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hoho

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Everything posted by hoho

  1. Somewhat easy solution would be to move n blocks where n = redstone strength Though that would mean it's limited to 1-15 blocks per movement.
  2. Yes, I can see it now. Though have you considered just source blocks or flowing ones as well?
  3. Yeah, that was an oversight from my part - I've never been into visual stuff, it's all pure function for me I was thinking more about things you plot down on the carriages that might either light up or be damaged by flowing fluids. Also the point about manned machines is also valid. You can have water source blocks in nether?
  4. Pretty much the only time I see carrying liquid blocks around would be if one made a tunnel bore and use water to solidify lava to prevent it messing things up. Direwolf tried something like this in some older SSP series but ultimately failed due to how cumbersome it was (partly because RP2 frames had hard limits on how many blocks they could move). He also had problems with flowing water being picked up by the frame machine and not just the source blocks. Then again I'd say moving liquid blocks is rather questionable anyway. Whenever the machine stops liquids would start flowing causing tons of block updates everywhere and likely messing things up (drowning torches, removing plants, ...). Flying a platform dripping with lava over someone's base seems like a great way to grief someone. Basically I'd ask if there are any good reasons why would anyone want to move liquid source blocks anyway. It seems like more of a hassle than it's worth to me :)
  5. "Carriages treat liquids as solid blocks and refuse to move through them." Would there be a way to make it configurable somehow per frame machine? E.g I might want one machine to "dig" through lava and water but be stopped by oil. Perhaps a special upgrade for the frame motor or something? Or perhaps have a blacklist chest accepting liquid buckets. Indeed. He is an awesome modder pumping out insane amounts of high-quality stuff at ridiculous speeds and overall seems to be a pretty good guy ... except when it has anything to do with Technic. Though it seems as if he has been slowly changing his mind as at first the anti-technic code was kind-of non-public but now he even tells how to bypass it in the first post of his thread. Many people have asked why not remove the code entirely if it's pretty much useless anyway and only pisses off end users but he has yet to give an answer :\
  6. Most definitely so. I remember flowerchild boasting how his mod has only one or two configurable options as if that was a good thing. Stuff like gregtech has literally hundreds if not thousands of variables you can tweak to make the thing suite your personal preferences and allowing for completely different experience. The reason I brought up the End was simply because I thought you might have forgot about the possibility of worlds without bedrock base and thought it might cause some problems later down the pipeline. Glad to hear it's not so
  7. Doesn't End have anything useful in it in vanilla? Never been there without mods, really Understandable. Then again if I've understood correctly you are doing some chunk manipulation already at the moment the machine stops moving (adding the original blocks back to world to replace placeholders). If so then my idea would just mean you have a few extra blocks to be modified, not a whole different chunk modification action. But, as you said, it's mostly just a cosmetic thing anyway.
  8. Wait, we can have portals on frames? Nether portals as well? Will they generate new portals when they move out of range for the old one? I assume they will. What about sky worlds that don't have bedrock at bottom? I haven't had the chance to actually try the mod yet but is there a way to limit support carriages so they wouldn't pick up everything above them? I mean some kind of a roof or something. E.g another layer of different carriages type. That way it would be easy to build underground tunnel bores with support carriage bottom and having a roof of something else. I know it's not a bug and mostly just a cosmetic thing but what about having temporary extra blocks that get removed only after the movement has finished? For example you have a frame machine like this (x - block of the machine that moves): xxx xxx xxx Above that you have sand: sss xxx xxx xxx Now I assume at the moment when the machine starts to move you remove all machine blocks and create placeholders for where the machine would end up moving (a - air, p - placeholder): sss appp appp appp So that means the left-most sand would immediately start falling. What I propose is to have placeholder blocks for both where the machine was before the move and where it will end up: sss pppp pppp pppp Once the movement is complete you again remove all the placeholders and re-create the machine blocks in their designation: sss axxx axxx axxx That way the sand would start falling the moment the machine has actually finished moving.
