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    ELORAAM

    Could be, I've never played with magic mods much since EE2.
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    ELORAAM

    Eloraam doesn't seem like the type to do that to me. Magic mods tend to go for the "magic block" approach more, for example Thaumcraft with the arcane bore. RedPower provides a set of parts to build with, each with the minimum useful function - digging a block, using an item, moving groups of...
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    ELORAAM

    AE has superior sorting and automation capabilities, but RP just feels right. Maybe it's that I can gaze adoringly at my items flowing around, without having to run off to the corner to pick up the stuff that fell on the ground. (On Tekkit Classic, I once attempted an advanced solar panel...
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    ELORAAM

    I'd like to see tubes most of all. They were amazing, but nothing I've seen replicates them well - they had powerful item moving and inventory regulating capabilities like AE and IMO "feel right" like Buildcraft pipes, and they're available early on. I'd sort of like to see Blutricity, ideally...
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    ELORAAM

    NEI is solidly superior in terms of features, but depends on Forge. TMI has a no-Forge version and updates to snapshots, letting people test out new vanilla changes faster. Each has its place, I guess.
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    ELORAAM

    https://github.com/Chicken-Bones/NotEnoughItems
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    [1.7.10] Remain In Motion - Block-moving mod

    I don't like that idea - it strikes me as counterintuitive that what looks like a solid wood thing can be fallen through. If you want I'd be happy to make it a config setting you can turn on, but changes to the FMP carriage aren't my top priority with my 1.7 release so buggy.
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    [1.7.10] Remain In Motion - Block-moving mod

    Thanks for the tip, I'll see if it's what I need when I get back home. The problem is how to combine having a collision box to walk on, and having room for all the stuff I'd want to put in it (tubes down the middle and panels on the sides). I might be able to have the part unilaterally accept...
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    [1.7.10] Remain In Motion - Block-moving mod

    RemIM: Translocators to teleport blocks, transduplicators as a creative building tool, template, support and platform carriages to powerfully specify carriage shapes, can run FMP cables through multipart carriages Truss: Support for RP2-style microblock control with both FMP and Immibis...
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    ELORAAM

    Good to hear from Eloraam. I hope she stays around, since she's a brilliant modder and I owe her for the fun times I had with Tekkit. I fear real life will catch up to her again, and between RP's total rewrite and the rest of us having had a year and a half to advance, RedPower is in a deep hole...
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    [1.7.10] Remain In Motion - Block-moving mod

    Platform carriages might be what you want, you just need some walkable block to fill the space (torches can be placed on frames, and keep monsters from spawning inside the bore head). Bores made with platform carriages tend to have trouble with liquids in front of the carriage. You could also...
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    [1.7.10] Remain In Motion - Block-moving mod

    Closing sides isn't implemented yet on hollow frames, and their shape doesn't allow combining with panels so far (I hope there's an easy way to change that without having to make a huge mess, but I doubt it).
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    [1.7.10] Remain In Motion - Block-moving mod

    It says in the mods menu? Oh, maybe I forgot to update the mcmod.info version number. Sorry if hardcore mode is broken in 1.2.x, I'll fix it when I get home. 1.1.5 seems to have hardcore mode working, so use it for now.
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    [1.7.10] Remain In Motion - Block-moving mod

    Remain in Motion for 1.6 only goes up to 1.2.0. RemIM 2.0 was the 1.7 port. 2.3.0.0 is the last Redstone in Motion version.
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    [1.7.10] Remain In Motion - Block-moving mod

    That's Redstone in Motion still, not Remain in Motion. It doesn't have any of my changes in it, including the one where I enabled hardcore mode. Try the download link on this forum thread; I reset the version number when I forked the mod but other things don't seem to notice.
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    [1.7.10] Remain In Motion - Block-moving mod

    Which version? I think I might have broken hardcore mode somewhere around 1.1.7, so if you're using that or the 1.7 version, sorry about the bug. I'm afraid I can't fix it this week; I'm traveling and don't have a computer that can run Minecraft.
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    [1.7.10] Remain In Motion - Block-moving mod

    Exactly that. Heck, checking how much energy can be accepted is already done, since the RF API uses it.
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    [1.7.10] Remain In Motion - Block-moving mod

    I'd imagine it would only consume fuel it has space for.
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    [1.7.10] Remain In Motion - Block-moving mod

    It probably uses the RF API to ask how much energy is stored. I'd prefer that receiving fuel would add energy to the drive's internal buffer immediately, because then I don't have to store each fuel item/liquid. I'm not quite sure how to do that, but I can give it a shot when I get back.
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    [1.7.10] Remain In Motion - Block-moving mod

    RF probably can't be read by WAILA. Fuels and items could be implemented as consuming it when you right-click the engine with them, and giving a configurable fuel value?