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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to Polpota:

     There is now a new version, 3.5.0, that should fix this. I didn't try to reinstall the pack just to check if that would work, though. I upgraded from 3.4.2, so probably that's roughly equivalent to a reinstall, and I got no issue.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to Forge_User_37692553:

    The best way to fix that is to restore a backup. There is a mod that automatically backs up the world, in a backups directory of the installed Minecraft (alongside the saves directory).
    If you don't have such backup, the only thing you can do is to run a /bq_admin command to reset the default questbook. That will restore questbook but you'll loose all the progression.
    This is kind of a major issue I know, because all the progression of the pack is bound to the questbook. If you by any chance picked the kitchensink play mode, you could also play casually without questbook, but of course, that kind of defeats the purpose of such a pack.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to zeeroomega:

     Hi, if an item shows as unfamilar, it should also show which stage is required to unlock it. So either the flux crystal is not in the ds stage, or the completion of the Digital Storage quest in the main chapter didn't trigger the /gamestage add command. If the flux crystal is in ds stage, you may have to run the /gamestage add <your name> ds manually (or something like that), or go in bq_edit admin, "uncomplete" the Digital Storage quest, exit bq_admin edit and then complete it normally.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to EricBuist:

     My pipe issue was not a bug. Something weird occurred, switching the COLOR of one of my pipe! I didn't notice while playing, but I just saw that while editing my recordings for building videos for my YouTube channel. Breaking and replacing the pipe reset the color, which "fixed" the "bug", but I could well have cycled back to the "no color" without having to break and replace the pipe.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to sannma7:

     Humm, if you think the quest about colossal chest is stupid, look at the Basic Farming chapter; you'll have to make a LOT of seeds from AgriCraft. If you find this stupid, for your own exasperation, look at the Chickens chapter; you'll have to make ALL CHICKENS. This is never-ending. If you are starting the pack, pick kitchensick and do the quests you want. After you picked a game style, you cannot revert unless you hack the questbook or restart from scratch.
    If you are staged or gated, you can have the dependencies between chapters by checking the first chapter. It shows all stages as a tree. You pretty much have to complete diamond-shaped quests (I often called them master quests) in chapters to unlock other chapters.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to EricBuist:

     Hi, seems a bug with the Mekanism logistical transporter. I tried to put a chest besides the garden cloche and extract from the chest to no avail. I had to break and replace the two remaining pipes for the transfer to work again. Moreover, the void upgrade on the drawer with seeds is pretty useless: it is completely ignored by the pipe thinking the inventory is full. I needed to pipe the seads out of the drawer to a trashcan. While it works, it is definitely messy. But at least I have ethaline-based power now.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    Hi,

    I'm having an issue once again. I'm still stuck with no pipes for items because I did the major mistake of going into staged rather than kitchensick. The Factory Tech pipes just do not work for me, as the items rolling on them are picked by the ring of magnetization. I thought logistical transporters from Mekanism would work, but they are intermittent. At first they were able to extract items from my garden cloche, now they are unable, no matter what I try. The cloche works as expected, receives power and water, produces wheat and seeds, but no way to extract the wheat anymore. I'm just really tired of being stuck for hours and hours and hours, each time I'm trying to perform some simple tasks. Is there any better way than runing /gamestage to unlock Thermal Dynamics?

    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to Timeslice:

     There was quite a bit of stuff involved there, so not sure the exact culprit:
    - 7x7x7 colossal chest with a lot of stuff in it. I'm considering removing it in favor of more drawers and a better voiding system for all junk. Of course, AE2 is the ultimate goal for handling this, but with a subnetwork to limit cluttering main storage with mob drops.
    - A system of 9 wooden hoppers to collect mob drops and funnel them into a crate. I'm wondering if the items get stuck in these hoppers and cause lags, or get stuck in the 3x3 tunnel where mobs are killed using spikes. I plan on removing this in favor a range collector that I now have access to.
    - BuildCraft pipes starting from the crate, one stop (insertion pipe) into loot bag storage, second stop in a drawer controller, last stop the colossal chest interface. My plan is to finish up PneumaticCraft, unlock Mekanism and use better pipes. I tried FactoryTech transport rollers, not good, because the ring of magnetization sucks everything from rollers when I'm close.
    - Botania ring of magnetization is active and not collecting a bunch of junk when going nearby the system. So I suspect stuff get stuck in hoppers or pipes.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to EricBuist:

     Finally found something! My colossal chest collecting mob drops had a lot of junk. Emptying the chest removed the delay when opening that chest but all other chests in my base! I'm not sure this will last, but at least if that colossal chest is the culprit, I accumulated enough mob drops in my drawers for a good time, maybe I can get to AE2 with what that system collected over time. Not sure yet, still struggling with PneumaticCraft but progressing.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to EricBuist:

