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MikeC posted:Hi guys, I just want to confirm that installing Java is pretty much the only way to get any mods in the game even though from what I have read, the Minecraft launcher from Mojang no longer needs Java installed on the OS? Pick a pack and then install the technic launcher. I like http://technicpack.net/modpack/requiem-hqm.759053 Because it has tutorials running you through the start up / more advanced stuff of almost every major mod out right now.
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# ? Dec 21, 2015 05:21 |
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# ? May 30, 2024 19:43 |
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MikeC posted:Hi guys, I just want to confirm that installing Java is pretty much the only way to get any mods in the game even though from what I have read, the Minecraft launcher from Mojang no longer needs Java installed on the OS? I think that happened some time in 1.8. If you're keen on using a 1.7.10 pack, then you'll still need to set up your own JVM. Also, to be really pedantic: Minecraft still needs Java, but the change meant it bundled a specific one for its uses. That eliminated a lot of ambiguity on what JVM to use, what was supported, blablabla.
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# ? Dec 21, 2015 05:34 |
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Turtlicious posted:Pick a pack and then install the technic launcher. I like http://technicpack.net/modpack/requiem-hqm.759053 Because it has tutorials running you through the start up / more advanced stuff of almost every major mod out right now. I tried to run that technic launcher but it requires me to install Java, which is what I am trying to avoid. Appreciate the help though.
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# ? Dec 21, 2015 05:38 |
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My wife and sister wives finished bfsr, agrarian skies, and as 2. We're looking for a hqm modpack based on finding clever ways to produce ridiculous amounts of resources, like ag skies did. Any packs out there with that kind of challenge?
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# ? Dec 21, 2015 06:45 |
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Obscurity is about that in the mid to endgame. You have to submit, say, 50000 logs, and you automate that sort of thing with Steve's Carts. On that modpack, where are you supposed to find amber-bearing stone? I haven't found any, not even from an ender quarry, and the three pieces of amber I currently have were looted from a dungeon room.
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# ? Dec 21, 2015 06:50 |
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Second time ive tried to play teh beehappy mod pack of FTB. Either its me or its terrible. I have no idea how to use any of the machines given, no help in the quest book. And its skyblock, so when you fall off the edge you lose everything...
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# ? Dec 21, 2015 07:06 |
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Rocko Bonaparte posted:I was going to use it in BFSR particularly to make my tutorial dimension, but it doesn't seem to work with Lockdown. I'm unsure yet if the alternative I am doodling works with it either, so this might not be a problem with RFTools in particular. I figured I'd include it for teleportation and some advanced RF shenanigans. That being said, RFTools would be pretty dumb to put in, say, Hexxit. I think Lite packs generally would discourage alternate dimensions too. As someone who wrote off RFTools as an alternate dimension mod with a few redstone tools initially, I'm mad impressed with its current state. The Modular Storage system is incredible -- like an ME system that you can implement before you hit post-scarcity, without the horseshit crystal growing mechanics. And that's just, like, two blocks and a few items among quite a bit more. Having finally played BFSR, I think you may want to look at some of its blocks that don't relate to dimlets/dimension crafting. Could cut down a bit on mod creep if that becomes a problem.
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# ? Dec 21, 2015 08:11 |
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Any HQM packs besides Blightfall that focus on Thaumcraft and Thaumcraft addons mostly to the exclusion of anything else? I know there's Regrowth but that's more Botania and Magical Crops/Agricraft obviously
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# ? Dec 21, 2015 08:15 |
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Rocko Bonaparte posted:RFTools. You can power a dimension from inside the dimension so it can be permanently powered by a creative cell in a bedrock case.
