Alrighty, I've added sounds to a few machines, the diesel generator, very smart hopper support and less smart shift clicking (which is good enough for refuelig and taking the output) and schrabidiumonly forms near explosion with a strength of >90. Is there anything I forgot?
Alrighty, I've added sounds to a few machines, the diesel generator, very smart hopper support and less smart shift clicking (which is good enough for refuelig and taking the output) and schrabidiumonly forms near explosion with a strength of >90. Is there anything I forgot?
I can't think of anything, oh and I want to mention your hammer inspired me to make a sword that does the same thing (I assumed your hammer sets their health to 0?) except I added the ability to shift click to enable and disable the sets health to 0 part, just a suggestion since things like the gia guardian(Botania mod) don't drop anything unless you kill them legit.
LOVE the sound of your hammer too.
Rollback Post to RevisionRollBack
Want a mod with the best magnets available? The download Better Magnets!
And if you like Avaritia then you will love More Avaritia! Adds recipes for creative items from a huge list of mods, and even adds more custom items that fit the Avaritia theme!
I can't think of anything, oh and I want to mention your hammer inspired me to make a sword that does the same thing (I assumed your hammer sets their health to 0?) except I added the ability to shift click to enable and disable the sets health to 0 part, just a suggestion since things like the gia guardian(Botania mod) don't drop anything unless you kill them legit.
LOVE the sound of your hammer too.
That's right, next to the default damage, it sets the health to 0 (there is a method called "setDead()" which is never called under such circumstances, thus removing the entity serversided, but not clientsided, which results in a physic- and AI-less "puppet entity", that's why I didn't directly use that one, "setHealth(0)" however works just fine)
Like any other sound, the hammer just makes a louder anvil landing sound with half the pitch. In 1.0.20, there are also sounds for the centrifuge (minecart with 1.5 pitch), schrabidium transmutator (minecart with default pitch), the factories (minecart with 0.5 pitch, sounds really good) and the diesel generator (firework explosion with 0.5 pitch)
Hello! I really like the mod, by the way. I've been using it in a multiplayer sort of pack that me and a few of my friends play around on. It's certainly interesting, but I have to ask a question. It's mostly pointed at the 1.7.10 version so far but it could be applied to all versions.
How does one disallow some of your ores to be generated in a world? We run two mods that we have found minor, but not horrible conflict thanks to a third mod, which are Underground Biome Constructs and Custom Ore Gen. I disabled all repeating ores in the mods (So there's not 10 types of copper), and while we do use Fortune Ores (Which is great for keeping inventory space when dealing with UBC), your ores do not cooperate with UBC stone textures and cannot be configured to not spawn, either in your config file or through COGen. This isn't really a problem for me since your copper and other ores drop the same type of fortune ore that the other type of copper does (Fortune Ores), but I was wondering how to disable the ore gen of the repeating ores. I would have done the XML for COGen myself but I totally have no idea what I am doing looking at it and don't want to accidentally write something that deletes system32.
Anyways, thanks for the mod! It is really awesome.
There is no real way to "disable" the ores, but you can try setting the generation value in the config to 0, as it will instantly end the loop which tries to place ore veins. That's all theory, I've never tried it myself. But remember, unlike the workbench, machines don't have ore dict integration, meaning that you will need this mod's copper in order to get stuff like red copper and neutron reflectors.
This is a really small problem, but, I noticed some grammar mistakes in the in-game manual and the item descriptions, such as it's and its. Again, this is a really small mistake. The mod overall was AWESOME. But if you want to make your mod perfect, please consider fixing the grammar mistakes.
This is a really small problem, but, I noticed some grammar mistakes in the in-game manual and the item descriptions, such as it's and its. Again, this is a really small mistake. The mod overall was AWESOME. But if you want to make your mod perfect, please consider fixing the grammar mistakes.
I think I will remove the manual because no one ever reads it.
Hi HbMinecraft, this mod is really great, but I have found a bug: When you put a "Schrabidium Batterie" in a "Schrabidium Transmutation Device" your game get crashed. ); I hope you can fix this bug quickly. (;
Sorry for my bad english, I speak usually german. (;
Whaat?! Can you speak german? Or is this from the Google translator?
150 Millionen Menschen sprechen Deutsch, es gibt 7 Milliarden Menschen auf der Welt, das macht eine Wahrscheinlichkeit von 2,14%, oder eine 1 aus 47 Chance. Cool, hä?
Dann hätte ich mir nicht erst die Mühe machen müssen das ins Englische zu übersetzen weil du in deinen YouTube-Videos auch immer englisch redest(schreibst), deswegen ging ich davon aus das du kein deutsch kannst...
Jo, aber die meisten können ja auch kein Deutsch, deswegen mache ich das Meiste in Englisch. Deutsch und Englisch sind auch die einzigen Sprachen die die Mod unterstützt.
Hast etwa keine lust mehr mit mir zu schreiben bloß weil ich 11 bin oder was?
Nein, aber weil die Forum Notifications bis jetzt nichts angezeigt haben. Einen Partikelbeschleuniger könnte ich hinzufügen (vllt auch als Multiblock Maschine), aber erst in der übernächsten Version. Mehr Bomben wird es wahrscheinlich nicht geben, vom spielerischen aspekt machd das keinen Sinn, da von 25m bis 500m fast jede Größenordnung schon existiert. Eine Bombe mache ich vielleicht noch, aber das wird dann eine Alternativversion einer bereits existenten Bombe.
