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Holyshoot posted:And server lagging clouds Clouds don't lag servers. They are really ugly though so I always turn them off
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# ¿ May 8, 2015 00:39 |
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# ¿ May 4, 2024 16:44 |
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That's its whole purpose. It's really funny hearing people talk about how it needs a "usability" upgrade or it's underpowered or whatever compared to other mods - the entire purpose of that mod is some visual variety. It works for that.
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# ¿ May 8, 2015 03:32 |
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TrenceJ posted:Ok, My first few days back into Minecraft have been quite eventful, but now I am starting to get really annoyed with the changes. Read the item tooltips
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# ¿ May 24, 2015 01:13 |
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poxin posted:Wanting to setup a minecraft server on linux for a friend of mine. Is there a recommended server setup/wrapper to use? He was interesting in setting up mods on there as well which looked like some required Forge. Look up Forge and follow its server installation guide (it's simple) then put mods in the mods folder. That's literally it, setting up a basic server is really simple. Just make sure the mods are for 1.7.10, beyond that if you use the newest Forge they should all work.
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# ¿ May 24, 2015 19:03 |
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bigperm posted:Greg doesn't use any version control at all and literally doesn't have the code for GT5 anymore since he overwrote it for GT6. Hahahahaha this is both unbelievably hilarious and totally unsurprising. git is not that hard to use
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# ¿ May 27, 2015 20:31 |
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Why do people still put up with TC, it's been terrible for ages
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# ¿ May 29, 2015 01:22 |
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There is no mod people complain about more than TC. Yet everyone still plays it. Here's an idea, don't play the bad mod that you hate that is always getting worse.
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# ¿ May 29, 2015 17:11 |
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Mzbundifund posted:I dunno I feel like people only complain about it because they actually like the good stuff and want it without the garbage. Nobody bothers to complain about the mods that are 100% rubbish because that's most of them and who has the time? Just play botania, you get a lot of the good stuff with none of the garbage
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# ¿ May 29, 2015 18:36 |
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Mzbundifund posted:If you can help me automate the runic altar I promise I will. You can do it with AE. A mix of export busses, interfaces, and an open crate. Can be refined further with some other pipes and an RF tools timer.
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# ¿ May 29, 2015 19:27 |
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Cicadalek posted:What does an "endgame" armor setup look like in something like Sigma? EnderIO powered armor is the usual choice these days
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# ¿ May 29, 2015 20:16 |
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OwlFancier posted:There don't appear to be any useful mods like tinkers, or any of the factory style mods available for 1.8 either. They don't have a hard on for 1.7, 1.8 just really sucks to mod for, more so than 1.7 does. No big mods have showed up in 1.8 yet, really.
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# ¿ May 29, 2015 21:42 |
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alternate answer: remove forestry
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# ¿ May 30, 2015 23:43 |
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Goncyn posted:Looks like it's under active development to me? I was watching a recent Forgecraft2 episode, and the developer was on voice talking about his plans and how much work he's put into getting the basic features rock-solid. It's been "under development" for like 2+ years, and he constantly talks about features and new crazy things, and then never does them. He never actually makes progress, just talks a lot.
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# ¿ Jun 4, 2015 21:15 |
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vibur posted:So it's XYCraft? Pretty much. But people still take it more "seriously" than xycraft because super bare-bones versions of it exist.
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# ¿ Jun 5, 2015 00:40 |
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Goncyn posted:I couldn't stop thinking about this, so I did it. Here's my first pass at a set of custom recipes for AE2. I got rid of the inscriber, the grinder, and certus quartz entirely while keeping the quantity of materials required for everything almost the same. I still have a little work to do -- it's not possible to craft Quantum Entangled Singularities without another mod (EnderIO) that adds Ender Dust, and I still think some of the recipes could be simplified further, but I'm already pretty happy with how it turned out. AE2 removes redundant materials by itself, so if you don't have EnderIO, AE2 end dust will magically appear.
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# ¿ Jun 6, 2015 17:06 |
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StealthArcher posted:I've tried messing more with this, but I've still got nothing to show for it. Would really like my MTweak stuff for the new OMPi version to work. Nobody knows anything about this? It doesn't work in 1.7, fullstop. The recipe modifier in MT for TE was a port of the one in 1.6, but TE was heavily refactored in 1.7 so it just doesn't work anymore. It would require modifications by MT people or TE people (or both) to be fixed. My "workaround" in Progress was just making the recipes for machines in other mods (usually EIO) to fill the gap.
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# ¿ Jun 7, 2015 18:43 |
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Danith posted:Are there any mods or mod packs where you can do stuff with AI people, like recruit people to harvest things for you? Helpful villagers mod. You'll never find it on a server though because it's really laggy.
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# ¿ Jun 8, 2015 03:10 |
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Mr Scumbag posted:Thanks. But it still has the problem of requiring energy bursts per teleport. It is a very low cost. Even a small battery will give you several teleports.