     I was just able to start the pack and load my world, but disabling CTM had no effect. It still takes 2-3 seconds to open up a chest, crafting table, etc. The only workaround is to be in a compact machine or the Nether. I am definitely very unlucky with this pack. Anything I try just fails or eats me an increasing amount of time. If this pack requires a Core i9 8-core CPU to run, that should be documented. I spend weeks and weeks trying to start on this, to end up stuck and having to start over from scratch on some other packs.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to EricBuist:

     Actually this is even worse. Each time I tried to disable ConnectedTexturesMod in the Twitch profile of the pack, it randomly disabled another mod! I just figured out EnderIO, Chisel, Twilight Forest, Tinker Construct and some others have been unexpectedly disabled. I tried to turn them back on, but I'm concerned there is an issue with mouse pointer capture in the Twitch client causing each click to randomly tick or untick something else.
    But I found a config option that seems to completely disabled CTM; I will experiment with that, if I can still load my world.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to Timeslice:

     Hi,
    Thanks. I just tried disabling CTM (ConnectedTexturesMod I guessed) and it just reenabled itself automatically. I unlocked the modpack's profile, got a toggle besides each mod and unticked ConnectedTexturesMod, which ticked back again after a few second or if I mouse wheel into the list. This is how I disabled Endermen Evolution in 3.2 and that worked, I'm not getting why it fails for that ConnectedTextures mod.
    Disabling Chisel will just ruin my world. I have several platforms made of chiseled blocks as well as the box in which my water wheel chills. Without a wand of equal trade or exchangers mod, I won't be able to exchange all the chiseled blocks with something else in an efficient way.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to Timeslice:

     Hi, I need Ender Pearls so this is why my spawner is 3 block high. If there is a reliable way to generate pearls without Endermen, I could well lower the ceiling of my mob spawner and the problem would be solved.
    The problem is that Endermen, for some reason, teleport out of the spawner, maybe because the spikes (4 diamond spikes, 5 iron spikes, in a 3x3 pattern) don't deal enough damage to kill them fast enough. The inhibitor obelisk could prevent such teleport, without requiring a Wither skull to craft, but I didn't reach EnderIO yet.
    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    Hi,

    Since I upgraded to 3.4.2, I am getting many delays in the game, when opening chests, crafting stations, picking items from drawers and even flipping levers. It takes 2-3 seconds each time. There is no delay when clicking on a vanilla crafting table. For chests, I observed that delay for vanilla and iron chests. I am using the Java arguments tuning the garbage collector and assigned 8Gb to the pack. Even with that amount of memory, the game uses from 60% to 75% of the memory, but that's at least far better than the 95% I was getting with 3.4.1 without the JVM arguments.

    I have no Chisel and Bits constructions of any kind in my base, but I am using Chisel quite a bit. I didn't test if it happens in other dimensions such as the Nether or compact machines, but I will try it as soon as possible. I am working on the "Under pressure" chapter, so no crazy automation yet except a mob farm running all the time.

    Posted in: Modpack Discussion
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    posted a message on Modern Skyblock 3 [Discussion]

    In reply to Timeslice:

     Well possible that my mob farm is too large. I also have issues with Endermen teleporting out of the farm, even though the mobs fall into a 3x3 tunnel with 9 spikes at the bottom (4 diamonds, rest iron). I started with 4 diamond spikes+vector plates and replaced the plates with spikes in the hope it would kill Endermen faster before they teleport out, but no, they always get out, not all of them, but some.
    Botania's Vinculotus helps a bit but requires mana. I put that flower in my Botania area (where I have mana pools) and a Bellethorn nearby. When Endermen try to teleport out of the mob farm, they get there and are killed by the flower. But sometimes they aren't killed and chill indefinitely in my Botania area until I slay them with a sword. Don't know why the Bellethorn stops working on them.
    These are not Evolved Endermen. When I was on 3.3, I removed Endermen Evolution, and that mod got removed in 3.4 so still regular Endermen in 3.4.2.
    Yesterday I got fed up and cheated an End Tether, which I cannot obtain since I don't have Wither skulls. But I would be glad to replace this with a working legitimate solution. Maybe the only one will be an inhibition obelisk when I get EnderIO. Or a more convoluted build involving golden spikes (to drop XP), rosa arcana to turn XP into mana, Vinculotus flower (floating) on the 3x3 tunnel wall and hope that no mobs can break the flowers.
    Posted in: Modpack Discussion
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