Update - bug fix.
Thanks for pointing that bug out, Trintus. My shit is officially fixed
Update - bug fix.
Thanks for pointing that bug out, Trintus. My shit is officially fixed
Lol, ok! glad to be of service.
QuoteI'm playing a game now with the same mods as you, plus a bunch of others, and it works fine with me. Did you check all the input/output sides for the dynamo/gearbox/mfe? Can I see a screenshot of your design? Right now I can't think why is should not work.
This shows the setup:
http://www.box.net/shared/h4m63icemnx10rmvnb80
This shows the dynamo is receving mechanical power:
http://www.box.net/shared/64bkh1x3li0vb6u0qjf8
This shows no EU in the tin wire:
http://www.box.net/shared/znsdzh65sppqbliqd0eq
Also, I updated to dynamo 1.36 just in case. Alas, no change.
I can't see properly, cause the tin cable is on the way, but it seems to me you connected the dynamo with the bat-box's output. The side of the bat-box with the circle is the output, all others are inputs. If that's the case you'll have to rotate the bat-box
I can't see properly, cause the tin cable is on the way, but it seems to me you connected the dynamo with the bat-box's output. The side of the bat-box with the circle is the output, all others are inputs. If that's the case you'll have to rotate the bat-box
Thanks, you were right, I'm an idiot. It's working now.
Wait, the forge enables those two mods to work together again?
Thats... Thats INCREDIBLE!
I'll try to get that working tomorrow instantly.
INCLUDING this addon.
Here is a 40 eu/t Dynomo setup I did with 4 BTW WaterWheels w/ 4 gear boxes and 5 Dynomos per gearbox. In the center is a MFSU surrounded by 4 batboxes, MFSU output is piped upstairs for future IC2 machine expansion and current IC2 machines already hooked to 5 Dynomos on an MFE, for backup.
Does the current version still work with BTW 3.2?
Does the current version still work with BTW 3.2?
Yes, it works without any problems.
Just an FYI, most addons for IC2 1.23 work with IC2 1.337. I havent tried this one with it yet but im just guessing it doesnt require any code changes.
Odds are good that this won't remain compatible with BTW, though - FlowerChild seems set on making sure his mod doesn't play nice with Forge.
Odds are good that this won't remain compatible with BTW, though - FlowerChild seems set on making sure his mod doesn't play nice with Forge.
OFDC....
Which is a damn shame, because this used to be my favorite add-on in this whole site.. :-/
Yeah, this addon is pretty much dead, and it will remain so for as long as BTW is not compatible with forge.
But... The new MC API is currently under development. So, who knows..... Maybe when it is done compatibility will be possible again. I wont give up hope so soon.
A part of me died when i couldn't get BTW to be compatible with my IDs. Another part died when FC announced dropping Forge. I am sad.
A part of me died when i couldn't get BTW to be compatible with my IDs. Another part died when FC announced dropping Forge.
Along with a part of his fanbase and his credibility.
Along with a part of his fanbase and his credibility.
yeah. even with the "excuse" on Battosay's youtube channel, i think it was a dick move.
Along with a part of his fanbase and his credibility.
yeah, he throws a big temper tantrum, partially over eloraam modifying base classes for forge hooks.
What does he do? turn around and modify base classes *himself* whenever he sees fit. I don't really play BTW anymore but I keep up to date on the changes, just because. Two of the new features he introduced modify the base classes.
I'm sure he doesn't see a problem with this either. Seems like the very definition of hypocrite to me.
Exactly. Eloraam can be reasoned with - she and Alblaka hammered out their differences and both mods will be stronger for it.
But FC handles his "personality conflicts" the same way he handles his mod - by being incompatible with everyone else. He turned and walked away instead of improving the process he was a part of.
He says he had to do it because "it wasn't fun anymore", but if you lose many of your players by choosing to be incompatible, and then drive away others with a bad attitude, who's left to play? At that point, your "fun" is in vain - might as well make a mod with tumbleweeds in it.
He's the most prominent example of what can happen when a developer forgets why he does what he's doing.
Long statement... Read If you want to. Not spam, just opinion.
I actually think that Flower child quit the forge because he didn't like that his mod was compatible with other mods. And because of the techic pack having it included before. He probably left the forge to make his mod completely incompatible so no one can make mod packs with his mod. Besides His mod is gets boring after a while on its own, am I right. The only reasons I like BTW is because of the awesome water/windmills, the buddy block, the hopper, millstone, hibachi, and cauldron. And I believe that even if minecraft includes the ability for mods to be 100% compatible with each other, with a ton of new empty Ids, flowerchild will still try to make his mod incompatible. But I will say that Notch made minecraft for the people who play it to have fun in there own way, whether that would be griefing, or adventuring, building, modding, or anything that pleases them. So what Im saying is that ALL mods should be compatible with each other no matter if the mod's creator wants them to be or not. Im really hoping that what ever the people at mojang are planning I hope they can get a modding API into the base code that would automatically make every mod compatible. If I could have any wish I would wish that I would be the one to make an api that does alot like forge,modloader,and every other api combined, but just editing one class. And in my mind it would compress every block ID into 2 groups Vanilla and mods. With their own folders in creative mode and TMI And yes I do mean that. I mean sure it most likely corrupt old worlds but the benefits. But I could believe that there is a way to make mods use ids, yet they would be decimal sized. Like if I added a block I could give it the block Id of 249.0005 and that would take up a fraction of the ids we use now. But I doubt that could happen. Oh well as long as there is MC nostalgia and backups for mods I can always go back to old versions of mods such as BTW and play with them like before.
QuoteI actually think that Flower child quit the forge because he didn't like that his mod was compatible with other mods. And because of the techic pack having it included before. He probably left the forge to make his mod completely incompatible so no one can make mod packs with his mod.
Are you serious? That makes absolutelly no sense. If that was true FC would never even had used the forge to begin with.
I for one support his decision. Not that I like that his mod is incompatible with Forge now, obviously I'd prefer to be able to play it with other Forge mods, but there's a big game design difference between better then wolves and the other forge mods. Like you said, and lots of other people said something similar...
QuoteThe only reasons I like BTW is because of the awesome water/windmills, the buddy block, the hopper, millstone, hibachi, and cauldron.
Well, of course, why would anyone care about the more difficult, challenging part of BTW when playing it together with IC² or Red Power, when these mods have such a higher tech level that makes most BTW aspects obsolete?
Also, FC does this mod for fun. He makes no money from donations or adfly or anything like that, and like he said before, if he's not having any fun making it, there is no reason to continue. I also made this addon only for fun, and if I had to put up with the kind of crap he gets everyday, I might not even had done it. So, in the end, if his choice is stopping the development of BTW (which has become close to be a possibility) or continue it without the Forge, the decision is obvious.
QuoteHe says he had to do it because "it wasn't fun anymore", but if you lose many of your players by choosing to be incompatible, and then drive away others with a bad attitude, who's left to play?
If you take a look on the BTW forums, you will see there are actually quite a few people that still plays it. By the way, I'm currently playing with BTW on my world, and I plan to keep it for a long time. And if most of the old players stop using BTW, so what? Again, FC did the mod for fun, and then for people who could enjoy the kind of challenge his mod provides. Since he is not getting payed, it really doesn't matter for him if there are 100 players instead of 1000.... At least I'm glad he is still working on the mod at all.