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# ¿ Jun 10, 2015 17:36 |
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THE PENETRATOR posted:is there a way to get a minecraft install that is NOT in %appdata%? this is really hosed up, that they provide an installer now that lets you choose a directory, but it only puts a shortcut to the launcher in there and everything still goes to my hidden system folders. Use any launcher at all and you can move it wherever
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# ¿ Jun 23, 2015 04:53 |
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Danny Glands posted:I have heard that Microsoft will be adding a minecraft mod-writing environment to Visual Studio. For the new Windows 10 one? Didn't they say it had no plans for mod support?
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# ¿ Jul 11, 2015 08:13 |
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Are there any good newish HQM packs? Ones that aren't skyblocks.
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# ¿ Jul 12, 2015 00:56 |
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A pack focused around Botania sounds like it would be cool, even a skyblock one could be neat (Though probably boring like all skyblocks). But only Botania? Ehhh.
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# ¿ Jul 12, 2015 05:30 |
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Looking for 1-3 people to play ME^4 with. I'm sick and have nothing to do so I'm gonna be poopsockin it, looking for someone else who will be able to play for more than an hour or two. I'll have a server up in a little a few.
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# ¿ Jul 14, 2015 02:23 |
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Technic rehost of ME4: http://www.technicpack.net/modpack/material-energy41.694013 Server IP: 192.99.148.123
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# ¿ Jul 14, 2015 03:50 |
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Anias posted:Videos pay the bills. It turns out that paying the bills goes up in importance when you have kids, not down. So does a real job
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# ¿ Jul 18, 2015 21:49 |
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Luna Was Here posted:Just popped my head into the OP since I'm starting up Minecraft again as a free time killer and I never payed much attention to them before an I have two questions: Who is this RichardG fellow and why is he such a class act and who is this CovertJaguar fellow? whats the stories on these, because looking at the screen caps I can get a basic idea but it feels like some stuff is lost "if you weren't there" or something like that Most of that is super old drama from yesteryear. RichardG made industrialcraft (the first big tech mod after buildcraft), CovertJaguar made Railcraft, which came not long after. RichardG hasn't been around forever, CJ is a huge sperg who likes to DMCA and whine. Most of the OP is only relevant as of like 2-3 years ago.
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# ¿ Jul 20, 2015 05:47 |
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Tony Homo posted:Goons. Is woodcraft good? My 9 year old son loves it and just this morning asked me if I would "buy" some sort of flame thing. I clicked and sent me to the woodycraft site where you can buy stuff. Is it legit? Is that a server? Never buy stuff from a server. If you're going to pay for a server at most just pay a subscription (But really you shouldn't do that either). Lots of servers have raised scamming people via their kids blocky desires to an art form.
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# ¿ Jul 22, 2015 20:34 |
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Kraven Moorhed posted:Just moved in with a new roommate who's also a sucker for survival games, so I'm back to modding MC. But there's a slight problem: he runs on a 32-bit processor/OS. While it can handle modded MC just fine, his Java is throttled at 1 gig which makes adapting my existing pack (based on Resonant Rise 3) drat near impossible thanks to the orgy of mods you can't remove without breaking it. What would be a good, light pack to start slapping things onto? He could buy a computer for $200 that annihilates his current one. Laugh at him.
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# ¿ Jul 23, 2015 02:17 |
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Use fastcraft instead of optifine
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# ¿ Jul 23, 2015 05:19 |
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Oh, I assumed you were on 1.7. No, it won't work.
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# ¿ Jul 23, 2015 05:36 |
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McFrugal posted:Edit: On an unrelated note, it's half depressing, half amusing seeing parcel31u gently caress up ME^4 worse and worse the more he updates it. Fluxed Crystals isn't even in the modpack anymore, and that was like one of the core mods. Good, that mod was total grindy garbage next to a (mostly) good modpack otherwise.
