ok.....how do you deal with the world border? I can't find anything about it in any config file nor command....though my /help is screwed up....I have a world that vastly exceeds the default world border.
OC scripts are no longer auto booting, you need to "install" the OS, then "install" WarpDrive scripts.
They do jump.
You probably have invalid ship dimensions. Sneak-right click the ship core to see the yellow bounding box your ship, then adjust the dimensions.
uh...how do you install the warpdrive scripts? i already have the OS installed.
nvm....figured it out, have to copy the warpdrivecommons.lua to the lib folder...though this program now makes it hard to setup the reactor.....the old way would let it run in manual mode with no issues....though the max RF it accept as an input is 100k....nowhere near the 100M RF the reactor can store so trying to use it in surplus mode doesn't let the rate get very high.
sigh....tried the update...now I can't get the OC program for the reactor to work. I even tried a fresh creative world and it didn't want to work. I posted a pic of the error on the github.
the zero suit replaced the justin bailey code. and it doesnt make any sense. as the zero suit never had the abilities of the power suit. she has a dinky pistol and can crawl.
the justin bailey code should allow me to see my skin and hide my armor. that includes the zero suit.
pick up the amourer's workshop mod, you can do alot with that, including removing the armor from displaying while still having the armor on.
Thanks for the info. I already knew about the needed adjustment to the config file, but I wanted to know if you recommend any mods besides galacticraft and it's add-ons.
well...I think you might be able to do mystcraft....haven't tried it with Warp drive
then, if you want it, there is the metroid mod....adds like 3 planets, maybe more...though it likes galacticraft more than warp drive.
you CAN turn off custom armor models in the MC3 options, which will then make it work.
that does fix that problem....but I discovered another....and I don't know what other mod is causing it....the armor won't take damage just me....sigh....oh well...i already have enough other mods (mods list says 133), Zelda sword skills with Metroid would have been weird.
"metroidcubed3.client.models.armor.ModelArmor" and "metroidcubed3.client.models.armor.ModelZeroSuit" might be enough. if not:
"metroidcubed3.client.models.armor.ModelZeroSuit"
"metroidcubed3.client.models.armor.ModelDarkSuit"
"metroidcubed3.client.models.armor.ModelGFMCPrime2"
"metroidcubed3.client.models.armor.ModelHazardSuit"
"metroidcubed3.client.models.armor.ModelLightSuit"
"metroidcubed3.client.models.armor.ModelPEDSuit"
"metroidcubed3.client.models.armor.ModelPowerSuit"
"metroidcubed3.client.models.armor.ModelVariaSuit"
"metroidcubed3.client.models.armor.ModelVariaSuitMH"
Also, "/gamerule mobGriefing false" makes missiles/powerbombs/other things not destroy/modify terrain.
sigh....only makes the zero suit work and partially the helmets....which is a shame....this mod looked like so much fun....may still use it despite the armor visual glitch....though I have a biome ID conflict with Twilight Forest as well...will mess with it later.
ok, this may sound strange, but I need the class names for the armor so I can add in smart moving compatibility. the armors don't render right with SM. they don't change direction and i think the arms are flipped
A problem I'm having in the 1.8 version is that I'm trying to get a villager to upgrade my master sword to the tempered sword, but none of them seem to be able to do it, I might just be dumb, but I got the two master ore and the master sword so I'm not sure what the issue is.
has to be a friendly blacksmith. trade with the blacksmith enough to unlock 6 trade options.
The intermediary block can be any 'air' block, but not a solid 'transparent' one.
It's fairly improbable for a stabilization laser to get lost during a meltdown.
yeah, but explosions can travel diagonally between blocks, its more for the particle boosters
Actually, the current official version doesn't show the proper amount of output, you need an external reader to get the rate.
