Search found 67 matches
- Sun Nov 03, 2013 1:07 am
- Forum: Off-Topic
- Topic: Better Than Starting Manned (Flower's WIP KSP mod )
- Replies: 1037
- Views: 360224
Re: Better Than Starting Manned (Flower's WIP KSP mod )
No it's definitely not detached as I have complete control over it. Like I said I can still throttle it up and down. Turn it off and on again. But it provides no thrust. I can see the fuel going down but it doesn't affect my orbit at all. In fact last time it happened I was in full burn right next ...
- Mon Aug 12, 2013 3:03 am
- Forum: Better Than Wolves Discussion
- Topic: Improvising items: How do you improvise? Also, extra uses
- Replies: 20
- Views: 3497
Re: Improvising items: How do you improvise? Also, extra use
Pulleys. With careful timing and lever for braking, you can operate a castle gate the old-fashioned way.WeedFather wrote:I didn't know you could use the bellows like that! I wonder what other machines can be manually operated with a handcrank?
- Thu Aug 08, 2013 6:51 pm
- Forum: Off-Topic
- Topic: Design Puzzle : Making transportation meaningful?
- Replies: 11
- Views: 1471
Re: Design Puzzle : Making transportation meaningful?
Having to babysit storage minecarts is my pet peeve about them. They aren't easily made to accompany passenger carts, but they can't travel on their own over any meaningful distance otherwise. If that could be fixed, I don't think nerfing inventory would be needed.
- Sat Jul 27, 2013 6:56 pm
- Forum: Off-Topic
- Topic: Kerbal Space Program 0.21 is out!
- Replies: 193
- Views: 28465
Re: Kerbal Space Program 0.21 is out!
Is getting into orbit much easier in the recent versions than the demo? I've made several attempts with the Vostok 1 and Kerbal 5, but I can't keep control long enough to raise apoapsis before my fuel runs out.
- Tue Dec 25, 2012 8:44 pm
- Forum: Off-Topic
- Topic: Java question
- Replies: 13
- Views: 1500
Re: Java question
Perhaps you could modify the build script to run the files through gcc before compiling.
Re: Skins :(
I've started watching the show, so I updated the armored version for some details that weren't in the reference. I've also corrected some small errors in both skins. Sorry for the inconvenience!
Re: Skins :(
Here you go!
- Tue Dec 04, 2012 5:37 pm
- Forum: Better Than Wolves Discussion
- Topic: Enderman trap
- Replies: 28
- Views: 4538
Re: Enderman trap
Do endermen not fall for vine traps?
- Sat Nov 24, 2012 6:47 pm
- Forum: Better Than Wolves Discussion
- Topic: Slime trap?
- Replies: 10
- Views: 2012
Re: Slime trap?
This is under a swamp that is not also a slime chunk?dawnraider wrote:Only aboveground spawns are affected by light. I had a few spawn in my lit (spec-checked too) stip mine at level 15.
- Sat Nov 24, 2012 1:58 pm
- Forum: Better Than Wolves Discussion
- Topic: Slime trap?
- Replies: 10
- Views: 2012
Re: Slime trap?
I'd like to add that swamp slimes are affected by light-levels like regular monsters. I had to unlight part of my swamp before any would appear. I then re-lit it and built a proper trap. My trap is a typical all-purpose trap with 3x3 pads and 2-wide channels. However, the really big slimes (So far I...
- Sun Nov 18, 2012 6:37 pm
- Forum: Better Than Wolves Discussion
- Topic: Best intro to automation?
- Replies: 28
- Views: 4978
Re: Best intro to automation?
I think there is a path if you think in terms of real-world irrigation. For my first HCB farm, I dug irrigation canals in from the shore so that I could plant crops more densely in the area I had secured. Drawing from that experience, I then dug a a canal for my millstone. After some brief experimen...
- Sat Nov 10, 2012 9:38 pm
- Forum: BTW Add-Ons And Texture Packs
- Topic: Retro SciFi Texture Pack [32x] (Updated November 10)
- Replies: 26
- Views: 11554
Re: Retro SciFi Texture Pack [32x] (Updated November 10)
Another hotfix, apparently that last fix doesn't always work.
November 10 2012
-made all of the zombie skins villager compatible, hopefully this is the final fix for the zombie texture glitch.
November 10 2012
-made all of the zombie skins villager compatible, hopefully this is the final fix for the zombie texture glitch.
