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Kr0nZ

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Everything posted by Kr0nZ

  1. So I was trying to make microblocks out of some chiselled cobblestone, but even after adding the IDs such as '4:5' to the microblocks config file I wasn't able to get it to work. So after taking a look at another mod pack that allows microblocks to be made out of these chiselled blocks it seems like the problem it caused by two config options in the "chisel.cfg" file about overriding vanilla blocks. So in the chisel.cfg I changed the options: "disable overriding blocks" to true "override vanilla blocks" to false Then added the new block ids to the microblocks.cfg file and now I can make microblocks out of these blocks. The one downside to this, is that it changed all my vanilla chiselled blocks, (such as stone, cobble, iron blocks, etc), to the non chiselled variant, but I would rather be able to make microblocks out of these blocks in my world and just replace the blocks I already placed. Heres my new config files: Chisel.cfg: http://pastebin.com/urAvbpi6 microblocks.cfg: http://pastebin.com/GibS9WBu Just thought I would put this here in case anyone else is having a similar problem. Maybe the pack could even be updated to include it, but as I said it will break some of the chiselled blocks that have already been placed.
  2. what content pack did you choose? I just tried futurecraft and for me it seemed like everything was in it. I successfully tested it by building a UTF Scimitar I also had to extract the file I downloaded cause none of the parts showed up for me in the vehicle crafting table on the page where you downloaded it from make sure no dependencies that are not included in bteam listed
  3. Pretty sure all you need to do is download the appropriate content pack from the flans mod website Then put the downloaded file into the flans folder from the modpacks minecraft dir
  4. if you read a couple of posts on the minecraftforum where you got this mod you would have saw this post, along with many other similar posts as yours http://www.minecraftforum.net/topic/1912304-164-spawn-chunks/#entry24000896 Which says there is no forge version of this mod, which means you have to install it manually, now I haven't had to install a mod manually since 1.4.7, but iirc all that you needed to do was copy the contents of the mod into the jar file of the minecraft jar, though Im pretty sure forge tries to do that anyway (or atleast it used to) so it's probably no as simple as doing that. If you are just playing singleplayer I would just recommend installing chickenchunks, which is forge compatible, will give you access to chunkloaders, and also gives you access to the /chunkloaders command which will show all loaded chunks (including spawn chunks)
  5. put dynamo next to pulverizer, or a use leadstone energy cell/conduits
  6. you gotta use the C6 version, both of the C7 and C8 versions crash
  7. You might be having problems with NEI's recipe mode because you probably have it in 'cheat mode' still (thats its default mode IIRC). When you are on your inventory page with NEI showing, click options in the lower left corner then click inventory and change 'cheat mode' to 'recipe mode', now whenever you click on an item in the NEI browser the recipe will show and left clicking will show what recipes the item is used in You can also show recipes (in cheat mode) by hovering over an item and pressing 'r' or pressing 'u' to show what recipes its used in. You can also search NEI using the box that below your normal inventory GUI. Also the author of Optifine doesn't allow the mod to be included in modpacks, so if you need it then you have to install it yourself. Tree Cap make things too easy IMO
  8. It just needs it for the absorber, for some reason it they just dont want to connect to that block. but I tested a couple other of the LXP machine and they seemed to work fine with the liquiduct pipes
  9. type '/config' in your chat, and one of the pages deals with the leaves. I changed one of the options and it didnt completely disable them, but toned it down quite a bit.
  10. Yeh I wouldn't dream of disabling it, tornados are epic lol. It actually did suck up all my cows, and some of my chickens, they landed all over the place, even inside my house. I had to run around with my safari ball to pick them up and put them back in their pen, it was awesome seeing them swirling around that beast though.
  11. So I was hanging out, semi-afk, waiting for my cow farm to produce me some delicious mob essence. When all of a sudden I start moving sideways, at first I thought my keyboard was glitching out or something. But then i looked up And... This is what I saw.... A GOD DAMN TORNADO LOL Luckily it didn't destroy much, it tore some blocks off the side of my house, and left a trench
  12. meh, I captured one mob with a safari net, then put it in a MFR auto-spawner, and made sure exact copy mode was off, then (as I expected it would) it started spawning all the different darwin mobs, so now I dont have to go looking for them.
