No it wouldn't because Tekkit is way more technologically advanced thus rendering the beautifully balanced mod that BTW is into just decorative mod, and there is plenty of those around.
Correction, I wouldn't call tekkit technically advanced (in that case it's purely by an ingame immersion standpoint), but simply unbalanced and overpowered.
Due to the almost by now official mantra of the blob-packs: why not let the players have 500 ways to achieve the same thing, one easier than the other?
I am quite aware of that, I did mention balance, but I think average Tekkit player likes OP’d easy ways instead of little challenge, so any discussion about balance and challenge is useless.
I did mean technologically advanced as immersive-vise I apologize for miss-wording. English is not my native language and I guess I lack some practice.
I am quite aware of that, I did mention balance, but I think average Tekkit player likes OP’d easy ways instead of little challenge, so any discussion about balance and challenge is useless.
I did mean technologically advanced as immersive-vise I apologize for miss-wording. English is not my native language and I guess I lack some practice.
If you plan on discussing all the ways Tekkit differs from BTW, you'll get plenty of practice with talking typing in English.
Question: Are the Vanilla Anvil's disabled? Because I want to rename my weapons etc. ant the Anvil won't work.
Request/Idea: Could you make 1 or 2 large gates (like big door's) 4 blocks high and 2 blocks wide?
To build something like barn's or as a Castleentrance.
I hope my English isn't to bad *lol*
FlowerChild disabled the Vanilla Anvil. It's currently really only useful to drop on people.
FlowerChild disabled the Vanilla Anvil. It's currently really only useful to drop on people.
Are you kidding? The vanilla anvil can combine enchantments and lets you add a name to any item. Dropping it on people is the least useful thing it can do.
Are you kidding? The vanilla anvil can combine enchantments and lets you add a name to any item. Dropping it on people is the least useful thing it can do.
No, he means *in the mod* the only thing it's really useful for is dropping on people...by design.
And renaming items isn't really "useful". It's just a nice bit of fluff. I didn't particular want to rip out that feature, but given it was a far easier task to simply disable the anvil functionality entirely than to muck about with trying to retain that, I decided to chop it too, and potentially add the renaming functionality elsewhere in the mod at a later date.
The primary issue with the anvil, is that it's an overpowered version of a couple of systems that have already been in the mod for a long time now with regards to customizing enchantments and recycling materials. Thus, I made the decision to chop that functionality rather than extensively rebalancing the mod and never being fully satisfied with the results if I tried to integrate it.
Are you kidding? The vanilla anvil can combine enchantments and lets you add a name to any item. Dropping it on people is the least useful thing it can do.
Even if you do think so, you gotta admit its the funniest thing!
Rollback Post to RevisionRollBack
"my build. I push the buttons" -DW
He's a mad man with a box
Even if you do think so, you gotta admit its the funniest thing!
There should totally be an achievement for killing a wolf (closest thing to a Coyote in Minecraft) with an anvil. (bonus points if you use a chicken to lure the wolf in)
In regards to the bellows, next time you update the OP, maybe make a point of mentioning that it can be powered by the hand crank? Since it's timing issues seem to be one of, if not the most gameplay-based tech questions, adding in that small bit of info so new players are encouraged to see the timing for themselves before setting up a more permanent solution might help a bit. That way they have a bit of experience to work from, instead of jumping right into the redstone that they may be unfamilar with.
At worst, it'll stop players from getting 'stuck' in the tech tree while trying to figure it out.
I just checked the wiki as well. Handcrank functionality is only mentioned for the millstone. This is the first I've heard of it operating the bellows. Does it work on anything else?
I just checked the wiki as well. Handcrank functionality is only mentioned for the millstone. This is the first I've heard of it operating the bellows. Does it work on anything else?
It works for pretty much every mechanical device in the mod other than the Saw if I remember correctly (Pulley might be disabled too).
The underlying idea is that it works for anything that doesn't require *steady and continuous* mechanical power.
I've been thinking (it took me a while okay?) about the problem with ice pools with HCB. What if you had craftable ice that didn't melt (like that sawdust/ice mix IRL), and unmovable normal ice that melts into a source block? That way players already using ice won't be too sevrely effected, and players in taigia's will be able to use frozen ponds.
A much simpler (and more intuitive IMO) solution that I've considered in the past is to differentiate between natural ice and player placed ice when it comes to this.
Thus, ice that would be frozen from a water source-block, would revert back to a source block. Ice that froze from a non-source, or which was picked up and moved by the player, would melt as it currently does in HCB, into non-source temporary water.
It would actually be very easy for me to do, probably taking no more than a half hour or so to implement, but I've always held back on that as it would require a separate block ID for non-source ice blocks. Generally, you don't want to mess with the metadata values of vanilla blocks and store mod related info in there, since Mojang could start making use of those data values at any point for entirely different information (which would inevitably mess with existing mod save games), so a separate block ID is really what is called for.
