I have a few issues with the windmill and water wheel i can't seem to get the power flowing far enough it seems to stop after the first few axles after the first gear box whenever i place a second one it gets no power any ideas in what i am doing wrong?
and yes both are moving lol
you can only have maximumm 3 axl then you need the gear box then you must have maxumum 3 axl again
@battosay ****, I am tired. Didn't see you answered the second half of my question. Thanks for that tip. IS that common to every mod that adds items or something that FC did?
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"Look, I don't care if your 8 or 20. If you can't take criticism or opinions, then get off the internet." -Stronghold257
Yeah that's right, I finally went through the pain of rendering 20min vids (6 hours -_-' ) on my crappy computer.
You'll also get to see, at least, a bit of the tutorial map, but it changed a lot since that vid.
Enjoy
You rock man. Thanks for taking the time to put those together
Some makes sense, some don't. But most of them have been discussed already, and would have performance or balance issue.
Also, while he reads every posts, Flower doesn't *offently* respond to suggestions, so don't take it personnally.
I figured most of them must have been discussed before, especially the turning axles one, for it seems like its a no-brainier. Thank you for warning me of how flower will react to my suggestions, although I expected him to act in that manner.
Wow, there is a lot of pointless chatter in this thread and a lot of bad feelings...
Anyway. I was attempting to find an answer to my question by reading back a ways (about 90 pages or so) but to my dismay all I found was "you suck!" "no, you suck!". Sad...
My question. Before I go to the admittedly small task of installing this mod. Does it work with 1.7? I unwittingly upgraded today even though I usually wait to upgrade until all the bugs are worked out and the mods I use have caught up. Also, is there anywhere where I can find a list of item ids? This helps with knowing if mods are compatible. Even a general range would be great.
No the 1.6.6 Version of BetterThanWolves does not work with 1.7, Be patient and There will be an update! :smile.gif:
Thank you for defending me but I don't believe we have met...
You seem like a nice guy. I could just hug you until your little eyes pop out and your face turns a lovely shade of black.
I figured most of them must have been discussed before, especially the turning axles one, for it seems like its a no-brainier. Thank you for warning me of how flower will react to my suggestions, although I expected him to act in that manner.
Lol I apologise. I was bet by some friends who was stalking the thread to be realy mean toward your wall of text xP, but seriously use [spoiler] command it makes the forums neater ^^ pwes
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thenoobfactor: somalia is the most advanced country in the world. They're years past the apocolypse.
I've been sitting on a few suggestions the last couple of days, and on carefully looking over your list on the original post of what not to suggest, I have decided that I may be able to avoid mockery or being ignored. Saying this, here is my humble list of suggestions. Sorry if any of these have been suggested before I briefly looked but I didn't feel like combing through 393 pages.
Turning Axles
I am, to be frank, shocked that this has not already been implemented. Unless it brings about huge fps reduction, is hard to code, or spawns Satan, I see no reason for it not to be implemented. Basically, now when an axle is powered it spawns black smoke. This works if we know what it indicates. However, when I looked under the hood of my car to see thick black smoke coming from the engine I would not think "Oh good, it is working fine!", I would be more under the impression that something horrible is happening and that I should turn off the engine and/or run far away. When I look under the hood of a running car I expect light noise and movement. I would expect that programming in that if an axle is powered it spins is a difficult job; windmills spin, thus simply moving that bit of code to the axle would work, I would expect (There would of course be issues where two axles next to each other would spin opposite ways and an axle connected to the windmill would also turn the different direction, but I would assume this would be a simple fix). In addition perhaps changing the graphic of the gearbox to show gears spinning would also be useful, but that is more on the purely cosmetic side of things, and the axles have more use for spotting if they are powered from afar, ease to newbies (To be honest I though the gearbox was on fire when I started and figured it needed to be cooled, thus I kept it under water), and would just plain look good. Same principle to saws, although the blade could just move in and out slowly as a result of an uneven blade. This sounds like a great idea to me. The use of mechanical energy implies movement.
Non-directional gear boxes
This is yet again a service to newbies. It took me a long time when I first started on this mod to figure out gearboxes have a power input side. My question is, why? Why not simply let the gearbox itself decide on which block is powering it? This would allow for redundant windmills, exchanging sources of power without interruption, and easy repurposing of old axle lines. In real gearboxes there is no input, unless there is a gear reduction which is not the case here. Thus make the system a bit more realistic while making it a bit easier to use. I see the reason why these are coded (just trace back to the power source, easy to see when it's removed), however redstone are coded in this "anyway goes" way and thus I would assume adding it in would not be difficult Sounds good to me.
Change mod name, add fusion, make for SMP, and make more wolf types
Kidding, kidding. Please don't hurt me.
Better boosters
A block that, when powered and has a cart above it, will push said cart a considerable distance. Basically this will provide a more powerful version of redstone boosters (Skirting rule 5 on suggestions, whoops), in that this will move a cart more then one normal redstone booster. However as this requires a lot more infrastructure then a normal booster I believe that this is appropriate. Interesting idea but I don't think this is really needed, and boosters were improved by BTW anyway.
