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    posted a message on [Forge 1.5.2] 3D Models ?
    You could use turbo model thingy or nitro model thingy to do .obj imports.
    Posted in: Modification Development
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Hi, I was wondering if you would allow inclusion of your mod in a private server modpack I'm making. I plan on privately distributed to a select group of about 10 of my friends through the feed the beast launcher.

    Thanks, Zenox96

    P.S if you wouldnt mind posting an official message about your view on these modpacks here: http://forum.feed-the-beast.com/threads/ftb-central-mod-permissions.3801/ im sure it would clear some of these modpack requests
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Hey, I plan on using Redpower 2 pre 6 for 1.4.6-7 in a private server modpack, distributed through the Feed The Beast launcher.

    Thanks, Zenox
    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    Hey, I plan on using Factorization in a private server modpack, distributed through the Feed The Beast launcher.

    Thanks, Zenox
    Posted in: Minecraft Mods
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from Cheimon

    Why is this necessary any more? You have a booster rail, a brake rail, and a detector rail now. Isn't that all you need?

    No because the cart detector is still a major problem in that you have to come off the track to trigger a occupied detector and now you cant come back on anymore (with the standard track pieces) plus not everyone likes how the current boosters function (speed boosts only with stock pieces rather than speed and momentum boosts)
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from mcmodder_07

    Unfortunately only different blocks can have different light values; using a meta damage value for cloth only changes the texture. As for the boosters changing directions the snap-to-rail logic is called by the onNeighborBlockChange event which resets the direction; I have only just now thought of a simple work-around for this issue which I will try when I get off work.

    Alright thanks for that little bit of info regarding light value. Cant wait to see your solution
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from mcmodder_07

    In my rush to release the update I forgot a class file. I have changed the link to point to the fixed zip.

    Edit: I'm aware that fixing the Full-Stop lighting would require an additional block id. In keeping with this mod's design goals I am attempting to use as few as possible.

    Yes i remembered this once i had posted but I do think that it might be possible to do it with the meta damage value like wool, and we could keep one blockID value but retain the functionality of multiple blockIDs.

    EDIT: I found a bug with the booster where if you do anything that alters block beside it, it will change its direction sometimes as well as others directions
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from mcmodder_07
    CANTFIX/WONTFIX:
    - Full-Stops get lighter when on but don't actually raise the light level of surrounding blocks because the array in which block light levels are stored is read-only (Powered Booster-Brakes are a separate block from unpowered Booster-Brakes like redstone torches).



    If I could possibly find out how to fix this so it does work would you like to add it (this is a planned feature of the mod that im making)? EDIT: it does require another blockID though (maybe you could use the damage to set this (sort of like the wool)).

    FIXED: Anybody else having problems with this mod? i cant seem to place normal track down
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from eldaveo

    The cart wouldn't stop though, would it? My understanding is that a cart that is already on top of a Full Stop when it's turned on will not be impeded at all.

    Additionally, and this is just cosmetic, I prefer my boosters to be off when not in use. They're bright! :tongue.gif:


    EDIT: I've also been wondering if the mod works with 1.6.6. I still haven't upgraded from 1.5_01!

    it actually detects the cart while it is still on the booster (its the long cart shape. if you look at it you will find that it is longer that a single block but it only counts as being over one)
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from eldaveo

    I actually do have a use for an empty cart detector.

    You ride up to my station in a cart, and it stops. The cart stays put until you get out, and then it takes off again into the storage area. When you press the call button, a cart gets sent to the station, stops, and waits until you get in, and then it takes off down the track. The actual stop area consists of a Booster Rail sandwiched between a pair of Full Stop Rails (as well as a multitude of various detectors scattered around) to prevent the cart from rolling around while the player is getting in/out. I got tired of my carts going flying off down the track when I get out!

    Due to space constraints (everything is below the track for aesthetic reasons), and the fact that I wanted to use the same trackage for both arriving and departing, I had to get clever with how to implement the "stop and wait" mechanic for both conditions. Eg, "cart arrives from storage area with no player, and waits for player to get in" and "cart arrives from main line with player and waits for player to get out".