Ne frage,... schaust du irgendeinen Anime? Und wenn ja, dann kann ich dir Fairy Tail bestens empfehlen oder SAO(Sword Art Online, das hat noch ne 2.staffel), ich könnte dir hier richtig viele geniale Animes empfehlen aber wenn du keinen Anime guckst interessiert das bestimmt eh nicht >-<
Ja, so Standardsachen wie Death Note, Code Geass, Neon Genesis Evangelion, etc.
The power armor this mod adds (the fallout copy armor) does it give any protection at all cause even when giving it some fusion cores it gives like no protection and only extra damage or am I doing something wrong.
Alrighty, I've added sounds to a few machines, the diesel generator, very smart hopper support and less smart shift clicking (which is good enough for refuelig and taking the output) and schrabidiumonly forms near explosion with a strength of >90. Is there anything I forgot?
I can't think of anything, oh and I want to mention your hammer inspired me to make a sword that does the same thing (I assumed your hammer sets their health to 0?) except I added the ability to shift click to enable and disable the sets health to 0 part, just a suggestion since things like the gia guardian(Botania mod) don't drop anything unless you kill them legit.
LOVE the sound of your hammer too.
Want a mod with the best magnets available? The download Better Magnets!
And if you like Avaritia then you will love More Avaritia! Adds recipes for creative items from a huge list of mods, and even adds more custom items that fit the Avaritia theme!
That's right, next to the default damage, it sets the health to 0 (there is a method called "setDead()" which is never called under such circumstances, thus removing the entity serversided, but not clientsided, which results in a physic- and AI-less "puppet entity", that's why I didn't directly use that one, "setHealth(0)" however works just fine)
Like any other sound, the hammer just makes a louder anvil landing sound with half the pitch. In 1.0.20, there are also sounds for the centrifuge (minecart with 1.5 pitch), schrabidium transmutator (minecart with default pitch), the factories (minecart with 0.5 pitch, sounds really good) and the diesel generator (firework explosion with 0.5 pitch)
I have a suggestion ADD IN NUKE CARTS! (I like see it a bit whacky)
<--- This happens too much :/
I've already tried, but it didn't work as I thought. Maybe someday.
Hello! I really like the mod, by the way. I've been using it in a multiplayer sort of pack that me and a few of my friends play around on. It's certainly interesting, but I have to ask a question. It's mostly pointed at the 1.7.10 version so far but it could be applied to all versions.
How does one disallow some of your ores to be generated in a world? We run two mods that we have found minor, but not horrible conflict thanks to a third mod, which are Underground Biome Constructs and Custom Ore Gen. I disabled all repeating ores in the mods (So there's not 10 types of copper), and while we do use Fortune Ores (Which is great for keeping inventory space when dealing with UBC), your ores do not cooperate with UBC stone textures and cannot be configured to not spawn, either in your config file or through COGen. This isn't really a problem for me since your copper and other ores drop the same type of fortune ore that the other type of copper does (Fortune Ores), but I was wondering how to disable the ore gen of the repeating ores. I would have done the XML for COGen myself but I totally have no idea what I am doing looking at it and don't want to accidentally write something that deletes system32.
Anyways, thanks for the mod! It is really awesome.
There is no real way to "disable" the ores, but you can try setting the generation value in the config to 0, as it will instantly end the loop which tries to place ore veins. That's all theory, I've never tried it myself. But remember, unlike the workbench, machines don't have ore dict integration, meaning that you will need this mod's copper in order to get stuff like red copper and neutron reflectors.
Hey Hb, how do I enrich uranium?
Nvm, got it. By the way, can I help you make a wiki for the mod? (I'm ethan, RR admin).
This is a really small problem, but, I noticed some grammar mistakes in the in-game manual and the item descriptions, such as it's and its. Again, this is a really small mistake. The mod overall was AWESOME. But if you want to make your mod perfect, please consider fixing the grammar mistakes.
I think I will remove the manual because no one ever reads it.
Simple error, I fixed it.
I don't know, I think in two to four weeks.
Gern geschehen!
150 Millionen Menschen sprechen Deutsch, es gibt 7 Milliarden Menschen auf der Welt, das macht eine Wahrscheinlichkeit von 2,14%, oder eine 1 aus 47 Chance. Cool, hä?
Jo, aber die meisten können ja auch kein Deutsch, deswegen mache ich das Meiste in Englisch. Deutsch und Englisch sind auch die einzigen Sprachen die die Mod unterstützt.
16
Nein, aber weil die Forum Notifications bis jetzt nichts angezeigt haben. Einen Partikelbeschleuniger könnte ich hinzufügen (vllt auch als Multiblock Maschine), aber erst in der übernächsten Version. Mehr Bomben wird es wahrscheinlich nicht geben, vom spielerischen aspekt machd das keinen Sinn, da von 25m bis 500m fast jede Größenordnung schon existiert. Eine Bombe mache ich vielleicht noch, aber das wird dann eine Alternativversion einer bereits existenten Bombe.
Ja, so Standardsachen wie Death Note, Code Geass, Neon Genesis Evangelion, etc.
The power armor this mod adds (the fallout copy armor) does it give any protection at all cause even when giving it some fusion cores it gives like no protection and only extra damage or am I doing something wrong.