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MacGyvers_Mullet posted:Is there anything wrong with the Yogscast Complete pack? I'm thinking about switching to that since playing Agrarian Skies then going back to NST really makes me miss all the Ex Nihilo mods and some of the quality of life mods that AS has. I think the Yogscast pack integrates all that stuff, but I don't here anyone talking about it pretty much ever. Also load times and RAM requirement are pretty bad because of the amount of mods in there edit: One more complaint actually: I don't get the appeal of Metallurgy in the first place, but Metallurgy and Ex Nihlo is an awful combo unless you really enjoy making sorting systems Threep fucked around with this message at 00:57 on Aug 3, 2014 |
# ¿ Aug 3, 2014 00:51 |
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# ¿ May 22, 2024 16:22 |
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Falcon2001 posted:So it looks like the MFR weird stoppage issue seems to be when I go to the nether, so going to try leaving a chunkloader at my base to test out if that fixes it. It's an alpha for 1.7.10 so not surprised if there's any weird issues like that, to be honest.
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# ¿ Aug 6, 2014 19:41 |
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MacGyvers_Mullet posted:So with NEI in 1.7 I can't just type "thermal" in the search bar and have all the thermal expansion items show up like I could in 1.6.4, I have to type "@mod.thermal expansion" which is really dumb. Is there a way to fix this?
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# ¿ Aug 11, 2014 11:32 |
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I've seen JourneyMap recommended a lot here recently but it seems to make the game practically unplayable for me. I'm on latest Java 8 and running the game with a 4gb memory limit, and in casual play Minecraft is sitting steady at about 2.5gb-3gb used. As soon as I add JourneyMap, it starts leaking memory like crazy unless I'm standing perfectly still, triggering full garbage collection and making the game stutter. The thing that confuses me the most here is that it does the exact same thing in a quickly thrown together 1.7.10 modpack and when added to (a trimmed down) 1.6.4 Yogcast Complete, on two different PCs, and yet no one else seems to be complaining about it. Is there some magic Java switch / memory setting that makes the problem go away?
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# ¿ Aug 21, 2014 00:57 |
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fondue posted:Minetweaker. You can change recipes, remove them, and add them. You can mess with furnace recipes, too. It's pretty slick!
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# ¿ Aug 22, 2014 03:11 |
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JerikTelorian posted:Thanks, this will help! A related question: I've been messing a bunch with turtles and robots. Why do they both seem so intentionally crippled? For example there doesn't seem to be a way for a turtle program to figure out what an item in its inventory is without depositing in it a chest, getting the name, then retrieving it again, and robots don't even have that option. Similarly there's no way for a turtle to figure out what a block is unless they can use it as a peripheral, and robots can't even do that since they can't connect to peripherals. Am I missing something here? Because it killed my interest in using either when I realised how hacky anything besides just using them for quarries would be.
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# ¿ Aug 26, 2014 23:39 |
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OpenComputers has a disassembler too, but in the default config it only works on things from that mod
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# ¿ Sep 8, 2014 09:25 |
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Cerepol posted:I just found out that Roguelike dungeons very rarely has an Endermen room with endermen spawners. This is like the 10th dungeon I've completed and it's the first time I've seen it. So I can just pop that and make a powered spawner with Ender IO.
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# ¿ Sep 8, 2014 23:28 |
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Any way to extract fluids with whitelisting in 1.7.10, or any pipes that only extract if there's a valid destination?
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# ¿ Sep 9, 2014 18:37 |
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I feel like it should be pointed out that AE2 has a custom recipe feature so you don't even need MineTweaker to get rid of meteor hunting and world crafting. I'm not a fan of the meteor hunting but it's not like he forced people to adhere to "his vision". edit: I'm bad at links
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# ¿ Sep 23, 2014 21:46 |
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Rocko Bonaparte posted:My buddy was telling me they're actually going to open-source AE2. I'm not sure how he got that out of the announcement. Is there some more rumors floating around?
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# ¿ Sep 25, 2014 06:42 |
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Speaking of AE I'm not sure if it got mentioned in here but one of the first things that happened after it was open sourced was Algo himself making channels a config option so now AE2 can be configured to work pretty much exactly like an improved AE1. In similar news, I posted here a while back complaining that ComputerCraft turtles are useless for anything other than quarries and the clumsiest of automation - 1.7 actually lets turtles identify things both in the world and in its inventory making much smarter and more robust programs possible.
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# ¿ Sep 30, 2014 18:07 |
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Mzbundifund posted:I'm about ready to quit Thaumcraft. It's an incredibly stylish mod, but apparently it's a great idea to give silverwood trees a .000001% spawn rate. I have never seen one. Ever. In three different worlds. I made a Botania Sojourner's Sash so that I can run 50% faster and auto-step up one-high blocks, and have run for thousands and thousands of blocks in all directions both in the overworld and in the twilight forest. I've seen three greatwood trees and zero silverwoods. I can't understand how people complain about AE2 meteors so much and not this.
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# ¿ Oct 27, 2014 20:59 |
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McFrugal posted:The issue is that some command line parameters were removed for java 8, so you can't increase permgen size anymore like that. I don't know if there's even a possible workaround or if large modpacks are just going to have to use java 7 forever. Someone wrote a fix for older versions of Forge, but running Java 8 update 11 is also a decent workaround if you play a lot of 1.6.4 modpacks.
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# ¿ Jan 6, 2015 09:05 |
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greententacle posted:Which mod in Resonant Rise 3 adds the blood moon? I disabled infernal mobs, any other mods that add overpowered mobs that I can disable?
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# ¿ Mar 6, 2015 01:00 |
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DOWN JACKET FETISH posted:I put this file in the OMP-i mods folder to try and get minefactory harvesters and planters to recognise magical crops and it doesn't work and I feel like a subhuman man-ape gazing up at incomprehensible technology Dunno-Lars posted:You might want to add Minetweaker as well, and some custom recipes for AE2 stuff. I find the inscriber super frustrating to use, and use the following: Threep fucked around with this message at 16:08 on Mar 21, 2015 |
# ¿ Mar 21, 2015 15:54 |
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Killer-of-Lawyers posted:I do wish that some other mod would do multiblock power storage. KingLeming, please make us RF equivalent of industrial molten salt batteries. Like gigantic multiblock energized redstone tanks. TIA.
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# ¿ Mar 28, 2015 23:19 |
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Edminster posted:alternatively, I would like just one single solitary zombie to drop a loving potato. just one, because that's all that is needed for breeding up mandrake seeds, which are necessary for the runic altar infusion for eggs.
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# ¿ Mar 31, 2015 05:41 |
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Rocko or anyone else with experience with COFH ore generation, is there a way to do something similar to Custom Ore Gen's ore veins short of porting the code? Would love to switch because COG's annoying to work with but veins make mining more interesting.
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# ¿ Apr 27, 2015 23:31 |
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Taffer posted:Unless you mean something different than I think, just crank up the numbers with normal gen, with fewer counts per chunk. Rocko Bonaparte posted:I am responding in my mobile so I cannot easily site it, but among the new CoFH generators is a vein generator IIRC. There is also a fractal algorithm that I saw some people try to abuse.
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# ¿ Apr 28, 2015 04:55 |
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# ¿ May 22, 2024 16:22 |
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InfiniteInvo just plain makes the player inventory bigger
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# ¿ May 2, 2015 14:32 |