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Carcer posted:COTT questions: No you can't. Stop being a coward and take it like a man
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# ? May 11, 2017 17:33 |
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# ? May 14, 2024 08:31 |
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You can disable or lower the spawn rate if they bother you a lot. Animalium doesn't have a config setting to disable just the stealing, though. Just keep in mind they can only steal the item you're holding. Making a point to keep an empty slot on your hotbar turns them into a complete nonthreat. I don't know if you can remove Infernal Mobs outright without breaking a save, but the mod has config settings for all the individual monster modifiers as well as straight disabling individual monsters. Going into the config and turning all the monster mods off would only take a minute or two and should pretty effectively neuter the mod. Also, rats that steal an item won't despawn. Getting your item back is usually just a matter of persistence. Toadsmash fucked around with this message at 17:47 on May 11, 2017 |
# ? May 11, 2017 17:44 |
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Toadsmash posted:You can disable or lower the spawn rate if they bother you a lot. Animalium doesn't have a config setting to disable just the stealing, though. Just keep in mind they can only steal the item you're holding. Making a point to keep an empty slot on your hotbar turns them into a complete nonthreat. Yeah it's funny if you look at your minimap Animalium mobs move really fast and in a modpack designed to have all the mobs come after you the little dot running away from you as fast as it can is usually the bugger that has your item.
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# ? May 11, 2017 19:00 |
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Toadsmash posted:You can disable or lower the spawn rate if they bother you a lot. Animalium doesn't have a config setting to disable just the stealing, though. Just keep in mind they can only steal the item you're holding. Making a point to keep an empty slot on your hotbar turns them into a complete nonthreat. I just straight deleted the Infernal Mobs .jar file from my mods folder and it seemed to work My game still boots fine and I can get into my save and I haven't seen seen any more idiotic 1200 HP regenerating thorns withering poison bears Rutibex posted:No you can't. Stop being a coward and take it like a man I can't take it I just can't take how lovely your posts are
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# ? May 11, 2017 20:54 |
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Infernal Mobs doesn't add items or blocks to the game so it's fine to remove. It can't break your game. Worst case scenario is that you miss out on the extra loot that the mobs drop, which might potentially include things you can't get anywhere else, but I don't know if that's true in COTT. Personally I'd change the health scaling to 1 instead of 1.5 and see if that fixed the crazy health values. I'd also tweak some of the other settings so that the infernal mobs aren't so goddamn annoying to deal with.
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# ? May 11, 2017 22:04 |
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I found one of those white stone forts next to a mountain, so I dug my base into the mountain and built a reinforced stone tunnel to the (sealed) white stone fort. Its currently a blood moon and there's lot of scary sounding noises going on outside while I try and work my way through the starter quests. This is my 4th world, the first couple I was getting to grips with the basic controls and the 3rd was a gently caress up because I spawned in the tundra and was spawn camped by selkies with bows.
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# ? May 12, 2017 00:23 |
How do I get the rf tools autocrafter to make salt and then put the empty buckets into the output but keep the pot? Is that even possible? Edit: I'll just have it output both of them and route the pot back in through some conduits... Waste of space but Idk how else to do it. SSJ_naruto_2003 fucked around with this message at 00:44 on May 12, 2017 |
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# ? May 12, 2017 00:29 |
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What causes that darkness debuff in COTT that seems to refresh indefinitely on a 4 second timer and follows you across half the world?
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# ? May 12, 2017 07:29 |
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Toadsmash posted:What causes that darkness debuff in COTT that seems to refresh indefinitely on a 4 second timer and follows you across half the world? I saved and relogged to remove that.
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# ? May 12, 2017 08:45 |
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We ended up skipping out on a questing pack, and decided to go for just the direwolf pack and threw it up on a server for more people. Maybe in the future when more stuff pops up, or if things move to 1.11/1.12. Anyways, I've never used BigReactors or Extreme Reactors before and I've set up a small 3x3 one with one control rod cooled by graphite. How would I go about automating control to save fuel? A bit of googling suggests either RedNet, but no MFR in 1.10, or OpenComputers programs... Which none of them really seem to list what components I actually need for the computer. Anyone have like, a simple computer setup for this I guess?
