• Minecraft Mod Megathread v3 - (insert sub-title here)
    1,546 replies, posted
[QUOTE=Goz3rr;35824184]There is a config setting, the default limit is 1000 blocks.[/QUOTE] According to a friend of mine who is in Eloraam's inner circle, the limit of 1000 blocks is just a very conservative number, and allegedly it can handle well over 80,000 blocks with little to no performance drop.
How do you guys get redpower/ic2/buildcraft/all that other shit to work together? I've got the Technic pack right now, but I don't really want to wait until the end of time for them to catch up with the frames stuff and rocket science.
[QUOTE=Used Car Salesman;35829201]How do you guys get redpower/ic2/buildcraft/all that other shit to work together? I've got the Technic pack right now, but I don't really want to wait until the end of time for them to catch up with the frames stuff and rocket science.[/QUOTE] They have config files that assign unique block IDs to each block and such. I know RedPower will automatically adjust the IDs based on any mods you already have installed, not sure about IC2. I know Buildcraft doesn't.
[QUOTE=Zero-Point;35829979]They have config files that assign unique block IDs to each block and such. I know RedPower will automatically adjust the IDs based on any mods you already have installed, not sure about IC2. I know Buildcraft doesn't.[/QUOTE] Block Ids do originally conflict between IC2 and Red Power 2, but by deleting a file in the Red Power 2 folder (after you install it), New block ids will be assigned that won't conflict with each other. (Although it's best if you do this BEFORE you make anything with Red Power 2, otherwise you will find that all of your Red Power 2 shit has been fucked up because the block ids changed) Pretty much all of those types of mods (Red Power, IC2, Buildcraft, Railcraft etc...) are compatible with each other except Better than Wolves.
[QUOTE=Zero-Point;35818033]That's generally what I do with larger contraptions, or things that I want to try out before I pull my hair out in my survival world: Build it in "Creative" first (using NEI and such) to get a design down so I don't have to run around like a dipshit grabbing supplies over and over again or being distracted by anything else. Worked well for my chicken machine and it's currently what I'm doing now with the mobile mining machine I'm working on.[/QUOTE] I'm redesigning it to be several 3x3 silos with a 5x5 door, i've figured out how to get the doors to close and open, but how do i get the block breaker to work. Actually, i have an idea, maybe i could design it where it opens and closes with a set number of frames, to prevent breaking things, oh, and i can't find the panels and covers in the creative item menu. EDIT: I fixed my problem, the set number of frames system works very well. EDIT2: I managed to make the silo door move by 1 block, then it stopped. I can't figure out what the hell i did wrong, i powered the frame motors, i used the red alloy wires, and it only moved a single block.
[QUOTE=Used Car Salesman;35829201]How do you guys get redpower/ic2/buildcraft/all that other shit to work together? I've got the Technic pack right now, but I don't really want to wait until the end of time for them to catch up with the frames stuff and rocket science.[/QUOTE] Redpower and buildcraft run fine alongside without config changes, IC2 has about 3 conflicting id's. Here's the config i use: [quote] block { blockAlloy=231 blockAlloyGlass=230 blockBarrel=217 blockCable=228 blockCrop=218 blockDoorAlloy=229 blockDynamite=236 blockDynamiteRemote=235 blockElectric=227 blockFenceIron=232 blockFoam=222 blockGenerator=246 blockHarz=240 blockITNT=239 blockIronScaffold=216 blockLuminator=226 blockLuminatorDark=219 blockMachine=238 blockMachine2=223 blockMetal=224 blockMiningPipe=245 blockMiningTip=244 blockNuke=237 blockOreCopper=215 blockOreTin=214 blockOreUran=213 blockPersonal=225 blockReactorChamber=233 blockRubLeaves=242 blockRubSapling=241 blockRubWood=243 blockRubber=234 blockScaffold=220 blockWall=221 } [/quote] [editline]5th May 2012[/editline] Then use NEI to make a dump of all ID's, and just refer to that when installing new mods
For fucks sake, thanks for reminding me to always check the damn config files. I spent half a day trying to fix the damn machine. It works like a charm now, though.
This is a really really dumb question but how do I put [URL=http://www.minecraftforum.net/topic/880181-12-too-many-ores-mod-over-2000-downloads/]Too Many Ores[/URL] into the technic pack? I tried following the instructions on the normal mod page and it didnt show up. Can anyone help me with this? Thank you.
Everything that goes into minecraft.jar needs to go into modpack.jar
Is there a mod that can let you set your own distance instead of the preset ones?? Normal is too far and small is too short.
