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PringleMan

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  1. PringleMan

    New Mods!

    Flan's has been investigated in the past and it causes some really bad overlaps and server issues when trying to implement it for SMP. I do not know if it changed but last I checked I think the current version of Flan's is not even SMP. That mod does not contribute enough to the feel of Technic to warrant the time it would take to implement it for single player. And without SMP, it would be kind of...boring. As for the guns, a couple of weapons mods have been tried before but most of them ended up being unused because of the IC2 mining laser or even just the ease and availability of using a normal sword or bow and arrow. Sure they are cool, but how many people regularly crafted the hammers, battle axes, spears and javelins in the last version of Technic and Tekkit? Don't get me wrong, good mods and they are definitely fun. But given that they have either been investigated or something similar tried, do not get too hopeful for official integration.
  2. In what context? Do you mean to have it display on a screen or just in general? Also I am guessing you are seeing the "0" when right clicking on a request pipe with a wrench, which opens the whole ordering interface. Those "0"s would be indicating how many of them in the system storage you have, not how many you can craft. So for example if you have it rigged up to make furnaces, it would definitely show you 4 bajillion cobble but no furnaces unless you made one and had it stored in the system storage. As for wiring it up, I know that people have written computercraft packages for red power and IC2, so I imagine it should be possible to take inputs/outputs from a logistics pipe, but it is going to be a little awkward code wise because of the multi-functionality of Logistics pipes. Ignoring the chassis, almost any pipe in the logistics network can behave like any other pipe under the right circumstances. Pulling information from that would make it a nightmare. On the other hand, it would also make it really easy to tap in to. For example with a wireless ordering device, any logistics pipe, even a basic, can become an ordering terminal.
  3. I do not think that Krapht is working on this SMP beta version. The port itself I have no idea, just that it showed up on the IRC channel for BuildCraft then got posted on a repository somewhere. Not real clear on all that myself.
  4. Hey Devs, I have not been around in a while, but I know one of the most wanted/anticipated things is the possibility of logistics pipes in SMP. The largest current holdup for Krapht at the moment as I understand it was a BC port for SMP. I was browsing the Logistics Pipes sub-forum and found this little gem: http://www.mod-buildcraft.com/forums/topic/logistic-pipes-smp/ It would appear that after they made the beta SMP port of BC3, they did a rough port of Logistics Pipes to go with it. If you do not want to check out the thread, here is a link to the github containing the mods: https://github.com/RS485/LogisticsPipes It is probably a bit more rough than you want to put into the pack, and certainly not "officially" supported since it is a beta release. Still something to play around with though!
  5. It would be neat, but the fundamental problem is the mod itself. Since the mod is not Bukkit, it cannot be added reliably. As well the Technic devs do not program mods, else this and every other problem would take back seat to getting logistics pipes into Tekkit. Sorry but it just is not in the cards.
  6. Oh I think I see the obvious confusion here. Technic and Tekkit are not mods. They are mod packs. Technic and Tekkit do not do any sort of programming changes to the mods contained other than some simple configuration things that they handle for us. The thing they DID program is the launcher, which while brilliant does not need core optimization because it is a handler, not the game itself. No what you are wanting is to email Mojang and ask them to optimize Minecraft to not only be easier to run on weak machines (via cleaning up their code) but to also run well on very powerful machines (via cleaning up their code)
  7. Can you post a pic of the gate's UI so we can see what you have configured them to emit?
  8. No, you would not be able to add it like a mod loader mod. Mod Loader and Forge work by adding hooks, segments of programming that allow you to write a bit of code without having to change the base files. Then in your code you just use the appropriate method and your code is seamlessly injected into the minecraft memory dump, which is just how Java works. In order to add those hooks, someone would have to add a modloader hook or a Forge hook (more likely because of the level of change we are talking), but in order to do that forge hook you would still need to do a complete overhaul of the lighting system. So ultimately, back to square one. Sorry, but from a coding perspective, it would be more worth someone's time to just make a completely new game engine than try and change the MC one to support this kind of lighting.
  9. I think you are missing what Eloraam was saying there. That is not a "if someone has time" sort of thing. In order to make that work would involve a complete re-write of an entire, significant, portion of the minecraft base code. Anything that had anything to do with lighting (e.g. furnaces casting light while they are working, the laser mod, regular torches, etc.) would also have to be completely re-written. Before the change to the 1.8 lighting engine this sort of mod was pretty easy to do actually. Since then it is impossible from a feasibility standpoint to do anything more than make a colored block that sheds white light. edit: Just to make it even more clear, doing this would basically make almost every mod involving any sort of light at al inherently incompatible, and ones that did not would be highly unpredictable.