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# ? May 12, 2017 11:21 |
poo poo I just made like 20 million rf of capacitors plus the internal storage of around 10 mil and I just turned it on for a minute to charge them, then leave it off. Honestly everything is running off water wheels for me right now, only using the reactor when I need a huge burst of energy
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# ? May 12, 2017 11:32 |
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I gave up on the cott pack. Came back to base to find a bunch of mobs inside my house, even though nothing was broken. creepers took out all my storage and items, and after that is just just not fun. Oh i also died to magic, that blew a hole 9 blocks deep to hit me..
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# ? May 12, 2017 11:44 |
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I used the (I think) FTButil to claim the area around my base. Monsters can still dig and burn stuff down but explosions don't break anything. I feel that my progress is really slow and erratic. I've set up a smeltery, tooled up to being able t to dig diamond tier ores but I'm having an incredibly tough time securing a small patch of ground outside my front door so I'm not constantly getting hit by bullshit through walls and set up babbys first farm so I don't starve constantly. I haven't even looked at machinery or automating things yet.
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# ? May 12, 2017 13:34 |
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Tyty posted:We ended up skipping out on a questing pack, and decided to go for just the direwolf pack and threw it up on a server for more people. Maybe in the future when more stuff pops up, or if things move to 1.11/1.12. Add three red stone control ports. one set to "on/off on signal" one set to "emit if storage above 80%" one set to "emit if storage below 30%" Then you need a redstone comparator. the 30% port routes into the primary input the 80% port routes into the secondarily input the output goes to the on/off port the output loops back to the primary input through a repeater. Click the comparator so that the redstone light at its output is on. *edit: oh make sure the repeater is not with in one block of the comparator including diagonally. Hagop fucked around with this message at 14:15 on May 12, 2017 |
# ? May 12, 2017 14:11 |
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CoTT trivialised itself for me. One of the first loot bags I opened had a instant resource free tele wand. So the only entrance into my base is diagonal 1 block high tunnel that I use to teleport into and another one to teleport out from. (both made with reinforced stone). I think I'm deep enough into the mountain too that the mobs don't seem to dig or explode themselves to get to me. Its real strange. Also the nether is a piece of poo poo with Ad infernium or whatever because mobs there just naseua you on sight which fucks me up too much to want to go back. I should figure out if I can disable that.
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# ? May 12, 2017 14:46 |
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I gave up on my remote island world for lack of clay, and in my new one I built some platforms 80-90ish blocks above ground, and that seems far enough away to prevent stuff on the ground from aggroing and trying to climb up during blood moons. The slow climb up is kind of a pain, but it's been pretty safe so far, especially with lower-half slabs for most of the floor.
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# ? May 12, 2017 15:05 |
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Which mod in CotT is letting mobs attack through walls? A creeper that can not see me and has never seen me should not blow up and a zombie should not be able to hit me from behind a wall.
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# ? May 12, 2017 15:53 |
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Hagop posted:Add three red stone control ports. The simpler one with Rednet, if you're using the one that has Rednet Ports as part of the Reactor mod, you can put two ports next to each other, and hook them up to each other with Rednet Cable. One port Outputs the Energy Storage %, and the other port treats as Input the Control Rod Insertion So as your reactor's energy buffer fills up, it automatically increases the control rod insertion to slow down the reaction, until it's full and stops completely. It's not as efficient as other methods, but it's dead simple.
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# ? May 12, 2017 16:00 |
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The Ender IO power monitor can do it all from one redstone port by just monitoring your capacitor bank.
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# ? May 12, 2017 16:18 |
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xanthan posted:Which mod in CotT is letting mobs attack through walls? A creeper that can not see me and has never seen me should not blow up and a zombie should not be able to hit me from behind a wall. Dunno which it is, but mobs will definitely blow up or set TnT to blow up a single layer wall between you and them. It happened in my first world and in the second I just moved into a mountain first thing.
