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planetguy

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Everything posted by planetguy

  1. Good Sir, It is with deepest remorse that I hear of your monocle predicament. There are several possibilities for a solution, of which I trust you will choose the most suitable. You could firmly secure the monocle into the orbit of your skull using a measure of high-strength adhesive, however it must be noted that following this procedure, extraction of said monocle would be a significant endeavour. You could bring your monocle to a local metal-worker's shop, however this approach would require some measure of currency for the craftsman's salary. If you have the proper supplies and expertise, it would be trivial to improve the monocle yourself. I do hope my words have elevated your spirits, and I bid you haste in finding a solution.
  2. If you left the game running all night, it would keep digging the quarry while you slept. If you release the mouse with escape, it'll pause, but if you open your inventory or a GUI, it'll keep running.
  3. Logs or we can't help. Click the gear below the modpack icon, click open folder, and post the contents of the ForgeModLoader-client-0.log in that folder on this thread.
  4. The 256 offset is to make space for blocks, back when there were 256 blocks. Items are sometimes identified by their unshifted IDs, which start from zero. Where blocks can also be selected, items are identified by their shifted IDs, which take into account the IDs reserved for blocks. Most mods' configs use unshifted IDs, while some (such as Forestry, I think) use shifted IDs. Forge logging uses shifted IDs. If you want to find all the conflicts in a modpack quickly, search the Forge log for "overwriting". Note that some mods overwrite vanilla things and/or their own ItemBlocks normally.
  5. Today I found out that qCraft quantum portals keep working and remain connected even when moved by RiM.
  6. That's how it works usually, but the authors of these key mods have given up modding, so there's nothing that works on modern Minecraft to download.
  7. The thing is, the original authors of both mods have vanished, so updating it will involve editing decompiled code. If you're a code god it's possible, but otherwise you're probably better off to restart with more modern mods.
  8. People are set in their ways and would probably apply in server threads anyway. The moderators would end up issuing mass warnings, which they don't want to do.
  9. I had imagined item cannons as being useful as weapons, as in fired TNT explodes when it arrives, metal blocks smash through blocks, any item damages what it hits, etc. Alternatively, only items have special effects (substituting gunpowder and ingots for TNT and metal blocks) and blocks are placed where they land. Or maybe there's a transport cannon separate from tactical cannons? You do have a point that hydraulics isn't right for everything, though. Maybe use it for moving blocks or quarry parts only and use the inertia grid for everything else? If you're going to do the item inertia power system, it might be best to have better pipes only reduce friction, and not add velocity.
  10. That's an ID conflict. Change Harvestcraft's IDs in the config.
  11. Standard forum software doesn't seem like the best solution for fair, organised server lists. We probably just have to live with it, unless there's a web dev with lotsa spare time here.
  12. So you want ideas for pipes... Energy in the form of items' inertia? Item accelerators and turbines? Smooth (read: expensive) items and pipes lose less energy? Item cannons? Maybe you can transmit energy as hydraulic pressure? You could have a hand pump and pumps that use mods' energy systems? Intakes that get a small amount of pressure from being below lots of still water? Hydraulic turbines? Multiblock hydraulic pistons that move tile entities? Or crush blocks into other blocks, like cobble->stone, netherrack -> nether brick, etc? If you break a tube under pressure the pressurized liquid hurts you? (Seriously, there's a Darwin Award like this somewhere.)
  13. WorldCore's ASM transformer is barfing at the EntityRenderer class. You can try without it, but Biomes O Plenty might crash and will have less features.
  14. A tile entity is additional data that Minecraft stores with certain blocks. Blocks have 4 bits of metadata (enough for 16 different values, such as wool colours) but that isn't enough information to store, for example, the contents of a chest or furnace, so that is stored in tile entities.
  15. I think sorting threads into whitelist and open sections makes sense. Many people already know which kind of server they would rather play on before they even start searching: perhaps they don't want to jump through the extra hoops of applying for a server, or perhaps they prefer the atmosphere of a whitelist server. I think the only reason servers on packs newer than Classic aren't sorted into open and whitelist is because before MCPC+, Tekkit Lite was mostly good for multiplayer only with a few friends on a whitelist server. It isn't fair to open servers to punish them for not having applications that bump their threads, nor is it fair to whitelist servers to punish them for wanting to keep the application process in the thread where anyone can see it.
  16. I thought a list of blocks that RiM works with would be useful, so I've started one. More in this thread.
  17. RedPower and IC2, both of which are critical pieces of Tekkit Lite, are dead and unstable in gameplay respectively. Since Minecraft 1.2.5, or maybe before, there hasn't been a modpack whose worlds have been compatible across Minecraft versions, so the chance of an update being made for Tekkit Lite is almost zero.
  18. Recently I've been annoyed by portals in the overworld creating portals in the nether that could not under any circumstances lead back to them. I fixed it with a base-class edit, but that doesn't have the clean distribution coremods allow, so based on some examples, I made it into a coremod. I change a variable definition from a constant to a call to my mod's function. The function is properly called, but the constant from vanilla is still used (I checked by adding a print statement to the class, and it doesn't match what my function returns.) Source code: https://github.com/planetguy32/Gizmos/blob/master/planetguy/portalmod/NoCrosslinkASMTransformer.java
  19. I'm not quite sure, but I've heard mention of the "validate" and "invalidate" methods of vanilla TileEntities. DoverDemon, I haven't had good luck moving ForgeMultipart things on carriages, including WRCBE parts. If you're using Slimevoid's wireless redstone, I haven't tested it recently.
  20. Waila crashes if pointed at RiM blocks.
  21. It's called "ForgeModLoader-client-0.log" or something similar.
  22. That's Railcraft's aura blocks making a mess. I'm pretty sure they break more than a few other mods too. Turn them off in RC's config, or if possible don't use Railcraft. BC mining wells on frame carriages seem to work fine. Logs or no one can help you.
  23. Not without lots of custom handling for different mods. There isn't a standard way for things to specify which way they face, so if you turn something it may end up in an invalid direction.
  24. It's in the root of the jar file. Here's a fixed and tested version if you'd rather.
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