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The red fish is a red herring, it'll remove some runes from the puzzle. The unsolvable puzzles are extremely frustrating I agree, it's especially painful before you get the research aids unlocked. It's usually better to abandon a project and start over than waste precious points fiddling with a potentially impossible puzzle. Procedurally generated puzzles are pretty hard to do right. I'm getting the impression that this new research system, while being a step in the right direction, isn't 100% ideal as it stands. You're still going to end up chucking material into the Edit: de-constructor, me-constructor... tooterfish fucked around with this message at 09:14 on Oct 20, 2013 |
# ? Oct 20, 2013 09:07 |
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# ? Jun 3, 2024 18:02 |
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Ah, I figured something out that really helps. When there is a valid path but the connections aren't cooperating, you can force it into the right path by putting inactive runes in the way of the invalid paths.
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# ? Oct 20, 2013 09:40 |
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So, I step away from MC for a while. I come back today to check out how things are going. RP2 is dead, and the grate was something I used often, but I discover something call the flood gate. I head over to the BC github to see if it has been released. There near the top of the list is this: https://github.com/BuildCraft/BuildCraft/commit/f84baecaed049fbf35dc7cad0f0025b312d12ef3 and a bit later this: https://github.com/BuildCraft/BuildCraft/pull/1286 The drama never really stops does it.
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# ? Oct 20, 2013 10:41 |
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Blacktooth posted:So, I step away from MC for a while. I come back today to check out how things are going. RP2 is dead, and the grate was something I used often, but I discover something call the flood gate. I head over to the BC github to see if it has been released. There near the top of the list is this: https://github.com/BuildCraft/BuildCraft/commit/f84baecaed049fbf35dc7cad0f0025b312d12ef3 and a bit later this: https://github.com/BuildCraft/BuildCraft/pull/1286 Looks fairly reasonable to me.
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# ? Oct 20, 2013 11:38 |
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McFrugal posted:Looks fairly reasonable to me. Nevermind me. I'm an idiot. It was a stupid readme file. The commit title threw me off.
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# ? Oct 20, 2013 12:22 |
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If you're using the Thaumcraft 4 Research Cheat Sheet to decide some research is impossible then they might not be because those research requirements are severely incomplete. A lot of them are missing one or more other aspect. Edit: I also seem to be having a problem with the Technic Launcher where it says that it's loading but nothing ever loads and it won't let me launch any mod packs like this. No images or names load no matter how long I let it run. If I move up or down then mod pack images and backgrounds will suddenly appear but all the names will still say "Loading..." and packs still won't launch. I thought it was my network connection being a problem but it's been hours without any issues for anything else and it still won't work. Edit2: After deleting the .technic folder to see if that would fix it it does the same except when I move the mod list up or down it all changes to "Add Pack" without any of the default packs being in the list and attempting to add a pack results in an error saying "Error parsing platform response". Cerevisiae fucked around with this message at 13:56 on Oct 20, 2013 |
# ? Oct 20, 2013 13:46 |
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It's not that, some research really is impossible. You can get two identical research notes side by side, and have one fail and the other succeed using exactly same aspects.
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# ? Oct 20, 2013 14:23 |
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Yeah some are impossible, but some are also easy enough that you don't need all aspects to finish it. Sometimes there's one extra resource you haven't found yet so it just looks impossible. Also as a warning that if you're lagging and try to move a rune twice it will get deleted.
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# ? Oct 20, 2013 14:28 |
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Blacktooth posted:So, I step away from MC for a while. I come back today to check out how things are going. RP2 is dead, and the grate was something I used often, but I discover something call the flood gate. I head over to the BC github to see if it has been released. There near the top of the list is this: https://github.com/BuildCraft/BuildCraft/commit/f84baecaed049fbf35dc7cad0f0025b312d12ef3 and a bit later this: https://github.com/BuildCraft/BuildCraft/pull/1286 How the gently caress? Do these people hold grudges? When people talk about "the grudge" are people going to mention CJ and Sengir instead of a movie? or will the movie be based off of their grudge?
