Quote from ProxySawWhat sorts of things do you have up your sleeve for this coming update?
I think "making it work at all" is going to be high on the list
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Quote from ProxySawWhat sorts of things do you have up your sleeve for this coming update?
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Quote from Kashmoney
I love the mobs, but I feel the mod takes away from the feel of minecraft by adding all these monster mobs. I prefer that it add more animal mobs instead of the monster mobs
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Quote from chimp12345
Well i give up using moe creatures im using forge 9.11.1.933 i load mine craft up there no global option to change creatures? next i press f6 it freezes and crashes saying shuting down? if i walk along to far it starts to freeze again it crashes just like f6? ...the gui is a jar! ok not a zip the other 2 are zips i have put all 3 down loads in the mine craft mods folder ok! i dont know how to get the crash log.
there not even the globle optionat start so it all weird
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Quote from Craigdb
I know it might be an act in futility, but YES! godammit - if someone is interested in a particular thread they should read more than the last page. Maybe I'm old fashioned but I think that is a problem we have today - people are too shallow with everything. OK I'll get off my soapbox now, lol
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Quote from Stucuk
@Laskeri & harley9699: You actually expect people to read previous pages? People are lazy.
@Cloneman_zombie_slayer: He is working on a 1.6.2 version, after which 2 others will continue Thermal Expansion's development.
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Quote from MohawkyMagoo
Nope, apparently not. Dr. Zhark has abandoned Mo Creatures, so it will never be updated to 1.6 He's turned to the dark side and changed his name to Dr.Dark and is now working on his new mod, its set in the world of Whinecraft and called Mo-Updates and its about a game system that constantly has major events called "updates" that break everything that's gone previously. These "updates" constantly generate a new mob called the Update Cretin that infests the world in increasing numbers. Update Cretins spawn constantly, have almost zero intelligence, cant read and think they are the centre of attention and that all their constant demands must be met at once. They have three super powers: impatience, laziness and ignorance and they attack by inducing extreme irritability in their victims. They can be got rid of, or "Infracted" as the mod calls it, by summoning Divine Wrath from the "Great Moderators" - benign but often inept powerful supernatural beings who are supposed to watch over the world of Whinecraft and keep us all safe.
So, no more updates for Mo Creatures, ever. Sorry. But a great new mod instead!
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Let me correct and restate: Player API Forge on the client, Player API MCPC+ on the server, Smart Moving 14.5-1.6.4-Forge-MCPC+.zip on both.
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That's ... not quite true.
ProjectRed so far includes wiring, redstone logic gates, lighting, utilities, and the worldgen aspects of RedPower, including volcanoes, marble, and basalt. And Mr_TJP has declared more is coming.
What you should also consider, though, is that ProjectRed uses Forge Multipart, which is an improved microblock implementation that can do things RedPower microblocks could not. For a not-particularly-useful-but-cool example, you can put two torches in an inside corner in the same block. For a much more useful example, Forge Multipart is a requirement for ChickenBones' Translocators, which you will find to be insanely versatile and useful once you start using them. Immibis' RedLogic, however, requires Immibis Microblocks core mod.
Why is this important? Because Forge Multipart is probably the future, but Forge Multipart and Immibis' microblocks implementation are fundamentally incompatible. If you have both installed together, sooner or later you will hit a loop that will cause a stack overflow and crash that is then very difficult to recover from, because as soon as you restart and re-enter the world it begins again. (You can probably guess how I know this.)
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Makes perfect sense to me. Having two different and incompatible types of red alloy ingot that are made from the exact same materials, in the exact same quantities, but in different machines and unable to be used for the same purposes, just seems silly.
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I've always thought having black lamps at all was kind of weird anyway, although I admit I have entertained the thought of using them to create apparently sourceless lighting. But dimming other lights by putting a black light source near them just seems odd. What happens then, if you put a black lamp on its own?
I could see a "dark lamp" as a separate item with its own distinct behavior, an object that absorbs light in its vicinity instead of radiating it. But I don't think a black regular lamp should do that. It's inconsistent with all of the other lamps. And if black lamps absorb light, while white ones radiate it, then what should grey ones do? Nothing at all?
If treated differently than white lamps at all, I think "black" and grey lamps should emit neutral colored light just like a white lamp does, just ... less of it. Though logically the black lamp should then emit none and have no illumination power at all. But then why even have a black lamp at all? You might as well use a block of basalt.
I suspect the best way to treat grey and black lamps is to just treat them the same as white lamps — neutral colored light sources of the same intensity as any other, just with different cosmetic appearance, allowing creating the sourceless-lighting look. Any light-absorbing block should be its own distinct special item, with a separate recipe and distinct behavior. And a cool particle or smoke effect. Perhaps a glossy black block with tendrils and wisps of dense darkness wafting off of it....
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