  10. In case you need a further explanation, open source means that you can verify with your own eyes that they did not do anything scummy like hide a line of code in there to steal your login info. If they had, someone would have spotted it by now. If that is not enough to appease you let me explain what getting your MC account information stolen would do: Nothing Mojang does not save credit card information or anything like that, so even if someone DID steal your password and login it is not like they could do anything with it. I suppose they could find out what your email address is, but unless you are the kind of idiot that uses the same password for everything that should not really be a big issue.
  11. Besides which the bug boards here are for things that are clearly problems with the array of mods communicating together, not the mods themselves. Mod bugs are not our problem. And it sounds like you are talking about those sorts of bugs. We will say it again. Technic does not reprogram any mods. If there is a bug in a mod, go complain to the mod author.
  12. I want you to go through that list that you just posted and tell me which of those are Bukkit compatible. Tekkit runs on Bukkit. See Tekkit, Bukkit We do not use vanilla server at all, so if those mods are not bukkit mods for SMP, it aint gonna happen.
  13. Fully automated railcraft and steves carts based mining processing system. Fully automated crafting factory for machinery. Only EE allowed is condenser chests with a raw material, but the condenser may not be powered by a collector or an AMR. Condenser only. Factory must be completely automated. You may input materials and have it automatically sorted and stored instead of the EE condensers, but once it leaves your inventory into storage you may not touch it again. To obtain your crafted machinery, you may use any method to request that you want, though I give you a hint there is a super duper easy way to do it and a somewhat more difficult way to do it. RedPower controlled Nuclear Reactor. Reactor must be a SUC type, meaning it must receive disposable cooling. Reactor must have enough power storage for at least the entire power cycle, no loss allowed. Reactor must have automatic safeties that are not based around the IC2 nuclear control addon. All control and supply systems must be run from a single RedPower computer (this is not difficult, just slap a couple of memory modules on it and it will be fine). Must have electric lighting (RP Lamps count)
  14. I remember having that naivety, then I went to college and realized that on some level everyone is a total douchebag and there are no nice people. So fuck FlowerChild, fuck his mod, fuck his fanbase, fuck the Minecraft Forums community, hell fuck the technic community redacted. Everyone is a prick in some way, the sooner you can realize that the sooner you can get on with your life. Sorry mods, you gals do a wonderful job we love you.
  15. Logistics pipes also makes that super easy to do, since you can use supplier pipes to always keep the ratio of smeltable to fuel as 1 to 8, so you never lose any reactants in the system.
  16. Something that oddly is charming to me is how he mixes up words sometimes. Like talking about glass being used here, glass used there, glass there, except every time he should have said glass he said sand. It is the sort of thing my girlfriend does so it is probably just hardcoded into me to find it cute. Anyways no one cares about that, but something people might care about is his mod spotlights. They are a tad too long and he rarely goes over EVERYTHING in a mod, but he comes darn close. For example for Thaumcraft 2 he showed every part of the mod except for the obelisk and some of the items. Well as far as showcasing a mod that is really pretty good. In fact there are a couple of mods like Logistics pipes that I foolishly had not toyed with until I saw his lets play on it, at which point I immediately went into my factory and ripped out the entire RP piping network I had in favor of BC with logistics (for what I was doing the sorting portion was more easily handled by RP than by BC, but logistics pipes eliminated tons of filters and the elaborate request panel I had created for the better)
  17. Actually what happened was that he filmed it using Technic 7 series, but a lot of the builds were Technic 6 series. When he converted the worlds a bunch of them got badly messed up. Other than that, he uses a totally stock, out of the box Technic build, no changes. edit: More importantly is that it shows a couple of builds that are much more creative and Technic-y, especially ZeroPoint's build around 10:00, which uses ComputerCraft Turtles to harvest the wood and RP transposers to collect all of the wood and saplings, which then get taken and used as fuel in a factory. His factory used the Logistics Pipes addon by Krapht to direct wood to various condensors as needed to make the materials for automatic crafting of a number of different items, requestable via a request pipe. And I do not mean some things, I mean full Solar cells, engines, and machines. Sorry but the use of a Turtle is not only a good replacement for Forestry (using a pretty simple program too) but it also is a perfect example of the sort of thing that can be done with technic.
