That's great I have a question - are you planning to release only the client and vanilla server verison, or the bukkit version too? If yes, will it be compatible with MCPC for 1.4.2?
Well, I actually work over at MC Port Central. I can tell you, as of now, I do not believe the MCPC Bukkit build will be update past 1.4.2. With that said, we will be releasing for 1.4.5, so I cannot back port the mod to 1.4.2 for a bukkit port. I'm sorry.
It's very bad, because mod without bukkit version is completely useless for lots of people. Almost every multiplayer sever is based on bukkit.
Is there a big difference between 1.4.2 and 1.4.5 version? Is it impossible to release TaZ for 1.4.2 in a manner?
And.. having a bukkit version of mod will cause very positively to mod development. You don't want to lose many TaZ users, because of disappointing them, do you?
I greet, and I'm counting for 1.4.x bukkit version of TaZ
That could be a little rude... Seeing as: "You don't want to lose many TaZ users, because of disappointing them, do you? " That's like me telling you that you disappoint me by "X Y Z REASON"
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I think it is unlikely to port it to Bukkit at the moment, Yes, bukkit is big, but mostly at 1.2.5 there hasn't been much buttkit mod development since. I do agree that bukkit plugins make the game better but i heard forge is going to implement plugins as well. Many hate forge because of how big its becoming but many (as i do) love it, because it helps to seamlessly integrate many mods together. I think the plugin addition to forge is a good thing.
It's very bad, because mod without bukkit version is completely useless for lots of people. Almost every multiplayer sever is based on bukkit.
No. You are quite wrong. MOST mods DO NOT have ports. Trust me, I should know. I work at MC Port Central, I know how this works. Mods are still played just as much without bukkit ports. Having a bukkit port just allows for easier convience.
And.. having a bukkit version of mod will cause very positively to mod development. You don't want to lose many TaZ users, because of disappointing them, do you?
Those who really want the mod will do what they need to play with it.
In addition, im not here to make people feel good, if people are disappointed, let them be. It's an easy choice, either use the mod or don't.
It's suggesting that mod is compatible with 1.4.2 client. So why can't it by compatible with bukkit?
No, its not suggesting anything, you are only reading into it to fit your needs/wants. The changelog is providing a history of what has occurred between the last release, which was 1.3.2, and the current dev release, which is for 1.4.5. That in no way means it is backward compatible with a version it went through.
I think it is unlikely to port it to Bukkit at the moment, Yes, bukkit is big, but mostly at 1.2.5 there hasn't been much buttkit mod development since. I do agree that bukkit plugins make the game better but i heard forge is going to implement plugins as well. Many hate forge because of how big its becoming but many (as i do) love it, because it helps to seamlessly integrate many mods together. I think the plugin addition to forge is a good thing.
MCPC is moving on to new idea, like moving plugins from bukkit to forge. Once such project is the ForgeEssentials project. It combines permissions, Worldedit/Worldguard and portions of essentials into a mod for Forge. They are also looking to take on LogBlock functionality. They can be found at #ForgeEssentials on Esper.net.
MCPC is moving on to new idea, like moving plugins from bukkit to forge. Once such project is the ForgeEssentials project. It combines permissions, Worldedit/Worldguard and portions of essentials into a mod for Forge. They are also looking to take on LogBlock functionality. They can be found at #ForgeEssentials on Esper.net.
I'm going to risk sounding like an idiot with this, but on the wikispace page there is something about a helicopter model in existence, and it shows up (Well, by name it shows up. The item sprite is the same as a cylinder...), but it can't be placed... Am I just an idiot or something?
First of all good job.
Thanks for the update.
It belongs to the man finds fault
1 - The locomotives have directional problems. 2 - the large locomotives have the rotation point _ the very back.
Maybe you can combine 2 carts >> U --- U << thereabouts 2
coupled wagons? would look symmetrical.
3 - No sounds
4 - north, east, west, ect. problems
5 - Config.cfg man can not dive all items ID numbers
6-helicopter could not place me. and the item looks like a barrel.
7 - when flying with the Zeppelin, the view mode changes crascht the client
Other errors occur.
the reintegration was easy to install, had only the problem that was Hoofe it has no effect on the mod
Just wanted to give my congrats to Spitfire and his crew for the awesome work done on this mod. I've been using it since the early 1.xx generations and love how it's grown over time.
I like the new flat car, however, sadly it doesn't work like I was hoping it would (Allow me to drive PowerCraft Mining machines onto them for transport from one mine site to another).
The linking command using RailCraft's crowbar causes the train to shoot past the locomotive, tender included at random (haven't had a chance to pull a freight yet using the TrainCraft linking device), figure it's likely something unique to their code base, so will be retesting with the TrainCraft linking tool to see if they hold more steady when I take another train out to my redstone mine.
Another thing I've noticed is cars linked with TrainCraft tool can be driven through cars linked with the RailCraft tool.
Lastly, the tender cars do not keep their water after saving and exiting Minecraft. Fortunately, I have the RailCraft water tower to refill them, but just a bit pesky.
