Yeah, it kind of does.
Posts by Geo Terra
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True enough.
Hmmmm... Let me get my scuba helmet, methinks it's time to go diving.... Never mind, wasn't it the turbine for the Solar Turbine?
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I'm no coding expert (really I'm a noob), but I think it MAY be possible for the armor, when it receives damage, to check the damage source before doing the damage calculations. If it finds that the damage source is lightning, increase protection to complete nullify damage.
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Could someone point me to some decent tutorials for modding (preferably with source code)? I want to get started on a project that's been rattling around my head for some time, but all of the tutorials I've found are grossly outdated.
Thanks in advance.
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Well, if you ever need a tester, I have quite a bit of time on my hands as of late, and probably will for quite some time.
By the way, weren't the original fences made of refined iron?
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Come to think about it, would it be possible to add recipes that could use the metals provided via the Forge Ore Dictionary? Having the chain link fence pieces require iron in an addon to a mod that chews through iron like a mofo can hurt.
Also, from my tests, I think the barbed wire fences eat item-entities that collide with them. i think someone mentioned changing the code so that the barbed fences targeted entity.living only and ignored entity.item or whatever.
Also, in the beginnings of this thread, there was mention of a chain link door. You still chasing that idea around? Also the idea of an electric fence?
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That was a very quick guess, to go with a very quick MCP, FML and incomplete Forge update, and a very quick port with a new world record of less than 50 errors that I quickly fixed with search and replace.
(1.3 was the opposite record with thousands of errors if I recall)
Which is weird as, iirc, the 1.4 update was termed the "Very Scary Update" I think in terms of core changes and due to the fact that this is essentially another Halloween update.
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I take it the MCP prereleases helped?
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Since transformers don't use machine blocks nor do they really have a "Transformer Core", i don't see why its bad.edit: Nvm, never used transformers beyond the low one so kinda forgot they used a machine block
I think only the MVT uses actual machine blocks, and the HVT uses the MVT, so technically both do.
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I think you are needlessly complicating things. "First I have to figure out which version of Forge all the mods use." Just grab the latest version of Forge Universal (99/100 times it is stable), future Forge versions include all functionality of past versions, so you just have to have the version of Forge that the mod requiring the highest Forge version requires. If your crashes are IC2 or an addon related, we are here for a reason. In the several times it has happened to me, Forge has directly told me in the error log what block IDs are conflicting, I think you are making more of a big deal about them than they actually are. "Then, I got the server working. I have to do the entire thing again for the client." How many mods do you use together? You make it sound like it takes hours to do this.
Also, Mystcraft, as of now is actually something you put in your mods folder, it just hasn't been released yet due to bugs
And new instability testing
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Does anyone know if there is an effort of the mod community, or by the Minecraft dev team, to make a central modding API? So, we don't have to worry about this stupid bukkit/forge/modloader/codechickencore/what ever else problem? Is it insane to ask such a popular game to not have so many compatibility issues? Minecraft to me is no fun without these mods, and it's such a pain to get them to work together.
Question: You new to the modding community? I ask as there has been news for a while of a supposed modding API from Mojang, but it keeps getting pushed back.
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umm... acually, fences are supposed to be invincible like bedrock, only removeable with wirecutters
Apparently I didn't test them long enough. Heheheheh... Yeah, I'll keep the insulation cutters in mind.
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Are you using Forestry? Have you looked at the IC2 crops add-in for Forestry? http://www.mod-buildcraft.com/…rops-plugin-for-forestry/
I had no idea that that existed, you just helped me out a lot as I was watching this thread for an answer. Thanks!
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Pretty sure this may be alleviated when Redpower releases, as it adds quite a bit of Copper into the world on its own...
Until then, Industrial Veins and Nether Ores are good alternatives to derive from for the time being...
Also, if you want to go this way, you also have the option of using Metallurgy, the copper bars there work with IC2. Also, it depends on how you set up the veins to spawn.
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cublikefoot: no it doesn't work with the pre release, if you look at the title, it says for 1.106
Challenge accepted and I can deliver. I can CONFIRM that Adv. Gens work with the open beta of IC2.
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For those of you wondering if this addon works with the open beta of IC2, I can confirm that it does work and my only gripe is that the fences take A LOT of time to break. It reminds me of how long it took to break obsidian in vanilla Minecraft.
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Only if you choose to make a world with heavy resources. With the creative notebook mystcraft allows you to choose how the world can be whatever way you want. Note though, that mystcraft requires specific forge versions for now.
The one I use for 1.2.5 Minecraft is forge 3.3.8.164
The one I use for 1.3.2 Minecraft is forge 4.1.1.257Typically the build number can be higher as long as Y in the following x.x.Y.x is not higher than the recommended version.
Which will be more or less obsolete as the hooks that XCompWiz needs are now inside of Forge, which, one, allows it to be a mods folder mod, and two, releases the user from making sure to use the correct version of Forge.
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Well, I meant change which biomes are good and which ones are bad so I can change snowy biomes to good biomes for solar panels
huh, weird. I'll try again
edit: didn't work. It says that google chrome is having trouble accessing the network
Double check if Chrome is asking to update or something, I use Chrome myself and have no problem downloading this mod.
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now compatible with ExtraBiomesXL!!!!!
Holy crap batman! That was insanely fast. *Offers up boot*
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Hey F4113n? Here's an idea: What if you were to make a compatibility patch between this addon and ExtraBiomesXL? I'll bet my boot you can do a lot with access to those biomes.