• 1

    posted a message on [1.0.0]Robinton's Mods
    Quote from Robinton

    That -x_is_invisible bug has got to be the strangest bug I've ever seen... I'm guessing that it is caused by a mod conflict. For My Information, is ModLoaderMP supposed to be installed client-side?

    Yes. There's a client version, and a server version. The client version is required, as it allows the server version to communicate the changes the mod makes. There are some mods that, regardless of being single/multiplayer, require ModloaderMP, even if you never get online, ever. Why, I have no idea (it most likely has to do with the "hooks" provided, or something. That's my guess). That said, I obviously have no additional information for you. Hopefully what little information I provided, was still helpful nonetheless. Mouser X over and out.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from blakmajik

    Here's a question.

    Has anyone using Cubic Chunks mod had duplication/disappearing?

    An excellent question! Unfortunately, I doubt this has any bearing on the disappearing issues, because Cubic Chunks is not yet updated to 1.8.1 (it's still 1.7.3). So, it's extremely unlikely that anyone using Cubic Chunks is using Zeppelin 0.16 (my understanding is that 0.16 won't work on an older Minecraft version. I've never actually tried though, so I can't say with 100% certainty). Unfortunately, I have nothing else to add here, as I have yet to update Minecraft to 1.8.1 (I've been waiting on OptiFine, which is finally updated. Now I'm waiting on free time to play Minecraft). Mouser X over and out.
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from The_Dragonn_29

    great mod. i installed it in the technic pack and i think ill build a mobile factory with it. ill just have to make sure i have a shutdown switch installed and fight with the config to get the blocks workng. Wish me luch :cool.gif:
    Quote from DiEvAl

    I assume you meant "luck". Good luck! And backup your world before testing, IndestrialCraft machines tend to explode.

    No, I'm sure he meant "Wish me lunch." My best guess is he's been so busy playing Minecraft, that he forgot to eat. It happens to me all the time, so it makes perfect sense after all. Mouser X over and out.

    Ideally, I shouldn't have to add the "this is a joke" tag, but just in case someone misreads the above (and someone will... they always do), -<|This Was A Joke (TM)|>-
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from blakmajik

    Tonight!

    Yay! Looking forward to it! OptiFine finally updated, so I can actually play on 1.8.1 now as well. Thanks for this awesome mod! Mouser X over and out.
    Posted in: WIP Mods
  • 4

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from DiEvAl

    @baeshra If you sleep in an airplane IRL and then die, you won't respawn on it. Why should it happen in minecraft?

    What reality are you living in? I've died hundreds of times, and I always respawn on the airplane. You'd be surprised at the weird looks the other passengers give me.... It's especially awkward when there's someone in my seat when I respawn.... Actually, it's kind of annoying.... Do you have any idea how difficult it is to hitchhike a ride across the Atlantic or Pacific when you respawn on an international flight? You wouldn't believe the lawsuits these airlines try to pull.... "STOWAWAY!!!" and whatnot. Is it really my fault that the in-flight movie was so boring, that I fell asleep, thus resetting my spawn point? Geez.... Some people.

    If it works for me, then it should be absolutely no problem for you to fix it in Minecraft, of all things. Come on guys. Get with the program.... Mouser X over and out.

    (in case it wasn't obvious, the last paragraph was intended to be humorous. I'm completely serious ( ;P ) for the rest of it)
    Posted in: WIP Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    Since Minecrack mentioned the 1.9pre "lag fix" here, I thought I'd mention that a second, different, lag fix has been made. For some people, this one works, where the one that Minecrack linked does not. So, (Minecrack especially, since your link isn't working for you) you might want to try this one, if the other isn't working for you (or this might even work better, even if the other one is working for you).