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# ? Oct 20, 2013 16:48 |
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If SirSengir and CovertJaguar keep acting up like this, I'm confident that a goon replacement for BC will eventually make this whole grudge pretty irrelevant.
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# ? Oct 20, 2013 19:06 |
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McFrugal posted:Looks fairly reasonable to me. It's not really, CJ is a gigantic manbaby and overreacts dramatically to the tiniest things.
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# ? Oct 20, 2013 19:10 |
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Blacktooth posted:So, I step away from MC for a while. I come back today to check out how things are going. RP2 is dead, and the grate was something I used often, but I discover something call the flood gate. I head over to the BC github to see if it has been released. There near the top of the list is this: https://github.com/BuildCraft/BuildCraft/commit/f84baecaed049fbf35dc7cad0f0025b312d12ef3 and a bit later this: https://github.com/BuildCraft/BuildCraft/pull/1286 In this particular case, I can't find myself disagreeing with their stance, merely the delivery. It would have been far better to just say "Hey, <insert code> is how to do what you want. Please don't hack it all just to achieve what you need." That's not to say I'm a fan of the power overhaul which is the root of all of this, but ehh...I feel like there are too many people in the modding community that immediately jump to DEFCON status at the slightest affront. In other news, Getting there.
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# ? Oct 20, 2013 19:47 |
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He is, but "don't post about issues if you're using MFR on the bug report form, it changes the code I support." is a reasonable thing to say. Not the way he's saying it.
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# ? Oct 20, 2013 19:47 |
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KingLemming posted:In other news, Woo, keep posting cool updates please.
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# ? Oct 20, 2013 19:53 |
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Is that just a joke, or can it store containers that have items in them, somehow?
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# ? Oct 20, 2013 20:54 |
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McFrugal posted:Is that just a joke, or can it store containers that have items in them, somehow? If you dismantle a Strongbox (sneak+wrench), it keeps its inventory. You can fit those Strongboxes inside other Strongboxes if you choose. It's easy enough to prevent, but since you have backpacks, bags, and whatever else, why bother.
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# ? Oct 20, 2013 21:02 |
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KingLemming posted:If you dismantle a Strongbox (sneak+wrench), it keeps its inventory. You can fit those Strongboxes inside other Strongboxes if you choose. It's easy enough to prevent, but since you have backpacks, bags, and whatever else, why bother.
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# ? Oct 20, 2013 21:34 |
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Well it's nice that the tekkit launcher got updated for 1.6, but there doesn't seem to be much 1.6 modpacks for it right now. How long until we see tekkit being updated for 1.6?
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# ? Oct 20, 2013 22:01 |
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KingLemming posted:In other news,
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# ? Oct 20, 2013 22:20 |
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Ass_Burgerer posted:Well it's nice that the tekkit launcher got updated for 1.6, but there doesn't seem to be much 1.6 modpacks for it right now. How long until we see tekkit being updated for 1.6? Probably shortly after TE updates, it's what most packs are waiting on.
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# ? Oct 20, 2013 22:24 |
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Who cares if PC modifies code with a core mod? Modifying someone else's code is what modding is all about!
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# ? Oct 21, 2013 00:21 |
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Killer-of-Lawyers posted:Who cares if PC modifies code with a core mod? Modifying someone else's code is what modding is all about! Welcome to modding, where modding the developers work without permission is ok but they will bring out the torch and pitchfork if you even glance at their precious code funny.
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# ? Oct 21, 2013 00:24 |
Killer-of-Lawyers posted:Who cares if PC modifies code with a core mod? Modifying someone else's code is what modding is all about! If I make a mod to add hats, and then bob makes a mod that adds thirty MORE hats but crashes every five goddamn minutes, I don't want to have to troubleshoot bob's goddamn lovely hat double mod. Which is reasonable, but soon both I and Bob have a hat mod and a forum community of hat enthusist minecraft followers who get into arguments about the one true hat and jump on each other for trying to run both.
