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  1. asiekierka

    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Done. I delayed it a bit as releasing three single-bugfix BuildCraft versions in one week would be depressing, so I dug through OpenEye and fixed a few very rare bugs.
  2. asiekierka

    What would YOU change about BuildCraft?

    Yes, but you could just require players to place a Personal Anchor next to a Quarry instead, for example. As a free bonus, quarries cannot be used as free chunkloaders that way. (Hmm. I should make it so that quarries stop chunkloading after they've mined to bedrock.)
  3. asiekierka

    What would YOU change about BuildCraft?

    Good idea! Though you could just disable BC's chunkloading. That's why BC lets you disable quarry chunkloading altogether. :)
  4. asiekierka

    What would YOU change about BuildCraft?

    For the quarry: 1. No. There is a gameplay reason why the quarry only mines in layers - that's so you have to deal with the top stuff before you get to the goodies (or build your quarry underground). 2. Iron Kinesis Pipe. Or, if BC power is not your fancy, a battery with an RF/t output limit. 3...
  5. asiekierka

    Returning to modded MC, need help /advice

    I doubt that. Not only will the "Pocket/Win10 Edition" modding API be far more limited than our essentially unlimited access to the game we have now, it's a different language which involves hefty amounts of porting. I think the Java mods will survive for quite a long time. (Also, C++ is terrible.)
  6. asiekierka

    Returning to modded MC, need help /advice

    1. 1.8 is essentially Minecraft 1.3. It's a version in the middle of a massive refactor with some potentially great changes, which means it's buggy, useless and hard to code for. 2. Yes, because people like that. 3. Nine months?... BuildCraft got a series of massive updates since then, GregTech...
  7. asiekierka

    [1.7.10]Modular Mayhem

    Yes it does - just remove the Builders module and you get rid of all the magic blocks in one go. And the pipes are the most "modular" out there.
  8. asiekierka

    Help with processing lag

    Those are all bad measurements for game lag. I've had a case as silly as 10-second ticks being caused by using an USB hard drive and HQM not dealing with that well. 1. http://files.player.to/sampler-1.49.jar 2. /sampler start 3. give it 10-15 minutes 4. /sampler stop 5. /sampler export...
  9. asiekierka

    Help with processing lag

    Block and interaction lag after throwing in a large mod? Try updating to Java 8 and increasing your Java memory allocation.
  10. asiekierka

    Modding API: good or bad?

    Speculation =/= experience. Saying "The modding API will not be like Forge or Bukkit!" is speculation (though that's what Grum told me), saying "It's harder to do fancy graphics effects with a real, sandboxed - so limited, API" is experience.
  11. asiekierka

    What would YOU change about BuildCraft?

    This is, to an extent, what I had considered for clogging in internal talks with a few people. It is also what I had implemented in an experimental conveyor belt mod. The problem, however, is that playing with core pipe mechanics requires a lot of careful thought as it influences everything.
  12. asiekierka

    Modding API: good or bad?

    If Mojang figured out how to code complex software with little effort, they'd have been worthy of some kind of science award and not development of a game about LEGOs. This won't happen. In fact, I believe some things - like fancy rendering effects or frames - will be much harder on a real...
  13. asiekierka

    What would YOU change about BuildCraft?

    Each pipe has its own internal list of traveling items, to be exact, but that's essentially what an inventory is. See, the problem is that not every flaw is objective, as I keep repeating. BC has a design direction and I made this thread looking for two things: (a) input on BuildCraft as it is...
  14. asiekierka

    What would YOU change about BuildCraft?

    What is good and bad in a mod is highly subjective. If you're doing a specific playthrough or modpack, you shouldn't be complaining that modpack A doesn't play like modpack B. But BC pipes have inventories! I planned to introduce a clogging system like that, but I haven't yet thought of a way...
  15. asiekierka

    What would YOU change about BuildCraft?

    Fun facts: (a) We already have anti-lag measures for the Nether, IIRC (b) Zetta Industries has a Quarry Fixer which does what you described (place next to a quarry to remove liquid)
  16. asiekierka

    What would YOU change about BuildCraft?

    I have never seen it reliably reproduced, however recent versions of BC (7.0.11+? The screenshot shows a 6.4.x release) have added logging/debug code for anyone who hits this issue again (and taken extra countermeasures to make sure it never happens).
  17. asiekierka

    What would YOU change about BuildCraft?

    For the former, those people generally don't play BC. (Or use addons) For the latter, if any server admin comes to me and complains about complex BC engine setups causing lag I'll go to them and fix it with them. (I am aware they cause some FPS lag as of right now - that is going to be worked on...
  18. asiekierka

    What would YOU change about BuildCraft?

    Factorization doesn't have an electric furnace. It has an actual heater.
  19. asiekierka

    What would YOU change about BuildCraft?

    There's a config option for that if you really need it - I'm not too sure about putting them in regular workbenching, as generally the idea is to have more high-end things require lasers than not, and I regard facades as high-end (compared to the workbenchable pipe plug).
  20. asiekierka

    Forge and Nova

    1) At least two? Like who? I'm still here, Calclavia has had to move on due to job issues but is still technically working with a Minecraft-centric company, Kubuxu has not been a big modder at all, and StanHebben is still here MineTweaking day by day. And those are the only members of the core...