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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     Sorry, I was just a little frustrated by my blast furnace exploding on me because the voltage was set wrong. Those are expensive!  I wasn't in the best of moods. lol
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     didn't realize that reporting bugs was spoiling updates.  Shame on me.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    Tech Reborn could use an update.  As it stands right now the power cables don't work, and some of the machines are set incorrectly and explode at the power levels specified by the mod.  I tested the updates and this is all fixed in the following newest versions:

     

    RebornCore-1.11.2-2.16.0.112-universal

    TechReborn-1.11.2-2.3.1.158-universal

     

    (keep in mind that the release version of RebornCore is newer than the beta version)

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    But I had a mob farm there, and the only thing that ever spawned there was ghosts, creepers, and witches.   It wasn't until I made a mob spawner outside of that biome that I saw my first zombies AND vampires.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    So is there any particular reason I would need to keep the vampire biome activated? I noticed in the config you can disable it.   What purpose does it serve in a skyblock map?

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     Ok.  I didn't know about it when I started in that biome, and by the time the first blood moon hit, I was already at the point where I didn't want to start over in a new biome.  I had to disable blood moons because of it.  Regardless, overworld mobs should always respect light levels imho, otherwise it just makes starting out too difficult.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    Not sure if it's because the biome I started in is a "Vampire Forest", but the ghosts from the vampire mod are way too OP during a blood moon.  They spawn everywhere regardless of light, pretty much making a starting base unlivable... If it's just the biome I'm in, not a huge deal, but if it happens everywhere, that sucks.  It should be possible to create a safe area for yourself and these ghosts prevent that.

    Posted in: Non-CurseForge Modpacks
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