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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Regarding the filling station not extracting filled items, it turns out that if the item was already filled (eg: jetpack) and is put in the station, it doesn't get extracted, however if fuel is pumped into it, then it does.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Hi Reika,


    I'd like to hear what you think about these two issues:


    - Upgrading the extractor with a bedrock drill seems to count as a permanent item in the block's inventory. Consequently, the chest reader from expanded redstone will no longer trigger on empty inventory, which breaks setups that use that signal to shutdown power to the extractor.


    - The filling station allows items to be piped in, but I haven't found a way to automatically extract items out of the block when they are filled.


    Cheers!

    Posted in: Minecraft Mods
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    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from metnavman»

    http://pastebin.com/UqtKZu93


    The Refinery from Buildcraft additions causes fairly consistent Null-Pointer exceptions, and is generally buggy whenever I use it. It doesn't like to render fluids in the Cooling Tower properly, more often than not. I like the immersion of removing the other refineries and forcing us to utilize different mods, but this is one of the few occasions where it's incredibly annoying. I don't know that I use any other item from the mod itself, and would happily see it go away for all the trouble it causes.


    I haven't gotten any issues with the multiblock refinery/cooling tower combo myself, however AEnterprise (BCA maintainer) has fixed crashes I have reported to him around the KEB, perhaps you should report yours: https://github.com/BCA-Team/Buildcraft-Additions/issues

    I personally enjoy this mod quite a bit, and still use it actively. Check out the multitool!
    Posted in: Mod Packs
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    I'm looking for past discussions on the topic to get up to speed, any links appreciated.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    They already do.


    Ah, correct, bad note taking. Going back to the setup, I tried looking for bc gate to extract a condition from the battery's fill state and none are available.

    Quote from undefined »

    Is this a 'no, that's bad for gameplay' or 'no, that's non-trivial to do', or a bit of both?

    Thanks for the prompt replies!
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Having fun with electricraft:


    * Could we get comparators connected to batteries output a signal proportional to filled state (like the coils in roc?)


    * Fixed current is no fun at all! Powering a grid that doesn't consume all the power from a battery wastes the unused power, unless another battery catches the 'left overs'. Flip-flopping the role of 'emitter' vs 'catcher' between the two batteries achieves the same result as if the source battery would emit variable current given the demand. Is there a chance of getting ever seeing variable current implemented?

    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    We can find an alternative to libnoise with a more compatible license. Don't let that stop you though, put everything new under an mit license and we can move forward.

    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from WhichOnesPink»

    Ok, so I've been spending a lot of time working with the RWG code, and I finally have all of the vanilla biomes generating, including Ocean and Deep Ocean. There are quite a few aesthetic issues to resolve, but not nearly as many as I thought there were going to be. It's definitely playable, and I haven't had any crashes when testing with other mods installed.


    Nice! Can you push your changes on a fork off of Ted's repo? I'm more than happy to test them. Currently, I see MainFlava's work (under Ezoteric?) or is that your work?




    You have a good approach to take this out of alpha. On it's own, the realistic world gen of existing biomes is just jaw-dropping and enough to make this mod heavily used. Compatibility with other mods' world gen is also essential, at least for the mainstream ones. Figuring out what works and doesn't in that area and then resolving is probably where most of the efforts will be to push this out of beta.



    I've got myself up and running with dev'ing the thing now, but I'd like to know if you have any tricks to speed up biome generation and validation?

    Posted in: Minecraft Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from MainFlava»



    And here is the reason why we cant use it yet and useful to have actual java knowledge.


    error


    Understanding the generation process is much more important than having java knowledge. We need to get this project started up again, it's too important to ignore.


    I see that Jimmy has forked already and has done some development, that's great! (https://github.com/jimmyh77/Realistic-World-Gen/commit/932051c4cb250299ed0a4520335990e92fa87c4e)


    Is there a list of issue/feature requests that is maintained somewhere?

    Posted in: Minecraft Mods
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