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Do ranchers need empty space in front of them? If not you could just use stronger range upgrades and put the power lines between the ranchers and the tank.
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# ? Sep 11, 2013 21:47 |
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# ? Jun 4, 2024 17:48 |
Are Technic and Tekkit being updated to the latest Minecraft anytime soon?
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# ? Sep 11, 2013 21:49 |
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Doubtful. Some of the flagship mods aren't updated and probably won't be for a while.
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# ? Sep 11, 2013 21:55 |
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Fruit Chewy posted:If you're at all comfortable in linux (or willing to learn) then you can get a nice VPS from Ramnode (promo code LEB35 for permanent 35% off) or DigitalOcean and roll your own server. I'm running a couple smallish servers with huge custom mod packs, one dynmapped, a mumble server, and web hosting for the pack downloads on a $20 server from Ramnode. I don't know Linux at all, but I'm not averse to learning. Cantorsdust posted:For MFR-magical crop compatibility, it depends on the two versions. From my group of mods, I can say with certainty that the most recent MFR, 2.6.4-975, works with an older version of magical crops, 1.5.1.2.1.0. I saw in the magical crops thread that the newest version of magical crops doesn't work with MFR, and the mod author says that's on MFR's end to fix. Since powercrystals is nowhere to be found, you're probably better off updating MFR to its most recent version, and then keeping magical crops at a version that works with MFR. I'm going to see later tonight which is the most recent version that works with MFR. The most recent one that works with MFR should be the last of version 2 (MagicalCrops1.5.1.2.1.2a). Version 3 broke the compatibility, something I raised with them at the time, and was told to talk to PC about it. Which, honestly, I think is a little backwards. But it's why I haven't touched version 3. I have enough trouble with Natura crops not all working properly, I don't need MC being a pain, too.
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# ? Sep 11, 2013 23:06 |
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Serifina posted:I don't know Linux at all, but I'm not averse to learning. Thanks for saving me time tonight, then!
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# ? Sep 11, 2013 23:23 |
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Cantorsdust posted:For MFR-magical crop compatibility, it depends on the two versions. From my group of mods, I can say with certainty that the most recent MFR, 2.6.4-975, works with an older version of magical crops, 1.5.1.2.1.0. I saw in the magical crops thread that the newest version of magical crops doesn't work with MFR, and the mod author says that's on MFR's end to fix. Since powercrystals is nowhere to be found, you're probably better off updating MFR to its most recent version, and then keeping magical crops at a version that works with MFR. I'm going to see later tonight which is the most recent version that works with MFR. Ahhh, we're running MFR 2.6.4-975 and magical crops 1.5.1.2.1.2a, which looks to be the newest "old download/version".
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# ? Sep 11, 2013 23:37 |
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Alkydere posted:Yup, been testing it msyelf in creative. While the Dye-farm is probably the most absurdly productive for a bio-reactor, it's not feasable for automation. Neither the MFR harvester nor the entire multifarm system works with the dye. I have a dye farm feeding a bioreactor on the server right now. It's not being used for all inputs but it's perfectly feasible with ME alone, maybe logistics pipes too. Ink is definitely the best source though.
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# ? Sep 11, 2013 23:58 |
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I'm short on string and slime so I want to make a auto-spawner farm for spiders and slimes. I've got a basic design down, but I can't figure out the range for the auto-spawner. What area do I need to box in to keep the mobs in?
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# ? Sep 12, 2013 02:04 |
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9x9 around the auto-spawner. It's a tricky business; my tower for this leaked horribly when I tried Blazes for awhile.
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# ? Sep 12, 2013 02:17 |
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rhoga posted:I'm short on string and slime so I want to make a auto-spawner farm for spiders and slimes. I've got a basic design down, but I can't figure out the range for the auto-spawner. What area do I need to box in to keep the mobs in? 9x9x5. And make sure the spawner's either in the air, or that the ground is very solid underneath, or the slimes will spawn underneath things (where you have wiring and pipes and such). Slimes are small enough to spawn in the most stupidly tiny spaces, too.
