1.8 to 1.8.9 was a total loss and if the dev's jump to 1.10 then 1.9 to 1.9.4 may be as well.
Why is 1.8.9 a total loss ?
1.8 to 1.8.9 was a total loss and if the dev's jump to 1.10 then 1.9 to 1.9.4 may be as well.
Why is 1.8.9 a total loss ?
I believe the poster's sentiment was aimed at the fact that no major packs were released for that version window. What that fails to take into account is the ease with which developers were able to update to 1.9 from 1.8 (which was a simple one to two line fix for a number of people, from what I've read here). If I'm reading the terrain correctly for the future, we should expect a number of these rapid MC version updates which are trying not to break the modding scene as they rewrite underlying code and add new features to Vanilla. This means entire modpacks may be able to be made in 1.9, then be ported to 1.10+ once all the mods have made the required small change.
The scene is going to look different for a while, from the sounds of things. A post from Mojang/Microsoft had basically stated the next update to break things will likely be out as far as 1.14, although I'm not sure if that was intended to be gospel or just a joke to calm people down.
Edit:. Take solace in the fact that 1.7 remains stable and has an absolute crapton of content available for it.
What many people think of stable is not just whether is it playable, but also whether it looks 'finished': completed mechanics, blocks or fluids without broken or WIP textures.I agree, except that part about 1.7 being "stable" ( )... Granted, none of the packs for 1.8/1.8.9/1.9/1.9.4 I've created and/or played have anywhere near the sheer number of mods that any 1.7 pack I've played, but then again neither have they exhibited the Worldgen Lag nor the failure to render entire swathes of the countryside (yet).
Why is 1.8.9 a total loss ?
I agree, except that part about 1.7 being "stable" ( )... Granted, none of the packs for 1.8/1.8.9/1.9/1.9.4 I've created and/or played have anywhere near the sheer number of mods that any 1.7 pack I've played, but then again neither have they exhibited the Worldgen Lag nor the failure to render entire swathes of the countryside (yet).
@sgbros1 @Ocker Don't get me wrong, I still play DW20 1.7.10, but having been a beta tester for several companies since the early nineties I'm one of those idiots that like to exist on the bleeding edge .
I like to play with Natura (I usually live in hollowed out Redwoods in 1.7.10 packs, like a squirrel ), but the mod hasn't yet updated and may never do so. I've adjusted, living either in a hole in the ground or taking over a small village in the newer versions.
One thing I've noticed that I miss from newer versions are the performance improvements that should improve the modded experience... My first 1.10 world has yet to use more than 705MB of allocated ram, for example, while DW20 1.7.10 regularly peaks over 3GB regularly with exactly the same settings.
I understand a lot of people not wanting to play new versions because their favorite mod set isn't available, but for me that's an excuse to play around with what is available, and in fact gives me a whole new playing experience as opposed to most 1.7.10 packs.
Tilled farmland is not a spawn block.Do mobs spawn on farmland? I want to build huge cornfields without torches if possible.
Do Enderio Farming Stations still harvest oreberrry bushes? I have been trying to get mine going, but it won't pick any up. Have tried with/without hoe, locked vs unlocked, and it has an octadic capacitor. Bushes are all in a dark room around the farming station, on the same level. It has power, and HarvestEssenceBerries=true in the config. Bug, feature removed, or me being derpy?
Here is something that I have always wondered about:
Do Tinkers tools repair(moss) when not in a players inventory? Like in a chest, tool rack etc.?
Guessing they don't, would require some questionable calculations etc. but never actually tested it out.
Yeah thought as much. I have been keeping my tools in an enderpouch for years, but never actually really paid attention to themMy lumber axe doesn't repair while in my backpack, so I'm pretty sure it carries the same as in other Inventories.
Make a tool rod and cast bedrock over it.I'm on 1.7.10, using RotaryCraft, Tinkers' Construct, as well as ITT.
How does one craft bedrock bolts?
I've made a bedrock tool rod. I want to run Manyullyn over it, but it isn't working. It isn't working for HSLA steel tool rod either. Molten iron, molten Manyullyn, none of them works for RoC's tool rods. I changed the tool rod to a slime tool rod and it worked.Make a tool rod and cast bedrock over it.
If you can't melt bedrock, well it could be some oversight.
only certain Tool Rods can be used to make bolts try using a slime tool rod and pouring molten bedrock over itI've made a bedrock tool rod. I want to run Manyullyn over it, but it isn't working. It isn't working for HSLA steel tool rod either. Molten iron, molten Manyullyn, none of them works for RoC's tool rods. I changed the tool rod to a slime tool rod and it worked.
Maybe it's an ITT config option?