Hahahahaha Epic one!
Posts by Speiger
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No worry i make you remember it
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Question aroma. Shouldnt this be a bugreport?
Because retrogen should only regen a chunk ones and then ignore it because it put a flag on the chunk that will prevent the loading in the current settings.
In other words that retrogen works only once with 1 setup. And you need to change the setup of retrogen in the config to override it.
Else you are retrogening all chunks over and over and over just when the player moves... (AKA this scenario)Edit: Default retrogen:
You set copper to retrogen it will put in every chunk a 4 and every chunk that gets loaded and has a flag parameter of 4 gets ignored.
While a combo of tin & copper have 7 and it will retrogen every chunk that has not the flag parameter of 7. But every time it does that it will ignore it.Thats basicly lag preventation while proper retrogen.
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better then RF xD
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Also just to point out. RF Is not everything. EU is still far more balanced the RF and has the right to be its own system.
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ok IC2s Crop API has a real seriouse Issue that requires to be fixed. (I can do for my stuff temporary fixes but for the API useage i can not take care of)
java.lang.AbstractMethodError: ic2.core.block.crop.TileEntityCrop.getWorld()Lnet/minecraft/world/World;
at ic2.api.crops.CropCard.getWorld(CropCard.java:381)This is a crash that is happening when a cropCard tries to access a the world function. The problem here is: TileEntity & ICropTile share the function... So the function name should be fixed... Its a thing that causes seriouse issues.
So please fix it. Even so crops are not done yet properly but it should be fixed in the first place.
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Its 1.7.10. and no thats not what you are doing.
Simply: Items start with null stackcompounds.
As soon someone tries to read the data (serversided) it will automaticly call: StackUtil.getOrCreateNBTData(ItemStack stack)
which will make stackcompounds != null
the fluid meanwhile is stored in a subTag inside of the stackCompound.
what you do is deleting only the subtag when no fluid is stored -
the thing is its the data after: /give player, itemId, count, metadata
The problem is you have to make it properly else it would not work. But with commands you can give items nbtTags like swords to be unbreakable etc.
Best thing you would need is a mod that prints the current held item in the chat + proper nbtdata for command blocks. -
ok here is a idea since a players spawn could be defined when they join the first time why dont you make a teleporter system?
Since you give people the same items when they join you could let them land on a command block that gives them items & then teleport them away.Or let them teleport to that position when they join the first time.
And with command blocks you can even define every item + meta + nbtTagCompounds that is no issue.
Just to point out i am brainstorming.
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from what i readed was he wanted to detect when a EU item is empty or full. Since he can not see the NBTTag but the ItemDamage i throught that would be a way of detecting the chargelevel (not acurate but still relyable) of an EU Item.
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what about itemDamage (or displayDamage) if you can detect itemDamage then you would be able to see the charge based of their damage.
If IC2Exp still supports damage = chargeLevel feature. -
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Hahaha why dont you put the MiningLaser into the Offhand? Then you can try placing blocks first xD
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I higly Doubt that they implement that thing... To much changes they have to do...
(And yes i removed the lazyness factor)
But to give credit i am lazy too xD -
A feature from Classic which i suggest in IC2Exp:
Simply what that feature allows is:
You can rotate Textures not only side based but also the texture itself. That means it could be on the top and its rotated 90° of its normal texture.
Also that you can change each layers rotation.What do you think about that?
Here is the picture:
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Well i think you can convert it to my Classic version... Only thing that could happen is that you lose the ores. (Backup your world and then you see it).
By the way expect a huge content increase... -
No thats because IC2Exp does some things wrong in the Copying of the Texture... Simply they ignore some cases and this can happen.
What wonders me and i checkt the log class for it. The Log actually shouldnt be effected by that... Well you learn every time something new.(But to put it mean: They use a overcomplex system that handles only opaice blocks which could be done way easier and less laggy (Note the opaice blocks thing is totally fine))
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hahahah oops but i can not see changes like that so i hope you do not mind.
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Frogboxe check out what Genetic typed. (Edit it was done by Chocohead)
Because Immibis IC2Classic is unsupported since months... -
Not what I meant.
In the current version, is there a way to do that?
If I copy a pattern from a wood block, I get a wood side pattern. If I grab one from another wood block which faces another way, the image is different, either flipped or rotated 180 Degrees. Is there a way to get it to display rotated 90 degrees in the current version?
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And it would cost 1 bit of data per tile. I don't think that would be that expensive.So you mean this?
You have a log rotated to the X axis and copy the texture of it but when you apply it to any other side the rotation gets not applied?If you mean this then i can explain it why its happening.