Considering that this is fixed already, and being tested, I think we have enough confirmation
Posts by alexthesax
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Intersting, who knows...
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Um, well how the heck are we running bukkit? This is vanilla beta test :3
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Yes, there are some GUI Id conflicts, the next bugfix fixes them, in the mean time you can change the two IC furnace's gui id's to 33 + 34, both on the server and the client.
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Sorry guys, I can't seem to reproduce on a server hosted on the same machine I'm logging in with, shouldn't make a difference. Tried replacing mfe's and batboxes, painting cables, in every combination i could think of, even with power in everything, running through. Kinda hard for me to fix it if I can't reproduce it. Also we may need to put in a force remove tileentity like in the piston code, or there are some function calls inside the chests that we may want to look into...
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Well, I think were good here, is there still a problem?
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This sounds like the issue SpaceToad had earlier.
It's client-sided only, leaving ghost TEs on removed blocks. Or something like that.So do we have a fix for this, or is it a problem with MC, and needs to be handled by the Forge team?
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Well I thought about it, and we already have on the list to make it so that batboxes ect. emit rs power when they are full, rather than the way it is now. Thus we can make a perfect eu meter, without too much trouble, and no glitches.
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Hmmm, solars SHOULD work in desert biomes regardless of rain. I'll have to take a look sometime.
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Just to be sure, you can load a previously bricked world, right?
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Awesome, and I didn't change anything that is either client or server specific, so I can't imagine that there would be any problems there.
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It is just a few lines of code to tell it to add a couple more integer configs, did you know that we all use the forge config system? Same system.
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How goes the testing?
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Looks like someone forgot to put all of the config things in, code is there, just the stuff for the config isn't. We'll keep it in mind.
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Alright guys, got a hotfix here.
Change Log:
Windmill calculation delay (typo)
New macerator recipe: 1 Glowstone block -> 4 Glowstone dust
Fixed UUM recipe for reeds, now gives item
Fixed the reactor crashing bug after completing a cycle
Fixed GUI id conflicts, use the new config optionNote: It is suggested that you delete your old config, however it is not required.
I would like to get this out asap for everyone with Nuke reactors...
Client:
http://www.mediafire.com/download.php?4lq17b2yv7f6k73Server:
http://www.mediafire.com/download.php?5e2qtc3h68ox68t -
Well looks like after a few more changes, I've got a working version, thanks for the good error reports, they help so much
Expect this in the next version, Al will prob want some more testing on my fixes, but we'll get this out to you guys with the GUI id fix, and other misc stuff asap.
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Wouldn't surprise me either, I reworked the damaging code to avoid an NPE there, currently testing the reactor, within mins of finding out if everything goes well, if it doesn't I'll look into the code that makes a cell deplete. I'll keep you guys posted on updates.
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Don't delete the world, I'm going to be working on hotfix tonight, don't have an eta on release, but it should be before too long.
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Lol, yeah I wasn't terribly clear there was I...
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Yeah, a 1.0.0 world would be cool. Also, why wait on finishing for upload? I don't mind WIP's, if its not too much trouble for you