You must be logged in to comment. Click here to register a new account or log in.
the launcher keeps asking me to login into my Microsoft account but it doesn't give me the option it just says AOuth autherization failed
This might be a technic issue go to their discord
The launcher wont let me play on 1.0.0 after the 1.0.1 update. Any way to play on older versions?
Hey just wondering if maps from version 1.0 will still work on the latest update (version 1.0.1)
Maps can always be transfered, should be fine
is there any way to add modifiers to tinkers besides creative modifiers? bcs i play on a server that doesnt give those out so it would be great if u added the leveling submod for it
I placed a wireless charger from ender.io next to so powered generators, and when i did the game crashed and the world refuses to load, and there are no previous world versions to revert to. Any fix?
so the giant turtle boss is practically unkillable, there isnt any info that states you can do anything about his shell and he never takes damage unless you need something specific that im unaware of :/
Why doesn't the rule keepinventory don't work?
Smelting glowstone in a tinker's-construct smeltery creates gold for some reason. Maybe the maker of that mod confused glowstone dust for gold dust
Playing on LAN with my wife and whenever she opens her chocobo book it also opens on my screen. Any fix?
Ok so is it possible to transfer my world from the old tekxit version to this one?
Hi Slayer, I havent yet played 3.14 but love tekxit 3! Great job! I was wondering as havent tested yet, does the MrCrayFish kitchen goods work with other mods, for example the washing machine repairing the hexxitgear armor as that armor takes damage quick and would be handy to have a legit way to repair it! also the tinkers construct smeltery wont turn items that have been used into there molten state like used tools etc, even if they just return 1 ingot or couple of nuggets? Would make automating handy! Many thanks! :)
I am wondering if you could add in the Gravel Ore mod. As that was a mod I remember well from Hexxit.
nyaaah nyaaah skeletor noises
por que o optine não funciona? gostaria de jogar com shaders :(
game won't launch help?
I don't expect you to read this or take my request seriously but if you do. Could you add the leveling submod for tinker's construct?
Modlist?
Please also consider disabling the Ninja modifier in Infernal Mobs. Or removing Infernal Mobs entirely. The Ninja keyword is broken OP. It messes severely with any sort of mob farm using things like the Mob Slaughter Factory or the Mob Crusher, as it allows the mobs that have the Ninja keyword to pass through even 2 thick layered walls. Add to this a few additional annoying modifiers and you'll end up with a mob that warps out of the mob farm and ends up destroying the base.
And the Inhibitor Obelisk (Ender IO) does nothing to block this. It is not a teleport effect that does not adhere to standard teleport rules.
The fact it makes mob grinding harder is not infact a bug or bad thing, it kinda balances out the fact you can farm mobs for their xp and items automatically.
That wasn't the point I was making though; it is highly disruptive. I mean, if we want to talk balance, may as well just remove Tinker's Construct entirely. As that, by itself, already removes any and all challenge from the modpack.
Pig Iron + Lead on a Kama in offhand = complete knockback immunity + never ever being in hunger.
And it's incredibly easy to do even from a very early stage on.
Not to mention Hexxit gear. Incredibly easy to build and downright insanely OP. Sage set is insanely OP.
So, imo, the challenge factor isn't a viable card to play really. But, well, your modpack. Just thought I'd post some feedback.
Please consider removing Dimensional Doors from the modpack. It is an overused and, quite frankly, buggy addon that does not play well with other addons. Primarily, it has major issues when poured (no pun intended) together with Chocolate Quest Repoured. CQR's structures are protected while the boss is still alive. It also creates massive foundations of usually just dirt when placing a structure. Dimensional Door rifts can and will spawn burrowed deep within those large, completely protected and unremovable chunks of dirt. Leading to a situation where there is an unclearable rift that grows and grows indefinitely until reaching whatever limit Dimensional Door has put in place. I have made it a point to simply remove Dimensional Doors manually from your modpack whenever there's an update. It adds far too little for it to be worth its hassle. There are other, better, addons that offer the functionality of creating pocket dimensions. Not the least of which Mystcraft. Even that, in spite of its own instability and performance issues, would be a better choice than Dimensional Doors.
Anyhow... outside of Dimensional Doors... <3 the pack. Great work.
No, dimensional doors is not as you say it is and will not be removed, the only thing that annoys me about it is the exclusion of unstable rift effects to the environment.
It is disruptive as I suggested it is. There is a very nasty interaction with Chocolate Quest Repoured. And denying this does not make it any less true. Regarding its other merits -- Well, to each his own, I guess. I just know of more people that find it highly overrated than I know of people that find it a worthwhile addition to a modpack. In fact, more and more modpacks seem to omit it entirely. For good reason.
But, well, as stated before, your modpack, your choice. I'll just chose to stop paying it (the modpack) any mind. Can't be bothered removing mods from it manually nor can I be bothered automating the process.
Good luck with the pack though.
i've been playing tekxit 3 for a very long time, like 3 years ago
and duude i had a lot of funny moments playing it. seriously!
i had a really fun time building and exploring with my friends.
and im looking forward for this version and hoping that it will be as good as the other ones :)
Thank you (: