Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 110 111 [112] 113 114 ... 326

Author Topic: Minecraft - Mods Thread  (Read 981547 times)

GaxkangtheUnbound

  • Bay Watcher
  • To the skies!
    • View Profile
Re: Minecraft - Major Mods Thread
« Reply #1665 on: July 03, 2012, 11:52:35 am »

They're also annoying to place.
Except they explode when it gets stormy.
They're easily replaceable (considering I sell stacks of diamonds just because it's taking up space) and I also have a space dome, so no worrying about annoying replacement.
Logged
Proud of my heritage.
Prepare to lose your sanity.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Minecraft - Major Mods Thread
« Reply #1666 on: July 03, 2012, 11:53:47 am »

wasnt there a way to "decouple" them so they dont explode if its stormy?
Not that I know of. You could do that with BTW windmills..
They're also annoying to place.
Except they explode when it gets stormy.
They're easily replaceable (considering I sell stacks of diamonds just because it's taking up space) and I also have a space dome, so no worrying about annoying replacement.
Yes, once you're at endgame tier I suppose its no big deal. We started this server yesterday. We couldn't even handle that much energy right now.
Logged

mattie2009

  • Bay Watcher
  • Methodless Madness
    • View Profile
Re: Minecraft - Major Mods Thread
« Reply #1667 on: July 03, 2012, 12:08:08 pm »

Is anyone else having trouble with Tekkit (via the Technic launcher)? Whenever I try to play it, it throws up a java error, even if the update finishes successfully. If I try to update it with the Development build, the update fails instantly.
Logged
Quote from: TGWeaver
Boy
I sure drew a lot of Quorum porn
SOLD.

DrPoo

  • Bay Watcher
  • In Russia Putin strikes meteor
    • View Profile
Re: Minecraft - Major Mods Thread
« Reply #1668 on: July 03, 2012, 12:32:25 pm »

wasnt there a way to "decouple" them so they dont explode if its stormy?
Not that I know of. You could do that with BTW windmills..
They're also annoying to place.
Except they explode when it gets stormy.
They're easily replaceable (considering I sell stacks of diamonds just because it's taking up space) and I also have a space dome, so no worrying about annoying replacement.
Yes, once you're at endgame tier I suppose its no big deal. We started this server yesterday. We couldn't even handle that much energy right now.

Wich mods are there i want to join
Logged
Would the owner of an ounce of dignity please contact the mall security?

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Minecraft - Major Mods Thread
« Reply #1669 on: July 03, 2012, 12:36:03 pm »

Wich mods are there i want to join
Sent you the info by PM but here is the mod list:

Forge 3.3.8.152
Mystcraft 0.8.6b Forge 3.3.7.135
CodeChickenCore 0.5.3
NEI 1.2.2.4
Buildcraft 2.2.14
Runic Dust 0.6.1b
Enderstorage 1.1.3
Forestry 1.4.8.3_bc2.2 for Minecraft 1.2.5 and BuildCraft 2.2.14+
IndustrialCraft2 1.97
Redpower 2.0pr5b2
Railcraft 5.3.3
Immibis Core 49.1.0
Tubestuff 49.1.0
Dimensional Anchor Rev1
Wireless Redstone Chicken Bones Edition (WRCBE) 1.2.1 (All three files)
IronChests 3.6
Logged

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: Minecraft - Major Mods Thread
« Reply #1670 on: July 03, 2012, 01:03:18 pm »

Damn.
I wanna join you folks... does the new forge really include 4096 ID's? And do they work with all forge mods?
If so... My computer shall soon melt.  :P
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Minecraft - Major Mods Thread
« Reply #1671 on: July 03, 2012, 01:05:37 pm »

Damn.
I wanna join you folks... does the new forge really include 4096 ID's? And do they work with all forge mods?
If so... My computer shall soon melt.  :P
Yes it does, yes it should, and... what?

I'll send you the server info, give it a try.
Logged

fivex

  • Bay Watcher
    • View Profile
Re: Minecraft - Major Mods Thread
« Reply #1672 on: July 03, 2012, 01:59:46 pm »

nevermind
Logged

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: Minecraft - Major Mods Thread
« Reply #1673 on: July 03, 2012, 02:20:41 pm »

Damn.
I wanna join you folks... does the new forge really include 4096 ID's? And do they work with all forge mods?
If so... My computer shall soon melt.  :P
Yes it does, yes it should, and... what?

I'll send you the server info, give it a try.
Thanks.
And by the last part I meant that I'll be installing too many mods...
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Minecraft - Major Mods Thread
« Reply #1674 on: July 03, 2012, 02:58:52 pm »

   If you want to use solar panels then I advise using a flat desert only world and a MFsomthing cart to move power from that age through a mystcraft portal to the main world. That way we always have power being generated.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Minecraft - Major Mods Thread
« Reply #1675 on: July 03, 2012, 03:06:31 pm »

   If you want to use solar panels then I advise using a flat desert only world and a MFsomthing cart to move power from that age through a mystcraft portal to the main world. That way we always have power being generated.
Only works if someone stays in that age. They unload when nobody is there.
Logged

sluissa

  • Bay Watcher
    • View Profile
Re: Minecraft - Major Mods Thread
« Reply #1676 on: July 03, 2012, 03:17:54 pm »

I thought the spawn area of an age stayed loaded on servers?
Logged

fivex

  • Bay Watcher
    • View Profile
Re: Minecraft - Major Mods Thread
« Reply #1677 on: July 03, 2012, 03:35:08 pm »

   If you want to use solar panels then I advise using a flat desert only world and a MFsomthing cart to move power from that age through a mystcraft portal to the main world. That way we always have power being generated.
Only works if someone stays in that age. They unload when nobody is there.
Wouldn't it work if you used chunkloaders?
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Minecraft - Major Mods Thread
« Reply #1678 on: July 03, 2012, 03:53:07 pm »

Worth testing.
Logged

GreatJustice

  • Bay Watcher
  • ☭The adventure continues (refresh)☭
    • View Profile
Re: Minecraft - Major Mods Thread
« Reply #1679 on: July 03, 2012, 04:05:59 pm »

Does the Millenaire 1.1 installer not work for 1.2.5? It seems to not want to run. I suppose I could install it manually (the introduction of wars and diplomacy, even if in a minor capacity, make me seriously want to try it again) but the installer spoiled me somewhat so I'd rather be certain before I go off and do that.

Also, does anyone know of Minecraft RTS mods, or else mods similar to Millenaire featuring more NPCs and stuff? Humans+ is pretty cool if lacking in detail, builders is cool for a while until you realize that those builders are eating the map and it would be better if they actually gathered resources rather than magically planting building trees, and Mine Colony is a giant pain to set up and lacks in the details Millenaire has though the NPCs actually building stuff block for block and manually mining rather than having it pop into existence when they see a rock. Oh, and Tale of Kingdoms is kinda fun, but I seriously hate having to babysit my miners and lumberjacks to get them to do things (at least, I had to in the last update). I want my resource gatherers to strip the earth bare of valuables without me having to tell them to get back to work every five minutes.
Logged
The person supporting regenerating health, when asked why you can see when shot in the eye justified it as 'you put on an eyepatch'. When asked what happens when you are then shot in the other eye, he said that you put an eyepatch on that eye. When asked how you'd be able to see, he said that your first eye would have healed by then.

Professional Bridge Toll Collector?
Pages: 1 ... 110 111 [112] 113 114 ... 326