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Everything posted by aet2505
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Redstone In Motion now in full release as of June 23
aet2505 replied to jakj's topic in Mod Makers Market
I would suggest adding a blacklist as well into the config. That way if there is a block from another mod that has some interesting quirks it can simply be prevented from moving by the user but I really love the idea of checking hardness. -
Redstone In Motion now in full release as of June 23
aet2505 replied to jakj's topic in Mod Makers Market
Might be a good idea to add a blacklist of blocks that cannot be moved. IE Bedrock to stop people creating holes in the world floor. -
Redstone In Motion now in full release as of June 23
aet2505 replied to jakj's topic in Mod Makers Market
I'm guessing they would connect unless you use the close off mechanism that was mentioned. -
This looks like a similar issue to the one you are having. https://github.com/MinecraftPortCentral/MCPC-Plus/issues/1042 Presuming you are using MCPC+ then the place to report it is at that link.
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Redstone In Motion now in full release as of June 23
aet2505 replied to jakj's topic in Mod Makers Market
It is a lot of work with very little gain. I had not even thought about the algorithms involved with pyramidal volumes which as you said is very complicated. Stick with normal Cuboids sounds like the best and simplest plan. -
Redstone In Motion now in full release as of June 23
aet2505 replied to jakj's topic in Mod Makers Market
I had presumed that it would be a cuboid but it would be really cool as a volume although much more difficult. I realise that this process will be fairly heavy on calculations and the processes to be carried out will have to be done each time it moves. I am just throwing ideas around if you dislike something or something is impossible/ very difficult just tell me I am being stupid or something more colourful if you prefer. -
Redstone In Motion now in full release as of June 23
aet2505 replied to jakj's topic in Mod Makers Market
That may have been why I the cart assembler to play with. I really like the sound of using 3 separate supports presumably these would be 3 different items. Would the box support would only work with a cuboid as opposed to any enclosed volume. Final thing you mentioned that it would slide along by default how would you then attach items to the frame for example Would you right click with a slime-ball for example to set as a sticky frame. -
Redstone In Motion now in full release as of June 23
aet2505 replied to jakj's topic in Mod Makers Market
I had a brief play and I only found a couple of small issues. The cart assembler from Steve's carts dislikes being moved (crashes completely), the Redstone energy cell from TE discharges when moved, Only other issue was that if you move levers or other items placed on blocks can be left floating in mid air. Frames are the only thing missing from the modding community and I am excited to see your reinvention. -
Good call I had forgotten about this option as it is hidden away in a folder. (It was a heavy night last night ) 'COFH/Omnitools.cfg' is the config file you are looking for.
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Go to the config folder in your server and open MMMPowersuits.cfg In there you will see a line that reads B:"Omni Wrench"=false or B:"Prototype OmniWrench"=false (cannot remember which one) although these will be set to true. Simply change them to false and restart the server. You will then be unable to add that module.
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If you have banned the wrench using modify world then there is no need to remove the mod. All you need to do is disable the module in the MMMPowersuits config. Cerevox the omni-wrench is both an item and a glove module and the OP is specifically asking how to block them both (ie to prevent users crashing their server).
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Item list to configure GriefPrevention protection
aet2505 replied to PiritaCraft's topic in Tekkit Discussion
I believe Grief prevention has an option to designate something as a container ie open but not break. As for wanting a list already done it takes 10 minutes just get the item ids and copy them in. -
In order to disable the omniwrench you can either disable the item by using an item banning plugin or just delete the mod (That is more or less the only item in that mod anyway). In order to disable the module you need to change the Modular power suits config on your server. there should be an option corresponding to the omni wrench. Just set it to false and reboot and it should be disabled. Hope this Helps
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To my knowledge there is not a vast amount of documentation. You do run the jar file to start the serve in the place of Tekkit.jar. Did a quick Google and found this guide for you. https://github.com/MinecraftPortCentral/MCPC-Plus/wiki/How-to-install,-launch-and-use. Hope this helps.
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What "admin resources" are you looking for? It is a case of downloading the build. Running it and adding plugins as you would with a normal bukkit server.
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CoreProtect does have the ability to log world edit changes. Have you got it set to log in the config file? Are there any errors appearing in the console and finally what mod pack and version of CoreProtect are you using.
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Redstone Energy Cell recipe not working. Server misconfiguration?
aet2505 replied to Ratchet486's topic in Tekkit Discussion
I can also not craft via the Me terminal Crafting Computer. I can also craft by hand, check what coil you are using as I have seen several people using the reception coil instead of the conductance coil. -
I do not believe there is an auto updater (I may be wrong). However you probably won't have any need to update until the next version of Tekkit (1.5.2) when you would have to update all the mods and jars anyway. Then it would just be a case of re-downloading MCPC + and renaming. I hope this helps.
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But the updates are for the latest version typically ie 1.5.2 so until this is the case updates will be rarer.
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I'm fairly sure it tells you what version on startup. Obviously yours is nicer for checking versions but in practice you are only going to have to do this when Tekkit updates to 1.5.2 and changing the name bypasses the figuring out or if for your host has disabled the ability to change the name of the startup jar. Edit: Was just suggesting the lazy mans option :P
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If you just change the name of MCPC+ jar to Tekkit.jar the server should just launch with no figuring out required.
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Converting tekkit classic map/world to Tekkit?
aet2505 replied to cdoublejj's topic in Tekkit Discussion
Steve's carts is not useless in the slightest. It is just not at all orientated around rails (So no High speed rails or those whacky elevator Tracks). Steve's carts focuses more on automating processes and improving minecarts. For example you can make automatic farmers and miners or fully player controlled minecarts. Both mods are very cool and have massive functionality but they are very different. -
Converting tekkit classic map/world to Tekkit?
aet2505 replied to cdoublejj's topic in Tekkit Discussion
The only similarity between Railcraft and Steve's carts are they both revolve around minecarts (ish). Steve's carts does not replace Railcraft's functionality in any way and is completely different. It is cool though. -
Converting tekkit classic map/world to Tekkit?
aet2505 replied to cdoublejj's topic in Tekkit Discussion
IC2 is industrial craft RP2 is Red power. Railcraft is not in new tekkit and as for why they were removed see this wiki quote Why were RedPower and IndustrialCraft removed? Put simply, they aren't updating. The updates are slow enough that modpacks can't keep pace with the most recent Minecraft version, and there's some debate as to whether they're on the verge of stagnating altogether. Further, they place significant demand on server resources, and there are other mods which duplicate most of their functionality. There are currently no plans to reincorporate IC2 or RP2. -
Converting tekkit classic map/world to Tekkit?
aet2505 replied to cdoublejj's topic in Tekkit Discussion
This is unlikely due to the removal of IC2 and RP2 the only items that would really transfer would be the vanilla Blocks as many items no longer exist in this version.