    I had to make my own empty cart detector, but it wasn't hard. I think I mentioned already how I did it, but to reiterate, it was a pair of detectors, one stone, and one wooden, on either side of the track, and they are connected to an AND gate, except the input on the stone detector is inverted. So for an output, you would need "cart is present" AND NOT "cart with player is present".

    So anyway, about 1/4 of the first floor of my circuitry vault is the "empty cart detection" circuit. Would be much more space-efficient if a single block did it!

    Perhaps a potential empty cart detector could be made out of cobblestone? Or simply somehow make the current stone detector have optional condition filters, although I'm not sure if that's possible.
    You can do that already without a empty cart detector and here are some examples:

    power source for the booster

    the occupied detector faces upward
    Posted in: Suggestions
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    posted a message on TooManyItems, the inventory editor and more (1.8 Forge is here!)
    Quote from Mihn

    I installed this, then installed Millenaire, then installed Wolves Extended by Nandonalt and it will not work anymore. The dog items seem to crash it.



    TMI Version: 1.6.5 2011-05-28
    java.lang.IndexOutOfBoundsException: Index: 2, Size: 2
    	at java.util.ArrayList.RangeCheck(Unknown Source)
    	at java.util.ArrayList.get(Unknown Source)
    	at ItemWolfClothing.a(ItemWolfClothing.java:17)
    	at gk.b(SourceFile:241)
    	at TMIUtils.loadItems(TMIUtils.java:98)
    	at TMIController.onEnterFrame(TMIController.java:46)
    	at ia.a(ia.java:46)
    	at tz.a(SourceFile:32)
    	at pt.b(SourceFile:549)
    	at EntityRendererProxy.b(EntityRendererProxy.java:13)
    	at net.minecraft.client.Minecraft.run(SourceFile:743)
    	at java.lang.Thread.run(Unknown Source)


    Try installing TMI after the rest of the mods.
    Posted in: Minecraft Mods
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from CobaltStarr

    -snip

    I guess I wasnt as clear as I could have been as I meant that their was a massive debate on why planks should be used instead of logs (currently one wood detector is 32 planks and a single redstone dust). As ehnonimous stated that by the time they can afford to build a system like this they already have enough iron, gold, and redstone so the iron and gold isnt a problem (they are building track with iron and have no use for gold) but honestly I like the recipes because they would look cool with the iron and gold corners and it shows the output face crafted in.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from CobaltStarr

    -snip-

    I love the recipes because they would give it a new look as well as make it easier to create unoccupied detectors(as was previously debated) but I think that all of the improvemnt suggestions would have to be a new topic (Minecarts MKIII) because this one only trys to fix the broken system and not add new mod dependent blocks or extremely complex ones
    Posted in: Suggestions
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    posted a message on Minecraft Portable 2.7.2 (+ Java Portable) · Minecraft on your USB · Now supports Macs!
    Quote from evoandroidevo

    Ok so I have a school netbook I put this on there with portable java one day i can play next it requires a andmin password any help I says do you want to let the following program from an unknow publisher to make change to this computer and that it any help would be great

    Your running in a high security mode of windows (this is the default for windows vista and higher I believe) which causes this message to appear. It is true it will modify files (create and update the minecraft files) but only through your computer (thus the usb) it should not modify any file which actually resides on your Hard drive unless you have it installed there.

    Hope this helped
    Posted in: Minecraft Tools
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from mcmodder_07 »
    Quote from Zenox96 »
    -snip-

    Ive noticed the same full-stop glitch but it also happens when you stand directly behind a minecart and push it for long enough

    @McModder_07 Ill ask this again because I feel that you missed my last post on this. Would you please give the tracks a light value equivalent to a redstone torch?


    I did in fact read your post and will have the light value fixed in the next update, thank you for reminding me. As for the snap-to-track and inclined boosters and full-stops (including the full-stop bugs) will have to wait for the update AFTER the next one. Unfortunately what I am currently working on (it's a surprise) for the next update requires significantly more work than I hoped it would requiring me to postpone needed features and bug fixes.

    Alright thanks for taking care of it then
    Posted in: Suggestions
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