• 4

    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Shadowfire27
    How do we know if this isn't dead? I haven't seen an update since and this thread has been here for a year.


    If you go back one page you get:

    Quote from Pahimar
    Equivalent Exchange 3 will be released by December 25th, 2013 for whatever version of Minecraft has the most up to date version of Forge (likely MC 1.6.4 by how things look today)


    Also the repository on github is having updates nearly daily. It's clearly being worked on, but since there hasn't been any sort of public release for 1.6.x yet the thread is not where the action is.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dynamic Tanks 2.1 - Liquid Tanks At Their Finest! Store Liquids in Limitless Combinations!!
    It likely won't come up normally... But how do they handle filling multiple adjacent chunks?

    .. Asking for a friend. (not asking for a friend)
    Posted in: Minecraft Mods
  • 0

    posted a message on Equivalent Exchange 3 - 0.1.142


    Looks like you are using a test build of EE3 compiled off of github. Are you running the version based off the latest commits?

    Also, if you post a bit more info on what build you were using along with the crashlog to https://github.com/pahimar/Equivalent-Exchange-3 it's more likely to be seen.
    Posted in: Minecraft Mods
  • 1

    posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2
    Quote from Cabalabob

    Yeah but it means I need to make a separate modded jar and its just more effort than is necessary. With magic launcher I can just untick digimobs. And if it was in the mods folder I'd just need a seperate mods folder.


    Actually you would have to make a custom jar and choose it from the list, and make a separate mods folder (if you wanted to run any mods alongside it) with the vanilla launcher.

    Anywho, that's my 2p, really like the idea of the mod :)
    Posted in: WIP Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    With version 4.0.3a of Thaumcraft and version 1.6.x-1.5.0d of Tinker's Construct, tinker's construct picks are not placeable in Arcane Bores.
    Posted in: Minecraft Mods
  • 1

    posted a message on ArcanaCraft ~ A magic themed Minecraft server
    Hopped on the server for a little while earlier, really like the some of the structures near spawn they look really good. :D

    That said, wow even reading the thread I wasn't expecting that many block update issues. Really like the concept, and I'll be back, but I think I need to spend some time in ssp first to learn some of the mods. (Looking at you Wichery)


    Quote from Thoddius
    Hey Mithion, I am trying to get a copy of the server config files from Tofski but he hasn't responded. I have been digging through the configs that Tofski wanted us to use and I want to compare them with what the server has. I could also us an ID dump from NEI as well. I'm not sure if I can pull that from the server or not. I think I would only get my local ID dump. The only thing I see so far that looks a little odd is that Unlit Torches has several Block and Item IDs that are the same as well as some Blocks that have multiple IDs. I will also setup my personal server with the same config and see if it has the same lag issue or not. Thanks.


    I just downloaded the config files in the OP and was able to connect fine once I changed the stone torch ID from Tinker's to 1484.
    Posted in: PC Servers
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from RobertBoyScout

    Its the arcanacraft server


    Check the OP for the Arcanacraft forum post, the config files you need are in there.

    They will be able to help you with problems you have getting on over there.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Strill
    My Thaumcraft wish list. Wand Focus: Portable Hole should either not open dead-end holes (which drain all your vis for nothing), or it should just cost less in general. It's my favorite focus but due to dead-end holes I only get 44 uses out of it before I have to recharge. There's a lot of foci, and the controls are cumbersome. To help fix this, you should be able to rearrange the foci in your focus pouch to control the order that 'f' switches between them. Allow golems to empty essentia jars. A Buildcraft "Wand Full" gate condition for the Wand Recharge Pedestal so we can automatically recharge wands.


    I think I remember in Thaumcraft 3 if it distance was too far without a valid exit the cast would fail for portable hole. I've nearly died a couple of times from this myself.

    44 Uses is still not too bad. Yes, we all like more, but still, not much to scoff at for something that lets you walk through mountains ;)

    Focus pouch ordering, would be nice, but it seems like the foci follow a set pattern already with the order they are swapped in, so other than personal preference on the exact order you want things in it seems alright currently. That said, personal preference.

