Do you have access to MFR? If so, villager auto spawner? I built one and it was crazy good at bouncing me to a Tier 4 altar in short order.Darn, I don't think I can afford a Well of Suffering, I'm still in the early game of Blood Magic.
Do you have access to MFR? If so, villager auto spawner? I built one and it was crazy good at bouncing me to a Tier 4 altar in short order.Darn, I don't think I can afford a Well of Suffering, I'm still in the early game of Blood Magic.
What's the punishment for sacrificing villagers? Currently I don't have a problem with collecting LP, but my altar will take up too much space eventually.Do you have access to MFR? If so, villager auto spawner? I built one and it was crazy good at bouncing me to a Tier 4 altar in short order.
Really? When I tried earlier today the universal cables didn't connect to the machines (Galacticraft 2.0.12.1010, Mekanism 6.1.0.38). What am I doing wrong?Mek should still work. I've also seen TE3 work to power it.
Standard villager hate. Trades get very expensive, but that didn't effect villagers spawned or found after the slaughter.What's the punishment for sacrificing villagers? Currently I don't have a problem with collecting LP, but my altar will take up too much space eventually.
What's the punishment for sacrificing villagers? Currently I don't have a problem with collecting LP, but my altar will take up too much space eventually.
Really? When I tried earlier today the universal cables didn't connect to the machines (Galacticraft 2.0.12.1010, Mekanism 6.1.0.38). What am I doing wrong?
I have plenty of liquid force. Does the liquid get consumed?@Reika If you are using a custom set of mods, you can try DartCraft and immerse the sheeps in a pool of liquid force.
The liquid force will cause the sheeps to regenerate their wool almost instantly.
Sent from my SM-N9005 using Tapatalk
I have no idea, I'm going off of what I saw in a few videos. Try an energy conduit from TE3 instead.
@YX33A?Witchery progress report: Nowheresville. I have the seeds (that's it), but I haven't started setting up an altar or chalk circles yet. My current base is quite FPS-laggy, I think due to my AE network & IC2 power systems, as well as its location, so I've been holding off on any big projects until I get my void age up and working. Hopefully a totally empty age will have far less lag than the overworld, and I should be able to spread out the visual-heavy parts of my base easier than if I were to bulldoze the overworld. What do you recommend?
I'm using the MFSU because it holds the most energy, and can recharge the fastest, of all the IC2 tiered power rechargers.
I only have two elite batteries in my MPS gear, in the helmet and in the power fist; I took the other three out as I found that the charge was draining from the top-down, causing my helmet to be depleted, then my chestplate, and so on. It also was not getting recharged by any fluxed or TConstruct electric items in my inventory, or my resonant flux capacitor, regardless of whether or not they were on my hotbar. So after my helmet's charge had been depleted (and there's no noticeable way to tell, unless you could point me to a good HUD mod), it would take damage. It got to about half-health before I realized what had happened and went to repair it.
After that, I upgraded to the largest battery size in the helmet and took the others out, which actually made me lose weight (take that, diet scams), so it wasn't such a bad trade.
/walloftext
So basically, why doesn't the MPS distribute energy among its pieces;
How can I recharge the suit better, such as: I drop it in a chest, the chest sends it to be charged, and it is cycled along until it's fully charged, then put into another chest, QUICKLY, as I often need to recharge while in the field;
And what about Power Converters?
@Saice Shoop abuse!Well, I tried the liquid force idea:
Congratulations, that's one of the most disturbing things I've ever seen.Well, I tried the liquid force idea:
That isn't too bad. I had the same setup, except it is with cows, OpenBlocks' Vacuum Hopper and DartCraft's Force Shear.Congratulations, that's one of the most disturbing things I've ever seen.
Sent from my HTC One using Tapatalk
You win.That isn't too bad. I had the same setup, except it is with cows, OpenBlocks' Vacuum Hopper and DartCraft's Force Shear.
Oh, sorry, it's got a universal charger. Said charger needs a inventory beside it to work, but even a BiblioCraft armor stand will suffice.
1.7 does away with Block IDs as far as the player is concerned. With that change, adding a mod becomes a 'drag-and-drop' exercise. You will only need to mess with config files if you want to change options or adjust the balance.I've never looked into changing the mod lists of packs, adding or removing anything, but it seems like the 1.7 packs will be missing a certain mod I'd really like to play with. I guess the appropriate response to my problems would be "just add it yourself", to which I reply: "Yeah, that's the plan. But how?"
How easy/hard/work demanding is it for me to put another mod into a pack? I only play single player, so all that hassle with server play can safely be left out. Is it drag-and-drop into the right folder, or do I have to learn coding or spend hours using external tools to edit config files? Will everything crash unless I manually search out conflicting block IDs and assign them new, proper IDs, or is it a matter of plug-and-play? A little insight would be greatly appreciated.