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planetguy

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Everything posted by planetguy

  1. The thing is, for a zip-based modpack Technic doesn't actually have any idea what's included. Only packs hosted on Solder have mod lists available to Technic.
  2. 1. That's not supposed to happen. They SHOULD just take the texture of the fully-assembled carriages... I'll look into it. 2. This can't be fixed as far as I know; it's an artifact of how ForgeMultipart handles a single collision box for each part. 3. Ummm... I'll look into that too. 4. Sorry about that, I can fix it easily though. Edit 1: Feel free to do whatever you like for your modpack, but I rather like the recipes as-is, and I'd rather not make people get some mod because I want to use its items in crafting. I thought the carriage recipes seemed cheap, until I calculated that each batch is 78 logs. In my personal opinion, they're about right with MFR, slightly on the high end with Treecapitator, and painfully expensive with only vanilla. Edit 2: Dat no good. Maybe I should change to break time, and use a logarithmic or square root formula to avoid huge values like obby stopping all movement? Edit 3: It was supposed to be mining time. That's a bug.
  3. I started with Beta 1.7 myself.
  4. I'd hate to see people miss out on RiM because of an issue with me or JAKJ. FTB, or anyone else, can use Remain in Motion however they want. Just have fun with it; that's the whole point.
  5. Cool. I think I'll give it a shot this time; I've been meaning to for the last few and I have an idea I like.
  6. Nice server, but it seems to have crashed. Could you please restart it?
  7. Ooh, flying bases. I had a purpose-built flying base for a while, but it got a bit boring.
  8. Steal people's bases and translocate off into the distance, cackling like a maniac?
  9. I don't know why portal spawners don't work with carriages. (Heck, I don't know how they work without carriages, either.) My guess would be that if they can create portals, the portals are linked to somewhere in absolute block coordinates, but I'm not sure.
  10. Sure, go ahead. I'm not much of a publicist myself. It probably can move warded blocks, since it happily moves any tile entity. If they're really hard to mine it will be very costly to move on hardcore mode, though with it off (default) it'll be free, just like moving anything else.
  11. Sorry about that. Power capacity is indeed the amount of RF carriages hold. Power use is calculated by adding up the hardnesses of the blocks being carried, multiplying by the config property, and rounding up to the nearest whole number since RF goes around in whole numbers.
  12. If you stay in the world, does it crash to the error screen?
  13. Sounds like the server crashed/lagged out. Does the world still work?
  14. Redwoods take a long time to grow, something like a real-life day IIRC. You can try leaving your world open overnight.
  15. I'd say so. In my experience the best way to learn something new (like configuration of a mod) is by looking at an example.
  16. Finally fixed it for real. Try 1.1.5. (If you're not having trouble with earlier builds, you don't need to update anything.)
  17. Use 1.1.2 I guess? 1.1.4 seems utterly broken without FMP and I have no idea what's going on - ClassNotFoundErrors referring to FMP classes are thrown in a few places where FMP isn't referenced, and carriages don't render or move properly.
  18. 1.1.4 should work both with and without FMP, and has a new config property to not pick up banned blocks instead of stopping motion.
  19. 1.1.2 only works without FMP, 1.1.3 only works with it, and the only change is related to FMP or no-FMP use. A bit of a mess... I'll fix it soon but right now I have to run. It's named JAKJ_RedstoneInMotion.cfg to maintain compatibility with JAKJ's mod. I should probably rename it for the 1.7 ports, but since I took over in the middle of a Minecraft version I'd rather not break compatibility with people's existing worlds.
  20. Try the new version. It should be fixed.
  21. As it stands, carriages drop everything if they find a blacklisted block. I can probably add a config property that will make them simply ignore the block and keep going.
  22. New release, 1.1.3, works without ForgeMultipart, if you don't need it.
  23. The hollow carriage is only really useful with ForgeMultipart, since if you can't put stuff inside it it's basically a frame carriage. Other changes I've made should be possible to separate out. (Edit: Done. Grab the latest version.) I found OpenFrames on Github. It looks like they've done some neat work with OpenComputers integration, but nothing has happened in their repo for a month. If they're interested I'd be happy to work with them. Do you know where I can contact them?
  24. What I understand of the idea behind Hexxit is that it's a hack-and-slash thing - fight monsters, raid dungeons, get loot - whereas Thaumcraft takes painstaking research and requires building machines (magic crafting table, essence storage infrastructure, enchanters). There's no mod in Hexxit in which you advance by making new machines and items. Feel free to add Thaumcraft to your own Hexxit / custom pack, but I still don't think it matches Hexxit's theme.
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