    Having an entropy upgraded Alchemist Golem condense essencia into less jars would be nice... but potentially difficult to work.

    Right now some of the Buildcraft gate conditions are wonky... but you may bring that up to people working on Buildcraft as that's not too bad of an idea. Bonus points for it being open source, so you, or someone you know, could add it yourself. :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from Tyro533

    Will you add all videos to the video thread or only the ones you like?


    Generaly Mod developers add videos they like to the OP. Why add something to your post if you don't like it?

    Quote from RobertBoyScout

    Can any tell me the info of ID 4095 of Ars magica 2?

    I need it to join the server and I don't have it or know what it is.


    You will actually need to talk to someone who is using the server you are trying to access, as it could literally be anything depending on how they have their configs set up.
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    Quote from EmberQuill

    So...is the smeltery supposed to passively consume lava when not doing anything, or is that a bug? Lava slowly drains out of the tank even when there's nothing in the smeltery, in around 150mB increments.


    It's currently a bug. The smeltery has gotten hungrier than expected with the last few dev updates, but attempts are being made to satiate it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    Quote from dragonbolzee

    i have found a bug, which i reported earlier, but i mistyped "cant"... soooo :/

    anyway, no matter how much metal i put in the smelter, i cant pour the liquid into the casting table, no matter what stencil is in it...
    i have build it correctly, and i have reinstalled it multiple times, but it just wont work with me...

    are there any reports on this besides mine, or is it just that i installed it the wrong way, or is it a bug?
    cause i have run dry on ideas on how to fix it...


    Are you using stencils or casts? If it's stencils, that is likely your problem as the ability to make metal parts with stencils was disabled by default a while back.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from moonra

    You can try lower than that, really, and with Minecraft it's usually better to give it just how much it needs. I'm playing with 66 mods and using 128MB of perm gen space and it's working fine.


    Quite true. Yeah, I ended up needing to bump mine up to 256 around the time I hit 75 mods. I should test to see if my current set runs with 128.
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Xagul
    Ok so after a few hours of testing and troubleshooting I have come to the conclusion that Thaumcraft is causing me some serious issues. When I run minecraft with Thaumcraft the game will run fine for a short time and then suddenly utilize 100% of my allocated memory and the client will close. Regardless of how much ram I allocate to minecraft, Thaumcraft seems to eat it all up randomly within about 2-4 seconds. I have tested multiple configurations with and without the mod installed: 1, 2, 4, 8 gb ram allocated.


    What you need to do is give minecraft more PermGen space, not more ram.

    To do so go to [Edit Profile] in the launcher, and add " -XX:MaxPermSize=256M " to the JVM Arguments section, (just like telling it to use more ram). If you are still having trouble with it, you can tell it to use 512M instead.

    Quote from elijahpederson
    Thaumaturgy is in the Dresden Files, but its not even similar to TC4 :/


    Thaumaturgy has been around a lot longer than that. The word entered the english language back in the 1570s. The quote at the start of the OP is from an actual book. ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    Quote from AngryPockets

    Bah! I can't pour metals into the casting table. Tried it with seared faucets and with casting channels, pouring onto a pair of casting tables and into a casting basin, but it won't pour! What am I doing wrong?

    I tried it in a test world with casting channels and managed to make some casts, but I havent been able to duplicate that success.


    Double checking, your smeltery has molten metal in it? Are your drains inside out and do they have faucets? If you could post some screenshots of your setup it may help troubleshoot it :)

    Quote from Cyrilshark

    I still can't see any tools in my inventory (or NEI) :( but they render in my hand correctly. Any ideas?


    Are you using the most recent version of NEI? Any gui modification mods? Optifine?
    Posted in: Minecraft Mods
  • 0

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from mysteriono

    Kind of dissapointed that the thaumostatic harness bug still persists from TC3*.
    It's a pretty damn major bug and it makes the thing pretty much unusable in multiplayer situations unless you want everyone to go into acid trip mode.


    What Thaumostatic harness bug? I've been flying around on my server for a while now and it hasn't caused any problems for anyone...
    Posted in: Minecraft Mods
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