I'm not sure about the oil having to be a specific id but my problem was due to the fact that items can be overwritten by others (for example to modify a vanilla tool) so forge didn't crash when the pipes were overwritten. Then Builcraft tried to render them as such but it crashed since red alloy wires are not made to be pipes. In the end I fixed the ids and I'm enjoying this mod (or at least I will when I'm there in the tech tree).
ok, I don't use Id-resolver or any other such tool. I use NEI to find unused ID's and then manually change all conflicting ID's.
A brilliant mod, and i know it is far from done. But, if you ever get the time would you consider trying to make the wires compatible with more pistons, as it stands right now you can't place wires on the more pistons, pistons. But, you can place them on the normal piston.
A brilliant mod, and i know it is far from done. But, if you ever get the time would you consider trying to make the wires compatible with more pistons, as it stands right now you can't place wires on the more pistons, pistons. But, you can place them on the normal piston.
Its because they are not considered solid blocks. Regular pistons are manually set to be ignored. It wouldn't be possible to detect exactly what block ID those pistons are and have them included in the ignore list.
It looks cool. Once you get a texture for it you will be set.
One thing I would like to ask is the FTB team are looking for replacements. Some people are recommending your mod so I would like to congratulate you and The Mindcrack team are even thinking of using your mod. Thought I would let you know
By the way if Eloraam Decides to update Red Power will you still continue this mod. She/he Continues to talk about Redpower on her twitter so I would like to know what your opinions on that is.
Even if RP2 is updated this needs to keep being updated this is starting to surpass RP2. All it needs is Deployers, Frames, Sickles, Flax, Basalt (Make it gen like Marble is going to), Marble, Ruby, Sapphire, Green Sapphire and those huge rubber trees that were very useful.
Note: A logic pipe system like RP2 had would be nice as well.
As for the tubes, I've been messing with a few ideas. Instead of normal tubes, I was thinking about something different. Build craft already has a nice item transport system, which is exponentially better with Logisticspipes. I was considering taking more of an AE approach, but using a node system, where an item zips from node to node. Think XYcraft lasers, except they transport items.
By the way if Eloraam Decides to update Red Power will you still continue this mod. She/he Continues to talk about Redpower on her twitter so I would like to know what your opinions on that is.
Yea, I'm not going to stop simply because eloraam updates.
Awesome mod! Saved me alot of clicking on my smeltery.
But some recipes dont show in 1.5.2 version in the NEI plugin. (waiting for Thaumcraft to update ) Is there a way to change that or do i have to get the newest versions? Especially the draw plate.
Nei plugin isn't done yet, and version 1.5.2 is no longer supported. It wouldn't be too hard to port, but i would rather wait until i have a solid mod until messing with that.
It looks cool. Once you get a texture for it you will be set.
One thing I would like to ask is the FTB team are looking for replacements. Some people are recommending your mod so I would like to congratulate you and The Mindcrack team are even thinking of using your mod. Thought I would let you know
any plans of migrated to forge multipart on 1.5.2? some important mods still on this minecraft version (others still on dev) and lot of ppl still playing with 1.5.2
any plans of migrated to forge multipart on 1.5.2? some important mods still on this minecraft version (others still on dev) and lot of ppl still playing with 1.5.2
This is being requested a lot, so i am thinking about it. I am going to wait until a stable version of the mod is released, then i will see if people still want a 1.5.2 version. Right now, its not worth the trouble to maintain 2 versions.
The Meaning of Life, the Universe, and Everything.
Location:
Yelets
Join Date:
8/19/2012
Posts:
42
Member Details
I see Chicken-Bones making some commits in your repository, I guess you are collaborating? That's great, I hope he will help with ForgeMultipart-related issues.
I'm having a hard time understanding why you would ask him to support an older version of Minecraft because of other mods this project has nothing to do with. Either play without your other mods in the current release or play without this mod in your archaic release.
Mr_TJP, please don't waste too much of your time trying to accommodate the edge case users. It's worth having to put up with their complaints if it means new development on the mod.
Also I started playing with the source in an effort to work on this too. Where should I put what Eloraam was calling "machines" (for instance a block breaker)? I was thinking in the expansion folder, but not sure if that makes semantic sense.
When using Mcpatcher the textures for the lamps are all brown. Anyone else having this issue.
Don't use MCPatcher, it isn't needed for HD textures and hasn't been since forge came out for 1.4.7, and will also break most of forge if installed alongside it. If you want CTM, then I suggest using optifine.
Don't use MCPatcher, it isn't needed for HD textures and hasn't been since forge came out for 1.4.7, and will also break most of forge if installed alongside it. If you want CTM, then I suggest using optifine.
ok, I don't use Id-resolver or any other such tool. I use NEI to find unused ID's and then manually change all conflicting ID's.
Yes, I'm running Optifine. Crap.
Because its not worth the trouble.
Optifine does so much weird stuff that i would have to worry about.
Its because they are not considered solid blocks. Regular pistons are manually set to be ignored. It wouldn't be possible to detect exactly what block ID those pistons are and have them included in the ignore list.
(yea, temporary Nether quarts texture..)
This game is so oreing.
It looks cool. Once you get a texture for it you will be set.
One thing I would like to ask is the FTB team are looking for replacements. Some people are recommending your mod so I would like to congratulate you and The Mindcrack team are even thinking of using your mod. Thought I would let you know
Note: A logic pipe system like RP2 had would be nice as well.
Yea, I'm not going to stop simply because eloraam updates.
Nei plugin isn't done yet, and version 1.5.2 is no longer supported. It wouldn't be too hard to port, but i would rather wait until i have a solid mod until messing with that.
Good to know.
Yea, I've unfortunatly been neglecting the IRC room.
This is being requested a lot, so i am thinking about it. I am going to wait until a stable version of the mod is released, then i will see if people still want a 1.5.2 version. Right now, its not worth the trouble to maintain 2 versions.
Mr_TJP, please don't waste too much of your time trying to accommodate the edge case users. It's worth having to put up with their complaints if it means new development on the mod.
Also I started playing with the source in an effort to work on this too. Where should I put what Eloraam was calling "machines" (for instance a block breaker)? I was thinking in the expansion folder, but not sure if that makes semantic sense.
Thanks.
Don't use MCPatcher, it isn't needed for HD textures and hasn't been since forge came out for 1.4.7, and will also break most of forge if installed alongside it. If you want CTM, then I suggest using optifine.
False. You can't use optifine.