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Magmarashi posted:I am convinced that Forge 'Inner Circle' modders are really cleaver meta-trolls working on a grief game three levels above the rest of humanity Hrm...I dunno where I fall in your classification here, so I'll not take offense. Part of the problem is that a lot of modders are somewhat disillusioned with Mojang in general. There are days I honestly wonder what it'd take for Kickstarter backing.
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# ? Jan 18, 2014 20:22 |
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# ? Jun 3, 2024 18:27 |
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KingLemming posted:Hrm...I dunno where I fall in your classification here, so I'll not take offense. You are clearly working the long con anti-troll to their meta-trolling. It's like noble family political intrigue but in Java. Take it as you will, but I wouldn't really call you an 'inner circle' sort of Forge modder, and I am basing this entirely off of watching these people talk and interact in videos and out in the lands of their forums. They don't really give off the vibe that they consider you 'on their level' even though you are clearly well above. I don't really follow how 'disillusioned with mojang' = 'making GBS threads all over their users with needless tedium' but this is a group that consists of people like Sengir so.. Magmarashi fucked around with this message at 00:06 on Jan 19, 2014 |
# ? Jan 18, 2014 23:57 |
KingLemming posted:Hrm...I dunno where I fall in your classification here, so I'll not take offense. Shut up and take my money?
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# ? Jan 19, 2014 00:32 |
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KingLemming posted:Hrm...I dunno where I fall in your classification here, so I'll not take offense. You don't make things stupidly complicated (IC2) or require stupid things for no reason (BC's power system, OpenBlocks Elevator requiring experience). Therefore, at least around here, you're golden. Especially since TE is pretty freaking awesome, well-balanced, and useful. Hell, I've got a SSP world where it's literally the only tech mod I have. Thermal Expansion is probably one of the most highly regarded and universally respected mods in the modding community. I don't think I've EVER heard anyone say anything about disliking it. That respect kinda carries over to you. If you and your team announced a Kickstarter for a Minecraft-type game, I'd be willing to bet you'd have a LOT of people willing to give you money for it. I know I would be.
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# ? Jan 19, 2014 03:16 |
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Is anyone able to successfully get Faldoncow's Big Reactors control program to work these days? It grabs the pastebin just fine, draws the display, then dies with a Computercraft "too long without yielding" error.
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# ? Jan 19, 2014 05:12 |
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Is there a mod that lets you remove recipes? I'm running magicalcrops in 1.6.4 and want to pull some of it's seeds/crops but setting their ID to zero in the config does jack-poo poo.
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# ? Jan 19, 2014 06:45 |
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fondue posted:Is there a mod that lets you remove recipes? I'm running magicalcrops in 1.6.4 and want to pull some of it's seeds/crops but setting their ID to zero in the config does jack-poo poo. Yes, Minetweaker
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# ? Jan 19, 2014 06:54 |
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KingLemming posted:Hrm...I dunno where I fall in your classification here, so I'll not take offense. I think you have stated this before, but I can't remember. Realistically, what would it take for you to make a better Minecraft? Both money wise, personal life (education finished?), how big of a team, and how much time? Thinking pretty much Minecraft 1.6.4, without lovely performance and with a good modding API, equal to or surpassing Forge. Is it even possible? And what would the odds of the average Modded-Minecraft-player even caring?
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# ? Jan 19, 2014 10:43 |
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quote:Is it even possible? quote:And what would the odds of the average Modded-Minecraft-player even caring? There is an attempt at re-implementing Minecraft in C++ here: http://minetest.net/ Didn't really like their tech-choices when I looked at it a while ago, and I don't know how far along they are now.
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# ? Jan 19, 2014 12:06 |
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Gimpanse posted:It probably couldn't have creepers or "The End" and anything related to it in it, though. (Also, this is a reminder to the entire thread that that's still in the game.)
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# ? Jan 19, 2014 13:06 |
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Gimpanse posted:Why wouldn'it be? It probably couldn't have creepers or "The End" and anything related to it in it, though. Good. gently caress Creepers and gently caress The End.
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# ? Jan 19, 2014 14:29 |
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Serifina posted:Thermal Expansion is probably one of the most highly regarded and universally respected mods in the modding community. I don't think I've EVER heard anyone say anything about disliking it. That respect kinda carries over to you. If you and your team announced a Kickstarter for a Minecraft-type game, I'd be willing to bet you'd have a LOT of people willing to give you money for it. I know I would be. I've seen some posts along the lines of calling TE boring in several identical arguments, or wishing it had more crazy junk like Industrialcraft. Which always puzzled me but never enough to register on the forums where this happens to find out more.
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# ? Jan 19, 2014 16:01 |
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Does anyone know what the cause is for Achimedes ships to drop a servers TPS by 7 or 8 points? Besides it being a horribly lag fest mod?
