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Spaceshipable

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Everything posted by Spaceshipable

  1. Hey, for glowing blocks you should make their place holder glow with the same light level so it's not blinky when moving.
  2. Have you seen if you can get open peripherals to add support for them?
  3. Mining well works fine but leaves the pipe unless broken and replaced. I don't think there needs to be a special case for quarries. Just be more inventive. Use a turtle to break and replace it.
  4. What happens if you move a turtle and then move it back into place? If it picks up the code again then it would suggest that the code is tied to the block and the turtle's move command alters the block that the code is tied to. If you could get the mod to trigger the code's block co-ordinates to be changed then that would be sorted. I of course have no idea if this is actually how it works however. Look into the redpower code if possible also as I am pretty sure turtles used to work on them fine.
  5. yeah I didn't want it to be taken too seriously. I think multiblock testing should ensue as I can imagine that might cause issue when the block rejoins. I'll test out some tanks etc when I've got some time.
  6. I said that tongue in check really but it was good to get a genuine response.
  7. Ahh, sort of obvious really. Great to have the controller have engine features now!
  8. Also what do you mean by this? 'if the controller moves, computercraft will still act as if it is there, so it won't be able to move it again...you would need another computer at the new position in that case'
  9. for a visual representation of the patterned template blocks, maybe you could use the wrench in some way (shift click?) on the controller/engine/motor to show block outlines of which blocks are within the are.
  10. I think you'd get them to add the support.
  11. Okay super! Thats what I can be looking forward to then :P
  12. The slime void version is not particularly favourable IMO. CB will probably update for 1.6 though. Hopefully same with xycraft.
  13. Because the carriage controller doesn't move with the carriages, which makes a 6 axis frame vehicle much more complicated (needing 2 carriage engines) as one side of the engine has to be touching the carriage and this can't be powered from that side. I think a that the controller carriage working like the engine as opposed to the motor makes more sense and has more possibilities. (If I'm not clear tell me and I'll post some pics to illustrate).
  14. Is immibis working on the API cos his covers are pretty nifty. I thought anyone could hook into that/any block would work if you added it to a config. TBH I'm not that fussed if I can't mount the wireless stuff on a wall or ceiling. It's the actual wirelesses of it that I'm interested in. On top of that, I was pretty sure the RP2 bit was an addon?
  15. Yeah I heard the same thing. Just I am finishing off building my 1.5.2 pack!
  16. also no config for IDs... and really buggy... slime voids wireless redstone that is
  17. Fair enough on the timescale thing. As for the engine being CC controlled like the motor can be, that would allow one computer one one side as opposed to needing multiple computers or redstone to each of the sides (except the once connected to the carriage) thus requiring another engine. For the disguise blocks I had only really thought about it being an aesthetic feature as opposed to actually needing to be undistinguishable from other blocks (In retrospect thats a little counter intuitive). I suppose its not a problem for those who have good memory (not me!)
  18. I'm eagerly awaiting hardcore mode now. I think it makes sense for the engines and motors etc to need a power source. Other than that possibly a little tweaking of the recipes to tie in with some other mods might be nice. On another note I would second CC suport for engines - would make life a lot easier! One more thing I would suggest is maybe corners or a border to disguised carriages so it's apparent they are carriage blocks.
  19. what are the block breakers you are using?
  20. you can use misc peripherals as it turns out: Peripheral Wrappers: You can use the following items as peripherals: Most Railcraft rails you can modify (set/get) Portal Gun Aerial Faith Plates (setHPower/setVPower/getPower/setPowered/getPowered) and Portal Spawners (setGun/setColor/getPortal/setPowered/getPowered) Thermal Expansion Tesseracts (getFreq/setFreq/getType/getOwner/getMode)
  21. There's no reason why that wouldn't work other than the tesseract is there? For that use a wrench turtle. Not sure what mod it is probably Open CC or Misc Peripherals but could just be thermal expansion. Direwolf did a similar thing in his SMP lets play. EDIT: turns out he uses an engineering turtle.
  22. I think what he meant was that the player is locked in place even from quite a distance from the carriage. I agree that the linking should only be done when the player feet are a block above a carriage piece. I had another though about locking the players movement when in transport. Firstly why not have a keypress that dictates whether the player links to the craft or not? Secondly why not have a 'Sticky carriage' or sticky mat/block that locks the players movement? Then a player could have areas of the craft that will lock a player and other areas that wont.
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