Now that I'm largely wrapping up BTW, it might be a much more reasonable solution for me to look into since I don't need to reserve as many blockIDs for future use (hence why we've been seeing an abundance of aesthetic blocks in recent releases). I'll think about it.
EDIT: Actually, screw it. I was just thinking it through and ice blocks currently don't use a single bit of metadata, and I think it exceedingly unlikely that Mojang will make use of that data on the future. I'll use the high-order bit just to be on the safe-ish side (since they generally use the low order bits meaning that they could potentially use all 3 of the other bits before affecting mine), and implement a flag to indicate whether ice is naturally occurring or man-made, so it can then melt into source or temporary water depending on its origin or whether it has been moved. Blocks already in a world will be considered to be natural by default so that existing lakes and such will melt into source blocks (and by 'melt' I mean when they are non silk-touch harvested as well). I'll take care of that for the next release.
sir you banned me from the main forms but i just wanted to know about this error i start a server and then when i join and walk a short distance is says server closed and i have to delete the player data in the server world file to join again
sir you banned me from the main forms but i just wanted to know about this error i start a server and then when i join and walk a short distance is says server closed and i have to delete the player data in the server world file to join again
Again...you're still not providing any information on your issue that would help us diagnose it.
Can you provide us with a copy of your Modloader.txt file (in spoilers please)? Tell us what other mods you have installed? Anything really other than "it crashes"?
No it wouldn't because Tekkit is way more technologically advanced thus rendering the beautifully balanced mod that BTW is into just decorative mod, and there is plenty of those around.
I am quite aware of that, I did mention balance, but I think average Tekkit player likes OP’d easy ways instead of little challenge, so any discussion about balance and challenge is useless.
I did mean technologically advanced as immersive-vise I apologize for miss-wording. English is not my native language and I guess I lack some practice.
If you plan on discussing all the ways Tekkit differs from BTW, you'll get plenty of practice with
talkingtyping in English.No, he means *in the mod* the only thing it's really useful for is dropping on people...by design.
And renaming items isn't really "useful". It's just a nice bit of fluff. I didn't particular want to rip out that feature, but given it was a far easier task to simply disable the anvil functionality entirely than to muck about with trying to retain that, I decided to chop it too, and potentially add the renaming functionality elsewhere in the mod at a later date.
The primary issue with the anvil, is that it's an overpowered version of a couple of systems that have already been in the mod for a long time now with regards to customizing enchantments and recycling materials. Thus, I made the decision to chop that functionality rather than extensively rebalancing the mod and never being fully satisfied with the results if I tried to integrate it.
Even if you do think so, you gotta admit its the funniest thing!
He's a mad man with a box
I just checked the wiki as well. Handcrank functionality is only mentioned for the millstone. This is the first I've heard of it operating the bellows. Does it work on anything else?
It works for pretty much every mechanical device in the mod other than the Saw if I remember correctly (Pulley might be disabled too).
The underlying idea is that it works for anything that doesn't require *steady and continuous* mechanical power.
A much simpler (and more intuitive IMO) solution that I've considered in the past is to differentiate between natural ice and player placed ice when it comes to this.
Thus, ice that would be frozen from a water source-block, would revert back to a source block. Ice that froze from a non-source, or which was picked up and moved by the player, would melt as it currently does in HCB, into non-source temporary water.
It would actually be very easy for me to do, probably taking no more than a half hour or so to implement, but I've always held back on that as it would require a separate block ID for non-source ice blocks. Generally, you don't want to mess with the metadata values of vanilla blocks and store mod related info in there, since Mojang could start making use of those data values at any point for entirely different information (which would inevitably mess with existing mod save games), so a separate block ID is really what is called for.
Now that I'm largely wrapping up BTW, it might be a much more reasonable solution for me to look into since I don't need to reserve as many blockIDs for future use (hence why we've been seeing an abundance of aesthetic blocks in recent releases). I'll think about it.
EDIT: Actually, screw it. I was just thinking it through and ice blocks currently don't use a single bit of metadata, and I think it exceedingly unlikely that Mojang will make use of that data on the future. I'll use the high-order bit just to be on the safe-ish side (since they generally use the low order bits meaning that they could potentially use all 3 of the other bits before affecting mine), and implement a flag to indicate whether ice is naturally occurring or man-made, so it can then melt into source or temporary water depending on its origin or whether it has been moved. Blocks already in a world will be considered to be natural by default so that existing lakes and such will melt into source blocks (and by 'melt' I mean when they are non silk-touch harvested as well). I'll take care of that for the next release.
Do u want to join me i need people to help set up sever
<makes good use of his pre-installed trap door>
That's a "I don't even understand what you're asking, and why did you quote a huge post on an unrelated subject to ask it?"
Again...you're still not providing any information on your issue that would help us diagnose it.
Can you provide us with a copy of your Modloader.txt file (in spoilers please)? Tell us what other mods you have installed? Anything really other than "it crashes"?