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Bug found with Carpenter's Ladders


AxeGarian

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According to its page here: http://wiki.technicpack.net/Carpenter%27s_Blocks

 

 

The frame will inherit the cover block's texture and most of it's other properties including flammability, explosion resistance, and more.

This is not working. I've tried making Carpenter's Ladders, placing Large Obsidian Bricks in them i've confirmed are TNT-proof, & try test detonating TNT near them, & the Ladder is dying in the blast as easily as if it was a Vanilla Wooden Ladder. Any hope for a fix to this, especially when Large Obsidian Bricks require Carpenter Block help for access to things like Ladder, Door, & Stair Versions of them?

 

Many thanks for your time.

 

Edit: Typo fixes.

Edited by AxeGarian
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My best guess is that there's something overriding the explosion resistance of obsidian.  IC2 is well-known for messing with that, as are a couple of other mods (Tinker's Construct may be one of them, along with Extra Utilities, possibly GeoStrata...)

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If we are talking Tekkit, of the mods you mention only Extra Utilities is in the pack.

I guess the property inheriting just doesn't work that well, or maybe Obsidian Bricks do not share the same level of explosion resistance that plain Obsidian has - maybe try with the latter.

 

At this point, we can really only recommend 1.7-based solutions, as old Tekkit is pretty closed and done. I hope that IskanDar includes the Ender IO mod in the new Tekkit for numerous reasons, one of them being Darksteel Ladders. Those should give you the explosion resistance you want (my guess, not tested yet), and also offer increased climbing speed.

Edited by Curunir
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If we are talking Tekkit, of the mods you mention only Extra Utilities is in the pack.

Right.  Tekkit.  Ummm.  Yeah, you know more about that than I do, probably.  I've been playing with custom packs for just a little too long, and now have to look up what mods are actually included in any given official pack.

 

Note: You could also try blowing up obsidian bricks to see if that works.

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As a matter of fact, I have been on a custom modpack as well for a while now. If the new Tekkit stays reasonably close to our own mod choices, I will make a new guide like my old one for it. Things like Mekanism and Ender IO, and of course Thermal Expansion/Foundation need to be in it for that, which I consider likely for any technology pack. Looking forward to the mod list.

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As a matter of fact, I have been on a custom modpack as well for a while now. If the new Tekkit stays reasonably close to our own mod choices, I will make a new guide like my old one for it. Things like Mekanism and Ender IO, and of course Thermal Expansion/Foundation need to be in it for that, which I consider likely for any technology pack. Looking forward to the mod list.

 

Iskandar's reputation indicates the mods will stay (more or less) the same but the configs will be twisted to contain many surprises.

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I've now tested Large Obsidian Bricks themselves vs TNT & confirm they are Blast Proof correctly, which is a good thing cause I just plain auto-assumed they would be when deciding to make my Tekkit SP World Base outta them assuming that Creepers could forget about ever being able to harm them cause Obsidian was an Ingredient in the Large Obsidian Brick crafting.

 

I have been playing this Tekkit Game for awhile now, but i'm still new to these Forums. What is this 'Tekkit 2' I keep hearing about...? Am I playing the wrong version of Tekkit?

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No, you are still on the current one.

However, this version is still based on Minecraft 1.6.4, which is, for all intents and purposes, dead. Bugs won't be fixed any more, as mod makers have largely abandoned it. The modded Minecraft world has moved on to 1.7.10 (some still lingering on 1.7.2, but this is already frowned upon), and any pack that still considers itself current amd active has to create a 1.7.10-based version. Tekkit has been a bit neglected for some time, so it is late to the 1.7.10 party. But the Technic team recently gave IskanDar, of Crash Landing fame, the task to create this new version. Its name has been given as Tekkit 2 somewhere, but as far as I know, this has neither been confirmed nor denied as being the actual release name. As IskanDar's first work for Technic will be the new Hexxit, we still have to wait a bit longer for new Tekkit.

 

It would be a bit confusing if it really became Tekkit 2. If my memory serves, there have been at least four main versions of Tekkit so far, possibly more. You can still play 1.2.5-based Tekkit Classic, but that is truly ancient now (and has not even been the first one). There also is Tekkit Lite, a somewhat intermediate build based on (I think) Minecraft 1.5, but the main version has been the one with the Galacticraft theme for a long time now.

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Ahh, many thanks for the info again. :)

 

Also now found out that MPS's sorry excuse for a Keybinding system can't Keybind its own Dimensional Tear Generator function after I just got that Installed onto my Powersuit so looks like I can forget about Obsoleting the old school Nether Portals as well. Safe bet I can forget about this ever being fixed? :/ (That & the Kinetic Energy Generator share the same Symbol & of the two, only the Kinetic Energy Generator can be Keybound... & one can't help but to wonder WHY one would ever wanna turn the Kinetic Energy Generator off, ever...)

Edited by AxeGarian
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Also now found out that MPS's sorry excuse for a Keybinding system can't Keybind its own Dimensional Tear Generator function after I just got that Installed onto my Powersuit so looks like I can forget about Obsoleting the old school Nether Portals as well. Safe bet I can forget about this ever being fixed? :/ (That & the Kinetic Energy Generator share the same Symbol & of the two, only the Kinetic Energy Generator can be Keybound... & one can't help but to wonder WHY one would ever wanna turn the Kinetic Energy Generator off, ever...)

 

The keybinds in MPS never worked for me well enough. I was able to bind any (unused elsewhere) key to it but it just kept forgetting and resetting the damn settings.

 

The worst part is that MPS for 1.7.10 is in a really bad shape.... :/

 

I was disabling the Kinetic Energy Generator every time I went to the Nether because it kept overheating the suit.

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Considering the snafu you describe, there is a remote possibility that there exist more recent (but still 1.6.4-based) versions of the mods involved that may fix the problem. Or even that you are just doing it wrong, but I have no idea myself about the issue. I do know that MPS has not been updated in a very long time and is probably abandoned altogether (but no worries, there will be worthy alternatives in a new pack for sure).

 

Now, if you find an updated mod that may work for you, it is technically no problem to just drop it into the mods directory instead of the current one. However, this only works for singleplayer, because you will thus transform your Tekkit installation into an unsupported custom modpack that cannot even connect to regular Tekkit servers (unless the server gets the exact same change). So no idea if looking for a fix is even worth your time. If you are in singleplayer or on a local server that you control yourself, it may be useful - if you can find those updates.

 

If you're feeling like hunting down mods, Minecraftforum is the prime address to discover them. Keep in mind that you need 1.6.4-based versions for Tekkit 1.2.9 and 1.2.10beta.

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