The laser bridge still breaks my game, i get a blackscreen and the game crashes before i can see the error report so i cant post that, sorry. but im not sure about why it is broken for me. i have everything else working.
Could be the block ID i'm using. next release will have text files so you can change the id's of the blocks so you'll be able to see if you can fix it that way.
i just want brick door and glass door and more stairs can u put up a seperate download link for it or what files do i need to extract just to get those 2 mods btw 2 gold and 1 notch for awsome modpack like the ideas would use them if i needed them at this perticular time keep up the good work
I totally agree with you on not wanting to step on anyone's toes, "but", why not put your own spin on it, cause you kinda already did IMHO(the your own spin, not stepping on toes) if you look at the old bridge version he did long ago before turning it into floodgate and the 1 block limit. *some* of us myself included really want a simple and effective gate/bridge that does multiple blocks across with the ability to point it where we need it, another note would be look at all the other similar mods out there, especially in the glass department and no one complains. More blocks the better ^^b
As for the texture, yeah I was prolly going to make my own 64X64 texture so it would be "fitting" for what I was going to use it for(once I can poke new block id's at it), but like I said above, would be nice to be able to stick it with what ever texture you want by putting a block in it.
But I know I will totally be using the bridge once it's ready, cause I need it to clean out about 200 miles of redstone wiring under my structures for massive amounts of floodgates when I can just pop 2 down and be done with yours, lol...
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There used to be images here... then this forum took an arrow to the knee.
I love the crossbow and illumination tubes :biggrin.gif:
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There was even going to be a party for you. A big party. That all your friends were invited too. I invited your best friend the companion cube. Of course, he couldn't come because you murdered him. All your other friends couldn't come either, because you don't have any other friends. Because of how unlikeable you are. It says so right here in your personal file: UNLIKEABLE, liked by no one, a bitter, unlikeable loner, who's passing shall not be mourned, SHALL NOT BE MOURNED. That's exactly what it says. Very formal. Very official. It also says you were adopted, so thats funny too.
The laser bridge idea is truly awesome. It brings a whole new meaning to the word "trap" and "bridge". I only have one question/ request can you make a laserbridge with rails for minecarts. I was thinking that this could make an awesome rollercoaster design, or a way to travel large distances without cluttering your world with track. with possibly a built in booster (electric cart).
I know you already said that you would update the pack to ModLoader v5, I just wanted to voice my support of this happening as soon as possible, as I can't get v4 to work with my MC installation.
these mods have given me a reason to switch off of peaceful and hunt creepers (@anyone who's gonna say anything about me playing on peaceful, yes i play on peaceful cause i like to relax so deal with it.)
As for the texture, yeah I was prolly going to make my own 64X64 texture so it would be "fitting" for what I was going to use it for(once I can poke new block id's at it), but like I said above, would be nice to be able to stick it with what ever texture you want by putting a block in it.
I've been considering this more and at the moment I think it'd probably work better if instead of putting something inside the control block you can just right click it with whatever block you want the bridge to look like. I can change this if people disagree with it, it's just at the moment it seems an easier task as the bridges should still be able to be activated without the use of redstone and power.
Quote from Kingy24 »
The laser bridge idea is truly awesome. It brings a whole new meaning to the word "trap" and "bridge". I only have one question/ request can you make a laserbridge with rails for minecarts. I was thinking that this could make an awesome rollercoaster design, or a way to travel large distances without cluttering your world with track. with possibly a built in booster (electric cart).
Keep up the great work.
I will look into this. Perhaps you could craft a rail laser bridge that is a special version that also makes rails on top. Will put it on my to do list.
Quote from greggbot »
In the recipies, you put Lapis Lazuli block in the detector recipie, but only a single lapis is needed.
Thank you will fix this for the next release.
Quote from Malkierian »
I know you already said that you would update the pack to ModLoader v5, I just wanted to voice my support of this happening as soon as possible, as I can't get v4 to work with my MC installation.
