Second crash may be related to missing items
Posts by RichardG
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I'm not having any issues with nano sabers. If it ain't broke don't fix it.
Rubber regen will be looked into.
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Sadly.
Only world editing mod that I know that supports 4k is worldedit.
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Sadly I can't fix the download link right now, I only have the build server URL on firefox and firefox refuses to open over remote desktop if there's someone already running it
EDIT: 1.107.35 out with the REAL fix and a fixed download link
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New build coming soon.
I've also notifed bspkrs about the improper damaging of axes in Treecapitator
EDIT: Updated to 1.107.33
EDIT: Updated to 1.107.34, forgot the electric block redstone fix -
Need cpw's assistance on this one, but he's kinda busy right now, so I'll have to wait.
unless you know the init stage at which FML initializes sided proxies
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Will be fixed, apparently Alblaka missed adding ore dictionary sensitive recipes for DCP
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IC2 already stores your IDs alongside maps and fails if IDs mismatch
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Ask Lex that and he won't stop laughing. It's not feasible without a major, time consuming and lag inducing change to the world format, the engine, existing mods, EVERYTHING - almost a whole new game.
Just wait until cpw implements @Block, which is his proposed way of autoassigning block IDs and syncing them from server to client in multiplayer and per world in singleplayer.
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Forgot to mention - all loot chests but dungeons and stornghold libraries. May work something out for those.
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No, it happens if you open the server list with no servers in the list
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Non-fatal error, happens when you hit multiplayer with an empty server list.
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Look for OTHER loot chests like village blacksmiths.
Scaffolds fixed and working as intended, it was indeed the bugged key syncing code that prevented it from working originally.
No fix for electric blocks and redstone figured out yet, I'm headdesking because the is powered method is never being called... RawCode? mistaqur?
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It is already fixed
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I'll remote treecapitator support from chainsaws. That is not the way the original version (back when I implemented support for it) worked.
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I can confirm that the old scaffold collision code did not work due to the same issue that prevents jetpacks from working. Since I fixed it (thanks mistaqur!) I'll revert the current broken one to the old one - should be in the next 1.107 beta build.
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Will include the jetpack and shiftclick fixes later.
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This thread is also for bugs that persist in 107.
I forgot to mention loot - look for T1 loot in the loot chests in the game.
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Then Lex made Forge ship all of paulscode due to that issue with Mac users.