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# ? May 12, 2017 16:35 |
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xanthan posted:Which mod in CotT is letting mobs attack through walls? A creeper that can not see me and has never seen me should not blow up and a zombie should not be able to hit me from behind a wall. Build thicker walls.
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# ? May 12, 2017 17:20 |
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Toadsmash posted:What causes that darkness debuff in COTT that seems to refresh indefinitely on a 4 second timer and follows you across half the world? Infernal mobs, what else? xanthan posted:Which mod in CotT is letting mobs attack through walls? A creeper that can not see me and has never seen me should not blow up and a zombie should not be able to hit me from behind a wall. While unsatisfying, thicker (not sturdier) walls is the correct non-config modifying solution. That was the point (it was a wild dog, for me) where the charm of seeing the world slowly blasted into hell ran out for me so I never bothered tracking down the mod responsible.
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# ? May 12, 2017 17:50 |
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Devor posted:The simpler one with Rednet, if you're using the one that has Rednet Ports as part of the Reactor mod, you can put two ports next to each other, and hook them up to each other with Rednet Cable. No Rednet(last I checked) in 1.10.2 which is what the question was about.
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# ? May 12, 2017 19:18 |
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Eox posted:I'm gonna say that the mod that adds completely silent creepers with the explosion sound replaced by a poorly-ripped and far too long version of the Deez Nuts vine is the actual worst mod in COTT and possibly minecraft in general i don't get why other people bother to make different creeper sounds, when we have the only acceptable one with the Lemongrab scream (more so if it still effects the TNT sounds)
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# ? May 12, 2017 19:24 |
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Hagop posted:Add three red stone control ports. Simplest route is two redstone control ports, one set to "emit if storage above 90%", one set to "control rods set to 100% while active".
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# ? May 12, 2017 19:38 |
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chrisf posted:Simplest route is two redstone control ports, one set to "emit if storage above 90%", one set to "control rods set to 100% while active". Seems like you would run into wasted startup and cool down as wouldn't the reactor just flicker on and off at 90%?
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# ? May 12, 2017 20:18 |
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Hagop posted:Seems like you would run into wasted startup and cool down as wouldn't the reactor just flicker on and off at 90%? Correct. This wouldn't waste a ton of fuel, but it would waste some. I really wish Big Reactors had analog redstone support for the redstone ports. Stuff like "analog signal output proportionate to reactor energy fill level" and "set control rods proportionate to analog redstone signal input" would get the rednet solution back without MFR needed.
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# ? May 12, 2017 20:35 |
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Hagop posted:Seems like you would run into wasted startup and cool down as wouldn't the reactor just flicker on and off at 90%? Any modpack that I've played long enough to get a bigreactor going has also had yellorium as an essentially infinite resource, so a tiny bit of wasted fuel is negligible, and a 3x3 reactor with one core and graphite cooling likely isn't going to care about optimum efficiency anyways. My simple setup is just to make sure I'm not wasting automated fuel on a capped reactor energy cell.
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# ? May 12, 2017 21:26 |
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xanthan posted:Which mod in CotT is letting mobs attack through walls? A creeper that can not see me and has never seen me should not blow up and a zombie should not be able to hit me from behind a wall. epic siege mod gives mobs x-ray vision
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# ? May 12, 2017 21:34 |
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If you're having trouble getting established, create a team and claim the area around your base so poo poo doesn't get broken when the millions of creepers that spawn each night attack you. I turned it back off and I'm in the process of fortifying the floor with reinforced stone. Dear good do you need a lot of grout.
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# ? May 12, 2017 22:26 |
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This is going to sound strange, but is there any way to take the default Sky Factory 3 map and make it "generic" so I can use it in another pack? I tried making it in Sky Factory 3, then copying it from there to the other pack, but when I did the map seemed to drop down the x-axis so everything I was doing was "underground". e: or maybe a simple map editor so I can recreate it myself?
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# ? May 13, 2017 00:25 |
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Evil Mastermind posted:This is going to sound strange, but is there any way to take the default Sky Factory 3 map and make it "generic" so I can use it in another pack? I tried making it in Sky Factory 3, then copying it from there to the other pack, but when I did the map seemed to drop down the x-axis so everything I was doing was "underground". I never played Sky Factory, whats different from a normal Skyblock map? There are tons of those for vanilla.
