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AcesOyster

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Everything posted by AcesOyster

  1. This forum's so serious at the moment, so I thought I'd make a quick thread for showing off your Attack of the B-Team builds. I imagine most people play on survival, but creative is welcome. To start it off: My current WIP base: http://imgur.com/FpYUQxO
  2. It is indeed the weather mod. Config file can be found in a separate folder within the config folder. However, I am fairly sure there is nothing within it for water volume, only wind. That being said, maybe the config for wind affects all of its sounds?
  3. I almost agree, but I would seriously miss it. it's just such a well-polished mod, it would almost seem mean.
  4. It might be due to inventory tweaks. There is a thread about someone experiencing frame drops due to adding IT, which was added in the latest update (I think)
  5. I get the impression the tech mods in this pack are selected to try and cover all bases, without having too many alternatives. It does this very well, so if a storage mod were to be added, it would, in my opinion, need to be solely for storage. I would therefore kinda prefer iron chests if anything. The portable storage thing is already covered, so i would say Better Storage would be unnecessary. But yeah, storage is hard.
  6. I've not been having any problems with the latest download.
  7. No need, MFR autospawners can be used, to essentially convert mobs from a mob farm into any mob you desire, for energy cost. Overworld blaze farm
  8. Yeah, I disabled that right away. Easily done in the config files for the weather mod. Put max number to 0, and set rarity to a few thousand just to be safe.
  9. has anyone seen fusewood spawn? Desperate need but I've flown miles through the nether and found nothing
  10. What part of your PC is maxing out? If you open task manager while the game is running, and go to performance, does it show CPU usage to be at 100% on any threads? If so you've simply not got a fast enough CPU (integrated graphics?). This is what stops me ever playing on my laptop.
  11. could someone maybe check if the config options about overriding vanilla blocks in the chisel config file change this bug at all? I would check myself but I warn you that they're dangerous config options that will cause mismatched block ids in already made worlds.
  12. Hey guys, I need to get a mob farm's efficiency up, which, in traditional minecraft fashion, means I need to light up local caves. Does anyone have any fantastic ideas for a quick way to light up caves? Like the glowworm queen thing from Twilight Forest.
  13. magmatic is definitely not the way to go for this very reason. I highly suggest going down the sewage/sugar route with reactant dynamos. Cheap to set up, entirely renewable, and nearly no energy dost to produce the fuel. A possible expansion on this design is creating a blaze farm to replace the sugar with blaze powder, which is possible using MFR's autospawner. If magmatic really is your thing, I believe that it is cheaper to use an MFR lava fabricator than a crucible on cobble. I may be wrong, but I think MFR (at least as far as wiki sources go) takes 100000RF per bucket, whereas melting down cobble is 240000. Does anyone have in game values for this?
  14. I haven't seen him using damage indicators - when is it in his videos?
  15. Nope, still no retention even when dissembled witht he wrench. Not in this case anyhow.
  16. Ha, cheers. I've always just assumed with TE stuff that everything has a persistent inventory. I'm an idiot
  17. Does anyone know how to remove small amounts of fluid from TE machines and dynamos? Specifically, I have a reactant dynamo that has 2mB of mob essence that, tbh, I am not even sure how it got in the system. I definitely do not have the facility to produce any more in an attempt to fill the dynamo. I'm not up to date with TE 3.0 mechanics :/
  18. Oh, please don't get the idea I am complaining; I think the pack is wonderful. Nothing has ever kept me so enthralled in modded minecraft as this. I really hope this pack gets the user-interest it deserves, and that the people who built it get the credit due.
  19. Higher tier stuff is still slow going, which is nice, and no amount of ore gen can give you the shiny ingots you need for most TE advances. It's a really nice for just having fun, love it.
  20. For large scale transporting, make yourself some TE strongboxes and a TE crescent hammer. They retain their inventory when dissembled (shift right click with hammer), and only cost 4 tin and a chest.
  21. Personally I use an alluminite pick from Tinkers' for the nether ores - their sole use is making high tier Tinkers' Construct tools anyway, so if you aren't using the mod, they aren't worth mining.
  22. You haven't found them because they simply haven't spawned - they can definitely spawn in more than just beaches, Does the lag persist everywhere in the world, or is it just when certain chunks are loaded? Also, tell us more about this bright lighting, that seems unusual.
  23. The same thing above can also be used to get to things like the rate of leaf drop particles, and to disable wind entirely. I have wind pretty much entirely off now.
  24. Yeah, but the modpack's about fun, not game progression. I don't think anyone would deny that when modpacks start going into gregtech territories they just become grindy as hell. This way youtubers don't have to spend hours upon hours just searching for ores (or minding their quarries) in order to put out a sparse episode. But yeah, maybe it would be nice to get the ore height limits back into the game. The only reason I ever travel below y:30 is to get lava.
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