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# ? Sep 12, 2013 02:19 |
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Streaming some stuff that isn't tweaking a build file http://www.twitch.tv/shukaro Edit: That was much more interesting than buildscripts, new stable builds for everybody! Here's the VOD: http://www.twitch.tv/shukaro/b/460082095 Syenite fucked around with this message at 04:15 on Sep 12, 2013 |
# ? Sep 12, 2013 02:50 |
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Don't MFR farmers have the ability to automatically plant in segmented areas? I thought there was an option to set it so that you could divide the plantable area into 9 segments and have each one designated for a crop. If that's true then you can just use a different crop for each of the 9 areas and it'll automate itself, right?
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# ? Sep 12, 2013 04:23 |
So while this mainly involves a vanilla issue, I'd thought I share a little spat one of our old favorite MC modders had with one of the dev's today over Dinnerbone allowing for flexible nether portal sizes. Source Again, FlowerChild is flipping his poo poo over this: I just don't even know anymore or even where to begin on the crazy poo poo he is spewing. Wanting things easier, playing to win, might as well be playing autocad and photshop. I really wish that mod developers like him would just find a new game to latch onto already. VVVVV Good point, that is a lot of missed free entertainment. Enzer fucked around with this message at 04:59 on Sep 12, 2013 |
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# ? Sep 12, 2013 04:49 |
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Enzer posted:I really wish that mod developers like him would just find a new game to latch onto already. But then Minecraft wouldn't have Flowerchild rants. That is unacceptable.
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# ? Sep 12, 2013 04:51 |
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I don't even understand the whining. Obsidian isn't hard to gather. The "challenge" factor is having the diamond pick, not actually finding the obsidian, so however much obsidian you need to make the portal is pretty much irrelevant.
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# ? Sep 12, 2013 05:01 |
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Enzer posted:I really wish that mod developers like him would just find a new game to latch onto already. Thankfully... It seems FlowerChild wants to make his own game. And the sooner he does that and gets out of Minecraft, the better. He's a complete nutball (with a hell of a tinfoil hat), and I've never seen anything that was as much of a grindy disaster as his mod.
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# ? Sep 12, 2013 05:03 |
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RyokoTK posted:I don't even understand the whining. Obsidian isn't hard to gather. The "challenge" factor is having the diamond pick, not actually finding the obsidian, so however much obsidian you need to make the portal is pretty much irrelevant. The 'challenge' is figuring out where to place a structure with an even length by height in a room that is an odd width by odd depth. Skuzal fucked around with this message at 05:13 on Sep 12, 2013 |
# ? Sep 12, 2013 05:05 |
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Enzer posted:So while this mainly involves a vanilla issue, I'd thought I share a little spat one of our old favorite MC modders had with one of the dev's today over Dinnerbone allowing for flexible nether portal sizes. Probably my favorite thing about people with a ton of emotionally charged opinions like that is seeing them ignorantly slinging mis-applied accusations of logical fallacies in lieu of presenting an actual argument. Extra points to FlowerChild in that conversation for trying to call out the developer for an argument to absurdity when he himself made a far, far more egregious instance of the exact same fallacy only minutes before with his photoshop comment. The utter lack of self awareness or any sort of real critical thinking is what I like most about this modding community. It produces a bunch of really cool mods, which is great, but what it really excels at is producing top grade drama.
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# ? Sep 12, 2013 05:12 |
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"There's a balance to be struck with creative freedom and constraints to find the sweet spot. Notch was excellent at hitting it" That's the funniest thing I've read all week and it's only Wednesday. MacGyvers_Mullet posted:The utter lack of self awareness or any sort of real critical thinking is what I like most about this modding community. It produces a bunch of really cool mods, which is great, but what it really excels at is producing top grade drama. fondue fucked around with this message at 05:16 on Sep 12, 2013 |
# ? Sep 12, 2013 05:14 |
RyokoTK posted:I don't even understand the whining. Obsidian isn't hard to gather. The "challenge" factor is having the diamond pick, not actually finding the obsidian, so however much obsidian you need to make the portal is pretty much irrelevant. The whining is because FlowerChild is a deluded manchild who whines about everything.
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# ? Sep 12, 2013 05:15 |
Serifina posted:Thankfully... It seems FlowerChild wants to make his own game. And the sooner he does that and gets out of Minecraft, the better. He's a complete nutball (with a hell of a tinfoil hat), and I've never seen anything that was as much of a grindy disaster as his mod. Oh god, I hope the first things to come out of the community for his game is: Forge for [Insert his game's title here] followed by Better Than FlowerChild's Game. I think he might actually kill himself in anger.
