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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released

    Yes, nice project. (Project Blue) I tried that out and it does it half-way right. I would rather it was implemented bi-directionally as well. But, that I can do if needs be. I'm adding it to my pack as it makes by build way smaller. I like the control and indicator panel, too.

    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released

    I, too, would love to see both the "sample and hold" analog latch and the multi-channel historian ideas come to fruition. It would also thrill me if a dual 7-segment display (like Project:Red has) were implemented in MFR. Likewise, an analog switch (with a dial interface) would be a nice feature.


    I actually have implemented a huge interface kludge build to pass signals between P:R bundled wires and rednet cables. It only works one-direction at a time, unfortunately, due to both mods believing the other cable is the bus-master. Hence, once a signal is present on on side of the interface, the other side picks it up fine, but then the signal will not drop because the cables feed it back and forth forever after the original signal source is switched off.


    I am strongly considering making an add-on with a single block that properly coordinates both bundled cables for input/output. I believe that at one time I could have used a ComputerCraft computer for this, but support was dropped when the CC API was changed. Too bad! It was a good idea at the time.


    Thanks to SkyBoy for keeping this going.

    ~S~

    Posted in: Minecraft Mods
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    posted a message on Garden Stuff - v.1.7.0 - Updated Dec-06-15

    Hi Jaquardo,


    I really like the look of this mod and my minecraft playmates love it for decoration.


    I don't know why, but flower pots don't play nicely on the server. What I mean by that is not everyone can enjoy the flowers planted. My friend used several of your pots and planted a very pretty garden in them. However, to me (on my client) they just look empty, When I look at them on her client, there they are as pretty as can be, but they are non-existent on the other clients. I use about 168 mods, so there is the possibility of compatibility issues. I don't use optifine however. One thing I notice is that there seems to be insufficient time to handle all of the tick events on the server with this many mods. I continually get 'is the server overloaded?' messages.


    Could you check and see if there is some issue on your end that changes to the pots do not get sent to all clients?


    Thanks for a great mod.

    ~S~

    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016

    Hi Mr. T J P and Chickenbones


    Love your work on Project:Red and it is a major tool in my building arsenal.


    While the mod is overall very stable and reliable, I have a problem using the Comparator from it. I want to use it in subtraction mode as the Minecraft Redstone Comparator does. The problem is that I have tried every possibility of inputs and outputs for my two signals. I have also tried several wiring types including redstone, redstone wire, and jacketed wire. Using the wire debugger (and NEI/waila) I notice that it always outputs 0 regardless of the input strengths unless redstone dust is the only thing used for inputs and outputs.Thus, it can directly replace the Minecraft comparator, but cannot be used on walls (where redstone dust cannot be placed). This would seem to be an oversight that should be corrected to make it useful as a replacement.


    Secondly, I do not understand the reading of 251 (and other very high numbers) that I get from the meter when the jacketed wire is used on the gate. It leaves me wondering, as well, what the (c) and (s) numbers are for as they are invariably equal except when the signals are changing rapidly.


    Lastly, I disagree with the Project:Red wiki which states that the gate is a 2 input/1 output gate as it clearly has 4 connection points marked. 1) OUT, 2) NEG/POS, 3) IN, and 4) POS/NEG depending on use of shift-clicked screwdriver. Are POS and NEG not inputs or not outputs? I'm confused.


    To conclude, I just wanted to bring these findings to your attention; do with them what you will. As it happens, I must use the Mojang comparator for my project and forgo the luxury of a more compact design that a working Project:Red comparator might afford.


    Finally, a request for a part. I would very much like to see a part called " Analog to digital, 7-segment decoder" that would accept a single analog redstone level input (0-15) and a bundle output that can connect directly to your "Segment Display Gate." The idea is that the redstone signal strength would be decoded into binary signals on the various colored lines (for 1, 2, 4, 8). As a possible higher lever abstraction, the 7-segment display could show a single hex digit for each of two inputs (making it a two-input gate).


    Thank you very much for a great mod.

    ~S~

    Posted in: Minecraft Mods
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    posted a message on More Player Models 2 (Adds a character creation screen, animations and more)
    Quote from Rebirth_Gaming»
    This mod is pretty great. Nice cosmetic alternative to Morph. I must ask, though, is there plans to give admins better control over who players/groups can use this mod *at all*? For example, I would like to restrict this mod to donating players only (since it is purely cosmetic and complies with the new EULA). However, with your current plugin version, only the premade entity models can be restricted, whereas the custom player model is open to all players and can't be controlled with a permission. Other than that, keep up the great work!



