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Gio²

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Posts posted by Gio²

  1. mr4ffe, on 16 Oct 2014 - 06:46 AM, said:

    My cousin refuse to play any modpack without Thaumcraft... Why can't it be added to Hexxit?

    Because it doesnt fit in the theme of Hexxit; thaumcraft is about doing research in your base, hexxit is about exploring and getting phat lootz.

    And because you can add it yourself.

  2. Skuli, on 14 Oct 2014 - 12:43 AM, said:

    Hey folks, sorry I disappeared.  Took a nice long camping trip and caught the flu.

     

    Waila will be updated shortly.

     

    Zulu horses will be removed asap.

     

    Battle towers has an invalid template that causes the "ghost" tower.

     

    Most of those mods are already being tested locally, I hope to have a nice big update soon.

     

    Yes. yesyesyesyesyesyes :D

     

    Skuli, on 15 Oct 2014 - 12:55 PM, said:

    I believe Tinker's Construct is already in, isn't it?  Ars Magica 2 is out; Mithion is retiring from modding and that mod is a ridiculous memory hog, like Zelda Sword Skills.

     

    Also, AtomicStyker fixed the Infernal Mobs lockup, there will be a small bugfix out for this and the Waila version problem.

    No more Ars Magica 2? Awww, too bad, it is such a cool mod, so many possibilities. And how is it a memory hog? (whats a memory hog in MC in general? :P)

  3. Why are project Zulu horses still here...

    WHY ARE YOU DOING THIS TO US D:

     

    No but seriously is it that hard to just remove them/stop them from spawning, Vanilla horses are so much more superior.

     

    Also having weird frame rate issues, might be the new chunks generating but I get frame drops pretty often (also have Optifine installed, 2GB RAM allocated).

  4. So I think I've cleared a Zelda dungeon (im at the bottom with netherrack and such) and I've found a water temple boss key... What do I do with it? Is there a boss Im missing in the dungeon?

     

     

    Munaus, on 20 Aug 2014 - 3:32 PM, said:Munaus, on 20 Aug 2014 - 3:32 PM, said:

    I've been stuck in a gigantic snow biome, where horses don't spawn, for a week so they haven't bothered me as much.

     

    This isn't the complaiment thread either, take it up with Skuli

    or better yet, isn't there a config option to make them stop spawning?

    The Zulu config is really confusing...

  5. Wow there's a 1.6 version now? WHY DIDN'T I FIND OUT ABOUT IT EARLIER?!? *starts downloading*

     

    Also, maybe add the Aether 2 to the pack? It has a stable 1.6 version now and it is probably one of my favourite mods that add a new dimension.

     

    K; the greatest spawn ever, next to some kind of outpost, died 4 times already gg.

    But why on earth are there still these horrible horses from project Zulu.

    We've got way better vanilla horses now in 1.6 :l

  6. 1. You will have to use this table:

    https://docs.google.com/spreadsheet/ccc?key=0As9dFXD_KM2CdGFhTUxOUGxMRlpERWtPMmtGT213bmc&usp=drive_web#gid=0

    It is very confusing but it makes sense somewhat in the end. Just scroll down and use the second table. In the red at the side it says how to calculate the amount of steam and the amount of rotor blades you'll need.

    Dont really understand most other questions :c

    Just make a 5x5x5 big reactor with 4 fuel rods to get 2000 mb/t of steam, that's the max amount any Turbine can take.

  7. 1. None, it would be a big modpack, but Technic doesnt have some of the magic mods I like and FTB has too much random stuff.

    2/3. A tie between Agrarian Skies, evilly (is that even a word?) addictive modpack, it's great, and Hexxit, just such a well done modpack, no flaws imo.

  8. GuiAssembler.png

     

    Derp, its on the right side of it.

    Lets say you want to craft enderium.

    Get a Schematic and put in the recipe of Enderium Blend (with a bucket/can/whatever of enderium)

    Pump in the liquid enderium into a blue side of the Assembler.

    The Assembler will then use the right amount of Enderium and the items in its inventory to craft.

  9. Yes you can.

     

    You can pick up a spawner with a portaspawner from Minefactory reloaded, although that is very expensive.

    Or you can catch a monster with a reusable safari net and then place it in the Minefactory reloaded auto-spawner, although that does cost experience/mob essence.

  10. 1.2.9 isn't the recommended build though ... So my question remains for 1.2.8e , and in general : How to activate an item that the ID is equal to 0 in a config ?

    Give it a usable id (so larger than 0 and not already used) ;)

    Something close to the other ids used in the config

  11. Well, I missed it obviously (it was 2 AM (3 AM actually, summer time went in then)), because I was asleep.

    Maybe a more Europe friendly time next time you guys do something like this?

     

    So... What big announcements did I miss?

    And my question: What kind of modpack are you working on / going to be working on next? Hexxit-like, Tekkit-like or something totally different?

    Or are you guys going all in on the launcher and money stuff now? 

  12. Slayster, on 20 Mar 2014 - 9:28 PM, said:

    How are you farming the wither skulls to power this? Every time I've tried to capture one in a safari net I've onl ended up with standard skeletons.

    You need the MFR auto-spawner to spawn exact copies ;) Wither skellies are basically normal ones but a bit different.

  13. rogueclon946, on 19 Mar 2014 - 4:13 PM, said:

    I was just thinking default tekkit. Sou added thaumcraft in?

    Yea I did, but it is just a small part of it really. The indestructible room can be made with MFFS too, it only costs some more energy ;)

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