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Spaceshipable

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Everything posted by Spaceshipable

  1. I was thinking private ones really. I'm not fantastically fussed about how many frequencies there would be tbh I'm thinking the teleportation thing is an awesome idea though. Image being able to bring your whole base with you to other dimensions!
  2. I was thinking private ones really. I'm not fantastically fussed about how many frequencies there would be tbh I'm thinking the teleportation thing is an awesome idea though. Image being able to bring your whole base with you to other dimensions!
  3. Fair point. I like the enderchest style idea a lot, maybe simplified to just the 16 colours though (who needs 16^3 options really?) Can't really see the point in teleporting randomly though. Multiworld and CC support would be extremely sexy
  4. I had meant transfer each layer of blocks in turn but teleportation sounds much cooler. I would suggest a GUI for coordinates and dimension number as opposed to a sink drive though
  5. I actually like the new carriage controller and the template carriages the best. I'm not really a pretendy sort of person so I guess I will have to be patient. I will just have to see how I can go the other way and see how complex I can make the stuff on the carriage. I'm thinking a thaumic node finder, some form of lava siphon for a lava ocean myst age, a mining well digger (obvious) and maybe some sort of mobile work room. You know what would be really so so awesome? If you could some how do mystcraft portal support. I think they can be any size so you could teleport whole carriages from one side of the world to the other!
  6. I don't think it's cheaty really I just think it would add to the depth of the mod and I like a little complexity to test my problem solving skills. That's why I liked the old frame bores in a way as it was fun always trying to get them a little more compact whilst still getting power to the engines and a pipeline to the breakers etc.
  7. - yeah this solved it. (maybe add to code example?) Are power requirements low down on list along with harder recipes? I think that if you added a power requirement for the main energies (UE, EU, MJ) then a config for energy consumption could let people balance the cost of using the controllers more easily.
  8. How did you go about changing the recipes? I still think a config for custom recipes would be ultimate and save lengthy discussions about suitable materials/mod integration etc etc.
  9. Will do. I imagine that it's probably just needing the block update. Maybe once the carriage has moved the controller could simulate a right click in the direction it received the code from?
  10. The problem persists. The code was correct in game as: whilst true do if redstone.getInput("left") == true then peripheral.call("back","move",2,false,false) end end
  11. I typed wrongly there. My code says the redstone input is on the left. - its a lever
  12. I highly prize my lapiz! sticks though... pfft.
  13. I'm getting the same thing. The carriage will move twice and then stop. It's almost like it needs a block update for the computer to re-boot as it will only move from then on if I click the computer.my code goes: whilst true do if redstone.getInput("back") == true then peripheral.call("back","move",2,false,false) end end
  14. could you make the template carriage origin block drop all carriage blocks that were put into it? Ie if I make a 3x3 platform and then break the block I have set at the origin block I will get 9 carriages back.
  15. On closer inspection I was just about to blame optifine. Would turning connected textures off help possibly?
  16. Will a disguised carriage be discernible from the block it is disguised as? Maybe the inventory texture could have one face of the block with the carriage block texture and the other two with the disguise block texture?
  17. could the decorated carriages somehow show what they're being disguised as when in an inventory? not sure if you could do it in a similar way to how enderchests mod shows the colour assignmet?
  18. could the decorated carriages somehow show what they're being disguised as when in an inventory? not sure if you could do it in a similar way to how enderchests mod shows the colour assignmet?
  19. okay just a thought, maybe I'll re-mention it when everything's more stable and the to-do list is looking less long :P
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