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# ? Sep 12, 2013 05:26 |
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fondue posted:"There's a balance to be struck with creative freedom and constraints to find the sweet spot. Notch was excellent at hitting it" So says the douchebag that called his mod "Better Than Wolves" because he thought he knew what was better for Minecraft than the creator.
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# ? Sep 12, 2013 05:29 |
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Reductio ad absurdum isn't even a logical fallacy, it's a valid logical argument
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# ? Sep 12, 2013 05:45 |
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I've finally got my server to the point where I want it, so I took a couple days and made/wrote up a modpack. Description from the page below: Cantorpack is a modification of Big Dig that I use for my private server. Since most modding for Minecraft 1.5.2 has died down, I took it upon myself to make a "final version" of Big Dig with the most current stable 1.5.2 versions of every mod in the pack. Then I added a few more mods, with IndustrialCraft 2 being the most significant. It stays true to Big Dig's primary focus on high tech with abundant resources. Stability and performance wise, it should not be much worse than Big Dig 1.3.13, its base. IndustrialCraft 2 can be somewhat laggy if many machines are used, but fortunately Applied Energistics and Thermal Expansion render the majority of IC2's machines unnecessary. Server files: http://ubuntuone.com/4Y0wJZei29H2KWn7OHFxDF Notable Changes: (For Mod Descriptions not listed below, see those on Big Dig's page) --Added IndustrialCraft 2's 1.5.2 beta Massfabs, mining lasers, and reactors for good (if laggy as hell) times. --Added Compact Windmills along with IC2 Reduce lag by stacking your piles of windmills together. --Added Advanced Solars along with IC2 Reduce lag by stacking your piles of solars together. Also adds uncraftable Quantum Generator, a server-op tool that allows unlimited, configurable IC2 power. --Added Nuclear Control along with IC2 Pretty much required to make IC2 reactors automatable. --Added Extra Trees (came with update for Extra Bees) More Forestry spergin, I guess. --Added neiaddons adds NEI support for Extra Bees as well as the nifty feature of adding recipes to your ME Crafter in Applied Energistics. Shift click the ? on the NEI recipe to add it to your pattern encoder. --Added tubestuff another mostly server admin tool, adds a bunch of now-defunct RedPower blocks and the Duplicator, which acts as a storage block with an unlimited amount of whatever is inside. Pull items out with buildcraft pipes or AE import buses. --Added Trade Center a small mod that I haven't seen updated in a while, adds a craftable block you place near a village to view every villager's trade at once, for convenience. --Added Mine Tweaker a relatively new mod, this allows server admins to add and remove any recipe, including ones using mod-added items. For example, I'm using it on my personal server to update IC2's universal matter recipes. Current CoreMod List (-- = most current stable version for 1.5.2): --TreeCapitator 1.5.2.r14 --CodeChickenCore 0.8.7.3 --COFHCore 1.5.2.5 --Galacticraft 1.5.2-a0.1.36.410 --immibis-microblocks 55.0.7 --Not Enough Items 1.5.2.28 --PowerCrystalsCore 1.1.6-107 Current Mod List (-- = most current stable version for 1.5.2): --Better Storage 0.6.2.23-hotfix --bspkrsCore 2.09 --Monster Spawn Highlighter 1.4.1.17 --Project Bench 1.7.5 --Rei's Minimap 3.3_06 --Starting Inventory 1.5.2.r01 --Additional Pipes 2.3.1-BC3.7.1 --Applied Energistics v13-b-mc15x Artifice 1.1.2-157 (159 crashes servers) --Atomic Science 0.6.1.80 --Better Anvil 2.1 --binnie-mods (Extra Bees and Extra Trees) 1.7.5 --Buildcraft A-3.7.1 --Chococraft 2.8.9 --Compact Windmills 1.0.1.3 --ComputerCraft 1.5.3 --Dimensional-anchor 55.0.3 --Dimensional Doors 1.5.2R1.4.1RC1-194 --Dungeon Pack 1.5.2 v3 --Equivalent Exchange 3 pre1h-TechnicFix --EnchantingPlus 1.15.5 --Ender Ore 1.0-22 --Ender Storage 1.4.2.15 --Extra Cells 1.3.6 --forestry A-2.2.8.4 --Greg's Lighting 1.8.4 --IC2 Nuclear Control 1.5.1e --ICBM_Contraption 1.2.1.172 --ICBM_Explosion 1.2.1.172 --ICBM_Sentry 1.2.1.172 --immibis-core 55.1.6 --immmibis-peripherals-55.0.4 --IndustrialCraft 2 1.117.921 --Inventory Tweaks 1.54b --Iron Chests 5.2.8.447 --Logistics Pipes 0.7.3.dev.666 Magical Crops 1.5.1.2.1.2a (version 3 doesn't work with MFR) --Mekanism 5.5.6.124 --MekanismGenerators 5.5.6.124 --MekanismTools 5.5.6.124 --Modular Force Field Systems 3.1.0.175 MineChem 3.0.0.250 (can't find latest 1.5.2 version) --Mine Factory Reloaded 2.6.4-975 --Advanced Solar Panels 3_3_7 --Modular Powersuits 0.7.0-534 --Modular Powersuits Addon 0.2.3-165_MPS-531+ --Mystcraft 10.5 --Natura 1.5.1_2.1.5 --neiaddons 1.5.2-1.8.2.r31 --NEIPlugins 1.0.9.3 --Nether Ores 2.1.5-75 --ObsidiPlates 1.5.0.13 --OmniTools 3.1.6.0 --OpenCCSensors 1.5.2.0 --OpenPeripheral 0.1.9 --Pam's Weee! Flowers 1.03 --Power Converters 2.3.1-58 --Rotten Flesh To Leather 1.5.1 --Secret Rooms Mod 4.6.0.283 (listed as 4.6.1.283 on website?) --Soul Shards 1.0.36 --Tinker's Construct 1.5.2_1.4.3d6 --Thermal Expansion 2.4.6.0 --Trade Booth 0.4.2 --Tube Stuff 55.0.5 --Useful Food 1.5.1_1.4.3 --zhTradeCenter 0.2.3 (maybe up to date? couldn't find any sign of this anywhere) --Mine Tweaker 1.5.2-2.0.3
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# ? Sep 12, 2013 05:55 |
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"There is a balance to be struck with creative freedom and constraints to find the sweet spot" AND ALLOWING ODD-WIDTH PORTALS COMPLETELY WRECKS THIS BALANCE Hahahahahaha
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# ? Sep 12, 2013 05:57 |
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Oh sweet, now if we can get some horizontally-aligned portals we can start seeing some awesome 'nether-out-of-nowhere' griefs. Speaking of, is it theoretically possible to trap someone into a twilight forest portal using sand/gravel or would it end up destroying the portal? (I'm still playing Skyden, the thought just struck me as funny)
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# ? Sep 12, 2013 06:18 |
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Enzer posted:Oh god, I hope the first things to come out of the community for his game is: Forge for [Insert his game's title here] followed by Better Than FlowerChild's Game. I think he might actually kill himself in anger. He was calling it Return to Home, last I saw. And it'd basically be his version of Minecraft. Which tells me that it will be awful and grindtastic and stupid.
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# ? Sep 12, 2013 06:24 |
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Serifina posted:He was calling it Return to Home, last I saw. And it'd basically be his version of Minecraft. Which tells me that it will be awful and grindtastic and stupid. I thought that was the name of his total conversion plans, ala terrafirma. If he's going to try and sell THAT as a new game, this is going to become something to write home about.
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# ? Sep 12, 2013 06:33 |
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Magmarashi posted:I thought that was the name of his total conversion plans, ala terrafirma. From what I've read, Better than Wolves became his total conversion, and RTH is going to be his whole new game that he's going to make. Supposedly.
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# ? Sep 12, 2013 06:39 |
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I appreciate the fact that it might soon be possible to make a portal large enough to fit a ghast through. I think the only missing element would be the ability to place them in the horizontal plane as well as the vertical plane, (because I always enjoyed doing that with MystCraft crystal blocks).