    http://www.minecraftforum.net/topic/655009-19pr-threaded-lag-fix/

    Obviously not really related to the CC mod, but I figured it was useful (and had been mentioned, in part, earlier, so not completely unrelated). Hopefully someone finds this useful. Mouser X over and out.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.0.0]Robinton's Mods
    I've said before that the largest thing stopping me from using this mod is that without Optifine, Minecraft is a pain to play.... Playable, yes, but not fun. Any merging between these two mods would be truly wonderful. Has anyone talked with the Optifine author about this? If Optifine support could be added, somehow, that'd make this mod the must have mod of Minecraft. I've been wanting to use it for awhile now.... Mouser X over and out.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.8.1]Kerik's Koi Mod (UPDATE ON 1.2.5 VERSION, almost done!)
    I think it looks pretty good! But, can it be configurable? Will it spawn/attack when playing peaceful? Stuff like that. I like having my watery areas with lots of fish (but not too much, as it makes Minecraft unplayable....), so I wouldn't mind seeing it around. But if I'm on peaceful, I wouldn't want to get eaten either.... Glad to see you're still working on this! Mouser X over and out.
    Posted in: Minecraft Mods
  • 1

    posted a message on Flying mods?
    http://www.minecraftforum.net/topic/541676-18-simply-hax/
    ^ Also a mod that adds flying. This one does so without altering any base classes of Minecraft. It runs completely via Modloader, so you don't need to worry about it overwriting other mod's files. However, I don't know what stage it's in right now. I'm pretty sure it works, but I don't know how well. I have yet to install 1.8.1 myself, and try it out.

    As was already mentioned, the Zeppelin mod is really good too. It's by far one of my favorite mods. Flan's planes is another popular one. There's also Single Player Commands, and someone else already mentioned Zombe's mod pack. There might be others, but those are the ones I can think of. Hope that helps. Mouser X over and out.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from rammer306

    I found a bug with dispensers.
    When a dispenser is supposed to fire an arrow, it just plays the arrow collision sound and never really launches an arrow. It would be nice if you could fix this - I can probably help if I know what the problem is.

    It actually is launching the arrow, which is why it makes the sound. However, the spawning of the arrow originates from within the block itself. Thus, you never see the arrow, because it hits the "sides" of the block (since it spawns inside the block) before it ever gets out. This is a known problem, and this is the explanation they've given, which is why I know what's wrong, and that it's a known problem. Mouser X over and out.
    Posted in: WIP Mods
  • 0

    posted a message on [V1.7.3] Zipline Mod [SSP][WIP][VC][C]
    Quote from DiEvAl

    Is the rope entity or tile (aka block)? In other words, is rope aligned to grid?

    The rope, and the rope bridge, both have block IDs, and are placeable in the world. They display differently (the sagging effect), but they're still blocks. In MCedit, they appear as large, purple, cubes, that are diagonally connected (again, because they "sag"). If you were to have the rope hang down the side of a cliff (or off of a zeppelin....), it would be a string of blocks, similar to a ladder, except that it only requires that it's connected at the top (where the rope is hanging from), instead of being placed on a surface.

    I hope this mod is updated to 1.8.1, but I don't know when the last time the mod author posted in this thread was. Are they still around? Is this mod still being worked on? I really hope so... Mouser X over and out.
    Posted in: WIP Mods
  • 0

    posted a message on [V1.8.1]Kerik's Koi Mod (UPDATE ON 1.2.5 VERSION, almost done!)
    I'm very interested in this, but they've been spawning so profusely since 1.6.6, that I haven't been able to use this mod. Since so few people have mentioned having this problem, and you never seemed to have the problem yourself, it never got fixed. I was hoping that, somehow, a config/properties file could be used that would limit the spawning of the koi, and only the koi (I use Mo' Creatures, and Skovee's Reef Mantas mods), and not all the other aquatic creatures. So, there's definitely interest, at least from me. I'm hoping the spawning issue can be figured out.... I look forward to any update(s) you've got coming. Hopefully I'll be able to use them. Mouser X over and out.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from ComisarCain

    I do not think that a mod should be designed for the lowest common denominator of users though. If someone is too lazy to read a few pages of this thread or even the first post the mod should not be changed to accommodate such people. There are guides to just about everything having to do with mods. If you want to use mods you need to be ready to learn some basic things.

