Taffer posted:Impact Flux does. But it includes a lot of tech stuff. I thought Agrarian Skies did a much better job on that front, but you'd have to be willing to go back to 1.6. And skyblock is a much different experience.
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# ? Dec 26, 2014 22:21 |
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# ? Jun 4, 2024 15:01 |
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Well, technic website got back up, I figured out the user interface for the launcher (there definitely needs some indication of What You Should Do To Add Modpacks) and finangled my way to adding an old modpack that's no longer listed on the site. Running ImpactFluxier for the first time from the new launcher and...it works! Evening is saved.
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# ? Dec 26, 2014 22:47 |
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Sage Grimm posted:Wish I could play but the new launcher wiped out the config for saved modpacks so it doesn't see any of the ones I already had, I haven't found any way of actually indicating a new modpack to be added, and the website seems to be down. Kind of miffed. Hopefully the site being down means they recognize an issue and are fixing things. EDIT: They took the BP RPG pack offline, so I hope they fix it. Natural Magic is neat. It's funny because it is very similar in make up to Bullet phase RPG, but it has some cool stuff Bullet doesn't, namely the HQM mod and backpack mods. It also has storage crates which I didn't check to see if BP RPG had. I am going to throw in Treecapitator, since its missing that and probably a minimap mod of some sort, since it doesn't seem to have one. Is there a goto minimap mod for 1.7.10? Natural Magic also doesn't have Biomes a Plenty, but for now, I don't know if I miss it yet. BAP can be nice for some variety, except when you end up with miles and miles of dense forest. I was in a nice lush swamp in BP RPG so the more barren looking vanilla style is kind of rough to go back to. NM also seems to have a more interesting balance of the Dungeon Pack stuff. Most of the stuff I found in BP RPG was complete wastes of time with maybe one chest full of garbage. Within my spawn area on NM, there was a neat little tower that had some awesome artifacts in it, and a ton of traps. And I can already see another tower in the distance and a weird floating island. Much like HExxit, however, NM has a bit of an overabundance of ore.
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# ? Dec 26, 2014 22:50 |
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you don't need treecapitator since it has veinminer, which works on logs unless for some stupid reason they disabled wood blocks when putting it in the pack. it also has journeymap.
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# ? Dec 26, 2014 22:57 |
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Finally un-borked my Solder install and got all my packs up. Thanks for the heads-up, Technic platform folks. EDIT: Christ on a cross, they borked this one pretty hard. The Technic launcher wants to install the 1.0 version of all of my modpacks, but there isn't a 1.0 version of any of them. So people can't launch the pack because they can't download the 1.0 version of the modpack. I'd go ahead and just copy the latest build to a new 1.0 version, but THAT doesn't work either because Solder can't pull the minecraft versions from wherever it is acquiring them. This is a fantastic update, and I'm glad to be a part of it. mechaet fucked around with this message at 23:42 on Dec 26, 2014 |
# ? Dec 26, 2014 23:06 |
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THE PENETRATOR posted:you don't need treecapitator since it has veinminer, which works on logs unless for some stupid reason they disabled wood blocks when putting it in the pack. it also has journeymap. I hadn't noticed the veinminer and didn't even think to try it until I had already installed treecapitator. Veinminer feels really cheaty though. mechaet posted:Finally un-borked my Solder install and got all my packs up. Thanks for the heads-up, Technic platform folks. I'm just going to wait a few days until this all blows over. I should have just left it alone when I saw it was acting weird. Trying to reinstall is probably going to bite me in the rear end some how, but hopefully the only thing I will lose is my keybindings since I backed up my world.
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# ? Dec 27, 2014 00:54 |
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Re: the biomes o plenty stuff a few pages back, I think I'd like it more if it wasn't for all the stupid poo poo like quicksand/poison ivy/useless gems that you can't disable. If that stuff was exposed in the configs I'd be fine with it but the fact that it's mandatory if all you want is some biome variety is just annoying.
