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I'm going to be on painkillers from a minor surgery and bored out of my mind for the next few days so I decided to tackle a new pack. I'm going with a modified FTB Unhinged (GregTech) because I've never had the patience to deal with GT grind before but I've always been jealous of the machines. I took it and added in some goodies like Treecap, ComputerCraft (with OCCS, OP, and MP of course,) BiblioCraft, Binnie Core (ExtraBees/ExtraTrees), Damage Indicators, and Thaumcraft/ThaumicTinker. If anyone wants to try this out I could throw it on the technic platform and I'll be hosting a server for it. Mostly I just want to centrifuge some lava. Edit: Oh god I actually had to hexedit GregTech to get it to load from the technic launcher. Fruit Chewy fucked around with this message at 10:52 on Jul 27, 2013 |
# ? Jul 27, 2013 10:04 |
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# ? May 6, 2024 02:44 |
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Fruit Chewy posted:Edit: Oh god I actually had to hexedit GregTech to get it to load from the technic launcher. Yeah, this is a thing that happens. Also, sweet, I got #8 on the top poster list from the last thread.
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# ? Jul 27, 2013 11:45 |
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I wanted to thank the folks in this thread for talking me into giving Tinkers Construct another shot. It really is a lot of fun once you get down to it. I guess I was overwhelmed by the options I didn't quite understand and was worried about resources. The only gripe I have with it now is that you can't use any Tinkers Construct weapons with Asgard Shields. And those shields are really good. They've made fighting skeletons go from an aggravating chore to a fun battle of reflex and skill. A TC weapon would be great, especially with the variety of types you can get, but I just don't think it would be worth giving up shields. So for now I'm sticking with just tinkering tools.
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# ? Jul 27, 2013 12:58 |
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Vib Rib posted:I wanted to thank the folks in this thread for talking me into giving Tinkers Construct another shot. It really is a lot of fun once you get down to it. I guess I was overwhelmed by the options I didn't quite understand and was worried about resources. Try the longsword. Hold down right click for a second then release for a short hop and then 5-10 seconds (can't remember how long) of running at increased speed. It's not a shield but its great for fleeing creepers or closing the ground between you and Skeletons. Also for just covering distance. Personally I'm not even using a "weapon" as a weapon, I just carry a mining hammer and watch as it slaughters undead in 2-3 hits due to the fact it does double damage versus undead (which consist of the majority of hostile enemies you'll see).
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# ? Jul 27, 2013 14:55 |
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Alkydere posted:Try the longsword. Hold down right click for a second then release for a short hop and then 5-10 seconds (can't remember how long) of running at increased speed. It's not a shield but its great for fleeing creepers or closing the ground between you and Skeletons. Also for just covering distance. Personally I'm not even using a "weapon" as a weapon, I just carry a mining hammer and watch as it slaughters undead in 2-3 hits due to the fact it does double damage versus undead (which consist of the majority of hostile enemies you'll see). The battleaxe is a pretty awesome non-weapon weapon as well, and it's useful for those Natura trees that won't treecap, since it always cuts 1x9 when you break wood with it. (It also has that speed boost right-click like the longsword.)
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# ? Jul 27, 2013 16:14 |
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The problem isn't just the distance. When you're up close they fire even faster. Being able to switch between attacks and defensive blocks with no knockback totally changes up how skeleton fights work. I think I'd prefer to just keep the TC stuff to the tools until the mods become compatible, if they ever do.
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# ? Jul 27, 2013 16:25 |
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Skyden looks really interesting, is it up on the Technic Launcher platform or do I need to DL and install it separately?
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# ? Jul 27, 2013 16:30 |
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Someone put it up here - http://www.technicpack.net/modpack/details/skyden-pack - this isn't an official version put up by Vib Rib or anything, but I'm using it and it works just fine. It even comes with the map savefile, so you don't need to do anything other than mash go.
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# ? Jul 27, 2013 17:19 |
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Mzbundifund posted:Someone put it up here - http://www.technicpack.net/modpack/details/skyden-pack - this isn't an official version put up by Vib Rib or anything, but I'm using it and it works just fine. It even comes with the map savefile, so you don't need to do anything other than mash go. I believe this version is not the latest patch though - at least, I had the teleportation issues mentioned with the little slime dude.
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# ? Jul 27, 2013 17:59 |
Is there a good 32x texture pack that has support for most/all of Hexxit? I usually use Soartex, but going through its patcher, there's a lot of mods it doesn't have support for, and so my Hexxit game is a mash of the gorgeous Soartex textures and the hideous vanilla-level textures.
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# ? Jul 27, 2013 18:05 |
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Mzbundifund posted:Someone put it up here - http://www.technicpack.net/modpack/details/skyden-pack - this isn't an official version put up by Vib Rib or anything, but I'm using it and it works just fine. It even comes with the map savefile, so you don't need to do anything other than mash go. Alright, better question. Does the tekkit launcher run seperately from the install? If I put skyden over everything, will I then need to do a fresh install of MC if I switch to something on there?