    My 2 cents.

    I agree. I can see how my post could be interpreted that way, but that wasn't my intention. I was using the "lowest common denominator" as an example of why too much complexity is a bad idea. The idea I proposed maintains enough simplicity, that even the "lowest common denominator" can use it, without actually needing to know how to. But, it also adds complexity, so that those who want to... "exercise" their design skills would be allowed to. Maybe not as much as some of the ideas proposed (which are far too complex, in my opinion), but it does require rethinking how you put something together, and possibly changing your methods for acquiring the resources necessary to build your ship. Maybe engines only work when they're at the back of your ship. Maybe there can be different kinds of engines. Different kinds of engines could be used differently. Perhaps some are similar to helicopter blades. They increase the block count (because they point straight up, they increase lift, without increasing thrust), but not the speed. Perhaps there's a "warp drive" that "max speed = 1000", but "max block count = 40%" (both numbers are made up...). By having different engine types, you could even create specialized ships, such as fighters, for example...

    Anyway, based on what I've read in this thread so far (I started around page 60 or 70, I think), the biggest limiting factor to an idea like this, is block IDs. It sounds like blakmajik has a limited method to create new blocks. He's attempting to keep all of the Zeppelin's new blocks, under 1 block ID (which I applaud him for!), using the "sub-block" method. Unfortunately, he hasn't figured out a way to store more than 4 blocks under 1 ID. It's certainly possible to store more than 4 blocks (look at wool colors. Even better, look at the "Redpower" mod, or whatever it's called) under 1 ID, but due to the way that data is currently arranged, blakmajik hasn't figured out a way to do it yet. Perhaps (this is speculation) if he can get that hurdle taken care of, he'll introduce new block types (engines, or something), which will allow people to increase the complexity to their liking.

    I'm not intending to speak for blakmajik, nor am I saying my idea/proposal is the right one. What I'm saying is, for me, it's acceptable as it is now. However, increased complexity would be welcome, so long as it doesn't sacrifice (aesthetic, for me) creativity and simplicity (too much). Mouser X over and out.
    Posted in: WIP Mods
  • 3

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from nerdboy64

    I don't know what the problem is. I can run a 4096-block carrier with 6 of Flan's Spitfires and 5 AA guns docked/mounted on it at 15 FPS, and anything smaller works perfectly. I have a similar processor, 4 Gb RAM, and an ATI Radeon 4600 (I think) GPU. I don't know how our GPUs compare, seeing as they are different brands, but other than that the only big difference is the RAM. I don't know how much that affects it, because frame rate is usually the graphics card's department, so it seems like the only thing that could go wrong is with BC/IC. Try making a copy of the ship with the same number of blocks but no pipes and see if that fixes the lag. If not, I don't know what to tell you.

    Not exactly. Graphics, and how fast they're rendered, is the graphic card's department. Regarding the Zeppelin mod though, an increase in the ship's block count doesn't change graphical stress. In other words, you can make a ship as big as you want, and it doesn't change how much the graphic card needs to process (so long as the ship doesn't also increase the amount of blocks on the screen). The increase in block count is the CPU's department, because as you increase the number of blocks in your ship, you increase the number of functions needed to be processed (aka, 1 block has... 10... (I made this number up) functions assigned to it. Thus, when you have a ship of size 1024, your CPU now has to go through 10,240 functions). This increases the workload of your CPU, but not the workload of the GPU. Therefore, the reason you experience poor framerates, is because the CPU can't keep up with the GPU. The GPU is done processing, and is waiting on the CPU for more data to process.