  9. @ covers, IC2 had a recent commit saying "implement forge block coloring api for painters, hardened cf and cables". Assuming "coloring" really means "apply a random texture" then this could perhaps be a better solution
  10. Ah, my bad Though I think mystcraft accelerated ages will still be a source of headace: "Adds extra random ticks to the world, causing things that occur on random ticks to occur more rapidly."
  11. I don't have any documentation to give you but even in my SP world I've had times when my CPU is loaded enough to drop the tickrate to <20. I think there are mods out there that allow configuring tick rate as well but I've never used any of them. But why not just use actual ticks instead of real-time? Instead of needing one second to move one block just require 20 ticks to pass. Though I'm not quite sure how it would work in SMP environment where rendering and world simulation is done in different machines and probably not synced every single tick. Perhaps just use floating average of tickrate over past few seconds for client-side animation?
  12. What if server/world is running at other tick rate than 1/20?
  13. Tubes-in-frames aren't really needed with this mod as it's far superior to what RP frames were capable of.
  14. @greg, he kind of seems to be an attention seeker to me. It's as if he desperately wants to be included in Tekkit and hopes someone would pay attention to him. It's kind of sad to see that but the mod itself is, to be honest, one of the best tech mods I've used in MC both in terms of huge amount of content and near bug-freeness. It's also nowhere near as difficult as people make it out to be, it even makes several vanilla-IC2 stuff cheaper to get than they are without the mod. As for the BC landmark moving I think you misunderstood. Zeppelin only moved the lasers beams themselves, not the landmark "torches". At some point I had the laser beams sitting in the sky at 45 degree angle with nothing touching them :)
  15. Hm, I'm almost certain I saw a post here on forums where someone had removed the "protection" from GT that checks if install path contains "tekkit". It was months ago so I might very well be mis-attributing that. Sorry for confusion. The old Zeppelin mod did rotation as well but I'm quite sure it only supported vanilla blocks with it. It also had the "fun" side effect of being able to push non-solid things around like the activated red BC landmark "lasers".
  16. Ok then, good to know. I just assumed that him having anti-tekkit code in the mod and you removing it might have caused some friction. If there is none (from your side, at least) it's great. Do you have any plans on adding not just moving in 6 directions but rotations as well? It'll likely be far harder, especially for stuff like TE machines where each side of the block could have special setup (IO).
  17. Looking at your history with Gregtech am I correct to assume you won't likely provide a special hardcore version of the mod using his stuff? I've seen several other mods having their "uldra-hardcore" config use those things, it would be somewhat consistent :)
  18. Interesting ... http://build.technicpack.net/job/HexxitGear/
  19. Quite sure that "one more" has been there for months. I kind of doubt that whatever hexxit is has been planned that far ahead.
  20. better with wolves remake on forge gets released as tekkit-exclusive?
  21. Long story short, if a component needs force to be inserted in a slot/socket you are trying to insert it into wrong place, try again with a different one. Having at least half a brain it's impossible to do it wrong. If you buy parts they all have detailed installation manuals with them. Also, it doesn't really make sense to come up with a setup if you aren't going to buy it for years. Come back when you actually are going to buy it and know how much money you have for it.
  22. Sure they could do that but they are probably scared to do it anyway considering how awfully protective majority of devs are about code of themselves and others. It's depressing :\
  23. Yeah, the popularity contest problem sure does seem to be a problem with it. Though I guess if you'd have a proper code ready to be merged they might give you a chance. Perhaps try working with some other devs? I'm sure iChun wouldn't mind being able to move any block with gravity gun. I think Mystcraft also had plans to add moving entire areas of blocks around at some point.
  24. If you don't plan on distributing world downloads why not go with a custom one that has exactly the things you like playing with configured to tailor your wishes? That's what I've been doing for about a year now, haven't really used any modpack since MC1.3 became a thing.
  25. the nightly builds from jenkins seem to work decently well, though. RichardG said this on Twitter a few days ago: http://www.twitlonger.com/show/lv6jlm So basically, yeah, IC2 feature development is pretty much dead and without a "supreme leader" no one dares to make a proper release.
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