Optifine has some extra viewdistances
-snip, incorrect info-
[QUOTE=Goz3rr;35837524]Optifine has some extra viewdistances[/QUOTE]What he said. You can increase or decrease view distances between the default settings in 1 chunk increments. [editline]5th May 2012[/editline] [QUOTE=AlfieSR;35837606]Optifine has extended viewdistances - beyond Far, which is not what he's looking for.[/QUOTE]It also has many options in between each default setting.
How do I enable NEI's cheat mode in the Technic Pack? It's stuck on Recipe Mode.
[QUOTE=NoNameForEvil;35840490]How do I enable NEI's cheat mode in the Technic Pack? It's stuck on Recipe Mode.[/QUOTE] In the config file
[QUOTE=NoNameForEvil;35840490]How do I enable NEI's cheat mode in the Technic Pack? It's stuck on Recipe Mode.[/QUOTE] [url]http://forums.technicpack.net/index.php/topic,2695.0.html[/url]
[QUOTE=Goz3rr;35832999]Redpower and buildcraft run fine alongside without config changes, IC2 has about 3 conflicting id's. Here's the config i use: [editline]5th May 2012[/editline] Then use NEI to make a dump of all ID's, and just refer to that when installing new mods[/QUOTE] In what config file? EDIT: Figured it out, got IC2, BC, and RP2 working together. Tried to get Flan's planes working, but turbo model thingy is apparently fucked up and it crashes every time I try to place a place. Reinstalled TMT multiple times and it does nothing. Fuck, I really wanted that mod to work.
I repaired my Red Power 2 frames problem. I rigged up a system that uses a standard block as the gauge for when the frame motors should stop, and i really wish it didn't require uninsulated red alloy wire for it to function. EDIT: I worked on it and i now have a fully functioning Silo door that is hidden when the silo is open, but i'm not gonna bother with hiding it while it's closed.
[QUOTE=Used Car Salesman;35841671]In what config file? EDIT: Figured it out, got IC2, BC, and RP2 working together. Tried to get Flan's planes working, but turbo model thingy is apparently fucked up and it crashes every time I try to place a place. Reinstalled TMT multiple times and it does nothing. Fuck, I really wanted that mod to work.[/QUOTE] Last time i checked TMT wasn't for 1.2.5
[QUOTE=Goz3rr;35846278]Last time i checked TMT wasn't for 1.2.5[/QUOTE] It shows a download for 1.2.5, but it clearly doesn't work. Just discovered the missile defense system and missile targeting computer for Rocket Science. Amazing. I just wish they could fire through water, my boomer sub can't be completely submerged.
I placed a teleport pipe somewhere in my base, but have no idea where. Any suggestions how I could find it? :v:
I have a modded Minecraft with Thaumcraft 2, ExtraBiomesXL, and Equivalent Exchange, what other mods should I get that adds a lot of flushed out content that works good with those without issues?
I suggest you guys check out MultiMC. [url]http://www.minecraftforum.net/topic/1000645-multimc-31-windows-linux-mac/[/url] Also, this might useful for those with slow computers. [url]http://www.minecraftforum.net/topic/1163511-125v14forge-optional-dora-the-chunk-explorer-pre-explore-ssp-worlds/[/url]
[QUOTE=Loriborn;35869189]I have a modded Minecraft with Thaumcraft 2, ExtraBiomesXL, and Equivalent Exchange, what other mods should I get that adds a lot of flushed out content that works good with those without issues?[/QUOTE] [URL="http://www.mod-buildcraft.com/forums/topic/list-of-forge-mods/"]http://www.mod-buildcraft.com/forums/topic/list-of-forge-mods/[/URL] Knock yourself out, main other ones with large content is RedPower, BuildCraft, and IndustrialCraft.
[QUOTE=MeltingData;35579546]The download link for your sunlight mod on page 12 doesn't work, just to alert you. Mod works perfectly. Thanks gozerr.[/QUOTE] Just thought i'd let you know, i've released the Lambchops mod for Multiplayer! (Oh and it's compatible with forge now!) Here's the client: [url]http://dl.dropbox.com/u/8385549/mcmods/LambChop%201.2.5%20Forge%20Client.zip[/url] and server: [url]http://dl.dropbox.com/u/8385549/mcmods/LambChop%201.2.5%20Forge%20Server.zip[/url] Client needs Modloader + Forge, server needs Forge
Confound these FORTH loops, they drive me to drink!
Is there a guide to updating other peoples mods to work on the latest version? I miss Deadly caves to death.
[QUOTE=Magmacow358;35884399]Is there a guide to updating other peoples mods to work on the latest version? I miss Deadly caves to death.[/QUOTE] Decompile them (Better would be if it was open source), put them into MCP and fix up errors, recompile.
how2decompile
[url=http://mcp.ocean-labs.de/index.php/MCP_Releases]MCP[/url]
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