Actually I managed to start the server, but all IC2-Items do not exist and DC if I try to craft them and the Server crashes if I go scout for rubber-trees. And of course neither Copper nor Tin get created.
Posts by Bluehorazon
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I already tried re-downloading modloadermp 1.1 V2.1 (I downloaded it last night and again this morning). There is no slightly back download link, the next prior version is the latest for 1.0. Or so I recall as the forums just got hammered.
Edit: I guess I'll just try again after work
It's something with forge. They compiled it using the first ModloaderMP-Version. Just install as normal and copy the modloader.class from ModloaderMP over the Forge-file. More Information is in the forge-thread in the MCF. There is also a fix for an issue with breaking blocks.
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The conflict is detected by Redpower. And the error-gives a hint.
Just go to the redpower-config and enable autoassign. Oh... and don't use notepad.
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BlockID-Conflict. Just use the config-files provide by IC2 and hopefully Powercraft to reassign the ID 218.
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Before I go though... I'm not trying to devalue Eloraams mod at all. Just trying to give a bit of value to immibis sub-mod. He accomplished something here and it doesn't seem fair for him to get trampled under an established name like this. Look at how similar TMI and NEI are, yet NEI was allowed to continue as it was a product of ChickenBones' labor. I know it's Eloraam enforcing what she feels her license entitles her to enforce, but that brings us back to Community Precedents and Community Pressure. With that, Goodnight.
Well... you know that the creator of TMI tried to shut down NEI, but since chickenbones just recoded the whole mode so no TMI-Code is used there wasn't a way to hold this. And NEI is another good example, because it has a Redpower-Addon. Why does it have it? Because ChickenBones just asked Eloraam for permission... it's as simple as this.
QuoteSorry. But I feel you are. For me it's not a question of what Eloraam has created, it's a question of what immibis has created.
It's not about what he created, that's completly unimportant. It's what he did, or better what he did not. Eloraam already said that she might provide an API to allow Addons like BC or IC2 have them. But she also said that the mod is in an too early stage of development for this to happen. She basically disallows decompiling her code. So I don't get what's so hard to understand. If you break her rules you are the badass, it's that simple. You could just ask, if she says no, fine then you don't waste any time, if she allows it even better. But just doing things against the will of the modder (and in this case against the law) is stupid and should not be supported. It's a total different situation with IC2 or BC. This mods have a rather finished energy-net and both could be easily balanced upon the coal-value.
The problem is that the mod might break her conversion, because it has another value. Imagine he changes 1:1 and Eloraam 1:2 by installing both mods you could create an endless cycle of power-generation. And of course people will ask her why she doesn't use the transformation-rates immibis took and so on...
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Industrial conflict sounds like an error in the Mod-Loader.txt^^
Unfortunatly we won't get a gibb-Animation when shooting zombies with rockets
So we have AP, EM and I Ammunition, maybe HE too. Well, evt. Poison and Stun (for milking cows^^). Missles could come in I, HE, maybe some kind of bunker-buster that creates a more directional explosion..., of course EM. To early to think about all the possibilities.
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Would be cool to use the tree tap on villagers to get blood^^.
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I heard from Mac's that it's a bit difficult to modify the MC.jar because they don't merge folders in the .jar file. No idea if that is true for linux too. But it's not something that will stop you from using Mods, but might cause some errors if you try it first.
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I don't use RP, mainly because of Eloraam's heavy-handed attitude.
Her mod, her rules, fine. I don't have to use it. Nothing to see here, move along.What does deeply concern me is the fact that someone who is so self-serving has control of the Forge.
For lack of an official API, (and face it the rate they are going it isn't coming anytime soon) Forge has become as critical as Modloader.The reason we make and use mods is to have choices the devs didn't give us.
This kind of attitude and behavior is completely at odds with that reason.Actually LexManos is the Main Programmer of the forge lately. She only does what she needs, and sometimes looks into problems. But since many contributors to the forge have own Mods to work with they can't maintain it completly. So basically neither SpaceToad nor Eloraam have any control over forge (well SpaceToad does the public packing and such things. So Forge Maintainer mainly is LexManos... you may have noticed it, because a new forge-update was released the time eloraam was on vacation (which even caused RP to not work properly).
Actually Forge gives developers more options to decide. You would most likely not be able to play BC, IC2 or RP together because they may modify the same baseclasses (well IC2 not sure, but BC and RP definitly).
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Most people miss one very important point.
It's about asking the modder. If you do something with the IC2-API that's fine, because the API is made for this. It's the same with BC. But if you need to decompile a Mod to make an Addon, which is strictly forbidden by the modder, you could at least ask him and share with ideas with the modder, so that he might allow it.
So if people don't ask, they have to be put down, because they will never learn it. And she already said that the Module for IC2 may arise even earlier. So I don't understand why people don't ask her before they do something she isn't allowing.
