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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!

    I find InfiniTubes to be intriguing, yet other item transport systems have had my attention. If this were part of a larger technical mod, such as a storage system, it would probably be more satisfying to me, references to Applied Energistics notwithstanding. Perhaps simply including a "magic" chest with upgrades to expand its inventory would be sufficient. Adding a crafting machine would be de riguer at that point.


    Tiny Carts is awesome, but you're right that it's incomplete. Fun, though.


    RedLogic: keep, please. I've been using Redstone Paste because I want a lightweight, up-to-date mod for redstone wiring, but I also want logic gates, which Redstone Paste doesn't offer (only the repeater and comparator).

    Posted in: Minecraft Mods
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    posted a message on What Is BuildCraft Incompatible With?/ Help with a crash report

    That "something" looks like Ender IO, if you read the log file. How old is the version in use here?

    Posted in: Modded Client Support
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    posted a message on Request: Minecraft plus Forge class structure diagram

    I've been trying to get Eclipse to install (I *think* it did) and add the Forge "deob" files (they won't, it crashes every time) in order to review the Minecraft code. What I really need in order to understand all the modding tutorials I've been trying to read is an up-to-date diagram of Minecraft + Forge modding environment: Classes, functions, and required variables. That would help immensely if anyone's done it so far -- and would be an awesome reference for all modders. If it's for MC 1.7.10 or 1.8, that's fine. I'm sure not too much will change for 1.9. :)


    If anyone has already done this, could someone please link to it? If someone would like to take this on, please link back here when it's ready!

    And mods, if someone does provide a good class structure reference, could you please sticky it for the Mod Dev forum?

    Thank you all!

    Posted in: Modification Development
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Darkenhart

    Does anyone know of a stable version of Biomes o Plenty. Every version i find crashes on start up and i wanna make a single player version of what hes running.. 1 mod letting the side down.. sad..
    You know, if you download the FTB launcher, you'll find the Direwolf20 modpack already there, waiting to be adjusted to your liking. It's still 1.6.4, but BoP should be stable.
    Posted in: Let's Plays
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Quote from Flaxbeard

    The screw's upper end needs to go into the boiler.
    May I suggest you allow the screw to pump into pipes as well? This may require a way to separate pipes by some means, of course.
    Posted in: Minecraft Mods
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Quote from Laskeri

    There's at least a Thaumium version of the exo-suit, dunno if Flaxbeard has anything else planned.

    I know you want to focus on the steam power aspect of the mod FB, but I feel like some astronomy might fit in (or at least as an addon) something about steampunk always makes me think of orreries and such, and I don't think there's any mod that utilizes the night sky to its full potential (besides Galacticraft, but that's too silly and high-tech for my liking)
    I don't know about astronomy (what would it do for you in this game? a navigation aid, like a beacon?) but a steam-driven rotating orrery would be a nice decorative item. I could see one as the centerpiece of a garden or hedge maze, for example.
    Posted in: Minecraft Mods
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Quote from EchoingZen
    Is there a way to automatically provide water to a boiler just using this mod? I'm using Thaumcraft as well, so I suppose I could get a decanting golem, but I'm pretty far away from getting that.
    If there isn't, I'd like to suggest a steam-driven pump. Steam should have plenty of power to pump up the water necessary to feed a boiler for more steam generation -- or lava to fuel it.
    Posted in: Minecraft Mods
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Godel

    I see, so open blocks had a hand in making this not work as well, huh? Well, I'm not TOO concerned about getting the refilling part working anymore, anyways.

    I thought I'd go ahead and plop my revision here since it has a couple of extra added features (nothing super big) and I've done my best at optimizing, especially the scanEssentia() function, to attempt to be faster. Don't know to what degree I succeeded but I used the utmost of my abilities.

    http://pastebin.com/J7q8ehab aspects program.
    This should work on modpack version .23-.25
    Added features:
    -Attempted to speed up refreshing process. I did not do a before-after so I don't know how successful I've been, but it doesn't seem to have hurt anything.
    -Support for void jars.
    -Support for multiple aspects. Having >64 of a single aspect will highlight it on the monitor as white.
    -"Refreshing..." appears on the screen and disappears when the process is complete.
    -Changed: The color:amount on the displays were tweaked very slightly. Most people probably won't mind.

    Removed features:
    -Right clicking an aspect on the monitor will do nothing since the refilling system is not hooked up.

    Bugs:
    -Program will crash if it attempts to scan an empty AND unlabeled jar. Make sure your jars are all labeled or have something in them.

    Notes: Edit aspects and change monitor_0 to something else if your monitor perhiperal is named differently.