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# ? May 13, 2017 01:07 |
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I can't emphasize the COTT recommendation to burrow into a mountain highly enough. I hosed off to a big hill, dug a tunnel like 20 blocks long into it, and set up a desert house. I have lava pouring over my front entrance any time I'm not trying to leave (which is basically always because gently caress trying to go outside) and it's working pretty well. Also I think it's highly likely that Engineer is just The Best Class because the turret trivializes most early game fights as far as I can tell. I did Warlock to get a jumpstart on Ars Magica (and then promptly lost my Fireball spell because I'm a moron ) and I've got no regrets about that, but I think it would certainly have made my life easier to go Engineer and just dump all of my cobble into it and let it clear my front door. E: So here's my general recommendations for making COTT fun instead of frustrating: 1) Remove Infernal Mobs. It is possibly the worst mod ever made for minecraft and I have yet to see a pack that was not infinitely worse for its inclusion. 2) Dig into a mountain to set up your house. 3) Set keepInventory true Magres fucked around with this message at 01:57 on May 13, 2017 |
# ? May 13, 2017 01:10 |
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Rutibex posted:I never played Sky Factory, whats different from a normal Skyblock map? There are tons of those for vanilla. It has no quests to breadcrumb you along. It's got a mark-them-yourself-as-you-go list of things to do. It is notable for having two of the best mods in Minecraft -- Snad and Tree Growing Simulator.
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# ? May 13, 2017 01:17 |
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Gwyneth Palpate posted:It has no quests to breadcrumb you along. It's got a mark-them-yourself-as-you-go list of things to do. That has nothing to do with the map, that's the modlist the pack just happens to have, and the only unique thing about SF3 is that it's on 1.10. Grab a mod that makes a void world, add the mods you want to go into it, bam you have what you want as far as I know.
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# ? May 13, 2017 01:43 |
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I meant the actual starting map itself, which is just a tree on a single dirt block. I know I can just use the classic skyblock map or whatever, but I like starting from a minimal map for stuff like this.
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# ? May 13, 2017 02:43 |
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Evil Mastermind posted:I meant the actual starting map itself, which is just a tree on a single dirt block. I know I can just use the classic skyblock map or whatever, but I like starting from a minimal map for stuff like this. Grab a traditional skyblock, then go into creative mode and destroy the extra dirt and plant a tree. Then fly to the top of the tree and turn off Creative Mode. Should take less time than it took me to write this post.
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# ? May 13, 2017 03:17 |
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Rutibex posted:Grab a traditional skyblock, then go into creative mode and destroy the extra dirt and plant a tree. Then fly to the top of the tree and turn off Creative Mode. Should take less time than it took me to write this post. You know...that honestly didn't even occur to me. Thanks!
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# ? May 13, 2017 03:25 |
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I usually don't get super creative with my mob grinder setups, so I'm pretty happy with how this turned out. https://www.youtube.com/watch?v=e83pFJw8aoU
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# ? May 13, 2017 06:19 |
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# ? May 14, 2024 08:31 |
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Rutibex posted:I never played Sky Factory, whats different from a normal Skyblock map? There are tons of those for vanilla. Vanilla skyblocks aren't really like the heavily modded Ex Nihilo, zero-to-draconic ones. And specifically the Sky Factory packs are the many-mod skyblocks that were designed/balanced for silly power tripping. They specialize in having a bunch of quality-of-life mods in it instead of grindy challenges or extra-hard recipes. So it's got stuff like cheap builder's wands, vein miner, and whatever mod makes trees get bonemealed by shift-button dancing near them. They were initially created by a full-time twitch streamer although I think he's pushed some of the development of the newest pack onto the FTB team. There's some dumb twitch fan reference sort of stuff, but there's a lot of mod-choice freedom in how you do anything. Also these have some semi-unique things like 5x5 sifting and other proprietary tweaks.
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# ? May 13, 2017 07:35 |