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# ? Dec 21, 2015 08:28 |
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Ciaphas posted:Any HQM packs besides Blightfall that focus on Thaumcraft and Thaumcraft addons mostly to the exclusion of anything else? I know there's Regrowth but that's more Botania and Magical Crops/Agricraft obviously Why not skip the HQM and go for something like hermitcraft ModSauce or similar, then you can expand your knowledge and learn new packs, They have tinkers and thaum, + ae2, Ender IO, witchery, botania, etc
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# ? Dec 21, 2015 08:31 |
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TheresaJayne posted:Why not skip the HQM and go for something like hermitcraft ModSauce or similar, then you can expand your knowledge and learn new packs, They have tinkers and thaum, + ae2, Ender IO, witchery, botania, etc HQm give a sense of purpose ^^
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# ? Dec 21, 2015 08:48 |
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Meskhenet posted:HQm give a sense of purpose ^^ When i play on a server its usually to get to the stage where i can help others by giving them angel wings, or complete reactor setups and for me getting the most efficient reactor/ turbine setup etc
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# ? Dec 21, 2015 08:57 |
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TheresaJayne posted:When i play on a server its usually to get to the stage where i can help others by giving them angel wings, or complete reactor setups I looked a that hermicraft, pretty big mod list. Are there any good servers? I mostly play solo, but id be willing to try something with no quest if there are others. (im fixing Disasterpiece theater now and will try that again, its a goon server)
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# ? Dec 21, 2015 09:00 |
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Khorne posted:Gravestones are in a bunch of mods now and it's pretty much an in between. 100% of the time gravestones (especially the ones terrible mod "Gravestone") end up, at some point, eventually for some reason, not spawning and losing all my poo poo, or ending up in some spot i can't find without digging through log files and flying around in creative, so i'm beginning to hate them a bit. They're better than vanilla though yes.
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# ? Dec 21, 2015 13:02 |
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Wolpertinger posted:100% of the time gravestones (especially the ones terrible mod "Gravestone") end up, at some point, eventually for some reason, not spawning and losing all my poo poo, or ending up in some spot i can't find without digging through log files and flying around in creative, so i'm beginning to hate them a bit. They're better than vanilla though yes. i agree. 99% of the time you died because you wre going to. By the time you can get back and get your stuff you probably dont need it.
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# ? Dec 21, 2015 13:35 |
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Wolpertinger posted:100% of the time gravestones ... end up, at some point, eventually for some reason, not spawning and losing all my poo poo Just came across this mod TwoGraves that seems solid. I like it because it's just a gravestone, no other stuff. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2480388-twograves-v1-1-keeps-your-items-safe-on-death Rocko Bonaparte posted:I was going to use [RF Tools] in BFSR particularly to make my tutorial dimension, but it doesn't seem to work with Lockdown. The author of RFTools, McJty, is pretty responsive to questions and feedback. It might be worth trying to contact him to ask about whether what you're trying to do is possible? He posts a lot in the FTB subreddit, if you can stand poking around in there. https://www.reddit.com/r/feedthebeast/ http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2229562-rftools-dimension-builder-teleportation-crafter Wolpertinger posted:It seems like OpenComputers just has you spend a ridiculous amount of time putting together a bunch of aggrivating little chips that are used to make other chips that are used to make other chips that are used to make other chips, and it's not like you'd automate them since you don't need that many computers, since the sheer amount of recipes involved would make automation really tough. Oh my god, you were so right. I just finally looked at the crafting recipes. This is really bumming me out. It's such a great mod flavor- and feature-wise! Why'd he have to go and gently caress it up with seventeen million crafting steps to actually make anything?
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# ? Dec 21, 2015 14:58 |
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TheresaJayne posted:You can power a dimension from inside the dimension so it can be permanently powered by a creative cell in a bedrock case. I believe there is also a creative dimlet modifier that makes it so a dimension doesn't require power.
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# ? Dec 21, 2015 16:52 |
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Goncyn posted:Why'd he have to go and gently caress it up with seventeen million crafting steps to actually make anything? If Minecraft modding was a song, this would be the chorus.
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# ? Dec 21, 2015 16:57 |
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I think the open computers dev is German. I think Greg is too actually. I wonder if it's just cultural.
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# ? Dec 21, 2015 17:04 |
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Wolpertinger posted:100% of the time gravestones (especially the ones terrible mod "Gravestone") end up, at some point, eventually for some reason, not spawning and losing all my poo poo, or ending up in some spot i can't find without digging through log files and flying around in creative, so i'm beginning to hate them a bit. They're better than vanilla though yes. The only time I found gravestones to fail to spawn at all is when I was playing with Grimoire of Gaia 2 also present. It turns out if you die to the 1 heart of additional armor-piercing damage the mobs deal, it doesn't count as a proper death or something so the gravestone doesn't catch your gear. It's just all gone.
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# ? Dec 21, 2015 22:02 |
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If you die on Thaumcraft taint it vanishes too, with the Gravestone mod anyway. Plus there is of course void worlds, and the End, and lava.