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# ? Oct 21, 2013 00:31 |
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That's an accurate summary of this situation, but to be fair, you should stop taking potshots at Bob and his mod at every step and your community probably wouldn't follow your example and be so terrible, and you'd stop looking like such a poo poo as well.
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# ? Oct 21, 2013 00:33 |
Mr.Hotkeys posted:That's an accurate summary of this situation, but to be fair, you should stop taking potshots at Bob and his mod at every step and your community probably wouldn't follow your example and be so terrible, and you'd stop looking like such a poo poo as well. But then how would anyone know how bad at coding Bob is? (And by the transitive property how great I am?)
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# ? Oct 21, 2013 00:46 |
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chippocrates posted:So they work like the alchemy bags from EE2 in that regard? I really miss that from the technic pack (circa 1.2.5) - you really didn't need an elaborate sorting system, just a bunch of alchemy bags. Is there anything similar now? Yeah, you can do basically the same thing with a combination of Ender Storage and Backpacks mods. Ender Storage has Ender Pouches that are persistent like Alchemy Bags but they are small. You can get over this limitation by filling them with Large Backpacks. You can have all of your stuff with you at all times with enough nested backpacks If you die all you need to do is craft one Ender Pouch (I usually go with WWW) to recover it: Backpacks http://www.minecraftforum.net/topic/1492661-15x-16x-backpacks-v-11817/ Ender Storage http://www.minecraftforum.net/topic/909223-164-smp-chickenbones-mods/
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# ? Oct 21, 2013 02:17 |
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Rutibex posted:Yeah, you can do basically the same thing with a combination of Ender Storage and Backpacks mods. Ender Storage has Ender Pouches that are persistent like Alchemy Bags but they are small. You can get over this limitation by filling them with Large Backpacks. You can have all of your stuff with you at all times with enough nested backpacks If you die all you need to do is craft one Ender Pouch (I usually go with WWW) to recover it: Ender Storage is an amazing mod with so many potential uses considering it adds only three item. It only adds a tank, a pouch and a chest. You can program the "frequency" of the tank or chest with some dye as they have three pieces of white cloth on top that you can dye independently. So it's easy to change the frequency or read the frequency of a tank or chest at a glance. All tanks or chests/pouches of the same frequency basically have the same inventory, it's basically you have an interface to a "global" chest/pouch or tank. The best thing is that the inventories are stored independently of the items using them. So if all White/Red/Blue chests are destroyed or reprogrammed, if in fact ALL ender chests on the server are destroyed, the inventory in the white/red/blue "frequency" is still safe, waiting for you to make a fresh chest or pouch to access it.
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# ? Oct 21, 2013 02:38 |
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Alkydere posted:Ender Storage is an amazing mod with so many potential uses considering it adds only three item. It only adds a tank, a pouch and a chest. You can program the "frequency" of the tank or chest with some dye as they have three pieces of white cloth on top that you can dye independently. So it's easy to change the frequency or read the frequency of a tank or chest at a glance. All tanks or chests/pouches of the same frequency basically have the same inventory, it's basically you have an interface to a "global" chest/pouch or tank. The best thing is that the inventories are stored independently of the items using them. So if all White/Red/Blue chests are destroyed or reprogrammed, if in fact ALL ender chests on the server are destroyed, the inventory in the white/red/blue "frequency" is still safe, waiting for you to make a fresh chest or pouch to access it. Chickenbones is an amazingly good developer, all his mods are deceivingly simple for how powerful they are.
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# ? Oct 21, 2013 02:42 |
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Mystic Mongol posted:If I make a mod to add hats, and then bob makes a mod that adds thirty MORE hats but crashes every five goddamn minutes, I don't want to have to troubleshoot bob's goddamn lovely hat double mod. That's fine. Saying "I won't trouble shoot what his mod does, you're on your own." Is a reasonable thing to say. Saying reports will be banned and acting like a child is just dumb. It's not like it takes much effort to say "Sorry man, you got another mod that's the problem, not mine, go talk to them."