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# ? Jan 19, 2014 18:14 |
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Thank you!
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# ? Jan 19, 2014 18:47 |
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How can I automate faucets with Tinkerer's Construct without other crazy industrial mods? I'm trying to make a bunch of glass blocks in Hexxit, so the resources available to me for automation are pretty much vanilla stuff. Note I haven't really played with redstone circuits before, although I understand the terminology with flip-flops and the like. I pretty much just want the faucets to be pouring as much as possible, since this is a single-purpose setup. I finally figured out the hoppers--I think. I'd see the stuff disappear into them, move around, and disappear somewhere on the way to the chest. I'd come back a 60 seconds later and they'd get past whatever constipation they had. Hmm while I'm at it, is there anything within Hexxit that would help me feed in lava? I was just going to have a large reservoir and top it off with lava outside a lava sea in the Nether. I have a dimensional door that takes me there, but it's still tedious.
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# ? Jan 19, 2014 18:52 |
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Rocko Bonaparte posted:How can I automate faucets with Tinkerer's Construct without other crazy industrial mods? I'm trying to make a bunch of glass blocks in Hexxit, so the resources available to me for automation are pretty much vanilla stuff. Note I haven't really played with redstone circuits before, although I understand the terminology with flip-flops and the like. I pretty much just want the faucets to be pouring as much as possible, since this is a single-purpose setup. I finally figured out the hoppers--I think. I'd see the stuff disappear into them, move around, and disappear somewhere on the way to the chest. I'd come back a 60 seconds later and they'd get past whatever constipation they had. Put a redstone clock ontop of the faucet and it will pulse it for you.
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# ? Jan 19, 2014 18:54 |
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Rocko Bonaparte posted:How can I automate faucets with Tinkerer's Construct without other crazy industrial mods? I'm trying to make a bunch of glass blocks in Hexxit, so the resources available to me for automation are pretty much vanilla stuff. Note I haven't really played with redstone circuits before, although I understand the terminology with flip-flops and the like. I pretty much just want the faucets to be pouring as much as possible, since this is a single-purpose setup. I finally figured out the hoppers--I think. I'd see the stuff disappear into them, move around, and disappear somewhere on the way to the chest. I'd come back a 60 seconds later and they'd get past whatever constipation they had. https://www.youtube.com/watch?v=eUw15TLn_cY The first minute and a half is mDiyo (the guy who makes Tinker's) showing how to build a vanilla automated smeltery.
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# ? Jan 19, 2014 19:44 |
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Growthcraft for 1.6.4 is out It adds a new thing, you'll never expect it BEEKEEPING. Yes, MORE BEEEES. Make their honey into mead.
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# ? Jan 19, 2014 20:17 |
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This should work right? I have no idea what I'm doing. e: no more table breaking
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# ? Jan 19, 2014 20:29 |
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kerpow posted:
Was the middle node the one that started activated? If so, it won't work as it can only form a linear path with no branching. If the path starts at the top-left node I think it should work.
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# ? Jan 19, 2014 20:47 |
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Edminster posted:https://www.youtube.com/watch?v=eUw15TLn_cY Thanks. It looks like I was activating things correctly, but I need a pulse extender to do blocks. His tutorial does ingots, which I guess pour fine in the limited time that the signal is sustained by the single extender he has. So I guess now I have to get into clever programmable extenders and stuff.
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# ? Jan 19, 2014 20:56 |
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Rita Repulsa posted:Growthcraft for 1.6.4 is out I guess I'm duty-bound to check this out now.
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# ? Jan 19, 2014 21:48 |
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Walliard posted:I guess I'm duty-bound to check this out now. It's done really well and is easy to use. Totally worth it.
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# ? Jan 19, 2014 23:18 |
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Rocko Bonaparte posted:Thanks. It looks like I was activating things correctly, but I need a pulse extender to do blocks. His tutorial does ingots, which I guess pour fine in the limited time that the signal is sustained by the single extender he has. So I guess now I have to get into clever programmable extenders and stuff. Actually, I asked. A single pulse also works for blocks of metal in the basins. (I also tested it, and it does work just fine.)
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# ? Jan 19, 2014 23:19 |
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For Thermal Expansion what do the different colors mean for the configuration in the energy cells? I'm having weird energy fluctuations where one side of my energy grid just stops until I screw around with it and then it goes for a while and then stops again even though my energy cubes are full. Trying to figure out why.
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# ? Jan 19, 2014 23:40 |
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Blue is input, Orange is output, Yellow is none.
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# ? Jan 19, 2014 23:41 |
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Wait, does that mean we can finally assemble a battery bank directly between cells, without having to use cables between them?