  13. Happens to me as well, with the latest 1.0.5. They changed the chisel version in the last couple updates, so that probably introduced a bug
  14. the fluiduct wont connect directly to the LXP absorber, but you can put an openblocks tank in between the absorber and the fluiduct, just make sure you wrench the fluiduct so its in extract mode(red arrow will show), then give it a redstone signal, or install a pneamatic servo.
  15. I haven't used the steam turbine before, but I pretty sure it takes in steam to create power, and, afaik, there's no way to actually make steam in this modpack
  16. While as I said Im no mod dev, but it looks like the creator of this mod hardcoded it directly into the jar file using the vanilla biome classes and ids, such as biome id 1 for plains, 2 for desert, 4 for forest, 16 for beach.. etc. BoP changes these so now ID's 118 is plains, 71 is desert, 76 is forest, but it keeps the beach biome as 16. Forge is looking for these vanilla biomes with the vanilla id to spawn the mobs in but becasue BoP overides them and inserts its own version with new ID the vanilla versions dont exist anymore. I found plenty of BoP plains, deserts, forests and no Darwin mobs spawned, but BoP doesn't override the beach biome and this is the only biome I have found these mobs in. Also there's no config file for this mod, everything is hardcoded into the mod file. The way I would fix this is setup a forge event listener for new biomes, then use a config file to blacklist biomes you dont want these mobs spawning in.
  17. IIRC you can make sewage using the sewage collector to collect sewage from mobs, whenever the walk over them
  18. So I been looking around my world for the darwin mobs, and the only place I have been able to find them is in 2 beach biomes. Has anyone been able to find these mobs anywhere else? I took a look at the code for the mod(im not a mod dev myself, but know some basic programming), and it looks like the mobs are set to spawn in "desert, beach, iceMountains, icePlains, taiga, taigaHills, desertHills, forest, forestHills, plains, extremeHills, extremeHillsEdge, jungle, jungleHills" biomes. I'm pretty sure 'biomes o plenty' overwrites all these biomes except for the beach biome, so this could be why I dont see these mobs anywhere else.
  19. Did u try just breaking the machine and replacing it? Im not sure if they will retain their inventory, but it should atleast work with the dynamos. Im assuming you dont care about 2mB worth of anything
  20. Those mobs are suppose to look like that, they are peaceful mobs so they wont attack you. They are from the darwin mod. www.minecraftforum.net/topic/1678346-darwin/ Dont know where your lag is coming from though, im still on my first map with no problems what so ever, I even added like 50 extra mods to the pack. And its not like I have a beefy PC im only running this on a laptop.
  21. Umm i dont know what machine you were using, but it wasn't the coal generator, the coal generator does indeed generate power for galacticraft. And a steam dynamo needs water and coal, water can be pumped into it using a aqueous accumulator
  22. Thermal Expansion has its own power generation using the dynamo's they produces RF and can be wired to your machines using energy conduit's. MFR can also takes RF. I'm not sure about galacticraft but I imagine it can also take RF, if not then it probably has its own power block. ETA: I just typed galacticraft into my NEI search box and I see that it has a power block called "coal generator" so if TE's RF doesn't work then use that.
  23. they are from the Darwin mod http://www.minecraftforum.net/topic/1678346-darwin/ Apparently you can make them breed with each other(like a darwin-pig + darwin-enderman) to create other mobs that have mutations from both the parents. I haven't tried it out but that what I understand from the minecraftforum post
  24. im pretty sure they know about the not being able to morph back into passive mobs, genny mentioned it in his episode earlier today
  25. Seems obvious but, did u try increasing the amount of memory you give to minecraft? Also make sure your running the 64 bit Java if you can I was having out of memory errors aswell, until I increased my permgen to 256mb, I also allocate 1GB - 2GB of Ram
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