It's fixed in dev.
that is what I thought, the mass fab and the MFSU were acting like it was getting 30K EU/t
I do wish you'd let transparent blocks be in between the laser and the reactor, to try and better protect everything. though the lasers have survived two reactor melt downs....can't say the same thing for the particle boosters.
To me, this means you're not consuming fast enough, so it's capping.
In fact, there's no limit on the output rate as it'll drop power from the reactor and starve it.
the 2% 1 i have it feeding an MFSU with a debug device in the recharge slot so it will consume all the power it can get, the other one is feeding a mass fab, i haven't looked at the EU reading on that one as they are two different maps
i also have both reactors in unlimited mode.
i've got one running at 2% and the computer is only saying it is outputting ~7k RF/t, open computers using the stock computer program
but the EU reader from IC2 is saying ~30k EU/t....which isn't right. one of these two isn't reading right....30k EU/t would be 120k RF/t
0
ok.....how do you deal with the world border? I can't find anything about it in any config file nor command....though my /help is screwed up....I have a world that vastly exceeds the default world border.
0
uh...how do you install the warpdrive scripts? i already have the OS installed.
nvm....figured it out, have to copy the warpdrivecommons.lua to the lib folder...though this program now makes it hard to setup the reactor.....the old way would let it run in manual mode with no issues....though the max RF it accept as an input is 100k....nowhere near the 100M RF the reactor can store so trying to use it in surplus mode doesn't let the rate get very high.
0
sigh....tried the update...now I can't get the OC program for the reactor to work. I even tried a fresh creative world and it didn't want to work. I posted a pic of the error on the github.
0
pick up the amourer's workshop mod, you can do alot with that, including removing the armor from displaying while still having the armor on.
1
wow....you have render player API for 1.11.2, smart render for 1.8.9, and player api for 1.11.2
0
well...I think you might be able to do mystcraft....haven't tried it with Warp drive
then, if you want it, there is the metroid mod....adds like 3 planets, maybe more...though it likes galacticraft more than warp drive.
0
that does fix that problem....but I discovered another....and I don't know what other mod is causing it....the armor won't take damage just me....sigh....oh well...i already have enough other mods (mods list says 133), Zelda sword skills with Metroid would have been weird.
0
sigh....only makes the zero suit work and partially the helmets....which is a shame....this mod looked like so much fun....may still use it despite the armor visual glitch....though I have a biome ID conflict with Twilight Forest as well...will mess with it later.
0
1. spoiler tag not code tag
2. it is the ZSS add-on. it hasn't been updated in a while and will cause that.
0
ok, this may sound strange, but I need the class names for the armor so I can add in smart moving compatibility. the armors don't render right with SM. they don't change direction and i think the arms are flipped
I have some stuff from TC for an example
tconstruct.armor.model.BootBump
tconstruct.armor.model.HiddenPlayerModel <-- gloves...
tconstruct.armor.model.BeltModel
tconstruct.armor.model.WingModel
I don't mod myself otherwise I'd just look for the names.
also, a config option to prevent missiles and bombs from damaging the world would be cool. if it hasn't already been suggested.
0
has to be a friendly blacksmith. trade with the blacksmith enough to unlock 6 trade options.
0
yeah, but explosions can travel diagonally between blocks, its more for the particle boosters
0
that is what I thought, the mass fab and the MFSU were acting like it was getting 30K EU/t
I do wish you'd let transparent blocks be in between the laser and the reactor, to try and better protect everything. though the lasers have survived two reactor melt downs....can't say the same thing for the particle boosters.
0
the 2% 1 i have it feeding an MFSU with a debug device in the recharge slot so it will consume all the power it can get, the other one is feeding a mass fab, i haven't looked at the EU reading on that one as they are two different maps
i also have both reactors in unlimited mode.
0
i've got one running at 2% and the computer is only saying it is outputting ~7k RF/t, open computers using the stock computer program
but the EU reader from IC2 is saying ~30k EU/t....which isn't right. one of these two isn't reading right....30k EU/t would be 120k RF/t