    An increase in RAM can help, but only to an extent. The CPU is still the bottleneck though, regarding an increase in the number of blocks on your ship. All that said, it is possible that different block types have more functions assigned to them, and could therefore cause the CPU to go slower than "normal" minecraft blocks, because it has to process all of the "normal" minecraft block functions, and then the "mod block" functions on top of that. Whether this is what's going on or not though, I haven't any idea.

    All in all, I wouldn't expect the graphics card to be what is causing your slowdown. I suppose it's possible (perhaps the blocks have animations, which the GPU needs to render), but I wouldn't expect that, considering it's largely a CPU problem (running additional blocks), and not a graphical problem. Mouser X over and out.
    Posted in: WIP Mods
  • 4

    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from deus101

    designing some hull on aesthetics alone is boring.

    I disagree. Or, more specifically, I like that I can make the craft look however I want, instead of being forced to use some design decision, just because I have to use some obtuse method to get the thing in the air. I agree that some additional complexity is not necessarily a bad thing. However, that additional complexity should compliment my creativity/aesthetics, instead of hindering it. In my opinion, about the only additional complexity that I would find useful would be some kind of engines/fuel burner. Even that should probably undergo some kind of limitation. Basically, a single controller block can get your craft off the ground. Everything works fine, but your max speed is, say... 5 (or 3 or whatever), and your max block count is a percentage of the total (ex: default total is 1024, and a "small" ship (1 control block) can be 20% of that total, or something). But, by adding additional "special parts" (engines, or something), you can increase the max speed/block count. Any additional complexity beyond that is, in my opinion, too much. I don't want to deal with "heaviness" of blocks ("Stone is heavier than wood? Obsidian is heavier than stone? I just want to make a ship that looks cool! This is stupid"). Leave them as they are, but change the "grade" of the ship, based on the parts it contains. For example:

    1 control block = max speed 5, max block count 200 (or whatever)
    1 control block + 1 engine block = max speed 10, max block count 500
    1 control block + 2 engine blocks = max speed 20, max block count 1024
    Obviously, all these numbers and whatnot are up for debate. I'm just making up the plan I would find reasonable, and useful. Keep it simple.

    With a system like that, you wouldn't be limiting people's creativity, but you'd also be increasing the complexity. People would still be able to make their simple ships, without too much hassle. Add some engines though, and you can make your ship better. No need to worry about "buoyancy" and whatnot. You talk about RPG (and I'm probably misreading this) elements in making your ship. In my experience, in RPGs, "Anything is capable of flight if it would be cool, aeronautics or even basic physics be damned." (see RPG Clichés #65). All the more reason to forgo this "heaviness/buoyancy" thing, and go with something simpler.

    I'm happy with this mod as it is (quite a bit, as it allows me freedom to build whatever I want), but some additional complexity wouldn't hurt (but too much complexity definitely would hurt.... I really don't want to deal with "buoyancy/heaviness". It just makes things not worth the effort). I actually agree with the earlier statement, that with too much complexity, we'll just end up seeing "Borg cubes" flying around, rather than cool airships. Look at this thread. Sure, some people have made really cool ships. But, based on just the questions asked ("I can't change the controls! The 'done' button is in the way!" - "This mod crashes when I have the Aether installed! Fix it!"), people won't get the whole "buoyancy" thing. Keep it simple. They'll end up making crappy looking ships, simply because they don't want to put forth the effort necessary to get it working better. If they can't even bother to read the first post, then how can you expect them to figure out how to get their ship in the air, when they have to deal with different weight values of blocks? Some people will get it, and there's a fair chance that even the noobs will catch on, eventually. Even so, all the new people will end up with crappy wooden platforms (or wool platforms...), just to get their ship airborne, since they won't bother spending the time to learn to do more.

    So, overall, keep it simple. I love this mod, largely because of the freedom it provides, and the simpleness it maintains, and I don't want to see it ruined by making it too complex. Mouser X over and out.
    Posted in: WIP Mods
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