I like the look, but I don't care for the nested replies, or the lack of the "first unread" button.
the first I can get over, though an option to turn it off would be nice.
the second makes it annoying to go through notifications to get to the last post, and that doesn't help if theres a few pages between first unread and the last.
also, make shift-enter create a new paragraph and enter a new line (like the old setup)
not everyone doublespaces their text.
- fsjd150
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Member for 12 years, 10 months, and 10 days
Last active Fri, Jan, 2 2015 20:35:09
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Jun 19, 2014fsjd150 posted a message on Snapshot Double-Feature: 1.7.10 Pre-Release, 14w25a Ready for Testing!when you cook a sponge, if you put a bucket in after it cooks and the fuel gauge goes to 0, you get a water bucket back.Posted in: News
per wiki, since I don't care for the "secret stuff" changelog that goes up in the news section.
I just go to the wiki by default when I see a snapshot up now. -
Sep 21, 2013fsjd150 posted a message on Snapshot 13w38a Ready For Testing!Posted in: NewsQuote from Taiine
And what if we are able to make our own? Something more advanced then just this? What if this was just a sample, an easy to make test that will lead into better shadows and lighting like we see in shader mods? What if we can change what is used with command blocks for custom maps? Or custom potion effects?
Useless? I think not.
nausea potion = wobble + phosphor + blur + blob
I can see all sorts of "fun" (and evil) things to do with that.
sorry for doublepost -
Sep 21, 2013fsjd150 posted a message on Snapshot 13w38a Ready For Testing!i think my favs are bumpy and sobel.Posted in: News
wobble. . . I think steve got in the shrooms.
flip. . . no. just no. I feel like im gonna fall off the world.
invert: nearly all white.
several simply send my framerate plummeting.
several are trippy.
the subtle ones I like, of the not-so-subtle ones, sobel I like the best, followed by blob. -
May 2, 2013fsjd150 posted a message on Snapshot 13w18a Ready For Testing; 1.5.2 Now Livewill there be a point at which the new launcher auto-installs?Posted in: News
and what benifits will there be to use the new one? -
Nov 25, 2012fsjd150 posted a message on Breaking News - Modding API Updates!my hope is that buildcraft/industrialcraft will be avaliable this way- really the only reason i havent gotten them (or any other mod for that matter) is i dont like downloading 2-5 different things just to be able to run the mod.Posted in: News
also theres a few texpacks im looking foward to seeing. -
Oct 16, 2012fsjd150 posted a message on Interested in Knowing About (or Helping With) the Mod API?call me stupid, but what is the "mod api" that keeps getting mentioned? and why do i suspect it will let me download mods w/o having to download anything else with it?Posted in: News
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Oct 9, 2012fsjd150 posted a message on Tool Repair Changes?Posted in: News
presumably one would cancel out the other, as they work at cross purposes. and silk touch on ores just makes you waste coal (not that youre running low on it.) to get the item. (use a coal to get a coal. really?)
shame i lost my uber max eff, fortune, unbreaking pick. with this i coulda kept that.
and it looks like were gonna have a new block for it as well. -
Sep 20, 2012fsjd150 posted a message on 12w38a Ready for Testing!I cant help but think that bats should act somewhat like zombie pigmen- you hurt/kill one, all the others go after you.Posted in: News
also: they should spawn in caves w/ direct acess to the open, should not go deeper than 10-20 blocks past the cave entrace, should spawn in medium-large swarms that stick together somewhat.
this halloween is gonna be creepy. *ssss* not you creeper GO AWAY!*BOOM* -
Aug 23, 2012fsjd150 posted a message on 12w34a Snapshot Available for Testing!carrots and potatos sound like another way of making soup.Posted in: News
as such i propose the following suggestion:
(baked potato+carrot+bowl=veggie soup. heals the same as mushroom soup)
and can poision potatos be cooked into baked potatos? -
Jul 24, 2012fsjd150 posted a message on Lawsuit Filed Against Mojang - This Time, For Obscure PatentPosted in: News
no, because it says "including but not limited to"
that extends it to all mojang products.
