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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    This mod is everything I've been looking for in a locomotive mod, and can only get better from here.

    The only way this could be any better is if the locos were narrow (2 blocks wide) or minimum gauge (1 block wide) to better match the scale of minecraft, and the rails were a bit lower fidelity. Trench railways, industrial railways, mining railways are all brilliant bits of inspiration.

    Groudle Glen Railway

    Great Laxey Mine Railway

    Perrygrove Railway:

    It might just be the warped sense of perspective in Minecraft, but the locos on display just seem too damn big.
    Posted in: WIP Mods
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    posted a message on Hoppers should not have an inventory
    While an inventory is crucial, I think that reducing it from 5 slots to 1 slot would be best, as well as being able to trigger it on and off. Looking at some of the sorting machines people have already made, there is absolutely no reason for there to be 320 pieces of rotten meat or iron ore sitting in your contraption to make sure it works properly. This is shaping up to be an impressive release, but some of the items require tweaking before they'll be fully ready.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Railcraft 9.2.2.0
    Wow, this new update is impressive!


    Just a few quick questions & ideas, if you'll excuse my forwardness.

    If semaphore signals are implemented, it should probably be a config-file option instead of having two separate blocks. Also, it might be worth the time to create the models and have them switch between them automatically before creating animations.

    Will someone try to make a visual tutorial of the new signalling system? I think I can follow it via text, but it's worth demonstrating.

    So you're making a drilling machine? I can't wait! :cool.gif: Will they be self-powered or will they require another cart to be pushing it? (For balance reasons I think it should need to be pushed, but that's just me.)
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Quote from CovertJaguar

    Have you looked at the trains mod?


    I have, but I've always thought that the implementation for that mod was a little unwieldy. There's a LARGE number of introduced items that could be culled, and more locomotives than are practical, while at the same time they don't collide well with other carts. It desperately needs a full re-balance in order to be workable, and I don't think Spitfire is supporting the mod anymore.


    (Offtopic) Also, who else thinks that Forge should add a "steel" hook? Several different mods use some variation of it and they each have different ways of making them and different uses.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Just wanted to add to the growing number of people that think that this is one of the best mods being made right now. :smile.gif:


    That being said, I would like to ask if extended compatibility is being considered for other Forge mods, like with the Tank Carts and Buildcraft. That, and is there any form of turntable being planned? So you could run your carts down to the end of your line, spin them around, and send them back the other way?


    Also, I've done a little research, and this is the closest I've found to a mining minimum gauge locomotive:



    "Minimum Gauge" refers to full-service railways with a gauge of less than 2ft/600mm. This is as narrow as you can go without entering the realm of miniature railways. These sizes were mainly used on privately owned or industrial railways... which nicely fits the bill for the average minecrafter. I've actually tried my hand at modeling such a locomotive for Minecraft before, and would be more than happy to give the code to a good cause.



    Heh, sorry for the rambling. These sorts of things probably couldn't be implemented until long after connectable carts are added. Just wanted to say that the powered minecart could use a graphical upgrade alongside some tweaking to the code.

    Oh, and PLEASE say there'll be an option for semaphore rail signals! :iapprove:
    Posted in: Minecraft Mods
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    posted a message on GLIMMAR'S STEAMPUNK WIP v.18 -- RELEASED! for MC 1.11.2 Latest GSv18 WIP GALLERY & VIDS pg.649> FINAL VID pg.656
    And if this stops being fun... Well, we can carry on the flame ourselves. Just make sure that you're doing okay and the family's okay too.
    Posted in: Resource Packs
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    posted a message on Better Than Wolves (Now With Bloody Stumps) Total Conversion! [V4.A2 Timing Rodent b upd: Nov 27th]
    I'd like to throw my hat in the ring for crepes as well: We've got a lady with a crepe stall that shows up to most of the local farmers markets and festivals, and her crepes are to die for, especially the cinnamon sugar one. So light and airy... It's what I imagine clouds to taste like but with a hint of butter and cinnamon.

    Them French know their pastries, I tell you what.
    Posted in: Minecraft Mods
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    posted a message on GLIMMAR'S STEAMPUNK WIP v.18 -- RELEASED! for MC 1.11.2 Latest GSv18 WIP GALLERY & VIDS pg.649> FINAL VID pg.656
    I hope Glimmar and his family are doing O.K... He hasn't posted for a few days now. :unsure.gif:
    Posted in: Resource Packs
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    posted a message on 1.8 seed, survival island next to village and ravine!
    Wouldn't call this an Island, but it's still an awesome seed. Nice find!
    Posted in: Seeds
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    posted a message on 1.8 Survival Island Seed
    Quote from DrJamming

    That's awesome, you gotta make all of your wood from 1 tree by regrowing and such. I may try that in the official release. Thanks.


    There is one more tree a few islands over... So you have a second chance if you don't get any saplings from this tree.

    Honestly, this little archipelago has a decent blend of the new environmental features with a Survival Challenge slant. There's a cave on the island here that's hidden from view, and another one close by with a small surface ravine. I plan on using it as my main 1.8 save.
    Posted in: Seeds
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    posted a message on 1.8 Survival Island Seed
    Here's a shot of the initial island for anyone who wants to see it before trying it:



    Pretty sparse! No friendly mobs spawn on these islands, so you either need to start a wheat-farm right away, or just develop a taste for rotten Zombie flesh.
    :iapprove:
    Posted in: Seeds
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    posted a message on GLIMMAR'S STEAMPUNK WIP v.18 -- RELEASED! for MC 1.11.2 Latest GSv18 WIP GALLERY & VIDS pg.649> FINAL VID pg.656
    Hmm, as far as a new name for the Endermen, how about the "Firemen"? Grisly wanderers from another plane of existence, stripping our worlds of resources in search of fuel for the hell-fires of their own dimension.

    :iapprove:

    I completely agree with the chests, though, but I do like how the glass panes and Iron Bars have turned out. Just want to remind you there's now a normal_light texture that determines the colors of blocks illuminated by torches and sunlight. Just imagine your green torches giving off a greenish glow! :wink.gif:
    Posted in: Resource Packs
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    posted a message on 1.8 Survival Island Seed
    Kickass! My buddy found an awesome island seed... It's a little complicated...

    "Adrial Nethealin" is the seed, and it spawns you on a medium sized island with one tree. A few more islands are within sight, but no sign of a mainland so far. Great for a new survival challenges or exploration of a proper Ocean biome.
    Posted in: Seeds
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    posted a message on "Mines"
    I do think that fenceposts would look better than the wood blocks that are being currently used.
    Posted in: 1.8 Update Discussion
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    posted a message on What's with smelting?
    Hmm... Maybe it's just alternative fuel-sources that cause crashes?
    Posted in: 1.8 Update Discussion
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