Quote from GrassyFilth
If he gets the most negativity about it, why wont he change it?? That defies common sense.
He gets negativity of changing it cause when he does we get chunk borders. Ever noticed between your 1.8 and 1.0, or your 1.1 and 1.2 worlds, when you explored new terrain in the new update, there would be an ugly border where it changes from jungle to Tagia in a straight line and creates a flatwall? thats what they're talking about
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Just curious, is there any plans to make this compatible with other modded world types? Currently playing with the ATG mod and thought it'd be awesome if the gas pockets appeared outside default terrain gen. Regardless though awesome mod, I look forward to see what awesome plans this mod has in its future.
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The only "Fix" i've found for this is getting the general shape of what I want to model and then remodelling it in a second window of techne all at once, exporting the texturemap after I re-do the entire model.
Does anyone know how to fix this issue? Its really annoying to have to make each model twice, (Espically since I only have a class period every day to do this, so time is of the essence) and I'd really like to know if this is something I've done wrong or just a fault of the program.
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Just wanted to make sure I wasn't derping out and missing something completely obvious.
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I'm very excited that you looked around and got the knowledge on this topic before posting about it, increasing your authenticity rather than just asking for a feature with no knowledge on how it works.
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A: The ship is always an entity. This would not work because you would not be able to walk on the ship entity, nor access any tile entities (such as chests), and even if they added a collision box to the entity, it would likely be very buggy, akin to being pushed around by players and mobs pre-1.3. And if multiple players were on the ship, it would have to synchronize packets between them, likely causing quite a bit of lag
B: The ship is a always blocks and just moves one forward each time. This doesn't work because players wouldn't be carried with it, and would have to walk with the ship to stay on. Also, there is the issue of phasing through the blocks as they are moving.
C: The ship is blocks until it is moving, then becomes an entity while moving. This still has many of the same bugs as entity ships, along with being able to be used for greifing (that is, considering they would likely replace any blocks they were on top of when disassembling from entity form.
TL;DR: Large scale moving objects really don't work with the way Minecraft is coded.
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Ah, thanks for the help. Also excellent work on this mod, its quickly becoming one of my favorite Thaumcraft addons. I look forward to seeing where this mod goes.
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Considering this is in the changelog of v.0.6.3, this might perhaps be the issue. Not sure, but a hunch nonetheless
- Also tweaked the Blood Altar's operation. Make sure to read up on how it now works with fluid input and output. That is also in the Blood Altar section!
Hopefully I helped lower down the possible conflict that could be occurring between these two mods. Love your work WayOfTime, and hope my testing helps lead you to a solution.
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Hmm...Do you know what the most recent 1.6.4 version that doesn't have that bug is? I wouldn't mind backdating a couple of Mod versions to be able to play with the mod, even if it does mean I'll be missing out on a couple of things