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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from gili710

    I'm pretty sure that's already in there. You can hook the item detector up via a white cable into a bundled cable and it will send a 'white' signal to the I/O which you can read on the computer with IOX@. Or do you mean something that sends different colored signals based on which item is passing through?

    You could have a sorting machine sort items into different colored tubes and have an item detector on each tube which would tell you when a white/green/orange etc item passes through.


    Nein, the codificator receives a redstone signal, then depending on how the codificator is configured, it sends a colored signal through the bundle cable. So for example if the codificator receives a regular redstone signal from one side, it will send a Green+White+Orange Signal from the other side (That side requires a bundle cable of course)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Sooo... I believe once i mocked someone who suggested some sort of "Codificator" that converted a regular Redstonesignal (For example one coming from an item detector), into a colored color signal to a bundle cable. I now realize my mistake due to the fact that in my sleep i kinda wanted one so i could make a big computer controlled inventory sorting system. It would also help when making inventories of what a quarry its actually digging or some sort of builders.

    Also i sort of dreamed of some sort of Frame Rails, some kind of blocks that extended the motors so when you powered the motor any frame attached to a frame rail attached to that motor would also move. But i think you can sort of do the same with several frame motors (But you would need to attach a redstone and bluewire to each frame motor)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    I tried, I failed. Each time I've tried to establish something like that, I just can't keep enough moderators to make it worth doing. So no, a thread is fine for me.


    In the IC2 forum we were joking that should cut a deal with Alblaka and get a subforum for Redpower added there XD.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Setting yourself for the early to mid game so far its annoying as F***. The prospector pick its annoying to work with and cutting every single block inside the 23x23x13 range its impossible with just a stone pick (The prospector pick actually scans about 6.877 blocks X.X)...

    Also setting the world generation so early games metals like zinc or tin to spawn a lot more in higher ground than the harder metals like iron would be a good idea. (And viceversa, harder metals would spawn more frequently the lower from the ground)

    But oh well i can't deny the mod its pretty interesting and redifine the concept of hardcore. (Although maybe it is a little too hardcore XD)
    Posted in: Minecraft Mods
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    posted a message on Mythra's New Realism V1.7b
    If you don't mind i have a request, if possible could you support TerraFirma Craft?

    It Adds a lot of Dirt/Stone/Ore blocks and i would love to have them in your texture style.
    Posted in: Resource Packs
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    posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.
    Watching Direwolf spotlight i have become interested in this mod, making things a little hard its always a good thing because it gives a longer longevity to a game.

    I hope this mod can play nicely with most of my mods (IC2, RP2, BC, Forestry, Thaumcraft are the important ones. Theres also smart moving but thats another thing), and when most of your vision is realized you consider making something like what flowerchild did with "Better than Buildcraft", going beyond just compatibility with the mod into the realm of interconnectivity of mechanics and recipes.

    Keep the good work and ill be sure to try and include this the moment i update to 1.2.5.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Something that showed up in the IC2 Forums, your duplicator allows the duplication of Uranium where not even IC2 itself allows it with the UU-Matter.

    Just thought it would be cool to bring this to your attention.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Its official, Azanor its a Coding Martian/Robot/Enterprise.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from manofglory

    when do 1.2.5 come


    Man these people behave like fudging zoombies, no matter how many you kill, other 5 always come behind >.>

    @DAhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh they are taint, of course they will spread.
    Posted in: Minecraft Mods
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    posted a message on Mythra's New Realism V1.7b
    A few things i have to say:

    1) Will you edit your OP showing the mods you support and which version each mod is, or is it too much trouble?

    2) Will you ever make a 32x pack?
    Posted in: Resource Packs
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Darkfreack

    Lets just ignore all update related remarks, they are not worth of effort of acknowledging.

    Suggestion/Question
    Wouldn't it be awesome that if you were to wear the google that they would gave off some kind of HUD or masking like the pumkin do?
    Like some kinda of arcane view or something. That way they have more of an impact on the player visually.


    Purple tint of the world, and you can see random spots or clouds of vis and taint (Depending on your aura), just to make it fun :P
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Calcifire3691

    indeed, the only way forge will be made redundant is if EVERY hook that is currently in forge gets put into the API
    I think that this may be an attempt by the forge devs to keep people using it until the full API comes out.
    most forge using mods are only using it for it's infinite sprites, which will become standard in MC soon. by forcing MLMP using ones to either use forge or become incompatible, they're keeping a large number with them.
    especially since any MLMP using ones will need to use FML and THEN switch to mojangs sprites, most will just remove the infinite sprites, and not move away from forge and start using MLMP again.
    it reeks of desperation, and considering eloraam is working with mojang (and therefore have a peek at MC's future, so she can plan forge's development to ensure its survival), I get the feeling that the API could end up being a forge killer if forge doesn't find a way to make itself desirable after the API.


    Forge its much more than infinite terrain sprites and MLMP you know that? Well FML or was it FMP? stupid acronyms.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Dreamlash

    But, if the mod API comes out, maybe Forge gets obsolete cause it already will have compatibilities anyways with others mods even they not use Forge (This is theorical assumptions off course we can´t say that much unless mod API get released)


    Forge will not cease to exist. Even with the new API
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from astronom

    http://lexmanos.no-i...b/Forge/changes

    waiting for update


    *Cocks Shotgun*

    Can i kill him now? Pretty please?

    Now fast, think of something to make this not look like a spam post... oh **** too late, im going to sleep now.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Lets stop with the forge talking and more thaumcraft talking please.
    Posted in: Minecraft Mods
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