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# ? Oct 21, 2013 02:44 |
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Alkydere posted:if in fact ALL ender chests on the server are destroyed, the inventory in the white/red/blue "frequency" is still safe, waiting for you to make a fresh chest or pouch to access it. By the rules of extra dimensional storage putting an Ender Pouch into a backpack or the other way around should create an explosion that sends the player to a randomly generated Mystcraft age. I guess it's too much to expect that kind of cross mod compatibility.
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# ? Oct 21, 2013 02:47 |
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Is there a config anywhere that will let you add biomes o plenty to regular tekkit? Been playing around with some of these knock off moonquest packs but they're all really unoptimised and don't have consolidated recipies or ores. I just want cherry blossoms in tekkit
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# ? Oct 21, 2013 03:26 |
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You could just drop the biomes o' plenty jar file into the mods folder of your Tekkit install, but just know that you'll have to add it back every time Tekkit updates.
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# ? Oct 21, 2013 03:37 |
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Killer-of-Lawyers posted:Who cares if PC modifies code with a core mod? Modifying someone else's code is what modding is all about! Whatever other drama is going on (frankly don't give a poo poo), from an engineering standpoint it's just really bad practice. You'd think this would be the one thing that modders could sit down and agree not to do. But no. Because Minecraft makes them all special snowflakes apparently.
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# ? Oct 21, 2013 08:36 |
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SamDabbers posted:You could just drop the biomes o' plenty jar file into the mods folder of your Tekkit install, but just know that you'll have to add it back every time Tekkit updates. Are you sure? I tried this last week maybe and it just started spitting up errors.
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# ? Oct 21, 2013 15:14 |
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Sultan Tarquin posted:Are you sure? I tried this last week maybe and it just started spitting up errors. Some errors are easily fixable in config files. Can you pastebin them?
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# ? Oct 21, 2013 15:43 |
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I realise I was painting with an incredibly broad brush in my last comment, and that was dumb. Mod communities in general do make me scratch my head in wonder sometimes though.
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# ? Oct 21, 2013 16:35 |
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tooterfish posted:Forge is an API designed to increase interoperability and compatibility between mods, arbitrarily overriding other people's code defeats the entire purpose and makes debugging a huge loving nightmare for everyone else. Bad practice doesn't mean you get to yell like a manchild about certain people being banned like you're a 2 year old. Besides, we're talking about power crystals' mod. If he had a reason to modify someones code with a core mod, it was to clean up their poo poo.
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# ? Oct 21, 2013 17:46 |
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Killer-of-Lawyers posted:Bad practice doesn't mean you get to yell like a manchild about certain people being banned like you're a 2 year old. It wasn't PC, he's MIA, someone named skyboy - who apparently contributed to MFR in the past - is maintaining it currently.
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# ? Oct 21, 2013 18:16 |
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Killer-of-Lawyers posted:Bad practice doesn't mean you get to yell like a manchild about certain people being banned like you're a 2 year old. It's their poo poo to clean up, not anyone elses. Taken in isolation I'd agree it's not that big a deal (ego aside, I mean it is a pretty calculated insult!). But you have to assume Forge mods are going to be used together (otherwise what's the point?), modifying code like that has the potential to cause all kinds of dependency issues for people.
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# ? Oct 21, 2013 18:49 |
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# ? Jun 3, 2024 18:02 |
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Quick bug heads up on the Toast modpack: making a + of iron ingots in a crafting table causes a crash. I suspect it's due to multiple items having the same recipe. It can be worked around if you have something with an iron ingot + in the middle if you put other materials and it doesn't degrade/corrupt the world/game at all but it is rather annoying.
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# ? Oct 21, 2013 21:57 |