    Finally, I must say, as my first experience with computer craft, this has been nifty. When I was watching dw do CC stuff before, I was like "man he's really good at this!" But then after poking at it for 2-3 hours, I think, "Wow. I definitely am the one with the IT degree and direwolf is not."
    Not to say he's a bad programmer, but the code seemed to be lacking a handful of best practices. He definitely provided a great base code, though :D

    Then again, the best practices I know are in Java, and they may not all apply to Lua, but I've applied some of them anyways in hopes of making the program better :) .
    As Dire has shown us before, the way he programs is to build a simple outline and then gradually fill in the details. I believe he's a server admin as a day job, and while some programming is necessary for the work, it's more about basic scripts and less about building full applications. So as long as what he makes does the job he wants, it's good enough.
    Quote from Nike_Plektrum

    20 mins ago i was playing in my world and i tried placing a rednet cable on a advanced computer and all of a sudden FTB crashed, so i restart FTB normally as i always do and my world isn't there!? i opened the saves folder and i can see the world folder, but i can't see it in game? plz help
    Did you think to check the crash log for an error? I hope CC isn't updated past the version that's compatible with 1.6 MFR, as that makes computers incompatible with rednet cables. I think that's being/been fixed for 1.7, but I'm not sure.
    Posted in: Let's Plays
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Quote from TheGnome

    Would there be more possibility of downgrading when the mod is fully finished?
    Surely by the time the mod is feature-complete, the majority of mods and mod players will have moved to 1.7 (or beyond).
    Posted in: Minecraft Mods
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Quote from SalamiNarwhal

    This mod is awesome.
    One of the best mods I've seen.
    But 1.7.2?
    I wish there was a 1.6.4 version.

    EDIT: I read through the previous replies to the topic and saw your previous response to a request for a 1.6.4 version. Yes, I realize backporting a mod takes work. Maybe once you are out of the pre-release stage, you could backport it? It'd just be nice to see a 1.6.4 version so I could use it in my private mod collection. Even if you don't it's a great mod. Keep up the good work.
    Don't worry, soon enough you'll be wishing there was a 1.8 version! ;)
    Posted in: Minecraft Mods
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from k9officer09

    Anyway of knowing the possible conflicts and ways to fix. Im not by any means a CC code expert so as much help as possible is greatly appreciated.
    Sadly, this has nothing to do with Lua, and more to do with Java. The API that other mods use to interact with CC is Java code behind the scenes that passes information back and forth between them, enabling certain things. Open Peripherals updating would help a lot, for example. MFR isn't updating its CC API for Minecraft 1.6 (MFR is already being rebuilt for 1.7 now), so rednet cables won't communicate properly with newer versions of CC until everyone updates to the newer Minecraft.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from k9officer09

    I hope someone can help me. I am trying to set up an essentia refill system similar to direwolfs (the turtle version). All the code I have seems to run with no errors but the turtle doesn't seem to be scanning and grabbing beans after the request is made. Any possible suggestions? I am using all the latest mods from CC, Thamcraft, TC Tinkerer, etc.

    ComputerCraft's API has changed in the latest versions, so it's not guaranteed to be compatible with other mods unless they have updated to use the new API.
    Posted in: Let's Plays
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    posted a message on The Camping Mod
    Rikmuld, I know not everyone likes to track conversations in different places, but I gave your mod a plug on the FTB forums. Camping plus Natura go together incredibly well. :)
    Posted in: Minecraft Mods
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from rhockeyfan

    OK so not sure who's ears this will reach but I have a question about design Looking online I have tried to find different ways to go up and down (elevators). And its lead me to 2 results one is using the elevator in the mod pack(white blocks, which work great) or to use a piston elevator. The piston elevator has a lot of issues as well as is very clunky and noise(hard for the eyes) and the white elevator from the mod packs doesnt have that but using space and shift are an issue sense if you hit shift to many times it throws a hotkeys issue on windows(I know I can change but lets go for something better) I was wondering if their is a way to mod the rotary pack to go vertically up like the transportation on a conver belt wher it has ridges where you can go up and jump off where and it just loops around when going down... I am trying to think of better ways of going to different floors in my building which is currently 8 floors but am continuing to expand up what ideas/ what is available for this
    Pneumaticraft actually has pneumatic-powered lifts, with call buttons. Check out Dire's mod spotlight for more on that.
    Posted in: Let's Plays
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    posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4
    Quote from Gyro

    It's funny you should say that, since a bunch of IRC dudes have been giving Flaxbeard ideas when he requests them for a while, and he has put up a design document on Google Docs. I'd post it here but I'm not sure that's okay.

    Anyway.

    Awesome to see that the mod finally has a thread! It's great. A little bare-bones content-wise but ultra-high-polish and the base mechanics are pretty cool. Keep it up~!
    Mind letting us know which network and channel to use for IRC? I'd love to hang out.
    Posted in: Minecraft Mods
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