    I intend to use this mod in our (Rebirth Gaming's) modpack.

    A mod must be free to all to use on a server. Access to a mod gated by contributions is very much against the EULA. Nice try.
    Posted in: Mods Discussion
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    non-Mojang capes are against EULA (as only Mojang resrerves the right to issue capes) and are therefore illegal. Sophistry and mental gymnastics aside, it is pretty black and white. If Optifine capes are OK, then so are all mod capes.
    Posted in: Minecraft Mods
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    posted a message on [256x] Cyberghostde's HD Texture Pack [1.16.2 v1.2]
    You packs images look nice, but I cannot get adfoc.us to download it. All I get are annoying and persistent popups to install software I don't need and repair download repeatedly fails and eventually wants a captcha filled out.

    I cannot download under these terms, sorry.
    Posted in: Resource Packs
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    posted a message on Storage Drawers - [1.7.10 - 1.12]
    This mod looks really good. Congrats on an excellent mod.

    Now on to my reason for posting...

    I'd like to see a hammer that can be used to remove upgrades (one at a time preferably), a way to pick up the cabinet and move it without withdrawing all the contents (similar in function to a dolly), and it would really make my day if the number of stack could be possibly quadrupled for the base drawers. I only say this, because it seems like an awful waste of space for the convenience at this rate.

    Anyways, it' a good mod and a nice start of awesomeness.
    Posted in: Minecraft Mods
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    posted a message on DiseaseCraft
    What part of gamemode Creative don't you get? Creative means only there to build and repair. Ceative is not a playing and dying and getting hit by mobs and disease mode. Please check for creative before slamming damaging effects on players!
    Posted in: Minecraft Mods
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    posted a message on DiseaseCraft
    This mod has a serious bug. It is infecting creative mode only ops and players with incurable disease. The treatments don't even work in creative mode. This is a major no-no and makes the mod useless until it's updated.

    Sorry, but I do like the concept of the mod, it just needs to work like other mods with damaging effects.
    Posted in: Minecraft Mods
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    posted a message on Suggestion: Patreon Thread

    This Forum Needs a Patreon thread

    Most modders now have Patreon accounts to earn their income from their mods.

    So, we should appease them by creating a thread where everyone can post their Patreon links and status about how much they want.

    This will also allow them to put (in spoilers, hopefully) what new addition, version, enhancement they are providing top contributors.

    Since this issue is known and accepting, I see no reason to make them all hide their Patreon's in individual threads. They should be encouraged to join together and share their Patreon usage with the rest of the community.
    This thread is just a suggestion. Not everyone will agree with me. If you don't that's fine, too. Post your reason and we'll discuss it.

    Thank you.
    Posted in: Mods Discussion
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    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    When doing current measurements, what is the load across the meter? This is often about 20K ohms / V. But, it may vary and with various ranges (typically 50mv full scale), so to measure say up to 50 A, then 50A across a 0.1 ohm shunt load would show 5V, so the series resistance would require 100K ohms. Can the range and shunt resistance be selected with your meter? Also, can your ammeter be placed in series with the circuit to test?
    Posted in: Minecraft Mods
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    posted a message on MCSkin 3D
    I'm trying this out on my 1.8 format skin. And I love the ease of doing things with it. However, I must point out a couple of bugs. The head does not show through the transparency of the helmet unless I flip on and off various parts of the armor model and it's a full moon.

    Also, the armor model does not paint on so well as the overlaps confuse the pencil tools and it paints in random places. I must paint only on armor layer part at a time. There may be other issues, but I have not found them yet.

    Now a request. Would you mind adding a copy and mirror function that works on arm or leg parts? That would make the new model easier to paint.
    Posted in: Skins
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    posted a message on LB PhotoRealism Reload!
    How is it going with textures for Andesite, Coarse Dirt, Prismarine and its bricks, new Doors, and polished variations Diorite and Andesite?
    Posted in: Resource Packs
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    posted a message on The Mists of RioV [v2.5.2]
    My girlfriend is using your mod in her private pack and likes it mostly. Now, as I watch her play (I play tech mods mostly), I get the feeling that your faction mobs have a AI limitation. In several cases I have seen your melee mobs (with sword) just stand there while a ranged mob (other faction) kills them. Does this make sense? I would have thought that the sword wielder would path up to the ranged enemy and attack toe to toe. So, why do they just stand and die? Or is that now what they are supposed to be doing?
    Posted in: Minecraft Mods
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