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    posted a message on [1.6.1] THX Helicopter Mod v025
    Yea I got the same problem on my server. It laggs in and out and lots of tearing. Shoots to max height and refuses to decrease altitude. If I need to post logs or something let me know.
    Posted in: Minecraft Mods
  • 1

    posted a message on MC Server Soft // Server Manager for Windows
    Also.....<3 Stargate.
    Posted in: Minecraft Tools
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Mouser X

    I disagree. Or, more specifically, I like that I can make the craft look however I want, instead of being forced to use some design decision, just because I have to use some obtuse method to get the thing in the air. etc etc.

    I agree. A method that rewards some resource investment but also maintains the base ease of use would be optimal. I would love a warp engine or directional thrust blocks or whatever gadgets but, if I want to make a cobblestone flying pirate ship I should be able to. Even the ability to to disable the complex stuff in a config file would work I guess. Kinda like how BuildCraft has it energy framework as optional in the config file.

    I do not think that a mod should be designed for the lowest common denominator of users though. If someone is too lazy to read a few pages of this thread or even the first post the mod should not be changed to accommodate such people. There are guides to just about everything having to do with mods. If you want to use mods you need to be ready to learn some basic things.

    My 2 cents.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from ahchx

    mmmmm i could make a carrier whit punishers, bomb bays, turrest and yes AA guns :biggrin.gif:
    but a good ship design whit cannon to whipe the carrier from safe distance and AA guns to clean the sky of bees, o yes!.. BTW: that big ships on pear harbor where ambushed!


    Getting the CCTV mod to work with this would be great. I am much more worried about boarders than slow firing cannons. a small ship with a IC2 force field zipping up and dropping 3 guys with pickaxes and tnt onto my ship is my fear.

    Edit:

    Quote from DiEvAl

    Why so much anger? He didn't said anything bad. It's just his opinion.


    Because guys who drop by a mod thread to exaggerate, knock something someone else has put alot of work into, and provides for free are punks. He could have made the same point with tact and consideration, instead of telling you what you "need" to do to make your evidently unusable mod worth downloading. He has 1 post. Think he has spent anytime helping anyone? I have only almost 80 posts and probably half of mine are directing people to places where they can find answers to their questions. That guy made an account to be a DB. Anyways.

    Quote from DiEvAl

    Probably there is.



    I meant is there anything I can do. I think you said you are already working on it for .12 But I was lookin for a way to be able to do something about it without bugging you.
    Posted in: WIP Mods
  • 1

    posted a message on BuildCraft NextGen 6.0.17 - (Builders, Blueprints, Pipes, Quarry, Auto Crafting, Engines)
    Quote from Snappybean

    They are compatible, and I did not need to adjust any ID's for these 2 mods. I also have Redstone Power and BTW running with them. BTW DOES require some adjustment on ID's, but they work together beautifully.


    They work together fine. Although block IDs must be changed. Google ID resolver mod. ID resolver doesnt work with forge yet. The creator is planning a merge though.

    For now I have found this helps. http://beta.mcmodcenter.net/index.php?/files/file/46-idlist/

    ID list generates a txt file in your .minecraft that lists used IDs.

    I posted my modloder config in the spoilers to show some that I have working together. I have had upwards of 90+ mods working. And that was in the early days of forge. It just takes some doing. And forum spelunking. Hope this helps.


    #ModLoader Config
    #Wed Sep 07 18:41:09 CDT 2011
    mod_Guard2=on
    mod_BuildCraftCore=on
    mod_WirelessRedstone=on
    mod_WoolToString=on
    mod_BuildCraftTransport=on
    mod_BuildCraftEnergy=on
    mod_WeaponMod=on
    mod_XieFoodStacking=on
    mod_HotAirBalloons=on
    mod_TooManyItems=off
    mod_BuildCraftBuilders=on
    mod_FCBetterThanWolves=on
    mod_treecapitator=on
    mod_MultiuseDoors=on
    mod_PathingActivated=on
    mod_ToggleBlocks=on
    mod_IC2=on
    mod_Ambusher=on
    mod_IDList=on
    mod_kniSpawner=on
    mod_MysticRuins=on
    mod_RedPowerLogic=on
    loggingLevel=FINER
    mod_BuildCraftFactory=on
    mod_Guard=on
    grassFix=true
    mod_Millenaire=on
    mod_KnightE=on
    mod_RedPowerCore=on
    mod_Knight=on
    mod_RedPowerWiring=on
    mod_Planes=on
    mod_ArcherE=on
    mod_Healer=on
    mod_SpawnerGUI=on
    mod_crystalWing=on
    mod_Archer=on
    mod_Parachute=on
    mod_Knight2=on
    mod_AITools=on
    mod_SmartMovingMp=on
    mod_CCTV=on
    mod_Archer2=on
    mod_Elevator=on
    mod_RedPowerLighting=on
    mod_IDResolver=on
    Posted in: Minecraft Mods
  • 1

    posted a message on [API] Minecraft Forge
    Quote from ChrisTheDBA

    So I've managed to get Kaevator's Super Slopes installed alongside IC2, BC, BTW and Redpower. Had to hunt and peck to get ID's for the Kaevator's stuff. IS there a better way than trial and error to see what block IDs are loaded?

    http://www.minecraftforum.net/topic/366377-173id-resolver-update-2/
    ID resolver does all this for you. Right now it doesn't work with forge. BUT he is planning to do a merge so it will work soon.

    http://beta.mcmodcenter.net/index.php?/files/file/46-idlist/

    In the mean time this mod will create a .txt file in .minecraft that lists all your IDs in one place making things much easier

    To be honest these 2 mods should be listed in every other good mods original post IMO.

    EDIT: Is there a list of mods using the Forge? The OP one seems incomplete.
    Posted in: Minecraft Mods
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