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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    ireee, i don't know why you're defending RP2's world gen, it's publicly known that elo did nothing to improve it this version. then again, the trees are felled properly this time around, for once so maybe she did improve it a tiny bit here and there.

    as far as the forestry machines always consuming as much power as possible with the BC compatibility engine, it's been long since fixed and obviously so, from forestry's end i believe, it was just a single machine that was requesting far more power than it'd ever need and would keep the engine running full throttle because of that.

    and suppressing ideas? i know you think you're doing the opposite and that only elo has a valid point in this thread, but you are grossly misinformed, you don't seem to understand the purpose of having a forum in the first place if you really think that.

    i won't say i agree with the person you quoted, but yeah world control definitely needs to be configurable for the next version, it's the longest standing bug elo has ever ignored.
    sure some of us get lucky and there's only a few trees and a handful of volcanoes and it doesn't completely ruin your world by spawning far too many, but not everyone is lucky and some get very unlucky, it does happen with terrain generation the way it works.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    yeah i'd like something like that too what NJM asked for, or heck maybe if there was a way to force a crystal capacitor to discharge the stored vis would be nice too, then again that might be OP since you could overcharge a node on demand sort of, maybe if it took a 5% penalty if it would overcharge though.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Nodachi216

    Less than two months is ages now? :D
    http://www.eloraam.com/


    indeed it is, most modders post things or at least respond to their thread daily or at least weekly, that's quite a long time.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Sourpowerpete

    Why is every letter capitalized? It's hard to read stuff like that.


    difficult, or obnoxious ;) :)
    Posted in: Minecraft Mods
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    posted a message on [1.5.2][SSP][SMP] CubeBots 1.4.4 - now with zombie configuration!
    :lol: sorry then, i guess it's a bit late to add cupid bots yeah i see what you meant :)
    Posted in: Minecraft Mods
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    posted a message on [1.5.2][SSP][SMP] CubeBots 1.4.4 - now with zombie configuration!
    Quote from Will.Eze

    anddd valentine has passed already xD


    not for everyone, it's not midnight yet. :P :)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    actually really well written and researched, i agree on pretty much everything too, except one.

    the restricting golems from using portals, i think that's a pretty bad suggested solution overall, what if you want them to cross portals for whatever reason? instead i think if we had an anti-marker type thing where you could set two up and link them to make a boundary golems would never cross might be a better solution, what do you guys think?
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from Nuchaz

    I purposely wanted the open/close function of the lid to be on shift-click and if the player is holding any sort of tool when they shift click, a method is called on the tool/item itself and does not do anything for the block unless the player has an open hand. So I am a bit limited there without making base class edits.


    yeah i figured it might be because of something like that, it's really odd how many items are considered tools though, even with TC3 metal torches you can't open it, which that surprised me a lot, not sure what use those would have for being called as tools.

    hmm... i noticed it worked with the thermal expansion omni wrench though was surprising in a good way, i wonder what's being done differently there to let it still interact with the display case despite having a call as a tool too.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from ldog

    still not as funny as too much water :P


    that's not funny at all, besides minecraft isn't 1:1 ratio to RL anyway which is why the amount of water versus useable terrain is so out of whack in minecraft's compressed worlds.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    you know it's really funny hearing a machine that my bases always far outgrow being called OP, induction smelters and pulverizers cry when you put the weight of 6 concurrent quarries over it's head.

    and triple is a big deal? really? wow, honestly, i've been far too rich to give a care, the only ingots i store are waiting for more storage blocks to be autocrafted. :)
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from ldog

    You do realize about 70% of the Earth's surface is water. Just sayin :steve_sillyface:



    obviously, but do you realize how little average people make any use of that 70%, that was what i was getting at.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    that is a cool idea actually, i like it, you could probably even key a door to only open when the correct aspects are given and such craziness.

    Quote from devaking
    -snip-


    yeah true enough, clay soldiers mod helps more though if you ask me because of the clay disruptor remote, but i wind up wasting so much clay playing with those.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from OmegaPaladin
    -snip-


    fair point, but then again how often do you cross a river or even a steam IRL, MC still generates far too much water/ocean imo. :)
    Posted in: Minecraft Mods
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    posted a message on (Xeno's) Reliquary v1.0.6d
    noticed this a bit ago, just got around to figuring it out enough to send a report about it for you xeno.

    the bug:



    what's actually in the hotbar:


    and of course you'll need the cause too, not sure if inventory tweaks installed matters or not, but i've got it installed personally, the way to reproduce this however is simply just place the mouse over the midas touchstone and press one of the hotbar buttons 1 through 9 to move it to that slot, until it is manually picked up it will appear to leave a ghost dupe of the touchstone in the place of the item (or nothing) that was replaced by it at which point it corrects itself.

    this is more severe in 1.0.5c it seems to happen a lot more easily is the best way i can think to put it, still happens quite regularly in 1.0.5d however but it seems like it is a bit more sporadic and may not happen at all with some items, the drill for instance i don't believe i got that one to show as a touchstone with 1.0.5d
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    deleting or replacing your playerdata, i forget if deleting it causes any problems or not but i don't think it does.
    Posted in: Minecraft Mods
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