however, Mojang has a strong case, as the patent is extremly vauge. the patent just says it covers an idea for a cellular security user verification system. and uniloc is suing a lot of other people over it, but considering the patent, why not sue apple and the cell-phone providers who actually use it? -
Jul 22, 2012fsjd150 posted a message on Lawsuit Filed Against Mojang - This Time, For Obscure PatentPosted in: NewsQuote from Jake Von
It has nothing to do with security. It's an obscure software patent. Very obscure, very general and it shouldn't even be possible to patent something that obscure.
it happens. and a fair bit of patent suits come from a company doing the following to make money:
1: file obscure, general patent.
2: sue anyone you think falls under it.
3: hope you win
called patent fraud.
however:
Quote from cyberhawk42
It almost like me blaming someone for stealing my idea, when they had no contact with me whatsoever, and are LITERALLY on the opposite side of the earth. Most likely, if this is not complete bogus, this Uniloc company got a vague patent filed just so that (from a legal standpoint) everyone else is at fault.
That said, I am still in favor of Mojang, mainly because Uniloc is trying to sue so many poeple AT ONCE. Imagine a single person trying to start a war against an entire army... IT IS NOT A SMART MOVE
that was called WWI and WWII. essentially 1 on (everyone else)
Quote from Marafice_Eye
Not that I take this seriously at all, but considering the PDF of the lawsuit says 'Mindcraft' says to me this is another patent-troll, and it won't go anywhere.
"Mindcraft" is not a Mojang product. unfortunatly lawsuit still isnt void because of the "including, but not limited to" phrase, which extends to include all products from Majong. still, learn to spell. makes you look educated.
according to a previous post:
patent expired 7 years ago in '05. now free to copy/download/use. cant sue for what isnt yours.
this isnt going anywhere.
and seeing as i live in good ole TX, hope unilock can dodge creepers and 5ft+ rattlers. and bullets. he shows up again, it will be the lynch mobs all over again. -
May 28, 2012fsjd150 posted a message on 12w21b Snapshot Out - Fixes Bugs from 21a; MCX360 Beats Out Black Opsim reluctant to download the update because im always afraid of my current worlds getting wiped.Posted in: News
i have two major projects going and dont want to lose them.
however, it still looks epic. - To post a comment, please login.
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bedrock pipe?
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from Wikipedia: A kiloton of TNT can be visualized as a cube of TNT 8.46 metres (27.8 ft) on a side. so 9x cube.
given that a single TNT block weights about 1.8 tons, those 240TJ coils have the same energy as a 105kt nuke.
5x fatman, or a TNT block 38x37x37. but the explosions actually generated are a bit smaller than the 16x TNT cubes (8 kt) that I've put together before.
I don't think minecraft can handle anything much over about 10-15kt in a single blast without dying. my computer struggles when setting 4 or 5 off simultaneously over different areas. (each of which are about 10 each when compared to the small TNT cubes) god help anyone wanting to set off a 1MT blast.
on a related note, steve is strong.
IC2 adds uranium blocks. uranium density 19.1 g/cm^3. EACH block weights 19100kg, or 4.3 tons.
correction. steve has a digital storage system.
so each uranium ingot (from any mod) is 965lbs if 9 of them craft into a single block. also, 333cmx333x1000 in size, though this also goes for any material with a block.
so I understand that any uranium ingot added by any mod is less than 20% enriched (CM of 800+lbs) as it doesn't immediately detonate when thrown on the ground. the pure stuff goes off at 52kg, or a 17cm sphere.
at least reactorcraft avoids these issues by never having anything placeable past the ore.
but IC2s material is apparently weapons grade. . .*
runs awayteleports 500 miles upwind of IC2*Wikipedia +calculator +random interest in something=SCIENCE!
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go into your modpack folder and change one or both of the mentioned IDs.
find the config file for reactorcraft and the lines concerning the corium IDs.
for my setup, I go here:
C:\thing\name\place\FTB minecraft\Monster\minecraft\config\Reika.
