Recent content by Guerin78

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    Recent Events Discussion (RED) Thread

    Honestly, all the things that made EU unique have been broken for years in "official" IC2. If EU is going to act just like RF (and since 1.6.4 at the latest, the only real difference between the two has been the size of the numbers), then there's no real reason for IC2++ to keep it separate...
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    [1.7.10] Technofirma - The Original Terrafirmacraft Modpack

    I was having the same issue. In my case, it appears to be a conflict between NEI and the Stellar Sky mod--disabling the latter brought NEI back.
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    [1.7.10]Modular Mayhem

    Okay, after abandoning my first semi-successful world, a few things I've learned: Boron is now my go-to tool material. Diamond-equivalent (though with only 80% of the durability), and far, far more frequent. Magneticraft machines look awesome, but I'll have to do a LOT of experimentation with...
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    [1.7.10]Modular Mayhem

    A couple of biome-specific config tweaks I'd suggest for the next version of the pack, for performance reasons: In Chromaticraft's config, reduce the density of animals in the rainbow forests to 2 or 3. Processing all of those animals takes a lot of CPU--and they're not really necessary since...
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    [1.7.10] New Modpack: Simplicity [Minimalist] [WIP] [FTBLauncher] [v1.0.1]

    The only things i was going to suggest, based on playing 1.0.0, you've already addressed--namely, Harvestcraft being seriously overkill without either Hunger Overhaul or Spice of Life, and the lack of storage options other than vanilla chests. I'm torn on the idea of adding Buildcraft. I love...
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    Hm. I must have updated my personal pack (which is currently running 198) from an older version without regenerating the configs. Still, I don't honestly see it as that big a hardship, at least in Regrowth, where between Skeleton Soul Seeds (and dumping bonemeal into your mana pool for cheap...
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    It'd be more accurate to ask if it's being enabled for this pack; it's off by default. (In fact, that config option is already in the version of Botania used by 0.7.4--if you search the config file for passiveWither.time, it's already there.)
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    Overated/Problematic/Misused Mods

    Backing up to the beginning of the thread, I have to second Tinker's Construct. Which is both overpowered and over-used. For the cost of one decent-sized tree, and a bit of clay, you obsolete, or mostly-obsolete: All vanilla tools and weapons, and most modded tools. The vanilla enchantment...
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    Request Suggest mods for creation here

    Unfortunately, the ability to turn off ages in the config (in both the OP's case, and my own, probably both the Electrical and Atomic Ages) is still 'in a future version'. Once that happens, I agree that RI would probably be the mod of choice for that sort of thing. ETA: Random Additions also...
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    Direwolf20 1.7.10 released

    Just said this over on the most recent of Direwolf's LP videos, but I thought I'd ask here as well, since it may be more easily noticed here. I just noticed that (along with a lot of junk in the config folder from mods that didn't make the final cut), the version of the Dense Ores config file...
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    Request Suggest mods for creation here

    As I'm working on a magic-based private modpack for 1.7.10, I find myself repeatedly wishing for a pre-industrial revolution tech mod: mostly wind and water wheels generating what, by other tech mods' standards, would be a tiny amount of power--but enough to get ore doubling going, or run a...
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    FTB Mage Quest {ALPHA} Bug Reports

    This is a bug caused by using an older version of the Adventurer's Amulets mod. You can either disable it, or update it manually to the most recent version (1.4.0c). I believe--though I wouldn't swear to it, since I eventually opted to just disable AA for now--that 1.4.0c also requires...