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    posted a message on Extra Utilities v1.1.0k
    I think the person is saying "what's the point in keeping all the mobs away when by the time I can afford to get it, mobs don't matter anyway?"
    Posted in: WIP Mods
  • 1

    posted a message on Agriculture (Modjam 2 Winner!)
    I'd settle for a sink and cups and plates returning dirty versions of themselves when used up or eaten off of/drank from, so you have to wash them in the sink to get the original item back.
    Posted in: Minecraft Mods
  • 1

    posted a message on OpenBlocks 1.2.8
    Quote from DarkSentai

    Either I need a fly mod that lets me change the button that makes me go down (and a fly mod that preferably doesn't make me slide) or a way for me to change OpenBlocks to say paint the whole block by default.


    jump + crouch at the same time, like all the creative mode redstoners do.
    Posted in: Minecraft Mods
  • 3

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    I'm afraid this isn't the Powersuits thread, and Sprint Assist is a core module not an addon module.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    I don't see any mentioning of cofh or thermal expansion in that log at all. Why is it reported here? TE stands for TileEntity.
    Posted in: Minecraft Mods
  • 1

    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from 3oW2Me

    Hey!
    Recently i started playing with this mod and i really love it. I want to start automating my farm by using the MFR harvester and planter and connect it to my AE system. So lets say that when my iron drops below 1000 ingots then i want the farm to activate and keep me nicely stocked. The only issue i have is how to auto craft the essences into the ores, like what is the best way to do that. Something along the line of the auto-crafter of buildcraft but that is bloody slow! xD


    Thermal Expansion has lovely autocrafters and for a good power usage! Look up Cyclic Assembler and make the schematics. Totally worth it.
    Posted in: Minecraft Mods
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    posted a message on Archimedes' Ships v1.7 - Banking ships!
    ......
    MEANWHILE, having fun seeing what else Ender IO connects to corectly. Turns out MFR machines work great too. I just built a flying bulldozer for those pesky jungles! Though I do have to rotate the MFR machine by hand, I might just see if it does metadata rotations and if it does, I'll add that. Time to grab a spyglass and see!
    Posted in: Minecraft Mods
  • 1

    posted a message on Archimedes' Ships v1.7 - Banking ships!
    I had some fun compiling EnderIO conduits. Looks like they work in 1.5.2 without a hitch! In fact they disappear entirely when compiled making for view free scenes when driving!
    Posted in: Minecraft Mods
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    posted a message on Archimedes' Ships v1.7 - Banking ships!
    EU is a standard. MJ is a standard. RF is a standard. All of these standards compete with each other. As for a standard of rotation, using NBT data supports certain things that using metadata does not. Take a guess what happened when I did apply metadata rotation to Iron chests? I had a diamond chest that turned into a (nonfunctional) crystal chest or an iron chest with the capacity of a diamond chest, because Archimedes Ships told its metadata to change to that of the other chests. As it turns out, using metadata to indicate what subblock to render has its uses, kinda like how slabs are implemented... and wool...

    So something I'm just hitting on with that last paragraph is that even MINECRAFT ITSELF isn't consistent in how it handles metadata for its blocks. Stairs use it to indicate its rotation, while wool uses it to determine color, and slabs use it to determine type.
    Posted in: Minecraft Mods
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    posted a message on Archimedes' Ships v1.7 - Banking ships!
    Didn't I play a flash game about battles with argumentation and it was based on cards? Right, Hitler wasn't in it but he probably should have, they had that jerk Cao Cao in it...

    Anyway, anyone tried launching Archimedes Ships off of a Metaworld to then recompile to the main world? Would be a really cool way to ferry chunks from main worlds to subworlds, not to mention make a MOTHERSHIP that you then drive oil rigs off of for refueling.
    Posted in: Minecraft Mods
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