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    posted a message on Doctor Who Client Mod - Open Alpha Now Available to play NOW! (Bigger on the Inside, TARDIS Flight, Planets, Sonics & way MORE!)
    If this mod was being made purely for your own enjoyment you would not spend so much time developing this forum... as much as I was looking forward to this mod, I'm beginning to believe its simply self indulgent hype, otherwise there would be some kind of public version available. Sorry, but after waiting years I'm bored of this and don't care any more - I'm sure others are the same - if you want to keep peoples interest - throw them a bone, not empty promises
    Posted in: WIP Mods
  • 0

    posted a message on Doctor Who Client Mod - Open Alpha Now Available to play NOW! (Bigger on the Inside, TARDIS Flight, Planets, Sonics & way MORE!)
    Quote from Stuntbros101
    Sorry to bug you, and I know that there is no current release date, not sure when it will be released, ect... But I was wondering if iKings could release like a sample version? Like where the mod isn`t done, but we can still play it, because this mod as been WIP for about 2 years now..

    Have a look at the responses the other 100+ people got for this question... for that matter maybe you should actually read a thread before posting inane comments.
    Posted in: WIP Mods
  • 0

    posted a message on Console (Chat) colour turned off on client
    OK, Duh - chatcolour:false in the options file - sorted.
    Posted in: Java Edition Support
  • 0

    posted a message on Console (Chat) colour turned off on client
    I have an odd bug - not important but it got me curious. My notebook is not showing the colours in my console chat screen. I can't find the setting. I'm posting a login from my PC and my notebook, showing the difference. (obviously the text size etc is just resolution - notebook is not fullHD)




    Don't know if this will work right, posting from my IIS and internal DNS is out of whack - should work and easiest way to illustrate.

    OK, if you copy and paste the URL you can see the image.
    Posted in: Java Edition Support
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    The thing I can't see here... will Tesseracts still support buildcraft pipes?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from sciguyryan

    1.7 mods are at least a month away, probably more. 1.6 will be the main thing for some time to come yet.

    For the most part it will have to be 1.6.2 for many - Gregtech seems like it won't make a 1.6.4 build :(
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Hmmm... the interesting thing I'm getting out of this lately, which those waiting on 1.5 might also want to consider.... the radical changes you can expect from TE3 mean that almost all the BC/TE combination systems you are currently running will not be compatible in the new version. This being said you may as well just go ahead and update, add TE3 when it comes... I have only been waiting out because my whole engine bay is TE dependent - irrelevant as it won't continue to co-exist in the new version - start again with a new one I guess.

    Please correct me if I'm wrong, otherwise I'm just gonna update.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from GraniteDevil

    Wait... from what I've been reading, this mod isn't going to be updated to the newest version of Minecraft?

    Wth am I going to do without my Thermal Expansion machines? I use the powered furnace, pulverizer, induction smelter, and all the other ThE machines.

    :sigh:

    Never going to get to enjoy 1.6.* or 1.7 because of my reliance on so many mods that won't update. argh


    You need to read a bit more then. It IS updating... god knows when though ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    The race is on for me - Thaumcraft 4 Vs TE2 Port. Which will release first ;)
    These are the last 2 mods so I can update my world.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    To those involved in the soapbox ;)
    Re-using a very famous quote, I re word it by saying...

    Everyone needs to forget that the world owes them anything and start thinking what they owe the world!

    lol - my tongue is half in my cheek as I say all this... 'half'
    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Quote from LLunatic

    Well now i feel a bit silly that the ability was there the whole time but i didnt know how to do it. Seems that when running a server you are better off turning on the "detect cuttable blocks" setting on your single player first (with all the mods installed that you use for the server) and then copy pasting all the block ids it adds to the config file to the server side config file.

    Both server and client side config files need to be updated with all the block ids the auto detect registers before it can work properly.

    Thanks so much guys for your assistance and pointing me in the right direction to get that set up. ^_^

    Also, the saw texture is still broken for us.



    Actually, I remember having to do that - I simply replaced the server config file with the client version
    Posted in: Minecraft Mods
  • 4

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    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.


    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 ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Quote from LLunatic

    Awsome Immibis, i was looking for a way to fix that damn saw texture being broken lol. Didnt realize it was forge. Appreciate you putting out a fix for that. Any word on the ability to cut blocks from other mods with microblocks? Would love to cut alot of the natura and extra biomes woods for finer decor detail ^_^

    You'll see my video actually covers that fact about blocks from other mods... examples are numirp marble and, although I said foresty, it's actually logs from extrabiomes I have used here I think - at any rate its really easy to get immibis microblocks to add other mods - use the 'detect cuttable blocks' option the config.
    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Done some tests between Immibis and Mutlipart - so far I think Immibis is winning, especially if he can fix one issue with the 'table design' style - IE putting a cover (as example) on a column, but in the same block space. I haven't seen comments about that here.
    At the risk of blowing my own trumpet here, I have a link to a video I made which illustrates these differences. It does also show the issue with the saw textures.


    I hopes it's ok to post this here.

    Just a note regarding the saw textures, as people are talking about fixed builds etc - this vid was recorded with forge build 859 and microblocks 56.0.4
    Posted in: Minecraft Mods
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