Posts by Kye_Duo
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didn't they disable machines blowing up? I thought they had done that until they fixed some other things
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yeah, BC pipes. pump out the right tank and (as long as the left tank is empty) you can put it back into the same one
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yeah, go for stick-reed. way better than rubber trees for rubber production
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my cap isn't working, and my name is Kye_Duo.
engines work (as near as I could tell with my limited testing)
I kinda like the fact they don't go back to the "off" position when you shut them off
pneumatic gen's don't seem to work (I think you mentioned this)
can't really do too much testing due to comp issues.....I really wish I could find out why my NB likes to go nuclear (heat wise) when I try to do anything more than simple stuff. -
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one thing that must happen is you must go from 1.6.4 to 1.7.2. you can not skip 1.6.4
also mods must register their stuff properly with FML's system for conversion in 1.6.4 -
Uh... you do know that the item renderer for the engines, are not working correctly. Right? And, I know. I looked on their Jenkins, and saw the 1.7 port in their commits. By the way, it seems they are using bitbucket for their commits and such.
I also realized why the mod kept crashing when you clicked on them in earlier versions. I was checking if the slot was null. Meaning, if there is nothing in the slot.
I'm supposed to check it the slot is not null (meaning, there is an item in it.) and if the slot does have the item it want's. I already fixed it, so don't worry about it crashing in future versions (I hope at-least).
uh, no, I did not realize that.
That pic looks like it is working... -
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check the FML-client-0.log file or watch the launcher's log, you can do this by keeping the launcher open in the profile for your forge version.
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