On my server, all machines using block ID 210 (battery box, retriever, etc) lose their metadata when placed and show up as deployers. If I pick these up they will be added back to my stack of proper machines. If I place a machine and have no others left in my inventory, it'll actually pick up the deployer itself. Any other machine picked up when I have a deployer in my inventory gets added to the deployer stack. I've tried forge #94 (recommended), 97, and 101. Any suggestions?
I need some help with one of my projects I call "Minecraft Paint". I can't get the color picker to work. I wanted to choose colors by coordinates, so to get white you would flip D and 1. My problem is I can't figure out what logic boards to use.
Your light sensor textures use part of the top texture for the long sides as well. Not very HD texture friendly :/
The short sides have their own texture piece.
Would you consider adding a texture piece for the long side as well?
And could future items have unique textures for the side bits?
--- BEGIN ERROR REPORT 8a3a8034 --------
Generated 4/27/12 6:36 AM
Minecraft: Minecraft 1.2.5
OS: Windows XP (x86) version 5.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
OpenGL: Intel 865G version 1.3.0 - Build 22.214.171.12496, Intel
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT b5988fe9 ----------
Don't know if this has been posted about yet, too tired to search atm so excuse my laziness. I wouldn't call this a bug since it probably directly relates to minecrafts limitations, but as a note: Using frames, if you move frams down past the bottom most layer of blocks it will cause the game to crash and make the world impossible to load as it wiil crash on each attempt to reload the world. Again i don't think of this as a bug as there is no need to extend a frame into the void, however I simply thought others would like to know before they get curious and do it outside of a test world.
Does anyone know a way to exclude, hide or remove the "Sub-Blocks" (Panel, Column, Pillar, ...) from the TooManyItems window as it fills 4 full pages. I thought about the exclude, but the wire has the same datavalue as those Sub-Blocks, just another damage value.
It's pretty much accepted that NEI is preferable to TMI.
Also, you'll have to push 'u' while you're in your inventory to make the Item Subsets button appear. And you may need to scroll the mouse wheel down while you're hovering over "redpower" to see the Microblocks.
I'm seeing comments all over the forums of people passing assembly instructions straight through forth using the c! command, but I can't find any valid documentation on ! and c!, or for that matter EXECUTE. are these things added for the redpower computer or features right from forth? What's the difference between ! and c!?
Edit: Ok, so I figured out EXECUTE...
Also, I can't find any way to force "." to show unsigned integers, and U. isn't in the dictionary yet. Neither are <" and "> so I can't even properly define U. myself. This makes working with the sixteenth input and output of bundled cables (through the io expander) difficult since "." will assume it's a signed integer and really mess up any arithmetic math performed on it. That, or I'm missing something obvious.
Finally, I'm trying to use IOXSET directly from the command line, and it doesn't seem to actually switch to the specified IO expander. Is this something that only works when compiled into a word?