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    posted a message on Evolved Controls - Pretty up your switches and buttons!

    Any plans on updating this to 1.10?

    Posted in: WIP Mods
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    posted a message on [DISCONTINUED] [1.6.4/1.6.2] [forge] [v3.2.5] TukMC - Slick as ever, now with healthbars! [45k+ DL]
    Quote from maxpowa

    Disable right bar in the options? When I get around to finishing advancedhud, this should no longer become a problem, but for now you'll just have to live with it.


    I've disabled the right bar but still not seeing research success or failures. Has anyone else found a way to work around this?? I'd love to keep using this HUD but I also want to get the information from Thaumcraft.

    -Wolfie
    Posted in: Minecraft Mods
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    posted a message on Zyin's HUD
    I like it though I am curious if you could include an option to display the biome type along with the coordinates.

    Small thing, I know, but it would make a very nice "snapshot" to go along with everything else.
    Posted in: Minecraft Mods
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    posted a message on NEI Addons [v1.12.13] - Updated to forestry 4.0
    bdew, I didn't see it mentioned specifically so I figured I would ask. Do you add [?] button support to the Forestry Worktable??

    Thanks,
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    I've posted in the immibi mod thread, but I wanted to post here just to cover all my bases.

    I am trying to use the Immibis's Microblocks to cover my MFR rednet cable runs but the covers are not sitting within the block. According to what I read this can be fixed by adding the proper blockClass and tileEntityClass to the config.

    Currently I have the following lines in my microblocks config:
    blockClass: powercrystals.minefactoryreloaded.block.BlockRedstoneCable
    blockClass: powercrystals.minefactoryreloaded.block.BlockRedNetCable
    tileEntityClass: powercrystals.minefactoryreloaded.tile.TileRedstoneCable
    tileEntityClass: powercrystals.minefactoryreloaded.tile.rednet.TileEntityRedNetCable

    The first line of each was already in the config, I added the second lines. Yes, I did try turning it off and back on again but no joy in Mudville today.

    Can anyone point me in the proper direction to get this interaction to work??

    Thanks,
    -Adam
    Posted in: Minecraft Mods
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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Firstly, I want to say to immibis that I love the microblocks and I love that they interact with so many mods.

    That being said, I am running into an issue with the microblock interaction with MFR rednet cable. I've cut some covers, cobble if it matters, but they will not sit in the same block space as the cable to cover my cable runs.

    I did see previous post where someone else had this issue and mentioned that the blockClass and tileEntityClass for rednet had changed. I tried their "fix" but I still can't cover my rednet cables properly.

    Here are the relevant lines from the microblock config:
    blockClass: powercrystals.minefactoryreloaded.block.BlockRedstoneCable
    blockClass: powercrystals.minefactoryreloaded.block.BlockRedNetCable
    tileEntityClass: powercrystals.minefactoryreloaded.tile.TileRedstoneCable
    tileEntityClass: powercrystals.minefactoryreloaded.tile.rednet.TileEntityRedNetCable

    The first line of each was already in the config, I added the second lines. Yes, I did try turning it off and back on again but no joy in Mudville today.

    Can anyone point me in the proper direction to get this interaction to work??

    Thanks,
    -Adam
    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    I know the Mecha-Armor is a bit of a WIP, so I figure I would ask this now.

    Have you considered allowing IC2 options, solar helmet, jetpacks, battery packs, etc, to be placed into the armor slots to be used?

    -Wolfie
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Quote from KingLemmingCoFH

    It's not possible. Literally can't be done, RP microblocks are a subset exclusive to RPs stuff. We have a system in the works, but because of the rumors of a change with how rendering is handled, I have put that on hold as it would make tons of our efforts wasted until we know how rendering will work in the future.


    Thank you for the response! I look forward to seeing what the future holds for TE, it has quickly become a must have mod for me.

    -Wolfie
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Quote from Nisheeth

    Unfortunately, neither. RP microblocks work only with RP items, and you can place Facades only on pipes. This is the thing that I don't like about energy conduits and liquiducts, the inability to hide them.


    KingLemming,

    Any thoughts on enabling energy conduits and liquiducts to interact with RP covers and hollow blocks?? I have fallen in love with TE but see the holes in my walls and floors kills my aesthetic eye.

    -Wolfie
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    I've done some quick Google searching (stuck at work on the holiday) and didn't find any information on it. Are the TE Redstone Energy conduits able to interact with RP2 microblocks (panels, covers, and hollow versions) or if we need to use BC facades ?

    Thanks,
    -Wolfie
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    While I do enjoy the increased challenge that ogres give to the game, the proximity/x-ray vision aspect is a bit annoying. For cave ogres I can sort of see that but it would be nice if the overland version had normal line of sight restrictions.

    Any chance this could be a config option?
    Posted in: Minecraft Mods
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