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Loader

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Posts posted by Loader

  1. Weird- the compendium explained it all (for the structures at least) right from the beginning in the version I'm using.

     

    To cut a long story short for people who find this in the future;

    • The obelisk (neutral essence) is now the most basic structure.  It's a single block that's made in a crafting table, not a multiblock structure (until you upgrade it, at least).
    • Wizards chalk isn't required in the construction of the obelisk, but can be used as an upgrade or for purifying/corrupting the obelisk into the light/dark versions.
    • The pillars aren't required anymore, they're just an upgrade.
  2. Oh wow, I remember this - congratulations on eliciting that rant out of me, I'm usually more reserved than that :)

     

     

    It's a no (login difficulties at the least) as people had said on the previous page, but the important thing is it doesn't matter - the new launcher can run old versions of minecraft with the old versions of mods, you'll just need to get a pack with what you want in it.

     

    Either search here to try to find something that fits what you wanted: http://www.technicpack.net/modpack/list

    Or go on here and request the kindness of strangers in assembling it for you: http://forums.technicpack.net/forum/65-platform-pagoda/ (if you do that, be specific and polite or people are unlikely to bother).

  3. To clarify, that part hasn't changed: they couldn't be used on a ship before.  The difference is that now you can use them to build a fancy dock (which the ship/airship won't pick up) instead of it just crashing (and crashing all players on the server near you) if you tried to get into an airship with carpenters blocks touching.

  4. It's a setting in CofH core, it's (I think) to accommodate the lack of having a quarry or digital miner (you can get most of the resources easily enough but you do still have to mine yourself, same deal with the pump - no heavy automation was one of the design goals, and having pumps would just mean "nether pump + magmatic generator" would become the best power option).

     

    If you want something smaller and less laggy than a treefarm but you've got that set up already you might want to consider converting it into a biofuel plant growing farm, feeding a biofuel reactor from that and using the biofuel in combustion engines.  It doesn't have the 'power bleed' that the steam engines have that way, so it won't run once it fills up.  Alternatively you can go with a sewer (and pigs/cows) with sugarcane farm setup, it seems to be a lot less laggy though the sugarcane farms need to be large..

     

    Finding a workable power system is one of the biggest challenges in this pack, there's still a bunch of interesting ways to do it though - though none of them are convenient.  Mob-spawner/grinder to lxp (and combustion engines) seems to be the most common high-end power setup.

  5. Maybe netherrack tinkers stuff could be put on mineBay in mrCrayfishes mod until it's figured out?

     

    It'd cost an emerald to buy each part rather than netherrack, but it'd make the items legitimately attainable (or maybe just the netherrack plate for the igniter).

  6. Yes, if they're generated it's fine.  The crash comes when it tries to attach mod buildings (the witchery apothecary, the TC tinkers shop and the necromancy graveyards for example) to villages BoP has moved.  BoP blames the other mods for not being properly 1.6.4 compatible with their worldgen.

  7. As much as I would like big reactors and AE, if they were in the pack I would have mining lasers constantly running a few reactors with all of my storage system in AE.

     

    In addition to making TE or P|R storage systems obsolete it would remove all the options from the pack for power as big reactors would be easily the best option (unless yellorite was extremely rare, perhaps).  I have to think about what I do for power or storage and plan ahead a little - not just expand my reactor or slap in another drive.  It'd make the pack at risk of becoming 'tekkit with witchery' for the most part.

  8. You shouldn't lose it either way, but to be sure you can back up the 'saves' folder in your singleplayer ABTeam game or the 'world' folder in your multiplayer one.

     

    Once you've updated and try to run an old world in singleplayer, it should detect the old world and ask if you want to convert.  If you say yes then it'll convert and you'll play.  If you're talking about multiplayer it's a little more involved, but I find the easiest way to do it is to make a completely new server, let it initialise itself, then replace the new world folder with the one from your old world.

  9. Looking it up it looks like there's 126 different item drops possible, yeah, and the behaviours are more detailed than I thought (they can have things like 'look in shade' or 'hunt cows specifically').

     

    They follow these rules for crossover from parents, with a 1/200 chance of mutation in each bit.

     

     

    That means if you left two endermen together to breed indefinitely, you'd end up with only one...

    A descendent would eventually mutate the 'kill endermen' behaviour and murder everyone else in the place.

  10. Whatever happened to us looking into it and maybe doing a patch ourselves?

    Yeah, okay, I'm fairly convinced they're not going to bother at this point.  Let's take a look - start a PM conversation with the issue reports from the Tracker and go from there?

  11. When you breed two together they get most of the attributes of the two parents in varying amounts and a small amount of random variation (that can apply to skin, stance, behaviour, burning in day/water, drops, anything).  If you were to keep breeding two 'enderman' types together you could get one that drops something different to enderpearls at any point and you could then breed that to increase the number you have with a given drop.  I think you can use the MFR autospawner with 'spawn exact copy' to make things a lot faster.

     

    There's one behaviour I haven't seen in vanilla minecraft, and that is 'hostile to hostile mobs' (it'll attack anything hostile whether it's attacking you or not).

     

    I hadn't thought about setting up a mutation-pit like XL :)

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