i have dragged and dropped the rocket science.jar file into my mods folder but still i cant craft anything
this mod worked for me when it was the 1.0 version
i would really apreicate some help
i have dragged and dropped the rocket science.jar file into my mods folder but still i cant craft anything
this mod worked for me when it was the 1.0 version
i would really apreicate some help
Alright found out the locator for the automatic miner doesn't work on smp
Well I've run into some trouble... the mod loads fine and the items are there, the problem is none of the are craftable, and they don't have names... (I am not using idResolver, btw)
Also, i peeked inside the jar and noticed that the mod is shipped with the .java files. Looked at RocketScience.java, noticed that the getVersion returned .81, is this just a typo or do i actually have the wrong version (I did download .84b)?
v0.84b is up. This version's bugfixes:
-Autominer's infinite mining pipe glitch resolved.
-Autominer now correctly harvests blocks with multiple damage values.
-Cell issues addressed for isotopic separators, hand pumps, and wet/dry vacs.
-Ion drives are properly craftable with empty energy crystals.
-Thermonuclear warheads can now be crafted.
No recipe is posted on the first page. Is the crafted a secret recipe?
Still cant get the empty cells out of the seperator. Im using a filter and redpower for getting the deuterium out, why cant that work for the emtpy cells aswell?
I get this error if im using EE2 and im trying to use tool with rightclicking the ground (with a Catalytic Lens) Just letting you know and SMP because its working at SSP
[Feature Request]
Hi. I was wondering about the Fusion Reactor and the amount of energy needed to kick start the reactor.. It seems rather small... Could there be a change, so you would need
1 million EU's or even more to kick start the process.
Small update:
I hope to release 0.85 this weekend. Should fix some or all of the SMP glitches and finally add missile defense lasers/radar dishes. Unfortunately, if I miss this release window, I'm going to be too busy playing Mass Effect 3 doing important scientific research to crank out anything but a Minecraft 1.2 compatibility patch for the foreseeable future. No pressure, huh?
Small update:
I hope to release 0.85 this weekend. Should fix some or all of the SMP glitches and finally add missile defense lasers/radar dishes. Unfortunately, if I miss this release window, I'm going to be too busy
playing Mass Effect 3doing important scientific research to crank out anything but a Minecraft 1.2 compatibility patch for the foreseeable future. No pressure, huh?
just remember this, take it easy no body wil come to your house to kill you if you dont finish it in time. right?...... hmm not sure thou haha
Remember, that for some reason redpower does not like the machines i cant extract most of the things.
I think that this will be what makes me update all my mods on the next release.
Well I've run into some trouble... the mod loads fine and the items are there, the problem is none of the are craftable, and they don't have names... (I am not using idResolver, btw)
Also, i peeked inside the jar and noticed that the mod is shipped with the .java files. Looked at RocketScience.java, noticed that the getVersion returned .81, is this just a typo or do i actually have the wrong version (I did download .84b)?
well, as a matter of fact, I have the exact same problem. (I have not verified the version in the .java files) like you, I have no item names, and no crafting capability. the only mods I have are ic2 and tmi. help, anyone? I would really love to use this mod.
I have the jar in my mods folder but the mod just doesn't want to load.
Idea for an additional payload: A chest. It lands, anybody nearby can take things from it. Like a supply drop.
I have the jar in my mods folder but the mod just doesn't want to load.
FIX. THE. ID. CONFLICTS.
I see you got my messages about the Mobile Autominer issues. Glad to see a fix so soon!
Just found something myself, and thought I'd share: If you change the mod's extension from .jar to .zip, it will still work in the mods/ folder, so you can upload a version that doesn't need to be extracted first. A .jar is really just a .zip with some extra info in it, and ModLoader is perfectly happy to load mods with either extension.
Also, you suggested a while back that you might post the source so someone else could multiplayer-ize the mod. I'd be interested in seeing it, even though you seem to have that part under control for the moment. If nothing else, it'd make tracking down bugs a bit easier.
just remember this, take it easy no body wil come to your house to kill you if you dont finish it in time. right?...... hmm not sure thou haha
That's... probably a bad idea. Don't forget that he has the prototype next version, which includes defence lasers and suchlike. And since the prototype is unfinished, it won't be able to distinguish between missiles, creepers and angry MCers - all of which will end up getting a good dose of lovely fusion-powered laser death.
Idea for an additional payload: A chest. It lands, anybody nearby can take things from it. Like a supply drop.
Kentington did say that he's planning to add a Cargo Rocket. Perhaps it will function in a similar manner? That would be good.
Any plans for Bukkit compatibility?
Very nice mod! I love it! You should add a machine whick gives automatically the coordinates to the rockets.
Something like : Rightclick the rangefinder, rightclick the machine to transer the coordinates, the machine will automatically give the coordinates to the rockets in the range of 1 block