Updating between MC Versions is as far as I know not possible at all.
Posts by GregoriusT
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Hi Player, I get reports saying that FastCraft somehow makes Mobs spawn on my Spawnproof Blocks (canCreatureSpawn returns false), but after testing it myself with 1.21 and 1.23 I don't see any Issues of that kind. Do you know why it could happen? Maybe it requires another Mod in addition to FastCraft to happen, since people said that it stops happening once FastCraft is uninstalled.
Just wanted to let you know.
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Hah, I know that crash. What type of TileEntities do you have around at your place? I mean machines? I seriously want to know which Mod is causing that, because it is not GT, to my knowledge and it happened after I installed TE, so...
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hey guys, I'm bored so here a few random screenshots from my new stronghold alike gt dungeon
http://gregtech.overminddl1.co…s/2016-06-14_15.21.36.png
http://gregtech.overminddl1.co…s/2016-06-13_23.18.47.png
http://gregtech.overminddl1.co…s/2016-06-13_19.31.08.png
http://gregtech.overminddl1.co…s/2016-06-13_19.17.41.pnghttp://gregtech.overminddl1.co…t/gregtech/screenshot.png (this link changes on a regular basis though)
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What do you mean with IC2 Classic? Actual old IC2, IC2 Classic by Immibis or IC2 Classic by Speiger? And are you sure its the enet that lags your server? If so please give us profiler information that you must have gotten in order to find out that its the Enet.
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GregoriusT: The client needs to do those calculations, otherwise there's some situations where lighting won't be correct. That code is one of several light glitch fixups.
Is it possible to outsource that code into another thread? Because this does a shitton of FPS Lag for no reason. It is one of those things that make MC unplayable on not so good computers and very annoying on regular computers.
And when I disabled it clientside, it had no breaking effects or even anything visible that could be a light glitch (despite exploding a lot of the world). This Fix is really just a "iterate through everything just to kill a tiny little aesthetic edge case", and worst is that it doesnt really work like it should because I think this is for special light opacity cases like leaves or water and those are still broken.
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Teleporters are really expensive you know
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Player, I once in MC1.5 made something that fixed the darn light update Lag on clients by disabling parts of this function in the Chunk.class when the world is clientside. Serverside it shouldn't be disabled.
/**
* Called once-per-chunk-per-tick, and advances the round-robin relight check index per-storage-block by up to 8
* blocks at a time. In a worst-case scenario, can potentially take up to 1.6 seconds, calculated via
* (4096/(8*16))/20, to re-check all blocks in a chunk, which could explain both lagging light updates in certain
* cases as well as Nether relight
*/
public void enqueueRelightChecks()and yes that light update lag is STILL a problem despite being claimed to be fixed.
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I am 100% sure that MC1.2.5 already had geothermal compat for BC Pipes! I know that because the test world where I first tested the very first lightning rod also had a geothermal setup with BC Pipes, which did crash due to API issues.
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So what happens if the finitewater config of CCC is FALSE? will it just leave it like it is or will it set it to 2? (yes I mean the question in this way, don't misunderstand it)
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Please Update ForgeMicroBlocks
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Maybe you didn't know that, but airships and stuff that are made of blocks are inside an additional world that has nothing to do with the world the player is inside.
Essentially a block is inside the airship, but the airship is a separate world meaning the tileentity of the block on the airship is in another world than the player in the "normal world" who clicks it.
Or to make it even simpler: its blocks floating through the world like entities.
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Note that I nerfed it because they were UBER Fuel in the Furnace, much better than Charcoal, due to the limit on how low a Block made of Wood can have its Burn Value.
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Sorry about that, but when I added some new Materials an Error Message poppsed up that my static initializer was too big and exceeded JAva Limits (AGAIN), so I needed to do a static Subclass for most of the Ore-Only Materials.
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Writeup by Ore Dictionary
1 Phased Iron = 1 Iron + 1 Enderpearl
1 Electrical Steel = 1 Iron + 1 coal + 1 Silicon
?= 1 steel + 1 Silicon (+ ? coal)
1 Conductive Iron = 1 Iron + 1 Redstone
1 Energetic Alloy = 1 gold + 1 Redstone + 1 glow-stone
1 Phased Gold = 1 Energetic Alloy + 1 Enderpearl
1 Dark Steel = 1 Iron + 1 coal + 1 Obsidian
?= 1 steel + 1 Obsidian (+ ? coal)
1 Redstone Alloy = 1 Silicon + 1 Redstone
1 Soularium = 1 gold + 1 Soulsand(or components thereof)
1 Electrum Flux = 1 Electrum + 2 Redstone
4 Enderium Base = 2 Tin + 1 Platinum + 1 SilverElectrum Flux is the only one you have a itemset for.
Enderium Base is there because the EnderIO Alloyer only accepts 3 item types.
Dark Iron has bars, ladders, a grinding ball and an anvil.
Oddly, the bars are called "Dark Iron Bars" and are in "barsIron"Those should all now have a respective alloying Recipe. Including the Enderium Base.
Dark Iron and Dark Steel are two different things afaik.
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could you give me a screenshot of the Recipes you are missing in my crucible?