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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Cthulhu_Awaits»
    that's strange, I checked that one and the .zip doesn't appear in the name... it seems like my computer doesn't show the extension of the files (in fact those files are both named with a .jar but with the zip icon). I must find a way to modify them, since renaming doesn't work...

    On Windows 8, at least, open File Explorer, click/tap "View" in the ribbon (the top bar with "File", "Computer", others that only come up sometimes), click/tap "Options", go to the "View" tab at the top in the window that opens, uncheck "Hide extensions for known file types", click/tap OK.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/universal] More Fuel, Tweaks, and Everything by Grom PE

    Just thought I'd share here, as well this is where people would be interested. I'm adding the Thermal Expansion API myself to the core JS files, and I'll likley post again/more here when I have more done. So far it sucessfuly detects TE and you can get items registered by TE, register an item with TE, and print all items registered with TE (as in ingots, ores, dusts, etc). I plan on implementing various levels of access to the Crafting managers - the only one that seems troublesome is the magma crucible, which is a bit of a pickle, given that one main reason I was originally doing this was to try to add Underground biomes stone/cobble to the Magma Crucible so I could melt them into lava too without say recrafting to vanilla and losing 3 each.
    Edit: Well, the magma crucible and the liquid transposer are probably gong to be the hardest, given they use LiquidStacks, something that seems not to be covered at all in say core.js yet.
    Edit 2:Well, I realised I should test my functions( :P) and I'm running into a problem. thermalexpansion.api.items.ItemRegistry is a public static final class with a few functions, one of which is printItemNames, which takes no arguments and prints to stdout. However, I can't seem to call it, at least with /eval. http://puu.sh/3CnHq.jpg Any ideas? I have no idea what's wrong here, as far as I can tell from your ee js, I should be doing it right.
    Posted in: Minecraft Mods
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    posted a message on Better Anvils! Removes the level limit
    Does this work on dedicated servers? If not, can you make a version that does?
    Posted in: Minecraft Mods
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    posted a message on Water features mod
    Hmm. How about doing the water system like the Vis system in Thaumcraft, poolwise? Water and contaminants, pumps for pressure, filters for getting rid of contaminants, etc...
    In fact, this sounds like you'd want to implement a water system like in djoslin's finite water mod.
    Diving boards would probably just be aesthetic.
    The slides might be implemented a an expandable structure w/ multiple blocks. Some sort of material for the slide (plastic? Carbon fiber a la IC2?), metal ladders(standalone ladders), add hoses to them to get waterslide ladders, make a zigzag of slide pieces and end w/ a line of slide ladders under the top part to make a slide, need water at around a certain pressure for it to work.
    With the fountains, I'm guessing it would be something like an item that spawns a pattern ofblocks that if any are destroyed destroys them all and drops them all a la (Actually, I can't think of any mods that do this off the top of my head, not that they don't exist) and jets would be like you described. Orientable, you attach water to them w/ hoses, higher pressure=higher the water spawns, up until it beaks the jet.
    Posted in: WIP Mods
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