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Everything posted by jakj
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I have to agree with that: Don't try to turn Minecraft into something it's not, but keep going with the kinds of things you already have, making them more expansive and interesting.
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Wrong Username/password fields, but i know i am doing it correctly
jakj replied to Phocraken's question in Technic Launcher
And that is our problem...how? -
If you mean this morning, the Minecraft.net servers have been vomiting on themselves and access has been spotty. If you mean universally all the time, no idea.
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It is difficult to find something that is not there to be found.
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Finite Liquids Mod Support For 7.0.1 SSP Dev Build
jakj replied to jakj's topic in Modders Metropolis
Patch for Technic SSP 7.0.1 now includes both Forge and 4096-block-ID-fix support. IMPORTANT - Finite Liquid must be allocated block IDs below 256 (read the OP for more info). -
"Technic" is just a flippin' name. I hereby vote the Technic Pack be officially renamed to Sparklefart Concordance 2012 to reduce confusion.
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Because somehow disabling mods from Technic is difficult? I can count on one hand the number of mods that can't be disabled in 30 seconds that you ever might possibly want to disable.
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No no, I don't mean technically unable; I mean psychologically unable. I tried to play Arena and Daggerfall and just couldn't do it. For some reason, I am comfortable only with very old or very new graphics, meaning I can play old Gameboy or NES games (and even monochromatic C64 games), and I can play new games with full 3D-shiny, but stuff in-between, like DOS games and Playstation games, I just feel ooky with.
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Yeah, right now I'm trying to get Finite Liquids to run in the midst of lots of other mods, and I'm failing miserably. I would literally rip off both of my testicles as payment if Chicken Bones were to hand me a fully-functional code-chicken-loader for 1.2.5. I mean, really. The euphoria I felt when I successfully merged Finite Liquids with Forge has already worn off as I'm looking at having to merge it with even more mods. This shit ain't trivial. >_<
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Huh.......interesting. That makes no sense. I just went and changed the entire terrain.png to 50% opaque and it did nothing, but removing entire bits of a texture does cause a hole to appear in rendering. How the fuck did Notch manage to get it to do that? The alpha channel encodes the opacity. How can it correctly render 0% opacity and 100% opacity but nothing between? I don't even know...
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Better than Wolves- Mod pack in the launcher
jakj replied to darlekcef's question in Technic Launcher
Inappropriate language? But it looked like English to me... -
Wow. I didn't even look there. I was just trying to edit the config file. Talk about forest and trees... Also, that made me realize that Inventory Tweaks bound sort inventory to R also, which is probably the clicking I heard, and I may have blamed Portalgun for nothing. So yeah. That was a thing.
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I find myself unable to play old DOS games. I never was a PC gamer, sticking to the NES really. Old Mac games, though, there I was: Particular favourites were Odyssey: Legend of Nemesis, and Moonbase. SimLife, too; Actually used that one in class, so I got a free copy from school. On the other hand, that's frickin' amazing, your collection.
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Why didn't you just use the alpha channel already in the texture file? It is .png format, so it supports partial transparency. You could go into your graphics program, make one layer the little white bits at 100% opacity, then a second layer be filled with the color at partial transparency, and then export the flattened image. It's equivalent to making a layer mask but it's a lot easier, and it's all done in the normal renderer.
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Yes, tell me how you rebound the sheathe/unsheathe key. I tried putting it in by keycode but it didn't take. Battlegear is also unfortunately incompbatible with KeepInventory. :-( But that's less of an issue because I can just use my double-death-chest tweak.
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What an amazing mod this is! And yet, it spurns me. :-( Its default sheathe/unsheathe key is R, and Portalgun's default reset key is R. When both mods are present, pressing R causes a crash in Portalgun. "Aha!", say I. "Simply rebind the sheathe key and all is well!" Well...except the Battlegear .ini file's keybind setting is ignored. "Boo," say I. "Well, I can rebind the Portalgun key instead!" Well...except Portalgun still uses that key even if you rebind it! It makes a "click", presumably to say "Hey, you rebound this key. So don't press it." Really? Yeah...really. >_< Now, I can give up Portalgun, or I can give up Battlegear, or I can whip up MCP and spend a day decompiling and rewriting Portalgun. Yeah. Hooray for tough choices! Just thought I'd share. Y'know...'cause.
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There was no call for snark in this case, because the answer of "no" was accepted calmly and simply. They in this case are not being stubborn but just wanted to know.
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UBUNTU 12.04 Can't get tekkit launcher to work.
jakj replied to s_skatty's question in Technic Launcher
Why do you keep talking about OS X in a thread clearly labelled "Ubuntu 12.04"? -
UBUNTU 12.04 Can't get tekkit launcher to work.
jakj replied to s_skatty's question in Technic Launcher
But this is Ubuntu, which is GNU/Linux, and there's no reason in the world Oracle's JRE wouldn't work on it. -
They are the same speed. Going through the intermediate stages does not slow it down: It just lets you interrupt things if you want to, like if you actually want one of the intermediate stages. The speed of a collector is based on the light level (the little sun icon in the gui) and the tier (mk 1 2 or 3).
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No.
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UBUNTU 12.04 Can't get tekkit launcher to work.
jakj replied to s_skatty's question in Technic Launcher
Or actually link the bloody crash log, because Technic runs fine under Java 7 and that has nothing to do with it.