Jump to content

planetguy

Members
  • Posts

    812
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by planetguy

  1. In my experience, the smaller mods are what make good modpacks good, so excluding them is shooting yourself in the foot. Take the example of IC2 back in the good old days. It was pretty big but frankly rather mediocre, but with enough addons (MFFS, Advanced Machines, Advanced Solars, Charging Bench, etc) it was a great ecosystem for a great modpack. Sometimes they also make things that just seem to be missing from the game - for example, obsidian pressure plates. I'd second the suggestion that you should include NEI. It lets you get the recipe for things instantly without leaving the game - that's vastly easier than the alternative of switching to a Web browser, searching, clicking a link, and scrolling to a recipe. Some mods don't have wikis anymore, so the alternative to NEI is not knowing how to use them. I (and, judging from the most popular packs I've played, almost everyone else) am quite attached to minimaps, so unless you plan to include some other form of navigation aid I'd include one. Building a base and never being able to find it again is no fun.
  2. Kitty Jail 2: Maximum Security? The Internet Archive's last snapshot of the forums was in August 2014, but here's what Kitty Jail looked like then.
  3. Kitty Jail was on the order of 800 pages by default on these forums, and on the forum software before it had broken 1000 pages.
  4. Follow the tutorial which you linked at the top. What I posted is just the link they posted as preserved by the Internet Archive.
  5. ​OP wants Tekkit Classic, so the MCPC port will be needed. Conveniently, the Internet Archive has archived the thread, and the download links still work. Link
  6. New version, v2.5.0! Get it here. It has quite a few new things and is much more optimized.
  7. I've had good experiences with Akliz, but I hear it's a bit pricey for what you get. Amazon's AWS has a free tier, but I doubt it's all that great as a server host. To be honest, you should do your own research here - I have almost no experience with Minecraft server hosting.
  8. Unless you plan to have a very long-running server, you could probably just as well pay for hosting by someone else. Minecraft servers are single-threaded, so you'd want to choose something with a CPU with good single-core performance. Here's a page with some such results. Also, for a server, especially one on a $400 budget, you're probably better off skipping Windows in favour of Linux and putting the money into more hardware.
  9. As far as I know, you can't - things that accept indirect signals don't know which direction the signals are coming from.
  10. You might have better luck with your requests on somewhere busier like the Minecraft Forums - I don't think there are many modders on these forums apart from me, and even just this would be beyond anything I've ever done before. Alternatively, you could try suggesting this directly to MFR's developers, since as far as I know only MFR adds sewage.
  11. I was thinking not expose all of Forge, but maybe implement it as an alternate code generator for the Minetest thing.
  12. https://github.com/espertus/blockly-lua has a Lua code generation backend for Blockly, although it has the ComputerCraft API baked in. That shouldn't be too hard to change, though. I don't know about Minetest. I really want to like it but something just doesn't quite feel right. Maybe it's that running scripts only server-side rules out client-side prediction and makes the game feel a bit choppy, or maybe it's the lack of mobs making the world feel a bit dead. Caving is a pain, what with the current default lighting table - you need to spam torches on almost every available surface to be able to see anything. I looked into implementing the MT Lua API on Forge, but I didn't have the knowledge or the time and it never went anywhere. Maybe a Blockly backend for Forge mods would be a better use of the time.
  13. To let mobs spawn all day but have safe areas still be possible, you could make mobs ignore skylight when checking if they can spawn. If you wanted mobs to spawn all day and all night, you would probably want them to not burn in daylight - otherwise they'd spawn and immediately die, leaving item drops, and be replaced by freshly spawned mobs, and so on forever until all the items make your computer melt down.
  14. Get or borrow a new disc as soon as possible and copy your files onto it. Once they start to go, they can go completely dead quickly.
  15. Looks like a problem with Lycanite's Mobs adding a broken potion effect. You can try using a save editor to remove all potion effects from yourself (you also would want to remove the offending mob so it doesn't happen again, and probably configure Lycanite's to not spawn more). If you want a solid fix, you can try updating Lycanite's Mobs in your own installation, but FTB should do this themselves.
  16. New version, 2.3.3, in the Mediafire folder or here. It adds a config property to limit packet size and updates the RF API. I'm going to be away from my dev tools for a week or two, so if any issue pops up before then I might not be able to fix it. I'll hopefully still be around to check the forums.
  17. New version: v2.3.2 fixes moving while standing on carriages. Finally!
  18. New version, this time with some new things: version 2.3.0 adds the often-requested rotation (although it has problems with directional blocks) and overhauls hollow carriages. Get it from the usual place. If you want to see the new stuff in action, here's a video spotlight I made:
  19. It probably shouldn't lag like that... I optimized hollow carriages and redid the model in v2.2.1 (in addition to removing some error messages), hopefully it's more efficient now.
  20. I'd guess hollow carriages are simply a complicated model - they have 12 cuboids apiece, so that probably has a lot to do with it. I can pretty easily replace the model with one cuboid and some fancy textures, maybe that will work better. It's also possible that I'm horribly abusing ForgeMultipart somehow. I'll toss Opis in my dev workspace and get back to you on the lag issues.
  21. Please post the logs the launcher produced. We can't help you unless we know the information in them.
  22. It could be that hollow carriages are just expensive models to render - does the lag happen with the carriages only? With the carriages separate from the AE2 stuff?
×
×
  • Create New...