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# ? Dec 21, 2015 23:37 |
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Wolpertinger posted:If you die on Thaumcraft taint it vanishes too, with the Gravestone mod anyway. Plus there is of course void worlds, and the End, and lava. well with lava the gravestone just gets harder to reach, not impossible. But yeah you should report the taint issue. It sounds like the method of catching death he's using sucks, and there's no sanity check to make sure it doesn't delete items if there's no gravestone spawning.
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# ? Dec 21, 2015 23:38 |
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The openblocks graves backup your inventory to a file, so if they bug out you (or a server admin) can restore your inventory.
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# ? Dec 22, 2015 00:16 |
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The morbidly curious may want to know that in RFTools could handle the tutorial dimension idea fine, it's just Lockdown as it stands is not set up to do the overworld-overriding thing I want to do. If I delete the Overworld's region file from the template directory, it will indeed create a new one, but it will resort to the settings I used to originally create the Overworld in the original save. I submitted something up on GitHub, so who knows. Apparently, Lockdown is 1.8 now. If they see the merit in what I'm trying to do, and institute a fix, I'd be still out of luck. My only recourse really would be to roll back their repository to right before the 1.8 port and try to reinstitute the same code. I am pondering if I should compromise and not bother with honoring user-defined terrain generation. BFSR then would have the same overworld for everybody. Alternately, I don't bother with the tutorial dimension. I am waiting to see how my mumblings on the Lockdown GitHub go, but I'm open to suggestions here. I am assuming there is big value in having a tutorial dimension showing off how to do all this stuff. I mostly learned how to use all the mods in the pack previously from seeing it done on servers. Having it in front of you is a big boon. I think I need something like that to realistically expect anybody to complete expert quests I would like to add to the quest book.
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# ? Dec 22, 2015 07:57 |
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Rocko Bonaparte posted:The morbidly curious may want to know that in RFTools could handle the tutorial dimension idea fine, it's just Lockdown as it stands is not set up to do the overworld-overriding thing I want to do. If I delete the Overworld's region file from the template directory, it will indeed create a new one, but it will resort to the settings I used to originally create the Overworld in the original save. I submitted something up on GitHub, so who knows. Apparently, Lockdown is 1.8 now. If they see the merit in what I'm trying to do, and institute a fix, I'd be still out of luck. My only recourse really would be to roll back their repository to right before the 1.8 port and try to reinstitute the same code. I think having a Museum of Ingenuity would be a great strength to the pack, if you can manage it. But you might be overthinking this -- AE2's matter storage system, or Compact Machines, could let you make individual tutorial modules for certain mechanics, mods, or blocks. Blast Off! used the HQM to award the player with cells that contained certain things, and Obscurity does something similar with its own compact cells. Maybe you could do something with that.
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# ? Dec 22, 2015 08:12 |
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Wolpertinger posted:If you die on Thaumcraft taint it vanishes too, with the Gravestone mod anyway. Plus there is of course void worlds, and the End, and lava. Actually what we found with gravestones on a server was if you died in lava/the nether your gravestone would be either at the edge of the lava or on top of the nether above the bedrock
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# ? Dec 22, 2015 08:33 |
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Is it OK to ask for a recommendation here? Me and some friends want to play with a modpack, and want as much industry and technology as possible so that we can ravage the land and turn it into an industrial/superscience hellscape. Should we just stick with Tekkit, or is there any big new thing that's good to use?
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# ? Dec 22, 2015 09:11 |
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TheresaJayne posted:Actually what we found with gravestones on a server was if you died in lava/the nether your gravestone would be either at the edge of the lava or on top of the nether above the bedrock This wasn't the case in my experience. I distinctly remember getting my gravestone out from under a decent amount of lava in the Nether on a server. Not something I'd care to do again, or that I'd wish on anyone else. Judging from other deaths, I think you're referring to its tendency to slap the gravestone on the nearest horizontal surface rather than the one directly under your position when you died. Most times they're one and the same, but not always and it can really screw you over when you die in deep liquids since your death marker (if you're using map software) ends up being inaccurate.
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# ? Dec 22, 2015 10:03 |
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Isaacs Alter Ego posted:Is it OK to ask for a recommendation here? Me and some friends want to play with a modpack, and want as much industry and technology as possible so that we can ravage the land and turn it into an industrial/superscience hellscape. Should we just stick with Tekkit, or is there any big new thing that's good to use? There's two questions here: how good is your computer and whats the biggest modpack you are willing to play with? I used to routinely play modpacks with 250+ mods.