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# ? Jul 27, 2013 18:09 |
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Saxophone posted:Alright, better question. Does the tekkit launcher run seperately from the install? If I put skyden over everything, will I then need to do a fresh install of MC if I switch to something on there? Technic essentially makes a separate installation of Minecraft for each modpack and is separate from your actual MC install too. So no.
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# ? Jul 27, 2013 18:35 |
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Are there any good resources for learning to make minecraft mods? The extent of my programming knowledge is 'I took a college course once' and 'my friend yelled at me for a while about how Java is the best thing ever'.
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# ? Jul 27, 2013 20:26 |
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Tsurupettan posted:Are there any good resources for learning to make minecraft mods? The extent of my programming knowledge is 'I took a college course once' and 'my friend yelled at me for a while about how Java is the best thing ever'. I don't know if there's anything specific but if I was going to try I would refresh my basic Java knowledge and then comb through some of the better open source mods and Forge API documentation.
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# ? Jul 27, 2013 20:40 |
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Tsurupettan posted:Are there any good resources for learning to make minecraft mods? The extent of my programming knowledge is 'I took a college course once' and 'my friend yelled at me for a while about how Java is the best thing ever'. Aside from obviously learning Java, this website lists which mods are open source: http://www.minecraftforge.net/wiki/List_of_Open_Source_Forge_Mods Reading through some of those is really your best bet. Bond697 fucked around with this message at 22:43 on Jul 27, 2013 |
# ? Jul 27, 2013 22:39 |
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Tsurupettan posted:Are there any good resources for learning to make minecraft mods? The extent of my programming knowledge is 'I took a college course once' and 'my friend yelled at me for a while about how Java is the best thing ever'. Havvy's Tutorial gets recommended a lot. You'll learn a lot looking through other mods' source too, like Fruit Chewy recommended, but Havvy's will get you set up with a starting point to work from.
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# ? Jul 27, 2013 23:35 |
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Before i was quietly swayed away from it, Machinemuse gave me these resources for my ideas: http://www.youtube.com/user/Pahimar?feature=watch http://www.minecraftforge.net/wiki/Generic_Mod http://www.scala-lang.org/ https://www.youtube.com/watch?v=-XuTVfjRTtE I make no claimes as to if she ever used said resources or would suggest them now, but here we go anyway.
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# ? Jul 28, 2013 02:37 |
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I've not played Minecraft at all in a good while and I was wondering why the OP says that RedPower 2 is dead? I did a little googling and didnt see anything regarding this. Did Elo finally get tired of whiny babbys harassing her about why she didnt update faster?
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# ? Jul 28, 2013 04:17 |
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vulturesrow posted:I've not played Minecraft at all in a good while and I was wondering why the OP says that RedPower 2 is dead? I did a little googling and didnt see anything regarding this. Did Elo finally get tired of whiny babbys harassing her about why she didnt update faster? She released like one update in the past year, and the vast majority of RP2's functionality has now been replicated more efficiently by newer mods.
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# ? Jul 28, 2013 04:55 |
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Yeah, MFR does it faster and better and with less ~mod drama~
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# ? Jul 28, 2013 04:56 |
So Azanor has uploaded a video which I guess details how he intends research to work now. Seems pretty interesting and looks a hell of a lot better than more or less injecting a ton of resources into a desk. https://www.youtube.com/watch?v=g3dgIfOQaU8
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# ? Jul 28, 2013 05:05 |
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Enzer posted:So Azanor has uploaded a video which I guess details how he intends research to work now. Seems pretty interesting and looks a hell of a lot better than more or less injecting a ton of resources into a desk. As long as he doesn't make it so the Thaumometer runs out of durability, this new system seems...actually fun?
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# ? Jul 28, 2013 05:15 |
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Yeah, I really like that idea. Looks much less tedious. Plus it reminds me of that old alchemy flash game, which I wasted so many hours on.
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# ? Jul 28, 2013 06:27 |
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Doodle God was a very addictive flash game. Hopefully the new thaumcraft research is much less tedious and boring than the current system. Researching magic stuff was interesting the first time around, but the fatigue from pressing buttons for so long was not.
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# ? Jul 28, 2013 06:33 |
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RaspberryCommie posted:Plus it reminds me of that old alchemy flash game, which I wasted so many hours on. He supposedly cited that as his inspiration in some IRC channel too. Definitely seems a lot less tedious.
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# ? Jul 28, 2013 06:36 |
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thelightguy posted:Yeah, MFR does it faster and better and with less ~mod drama~ Cool thanks. I see a lot has been added to MFR since I last played. Pretty cool.
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# ? Jul 28, 2013 06:43 |
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vulturesrow posted:Cool thanks. I see a lot has been added to MFR since I last played. Pretty cool.
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# ? Jul 28, 2013 10:29 |
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Sirithil posted:Also, Redstone in Motion by jakj is your new go-to for frameships. Would this mod work well enough to make elevators for my base, or is the frame motion too much of a problem like RP2's was?
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# ? Jul 28, 2013 12:04 |
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taiyoko posted:Is there a good 32x texture pack that has support for most/all of Hexxit? I usually use Soartex, but going through its patcher, there's a lot of mods it doesn't have support for, and so my Hexxit game is a mash of the gorgeous Soartex textures and the hideous vanilla-level textures. I think the texture pack with the highest compatibility is probably Sphax.
