Jump to content

planetguy

Members
  • Posts

    812
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by planetguy

  1. http://dev.bukkit.org/bukkit-plugins/tekkit-restrict/
  2. Remain In Motion version 1.1.6 includes a fallback renderer, available through a config property. If it's an issue I might be able to hack something into Redstone in Motion, but I'd rather keep the action in my own fork.
  3. New version, with the reworked hardcore algorithm and an optional fallback renderer.
  4. Could be your GPU doesn't support display lists? That's how RiM renders moving carriages...
  5. What? I could have sworn I had fixed that... Are you using the latest version?
  6. Hmm, a native crash... Maybe update your graphics card drivers?
  7. Try again maybe? When I put your link into my browser, Dropbox gives back a 404 error.
  8. It looks like your Dropbox link is broken. Make sure the zip is in your public directory, and copy the public link for it.
  9. 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.
  10. It might not be exactly what you need, but you can keep an eye on Disconsented's >ANSSRPG.
  11. 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.
  12. You might be able to fix it by going through each mod's files and deleting the GC API folder.
  13. I'd guess it's some misbehaving mod that includes the GC API.
  14. 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.
  15. 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.
  16. 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.
  17. That's ambitious alright. I wouldn't be up to taking on a project of this scale.
  18. 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.
  19. It needs Forge, and not necessarily anything else. Drop the downloaded file in the mods folder.
  20. Switching from Unity to Gnome 2... Time to re-learn everything!

  21. Trying my hand in Modjam this time...

    1. Show previous comments  4 more
    2. planetguy

      planetguy

      It doesn't entirely work, but you can still sort of play with people you trust.

    3. TheBytemaster

      TheBytemaster

      Wait, what version/s is it for?

    4. planetguy

      planetguy

      1.7.2, because Modjam's rules said so.

  22. 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.
  23. 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.
  24. 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.
  25. 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?
×
×
  • Create New...