At the moment I'm working on getting the blockID's read in from a text file. But converting to version 5 of modloader is still high on my priority list. It will be done soon.
And thanks to everyone else who is enjoying my mods :biggrin.gif:
I've played around with the laser :biggrin.gif: and its very awesome! i love it! that was a realy masterpice mister! and the gems are fixed now x3 but seems for me that the emerald is pretty rare...
oh and there is something that bothers me...
i can make spawners with the mob spawner rod, every spawner worked fine.... BUT if i place the Slime-Mob-spawne, no slime will spawm :/ i tryed it in diffrent locations and ways (underground, outside, light, dark, much space around them, low space aroud them, 3 in a cave) but non of them work :sad.gif: i can build a slime spawner that doesnt spwn slime mobs :/ what do i wrong?
Umm, I believe that would be because they only spawn within the bottom 16 layers of the map. Try going for bedrock and putting a spawner there (or if you already have one...). They can spawn in light or dark areas.
Love the mods, however after noticing your Laser Block IDs are just a little bit after the end of official minecraft IDs, I suspect many of the compatibility issues people are experiencing are due to those IDs being used by another modder who also placed their blocks just after the official blocks. I believe if you were to include a configuration file like industrialcraft to set blockIDs for items added in the pack it would allow users to fix any item overlaps without having to hard-code block IDs and make it harder to simultaneously use your pack with others.
Just my inflation adjusted 2 cents.
EDIT: After extensive testing in accordance with the scientific method, I have determined that Your Illuminationtube and Laserbridge Are incompatible with items in plasmacraft, therefore I has a sad.
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Equ1N0X-RedStone Engineer and Cybernetic architect.
Ok, your instructions are clear. You said to install Modloader version 4, not 5. So thats what I do. You also say to install Lahwran's GUI API for the full package, so I do!
Now, with just those two installed, minecraft loads fine (because I do remember to delete meta-inf).
But when i place your mod pack into the jar, minecrarft no longer loads past a black screen.
Like i said, I KNOW i installed the right mod loader. What might I ask am I doing wrong? there has to be something I am overlooking....
Hey node, what are the IDs for the laser bridge? I decompiled the class and I see 97 and 98, but in the readme it says 96 and 97.
They would have been the one's in the class files. I made a mistake when copying them into the block id's text file. However now it doesn't matter because they can be whatever you want.
Quote from Equ1n0x »
I suspect many of the compatibility issues people are experiencing are due to those IDs being used by another modder who also placed their blocks just after the official blocks.
With the new update v1.4 you can feel free to change the id's to whatever you like. You can even make them conflicting if you want. I wouldn't recomend it... but you know. :tongue.gif: The power is in your hands!
Quote from alilala »
heelo
is just for report a bug
the bolt is not shot by the dispenser
plz fix this bug and domage and it will be usefull for trap
This is not really a "bug" it's more something I haven't implemented yet. It's on my to do list.
Quote from R3ven »
Are you going to add v5 ModLoader support sometime?
Short answer: Yes.
Long answer: It will probably be at least another few days before modloader version 5 support is added. I'm working on it but I am a busy guy. :wink.gif:
Ok, your instructions are clear. You said to install Modloader version 4, not 5. So thats what I do. You also say to install Lahwran's GUI API for the full package, so I do!
Now, with just those two installed, minecraft loads fine (because I do remember to delete meta-inf).
But when i place your mod pack into the jar, minecrarft no longer loads past a black screen.
Like i said, I KNOW i installed the right mod loader. What might I ask am I doing wrong? there has to be something I am overlooking....
by the sounds of things you are doing everything right.
Did you make sure when you installed the node pack the class files ended up in the right place, not a subfolder of the jar? I've made that mistake before. :S
Try installing and running the newest version of the node pack version 1.4 and look in: %appdata%/.minecraft/mods/NodePack/NodePack_log.txt see if there's anything out of the ordinary in there.
Let me know how it goes.
? I hear it's really buggy and takes a long time to configure/code, but it works.