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# ? Dec 27, 2014 00:55 |
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How do you import existing instances to MultiMC? I was going to backup my tweaked Progress setup to it and try out the new one, but I can't seem to get it to work.
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# ? Dec 27, 2014 00:58 |
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ToastyPotato posted:I hadn't noticed the veinminer and didn't even think to try it until I had already installed treecapitator. Veinminer feels really cheaty though. How so? It does mine a bunch of stuff near-instantly, but it at least uses durability appropriately for each block mined. All it really does is save you time. it's a baller way to get cobblestone
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# ? Dec 27, 2014 01:02 |
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The speed is really it. Treecapitor actually slows you down a bit. Veinminer feels like I am in creative mode almost. It's actually really handy when you need a lot of blocks and don't feel like grinding too much, but if I am just chilling and playing with some music in the background I kinda don't mind taking it a bit slow. I just don't like having to pillar up to get logs.
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# ? Dec 27, 2014 01:11 |
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The Cheshire Cat posted:Re: the biomes o plenty stuff a few pages back, I think I'd like it more if it wasn't for all the stupid poo poo like quicksand/poison ivy/useless gems that you can't disable. If that stuff was exposed in the configs I'd be fine with it but the fact that it's mandatory if all you want is some biome variety is just annoying. Played on a server awhile back with BoP and we started off in a desert and made our base there and the quicksand went from annoying to comedic (when new players kept falling in) to useful. quicksand moats! The gems are also decent decorative blocks at least, too bad the promised land is so hosed up. Biggest problem I had with BoP was that there were too many similar biomes and the more interesting and useful ones were pretty rare.
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# ? Dec 27, 2014 01:15 |
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Rynoto posted:I've been playing Natural Magic which is a full magic pack that is still being actively updated. This looks interesting, but that means I have to download another launcher and put more crap on my computer . I will see how it is.
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# ? Dec 27, 2014 01:15 |
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ToastyPotato posted:The speed is really it. Treecapitor actually slows you down a bit. Veinminer feels like I am in creative mode almost. It's actually really handy when you need a lot of blocks and don't feel like grinding too much, but if I am just chilling and playing with some music in the background I kinda don't mind taking it a bit slow. I just don't like having to pillar up to get logs. I guess adjust it to how you like it. Configs determine which blocks are adjacent-mined and mode lets you set if you want to have it on, on while sneaking and so on.
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# ? Dec 27, 2014 01:16 |
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ToastyPotato posted:The speed is really it. Treecapitor actually slows you down a bit. Veinminer feels like I am in creative mode almost. It's actually really handy when you need a lot of blocks and don't feel like grinding too much, but if I am just chilling and playing with some music in the background I kinda don't mind taking it a bit slow. I just don't like having to pillar up to get logs. aiight. you can configure a lot about veinminer but sadly I doubt mining speed is configurable. i believe in you, and hope you enjoy your experience.
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# ? Dec 27, 2014 01:22 |
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Usually I just go into creative mode, fly up to the top of the tree, go back to survival, then chop through the trunk.
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# ? Dec 27, 2014 01:26 |
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On the subject of Veinminer, it just made me ragequit. I had to rebuild a loving pen out of wall like 4 times because it wouldn't turn off. I even set the mode to disabled.
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# ? Dec 27, 2014 01:34 |
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How the hell do I install new modpacks in the new launcher?!
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# ? Dec 27, 2014 02:01 |
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Danny Glands posted:How the hell do I install new modpacks in the new launcher?! There's two ways: if you copy the platform URL like normal from the website, the launcher should auto detect it in your clipboard and add it to the modpacks list. Otherwise, in the launcher, there's a search bar at the top of the modpacks list - do a search in there for the pack you want and it should come up. In both cases, there'll be an install button on the lower-right.
