Yay!!!!!!!
But I'll have to Revert to 1.2.4, I'm on 1.2.5, and IC2 I cannot get to work with 1.2.5. BTW, anyone wondering if/when IC2 will be updated to 1.2.5?
Posts by Warlord_Mike
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+ 1 - Love the idea.
Also, for the speed boost, only justifies if you consume some sort of power, otherwise its you using your hands to push a boat like vanilla boats are.
Steve must have some crazy endurance, then, because he can get up to speeds that I'd say would rival an outboard motor with the basic wooden boats. -
One other reason that Carbon would be used above metal: it conducts heat rather poorly. Whereas that minecart would cook you in a matter of seconds.
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Hey, Greg, a good addition to this idea would be my miner upgrades topic that's currently archived. Just a thought. =P
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Heya, peoples!
Title says it all. When you're out playing Minecraft, with or without mods, what music do you enjoy listening to?
For me, I've always been a fan of Skyrim's Main Theme. Especially whilst flying/battling hordes of enemies, it seems to match the atmosphere of the game.
What about the rest of you guys?
EDIT: This also marks my 42nd post - I have the answer!
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Bumped for great justice! I have some additional thoughts on RCF and its mechanics.
First off, like ordinary Construction Foam, RCF would need to be directly exposed to sunlight. However, since iron bars make up some of the foam itself, it hardens slightly quicker than ordinary foam (not too much faster - maybe 3-5%, at best).
Destroying RCF only yields Iron Bars - since the foam is likely very brittle when it hardens (like concrete), it's impossible to salvage the foam itself.
Lastly, I think a good durability setting of RCF would be in the neighborhood of 75%-ish of Reinforced Stone/Glass. It'd mean you'd have to add an extra layer of foam to keep that nuclear reactor's meltdown contained, but such is the price of cheaper alternatives.
So, any further thoughts on the matter?
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I like this idea. As others pointed out, it would give Carbon Fiber new life and more use, and seeing as it's used in some canoes, all the more reason for implementation. The speed boost would definitely be an attractive point, as would the ability to stay in one piece if it hits something a bit too hard.
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Update! As far as I can tell, the hard drive itself is intact and just the SATA enclosure was damaged. I've ordered a new one and should be able to upload the mod when it arrives. (Interesting side note, while looking for my DMM to test the circuitry I discovered my roommate was growing cannabis plants in the kitchen cabinet. No wonder our electricity bills are so bad!)
Good to hear about the drive being okay, but I'd suggest quietly looking for a new roommate or apartment.Can't wait to try this out for 1.2.5 once IC2 updates.
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Hey, folks. Just thought I'd stop by to inform you lot that Forge's official 1.2.5 version is out now, as build 3.0.1.75 - get it while it's hot!
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The 1.2.4->1.2.5 update brings Forge dropping MLMP for good, so most mods do have to update, like us.
Behind the scenes, we already switched to NetworkMod, and everything is working just fine with FML.
*starts playing this**in Strong Bad's voice* Aweee-sooome!
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For some people, there will need to be massive rewrites, but for the mods that aren't for SMP (Thaumcraft2, Twilight Forest, TFCraft) this update won't be much of a problem for them, since they never had any multiplayer aspects to begin with.
Oof. This is gonna be a long wait, I can tell.Something that may take some of the sting out of things, though, would be to release an SSP version until SMP's worked out fully. Just a thought.
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Even after reviewing all this information, I'm still unsure where my leanings are on this matter. On the one hand, with the built-in mod support, it should get mods up to date faster...but to do so would require some mods to literally start from square one again, it's sounding like, or at the very least, a considerable amount of rewriting.
Or maybe this is just the ramblings of a semi-sleep-deprived computer jockey who's reading into things too much.
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So, for the SMP community, what does this mean? As I don't play online, it wouldn't really have any bearing on myself (as of yet - I do plan on playing SMP at some point), but does this mean waiting until MC 1.3 is up for mods to hit the multiplayer community again?
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It seems that, having looked around at numerous other mods, most of the ones that require Forge, Modloader, et al., there is little to no trouble using their 1.2.4 versions in 1.2.5.
Perhaps, dear friends, that this means that IC2's 1.2.4 version is still usable in 1.2.5. Wouldn't hurt to give it a quick try.
EDIT: There is a Caveat - make sure you're using Risugami's 1.2.5 version of Modloader. Otherwise, it seems there's no issue with 1.2.4 mods in 1.2.5.
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Um...Kent? I hate to tell you this, buddy, but, uh...
If you re-loaded the page, it would've taken you to the forums. *ducks incoming fire*
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Meh who
needswants to clone Steve? The villagers shall be my slaves muhaha!
Fix'd. =P -
...Can we put gunpowder in it with the canning machine, and toss it?
This. PLEASE. As a resident pyro, nothing is more satisfying that watching something go "kaboom." -
the joke is, that with the official mod api, mods should have good compatibility between one major version and the next major version. At least in theory no?
And the thing I hate about theories is just that, dear friends - they're theories, not proven. -
*lets out a frustrated sigh*
Jeb, that mod API had BETTER reduce wait time for mods to update, or you will have to answer to a LOT of angry gamers out there.