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Everything posted by planetguy
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Call For Help From All Tekkit Classic Server Owners!
planetguy replied to Whatcha's topic in Server Op Swap Shop
http://dev.bukkit.org/bukkit-plugins/tekkit-restrict/ -
[1.7.10] Remain in Motion - Continuation of Redstone in Motion
planetguy replied to planetguy's topic in Modders Metropolis
New version, with the reworked hardcore algorithm and an optional fallback renderer. -
[1.7.10] Remain in Motion - Continuation of Redstone in Motion
planetguy replied to planetguy's topic in Modders Metropolis
What? I could have sworn I had fixed that... Are you using the latest version? -
I have a reading disability ty for being so obvious captain obvious
planetguy replied to Mamokin's topic in Platform Pagoda
Try again maybe? When I put your link into my browser, Dropbox gives back a 404 error. -
I have a reading disability ty for being so obvious captain obvious
planetguy replied to Mamokin's topic in Platform Pagoda
It looks like your Dropbox link is broken. Make sure the zip is in your public directory, and copy the public link for it. -
Grab Treecapitator and Bspkrs Core from here, or pull them from Tekkit. I've never had a problem with Treecapitator myself, and Technic uses it in official packs often enough.
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It might not be exactly what you need, but you can keep an eye on Disconsented's >ANSSRPG.
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You get an antimatter generator. Should the power ever go out at your house, you will be able to convert your antimatter into electricity. I wish I had a nuclear submarine.
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Voltz beta v3.0.0c going live, many bugfixes included!
planetguy replied to Skuli's topic in Voltz Discussion
You might be able to fix it by going through each mod's files and deleting the GC API folder. -
Voltz beta v3.0.0c going live, many bugfixes included!
planetguy replied to Skuli's topic in Voltz Discussion
I'd guess it's some misbehaving mod that includes the GC API. -
The thing is, how do you balance realism and fun? I tried using vanilla explosions, but they were too big, hit blocks above or to the sides of the impact, and had a tendency to kill whatever is falling. I'm writing my own explosion-type thing, but it's still hard to balance believability and effect.
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There's a dinosaur mod in B-team, a Doctor Who mod, and probably a few other bits and pieces, but coding all the missing pieces would be an epic undertaking. I'd love to see it done, if anyone was up to it.
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- Time travel
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This actually sounds quite simple to implement. I've started working on it, but I haven't quite got a satisfactory result out of it yet.
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That's ambitious alright. I wouldn't be up to taking on a project of this scale.
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- Time travel
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You have an army of skeletons (still inside people, mind you) that obey your orders to the best of their abilities. As it turns out, they can only move because of the force of their (former) owners' muscles. I wish I lived across the street from a nice restaurant.
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[1.7.10] Remain in Motion - Continuation of Redstone in Motion
planetguy replied to planetguy's topic in Modders Metropolis
It needs Forge, and not necessarily anything else. Drop the downloaded file in the mods folder. -
Trying my hand in Modjam this time...
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Chances are B-Team won't be able to update to 1.7 without severe breakage. Chances are that almost no other pack will, either - I don't think it's ever happened in all of Technic's history, and I doubt FTB or anyone else has, or could, pull it off except by including only half a dozen mods and having tons of good luck.
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Sounds like chunk corruption. The chunk data got misaligned (perhaps because the game crashed while it was saving) and ended up being read as entities.
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[1.7.10] Remain in Motion - Continuation of Redstone in Motion
planetguy replied to planetguy's topic in Modders Metropolis
IIRC FMP has two separate methods to get collision boxes; one for entity collision that can return as many or as few as you want and one for checking what a player is pointing at that returns precisely one cuboid. Getting past that would probably require creating lots of technical multiparts, and I'd rather not do that. -
[1.7.10] Remain in Motion - Continuation of Redstone in Motion
planetguy replied to planetguy's topic in Modders Metropolis
1. Oh yes, I think I remember that bug... I dunno how to get MCP to recognize the item's Minecraft overrides since it extends a mod item class, except maybe to include the obfuscated-named method in the class. I'm not completely sure I did the hitbox right either... It should match up with the rendering boxes, but in retrospect it probably makes more sense to give hollow carriages a full block hitbox. Recipes: The existing ones are balanced in my personal opinion, but if you don't like them as-is Minetweaker can change them, or if you have recipes you'd like to contribute I can add them as a config option. Moving heavy blocks on hardcore: A hard or asymptotic cap on power usage per block would neatly solve the problem of hard blocks. Do you think it's a reasonable solution?