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# ? Sep 12, 2013 06:46 |
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The problem I can see with horizontal nether portals is that the teleport is not instant, you get that wobbly animation. Twilight Forest and Mystcraft also put you on the nearest block with space when you come back out, the nether portals put you on the bottom row of obsidian where you have to move before being sucked in again. However I would love if they now worked the same as Twilight and Mystcraft becuase it's just a better way doing it IMO. (But lets be honest, does anyone ever bother with the nether portal for more than one trip, one of my first jobs is to make a dim-door to the nether because my portals always end up somewhere really loving annoying and the portal sound drives me nuts)
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# ? Sep 12, 2013 07:25 |
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I seem to keep getting my nether portals stuck on top of a big outcropping with 3 ghasts circling and taking pot shots. So I have to immediately dig down and make myself a little hidey hole to make a book in.
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# ? Sep 12, 2013 07:34 |
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AceClown posted:(But lets be honest, does anyone ever bother with the nether portal for more than one trip, one of my first jobs is to make a dim-door to the nether because my portals always end up somewhere really loving annoying and the portal sound drives me nuts) I do. I actually use it quite a lot until I build a transportation room in my base, assuming, of course, the destination is a decent location in the Nether. I drop it fast if I end up with a portal that's free floating away from everything else in the drat Nether.
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# ? Sep 12, 2013 08:09 |
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AceClown posted:The problem I can see with horizontal nether portals is that the teleport is not instant, you get that wobbly animation. Twilight Forest and Mystcraft also put you on the nearest block with space when you come back out, the nether portals put you on the bottom row of obsidian where you have to move before being sucked in again. If you hypothetically were to place a nether portal horizontally immediately above a pool of water they couldn't escape because it's not possible to dig or place blocks while in a nether portal and the water would prevent them from falling to their deaths.
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# ? Sep 12, 2013 09:04 |
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Cantorsdust posted:and the Duplicator, which acts as a storage block with an unlimited amount of whatever is inside. AE has "creative mode" disks that have an limitless amount of whatever you put on them. Edit: quote:Added ME Creative Cell - contains an infinite amount of items that have been partitioned on to it." SugarAddict fucked around with this message at 10:44 on Sep 12, 2013 |
# ? Sep 12, 2013 10:41 |
So I thought what I posted earlier was all FlowerChild was ranting about. No, that is just what Dinnerbone bothered responding to.. FC saw fit to go on for several more hours. Holy crap his whole twitter account is just him bitching about the most stupid things like making the game easier by adding various shortcut commands and whining to Notch. But when someone makes a mod for his mod, and he becomes aware of it because he dares sees a mention of it somewhere, the gloves are loving off and you crossed the line, holy poo poo. Enzer fucked around with this message at 11:07 on Sep 12, 2013 |
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# ? Sep 12, 2013 10:58 |
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If you're that loving bothered about portals not being 4x5 why not just build all your portals 4x5? That is the point of a sandbox game, you make your own rules and constraints. Hell I make my own rules up all the time and self imposed things, I don't go pitching a shitfit on twitter because I feel the Modular Powersuit Flight Control feels too cheaty, I just don't install that module, it's not loving difficult.
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# ? Sep 12, 2013 11:43 |
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Enzer posted:But when someone makes a mod for his mod, and he becomes aware of it because he dares sees a mention of it somewhere, the gloves are loving off and you crossed the line, holy poo poo. There will never be anything more ironic, ever, than mod authors getting pissed at people modding their mods.
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# ? Sep 12, 2013 13:03 |
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Can some friendy goons help me out with the method for adding mods to already existing mod packs? I've been trying to insert Thaumcraft 3 into the Tekkit lite pack but I'm getting crashing errors when I load up the game. Google searches are infinitely unhelpful as it seems nobody has ever written up a decent guide for doing it with Thaumcraft despite many, many threads about it. What I did so far was insert the thaumcraft zip into the mods folder and the minecraft forge file into the coremods folder as I think that's how it's supposed to work. But all I get are forge related errors because of that, any help?
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# ? Sep 12, 2013 13:06 |
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# ? Jun 4, 2024 17:48 |
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Demiurge4 posted:Can some friendy goons help me out with the method for adding mods to already existing mod packs? I've been trying to insert Thaumcraft 3 into the Tekkit lite pack but I'm getting crashing errors when I load up the game. Google searches are infinitely unhelpful as it seems nobody has ever written up a decent guide for doing it with Thaumcraft despite many, many threads about it. I put TC3 into Hexxit with no bother and I don't recall anything going into the coremods folder, I'd just try it with the zip in the main mods place and see if that works.
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# ? Sep 12, 2013 13:12 |