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jakj

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Everything posted by jakj

  1. I could, but people might complain about inequal resource utilization of 3 iron v. 0.25 tin.
  2. If you're dealing with a finite pool (not connected to the ocean), it will suck the entire pool dry (assuming the pump is placed so the spigot can reach the lowest level of the pool), though you may need a bucket to move the last little driblets under the spigot. If you're dealing with something connected to the ocean (like lava in the nether, a long winding river that connects to the ocean in the distance), it's pretty much still an infinite water source (as it should be, really, considering it would be affected by the evaporation/preciptation cycle). It wouldn't be difficult to add a recipe that simply converts back and forth between vanilla and FL buckets, and you could use auto-crafting tables or project tables to do the interchange. I'm pretty sure you can use a RP deployer on a BC tank to fill buckets, and you can also dig a hole to the bottom of a pool and use a deployer with buckets to fill them from a pool. (So basically, you can do it just like you do now, either by using buckets on water or by pumping. I can write a quickie mod to add bucket<->bucket recipes later if you really need, but it would probably be a lot easier to just get your buckets from a filled BC tank.
  3. For naturally-occurring water and lava, yes. It can also be spawned in via NEI in bucket form. Only BC pumps. RP pumps are unnecessary with this water because FL comes with a pump that works pretty much the same way the RP pump does (including a water-sensor block). It won't work at all with IC pumps, and honestly, I feel that the miner/pump part of IC is its weakest and least interesting element, so it'd take a lot of convincing to make me bother. :P
  4. *cough* Yeah, Jay seemed to be significantly interested in having this mod working, so I went ahead and did that this morning. Of course it would be valuable if others test it too.
  5. It works! Pumping lava and water pools and lakes now 100% supported and balanced. Still that weird crash, but it's sporadic, so hopefully is just a transient issue. Post here with issues.
  6. Re: Finite Water Discussion + Fix For 7.0.1 SSP Dev Build (NLR)
  7. Can you explain what's going on in better detail? Are you saying that, if you have a water block above a dirt block, it tells you the top block is the dirt block? If so, you could just start at that block and do getBlockId for each block above it until you reach the top of the world or get an air block.
  8. Re: Finite Water Discussion + Fix For 7.0.1 SSP Dev Build (NLR)
  9. Oh, I'm wrong. They're related but not equivalent. http://en.wikipedia.org/wiki/Bill_S.978
  10. There is a difference between video-game footage and episodes of a television show.
  11. Re: Finite Water Discussion + Fix For 7.0.1 SSP Dev Build For the record, what I did was merge any class that was already included in modpack.jar, and anything that was not in modpack.jar I left alone. So, I can personally guarantee (because I looked at the code) that the five classes I merged are compatible, but subtle errors may have been introduced by the rest. Let me know if you find any.
  12. Do I have to kidnap Kaker and put him in a closet to keep him safe from you two?
  13. Re: Finite Water Discussion + Fix For 7.0.1 SSP Dev Build (NLR)
  14. Video game footage is still copyrighted under US law and in any nation with a treaty wigh us. Smart companies just let you do it for free publicity. But you can't run ads on it on YouTube without a contract like Gamestation and Machinima partners have.
  15. I have a tendency to elide punctuation in identifiers.
  16. Jay? Didn't see that one coming.
  17. Well, a steadying female influence is warranted in any Internet sausagefest.
  18. From what I have been able to glean, sea level (and worldgen overall) is pretty much unaltered due to the new worldheight, leaving sealevel still at 63. Does anyone know of any mod or patch that's managed to change this to 128 easily? I'm thinking getting vanilla to change it shouldn't be a horrible problem, maybe, since I've seen some sea-level constants in the code, but I wonder if that would just change the water and simply flood the entire map because vanilla and mod block generation still works at the same height. I haven't tested to see. (But I really would like to have 1/2 of the world be underground and 1/2 be overground, just like it was before.)
  19. Re: Finite Water Discussion Oh, that's...kind of neat, actually. Worth a look. I will aboslutely do a class-merge when the rec build comes out to try that.
  20. Re: Wont Open How is that supposed to get rid of the ducks? Come on, now. Ducks don't get nauseous.
  21. Re: Finite Water Discussion Yeah, most of that would be major new coding inside mods. Not gonna happen unless you can convince Eloraam or Joslin of it. I think the Explosives+ mod can create an erupting volcano, though; I seem to recall a Yog video about it.
  22. That makes it sound like he's a dog.
  23. Re: Finite Water Discussion If it were a rec build, I probably would do it for me, but there's no point right now. Was just wondering if anyone else cared enough. *shrug* In the mean time I'll just stick with my own tweak to make water finite. I think I figured out a way to make those little lava bits not linger when they're pumped out, too, but I have to test it still.
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