And what about block loss? I've tested it, and low-focus and mining modes are losing blocks too...
Block loss is fully intended.
And what about block loss? I've tested it, and low-focus and mining modes are losing blocks too...
Block loss is fully intended.
I believe every damageable item must have a unique ID.
Quite.
Items can only store a single "meta"-value. Usually damage.
A "painter" cannot store the variables "color" AND "damage" at once.
A single Long-Range shot destroys 24 Smoothstone, and AT LEAST 128 dirt blocks. Tested in a controlled environment, confirmed, put up on the wiki.
...
This isn't quite right, gonna fix that.
But my team bugged me enough to implement them before the 1.0 release :O
Double-Check your used versions. Eventually you got an outdated ModLoader(MP) or MCForge.
It's called "Rare ressource you're not meant to chop down" for a reason.
Sadlys, the "render armor bar" functions is entirely independant from the "calculate armor for damage" code.
Jetpacks & Batpacks do not work as armor (though they get damaged if you get damaged, but they will not absorb any damage) and will immensely bug the armor bar. Ignore it if you're wearing any of them
So you could steal it with another type of pipe?
You cannot extract stuff with anything but wooden pipes *faceclaw*
I think that config options is quite neat, nontheless :3
I tested Long Range shots on Dirt. One shot digg about 150 blocks. Don't forget that laser has a chance of block disappearing (Whith other words it hasn't 100% drop rate).
150? I assume you typo'd and meant 15, didn't you? Otherwise it would be quite a ludicrous bug.
Probably a slight issue regarding how the Magnetizer registers to the EnergyNet. Will take a look into it.
just allow lever to be placed directly on transformator.
1. you can already place levers directly on Transformators. At least that's what i've coded in. May was the Induction Furnace, though.
2. You don't "turn them on" with redstone, but switch between upward/downward transforming. Linking redstone to downward transforming would be stupif, because in the second you place a Transformer, you usually do not have redstone on it... it would blow up you wire network, until you apply redstone. It's much safer the way it is now. And does actually make more sense (> "More" redstoen input = Higher Output)
I'd love it if the activation for special features on the jetpack, quantum suit, and stuff like that could be changed from inside the menu to different keys; it would really help people who have always had ctrl as crouch and want to run in their shiny new industrial armor and not muscle memory into lava.
Probably we will add something in this regard to the config. Not the ingame menu, though.
I like the idea of somethign fragile capable of enhanching Reactor efficiency...
Will definitely implement
I don't know if this is intended, but it is possible to remove items from a personal safe using wooden pipes. ----> not so safe anymore....
If this gets changed , i hope it will still possible to insert items into the safe using normal pipes.Edit.this was with Buildcraft 1.7.3 I don't know if it works in the newest version.
Once i get the buildcraft pipe api implemented i will be able to prevent such stuff.
What exactly do you mean by "not affected by running water"?
Afaik it is supposed to look like that. Thanks to that It's easily recognizable even from a bigger distance.
Actually, this was the result of an amusing coding error in the top_leaf_algorythm and not supposed to happen.
But after taking a second look at the mutant trees, it appeared a fitting and unique style, thus i left it like that :3
I just tested this in BuildCraft 2.1.1, the displayed hitbox is also the hitbox used to determine block placement. Furthermore, what about both torches, flowers, etc? They all use custom hitboxes both for gameplay and display too.
Hmmm, eventually SpaceToad found a fix since i last played BC, i will bug him about this.
Btw, please don't mistake stuff like torches (1 box) or plants (1 box) with stuff like modular cables (1-7 boxes).
I've had a burning thought for a while. Since the introduction of all this new charging and discharging of batteries and crystals, why not let machines make use of them?
Here's what I'm thinking...
-Crystal chargers can discharge their products into any sort of machines that's connected to them now. While the machines are active, energy drains.
-Crystals will not lose power while machines are idle, much like the MFE/MFSU machines.
Crystal + MFE = Win?
By the time you get to Energy Crystals, you should have wiring along your workshop either way, not?
Off topic: with the induction furnace, if you keep a contant redstone current to it keeping it at 100% will it explode? Or is it safe (more so directed at albaka)
Nope, Unless you feed them HV, Induction Furnaces won't explode.