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  1. K

    [Blood Magic] is it possible to edit ritual costs?

    Sorry, one final question - I want to add a custom item with the same icon as item X into NEI. So, my code looks as follows: mods.nei.NEI.addEntry(<ItemX:1>.withTag({stuff})); Why does this override the NEI entry for item X in NEI, and how can I stop this?
  2. K

    [Blood Magic] is it possible to edit ritual costs?

    Nevermind, found it. In lines 12 and 14, I have the input/output around the wrong way. So it's showing 50kLP + activation crystal = lava crystal, and consequently there is now no recipe for said activation crystal. Thanks for the help! :D
  3. K

    [Blood Magic] is it possible to edit ritual costs?

    So I did... I'd called it the right way just before as well. Okay, I rewrote that, attempted to make the archmage blood orb reusable in the first recipe, downloaded modtweaker (which fixed many, many issues!!!) and rewrote the script directly calling the mod each time rather than import. New...
  4. K

    [Blood Magic] is it possible to edit ritual costs?

    Right, so I've finalised my changes (basically I want to shift the powerful end-game stuff further towards the end-game than I currently think they are (imo <1/2 a stack of diamonds and some blood doesn't justify having near creative mode), so I wrote the following script...
  5. K

    [Blood Magic] is it possible to edit ritual costs?

    Thanks! Just got in from work, looking into it now.
  6. K

    [Blood Magic] is it possible to edit ritual costs?

    Hi, I'm running an FTB-like forge server on 1.7.10, and we have Blood Magic v1.1.0. I don't want bound armour to be available to the players until late game, so I would like to increase the cost of filling the frames, which isn't in the AWWayOfTime.cfg file. Does anyone know where I might find...
  7. K

    [1.6.4] FTB Monster v1.1.0 RotaryCraft BUG

    THank you very much, I will begin updating now. I run a small server for friends which is where our data is housed and so I will not update the server until I'm happy the client is stable
  8. K

    [1.6.4] FTB Monster v1.1.0 RotaryCraft BUG

    I'm assuming this can be done safely within the FTB modpack?
  9. K

    [1.6.4] FTB Monster v1.1.0 RotaryCraft BUG

    This is the bar with a red-yellow-green gradient on it, yes? If so, then yes.
  10. K

    [1.6.4] FTB Monster v1.1.0 RotaryCraft BUG

    I have tried: 2x DC engines (2.048kW total) 1x Steam engine (16.384kW total) 1x Creative industrial coil at: 2048rad/s, 1nM 1rad/s, 2048nM 32rad/s, 64nM 64rad/s, 32nM 65536rad/s, 65536nM <- I was pretty pissed at this point so I just thought 'sod it, have this'...
  11. K

    [1.6.4] FTB Monster v1.1.0 RotaryCraft BUG

    I believe this to be a bug, although it could be me being an idiot due to the frankly abysmal amount of documentation this mod has. I have a lava smeltery receiving 2.048kW of power (the minimum amount as specified by the handbook, higher powers have also been tested), redirecting through a...
  12. K

    [1.6.4] FTB Monster v1.1.0 Server - disconnect.overflow

    Nvm, problem solved. Yellow saplings are PR: Explorations and don't cause the lag. disabling dye trees has resolved the issue.
  13. K

    [1.6.4] FTB Monster v1.1.0 Server - disconnect.overflow

    I've disabled DyeTrees in my SSP Client and yet yellow saplings, leaves etc. still show up in NEI. What mod are they from?!?!?!
  14. K

    [1.6.4] FTB Monster v1.1.0 Server - disconnect.overflow

    Okay, thank you very much for your help, I will ask them how much RAM they have allocated, and I'll probably increase my Xms parameter to force the server to use more RAM.
  15. K

    [1.6.4] FTB Monster v1.1.0 Server - disconnect.overflow

    Hmm... in my start.bat file I have Xms set to 2048m and Xmx set to 8192m... I have 16GB of RAM available in total and I've ran FTB unleashed servers on far, far less than that before
  16. K

    [1.6.4] FTB Monster v1.1.0 Server - disconnect.overflow

    I have just set up a working and lighter version of a Monster server for some friends with lower spec PCs; mods I have disabled include ATG, Highlands, Mariculture, Biomes 'O' Plenty, the associated Bibliowoods plugins for those mods which are now disabled, IC2 nuclear control, MMMPowersuits...
  17. K

    [Monster v1.1.0] Most memory intensive mods?

    Removed the terrain generation mods and my friend says his client has improved. Many thanks!
  18. K

    [Monster v1.1.0] Most memory intensive mods?

    I intend to be running a Monster v1.1.0 server using the MCPC+ patcher for some friends, but unfortunately some of them have less than optimal machines for running monster (they coped with unleashed on around 18fps I believe). So, I wished to remove some mods none of us would ever use; when I...
  19. K

    Unsupported Monster 1.6.4 Bug Reports

    Mod Pack: Monster v1.1.0 Mod & Version: N/A Pastebin: N/A Server will throw up "[SEVERE] End of stream: <ip>" whenever anybody pings (refreshes their view of) my server. Not too bad of a bug but the one which really concerns me is, several minutes after loading the server, it will instakick all...