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# ? Dec 27, 2014 02:13 |
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Echophonic posted:How do you import existing instances to MultiMC? I was going to backup my tweaked Progress setup to it and try out the new one, but I can't seem to get it to work. It's been a while since I last did it, but I think all I had to do was first create an instance with the right version of Minecraft and Forge in the MultiMC GUI, then find the instance directory under the MultiMC directory and copy all the files from the instance that I'm trying to import. There may or may not be a 'minecraft' or '.minecraft' directory in there depending on where you're importing from, but basically the 'mods' directory from the original instance should wind up under '<MultiMC directory>\instances\<instance name>\minecraft\mods', for example.
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# ? Dec 27, 2014 02:19 |
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THE PENETRATOR posted:aiight. It's not, and I wish it was, but mining every block and every log by hand just gets a little too tedious, I just have to have veinminer now. It'd be nice to do like a +10% mining time of every additional block or something, but whatever. Halibut Barn posted:It's been a while since I last did it, but I think all I had to do was first create an instance with the right version of Minecraft and Forge in the MultiMC GUI, then find the instance directory under the MultiMC directory and copy all the files from the instance that I'm trying to import. There may or may not be a 'minecraft' or '.minecraft' directory in there depending on where you're importing from, but basically the 'mods' directory from the original instance should wind up under '<MultiMC directory>\instances\<instance name>\minecraft\mods', for example. This is correct. Just make a new plain instance then copy the mods/configs/etc stuff into that. Make sure to put forge on it though.
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# ? Dec 27, 2014 02:20 |
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Halibut Barn posted:It's been a while since I last did it, but I think all I had to do was first create an instance with the right version of Minecraft and Forge in the MultiMC GUI, then find the instance directory under the MultiMC directory and copy all the files from the instance that I'm trying to import. There may or may not be a 'minecraft' or '.minecraft' directory in there depending on where you're importing from, but basically the 'mods' directory from the original instance should wind up under '<MultiMC directory>\instances\<instance name>\minecraft\mods', for example. Taffer posted:It's not, and I wish it was, but mining every block and every log by hand just gets a little too tedious, I just have to have veinminer now. It'd be nice to do like a +10% mining time of every additional block or something, but whatever. Ah, alright. I was missing the Forge step. Thanks!
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# ? Dec 27, 2014 02:39 |
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Light Gun Man posted:The gems are also decent decorative blocks at least, too bad the promised land is so hosed up. Biggest problem I had with BoP was that there were too many similar biomes and the more interesting and useful ones were pretty rare. http://biomesoplenty.wikia.com/wiki/Promised_Land "As of Biomes o' Plenty version 717, the Promised Land is no longer in game, and many of the blocks contained there have been completely removed."
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# ? Dec 27, 2014 03:41 |
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Okay, guys, the platform is finally (more or less) stable. That was a rough 36 hours, I hope you stuck with us after that. As for adding stuff to the launcher- Serifina covered most of it, but I also wanted to point out that sticking just about anything into the search bar will get you an installed pack. Stick an API link in there (assuming the launcher somehow didn't auto-detect it), it'll pull up the pack. Stick a non-API link in there, it'll point you to the page the pack is on so you can do the above. Just clicking the "install this pack" thing in the platform will actually copy the API link to your clipboard and therefore install the pack.
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# ? Dec 27, 2014 06:02 |
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Sorus posted:http://biomesoplenty.wikia.com/wiki/Promised_Land The blocks and items from there were cool, even the portal was cool, it was just those fuckin pixies man. They could have kept it if they would have just fixed the pixies.
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# ? Dec 27, 2014 08:13 |
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The 'Install this pack' is placed in a location where I assumed it was asking me to install whatever pack was highlighted and not the pack link in my clipboard
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# ? Dec 27, 2014 20:42 |
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Blind Duke posted:The 'Install this pack' is placed in a location where I assumed it was asking me to install whatever pack was highlighted and not the pack link in my clipboard poo poo, is that how it works? I thought it was supposed to be more intuitive than other launchers. What was wrong with a nice, understandable 'install new pack' button?