The next thing obviously is balance. No one could evaluate RP-Power vs. IC2-Power. Making the Solar-Module 1to1 would be quite strange, because they are so incredible easy to build. Even later it would be difficult and might cause balance-problems. So her modular-steampower-gen might get a module for creating EUs instead of Blutricity through Steampower or such things.
And till then you could simply use Blutriticty-Furnaces to make charcoal and burn them in a generator, quite easy power-transmission and Blutricity isn't used that much, and since blutricity-furnaces work at the same speed as electric-furnaces do, there is no need to convert EU to Blutricity for them.
QuoteI dont see the different kinds of Energy (That all 3 works differently too) as a problem that warrants a forge level solution, and even if it is, it should be well down the priority list. Besides theres already a BC<->IC2 energy converter (Well sort of, EU gets converted to MJ, but you only convert Oil and Fuel to EU not the direct MJ :P), is it so difficult to wait for eloraam to make the IC2<->Bluetricity converter that she herself had said in several ocassions that was in her development plans?
Actually Eloraam was or even is thinking how a forge-solution could look like. EU are more or less some kind of Watt because they represent Current and Voltage. It's quite easy to convert it to blutricity if you just imagine it alongside real systems. HV would obviously have a higher Voltage. So Full packages (4, 32, 128, 512, 2048) would all share the same amount of Current, but with more or less Voltage. If you have a packet with 344 EU it would have the same Voltage as a 512 EU packet but less with less Current. So there you go. So it's possible, but she doesn't only have the possibilities of the transformation in her mind, she also thinks about the balance of such converters.
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Does your port include this?
Well... that's bad. Now IC2 is not only the last mod that needs updating for me to switch to 1.1, is also has obviously new features about which am really curious. Could I overclock my macerator to a point where it becomes a killing machine that fires ore-pieces in every direction... propably not... but would be fun.
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Just searched out an old fraps-movie and uploaded it. The large hole with sandstone (where I died, because I was to stupid to hold down shift). The hole in the water is created using nukes.
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The BC-Liquid-System works in a way that it won't make a different.
A Liquid unit of Lava would be 1/50 of a bucket. The only change would be comfort, since it is easier to run a pump and let it work then filling buckets. Since you can just fill 64 Cells with Lava like you could with buckets using geos isn't that hard in the first place. Exspecially since you could use the pump to fill the cells and RP to bring them to your Geos. So only thing is that Geos will be easier to handle.
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I normally use the jetpack for fast travel in vertical direction. Or to cross lava oceans. I have an enderchest full of Jetpacks, Lappacks and a Q-Suit, so I could just take what I need. I also use the Jetpack for building, because I often drop of my windfarms or buildings.
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*thinks* Indeed... would make sense in a way. idk if it would be enough to invest in said boots though...
Well... they aren't that expensive. 6 Rubber + Wool. Normally I only wear them because the reduced falling-damage is awesome. Later they might be replaced by Nano/Quantum, but till then they are nice to begin with.
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Even if a nuke destroyes 99,9% of the blocks the dropping 0,1% is enough to cause incredible lag. Normally I blow up nukes to create holes in the ocean. I might provide a video if I'm at home, but you only need 8 to 27 nukes for this (although 64 are fun).
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Both ideas appear useful.
The chest thingy is probably easy to implement, we just add a minor recoding to make a teleporter being redstoned teleport CHESTS on it's top to another teleporter.
> Itemtransfer.The energy thing could be slightly more complex to control (as you said, it would require some sort of toggle), will have to check our options to edit GUIs to that degree.
How about a "Block-Teleporter" you could teleport Chests for Item-Transport or a BatBox for Energy-Transport. Energy-Transport still sounds weird, because for longer distance you would need like 10 EU to Teleport 1 EU.
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Theoretically forge could be ue to bash vanilla into ~40 IDs. But it would require way too much rewriting, would cripple all present saves and be a pain to port after each release.
Na, that would be to much.
But forge should be able to reserve an ID for Saplings which is stuffed with more and more saplings over time. No idea if this is possible, but as a block most saplings should behave similar, no idea if the time it takes to growth into a tree is data of the block or something different.
Another thing that I thought about is adding blocks as damage-values for vMC-Blocks. It's still a pain to do, but it should be possible to implement rubberwood as another damage-value to normal vMC-wood because it behaves the same and it won't cripple saves, because the blockIDs of normal wood won't change... still it is hard to do, but it's nice to evaluate options.
But well most of my initial questions are answered, but thanks you participated even in this more or less pointless discussion (because... well we're talking about much work for little gain), but it increased my understanding about possibilities in minecraft to some extend which is a good thing (at least for me).
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I see, sounds good.
I wonder if forge could be used to make all saplings use one ID?
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Hmmm... I'm not sure if it wouldn't be possible to combine Extractor/Macerator/Compressor. Bluelectric Furnace and Alloy Furnace share a ID too (at least I think they do). But even making 4-5 blocks free is a good thing. Actually BC doesn't need that many IDs. The old pipes are still there to load older worlds. I guess you could free them if you don't plan to load a old world (loading it would change all pipes to the new "universal" pipe), which would open up some space.