This is all using the latest 1.2.5 Branch of the code line, I'm stuck in the older tree due to at least one of the critical mods needed for the world I'm playing has not been rebuilt for the 1.3.x+ greater generations yet, so all of the bugs are relative to the 1.2.5 code base.
Theres and annoying incompatibility with trins and industrialcraft2, 1 block from each mod use the same id "4092" i don't know how hard it is to change codes but please help me (and possibly 10000 other people) -Thanks
Can somebody please help me! I can't get the track builder to work i put coal, wood, and iron in it in the correct places but the coal won't burn and the builder will just sit there somebody pleases help! //i.imgur.com/9mHWx.png" width="" height="" alt="" />" width="" height="" alt="" /> //i.imgur.com/b2r9i.png" width="" height="" alt="" />" width="" height="" alt="" />
Can somebody please help me! I can't get the track builder to work i put coal, wood, and iron in it in the correct places but the coal won't burn and the builder will just sit there somebody pleases help! //i.imgur.com/9mHWx.png" width="" height="" alt="" />" width="" height="" alt="" /> //i.imgur.com/b2r9i.png" width="" height="" alt="" />" width="" height="" alt="" />
You also need to supply a block to go under the rails. Gravel, Dirt, etc... put in 64 at a time as they are consumed now.
1.4.5. Its coming, we are close to a dev build release. (Thanks for your work MrBrutal!)
Mods ported to bukkit ^, ME GUSTA
any chanse of seeing railcraft commpatibility return? in 1.3 i have not been able to use traincraft trains with aany of the machines from railcraft
Well, I actually work over at MC Port Central. I can tell you, as of now, I do not believe the MCPC Bukkit build will be update past 1.4.2. With that said, we will be releasing for 1.4.5, so I cannot back port the mod to 1.4.2 for a bukkit port. I'm sorry.
Mods ported to bukkit ^, ME GUSTA
That could be a little rude... Seeing as: "You don't want to lose many TaZ users, because of disappointing them, do you? "
That's like me telling you that you disappoint me by "X Y Z REASON"
New thread: http://www.minecraftforum.net/topic/1587267-144-145sspsmplanforgetraincraft-formerly-trains-zeppelin-mod/
No. You are quite wrong. MOST mods DO NOT have ports. Trust me, I should know. I work at MC Port Central, I know how this works. Mods are still played just as much without bukkit ports. Having a bukkit port just allows for easier convience.
NO, the versions we were using for 1.4.2 are VERY VERY outdated in comparison to the dev version released for 1.4.2
Those who really want the mod will do what they need to play with it.
In addition, im not here to make people feel good, if people are disappointed, let them be. It's an easy choice, either use the mod or don't.
No, its not suggesting anything, you are only reading into it to fit your needs/wants. The changelog is providing a history of what has occurred between the last release, which was 1.3.2, and the current dev release, which is for 1.4.5. That in no way means it is backward compatible with a version it went through.
Read this statement well.
MCPC Bukkit builds will mostlikely not be updated past 1.4.5.
MCPC is moving on to new idea, like moving plugins from bukkit to forge. Once such project is the ForgeEssentials project. It combines permissions, Worldedit/Worldguard and portions of essentials into a mod for Forge. They are also looking to take on LogBlock functionality. They can be found at #ForgeEssentials on Esper.net.
That mod pretty much negates the need for bukkit.
Mods ported to bukkit ^, ME GUSTA
Thanks.
Thanks for clarifying DV8!
No problem
Mods ported to bukkit ^, ME GUSTA
Thanks for the update.
It belongs to the man finds fault
1 - The locomotives have directional problems.
2 - the large locomotives have the rotation point _ the very back.
Maybe you can combine 2 carts >> U --- U << thereabouts 2
coupled wagons? would look symmetrical.
3 - No sounds
4 - north, east, west, ect. problems
5 - Config.cfg man can not dive all items ID numbers
6-helicopter could not place me. and the item looks like a barrel.
7 - when flying with the Zeppelin, the view mode changes crascht the client
Other errors occur.
the reintegration was easy to install, had only the problem that was Hoofe it has no effect on the mod
Binn on test.
Thank you
I like the new flat car, however, sadly it doesn't work like I was hoping it would (Allow me to drive PowerCraft Mining machines onto them for transport from one mine site to another).
The linking command using RailCraft's crowbar causes the train to shoot past the locomotive, tender included at random (haven't had a chance to pull a freight yet using the TrainCraft linking device), figure it's likely something unique to their code base, so will be retesting with the TrainCraft linking tool to see if they hold more steady when I take another train out to my redstone mine.
Another thing I've noticed is cars linked with TrainCraft tool can be driven through cars linked with the RailCraft tool.
Lastly, the tender cars do not keep their water after saving and exiting Minecraft. Fortunately, I have the RailCraft water tower to refill them, but just a bit pesky.
This is all using the latest 1.2.5 Branch of the code line, I'm stuck in the older tree due to at least one of the critical mods needed for the world I'm playing has not been rebuilt for the 1.3.x+ greater generations yet, so all of the bugs are relative to the 1.2.5 code base.
You also need to supply a block to go under the rails. Gravel, Dirt, etc... put in 64 at a time as they are consumed now.