Is it possible to add an config option to use another service for the Player Heads on the dynmap? I would like to get them from http://cravatar.eu/ to use the 3D-Heads.
And see if that works. I asked for that config option long long ago, because I hosted my own HD skins on my server. I had to run it through a resizer because IIRC DynMap only knew how to handle default skin resolutions, so I'm not sure 32 is going to work, but they don't support anything less for perspective heads.
thx and i see the iris is implented will there be a realease soon or not and cc suport please??? and can you orAfterLifeLochie show the behavior of tp rings??
No, the BASE implementation is done, the Iris has not been fully implemented.
As for the Transport Rings, it's really simple, place one, then above or below it place another one, use a ring activator item, click the ring and it will transport you.
maby you can write a new system so you can block load so only the main block stays loaded and it activate the whole chunk and maby more when dialed i know this is hard but if it works it will prevent lot of lag
srr for bad english
That's not how Minecraft's chunk system works. To load the block, you have to load the chunk.
Because we don't want the chunks to stay loaded at all times, this is why we moved away from the old mechanic of keeping them always loaded. And no, the gate does not have to be active to load the chunk, the local gate can request the chunk the remote gate is in to load, once it's loaded then dial, and connect, then keep both chunks loaded until disconnection. This is the intended method, which currently is not working properly. We will NOT be moving back to the always loaded chunk method from the original mod.
Also, no I'm not combining two different problems. The issue with the remote gate dialing when you step through, is because when you land on the other end, the chunk is being loaded, and the gate syncs states.... which you guessed it, causes it to dial.
Been playing around with this mod, seems really good, items and weapons seem to travel through the gate, which is cool, but I've discovered a bug of sorts.
Unless I'm using a plugin, or mod, to keep the chunks on both ends loaded, the animation either
1)Is played after I arrive (the destination gate doesnt dial in until after i arrive, no wormhole on arrival)
2)never plays at all
An option for the controller block to keep the chunk around it loaded would be nice, and keep all the animations in sync.
Also idk if its a bug or by design, but the stargate disconnects the moment I step through (I dont even have time to turn around and see it shut down) My understanding is that multipule entities should be able to travel through, thus there should be a delay of a few seconds after the last traveler came through before shutting down)
Really fun mod though, just really wondering about the chunk loading, the frames to fill the empty space between the surrounding blocks and the gate frame, and wondering if we can use gate horizontally?
Also, another question, can a gate be moved and still work? For example if I'm using the WARP Drive Mod, or the MoveCraft/Ships plugin, will the gate stay functional on the ship? If my understanding is correct, because the gate is made up of individual blocks, it will re-create itself each time the ship moves, this giving it a new address relative to it's new position, correct?
The issue is the remote chunk is unloading when you step through, we are aware something is not working quiet right with the chunkloading. There is no need for the DHD to load chunks, as the gate is supposed to whenever it is active.
As for moving the gate, it's not supported and causes strange behavior, if it works good, if not then it doesn't.
um is it just me or is the download for the mod not working? it keeps giving a Website Not Available error when ever i click the link if anyone else is getting this error can we get the mod on adfly?
You do know that adfly doesn't host content.. It's just a redirect, right? I assume you're trying to download the release build, and not the Release Candidates? If so, then yes the old server is down currently. Though I REALLY suggest using the RCs, they are so much better. Also, we're on curse forge: http://minecraft.cur...nteacraft/ The same link is on the first post above the Jenkins links, you'll find build 88 at the bottom of the file list.
Alright, well I didn't know I needed Industrial Craft 2, I thought all I needed was Computer Craft.
One final question though, to raise the odds of Naq ores generating do I just raise the number in the config?
And the ores spawn underneath lava, right?
You don't "need" computercraft, matter of fact as of build 25 it's broken because of CC 1.6 and doesn't work at all.
No, you lower the number, and I'm not 100% sure how the rules for the spawning work, I've not messed with that code since the first few builds when I first forked this mod ages ago.
IndustrialCraft 2 is not in the list of loaded mods, which is why that crash is happening. Aything that is not craftable, that you have to get from the creative menu, can be assumed to not be safe for use.
I have not messed with anything. I am not savvy enough to know how to use inventory editors or code in java or whatever.
I added this mod (Lanteacraft, which I LOVE) to an existing save that was using an older version of LanteaCraft.
I think that may have contributed to the crash?
Define older? Really it shouldn't have, the only way that crash is possible is if a block with higher metadata then is allowed exists.. But older versions of LC shouldn't have higher meta values. Did you by chance remove a mod, add LC, and set LC's ore blocks to a ID previously used by said mod? I've commited a fix for this issue, but it won't help anything until the next build.
