Doubtful. According to Jeb on his Twitter, 1.2.4 is just bug fixes. So no big changes I don't think.
Posts by Geo Terra
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Oh my, what a shining example of bug report.
Have version 3.8b with fixed ModLoader methods, should fix that problem (and make Advanced Machines craftable again).
Link to 3.8b seem busted.
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From my limited knowledge of how IC2 and Forge work, my guess is that the tile entities aren't updating right. Please tell me someone has a fix going into Forge soon.
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Already been reported, it's a Forge bug.
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Use the latest Forge, not the recommended.
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I'm going to assume that this bug also affects the MFE's? Cause when I slot in a charged Energy Crystal, it fully blows me away a good distance, the explosion settles after a little while, machine I was connecting to is gone (Rotary Macerator), and when I reopen the MFE's GUI, I find that the EC is discharged and only 32EU are sitting in the buffer, and when I try to put in another EC, either it explodes when connected to a machine, or gives me a saving chunk error when it's not connected.
I'll edit with a crash log in a minute.
EDIT: No crash log, but I noticed that the explosion happens when I put the EC into the MFE regardless of it being connected to anything. It's almost as if the EC is transferring EU into the MFE at too high a voltage.
EDIT2: Odd. Just installed Forge build 55 from a clean jar and the bug I reported just vanished. I'll double check the reactor one though.
EDIT3: Just tried the reactor bug, it did explode multiple times, but didn't display the explosion graphic. Definitely odd.
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I use eclipse and MCP, however, I have yet to get forge to work with it properly. I may try again now that I have my new computer. It works great for vanilla modding with modloader.
Forge plays nicely for single player, but decompiling doesn't play nice with multiplayer. Just thought to let you know.
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Try upgrading to a different Buildcraft version, if I recall correctly, the pipes didn't like to transfer items that used damage values and often zeroed it out in transfer, it was a BC bug that should be fixed.
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Just for the record, Forge is currently using SDK's ModloaderMp, not Flan's.
Not really, blocks with Id greater than 256 still dont get items auto-defined for them (game breaking) and won't render as 3D blocks without a custom renderer (minor).Yeah, I realize that now after I tested it.
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Eloraam is working on porting RP2. I finally got around to set up a coding environment and fix some bugs.
Good to hear Richard. We look forward to the release with baited breath.
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I have a feeling that you are using 32bit Java. From my experience, 32bit Java suffers from the same RAM limitation that 32bit systems suffer from; that being that they can't "see" more than 2GB of RAM. So, in short, Java is unable to utilize the full 8GB you have. Try installing 64bit Java.
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Robinton has updated his 4096 ID mod for 1.2.3, and it's working as far as I have seen.
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Was lurking here and registered just to tell you that Buildcraft already a 1.2.3, not sure if it's some sort of beta or a actual full release, but i'm using it and it seems to work fine.
Besides that i'm on the same situation as you, if you are the kind of person that will just not play until it's all 1.2 compatible i recommend you do like me. Go do other stuff, play other games (i'm taking the time to play Mass Effect 3, very good game) and just come back from time to time to see how it's going.
It's a beta crowd-sourced by SirSengir, one of the new maintainers of Buildcraft alongside Krapht as well.
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Since Forge looks stable, im just waiting for ic2 and redpower
Ditto. Plus Buildcraft for me.
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I've decided that I am going to scrap OmegaTech and move on to a new LP in 1.2 once all of the mods I plan on using are ready. Unfortunately, I found out that, while Forge works, it is quite a mess thanks to the update. So things are still a little sketchy there, so I'll have to figure something out there...
Ah, oh well, I have a project to keep myself busy with for the next little while.
Once the mods are updated, I'll make a new post for the new series and maybe get a moderator to lock this thread.
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Looks like MLMP V3 fixed the ID number issue. Good to see progress being made.
You mean that we have the 4096 ID's?
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It would seem that Forge is 1.2.3 under the 'Recommended' tag. But from what I've read elsewhere, Forge is still a mess. On top of everything, everyone seems to be a little ticked off about the whole red herring about the more block ID's.
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OK. At the rate the mod authors are updating, it seems that we should get the all mods updated within a week. Also, since I mentioned Thaumcraft earlier, I'll link you to the author's youtube so you can check out the new features coming in Thaumcraft 2. http://www.youtube.com/user/azanor1
Actually, Thaumcraft IS going to be included in the new LP, I've just been getting used to it's features, I will definitly check out more videos on it in the morning. I've already got all of my JAR mods installed and working, just need the Content mods to update, then I'll be good to go.
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I do think that Forge has officially been updated for 1.2.3 under the 'Recommended' tab.
Let the updating begin!
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So... when's EP 3 coming? or are you waiting for the mods to be updated?
Waiting for mods to be updated. And I'm thinking of just starting a new series in 1.2 that ought to go a little smoother.
On top of everything, I've been swamped by school.