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[1.6.4] DartCraft Beta 0.2.18

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#301

NTaylor
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Posted 09 June 2013 - 07:13 PM

Brilliant mod been enjoying it a lot, especially using a force drill with (at the minute upgrading as I can) speed 4 and fortune 4 which seems to plough through the landscape with incredible speeds. One little complaint in that regard however is that I do personally see the upgrades you can put on as a little bit too cheap for what you get.

A bug I have encountered however is that whenever I make a mystcraft age (standard terrain and void age) with mushroom islands in it (not tested in a vanilla overworld mushroom island as they are pretty hard to find) I seem to get ender tots spawning in it, which should not happen as only mooshrooms, are supposed to spawn there and that has led me to having to disable ender tot spawn as I am getting hundreds of them in dark spaces and they are the only thing spawning.

Not a major bug but would be nice if it could be fixed.

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#302

Yuukiko
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Posted 10 June 2013 - 06:02 AM

Really good mod but too much overpowered in no time i can have fortune 4 pickaxe etc make it cost more maybe a diamond for the enchanter make it cost more liquid force and far more MJ for each upgrade and add really more time for enchant item like 5/10/15/etc min

+ edit the base spawnrate of the ore it's  too common (yeah i know it's editable but exemple my first try with this mod feel bad because map already generated)

#303

NTaylor
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Posted 10 June 2013 - 12:08 PM

View PostNTaylor, on 09 June 2013 - 07:13 PM, said:

Brilliant mod been enjoying it a lot, especially using a force drill with (at the minute upgrading as I can) speed 4 and fortune 4 which seems to plough through the landscape with incredible speeds. One little complaint in that regard however is that I do personally see the upgrades you can put on as a little bit too cheap for what you get.

A bug I have encountered however is that whenever I make a mystcraft age (standard terrain and void age) with mushroom islands in it (not tested in a vanilla overworld mushroom island as they are pretty hard to find) I seem to get ender tots spawning in it, which should not happen as only mooshrooms, are supposed to spawn there and that has led me to having to disable ender tot spawn as I am getting hundreds of them in dark spaces and they are the only thing spawning.

Not a major bug but would be nice if it could be fixed.

Follow up to that bug report it seems now that whenever I have Ender Tot spawn set to 0 I get this crash.

Spoiler:

Was not getting it at first with the spawns set to 0 but it started after a while and now it seems the only way to get rid of it is either increase the spawn rate to at least 1 or delete dartcraft. :/ Any help getting rid of the crash would be appreciated.

#304

Revemohl

Posted 10 June 2013 - 05:02 PM

View PostNTaylor, on 09 June 2013 - 07:13 PM, said:

A bug I have encountered however is that whenever I make a mystcraft age (standard terrain and void age) with mushroom islands in it (not tested in a vanilla overworld mushroom island as they are pretty hard to find) I seem to get ender tots spawning in it, which should not happen as only mooshrooms, are supposed to spawn there and that has led me to having to disable ender tot spawn as I am getting hundreds of them in dark spaces and they are the only thing spawning.
They do actually spawn in vanilla shroom islands, for whatever reason.

And wow, all these complaints about balance are kinda... funny, I guess. I just hope you don't listen to them too much and Greg your mod out, for me it feels just well balanced enough that I can have fun playing Minecraft again as it is.

#305

Vaygrim
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Posted 10 June 2013 - 06:20 PM

The entire point of the mod is fun and convenience, which I for one LOVE. I really hope he keeps the balance and growth rate at the range it is right now.

#306

tenchinoryu

Posted 10 June 2013 - 07:00 PM

View PostVaygrim, on 10 June 2013 - 06:20 PM, said:

The entire point of the mod is fun and convenience, which I for one LOVE. I really hope he keeps the balance and growth rate at the range it is right now.
Completely agree!

EDIT:
As a side note we will be editing our first episodes of our Let's Play with my "DartPack" soon so I'll let you know when it's up.

