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    posted a message on [1.5.2] FiniteLiquid v5.93
    Nice mod you have there, I am presently using it with IndustrialCraft now, thanks for the pipefix.
    However, I have noticed a bug that I am unsure if it is intentional or not.
    On iron blocks, ladders, signs, torches and of course doors... Do not stick.
    The issue with that is that my iron block built submarine doesn't work properly, doors pop off and not to mention when under water the upper house is flooded by water.

    While iron blocks are rare, they are used to create certain ironish objects and I would like to preserve my submarine with Finite Liquid if possible, if not I will be forced to use stone most likely.
    Posted in: Minecraft Mods
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    posted a message on [1.6.6]No charcoal 1.2 [ModLoader]
    Thank you, once again the Industrial Economy is saved :biggrin.gif:
    Posted in: Minecraft Mods
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    posted a message on [1.6.6]No charcoal 1.2 [ModLoader]
    Any plans to update this to the latest version?
    Posted in: Minecraft Mods
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    posted a message on New minecraftforum.net Now Live!
    Good name, it is a curse...Do us all a favor, select the Curse code and slam your finger on the button that says DELETE.Then go and order upgrades to your server, and problem solved.
    Posted in: Minecraft News
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    posted a message on Mods and Minecraft, do they leave any footprints elsewhere?
    As I suspected...
    Posted in: Mods Discussion
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    posted a message on Mods and Minecraft, do they leave any footprints elsewhere?
    I have had somebody claim that mods have borked up their system, then I do not mean the minecraft.jar itself because that is obvious.
    By system I mean that regardless of how many times you delete the .minecraft folder in AppData it still doesn't fix it.
    So my question is, does Minecraft leave any kind of footprints on the system outside the .minecraft folder?

    Personally I have heard of neither, and I believe the claim is false, however if it is true I want to know where these footprints are so that I can be safe with backups when experimenting.
    Posted in: Mods Discussion
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    posted a message on MC MapDeleter / Pine Tree Generator
    It is a .jar... It runs if you have the Java Runtimes installed.
    If not? Well start by installing that.
    Posted in: Minecraft Tools
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    posted a message on TOGoS's Programmable Minecraft Map Generator
    Any plugins out there that can change the "Complete chunk" tag that this program has?
    It would be great for modded maps and reintroducing new ores by letting MC regenerate the chunk.
    Posted in: Minecraft Tools
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    posted a message on [1.6.6]No charcoal 1.2 [ModLoader]
    For IC I love this mod, he has made my tree farm USEFUL rather than generate TONS of waste!
    I have so much wood that I usually throw away to get saplings that I use for fuel, the fact that the wood can be used for something useful such as normal coal... Well, he has solved my waste problem and it is an epic mod that I will be using for sure when we hit 1.5 with IC!

    For those who do not see the use for this... Well, you do not have a difference in use between charcoal and regular coal as some mods may introduce.
    It is also very neutral and doesn't add sprites either, which makes it a very good mod.
    As for those who wonder about SMP, it does seem to be compatible.
    Charcoal will still generate on a SMP server and be registered as such which is GREAT!
    Posted in: Minecraft Mods
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    posted a message on Forcing daytime on vanilla server
    Well I got the server running on Ubuntu, so if you got a quick guide for setting that up, then it would be perfect.
    I am used to Windows, but I have a server setup running Ubuntu desktop.
    Posted in: Server Support and Administration
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    posted a message on Forcing daytime on vanilla server
    Part of the issue is not just the time it takes, but also the nagging to change the time and constantly having to do it...
    But the other catch... My server runs 24/7 and I cannot cope with that timeframe with work etc to sit there typing that command.
    Hence why I am looking for anything that works with Modloader MP to automate this task so it is even taken care of when I am not near my computer or near a WLAN so I can use VNC with my cellphone.
    Posted in: Server Support and Administration
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    posted a message on Forcing daytime on vanilla server
    Now before you suggest Bukkit or some other server mod, I cannot use those.
    The reason is I am operating ModloaderMP for IndustrialCraft so Bukkit and those are already out of the question.
    However, I am looking for a method so I do not always have to spam "/time set 0" to make it daytime.
    So, I guess the solution is a simple script or something that triggers every 5 minutes or do someone have any better ideas and solutions to this problem?
    Posted in: Server Support and Administration
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    posted a message on [1.5.2] FiniteLiquid v5.93
    Quote from mvincent17781 »
    Well let me put it like this, if you would have read before posting, you would know they don't work together. They use the same class file for pipes.


    Sadly I didn't deploy from a fresh .jar but going over the seams of industrialCraft, the BlockPipe.class is the same and that explains the crashing.
    None of this was mentioned in the first post, but oh well... Guess I was too tired to notice it at the time as well.
    Regardless, no harm done, and that explains why it worked and didn't work.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] FiniteLiquid v5.93
    Hmmm, for fun I tried combining this with IndustrialCraft.
    But let me put it like this, it crashes.
    I then tried to produce an error log following a CMD run, but mysteriously, it doesn't crash, but I suspect the mod is disabled because TooManyItems is offline when that occurs.
    I did backup my Jar and world, so no harm done but annoying nonetheless.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild »
    Quote from Loren Larsa »
    I dunno how feasible this is, but when building things, I have been looking for water similar to classic with the flooding aspect.
    However, as a separate block so you still have the normal water with the 8 tile current.
    Naturally with some restrictions, like it cannot propogate over normal water, and this would have made it useful for underwater bases where you want to have proper flooding a risk, but you do not want it to spread to the ocean and flood your mine you are digging out nearby.
    Or lose the abillity to create waterfalls.


    Sorry man, I jumped on the minecraft bandwagon rather late (only getting a copy in beta), so I'm not familiar with how classic water functioned. Can you tell me what the difference was?

    From what I've seen on Youtube vids, I suspect it may have been removed for performance reasons.


    I never played Classic, but I have seen the old school water in action, performance was one thing if done on a big scale such as popping a dam and flooding the map.
    But the main reason was griefing, people flooded caves, underwater bases and the like.
    The accidental flooding part is what I would like to avoid with a separate water block, you probably have to place it like stone, but that is fine as long as it still keeps the "Notch water" around that creates streams.
    Posted in: Minecraft Mods
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