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Posts
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Everything posted by Neowulf
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Add a startup program and call your display program with shell.run() http://computercraft.info/wiki/index.php?title=Shell_%28API%29 Interesting idea for a spawn. You could setup a play button or pressure switch and 5 Exit buttons. Play starts the presentation, and near the end display what exit button is the correct one for that playthrough. If they just ignore the presentation and try one at random, dunk em in lava. Use a randomizer so it changes the exit with every play through.
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http://www.flightgear.org/ http://en.wikipedia.org/wiki/FlightGear I've read there are groups online who roleplay airports using that. Though I don't know if they have an actual ingame system for pre-flight checks.
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Doesn't matter what her coding skill is, this is a logistics problem, not a code one. It's currently very possible to open inventories tied to other players, there are bukkit plugins that do it. The problem is as I stated before, who exactly do you open the inventory of? The person who placed the tube system machine connected to the chest? That requires adding tracking variables and special cases to the tube transport code. The person who placed the chest? Unless it ends up like Jay suggested and the chests by default have a static inventory determined by who placed the chest, then the chests will have to be modified by eloraam to track that information. That would tank any world that tried to remove redpower from it. The best solution would probably be to copy the enderchest block and make a new one that has a GUI option to Attune to a player. That's not redpower dependent though, and would make a good mini-mod as it would make the new enderchests compatible with any transport mod.
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When a pipe tries to pull from one of these new chests, who's inventory will it try to pull from? Inventories are "objects" in the code, either tied to a player entity (for the player's inventory) or tied to a tile entity (for a chest block or machine). If this new chest is tied to the player, then all it does is open the gui for the player's "ender inventory". Like how EE bags work.
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Damn. Ah well, things will be interesting once 1.3 hits. Until then I can deal.
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Bound to the player is very nice, but it also means enderchests mod still has a place. Pipes and tubes won't be able to work with the new chests.
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Any chance that means the global to get the working directory is the same for both server and client now? I don't mind having to comment out a couple includes and the texture preloads, but having to have two different config open lines in my mod_ just bugs me.
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Suppose I wanted to install the mods manually anyway?
Neowulf replied to Kynrasian's question in Technic Launcher
\.techniclauncher\tekkit\modloader.txt or \.techniclauncher\technicssp\modloader.txt -
Suppose I wanted to install the mods manually anyway?
Neowulf replied to Kynrasian's question in Technic Launcher
Have the launcher download a fresh copy. Go into the \mods folder and move everything out (move, not delete). Add your mods in. Add launcher supplied mods in one by one until you find the one conflicting. Or just check the logs, but that would be too easy. -
Why is Forestry no longer apart of Tekkit???
Neowulf replied to TheEman's topic in Tekkit Classic Discussion
Necro? His post is 2 days old. And yes, if you want forestry on your server then all players have to install it as well. That's the whole point of tekkit, both the client and the server have the exact same mod list with the exact same settings, so it just works from the get-go. -
Thus why these games exist. They sound stupid yet are oddly addicting. I love flight sims, though I'm scared to death of flying.
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Make a mining turtle. Enter the nether with a couple stacks of cobble and very quickly place a cobble shell around your portal. If you can see glowstone, make your way towards it by digging through the ground. When close enough and above the glowstone, deploy the turtle and have it excavate an area big enough to get the glowstone. You can also use the turtle to place floors and ceilings for you with a bit of code. My last portal placed me right next to a blaze spawner in a wide open cavern, so I used a turtle to extend a 6wide 4tall 64long tunnel of cobble out under a glowstone deposit.
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how do you block nukes on tekkie 3 server
Neowulf replied to rowan212's topic in Tekkit Classic Discussion
You've spent days changing IC2 config settings and never get to the nuke crafting line? You're either the slowest reader in the history of the world or you're overstating the amount of work you've put into this. -
Strict tekkit. Try putting one cell in the pump to begin with, that might kickstart it. I haven't tried this exact setup, but I've gotten it to pump to buckets from a tank for an autocrafting table before, and sticking a pump next to a miner allows it to fill cells in an adjacent chest just fine with the pump's inventory empty. At the very worst you can use it to fill buckets in an adjacent chest and stick an auto-crafting table next to it to fill cells from buckets.
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I know he can't answer anymore, but I really gotta wonder how he thinks having a forum mod send him the tekkit folder is more legal than a normal person? Is he saying moderators aren't people? Is kaker harboring feral AI's and using them as forum mods? Are they on the run from their duties as spam-block evaders? If they are, how would mattcool know? Is he an AI himself, an older model not capable of spelling and punctuation, sent to ferret out the rogues? Did we just witness epic cybercombat?
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I would just like to add: Oh please for the love of all that's holy and pure (or atleast cheese flavored) do NOT try to justify any opinions base on The Real World. If minecraft were more realistic then sticking 1m^2 of photovoltaics at the end of a 250 meter tube pointed straight up would produce 50% average output for maybe 8 hours a year, not 100% output for exactly 12 hours a day (barring inclement weather).
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Sorry, work slowed to a crawl due to reallife crap. Only reason I have time for the forums is spare time at work, but coding at work is a HUGE nono. I have it SMP enabled now and will hopefully have time to do enough work to release another version tonight.
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Awesome! I used to have a plugin for my bukkit server awhile ago that would replant saplings when you broke a tree, I missed it. And mcmmo compatibility? You just made a lot of players very happy.
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GTA 5 Stuff; Can anyone give me any information?
Neowulf replied to JuiceBoxGames's topic in The Arcade
SA had wonderful humor and a massive game world worth exploring. I do hope they bring that back with V, IV was just a disappointment. -
Combining them would be fun. Automated RP floating quarry takes ores and sends them to a platform where a moving deployer wall builds a precisely calculated block structure above a ugo cannon. The structure is built to aim it at a catch platform on your airship base, where a wall of breakers harvests the ore packet and sends it to your processing facility. Or. RP caterpillar crawls across the landscape, mining a tunnel as it goes and deploying a ugo monorail system behind it. Every 9 blocks it stops to let a battery of IC2 miners pick through the ground and harvest all the good bits. As it goes a monorail car transports raw materials back to base and delivers necessary goods to the miner (all the stuff it needs to place the monorail track).
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Since they tapped the bukkit team I would assume 1.3 will include a plugin system. From there it isn't a far cry to a plugin that allows server operators to modify aura/taint manually. Imagine the possibilities of cooperative or competitive survival servers. Admins generate a large world then taint the border, players have to do what they can to survive against the encroaching evil (of course with increased mob spawns so taint areas are very hazardous). And once thaumcraft is server enabled it would be possible to make greif protection plugins aware of it's affects. Land protection plugins like towny, residence, and factions could have a taint protection option, and permissions plugins could easily restrict use of taintbombs in various forms.
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Thaumcraft is a much better transmutation mod IMO. Hopefully it becomes a valid multiplayer mod in 1.3
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Jar's are just package files that stores the code the java runtime environment interprets, so the actual exe program that runs minecraft is the javaw.exe found in \program files\java\<version>\bin\
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How does Agriculture work in Industrialcraft?
Neowulf replied to Teraku's topic in Tekkit Classic Discussion
Start here: http://wiki.industrial-craft.net/index.php?title=Crops Crossbreeding is tedious and pretty much entirely luck based, so just make a huge 4 block thick dirt platform up near the world height max and start with a checker pattern of sugarcane and crossbreeder sticks (crop sticks applied to an empty crop block). -
Are you using an IDE? I know eclipse will warn you if you don't implement required functions and I believe you need a load() member function. I use the constructor to read the config from file, and do all the block registering in load().