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# ? Dec 22, 2015 10:08 |
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The other question is do you need it immediately or is a 1-2day wait okay and do you care about the lovely three (IC2, BC, RC)?
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# ? Dec 22, 2015 10:16 |
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SugarAddict posted:There's two questions here: how good is your computer and whats the biggest modpack you are willing to play with? All of our computers are pretty up to snuff, we all play pretty new PC games on high settings so we're good there. In terms of amount, is there a downside to lots of mods other than it will be a more difficult experience than vanilla? I don't see any reason why lots of mods would be bad, so unless it causes tons of crashes/errors or something it sounds good to me. I also don't need it immediately, a long wait is cool because we all want to finish another game up first before we delve into Minecraft. In terms of mods I personally care about, back when I used to play MC a couple years ago, I remember using a pack (tekkit I think?) where I had to generate electricity with solar panels, water mills, and eventually nuclear reactors, so that was kinda cool. I think that may be industrial craft? That would be my main sticking point. My friend also says he likes the mod where you could program computers to do things, if that's part of a different mod or not I couldn't say.
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# ? Dec 22, 2015 11:04 |
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Playstation 4 posted:The other question is do you need it immediately or is a 1-2day wait okay and do you care about the lovely three (IC2, BC, RC)? Personal opinion but I think the lovely 3 are IC2/Forestry/Railcraft. I love builcraft.
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# ? Dec 22, 2015 14:07 |
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bigperm posted:Personal opinion but I think the lovely 3 are IC2/Forestry/Railcraft. For what exactly, outside of the filler.
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# ? Dec 22, 2015 14:15 |
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I've been mucking about with Regrowth for the past few days and finally got to diamonds. Unlocked the rod of shifting crusts and put down a bunch of grass everywhere and now life is finally coming back I'll see about letting cows and sheep out into the wild at some point with the love flower and some minor automated farms to grow their populations. I've never gone this deep into Botania but holy poo poo is it good. Hopper hocks have been such a timesaver for basic things like manual tree farms (still no machines) since I can just chop a 3x3 oak with the lumber axe, replant and move on. Made a sash of the sojourner and now I'm looking into whatever else it offers, I'll probably upgrade to elven lore soon as well before I head into machinery and automate my ore farms.
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# ? Dec 22, 2015 14:25 |
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Playstation 4 posted:For what exactly, outside of the filler. Essentially, they haven't kept up with everything else.
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# ? Dec 22, 2015 14:41 |
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Playstation 4 posted:For what exactly, outside of the filler. Buildcraft has a really nice feel to it that some of the others are lacking. Like big TE contraptions are just a series of unmoving cubes that feed into each other in a really clean way, to the point of feeling sterile. Buildcraft has this feeling, when you look at a big setup, like everything is on the verge of explosion in a kind of Industry Gone Mad way that's pretty cool. I mean it's because everything is on the verge of explosion because of some of Buildcraft's dumber mechanics, but it's very aesthetically pleasing.
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# ? Dec 22, 2015 14:56 |
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PIPE HELL is murder on Minecraft but i agree that its' also very pleasing in a warped "function before aesthetics" way.
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# ? Dec 22, 2015 15:03 |
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I can't hate Railcraft ever since I discovered what it means to turn the factory module off in the config. Then it just adds a bunch of rails you can use (and craft easily, since factory module controls whether or not the rolling machine is required) and blocks that interact with carts in cool ways that don't consume any RF. I set up an item loader at my Immersive Engineering excavator with a rail line leading back to an item unloader at my base and having the cart periodically come in with a load of ore was really cool.
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# ? Dec 22, 2015 15:14 |
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Magres posted:Buildcraft has a really nice feel to it that some of the others are lacking. Like big TE contraptions are just a series of unmoving cubes that feed into each other in a really clean way, to the point of feeling sterile. I'm not sure I understand this. By TE you mean Thermal Expansion, right? Do you not use itemducts or something?
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# ? Dec 22, 2015 16:11 |
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# ? May 30, 2024 19:43 |
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Kraven Moorhed posted:I think having a Museum of Ingenuity would be a great strength to the pack, if you can manage it. But you might be overthinking this -- AE2's matter storage system, or Compact Machines, could let you make individual tutorial modules for certain mechanics, mods, or blocks. Blast Off! used the HQM to award the player with cells that contained certain things, and Obscurity does something similar with its own compact cells. Maybe you could do something with that.
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# ? Dec 22, 2015 18:29 |