Posts by DreamMasterXXL


    Hey, I'm very interested in trying out this modpack - seems like just what I've been looking for. However, I'm in North America, and I doubt cross-continental latencies would work well with hardcore survival mods. So if you don't mind, I'd like to get the files so I can start a small private server (basically just me and one other guy) to mess around with it. I'd be happy to report any issues that come up.


    Are you planning to incorporate Blood Asp's updated GT5 port? Admittedly I just found out about it, so I'm not sure how likely it would be to break things, but I assume the scripts at least would still work fine.


    By the way - I noticed that while the scripts folder is friggin' huge, there's only one change to Blood Magic and no complete changes to Witchery. I know the pack isn't 100% done, but if you need any suggestions for tweaks/information about either of those mods I could probably help. I'm not a GT5 expert, but I'm pretty well versed in all of the magic mods.


    Yes sure you can test out the pack if you want. Maybe test our Server too if the latencies is so bad you think.
    In my Test Environment I update Gt to Blood Asp Version already so we have fusion reactors with Minetweaker Support that I add yesterday. Many of the bugs now out of the New GT Version(5.08.02) so maybe tomorrow I will update my Server.
    Some mods I not nerfed yet (like witchery and blood magic). Witchery no have a Api and that makes it difficult to change Recipes. If you can help me with Magic Mods I appreciate that. I think the whole Project need time to be done because adding Recipes to Thaumcraft is a complicated and long process.
    I send you a Pm where you can get the Pack.

    Now the Molds and Extruder Shapes need aTinkers Construct Smeltery. Maybe Greg will kill me for that ;)


    Now the Molds and Extruder Shapes need aTinkers Construct Smeltery. Maybe Greg will kill me for that ;)



    Hi all.I made a modified script from your Tinkers' Construct script on GitHub. There are some deleted/modified recipes (for not being too much nerfed) and the majority of the smeltery outputs were modified in order to be the GregTech version of them. The only problem of this script is that the TiCon Tool Station is not craftable for some reason I don't know (or I can't find).


    Anyway, here is it.


    Found the Error. You remove the Casing Table twice


    Code
    // Tool Station
    recipes.remove(<TConstruct:ToolStationBlock>);


    and later


    Code
    // Part Builder and Stencil Table
    recipes.remove(<TConstruct:ToolStationBlock:*>);


    That means your new recipes are removed again.


    look at may scripts on git. I remove all Blocks and items on the first lines on my script and add them back later in the script.


    DreamMaster I've seen some of your other cool stuff so I have faith, but how the hell did you manage to integrate TiCo in a balanced fashion w/o its tools completely deprecating everything from GT/IC2?


    I mean who the hell would build a 22nd Century Mining Laser of Doom if you can just make a much-better Big Hammer.


    To balanced Tico with GT and IC2 i'snt easy and maybe not perfect. Yes the Mining laser is maybe a little bit underpowered for this recipe i gave him but i have Iguana Tweaks installed so i can set the Tools be use up some time. I added expensive Thaumcraft Recipes for the ball of moss and the Silky Crystal. GT tools you can recycle and it have more variation.
    I make the GT Molds and Extruder Shapes only craftable in the Tico Smeltery. I thing Greg will hate me for that but i think this is a nice Integration ;-).
    If you have new/better Ideas/Suggestion feel free to post here or on git. May pack is not 100% done yet.

    Hello Guys!!! Im here to report a bug, the bug is this: we craft the advanced solar helmet but we cant get nothing :/
    Someone can help pls?


    Use Minetweaker it is the easiest and quickest way to solve recipe problems.


    Code
    // --- Advances Solar Helmet
    
    
    
    
    recipes.addShaped(<AdvancedSolarPanel:advanced_solar_helmet>, [
    [null, <AdvancedSolarPanel:BlockAdvSolarPanel>, null],
    [<IC2:itemPartCircuitAdv>, <IC2:itemArmorNanoHelmet:*>, <IC2:itemPartCircuitAdv>],
    [<IC2:itemCable:3>, <IC2:blockElectric:3>, <IC2:itemCable:3>]]);


    Eyyo dudes,
    I'm playing FTB Infinity and I wanted to use a Molecular Transformer to get Iridium. In the FTB Wiki it says that you can transform an iron ingot to an iridium but when I tried it it didn't work. I klicked on the recipies. It showed me that I only can tranform Glowstone Dust and Glowstone. So did they change something in the Mod or why is it like this. I hope you guys can help me.



    4everfreekin


    Enable the line you want in the AdvancedSolarPanel_MTRecipes.cfg file in youf config folder from minecraft.


    disabled:

    Code
    #minecraft:iron_ingot:1; IC2:itemOreIridium:1; 9000000


    enabled

    Code
    minecraft:iron_ingot:1; IC2:itemOreIridium:1; 9000000


    You can change how many EU it takes (Example has 9 Mio EU)