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    posted a message on Smart Moving

    apparently some people didn't notice the link before, but in divisor's absence the official place is here on github:

    https://github.com/Tommsy64/SmartMoving


    it's unclear where science drummer and Tommys64 are the same person or not, but based on reading comments i am going to assume this is not the case, as far as i can tell science drummer found the update, but did not actually do any of the programming.


    as far as i understand the way github works is issues must be reported to the main repository and not a fork, either that or issues have not been setup to be accepted, i've asked which is the correct place to report issues but for now the main repository should work just fine.


    Quote from CaerMaster»

    3. I seem to be running into a few ...sync issues maybe? I had a sign that took me five tries to break, another that vanished when broken, and a half-dozen or so chunks of netherrack that also just vanished when broken.





    quote snipped for length.

    also try running the mod by itself with just FML (minecraft forge) and nothing else and see if you still have issues first.


    Quote from CaerMaster»



    THE MINECRAFT FORUMS EDITOR IS COMPLETE AND TOTAL GARBAGE, THIS FOLLOWING PARAGRAPH IS A QUOTE.

    Now, that said and with massive thanks to ScienceDrummer for the update/port (I cannot emphasize that enough), there are some bugs present that are inherent in SmartMoving. For instance, if I turn around in third person view, my Thaumcraft Goggles of Revealing are suddenly on the back of my head, and my Optifine cloak is hanging down my chest like a bib. They don't move with me when I swim, fly or crawl, either, and if I go into third-person mode when I'm within sight of armor on a Bibliocraft armor stand (I haven't tested it with vanilla armor stands yet), the armor on the stand spins around like a dervish.


    THE MINECRAFT FORUMS EDITOR IS COMPLETE AND TOTAL GARBAGE, THE PRECEDING PARAGRAPH WAS A QUOTE.


    this is expected behavior and nothing out of the ordinary, from what i understand the update has made minimal changes only to port the mod to the current minecraft version for compatibility, from what i can tell there are absolutely zero new features or changes to expected behavior.

    this is a feature request, you can make it on github to the main repository link provided above as an issue with the selection of "feature request".


    SORRY FOR SO MANY EDITS, THIS POST IS NOW FINAL, THIS FORUMS SOFTWARE IS SERIOUSLY THE WORST PIECE OF SOFTWARE I'VE EVER SEEN IN MY ENTIRE LIFE.

    Posted in: Minecraft Mods
  • 1

    posted a message on Smart Moving
    Quote from Zaesar_AoH»

    I don't know how to use Github.

    Does this mean the mod is now working?

    it means there's release candidate 3 download versions of it.

    as i posted before, i didn't test much at all but it appeared functional from the very limited testing i've done.
    Posted in: Minecraft Mods
  • 1

    posted a message on Trying to find entity IDs, or names, or?

    you still have NEI instead of JEI, use the dumps functionality, man i need JEI to someday get on NEI's old level, cause it really doesn't come close.

    Posted in: Mods Discussion
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Maximo_Artorio»

    Anyone can enlighten me on how the aura exactly works? I tried to place a tainted crystal cluster in my base thinking it will eventually grow, taking the flux from the aura and so getting rid of it, like it used to work, but it seems to have the opposite effect... concentrating flux in my base even more without any sign of growth (I lost almost all my roof to taint before I even realized).

    I was also wondering... without the totems or some other way to forcibly move the vis around how am I supposed to grow other primal aspect crystals?


    So a quick (kinda in depth) guide on the how tc6 aura works would be appreciated :D


    that is strange, the ONLY crystals i've seen grow at all from the clusters i crafted and placed were the flux ones, i was using vis after crafting them, but not a whole lot of stuff that should make flux, i was personally assuming at least for flux crystals they must work the inverse of a battery, always wanting to be as full as possible and taking a small bite out of whatever flux is generated.

    all assumptions and yes, seconded, for crying out loud, we really need more information on the aura system in TC6, desperately.

    also, might just be me, but there's absolutely no way to purify taint?

    just be glad this isn't the classic thaumcraft versions, i guess.... i've literally been run out of at least one or two bases because of taint back when the seals system was still around.

    also to be entirely fair, flux has never been easier to avoid early on either, just always have a handful of nether quartz shards to dump into the crucible after use until they don't interact anymore, thankfully they don't contain any aspect pollutants themselves or else we'd really be screwed with flux.
    Posted in: Minecraft Mods
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