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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Etherealuk:

     Online mode should be the normal mode that minecraft uses. In the minecraft launcher, make sure you're logged in before clicking play.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to frosthaze:

     I'm pretty sure that bee dye won't work for the empowered palis recipe. Only extra utils dye. Unless that's a recipe in normal / kitchen sink mode that I'm not aware of.
    I usually use 4x string -> wool -> lapis + wool -> 2x blue wool -> 3x blue carpet -> crusher to get the dye. Eventually you can upgrade the crusher to be pretty fast.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     If the percentages in 2.5.1 for the crystals are higher, I'd hate to see what they were before. I've just recently got to the void miner stage, and I'm on T2 finally after a couple days. I've been on T2 all weekend and I only have 127 crystals towards T3. After making the T3 miner, that's only 36 structure blocks towards the 56 needed.
    That's with one T2 since early friday night and a second T2 for the last 8 or so hours. This is on a server running 24/7. I'd hate to see that on SSP.
    I know that they've upped the percentages in recent updates to the mod, but unless you regenerated the config files, those percentages won't be automatically reflected. I suspect that's what happened here?
    Edit: I just checked and it looks like the configs are updated. Just still so slow. Maybe manually balancing the configs is necessary? The mod author admits that he hasn't had time to play and balance the mod yet.
     
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Temera:

     The problem is that any video walkthrough will be out of date within a week, since changes are published on a weekly basis. And usually at least one progression related change seems to be made with each release, at least lately.
    A shared document of "hints/tips" for the walkthrough that can be modified with each release like what was started for Age of Engineering might make better sense.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Etherealuk:

     It looks like CyclopsCore doesn't like that you're offline or something. I found a fixed issue on their tracker that matches your crash report:  https://github.com/CyclopsMC/CyclopsCore/issues/76
    It looks like they haven't released the fix yet, however. It'll be fixed in their next version. In the meantime, you can probably fix it by making sure you run in online mode and not offline.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Etherealuk:

     Can you post the crashlog? That'll tell us more on what's causing the crash.
    I upgraded from 2.4.4 to 2.5.1 this weekend and I had a problem with the Auto-Breakers from ActuallyAdditions being buggy. I posted a bug report, and ActuallyAdditions fixed it pretty quick and released an update. If that's the same problem, you can either upgrade ActuallyAdditions to r121, or remove all auto-breakers from your world.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    Just a heads-up.

     

    I upgraded to 2.5.1 this evening and I'm having a lot of trouble with all the ActuallyAdditions Block Breakers constantly crashing the server. It looks like I'll need to replace all of them with Mechanical Miners (or possibly other block breakers). It looks like they switched to a new way to get the drops and it looks like they didn't code it exactly right. I can get it to crash with just Forge and Actually Additions alone also. (I'll be submitting a bug to them in just a bit.)

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

    In reply to BasketKees:

     

    According to the source code, the multi-block is still a 3x3 of reinforced casings centered under the Vacuum Freezer. (Just 1 layer.) This worked for me in 2.4.4, and it looks like it should still work in 2.5... What version of the pack are you on?

     

    https://github.com/TechReborn/TechReborn/blob/27bfa618db5c5a5e48fa083f9e5b05f1ca3a0376/src/main/java/techreborn/tiles/multiblock/TileVacuumFreezer.java#L72

     

    Posted in: Non-CurseForge Modpacks
  • 0.964438122332859

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to BasketKees:

    In reply to EmosewaGamer:
    I also agree with the others on the number of recipe changes with each release. I play expert packs like these because of the challenge, but the "moving target" aspect of the pack can be very frustrating. To be honest, I've resisted switching to 2.5 until the different modes are a little more "set in stone". From what I can see, the normal and expert modes are pretty much the same after a certain point. And I'm interested in expert mode, but I can foresee expert mode recipes changing further as you have more time to make additional changes.
    I also agree that the pack should probably be marked as "unstable" or "alpha" until the recipes/progression are mostly set in stone. I think the main thing missing now is more details on the thought process around recipe changes / goals you have in making the changes. A change log entry of "A couple small recipes changes that make a big difference" is a little vague and frankly a little insulting. It almost implies recipe changes that will make things easier for the player, when the opposite is actually true.
    One thing that I'd like to see is an initial recipe that is hard to make, but then versions of the recipe that once you make it to the next tech block are actually easier to make. We kind of have that with Mekanism circuits, but I'd like to see it for other recipes as well. Something like: A piston is really hard to make early on, but once you can make machine X (that takes a piston), there's another recipe using that machine that makes pistons easier.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to BasketKees:

