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CrafterOfMines57

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Everything posted by CrafterOfMines57

  1. Is Minecraft.getMinecraftDir() close to what you want?
  2. Well, it appears I was simply uninformed, I must be off now to find some other massive time-sink.
  3. Quantum will be getting a massive nerf next update (Like, it will no longer be usable in combat if you don't want to know what death feels like), maybe your opinion on ICBM will change after that, and what other mods would you suggest? I'm 90% certain Mens said the vindicator would receive some sort of buff next update.
  4. RichardG and Player are both IC2 devs... although the unstable and buggy part may very well be true.
  5. To the people at the beginning of this thread who said development had halted completely since 1.4.5, you are wrong. There has not been a public release since 1.4.5, but dev builds with only a few minor errors/texture problems are freely available for download. It is still being updated, it's just that Alblaka, the IC2 team's main creative lead appears to have practically gone MIA for the last month or two which is why it seems like it hasn't received much new content lately (although it has absorbed CiderBoats, nightvision goggles have a texture, and the obscurator are all new features).
  6. I'm kind of waiting to see if mens has any better ideas here, but morphine will actually be useful along with power/combat making it so you only take 1 damage for all damage sources, cateye will probably be the same, but thanks to custom effects I can make it so goddamn milk no longer cures my stuff, psycho will make fall damage either not occur or take a lot more to occur along with the usual effects it gives, stimpacks are likely to remain the same as I like what they do already, I know mens wanted voodoo to be sort of like a luck thing, which with vanilla effects is hard to pull of, so he may have an idea as to how exactly he wants to make "luck" happen. I have yet to decide if I'm doing anything with hydra, afterburner, or buffout, although I'll have to look into what I can do with buffout, it may be possible to make melee useful by screwing over whatever you punch while on that drug. Also expect to see a more refined overdosing system, I know mens has wanted something like this from the beginning, where overdoses are either rare or non-existant, unless you mix an upper with a downer which is now possible to detect with custom effects. These are both subject to change, but currently I have downers as cateye, buffout, voodoo, and morphine, making uppers afterburner, hydra, stimpacks, and psycho. Keep in mind that with new custom effects, I don't have to rely upon crappy vanilla effects on overdose to screw you over in creative ways anymore . EDIT: Oh yeah, forgot to mention, thanks to custom effects I can do an addiction mechanic as well as effectively infinite potion effects for addiction until you get it taken care of.
  7. At least Industrial Drugs will probably be updating soon, I just figured out how to get custom potion effects fully working how I want them, I basically just need to implement the new effects, and then I can update.
  8. Have we confirmed there is a problem with rails yet? It's possible the Combat Armor problem I fixed was related to whatever rail problems were occurring.
  9. Okay, can you clarify this, you were wearing a jetpack with combat armor at the same time? Were you wearing combat armor and it disappeared?
  10. Can you tell me what you were doing at the time of the error, anything out of the ordinary? I have no idea what is causing these errors suddenly and I need all of the information possible.
  11. Working on it, it appears MCP may be less reliable for a testing environment than I previously thought, it's entirely possible that those rails are moving Steve at 5000X his sprinting speed (I mean that literally).
  12. For these two, have you possibly looked into Minefactory Reloaded's RedNet? And I know that as of 1.5.2, GregTech includes a kind of Redstone logic block. Also if you're looking to replace frames, and if we ever update to 1.5.1, I have been hearing good things about Complex Machines *clicky clicky* airships.
  13. Did you read the part clearly labelled "Instructions"? EDIT: I apologize if you did, it appears that there may have been a brief period of time in which the pack may truly have not been working correctly.
  14. If you would stop acting like a goddamn bunny with ADHD in that arena, maybe this statement would be less true.
  15. The next update will most likely be tonight, we will be updating Combat Armors to add two new armors, most likely pushing the very first (and very incomplete) version of my new mod, Defence Blocks, and updating Industrial Drugs to add compatibility to my new mod, along with some other things on Mens's side. EDIT: Adding compatibility went better than expected, I realized a way to make it so my drugs can now grow under any type of glass block (assuming the modder behind them implemented glass the easy way). EDIT2: However, adding one of the armors went much worse than expected, at the moment, it works 100% perfectly in an MCP environment, but the second I stick it into normal Minecraft it decides to not work. EDIT3: An extra hour of trial and error revealed... I know jack shit about why the hell this new armor is not working when out of a testing environment. Attempt number 20 or so tomorrow.
  16. As the modder behind Industrial Drugs and Combat Armor, I approve of these spotlights, I could not think of anything that was missed while I read through this.
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