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# ? Jan 19, 2014 23:45 |
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Vib Rib posted:Wait, does that mean we can finally assemble a battery bank directly between cells, without having to use cables between them? Yes. Energy cells will pass energy along as long as they are configured right. Basically you want them in a line, outputs to inputs. Bear in mind it can only receive or send from any given side.
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# ? Jan 20, 2014 00:02 |
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Is there a way to have keepInventory true and mobGriefing false whenever a new world is made?
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# ? Jan 20, 2014 00:17 |
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Occasionally I travel the internet and seek out life in other worlds. Whilst doing so, I ran into this tweet: https://twitter.com/ScarecrowKrone/status/423156502233247744 I can't speak to Factorization, but the new MFR has been solid as a rock for us in NST. Is there some super-late version of Forge that screws MFR up?
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# ? Jan 20, 2014 00:46 |
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mechaet posted:Occasionally I travel the internet and seek out life in other worlds. Did anyone ever use Factorization for anything but Barrels?
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# ? Jan 20, 2014 00:49 |
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mechaet posted:I can't speak to Factorization, but the new MFR has been solid as a rock for us in NST. Is there some super-late version of Forge that screws MFR up? It's probably some other mod using an outdated version of the MFR API. Artifice had that problem for a few versions.
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# ? Jan 20, 2014 00:52 |
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Rutibex posted:Did anyone ever use Factorization for anything but Barrels? It's also one of the only ways to double tinker's construct's ardite and cobalt ores. And overall, it's kind of cool how its ore multiplying process works. It's like tripling or slightly better than tripling? But it takes a somewhat complicated setup and due to the time it takes per ore it takes some planning or only using specific ores. It's still neat. Factorization is okay unless there's some big dark secret I don't know about it. The solar equivalent, mirrors that hit a boiler and generate steam, is also not so bad but caliometric blows it away in cost efficiency. It just takes a bit more logistics to get it going. The mirrors take more materials. Factorization and MFR are both rock solid as far as I know. Factorization is even going to be removing the wraith igniter soon. Which, while fun when you are glassing deserts or burning down forests, can also be a tps killer and griefing tool. edit: MFR definitely had api issues with some mods earlier in 1.6.x. Khorne fucked around with this message at 01:04 on Jan 20, 2014 |
# ? Jan 20, 2014 00:53 |
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Serifina posted:Actually, I asked. A single pulse also works for blocks of metal in the basins. (I also tested it, and it does work just fine.)
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# ? Jan 20, 2014 01:24 |
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I like Factorization. It's a little obscure about what can be done with it, but its steam generation (solar, food), ore processing, barrels (though JABBA and MFR are better for this), and pocket crafting table are all really effective and interesting. It's a mod that's not afraid to do its own thing in the face of other mods that would seem to make it obsolete, and I think that's pretty cool. Also yeah whoever tweeted that is using a dumb version of forge, because I've never had either FZ or MFR ever crash on my server.
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# ? Jan 20, 2014 01:25 |
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Khorne posted:It's also one of the only ways to double tinker's construct's ardite and cobalt ores.
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# ? Jan 20, 2014 02:19 |
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Rocko Bonaparte posted:...Was that you that posted in the YouTube thread? I can't get that to work with basins. I got an extender working and can clearly see activated red going to the faucet when it's active. When this starts, the faucet does indeed pour, but it stops well short of filling a basin, even though the signal is still being asserted. Indeed that was me. Are you duplicating his setup or using something like the Extra Utilities clock?
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# ? Jan 20, 2014 02:44 |
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taiyoko posted:So a friend of mine asked me about creating a Pixelmon-centric modpack, but was concerned about the lack of access to vanilla mobs (and more specifically, their drops). If your friend can't live without NEI, here is a version of Pixelmon with tweaked class files. It works with NEI and a lot of other mods that it used to crash with. Some issues remain - tinker's construct inventory tabs only appear when you press 'o' is a good example. It also doesn't pay attention to the Forge biome dictionary, so pokemon won't spawn in any mod-added biome. You can also enable regular monster spawns in the .cfg, so don't worry about losing access to regular drops.
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# ? Jan 20, 2014 03:31 |
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kerpow posted:
Like the other guy said, the path is one-way and can't split. Other things of note for this particular theory: you have the symbols right next to eachother, they don't need to be. The beam can cross 1 empty space. You definitely have enough symbols. Just have the beam go one way then loop around to get to the other dot. Like a sortof J shape. You will probably have to put some inactive symbols in the way to make sure the beam doesn't cut any corners.
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# ? Jan 20, 2014 03:34 |
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# ? Jun 3, 2024 18:27 |
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Serifina posted:Indeed that was me. Are you duplicating his setup or using something like the Extra Utilities clock? I wasn't using anything special, but I suppose I wasn't using his identical setup either. So that was you. The only thing I can really think to try is get into creative mode and slap it out as exact what he's doing as possible.
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# ? Jan 20, 2014 04:01 |