Reactorcraft.cfg
scroll to ##Reactor blocks##
scroll to these two lines:
change them to something like the above- still corium one more than flowing. FTB works out the ID conflicts on the mod versions the pack ships with, so when you manually update it wont do that, so you need to go into the configs.
and for future reference if you don't already know, this is how you fix any ID conflict. just go into the config settings and find the proper file and items within them to change.
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could you implement a check that ensures only turbines can be connected to it, that if the "recieving power from" is anything other than a turbine, it wont make the connection?
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the power refiner- takes a constantly varying input, outputs the rolling average of the last second, updating that once per second.
also splits the EC network at itself- the input side is treated as a separate network as the output side, so only a fairly small stretch of wire (and only wire) is being updated every tick.
purpose: reduce lag from network updates by updating the majority of the network at a slower pace.
tradeoff: slight power loss from outputting an average value and the spool-up phase of turbines.
as an example, one would place one of these blocks after merging the power from a turbine collection, and before any batteries, resistors or cable splits.
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per wiki, since I don't care for the "secret stuff" changelog that goes up in the news section.
I just go to the wiki by default when I see a snapshot up now.
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just the ones that require power, if there isn't a way to change power draw based on the accelerator used.
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been mentioned before, but go into the config file for Railcraft, and set the ID of the hidden block to 0.
[file path here]\FTB minecraft\Monster\minecraft\config\railcraft
you waint the "railcraft" CFG file.
scroll down
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thanks.
it decided to work when I started up a new world.
I still think its a little finicky.
I had to totally remove the last stage when putting in the last block for a turbine generator.
which is why I would like the build order re-worked, maybe having the "turbine generator" block be the last one and not the one piece that requires you to either build the turbine itself second, or tear apart an already assembled one.
admittedly, its not much of an issue with the small turbines, but the HP ones are a bit of a pain.
that said, one HP is keeping up fine with my 8 core pebblebed for ~4.2GW and 760K RF
previously I had 4 standards for 3.6GW and a lot of excess steam in the lines.
speaking of which, could we have a steam valve block, and/or a flow meter to measure generation rates and buildup?
@ above: you can copy-paste from the Monster folder if you have that pack set up, as they updated to 23c with version 1.1.2
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the new HP turbines are being annoying in that the multi-block doesn't want to form despite being built right.
what block should I place last in each layer or should it matter?
I read somewhere one HP is equivalent in steam usage to 8 regular turbines, is this correct?
could you rework the order in which the turbine generator is built (as in, change what block needs placed last), as it stands both it and the turbines are built from the outside in, and the last blocks you need to place are in a position where you have to destroy part of one of the structures to make it work.
still regarding the generator, when putting one together in creative, the "turbine generator" block itself liked to turn into a deuterium processor when given a block update.
and when I finally got it built, the assembled render was rotated 90 degrees from the actual structure.
was this just from me not putting it in straight?
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or let us do some sort of crafting with the enriched/depleted dusts to get the required plain uranium dust for the pellets?
cant run my pebblebed off bees, as those turn into IC2 products in Monster. (which can be run through the uranium processor, but that doesn't help me make TRISO fuel)
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answered before, read back a few pages.
go find and disable the config line that allows RoC blast glass to be used in other mods.
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um. . . talk to the Forestry or Extra Bees devs, SirSengir or Binnie, respectively?
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just because you don't, doesn't mean many others will. sad but true.
he wont take exceptions im afraid.
all you can do is unban the RC content.
its actually NOT OP if you look at whats needed (including the time spent) on getting it to an endgame "OP" state.
your changes to bedrock actually look easier/ more OP than the original, especially if you have a cobblegen set up.
out of curiosity, what else have you decided to remove/change?
im with Reika here. don't tamper with his mods.
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you have to feed it ice in that center slot.
in return, it will produce LN2, which is used in the superconducting cables, and Dry Ice, which I don't know what to do with yet.