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# ? Dec 27, 2014 21:41 |
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In the dungeon pack config, how does rarity work? The lower the more rare, or the higher the more rare? What is the highest number?
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# ? Dec 27, 2014 22:31 |
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I'm trying to understand the intricacies of molecular assembly in AE2 without having to watch 5 YouTube videos, so I figured I'd ask here. The molecular assembly chamber is gone, but I see the single-block molecular assemblers. What I have been seeing is placing interfaces on five sides, with the last side taking power. One then places patterns into the interfaces. Is there not a way to store and manipulate all the patterns from one place instead? How would I set that up?
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# ? Dec 27, 2014 22:42 |
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nope, the molecular assembler requires interfaces to hold the patterns. however, a combination with project red piping and inventory interface could allow this? i don't think you can insert into the pattern slots from pipes but it might be possible.
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# ? Dec 27, 2014 22:50 |
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Rocko Bonaparte posted:I'm trying to understand the intricacies of molecular assembly in AE2 without having to watch 5 YouTube videos, so I figured I'd ask here. The molecular assembly chamber is gone, but I see the single-block molecular assemblers. What I have been seeing is placing interfaces on five sides, with the last side taking power. One then places patterns into the interfaces. Is there not a way to store and manipulate all the patterns from one place instead? How would I set that up? Pattern interface
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# ? Dec 27, 2014 22:58 |
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i looked that up because i hadn't seen it and have been doing poo poo manually but to be more accurate, http://ae-mod.info/ME-Interface-Terminal/
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# ? Dec 27, 2014 23:03 |
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How do you actually get essentia into alchemical constructs? You can't just hook up a jar to it and you can't empty a phial into it.
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# ? Dec 27, 2014 23:25 |
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Gotta use tubes. Remember that you can right click with the wand to remove pipe connections in an unintuitive manner. If you mess with it long enough and maybe use some valves to block stubborn connections you should be able to hook up 5 jars or so.
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# ? Dec 27, 2014 23:53 |
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In addition to my Dungeon Pack config questions, with regards to adding the Artifact mod to a modpack, there is a line in the config that says "crossModTreasureString_ProceeduralGeneration", which is for inter-mod treasure generation, and I am wondering if that setting is all that is required to get Artifact items to spawn randomly in chests that are in dungeons belonging to other mods (battle towers, roguelike dungeons, dungeon pack, etc.) or if more configuring needs to be done to the other mods themselves.
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# ? Dec 28, 2014 00:23 |
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Ahh good I got the ME interface terminal up. I think I saw that on the Modderation server, after all. While I was at it, I had to change my veinminer config from sneak to the actual key, after falling to my death three times after demolishing a bunch of leaves underneath me in a redwood tree.
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# ? Dec 28, 2014 00:23 |
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Tsubasa2004 posted:Gotta use tubes. Yeah but jars have so much suction. How do you get it form the jar to the construct?
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# ? Dec 28, 2014 00:24 |
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What are the new dimensions for launcher images?
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# ? Dec 28, 2014 02:34 |
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Danny Glands posted:What are the new dimensions for launcher images? It tells you on the page you upload them.
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# ? Dec 28, 2014 02:53 |
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Ariong posted:Yeah but jars have so much suction. How do you get it form the jar to the construct? The Constructs have 128 suction when it's turned on - so you can hook it up like so (perditio not pictured, it's in back): You turn it on by clicking on the desired product in the interface, so it gets a blue ring around it.
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# ? Dec 28, 2014 04:57 |
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# ? Jun 4, 2024 15:01 |
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I havent played minecraft in forever, I used to play a little bit of FTB, is that still updated/is there anything similar thats up to date that I should download and play?
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# ? Dec 28, 2014 05:21 |