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    posted a message on Project Blue 1.1.6 (a Project Red add-on)
    Quote from Greg_Ewing»
    It doesn't look like it will be easy to get Rednet cables to connect directly to my control panels. The Rednet APIs assume you're implementing a block, but my control panel isn't a block, it's a part. I don't have any control over the type of block that contains it.

    I was wondering the same thing as Aphenon, but that's okay. If I ever need MFR cabling and programmable logic units, I can throw a computer between the two standards.

    Hey, that might be a great block to add to your collection in the future. A translation unit. A block that has the ability to translate PR cables into other standards, starting with MFR as a first implementation.
    Posted in: Minecraft Mods
  • 2

    posted a message on Extra Utilities v1.1.0k


    Beware of the chickens!
    Posted in: WIP Mods
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    posted a message on [1.6.4]Tinkers' Mechworks
    GermanSheperd,

    1) Please use spoiler's when posting logs and no need to make multiple posts like that.

    2) You have an ID conflict. You will either need to fix it yourself by editing the config files or use a modpack that already has the IDs corrected for you (such as Feed The Beast). There are several YouTube videos out that explain "How to remove Minecraft ID conflicts".

    3) It's spelled German Shepherd
    Posted in: WIP Mods
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    posted a message on ChickenBones Mods
    Quote from timpost

    Same problem, no matter if I use the recommended or latest version. I'm out of ideas :(


    Make sure that you only have one version of CCC and one version of the mod you want in your mods folder.

    Make sure that you have the matching version of CCC for the version of the mod you want to install.

    If you are using 1.7.2, be sure that there is no 1.7.10 sub-folder in your mods folder.

    If you are using 1.7.10, be sure that there is no 1.7.2 sub-folder in your mods folder.

    Enter the 1.7.2 or 1.7.10 sub-folder in your mods folder (depending on which version of MC you are running). Delete any files that have CodeChickenLib in the filename. Then, download the latest version of CodeChickenLib for your version of Minecraft found here - http://files.minecraftforge.net/CodeChickenLib/
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from siskulous


    I am a web developer. I put food on my family's table by making web sites and HTML5 apps. As, I'm guessing from what you said, you do to at least partially. It is in this context that I have to disagree with you. IE is squarely where the blame lies. It's not just missing the latest technology. It's missing web standards that it should have implemented two versions ago. Imagine for a second that Tekkit Lite didn't work with any mod that used the ore dictionary and you'd have some idea of that the problems with IE are like.

    Hi siskulous,

    I am more than happy to discuss your opinions of IE (and several other mainstream browsers that currently do not support HTML5 or CCS3) in a private message. I don't want to take away from this mod's thread by going back and forth about which browser people should be using - when it should really be a personal choice anyway.

    That being said - opinions of IE aside, the property should have not been set to "Initial" regardless if the browser is CSS3 compliant or not. The purpose of the Javascript function was to hide the previous block and show the intended one when the user changes the filter. In this case it is more accurate to use "display:block" and "display:none".

    The "initial" value of CSS attributes is intended to toggle a DOM objects state back to it's original value - and not to make it visible. This is often used to reset state, restore column widths of dynamic query tables, or clear effects within an HTML 5 application using a client side framework such as Ember or Angular. It's more efficient to use a single attribute value to remove all state information on a DOM element than to iterate through all known attributes and specifically set the value back to the original state. When used through client side frameworks, it will use the initial value for this purpose - and fall back to DOM tree manipulation in the event the browser doesn't support it.

    Although technically, the "initial" value can be used to toggle visibility, it's a little awkward. Especially, when the HTML is loaded, the CSS attribute of display:hidden is applied to all DIV tags globally, page is rendered to the user - then set back to original state of having no CSS applied to the specific HTML tag. It's extra typing for nothing and has the unintended effect of not working on some browsers.