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# ¿ Jul 24, 2015 02:13 |
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Babby Sathanas posted:Are there any big modpacks with tech and magic stuff that have HQM to push you in directions and progressions that aren't frustrating "hardcore" experiences? Material Energy 3 and 4 are really fun, minus a few grindy quests. They're guided in a custom made map that sets everything up almost like it's own game in itself. Impact Flux is also really fun, and takes place in a normal open world so you can mix doing your own thing and doing the quests as you please. McFrugal posted:Are you talking about the same mod I am? Fluxed Crystals was like an alternative to Magical Crops that used RF and had some configs for changing how the "crops" grew. I don't see how that could be considered grindy, and it compensated for minechem being nerfed to hell. Now, the quests relating to Fluxed Crystals, THOSE were loving grindy garbage. Seriously, those compressed theobromine quests... That said, it WAS a laggy, buggy mess, and only after a third party patch was it playable on ME^4 1.0.4. Yeah. I dislike mods that let you get any resource through the same method, especially when they have so many pointless manual steps, and leave behind so many intermediate items. Plant the seeds, break the plants with a custom tool, then place those crystals and break them again with a custom tool, then place THOSE crystals into a machine that refines them, then finally place the result into a final machine that will produce your output with an unknown number of crystals. Conceptually, it's just really bland. Make anything with crystals!... Just because. There are lots of ways to gather resources in MC, and many mods have their own unique take on it. Being able to get almost any important resource all through growing it from the ground even when it makes no sense is basically the bottom of the barrel from a design perspective. Unlike some other things that have Conceptually or thematically interesting steps, e.g. ore to dust to ingots with metals, which makes sense and adds an interesting progression, fluxed crystals just goes seeds to crystals to crystals to crystals to.... Anything. Not only that but automating it is, depending on the step, either really annoying or not possible, at least with what ME4 gives you. So it's just a ton of busywork, where if you need a resource badly you basically just sit around waiting for it to grow so you can manually take it through all the steps, or leave and come back later and be really annoyed by all the steps it requires. On top of all that, the steps just leave you with a bunch of junk. You get shitloads of extra seeds which you don't need, then after all the refining processes you're left with a bunch of leftover crystals because each thing takes a different arbitrary number of crystals to "balance" it, instead of balancing with something like power consumption or growth speed. And yeah, it's definitely not helped along by the grindy quests that ME4 added for it. Minechem and magical crops have many of the same problems, but they at least don't have ALL of the flaws that fluxed crystals does. Generally I hate Minechem, but overall I feel like ME4's use of it was pretty good (except when you needed a ton of soul sand). Taffer fucked around with this message at 14:35 on Jul 24, 2015 |
# ¿ Jul 24, 2015 14:13 |
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Kortel posted:Little confused, do I use the Bukkit version or the Forge version? We don't use Forge unless Technic Launcher is forge? If you use a modpack you use Forge. The Forge version is a safe bet, just make sure you get the right one for the version of MC your pack is on.
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# ¿ Jul 26, 2015 01:16 |
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Blind Duke posted:Those backpacks are the only ones that will replace stuff in your hotbar if it gets too low. The other backpack mod that advertised doing that has the problem of only restocking when you pick up an item. So if you are not paying attention you will use up all the blocks in a stack and have to go into the backpack to set it back in your hotbar. Because that method requires checking every backpack on every player every tick, and it's unnecessarily laggy. Just use invtweaks to restock. Iron backpacks does everything else forestry backpacks do, except way better, and you don't need bees to make the good ones.
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# ¿ Jul 27, 2015 13:34 |
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Blind Duke posted:There's no way that a method for checking if you are using the last block in a stack doesn't exist outside of on tick events, I refuse to accept that it's that badly programmed IIRC, in forestry it constantly fills it, not just when you're using the last block in a stack. Invtweaks can replace stacks when you finish them, and I'm not sure what method it uses to do that. I'm just on a phone so it's too much of a pain to check, but I believe iron backpacks has something that works similarly to Invtweaks. Regardless of what can/can't be done, checking every tick is how forestry does it, that's why if you ever check opis on a server with forestry, each player entity will be using way more tick time than they would be without. It should really never be a surprise that MC or its mods are programmed like poo poo.
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# ¿ Jul 28, 2015 14:49 |
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Howmuch posted:I really want to put that modpack on my server for my friends that have never really played with mods. Install Forge (there are instructions for that all over), run it and accept the eula etc., copy the modpack files and folders into the server, and delete any client-only mods if there are any (they'll crash on launch). That's it. Setting up a server is pretty easy.
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# ¿ Aug 1, 2015 01:15 |
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Carados posted:How do I update Forge for a pack? Moving the pack into MultiMC is the easiest way. Modifying packs in their parent launchers is usually a hassle, and sometimes the changes will be reverted when you launch it. Best to migrate it somewhere where changing it is easier.
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# ¿ Aug 1, 2015 18:47 |
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AnimalChin posted:Is there a way to mod a server without requiring users to mess with forge? I want to run a server with a few pretty simple mods (treecapitator or similar, ruins/battletowers or similar) that my friends can easily connect to without having to deal with the mess that is forge and multiple profiles in the stock launcher. IIRC it is possible to do worldgen mods that don't add any blocks server-side without clients needing Forge, and maybe treecapitator, but I don't have any first-hand experience with that. If you wanna do a lightly modded server though I'd generally just recommend making a Technic pack and have them get that launcher. Installing your pack will literally be like a 3-click process, and updating it to add stuff later will be headache free.
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# ¿ Aug 3, 2015 14:35 |
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Every modpack needs fastcraft in it, the world generation improvements are absolutely enormous. Like, going from 20 second startup with constant worldgen jitter to a 3 second startup with buttery smooth on-the-fly generation.
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# ¿ Aug 6, 2015 19:40 |
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# ¿ May 4, 2024 16:44 |
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Do /hqm edit and edit the quest to complete it.
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# ¿ Aug 11, 2015 19:26 |