I have used metadata for a fair few of my blocks. I also realised I could use it for the crystals so that there's only one block Id for all of them. The only problem with that is anyone who has already generated crystals in their world would not be able to use the newer version as all of those unused block id's will cause minecraft to crash on loading their map. Or at least this has been my experience.
Could be the block ID i'm using. next release will have text files so you can change the id's of the blocks so you'll be able to see if you can fix it that way.
I totally agree with you on not wanting to step on anyone's toes, "but", why not put your own spin on it, cause you kinda already did IMHO(the your own spin, not stepping on toes) if you look at the old bridge version he did long ago before turning it into floodgate and the 1 block limit. *some* of us myself included really want a simple and effective gate/bridge that does multiple blocks across with the ability to point it where we need it, another note would be look at all the other similar mods out there, especially in the glass department and no one complains. More blocks the better ^^b
As for the texture, yeah I was prolly going to make my own 64X64 texture so it would be "fitting" for what I was going to use it for(once I can poke new block id's at it), but like I said above, would be nice to be able to stick it with what ever texture you want by putting a block in it.
But I know I will totally be using the bridge once it's ready, cause I need it to clean out about 200 miles of redstone wiring under my structures for massive amounts of floodgates when I can just pop 2 down and be done with yours, lol...
Keep up the great work.
I've been considering this more and at the moment I think it'd probably work better if instead of putting something inside the control block you can just right click it with whatever block you want the bridge to look like. I can change this if people disagree with it, it's just at the moment it seems an easier task as the bridges should still be able to be activated without the use of redstone and power.
I will look into this. Perhaps you could craft a rail laser bridge that is a special version that also makes rails on top. Will put it on my to do list.
Thank you will fix this for the next release.
At the moment I'm working on getting the blockID's read in from a text file. But converting to version 5 of modloader is still high on my priority list. It will be done soon.
And thanks to everyone else who is enjoying my mods :biggrin.gif:
THE STRONGEST ODOR BLOCKER IN THE GALAXY
Umm, I believe that would be because they only spawn within the bottom 16 layers of the map. Try going for bedrock and putting a spawner there (or if you already have one...). They can spawn in light or dark areas.
Just my inflation adjusted 2 cents.
EDIT: After extensive testing in accordance with the scientific method, I have determined that Your Illuminationtube and Laserbridge Are incompatible with items in plasmacraft, therefore I has a sad.
Equ1N0X-RedStone Engineer and Cybernetic architect.
is just for report a bug
the bolt is not shot by the dispenser
plz fix this bug and domage and it will be usefull for trap
Now, with just those two installed, minecraft loads fine (because I do remember to delete meta-inf).
But when i place your mod pack into the jar, minecrarft no longer loads past a black screen.
Like i said, I KNOW i installed the right mod loader. What might I ask am I doing wrong? there has to be something I am overlooking....
They would have been the one's in the class files. I made a mistake when copying them into the block id's text file. However now it doesn't matter because they can be whatever you want.
With the new update v1.4 you can feel free to change the id's to whatever you like. You can even make them conflicting if you want. I wouldn't recomend it... but you know. :tongue.gif: The power is in your hands!
This is not really a "bug" it's more something I haven't implemented yet. It's on my to do list.
Short answer: Yes.
Long answer: It will probably be at least another few days before modloader version 5 support is added. I'm working on it but I am a busy guy. :wink.gif:
by the sounds of things you are doing everything right.
Did you make sure when you installed the node pack the class files ended up in the right place, not a subfolder of the jar? I've made that mistake before. :S
Try installing and running the newest version of the node pack version 1.4 and look in: %appdata%/.minecraft/mods/NodePack/NodePack_log.txt see if there's anything out of the ordinary in there.
Let me know how it goes.
I have used metadata for a fair few of my blocks. I also realised I could use it for the crystals so that there's only one block Id for all of them. The only problem with that is anyone who has already generated crystals in their world would not be able to use the newer version as all of those unused block id's will cause minecraft to crash on loading their map. Or at least this has been my experience.