     For the blast furnace, I did 8 advanced casings (tier 3), all the rest reinforced casings (tier 2). This gave enough heat to do the tungsteel. That was a lot easier than doing more advanced casings.
    The vacuum freezer is craftable, but doesn't seem to work in 2.4.4, so I ended up using the gelid cryotheum method with a magma crucible / fluid transposer combination setup (that I needed anyway for enderium, etc). 
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Forge_User_79834331:

     I don't see where the data control circuits need tungsteel. What version are you on?
    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Timeslice:

    They look to be normal recipe changes, so you don't need a new world to see them.
    When he says "small recipe changes that make a big difference", I'm seeing nerfs. :)
    For instance, the Tertius Alchemical Dust now takes Empowered Palis instead of just Lapis in the recipe. Small change, but definitely puts it later in the chain, and MUCH harder to make now.
    An Iron Casing now takes a Reinforced Casing now instead of just a sturdy casing. And of course the Reinforced Casing needs a sturdy casing along with refined iron plates and invar plates. And interestingly, you can't make the refined iron plates in the tech reborn compressor. Hopefully that's just an oversight.
    The Advanced Circuit needs AlumBrass dust instead of just Brass dust now.
    The Mixed Metal Ingot got a strange recipe change for the x3 recipes. They got removed and a new x1 recipe was added. I wonder if all the x2 recipes were meant to be removed as well. I don't really see a reason to use the new recipe when the x2 recipes still exist.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    The trophy system from Age of Engineering was a neat approach. You could kind of try to figure things out on your own without a guide by just looking at JEI and seeing what the next step in the progression was. That was a VERY grindy pack, though. Much more so than this pack, which is still pretty grindy. (At least in my opinion.)

     

    On this pack, I agree that the weekly updates seem a bit too much at times. When there's a problem with the pack, a weekly update is a good thing. But weekly balance changes can be a little frustrating.

     

    To be fair though, some of the tweaks (like the TechReborn windmill change) were done by the mod themselves and not by the pack. Although, I was running a cauldron cleaning system for quite awhile, so I had a bunch of extra magnesium powder by the time I had a rolling machine. So once I had a rolling machine, I was able to go to like 12 of the harder recipe wind mills overnight.

    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    It sounds like NotEnoughIds was in the 1.12 version of the pack, and it was the main source of corruption when going from 1.12 to 1.12.1, probably because the 1.12.1 version of NotEnoughIds wasn't working yet, so had to be removed. That's when CPW came out and said that NotEnoughIds shouldn't be used, period.

    https://twitter.com/voxcpw/status/896840720769839105

     

    So EmosewaGamer is definitely aware of all the issues and decided to risk adding NotEnoughIds again to the pack to help with the corruption issues. And he added it back to help us, even though people like CPW recommended against it, and having experienced problems with it previously.

     

    Maintaining a pack is hard, let's give EmosewaGamer some credit.

     

    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    I'm pretty sure EmosewaGamer was aware of both the source of the corruption and the NotEnoughIds workaround before. There's a comment on the NotEnoughIDs site from EmosewaGamer asking for a 1.12 version in July. I thought it was being avoided because there's a definite risk that a mod that doesn't like ids > 4096 is the one that gets assigned with an ID > 4096, etc... And now that's NotEnoughIDs is added, it HAS to stay, really. If a bad mod interaction is found relating to NotEnoughIDs, removing NotEnoughIDs won't be a really good option. Removing NotEnoughIDs will definitely make any world saved with IDs > 4096 not even loadable. The only fix then would be NBTediting again.

     

    But I'm definitely glad to see NotEnoughIDs as a standard in the pack.

     

    Posted in: Non-CurseForge Modpacks
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