That's wonderful! This is such a great mod! Though, I would actually love to have it on 1.11.2 (that's where I am playing now).
In any case, keep up the great work.
I really love the looks of it. Sadly, I am sort of abandoning 1.7.10. So, I am really looking forward to it being updated to 1.10.2 and 1.11.2
It looks really beautiful. I'll sure be following it.
I actually got contacted by multiple people that wanted to take over but no-one followed up on it sadly.... even tho I gave permission. It proves this mod just takes a lot of time to develop properly. I personally have very little time as I do have a full-time job now and Atmosmobs as it was will probably not return. But I have been working on Primitive Mobs from time to time and some mobs of this mod will see a return in that mod. I already have a base for new bird AI lying around. I just cannot tell you when it will be done due to my busy routine. It's very unpredicatable, like I made 5 mobs in one week and then did not touch Minecraft for a month due to my schedule.
I do appreciate that people still want this to be a thing tho. Thanks Eightblade
I posted this on Galacticraft forums, but no one seemed to be enthusiastic about it there. My dream is to have Lycanites Mobs on Galacticraft planets, especially those added in add-ons.
I think it would be so cool if Crusks were lurking under the sands of Mars or Lacedons and Skyluses inhabited the ocean of Europa. This would decrease the blandness of the GC dimensions greatly.
One big problem is apparent: they suffocate. So, I wonder if somebody could make an add-on where you could remove some Lycanites Mobs from the GC suffocation system or such an interaction with Galacticraft is implemented in the Lycanites Mobs mod proper.
Yes, these guys are great. Have not had a single major issue with them, and the support is very quick. Very happy with the service.
Hi XuTeck. I think you'll get more help posting the problem on the Ars Magica thread. And don't forget to use spoilers when posting your log there. Good luck with resolving your issue.
Dear people at Mojang.
It is a bit strange that there is still no solution for the crash with Nvidia mobile drivers. It's been for a looooong time now, and you still have not found a solution. This is not a way to treat your customers and long-time fans, IMO. At least give as an ETA for the solution.
Hi Wokiloki. Interesting pictures on the wiki (I liked the pig =), but you should add more information about the mod here (i.e., what it does, mechanics, etc.).
Also note that the link to the wiki is wrong.
Best of luck with working on the mod.
This would still mean a three times rotation and position calculation for every block and tile entity on your ship.
If your ship is small, you could try, e.g., Archimedes Ships Plus mod to rotate either the whole of your ship (and pray that nothing happens, e.g., your computer programmes or all the energy are gone).
If you have a big ship, try to build a small drone with some firearms on it and controll it with Archimedes ships functionality (again, not sure if Archimedes Ships will work for all blocks / tile entities), but I tried Open Modular Turrets, and they work with it just fine (i.e., now when you are moving, but when you turn the ship entity back to blocks).
Finally, you could try and arrange the lasers on your ship so that they cover all the 360 degrees around it.
I don't think this is a good idea. Correct me if I am wrong, but I think this has been discussed in the thread (and used in an earlier version of the mod, too) and dismissed for several reasons:
1) more lag, especially with bigger ships;
2) the amount of work to calculate/implement the rotation of all possible blocks.
How about you instead arrange your lasers so that they collectively cover all the 360 degrees around the ship?