  18. Besides which, with just a little creativity the mods currently in Technic are more than enough to build something to replace it. I remember seeing one that Icewolf did once on his server that pushed a tree upwards into a block breaker via piston and another block, with a counter to reset the system. Here is a link to a build-off video by Dratnos: Forestry without Frestry
  19. Nearby is a great example of a "standard" minecraft player. He just has a camera and a moderately successful channel which swells his ego, sometimes a lot and sometimes a little. On the one hand he does LPs without even reading up on all of the mods he is using. That leads to a great deal of him running back and forth doing jack all trying to figure out why things are not working. He also makes a lot of incorrect assumptions as to what is going on relative to code and "under the hood" stuff, which is further compounded by his lack of researching things. On the other hand he is actually very informative in a way. The manner in which he sucks can help tell a modder a lot about the ease of use for their mods. The way he stumbles through things, does not plan, and just sort of makes ramshackle mergers of different mods can also tell us a lot about how the average player handles the interplay between mods that technic tries to create. Sure we would like him to be more competent like Direwolf20 (those who do not know, Direwolf20 is another LPer who does mod spotlights a lot. He does not use Technic but he uses all of the same mods put together with some other variations, almost to better success in some cases) but even with his failures there are still things to learn from it. Technic is wonderful for the average person who cannot handle putting mods into MC to save their lives (like nearby) but if you can use your brain for a minute and put together your own pack, it will almost always perform better. In some cases you can even squeeze in things that normally do not seem to work right. A great example is Mystcraft, which absolutely refuses to work with Technic but if you put together technic almost mod-for-mod yourself it does not have a problem. Weird? Absolutely, and at some point I am going to hunt down what the problem is but that is not the point. If Nearby would spend more than a couple of minutes planning what he was going to do and what his issues were he would see a massive massive improvement.
  20. The recipes do need to be more expensive, but realistically when you go to that new world it is going to generate several chunks with some world customization. As near as can be told there best you can tweak this resource-wise is to say heavy resources, but that is not really THAT much more than a normal world. So as far as it being OP for going and finding resources it is no more OP than walking out to the edge of your world, forcing a new chunk spawn, and digging down. Same thing with building space, there is literally nothing that limits your building space in MC other than world height. Granted you might have to level a mountain, but that is something that CAN be done. Hell you can even set up a BC filler to fill air into the space the mountain is occupying and have it cleared out automatically. As far as I know there is no "flat grass" world options for a custom age, so anything you gen is just going to be a new world. What makes them nifty are the large variety of worlds and settings you can get. None of them are particularly "OMG I need to go there" but they are cool. Which is why I put forth the idea of including it as a supporting mod, not a primary mod. This is the sort of thing that the Yogscast would go bananas over, but for Technic/Tekkit it is really just a neat change of pace from your main world for a while.
  21. Ultimately the auto farming blocks for trees were useful to self-replenishing fuel sources, but with some ingenuity you can do exactly the same thing anyways. The electric engine was nice, but again just a convenience. The bees. Well I never really used em. I would see the hives, think to myself "Self, do I want to mess with that right now?" and then go back to building whatever I was building. If you think back on your time with that mod you will probably have the same response. It was a neat tool and wonderfully executed, but it was nothing critical. It is just another mod being dropped by the pack like dozens of others have.
  22. Re: Is there a version of the technic launcher that..... I was going to go with something along the lines that if he is paranoid that out of the thousands of people using Technic, he is going to be singled out for credit cards scam (even if easily possible) he probably should just stay off the Internet all together. But I think he left already. As far as I am concerned, Icewolf says the other devs are chill so that is good enough for me.
  23. Anyone played with this at all? I was able to identify in the 1.2.5 version that it will work with the API set (ModLoader, ModLoaderMP, MCForge, Matmos) and ExtraBiomes. It also seemed to be ok with Computer craft, Millenaire, and Railcraft once you adjusted a couple of block IDs. I still cannot get access to an error post for our 1.2.3 version crashes.
  24. The fellow who makes the patches seems to be pretty active so I will just put this on back burner for a couple of days and see what happens. I might even contact him to see if he can get something worked out for us. Edit: So some progress. Sort of. Potential major herp derp on my part. I remembered suddenly that the 1.2.5 version is just a placeholder, and that if you check the MC version in game it is in fact 1.2.3. I was trying to put the 1.2.5 version of the mod with the 1.2.5 forge patch onto the 1.2.3 version of MC. >_< We have now moved on from it crashing the client when it loads to not doing anything. Modloader.txt still shows a whole lot of nothing getting loaded. It is possible that I also pulled the wrong forge patch down as I am not entirely sure which forge version technic has. I just went with the most recent one for the 1.2.3 version of MC.
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