Something has somehow set a block of ore to a invalid Meta, we have a catch for that in our code but it wasn't strict enough. Was someone playing with inventory editors, or something that modifies placed blocks in the world? Currently we only spawn a ore with meta 0, so nothing should have used 3.
I can't seem to be able to download the files. I have an internet card installed, and I have checked the mod configs to see if internet is enabled (which it is) but everytime I try to download it, I only get "failed opening file for writing: file not found". Any ideas?
Sounds like you might not be downloading to a writeable partition, Put a HDD in the computer, and follow this tutorial to mount the drive so you can write to it: https://github.com/M...ardDrives once you've done that you can cd name-of-drive then run wget.Also, build 25 of LanteaCraft, requires OpenComputers 1.2.6 to function now, the OC dev added a method to the API that we require for proper gate functionality. The game WILL still run if you are using > 1.2.6, but OC will NOT be able to interface with the gate.
Just to clarify, how would one connect this program to a Stargate? In CC a network cable was connected to the base block of the stargate, is the functionality the same with OC?
run stargate it'll download the required libraries, run it again, and you'll have a pretty nice DHD program. This MAY become the official DHD program for OpenComputers.
0
Open up the config and search for skin-url: change the url to "http://cravatar.eu/helmhead/%player%/32"
And see if that works. I asked for that config option long long ago, because I hosted my own HD skins on my server. I had to run it through a resizer because IIRC DynMap only knew how to handle default skin resolutions, so I'm not sure 32 is going to work, but they don't support anything less for perspective heads.
0
No, the BASE implementation is done, the Iris has not been fully implemented.
As for the Transport Rings, it's really simple, place one, then above or below it place another one, use a ring activator item, click the ring and it will transport you.
That's not how Minecraft's chunk system works. To load the block, you have to load the chunk.
0
Because we don't want the chunks to stay loaded at all times, this is why we moved away from the old mechanic of keeping them always loaded. And no, the gate does not have to be active to load the chunk, the local gate can request the chunk the remote gate is in to load, once it's loaded then dial, and connect, then keep both chunks loaded until disconnection. This is the intended method, which currently is not working properly. We will NOT be moving back to the always loaded chunk method from the original mod.
Also, no I'm not combining two different problems. The issue with the remote gate dialing when you step through, is because when you land on the other end, the chunk is being loaded, and the gate syncs states.... which you guessed it, causes it to dial.
1
https://github.com/PC-Logix/LanteaCraft/commits/master
0
Maybe I don't have an answer to your question right now. Currently no, the gates do not work horizontal.
The issue is the remote chunk is unloading when you step through, we are aware something is not working quiet right with the chunkloading. There is no need for the DHD to load chunks, as the gate is supposed to whenever it is active.
As for moving the gate, it's not supported and causes strange behavior, if it works good, if not then it doesn't.
0
1
Very little, other then the addition of a slot to the Gate UI for Iris modules. Oh, and more stability which is a good thing.
0
0
You don't "need" computercraft, matter of fact as of build 25 it's broken because of CC 1.6 and doesn't work at all.
No, you lower the number, and I'm not 100% sure how the rules for the spawning work, I've not messed with that code since the first few builds when I first forked this mod ages ago.
0
Read the crash report:
IndustrialCraft 2 is not in the list of loaded mods, which is why that crash is happening. Aything that is not craftable, that you have to get from the creative menu, can be assumed to not be safe for use.
0
Define older? Really it shouldn't have, the only way that crash is possible is if a block with higher metadata then is allowed exists.. But older versions of LC shouldn't have higher meta values. Did you by chance remove a mod, add LC, and set LC's ore blocks to a ID previously used by said mod? I've commited a fix for this issue, but it won't help anything until the next build.
0
Something has somehow set a block of ore to a invalid Meta, we have a catch for that in our code but it wasn't strict enough. Was someone playing with inventory editors, or something that modifies placed blocks in the world? Currently we only spawn a ore with meta 0, so nothing should have used 3.
1
Sounds like you might not be downloading to a writeable partition, Put a HDD in the computer, and follow this tutorial to mount the drive so you can write to it: https://github.com/M...ardDrives once you've done that you can cd name-of-drive then run wget.Also, build 25 of LanteaCraft, requires OpenComputers 1.2.6 to function now, the OC dev added a method to the API that we require for proper gate functionality. The game WILL still run if you are using > 1.2.6, but OC will NOT be able to interface with the gate.
1
2
run stargate it'll download the required libraries, run it again, and you'll have a pretty nice DHD program. This MAY become the official DHD program for OpenComputers.