    (NOTE: I do think that IE should support this particular CSS value by now, but telling your target audience "that your using the wrong browser" isn't going to put food on your family's table at the end of the day. So, we deal with it and work around them while extending the apps and websites we write for the browsers that do support the latest technology. What I was getting at earlier is that many people say, "IE sucks" "Why?" "Because it's IE" or "Because it's made by MS" "Why does MS suck?" "Because it's MS")
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from grimallq

    Tell that to Microsoft and their atrocious web standards support in IE, that forced huge chunk of the internet to run separate "IE only" versions of websites for years.

    That said I just checked with several browser. The download site craps out only on IE. So, another one for "IE's stellar web standards support".

    If you don't like Chrome, then nobody's forcing you. Just use anything other then IE to access ChickenBone's download site.

    Ok.. out of sheer curiosity, I looked over the javascript and there is an unintended bug that does affect IE because it is not using backwards compatible CSS3 DOM manipulation. This is not an IE issue as it also has the same problem on older versions of Firefox, Opera and Safari.

    On line 30 within the javascript block, the function change_display changes the display property to "Initial" which is a CSS3 only property. CSS3 styles should not be used without some form of CSS2 backup when hiding/showing HTML DOM elements. Changing the word "initial" to "block" will correct the issue on non-CSS3 compliant browsers (all versions of IE, some tablet based browsers, older versions of Firefox, etc) and will continue to work in CSS3 browsers (i.e. Chrome, newer versions of Opera and Firefox) as if no change occurred.

    In the mean time, you can right click on the page and view source. The HTML is cleanly formatted and indented and lists all of the URLs to the adfly pages.

    EDIT: I am an avid Chrome user. When testing my own web based applications, I use Chrome for development and testing as well as IE, Opera, Safari and occasionally Firefox. That being said, I often see many people mistakenly placing blame on IE.

    Think of web browsers like custom Minecraft modpacks. They are a collection of many different technologies that allows you to travel the world of the ever widening web. Just like a modpack allows you to explore an ever expanding world, it is limited to the mods that are included into the modpack. IE would be the Tekkit lite, where it is an easy to use web browser for people who don't necessarily understand where each mod ends and the next one begins. It doesn't have all the latest technology, but that's the point.

    On the other hand, Google Chrome often touts some of the latest (and often untested) technology. When you want to disable something that is automatically included in an automatic update, you will often find yourself in the advanced settings, or worse, within the Chrome Flags pages going through over 1000 various options of the browser. This is not something I would expect any user to be able to handle, just like I would expect the average Minecraft user to know how to eliminate itemID conflicts spread across 140 mods on a MC 1.6.4 server/client environment.
    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    Quote from moustik_2002
    forgive my noob skill but what do you mean by QED ?

    http://imgur.com/a/I7Hcd (from Google search)
    Posted in: WIP Mods
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    posted a message on ChickenBones Mods
    @Lorant2 - He also fixed the gradle script to correctly download the dependencies during a gradle build task. No more missing depends while compiling.
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from John2022

    Wow, this topic is HUGE guys.
    I'm sorry if it's ben reported several time, but trust me, I looked for an answer by myself (several hours of reading).

    I would like to know if there is an unofficial (or official beta ^^) version of "ChickenChunks" for MC v1.7.2 here or somewhere. Or, in the hard way, a manner to make it work under 1.7.2. I miss it sooo much.

    And if it 's out for good, I'ml looking for a couterpart (stability, efficacité, forcefulness, sex-appeal ! XD ) ?


    Until ChickenChunks is released - I have been using Dimensional Anchors, which is an Immibis mod. I am not a fan of Immibis's mods (not getting into why - use your imagination), but it works and doesn't cost Ender peals like the World Anchors from railcraft do. I've also had problems in the past when copying server based worlds containing active world anchors into a single play world for testing purposes. It would reset the entire chunk that the world anchor was loading on the server. I'm pretty sure that this issue was fixed, but I didn't want to use the world anchors specifically for this reason.
    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    Noooo.. don't make it a belt! :)

    Unless you keep the ring as well. It would mess with my sash from Botania - one of the easiest, early game speed buffs there is.
    Posted in: WIP Mods
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