Posts by Kane Hart

    Sounds a bit easy but looks like its for sure getting there ;)

    Cool mod, Will never ever touch unless if there was say a GregTech Hardcore version of this. That being using certain stuff from GregTech if not even fusion type things to make this work. Great idea's though and looks really sweet but I like my gameplay to be very challenging.

    I have company this weekend. Most I can do is troll :)


    Though I have a really crazy idea... A MFFS Mob neutralization block. Where you can place it and give it a certain radius of what to counter act the MFFS defence block. Great for doing stuff like Shadows Soul Shards and etc. I pretty much cap out my area's all the time so now I gotta run 100's of blocks away to create a special spawner. Be cool just to have a block that cancels the effect ;)

    Small issue I ran into with the new 2.3 beta:


    When you have the multi tool out, shift clicking cycles through the different modes until you get to the Personal ID Encoder mode. Then it won't cycle any further than that, and you begin "swinging" the tool when trying to right click (shift or not shift). It also doesn't encode the ID cards.

    This might not be just limited to 2.3 beta. I have had some similar issues with the last release accept I have never had issues with ID cards as far as I know. Swinging up in the air sort of fixed the switching part. Had multiple users complain about it.

    There's the problem. PlayerInteractEvent doesn't tell you that the player is breaking a block, it only tells you that they clicked on it.
    Mining lasers don't click blocks, so they don't fire PlayerInteractEvents.


    Unfortunately Forge doesn't have an actual event for block breaking, so you'll have to pester CPW or LexManos until they add it.

    yeah what even happen to that? It sounded like be a week away at most a half a year ago lol.

    I find on my server anyways since we started to go with Vanilla servers and also open the Nether that most my users now just build large geo thermal arrays. Now time has passed and screw large Solar Panel Arrays. We now have Nether and lots and lots of Lava to where it can even almost be considered a unlimited resource of it. My suggestion is simple. Just a config option that makes IC Pumps not work in the nether that is default off so that it effects no one unless they decide to use the feature.


    This will make me happy and even deep down make my players happy and move away from doing just pure Geo for large power generation.


    Thanks :)


    PS: I assume if IC does this then the devs doing BC would probably be more then happy to follow suit bring more balance to both mods :)

    its not a store date problem ... more a timing glitch..work for the next version on an change.. load chuncks if required (unload if player offline)...but is always very difficult to test in a development environment.... can sign up as a beta tester of course ;)


    temporary solution tell your players to put Extractor,Capacitor,SecurityStation in the same chunck...

    I never mind testing really. My problem is not actually how you take it. The problem is their abusing it and using it as a chunk loader. A offline one at that ;)

    Is there no better way to store mffs data then to keep chunks loaded? I know it might be a pain but I feel keeping chunks open is not the answer. Mainly because it adds up when you got a couple dozen players and their bases are loaded or half loaded when their offline not only causing other failures in other mods to take place but also to cause low TPS and performance due to having so many active lots loaded.


    I hope there might be a way I really would like to reduce chunk loading in the future.


    Thanks :)

    If i was going for a larger server I probably wouldn't be using nether ores and would be disabling Cooperite generation in the end.
    But it feels very nice with 2-3 people currently. After the first stack or so of Iridium plates things ease up with green gen farms and whatnot.
    Most of my iridium still comes from overworld mining.


    I do feel that water mills could use a buff for both their passive and manned power, they are no where near what a wind farm can produce or even a solar farm.
    The best unmanned setup of water is 0.25EU/t at an optimal setup per unit, meaning 4 per EU/t
    They just feel... sad

    My problem right now though is if I remove sheldonite generation in the end they will setup 200+ if not more geothermals in the nether. These are people who try to abuse everything as much as possible like run 32 turtles 24/7 or try run several quarries and so on.. It's hard being a server admin and have some kind of order :(

    Greg will probably :P use this and also make the end even easier :(