Better Pistons
Pistons are now in the game! Woo! They are also considerably less powerful then the old pistons! this made sense as the old ones were rather overpowered and some aspects of them (Like their ability to carve out huge chunks of hillsides) where very overpowered. Regardless, people are calling for a return of these old features. My suggestion is that making the pistons powered, they act in their old manner, minus the overpowered stuff. That is, powering a piston via redstone will make it act like they do right now, powering them by axles and windmills will make them act as the old white ones act. Hopefully this makes sense. I personally prefer how the pistons are now, and I think this change would be confusing matters for little gain.
Power points!
This suggestion would require the most work, I would assume. Basically each power making device makes "points", while power consuming devices use up "points" in a system. Currently one windmill can power a hundred lifts, fifteen saws, and one mill. This is unrealistic and begs the question why would we ever make multiple windmills. Thus we move to a more dwarf fortress style of mechanical power. A windmill makes 120 points, each gearbox it takes to get to what is to be powered uses up 5 of these points. At the end there is a lumber mill, which takes up 20 points when idling (on but unused), and 50 points when used. Adding more machinery will eventually nessesitate another windmill, for there is not enough power to power all the mills. This explains dwarf fortress machinery in more detail, hopefully better then I can.DF wiki This is a really cool idea, but I don't know what sort of work would need to be done to implement this. If this were implemented though, some sort of device which can measure the energy input and output of a system would be really needed.
Give lifts use
I love lifts. I must say they are my favorite feature right now. However they hold no advantage over ladders nor ropes, so I see no use (other then how awesome they are) for them. If you could lay down minecart rails or chests I would see great use in having them everywhere, but for now I only see them as awesome useless things (which I keep building and will never stop building). Just a thought. So what you want is for the ability to place objects like rails and chests on platforms? I haven't used platforms yet so I assume you can't do that yet. This is a reasonable suggestion.
Hopefully these suggestions made sense, being as they were all written at midnight when I was dead tired. If you need further explanation I will elaborate. Thanks for you time and hopefully I gave you some good ideas or inspired some. Love the mod, although I'm not a huge fan of the more useless bits like powered cake and the companion cube (who am I kidding, I love my companion cube), nor the more greifer friendly (and self-greifing friendly) concrete, although I love the principle.
i got a suggestion a drill it makes a 3x3 hole in the ground as long as it is fueled by coal or a fuel. it will keep going down unless a pulley brings it back up while its drilling let it have a small inventory like space so it picks up materials is digs make it hard to build like make the drill out of several other parts you have to make like adrill bit 3 iron and the drill box a gear box with furnaces and chest near it and when u combine the 2 u get a drill this would make digging shafts easier and mining allot easier also. i hope im not putting down anything i love the whole mod hell when i first got it i stayed up for 24 hrs strait to make everything the drill i think could help allot of people out
Wow, there is a lot of pointless chatter in this thread and a lot of bad feelings...
Anyway. I was attempting to find an answer to my question by reading back a ways (about 90 pages or so) but to my dismay all I found was "you suck!" "no, you suck!". Sad...
My question. Before I go to the admittedly small task of installing this mod. Does it work with 1.7? I unwittingly upgraded today even though I usually wait to upgrade until all the bugs are worked out and the mods I use have caught up. Also, is there anywhere where I can find a list of item ids? This helps with knowing if mods are compatible. Even a general range would be great.
Oh and to further my response, you should be able to google a list of current MC item id's. Any Mod item id's you'll have to find directly from that mod's thread. This mod will not interfer with any of MC's basic id's but it may snag on a few dif mod id's. People have mentioned issues with optimine and optifog although not everyone seems to have the same issue.
Looks like FlowerChild has gone to bed. If you guys have questions or comments ill be happy to discuss them with you. :smile.gif: I might be up all night again. :tongue.gif:
pls dont be douchebag to digmaster he is good guy we are best friend!
Yes I'm sure...thats why both your posts are idiotic and pointless wastes of forum space ^^
hey dont say that not nice i will report to forum admin!
Report me, it shall give me lulz. ^_~
you can only have maximumm 3 axl then you need the gear box then you must have maxumum 3 axl again
ok i will but pls tell me wat is this lulz you talk about i want to now!
Somethings not right here...
T_T me thinks factor is on to sumthin....
oh i dont now i am very sorry i can not halp you.
Are they going into the side with the arrows?
what is factor and wat do you mean it is on to something? it is very late in norway so i must sleep now good sleep every one!
You rock man. Thanks for taking the time to put those together
Thank you for defending me but I don't believe we have met...
You seem like a nice guy. I could just hug you until your little eyes pop out and your face turns a lovely shade of black.
I figured most of them must have been discussed before, especially the turning axles one, for it seems like its a no-brainier. Thank you for warning me of how flower will react to my suggestions, although I expected him to act in that manner.
No the 1.6.6 Version of BetterThanWolves does not work with 1.7, Be patient and There will be an update! :smile.gif:
Lol I apologise. I was bet by some friends who was stalking the thread to be realy mean toward your wall of text xP, but seriously use [spoiler] command it makes the forums neater ^^ pwes
(my replies in this nice colour)
Oh and to further my response, you should be able to google a list of current MC item id's. Any Mod item id's you'll have to find directly from that mod's thread. This mod will not interfer with any of MC's basic id's but it may snag on a few dif mod id's. People have mentioned issues with optimine and optifog although not everyone seems to have the same issue.