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Author Topic: Minecraft - Mods Thread  (Read 980164 times)

Briggsy16

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Re: Minecraft - Mods Thread
« Reply #4215 on: July 22, 2013, 06:19:09 am »

SPEAKING OF 5.1 PACKS!
Direwolf just made his go live.
http://www.youtube.com/watch?v=0HYj_EGHlPY
To get it, go to FTB launcher, private packs, then code Direwolf20_1_5.

Aren't we at 1.6?
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frostshotgg

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Re: Minecraft - Mods Thread
« Reply #4216 on: July 22, 2013, 06:37:13 am »

1.6 just came out a couple weeks ago unless my sense of time is gone. Almost nothing is updated.
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frostshotgg

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Re: Minecraft - Mods Thread
« Reply #4217 on: July 22, 2013, 07:25:06 am »

It was a trick. A scheme, a ruse, a flimflam. A lie, a deceit, a misnomer. A bluff, a cheat, a con. A feint, a hoax, a fraud. A plot and a ploy, a subterfuge and a swindle, an illusion and an invention.

I was so tempted to use a thesaurus there.
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Tiruin

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Re: Minecraft - Mods Thread
« Reply #4218 on: July 22, 2013, 08:15:25 am »

So I've been gifted Minecraft lately (tyvm Kagus.) and am wondering..

Are all the mods listed in the OP workable in the latest (1.6.5 I think?) version?
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frostshotgg

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Re: Minecraft - Mods Thread
« Reply #4219 on: July 22, 2013, 08:35:19 am »

Lord no. In fact, you'd be hard pressed to find more than 5 or so.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #4220 on: August 01, 2013, 06:15:11 am »

Forge Multipart is cool.

Spoiler (click to show/hide)
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Deon

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Re: Minecraft - Mods Thread
« Reply #4221 on: August 02, 2013, 03:32:06 am »

So I've been gifted Minecraft lately (tyvm Kagus.) and am wondering..

Are all the mods listed in the OP workable in the latest (1.6.5 I think?) version?
If you want a good modpack and don't want to spend days juggling mods around to make them all work like I do (and I blame my goddamn desire to mod everything... it makes me spend more time juggling mods than actually playing) then check this modpack: http://www.feed-the-beast.com/

P.S. Huh, it looks like it is for 1.5.2... Sorry.
« Last Edit: August 02, 2013, 03:54:24 am by Deon »
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Vattic

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Re: Minecraft - Mods Thread
« Reply #4222 on: August 02, 2013, 05:20:12 am »

Just found out that the chunk loading modules of MiscPeripherals don't work as wireless routers any more which has non-trivially broken a load of my turtle programs.
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Skyrunner

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Re: Minecraft - Mods Thread
« Reply #4223 on: August 02, 2013, 06:12:36 am »

Do immibis's dimensional anchors or Railcraft's chunk loaders work?
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #4224 on: August 02, 2013, 06:17:54 am »

I guess it would still break those programs, since it looks like Vattic needs those turtles to keep themselves loaded while moving.
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Vattic

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Re: Minecraft - Mods Thread
« Reply #4225 on: August 02, 2013, 06:24:50 am »

I have Railcraft installed, but it's chunk loaders will only be so useful. Previously the chunk loading modules for turtles also functioned as wireless routers. A few of my programs rely on the turtle being able to both load chunks and use gps. I can write gps use out, but I'm not confident about it being able to carry on after server restarts and similar. I might be able to replace the chunk loader with a modem and get another turtle with chunk loader to follow it around, but once again it makes it less fail safe.
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Solifuge

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Re: Minecraft - Mods Thread
« Reply #4226 on: August 03, 2013, 03:53:12 pm »

Had a lot of fun playing a base-building Capture The Flag game, using the new Torch Levers mod, though it's more of a "Tools To Build Clever Traps/Dungeons/Mechanisms" mod at this point:

Linko: Torch Levers Mod [MC 1.6.2] [Forge]

Redstone Spike Traps that have debilitating effects, Illusion Blocks that you can phase through, and advanced redstone doodads with clever and unique new functions: Redstone Levers that act as a T-Flip-Flop (they alternate when the block they're on is powered), Redstone Buttons that emit a 1-tick pulse either when pressed or the block they're on is powered, disguised bookcase and brick buttons, and of course the titular Torch Lever (It's a lever, but it looks like a torch).

We built bases in creative mode in 5 minute segments between each round, when we entered into Adventure Mode and tried to storm the enemy base, and get their flag back to our own. By the end of the game, we had a map full of hidden spike pits, bridges with illusionary pitfalls, false entrances, hidden doors, automated arrow traps, redstone combination locks, and all sorts of stuff, made from simple parts. It was crazy fun.
« Last Edit: August 03, 2013, 03:55:49 pm by Solifuge »
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #4227 on: August 05, 2013, 07:03:36 am »

I've spent ages searching, but I can't find any nice FTB Direwolf20 1.5.2 servers. Can anyone recommend a good server? Preferably one without tons of banned items or ridiculously small griefprotection claim sizes.
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Deon

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Re: Minecraft - Mods Thread
« Reply #4228 on: August 05, 2013, 07:19:29 am »

I'm pretty sure that the latest Direwolf20 build has quite a few errors, they even mentioned it in news.
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Sarzael

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Re: Minecraft - Mods Thread
« Reply #4229 on: August 05, 2013, 12:40:26 pm »

What the hell? The forums ate my post and only left Wha out of the original message! Wordivore forums are evil!

Sooo, second attempt:
You know what would be cool? Dwarf Fortress mod.
The idea would be that when you for example click to mine something, you dont mine it, but send one of your seven starting dwarves who has a pickaxe to mine it. You would have a menu from where you can choose the different designations, and you would be able to look at NPCs and enable/disable their labors.

But, even though this would be cool, it would be a hellish work, since:
A) Npcs, there are tons of em.
B) Random stuff generator, i dont think will be easy.
C) Would be incompatible with pretty much everything due to changes.
« Last Edit: August 05, 2013, 12:44:54 pm by Sarzael »
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