Jay? Posted May 9, 2012 Posted May 9, 2012 Holy crap. I feel like I'm back in the 80s watching Weird Science. Looks like that mod is actively maintained right now, though, with a 1.95b version pending, so it should work? Like i said, my interest is just barely a passing one. It could work. It may even work right out of the box, for all i know.
jakj Posted May 9, 2012 Author Posted May 9, 2012 Like i said, my interest is just barely a passing one. It could work. It may even work right out of the box, for all i know. Ah, okay. I had thought you were suggesting mods that actively needed a fix because people were wanting to add them to their Technic but couldn't.
Jay? Posted May 9, 2012 Posted May 9, 2012 Ah, okay. I had thought you were suggesting mods that actively needed a fix because people were wanting to add them to their Technic but couldn't. Oh, no, i was just tossing out things that people were suggesting repeatedly.
hoho Posted May 10, 2012 Posted May 10, 2012 2) Advanced Power Systems: Looks like this hasn't been updated since 1.1? It's working just fine for me in 1.2.5* and it is opensource: http://www.mod-buildcraft.com/forums/topic/mc-1-2-5f-3-1-0bc-3-1-5-aps-0-2-315/ http://sourceforge.net/p/buildcraftaps/code/6/tree/ *) Haven't tried with Technic 7 but I'm running it in my hand-made mod collection that includes most of the core stuff in Technic.
jakj Posted May 10, 2012 Author Posted May 10, 2012 Not as much demand for this as rumored, with 0 downloads. :P
hoho Posted May 10, 2012 Posted May 10, 2012 In my defense I'm having way too much fun in my current world to try it Also considering the insane amounts of liquid I'm moving around having it slowed down doesn't really appeal to me.
Truculent Posted May 10, 2012 Posted May 10, 2012 +50 internets for a binary patch to merge Better Then Wolves andTechnic Dynamic Lights is one I've seen people asking for compatibility with. The author used to provide merges, now he just says use mcpatcher-- which AFAIK without actually trying it myself, doesn't easily work with Technic.
jakj Posted May 13, 2012 Author Posted May 13, 2012 Patch for Technic SSP 7.0.1 now includes both Forge and 4096-block-ID-fix support. IMPORTANT - Finite Liquid must be allocated block IDs below 256 (read the OP for more info).
Turtlicious Posted May 19, 2012 Posted May 19, 2012 I'm retarded, I asked you for help when I should have just googled it myself. Sorry. For the rest of you here's a link to a youtube preview of the mod.
BurningCake Posted May 25, 2012 Posted May 25, 2012 Well, apparently I'm stupid. Can someone explain to me in a bit more detail how to install this? And do I still need to change the block IDs if I'm not using the 4096 ID mod?
BurningCake Posted May 27, 2012 Posted May 27, 2012 Sorry for the double post here, but can't we just substitute the Finite Liquids water for the vanilla water block ID?
jakj Posted May 27, 2012 Author Posted May 27, 2012 can't we just substitute the Finite Liquids water for the vanilla water block ID? No, some vanilla water still exists in the world, primarily in the form of those little one-block cave runnels. Also, finite-liquid blocks use metadata in a specific way, and vanilla or mod worldgen using water or lava would break miserably if it didn't have access to vanilla fluids.
BurningCake Posted May 28, 2012 Posted May 28, 2012 No, some vanilla water still exists in the world, primarily in the form of those little one-block cave runnels. Also, finite-liquid blocks use metadata in a specific way, and vanilla or mod worldgen using water or lava would break miserably if it didn't have access to vanilla fluids. Ah, okay. Can you install the Finite Liquids mod even if you don't have the 4096 block ID fix installed?
jakj Posted May 28, 2012 Author Posted May 28, 2012 Ah, okay. Can you install the Finite Liquids mod even if you don't have the 4096 block ID fix installed? Yes, if you can free up enough IDs. None of the blocks can be disabled without altering the mod's code.
Sheldor Posted June 8, 2012 Posted June 8, 2012 Here's a suggestion jackj, how about a natural overhaul fix?
jakj Posted June 9, 2012 Author Posted June 9, 2012 Here's a suggestion jackj, how about a natural overhaul fix? That mod looks to be in a very sorry state right now. The old 1.1 version shows as having Forge compatibility, so just bug the guy to do that for 1.2.5 too.
denkbert Posted June 10, 2012 Posted June 10, 2012 Are there any other wanted-for-a-long-time ones out there? Little blocks I know of, but that would be too major an effort for one person, because for every mod block you have to create a custom renderer as well as simulate user interaction, tile entities, and tick updates. There is, actually, and it would fit in very well with Finite Liquids - which it is incompatible with, sadly. I am talking about the Block Physics Mod, which makes Dirt, Sand, Grass and Gravel susceptible to gravity. All stone blocks also need to be properly supported, lest they collapse. This means that when building any architecture, you will also need to pay attention to statics - and Creepers exploding near your home might actually make your architecture crumble. Interested?
jakj Posted June 10, 2012 Author Posted June 10, 2012 There's already been a thread on that mod, and functionality similar to it.
denkbert Posted June 10, 2012 Posted June 10, 2012 I have used the forum search function with the key words "block", "physic" and "physics", but found no related threads or posts whatsoever. Could you link the thread and maybe specify which other mods provide a similar functionality?
jakj Posted June 10, 2012 Author Posted June 10, 2012 http://forums.technicpack.net/threads/few-ideas-for-the-talented-individuals-who-can-create-them.9656/ Not as much in that thread as I had vaguely remembered there being, so you could open up a new thread about this idea in the Requests section if you feel like it.
shadefang Posted July 16, 2012 Posted July 16, 2012 I feel like an idiot right now, but I can't for the life of me figure out how to download this...
jakj Posted July 16, 2012 Author Posted July 16, 2012 Looks like the files got lost in the transition to the current forum software, and I don't have them anymore.
jakj Posted July 17, 2012 Author Posted July 17, 2012 Eh, I might be bothered to do another class merging when Technic actually releases, but I haven't bothered with Minecraft in quite a while now. I've been enjoying other moddable games like Oblivion where the modding community isn't a toxic self-consuming shitsoup with a few good chunks bobbing around in it trying to stay afloat.
Valkon Posted July 17, 2012 Posted July 17, 2012 Eh, I might be bothered to do another class merging when Technic actually releases, but I haven't bothered with Minecraft in quite a while now. I've been enjoying other moddable games like Oblivion where the modding community isn't a toxic self-consuming shitsoup with a few good chunks bobbing around in it trying to stay afloat. And then when someone tries to remove the good chunks from the base soup and put them together, the chef turns on an electric stove the bowl is welded to, resulting in the shitsoup boiling over and scalding the person's hand. He is cheered on by the majority of the patrons.
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