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gotyaoi

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Everything posted by gotyaoi

  1. Technically, I did extend BlockGlass for my block, if only so I wouldn't have to rewrite some of the methods, but also so it was a subclass of glass. I honestly have no idea how redpower handles using the handsaw on blocks, so I'm not exactly sure if this would work or not. Panes are a bit more tricky, what with textures and bounding boxes, but I'm definitely going to give it a try.
  2. http://arstechnica.com/gadgets/2011/12/ars-technica-system-guide-december-2011/ A pretty good article by Ars about parts and prices. They come out with a couple of these over the course of the year. There's also an update post from their forums. http://arstechnica.com/civis/viewtopic.php?f=8&t=1173184
  3. Ok, finals are essentially over now, so I have a bit more time to give to modding again. I've basically decided against adding other colored blocks. Narrow focus, and all that, this mod is just about the stained glass. As to the crafting of this glass, I think I'm going to try to make a macro machine. Something along the lines of the railcraft coke oven or the terrafirma craft... anything, really. Those kinds of things seem really cool to me. Also going to add a switch for simple recipes, which will enable glass+dye, and that should wrap things up for this mod. Should get this done in the next week or two. I have plans for the future though. *evil chuckle*
  4. I think eloraam has talked about how this would be... more than pretty incompatible with lots of things. One of her EAQs is why don't the various lumar lamps cast the correct shade of light, and her answer was it would require a major overhaul of the minecraft lighting engine. Possible, but not necessarily desirable.
  5. http://www.minecraftforum.net/topic/1146535-smp-mods-forge-networkmod-and-fml-how-to-port-from-mlmp/page__p__14059111#entry14059111 There's a pretty nice tutorial for using FML, which is forge's implementation of networking. Optimistically: Since you don't have too many custom entities or GUI's or such, it shouldn't be too difficult.
  6. gotyaoi

    iPod app

    I know there's a couple of vanilla guides floating around the app store and the android market. Sort of a tutorial/manual app, is what you're saying? It would take valuable time, and the app store approval process is pretty annoying, or so I've been told.
  7. That's... exactly what it is used for. Note title of thread.
  8. Hm, so it's not initializing any mods from that zip...
  9. Especially when you can't find something while it's staring you right in the face. Can't even count the times...
  10. That's neat. Looks sort of like the inventory UI from the xbox version.
  11. TextEdit is fine for this. The issue is that Modloader will auto-generate a config file called mod_(modname).cfg even if the mod itself doesn't use it. As you saw, it's pretty empty. The actual file is named something else, like NEI.cfg or whatever.
  12. Just peeked over on the MCForum thread for ender storage. here's the official word from one of the creators.
  13. Aside from enderchests, they also gave dispensers the same ability as redpower deployers, where they will deploy a water or lava sourceblock if there's a full bucket in the inventory. They also now pick up said sourceblock if there's an empty bucket.
  14. ...They're sort of pulling your leg, friendo. Not without reason, I guess, as ETAs are not something you're supposed to ask for around here. But fear not. New Tekkit is coming... EVENTUALLY!tm. As to your server question: depends what the mods you want to run support. Most are made with the minecraft server in mind, but some have bukkit ports.
  15. I'm going to make this pencil... disappear! Tada! It's... gone.
  16. The first one, at the very least. More on topic, this reminds me a bunch of what people were saying about NEI and TMI. From a coding perspective, unless you are literally copying their code and claiming it as your own, you can't really say someone got ripped off. In my opinion, and that's all it is, my opinion, You can't rip off someone's idea, they still have it if you use it. Everyone is free to implement their own solution to anything they see as worthy of their effort. In all likelihood, if you set two people at the same problem, you'll get two wildly different solutions, but equally valid solutions. And then you'll get two camps of people who like their idea and hate the other one, as well as anyone who likes it. But we all know that story. Case in point, pumps. While the IC2 and buildcraft pumps are moderately similar, the redpower implementation does things in a different way, transporting source blocks. The same could be said for any mod borrowing an idea from another. Variety is good, and the more interplay between mod developers you get, the more interesting ideas pop out. Come to think of it, you know what else this reminds me of? The Halloween Documents. Essentially a leaked microsoft document from 1998 whining about Linux. They're a bit too long to summarize, but here's a link. http://www.catb.org/~esr/halloween/ What reminded me was the bit about the "Noosphere" in the first one. Edit: I suppose this link http://www.catb.org/~esr/writings/homesteading/homesteading/ is a bit more what I was talking about, but the other is still a fun read.
  17. Fair enough then. Like I said, you just have to find the right settings in the configs that support it. For example, in technicssp/redpower/redpower.cfg, at the bottom, there's this: world { generate { copper=0 silver=1 tin=0 } } As you can see, for technic, redpower copper and tin do not generate, but silver, which the other mods do not have, does generate. And from technicssp/config/IC2.cfg, we have: # Enable generation of copper in the world enableWorldGenOreCopper=true # Enable generation of tin in the world enableWorldGenOreTin=true # Enable generation of uranium in the world enableWorldGenOreUranium=true So this is where we get the copper and tin in our worlds, as well as the uranium. I don't think buildcraft has any unique ores, but you can disable things like oil spawns. Now even though these ores are from a different mod, they can still be used in each other's recipes thanks to the forge ore dictionary.
  18. That's a config thing, not a modding thing. You just disable the unwanted ores. If you want to know how to use the forge ore dictionary, then that's a topic for here.
  19. Most of modding for minecraft is taking advantage of the structures already in place. The important bit is to be able to read code and to understand the methods provided. Aside from learning java (which is an important step), you'll want to look into the modloader javadoc and what documentation there is available for forge. There are also some tutorials available. Check the OP in this thread for links.
  20. http://forums.technicpack.net/index.php/topic,1513.0.html *Jazz Hands*
  21. Everyone want's that Erus, for they are a thing of wonder and beauty unmatched on this mortal plane.
  22. Perhaps anecdotally yes, but in practice, not so simple. Put another way, because technic is so "out of the box" It's made to run ok on any system. A lot of people don't take the time to try to tailor it, and so they get ok performance. If you're installing the mods yourself, the tailoring is built in, leading to better performance. At least that's my guess, anyway. It's thing like mods being updated with performance optimizations, choosing between different versions of optifine, setting the right switches in the mod config files, forgetting to disable certain mods you aren't using. If you don't change any of these, or a bunch of other things, technic will run ok. Just ok. But it has the potential for more, with a little investment of effort. Which, I would think, is still less than installing everything yourself. And yes, he may have left out some of the more taxing mods as well.
  23. Re: Technic Pack addition Interestingly, this already exists for the edges of mountain biomes. Look in BiomeGenBase.java for the "ExtremeHillsEdge" variable. Also, yeah, this should be moved to the modding section. Maybe PM a mod?
  24. Then maybe ask the tekkit forum? Someone might have wanted to do this thing before, and they'd probably hang out there.
  25. Switched over to the Forge advanced config from MLProps, as that was probably causing the problem. Config now lives in Glass.cfg.
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