • Steel/Bronze (from any of the 9000 mods adding them) - 200 RF/t
    • Enderium (Thermal Foundation) / Vibrant Alloy (EnderIO) - 500 RF/t

    More materials will be added in future versions (and can even be added by pack makers and server admins by editing configs - tho they will have to provide textures and stuff)


    I'm using generators-0.9.14.79-mc1.7.10 and for some reason all 6 types f those turbines produces 100rf/t. Am I missing something? How to I get 500 RF/t from Enderium (Thermal Foundation) / Vibrant Alloy (EnderIO) turbines?

    Posted in: Minecraft Mods
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    posted a message on [1.6.4][Forge][SMP] Reika's Mods - Support for Ex Nihilo
    There is an ExampleMod code in the jar. Might be a good idea to remove it next update.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Dev_Codec

    Somehow using 0.0.4.1 is messing with the ablity to pulverize sand into dust for Ex Nihilo. Going back to 0.0.4 fixes this. Anyone have any insight, as this took me almost 2 hrs to find out that it was this mod causing this. As I cant see how this has anything to do with the other two. Tryed on Ex Nihilo 1.29b and 1.29c, and TE 3.0.0.5 and 3.0.0.6. Running on a self updated pack of Agrarian Skies.


    Having the same issue over here.
    Posted in: WIP Mods
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    posted a message on Tinkers Construct
    I'm using TiCo version 1.1.2 for mc 1.6.4

    As far as I understand Exo-Armor doesn't have durability but apparently it does. It takes damage when I'm being attacked and when I use disenchanter from MFR when I'm trying to remove enchantment from any piece of armor.

    The thing is that there is now way to repair it after that. It also won't go to Ars Magica's Arcane Reconstructor and then I tried to put it in Thaumcraft 4 thingy that also repair tools it just disappeared.

    Am I missing something or it's a bug?
    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks
    Quote from Mineshopper

    For 1.6.4? If the ZFightingFix is enabled in the config the blocks in this mod will be invisible behind ice and water. Uncovered blocks render on alpha pass as well, and if I accidentally left out the override they will indeed be invisible behind ice/water. Give me more details and I will take a look to see if it's a simple fix.


    That was indeed ZFightingFix which was enabled. Thanks a lot!
    Posted in: Minecraft Mods
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    posted a message on Carpenter's Blocks
    Is there any particular reason why all carpenters blocks are invisible underwater, behind ice and many types of glass from different mods or blocks like Illusion blocks from Ars Magica 2? I'm absolutely sure it worked before a few versions ago. And it was really nice feature. What happened?
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Quote from joshie

    The restoration enchantment is your issue. It's 1 for 1. For each damage point it repairs, jewelry takes 1 damage. If you are wanting to use that enchantment, you are going to want to craft jewelry with high durability.

    I will probably reduce how much xp it costs to repair jewelry though, I think 2 x cost, works out to be a bit much.


    Got it. Thanks.

    Btw, having Paraglide enchantment active on the best necklace I can get consumes durability insanely fast. It kills my necklace in about 5 mins of just having "gliding" active without actual gliding. And it costs about 360 levels to repair it.

    I really like the enchantment system in this mod but it seems a bit overcomplicated. Have to pay way too much for it to actually use it freely.
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    I'm not really sure that it's supposed to be that way but enchanted jewelry dies in insane rate. For example, I have a bracelet made with Golden Silk and Restoration III enchantment on it and half damaged sword in my inventory. Once I put the bracelet in my magic mirror it starts repairing my sword but after 1-2 minutes the bracelet is dead. Rings die in seconds. And it takes about 60 levels to repair it. It's practically impossible to use any of those enchantment at this rate.
    Posted in: Minecraft Mods
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    posted a message on RemoteIO v2.1 - It's Time to Think Outside the Blocks
    Hello, Merry Christmas to everyone!

    When I try to shift + click to advanced information panel from IC2NuclearControl mod with IO Linker it crashes server with this: http://pastebin.com/ekKBZfdd

    MC: 1.6.4
    Forge: 9.11.1.965
    Remote IO: 1.8.1
    IC2NuclearControl-1.6.2e-ic2-experimental
    Posted in: Minecraft Mods
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    posted a message on RemoteIO v2.1 - It's Time to Think Outside the Blocks
    Quote from IceDrug20

    Try the other download link, not the one to CurseForge.


    Thanks!
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Any plans to add texture for steam turbine any time soon?
    Quote from trdonja

    I CAN read but just want to confirm: there is no 1.6.4 Power Converter mod to download? Want to be sure about that, because people are talking about converters a lot, even in last week's posts. All of them running 1.5.x?


    https://samrg474.ci.cloudbees.com/job/PowerConverters/
    Posted in: Minecraft Mods
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    posted a message on RemoteIO v2.1 - It's Time to Think Outside the Blocks
    Quote from dmillerw

    v1.7.2 Released

    * Actually fixed Thermal Expansion support


    Download link still leads to 1.7.1

    One question. I have 1.7.1 installed atm but I see only blocks but no items. No upgrades, no transceiver. What that could be?
    Posted in: Minecraft Mods
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    posted a message on Electrodynamics - [UPDATE]
    Noticed that quite a lot of machine blocks crash the game if railcraft is installed when I try to place them.

    crash report: http://pastebin.com/DBbS38Ly

    mc: 1.6.2
    forge: 9.10.0.843
    electrodynamics: 0.1.3.3
    railcraft: 8.0.1.0
    Posted in: Minecraft Mods
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