-
Posts
2349 -
Joined
-
Days Won
41
Everything posted by Neowulf
-
Just a thought, is the mining turtle recipe disabled by your server owner via a recipe manager-like plugin? If so, then the P-stone crafting gui bypasses restrictions imposed by bukkit plugins. This would not be good news.
-
Questions sub-forum please. And what error is it giving you?
-
Nice, java is similar enough that once you get the C++ basics down you can parse through java code rather easily. Though wait till your class is done, don't want you confusing the differences between the two on a test.
-
What language?
-
I'm having problems figuring out what the second half of your post even says... Frankly, there is no need to bring up flower child at all. Especially not in the context of speculative karmic backlash. Plus, the modding API (which is slated for 1.4, not 1.3) changes nothing really. Minecraft modding takes advantage of the easy decompile nature of java to allow mods to alter the actual source of the game. The new API will make it easier for people to create mods by adding a standard way to inject their code without altering the base files, but it doesn't prevent someone from altering those files anyway. FC can still do what he's doing now, alter the base source and recompile, and infact could quite easily disable the new modding API when his mod is installed and keep his grip on anyone dumb enough to use his stuff.
-
Ah, nothing like the smell of a new forum in the morning.
Neowulf replied to BurningCake's topic in Cafe Lame
Help -> Smilies It's got a couple more really questionable ones that I dread the 13 yearolds finding... As for why they're there, I'm guessing keller bait? -
What? That makes no sense. Computercraft has nothing to do with EE and the philosopher's stone.
-
Set dropbox to sync your worlds folder. Pause syncing before you start the game. Unpause when done.
-
This being the hack/slash section of the forums means this is the wrong place for a tekkit 1.3/1.2.5 (was confused with my first reply cause of the new boards). But yes, the whole point of the launcher is so you can control exactly what version is on your computer. It won't screw up your tekkit by downloading the 1.3 minecraft and trying to stuff non-updated mods into it.
-
Asking if tekkit will have a 1.3 update is like asking who will win the superbowl in 2017. We don't even know for sure which teams will be competing, let alone who will have the best shot of making it to the superbowl. "The East Quebec Dodgers" is about as valid an answer to both those questions at this point...
-
Sct fixed my account, so now I can give praisings and suchstuffs. Yay!
-
Ah, nothing like the smell of a new forum in the morning.
Neowulf replied to BurningCake's topic in Cafe Lame
A way to have it mark certain sections I don't care about as read automatically so it doesn't clutter the "whats new?" would be nice. -
This thread has turned really creepy...
-
I know someone who is openly gay. I call him Steve. Because that's his bloody name and his sexual preferences are not his identity.
-
If you want to do a crossover you'll just need the relevant API's/sources. I haven't looked at buildcraft yet, but as the source is available it's probably easiest if you just make one decompile if IC2 for reference, and one copy of MCP with the IC2 API and buildcraft source/API added in for compiling.
-
No. Pick the mod you want to take a look at the source of and decompile it with MCP, forge, and modloader. Don't try multiple mods at once, it makes it exponentially more complex. Some mods have the source posted, so it's better to take a look at that instead of decompiling. Technic is just a mod pack, the team just took the mods as offered by the makers (and bukkit porters) and changed their config files to make everything play nice. So there is nothing in modpack.jar that isn't already in the various mods themselves.
-
is there a way to decompile tekkit?
Neowulf replied to sanhome_ui's topic in Tekkit Classic Discussion
Check the modder's section, there are some resources there on how to decompile mods. -
I attempted, and failed Dwarf Fortress
Neowulf replied to perpetualgamer's topic in Off Topic Discussion
Early game food is really easy. Milk is very cheap at embark, so just choose something like alpaca milk from the extracts catagory. Once you're in, build a farm workshop real quick, turn on cheese making on someone, and turn your 100+ milk into enough cheese to feed your fortress for a year. My favorite thing to do is embark at an 11+ high waterfall and use it as the entrance to my base. At the bottom of the falls I build a strainer basket so all the little gobos and elves that get swept off my entrance bridge go SPLAT and all their stuff collects gets washed off and moved to a safe collection point by the water flow. Splattering enemies gives you their bones for use in crafts, and it looks cool too. Though 10x masterwork serrated steel discs in an artifact mechanism weapon trap makes awesome splatterings. -
What do you mean by "classic tekkit"? If you mean pre-launcher tekkit, that version wasn't bukkit so bukkit plugins don't work with it.
-
Using computer craft to measure eu and temp
Neowulf replied to aurron's topic in Tekkit Classic Discussion
There is an addon for computercraft that allows it, check the CC forums. Though it does require adding it to the server and all clients that connect to it, so unless you're working on a very small personal server it's not a good option. -
All the freakin time...
-
Anyone know of any gui tutorials? I'm at a point in my mod where I need to start adding them, and the source code is all kinda of confusing. I am completely worthless when it comes to parsing anything graphics related, which I suspect is just part of my general mental art block. Doesn't help I'm out of caffeine... I specifically need containers, though covering buttons and text would be nice too.
-
Once 1.3 hits, all mods will have to be SMP enabled. They're gutting all the redundant logic a server can take care of and cutting all double implementations (code that runs one way if you're SSP, and another if you're SMP). Mods will have to shift their logic to server side, as current implementations will run into problems with missing class files in the client. Now take note, some systems mods use will have to be rewritten or they will act funny with 2+ players, even after the basic conversion to SMP aware. Thaumcraft and millenaire are good examples. Unless I'm mistaken, thaumcraft 2's discovery system works by initializing the recipes for discovered items into the crafting system when the discovery items are used. But the crafting system is global, so in SMP one person discovering something would unlock it for everyone. Millenaire is another one that I'm pretty sure stores all data in global variables, so without a rewrite of some of the code everyone would have the exact same reputation with all of the villages.