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# ? Jul 28, 2013 13:10 |
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You should throw dart craft up there in the mod list. It's a tad OP but still super fun. You can have a pickaxe that pulverizes ore on the spot, some engines that do 8 mj/tick with water and force going into them among other things. http://www.minecraftforum.net/topic/1686840-151-152-dartcraft-beta-0118/ Edit: also a wrench that lets you move MFE's and such and still keep the energy. Also it can grab spawners, chest, any block really and let you move it without impunity. Holyshoot fucked around with this message at 15:07 on Jul 28, 2013 |
# ? Jul 28, 2013 15:04 |
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I put together a Sphax BD 128x texture pack that handles most of Hexxit and a lot of of the other mods I've added to Hexxit. In the pack are: Backpack DimDoors EE3 ExtrabiomesXL Immibis Ironchests Legend Gear Millenaire Harken Scythe Natura Pam's Harvestcraft Pam's Wee! Flowers Thaumcraft Thermal Expansion Tinker's Construct Ender Storage NEI Artifice(marble/basalt, m/b cobble, m/b bricks) - ripped from the Sphax Red Power patch Soul Shards Enchanting Plus Bibliocraft Twilight Forest Xeno's Reliquary Chococraft Coral Reef Mod (64x) Buildcraft -It also uses the night sky from a special version of Dokucraft that was posted in the last iteration of this thread that I thought was cooler than the normal Sphax one. You can just delete the mods you don't use from the "mods" folder in the zip file. Also, if you use the whole thing and start to get Minecraft crashes due to OpenGL, just delete some of the mods in the texture pack until they stop happening. My computer can't handle all of them, so I cut out Tinker's Construct because the 128x pack for it is huge and everything seemed to work again. http://www.thundaga.com/Sphax128_MatHexxit.zip Bond697 fucked around with this message at 18:49 on Jul 28, 2013 |
# ? Jul 28, 2013 15:12 |
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Enzer posted:So Azanor has uploaded a video which I guess details how he intends research to work now. Seems pretty interesting and looks a hell of a lot better than more or less injecting a ton of resources into a desk. Definitely looking forward to this new system.
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# ? Jul 28, 2013 15:48 |
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Some folks on the Toast server have discovered that there seems to be a limit to the number of particle accelerators you can have on one server at one time. If you go over this limit, when you turn on the new accelerator, the actual "Particle Accelerator" block disappears. I don't see anything in the various Universal Electricity config files about it, and there's nothing in the log that suggests this would be the result of an error. Has anyone encountered this issue before, and if so, do you know a way around it?
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# ? Jul 28, 2013 16:55 |
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straw man posted:Some folks on the Toast server have discovered that there seems to be a limit to the number of particle accelerators you can have on one server at one time. If you go over this limit, when you turn on the new accelerator, the actual "Particle Accelerator" block disappears. I don't see anything in the various Universal Electricity config files about it, and there's nothing in the log that suggests this would be the result of an error. Has anyone encountered this issue before, and if so, do you know a way around it? I don't know in particular about that limit, but I did profile our server while someone had a particle accelerator running and the particle itself caused *massive* CPU usage because it does a lot of collision detection checks. So I would highly recommend limiting yourself w.r.t. to those.
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# ? Jul 28, 2013 17:55 |
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Any idea why my AE networks keep breaking? It seems like the ME cables won't hook up to the ones already placed down. I can break them all and replace them and it will work, but when I relog it breaks again.
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# ? Jul 28, 2013 19:41 |
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Sirithil posted:Also, Redstone in Motion by jakj is your new go-to for frameships. I installed this on a vanilla tekkit install and holy poo poo. This is the most amazing mod ever. It is much, much easier to use than Red Power frames and at least as powerful.
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# ? Jul 28, 2013 19:57 |
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kerpow posted:I installed this on a vanilla tekkit install and holy poo poo. This is the most amazing mod ever. It is much, much easier to use than Red Power frames and at least as powerful. Any chance this will find its way into Toast Crunchy?
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# ? Jul 28, 2013 22:33 |
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mechaet posted:Any chance this will find its way into Toast Crunchy? Just suggested it in the PGS thread.
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# ? Jul 28, 2013 22:46 |
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Anyone using the Toast pack having trouble finding the appropriate 'decorative tin' block used to construct space stations? The only block I can seem to find (aside from the ones that spawn with the station) has some weird lines on the top and sides and overall doesn't look very good.
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# ? Jul 29, 2013 00:53 |
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# ? May 6, 2024 02:44 |
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SetPhazers2Funk posted:Anyone using the Toast pack having trouble finding the appropriate 'decorative tin' block used to construct space stations? The only block I can seem to find (aside from the ones that spawn with the station) has some weird lines on the top and sides and overall doesn't look very good. Mess around with where you place the tin, it affects the output result. You'll want to do it with a crafting table. I don't remember which set will give you what you want, but it doesn't show up in NEI.
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# ? Jul 29, 2013 03:42 |