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Author Topic: Minecraft - Mods Thread  (Read 981560 times)

forsaken1111

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Re: Minecraft - Major Mods Thread
« Reply #1575 on: July 01, 2012, 10:58:23 am »

Mo' Creatures is SMP, but I think it's still very buggy/
Hm, probably won't include it then.

I'll work on it later today and get a client package set up. I'll post the information here when it is ready.
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The Merchant Of Menace

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Re: Minecraft - Major Mods Thread
« Reply #1576 on: July 01, 2012, 11:07:25 am »

Do you have Immibis' Tubestuff? adds in an Auto Craft table that interfaces with Redpower
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DrPoo

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Re: Minecraft - Major Mods Thread
« Reply #1577 on: July 01, 2012, 11:36:35 am »

I would wish there was a Universal Electricity API thing for theese kinda industry/modern era mods, so they all used the same kind of power.
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forsaken1111

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Re: Minecraft - Major Mods Thread
« Reply #1578 on: July 01, 2012, 12:49:43 pm »

Do you have Immibis' Tubestuff? adds in an Auto Craft table that interfaces with Redpower
I'm looking at it now, may include some of the items in the server.

I would wish there was a Universal Electricity API thing for theese kinda industry/modern era mods, so they all used the same kind of power.
There are some mods which allow you to change from one power type to another. Forestry has electrical engines which run off of EU and produce MJ (buildcraft energy) for example.
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The Merchant Of Menace

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Re: Minecraft - Major Mods Thread
« Reply #1579 on: July 01, 2012, 12:51:04 pm »

The Automatic Crafting table is the only thing in Tubestuff that I'm interested in. I prefer using Redpower over Buildcraft.
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forsaken1111

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Re: Minecraft - Major Mods Thread
« Reply #1580 on: July 01, 2012, 12:52:19 pm »

The Automatic Crafting table is the only thing in Tubestuff that I'm interested in. I prefer using Redpower over Buildcraft.
Indeed. Do you know if the railcraft world anchor works well in SMP? If so I don't need to add in his chunk loader.
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The Merchant Of Menace

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Re: Minecraft - Major Mods Thread
« Reply #1581 on: July 01, 2012, 12:53:38 pm »

The world anchor only keeps specific entities loaded IIRC, mostly related to rails, plonking one down beside a farm won't help it grow. So a proper chunk loader would be preferable.
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forsaken1111

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Re: Minecraft - Major Mods Thread
« Reply #1582 on: July 01, 2012, 12:55:47 pm »

The world anchor only keeps specific entities loaded IIRC, mostly related to rails, plonking one down beside a farm won't help it grow. So a proper chunk loader would be preferable.
I don't know of any other mods with SMP chunk loaders aside from the thread you posted for immibis. Do you?
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Vattic

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Re: Minecraft - Major Mods Thread
« Reply #1583 on: July 01, 2012, 12:57:12 pm »

There are some mods which allow you to change from one power type to another. Forestry has electrical engines which run off of EU and produce MJ (buildcraft energy) for example.
The main complaint as things stand is the lack of blutricity converters. All the sources of power in RP2 are inconvenient in one way or another. Powering tunnel boring machines is annoying when you've only got thermopiles to work with or elaborate enderchest+chunkloader systems for delivering recharged batteries. Then again I'm looking forward to more RP2 power generators and it at least looked like something would be in the next update or so.

The world anchor only keeps specific entities loaded IIRC, mostly related to rails, plonking one down beside a farm won't help it grow. So a proper chunk loader would be preferable.
Ah I didn't know this. Handy information.
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The Merchant Of Menace

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Re: Minecraft - Major Mods Thread
« Reply #1584 on: July 01, 2012, 12:59:19 pm »

None that I know of, although his Chunk Loader looks pretty neat actually, being adjustable is something I've always wanted for them, so I don't need to keep 25 chunks in memory to keep my 1 chunk long farm going.
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forsaken1111

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Re: Minecraft - Major Mods Thread
« Reply #1585 on: July 01, 2012, 01:19:20 pm »

None that I know of, although his Chunk Loader looks pretty neat actually, being adjustable is something I've always wanted for them, so I don't need to keep 25 chunks in memory to keep my 1 chunk long farm going.
Yeah I do like the looks of it so I'll include it along with the crafting table.

So the new mod list will be:

Mystcraft
Buildcraft 2.2.14
Runic Dust 0.6.1b
Enderstorage 1.1.3
Forestry 1.4.6.2 for BC 2.2.x (Or 1.4.8.0 if I can get it working)
IndustrialCraft2 1.97
Redpower 2.0pr5b2
Railcraft
Immibis's Tubestuff
Immibis's Chunkloader
Wireless Redstone Chickenbones edition

Any others?
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The Merchant Of Menace

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Re: Minecraft - Major Mods Thread
« Reply #1586 on: July 01, 2012, 01:24:35 pm »

Are you doing plugins as well, or will it be a vanilla modserver?
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forsaken1111

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Re: Minecraft - Major Mods Thread
« Reply #1587 on: July 01, 2012, 01:36:31 pm »

Are you doing plugins as well, or will it be a vanilla modserver?
I've never done anything with plugins. If you know of a quick tutorial I could look into it.
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The Merchant Of Menace

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Re: Minecraft - Major Mods Thread
« Reply #1588 on: July 01, 2012, 01:39:32 pm »

No idea about tutorials, I just hunted down plugins for Akylon :P

Mostly wondering because there's some neat plugins like Choptree, but I can live without them.
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forsaken1111

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Re: Minecraft - Major Mods Thread
« Reply #1589 on: July 01, 2012, 01:40:11 pm »

No idea about tutorials, I just hunted down plugins for Akylon :P

Mostly wondering because there's some neat plugins like Choptree, but I can live without them.
If you can point me in the right direction for installing and using them I have no objection to learning it.
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