-
Posts
1331 -
Joined
-
Last visited
-
Days Won
10
Everything posted by Loader
-
Well, I stand corrected about people being willing to take random potshots at this, Shade. Good for you Islands. There's no need to sign your posts, it's redundant with your name on the left as well (please read the forum rules).
-
This is a bump from some time ago - there was an update to galacticraft that broke the way its wires were working (fixed not but not in the current version of B-team, should be with the next version. Workarounds for now are; Use TE Dynamo's for generation and TE conduits for the rest of the system. Use MFR Steam Engine for generation and TE conduits for the rest of the system. Use a Galacticraft powersource, preferably one wire coming out of it and the rest of the system be TE conduits. Be careful not to connect conduit to wire more than once per circuit, you'll get other problems if you do.
- 22 replies
-
- power-uppower up
- powering up
-
(and 6 more)
Tagged with:
-
Sneaking Override and Personal Mod Packs
Loader replied to Enderbolt97's topic in Attack of the B-Team
Yep, there's a cog underneath the attack of the B-Team menu icon in the launcher on the left, click it and you'll see an option for reset pack, that should set everything back to default. Now you know why what the dev team here does is something good - you don't have to worry about any of this. Unfortunately, there's no way I'm aware of for thanking them without seeming like I'm sucking up, so I merely offer a stern, approving nod in your general direction, mod team for saving me from having to worry about this stuff . -
Hm.. I'd try using plugins in a folder I'd made manually, then - you're missing a config file in a pluginmetrics folder, but if it worked, I'd leave it at that. If not, I'd try making a completely clean server from the B-Team server files and MCPC+ so that it creates the world in MCPC+, and see if that makes the plugins folder, then shutdown and copy across the world info (and mod config files) to the new server.
-
It should automatically create one - did the server otherwise run properly?
-
Sneaking Override and Personal Mod Packs
Loader replied to Enderbolt97's topic in Attack of the B-Team
That's the inventory addons from Tinker's Construct, switch the keybinding away in its settings and it should be fine. It'll be a real nuisance if you took that mod out (it's the primary source of a lot of tools in this pack). There's no harm in removing mods, but adding stuff like Better Dungeons could be interesting (anything that changes worldgen like that can cause oddities and conflicts, so that'll probably be your worst time out of all of them). Bibliocraft should be fine (you might get item ID conflicts but I can't think of anything serious that might result from it) and the left-handers mod last I looked could cause problems if another mod had something hardcoded, though this was a long time ago and they might have fixed that (still don't know why it's not a standard mojang option, it would be easy to do on their end). I don't think anyone minds or there are any rules about changing things in your own version of the modpack to suit yourself, but be aware that it decreases the chance of people being able to help you and beyond a certain point questions should probably go in a different section rather than the B-Team one (I think there's one specific to custom modpacks). -
Go into config/biomesoplenty, open ids.cfg go to the mod id's section and change Pixie ID to 0, that should stop it spawning (this will effectively stop people from being able to make ambrosia, but it's better than super-lag). Like this; #################### # mob ids #################### "mob ids" { I:"Bird ID"=104 I:"Glob ID"=105 I:"Jungle Spider ID"=106 I:"Phantom ID"=107 I:"Pixie ID"=0 I:"Rosester ID"=109 I:"Wasp ID"=110 }
-
very useful possible mod improving suggestion
Loader replied to eseven_'s topic in Attack of the B-Team
I like the idea, it's something I had definitely felt was missing - adding drawbridges in the next version is only going to make me wish I had it more I'd guess WR-CBE would integrate well because we already have a bunch of chickenbones core stuff in here; http://www.minecraftforum.net/topic/909223-164-smp-chickenbones-mods/ Edit: I've got no affiliation with the mod and I don't speak with any authority at all in case I made it sound like that, I'm just another player seconding your opinion and offering a suggestion -
Confirmed - I just tried 1.0.9a and it does the same thing. All movement otherwise works, but no turning of the upper torso.
-
Ah, I see what you mean. It should be able to rotate the top half whether you've got fuel or are stuck in a block or anything, so that's definitely not any kind of normal behaviour. I haven't used them on 1.0.9 yet, are you doing the test on that or 1.0.8?
-
Just to confirm, you are using; [ and ] keys to select, SHIFT [ and ] to select within a category of similar creatures, ~ to set and bring up favorites?
-
If you're interested, you can tweak all of the modern gun values for damage, accuracy, firerate, bulletdrop etc. all in the Flan folder, you'll find a zip called modernweapons Pack for Flans Mod 4.1.zip and in there there's a bunch of folders. Boxes : Info about the ammo box, where you can set costs and remove guns. Bullets : Bullet drop, Clip capacity, Clip max stack sizes. Guns : Damage, Accuracy, Firerate, Allowed Mods.
-
I've seen this with chunks where minions have made changes, opening them in MCEdit and just saving fixed it for me (those chunks also typically caused huge lag for players nearby, so that was a good indicator for players who didn't crash).
-
No, so long as it's got fuel it should just turn. The other thing I can think is the collision box on the alpha titan is huge - it's easy to get it stuck particularly at the top without realising.
-
If you're flying around everywhere, this is a normal minecraft thing - try walking around a bit first or staying in one area for a while (while flying you move faster than the spawn rates once there's already a lot of entities around and spawning slows down). In answer to your question though I'm not aware of anything but the cofh config files might have something (they've got a lot of worldgen stuff so they might have some spawn stuff too), though I'm not sure.
-
It will give you a crash log. No useful help is really possible without that (people could guess, but there's a lot of things it could be so I doubt anyone would spend the weeks it would take to go through everything by trial and error without logs).
-
No, that message is because they don't recognise you as a witch yet - you need a familiar. The seer stone will call them to help with fighting or spellcasting once you're in a coven.
-
I've tried this too, it really does just look like it's been replaced with sugar charcoal from MFR (it should just be sugar in a regular furnace in the standard mod). I'm hoping there's a way I just didn't find out, but I tried everything from food+ that I could think of, tried cooking sugarcane in the furnace (instead of sugar), tried the nether furnace and even the magma crucible
-
Install 64-bit Java, find it here; https://www.java.com/en/download/manual.jsp
-
If you simply replace the BTeam.jar with the MCPC+ file (rename it to BTeam.jar) then that's pretty much it. If it's creating a new world there should be no problems at all, if you're converting an existing world there can be some issues but nothing extreme that I've seen.
-
Kr0nZ, you're awesome. I didn't feel a like did it justice so I had to say something. Mincrafter13, what Ansem says is exactly right - they're called Coven witches and they're part of the Witchery mod, they help you perform more powerful spells than the basic ones as part of a group. They can talk in chat and like any named mob you'll get a message when they're killed (you can use a nametag in an anvil to name almost any creature anything, and on death you'll get the message).
-
There's no apes in tropicraft! D: Edit: There's one for the mod pack suggestions box - Orangutans!
- 15 replies
-
- attack of the b team
- base
-
(and 3 more)
Tagged with:
-
They're not set to grab blocks by default, but assuming you leave the defaults and just turn the block damage on; http://imgur.com/a/NzOB6#0 Fair warning: This ruins the mystery a bit, I was happier when I didn't know what they were capable of and they were just this terrifying unknown destructive force in my game. I should've known better but my curiosity got the best of me. Now to randomize those strength values so I don't know again
-
You need to allocate more RAM in the launcher. 2GB seems good so far (higher isn't always better, but neither is too low).
-
That's interesting - you're the second person with a log like that from 1.0.9 - please post here for better help; '?do=embed' frameborder='0' data-embedContent>>