#307

Gamabunta00
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Posted 10 June 2013 - 08:40 PM

View PostGamabunta00, on 05 June 2013 - 02:57 AM, said:

Hey i have been getting this weird error report for a while now, i thought it was an LWJGL bug at first but upon further inspection i saw your name in it so i assume it is related to your mod, if im wrong then im sorry for the confusion.  Here is the crash log
Spoiler:
If this isnt your mods problem then please point me in the right direction if you can. Thank you
So I assume it was just missed but is this a bug with Dartcraft? I dont really notice a pattern with it, the only pattern i Have noticed is that i am always in my GUI when this happens.
Without minecraft id have to go outside....its bright out there...does anyone have the dimmer switch for the sun?

#308

XVPlaer
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Posted 11 June 2013 - 08:33 AM

Can you make Dartcraft compatible with MineFactory Reloaded ? Please :)

#309

moop2000
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Posted 11 June 2013 - 10:39 PM

So been playing this mod with the Feed the Beast 1.5 beta, and I've yet to find any Force Trees. Any suggestions on where to look, or what I might be doing wrong?

#310

tenchinoryu

Posted 11 June 2013 - 10:44 PM

View Postmoop2000, on 11 June 2013 - 10:39 PM, said:

So been playing this mod with the Feed the Beast 1.5 beta, and I've yet to find any Force Trees. Any suggestions on where to look, or what I might be doing wrong?
use force rod on a planted ungrow standard sapling. suggest you watch Direwolf20's modspot on dartcraft^^

#311

FSMAcolyte

Posted 12 June 2013 - 10:56 AM

Why am I getting fish out of some cobblestone, but not all cobblstone when hit by the force rod?!

Wut?!

#312

Theflogat
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Posted 12 June 2013 - 02:29 PM

New bug: Ender Tots spawns in mushroom island shore

#313

Tahg
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Posted 13 June 2013 - 06:04 AM

Force engines do not update properly in MystCraft ages (and possibly any age other than the overworld).  It requires opening the interface for their visual state to update.  They update just fine in the overworld.
Bukkit cofounder

#314

bogatyr_n
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Posted 14 June 2013 - 03:15 AM

Is there a way we can turn the lambchops off? I have another mod that adds mutton and now I'm getting two meat drops per sheep.

#315

heffroncm
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Posted 14 June 2013 - 05:59 PM

Really enjoying this mod. I've love to see Force Trees made compatible with Steve's Carts 2, Forestry, or Minefactory Reloaded for utterly hilarious automagic resource production. I'd also love to see my MFR core mining laser generate Force Ore.

#316

Enosphorous

Posted 14 June 2013 - 08:26 PM

Bravo. A very thorough, full-compatable mod. Very advanced machines, which reflects an obviously vast knowledge of java. Excellent work, keep it up!

Posted Image


#317

Blue_Sky
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Posted 14 June 2013 - 11:02 PM

Any force bow I make won't fire, even though I have arrows in the inventory.

#318

Marc12868
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Posted 15 June 2013 - 12:23 AM

View Postheffroncm, on 14 June 2013 - 05:59 PM, said:

Really enjoying this mod. I've love to see Force Trees made compatible with Steve's Carts 2, Forestry, or Minefactory Reloaded for utterly hilarious automagic resource production. I'd also love to see my MFR core mining laser generate Force Ore.

Force trees are compatible with steve cart's 2... use the tree: exoctic addon with the rest of your tree farm cart and boom you can use force saplings :P

#319

heffroncm
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Posted 15 June 2013 - 02:17 AM

View PostMarc12868, on 15 June 2013 - 12:23 AM, said:

Force trees are compatible with steve cart's 2... use the tree: exoctic addon with the rest of your tree farm cart and boom you can use force saplings Posted Image

Thank you!

#320

ikkonoishi

Posted 15 June 2013 - 04:50 PM

I just finished setting up a tree farm with mining drills and turtles. I wonder in the end which one is more reliable.