- Fri Nov 09, 2012 11:07 pm
- Forum: BTW Add-Ons And Texture Packs
- Topic: Retro SciFi Texture Pack [32x] (Updated November 10)
- Replies: 26
- Views: 11554
Re: Retro SciFi Texture Pack [32x] (Updated November 9)
A quick update which should fix the zombie problem.
November 9 2012
-not having a zombie_villager skin seemed to cause glitches with regular zombie texturing, so I added one.
-new animated repeater texture
November 9 2012
-not having a zombie_villager skin seemed to cause glitches with regular zombie texturing, so I added one.
-new animated repeater texture
- Fri Nov 09, 2012 8:39 pm
- Forum: Off-Topic
- Topic: Small program to format text for copy/pasting into books
- Replies: 15
- Views: 2025
Re: Small program to format text for copy/pasting into books
The book text is stored with the item's NBT entry. If it is in the SSP inventory, it shows up there in the level.dat. It looks like CNBT may be what you would want if you go that way.
- Wed Nov 07, 2012 1:19 pm
- Forum: BTW Add-Ons And Texture Packs
- Topic: Retro SciFi Texture Pack [32x] (Updated November 10)
- Replies: 26
- Views: 11554
Re: Retro SciFi Texture Pack [32x] (Updated November 7)
November 7 2012 http://img849.imageshack.us/img849/9520/20121107.jpg -wood renaissance! --moved oak planks texture to birch planks --redid oak --changed spruce to be classy carved panels --redid jungle planks as a "bamboo-like" texture for your all Gilligan's Island re-enactments. --change...
- Tue Oct 09, 2012 7:40 pm
- Forum: BTW Add-Ons And Texture Packs
- Topic: Retro SciFi Texture Pack [32x] (Updated November 10)
- Replies: 26
- Views: 11554
Re: Retro SciFi Texture Pack [32x] (Updated October 9)
Ok, I've fixed that typo and added the resolution to the title. Thanks for the interest folks!
- Tue Oct 09, 2012 3:16 pm
- Forum: BTW Add-Ons And Texture Packs
- Topic: Retro SciFi Texture Pack [32x] (Updated November 10)
- Replies: 26
- Views: 11554
Re: Retro SciFi Texture Pack (Updated October 9)
October 9 2012 update: http://imageshack.us/a/img11/823/showcases.jpg -changed cobblestone again, the last one was too rustic. -changed birch planks as they didn't look right in a number of uses -changed spruce planks to be more interesting -added screw, screwpump, and rotted arrows -tweaked pulley ...
- Wed Sep 26, 2012 3:44 pm
- Forum: Better Than Wolves Discussion
- Topic: New Release (BTW V4.16)
- Replies: 61
- Views: 16442
Re: New Release (BTW V4.16)
There was one other mod I used obsessively, but it was ugly and I haven't gotten it to work since updating to 1.3.2. With Ender Spectacles, now I have that functionality in an aesthetically pleasing, in-character fashion, and I love it! Thank you so much!
- Thu Sep 06, 2012 8:47 pm
- Forum: BTW Add-Ons And Texture Packs
- Topic: Retro SciFi Texture Pack [32x] (Updated November 10)
- Replies: 26
- Views: 11554
Re: Retro SciFi Texture Pack (Updated September 5)
Thanks for the feedback kimba23, and thanks to everyone who replied before that I didn't respond to at the time. I make this pack for myself first and foremost, but I'm glad others appreciate it. A quick notice: I forgot to update the ctm file when I uploaded yesterday. The download link has been up...
- Wed Sep 05, 2012 4:04 pm
- Forum: BTW Add-Ons And Texture Packs
- Topic: Retro SciFi Texture Pack [32x] (Updated November 10)
- Replies: 26
- Views: 11554
Re: Retro SciFi Texture Pack (Updated September 5)
I've finally updated to 1.3.2 and BTW 4.01. Sorry it took so long. Changes Bad news: No longer supporting More Paintings Mod. Good news: Remaining paintings are architecturally useful. Now starring: -Vincent Price as The Doctor (priest) -GlaDOS as Lady Doctor (priest) -Don Knotts as The Mechanic (sm...
- Fri Aug 17, 2012 5:00 pm
- Forum: Off-Topic
- Topic: MCEdit noob in need of help
- Replies: 9
- Views: 970
Re: MCEdit noob in need of help
The Windows version is just a convenience. MCEdit uses Python which is cross-platform in the same fashion as Java. The MCEdit readme on github outlines the install. I can't provide any Windows specific tips as I work on Linux exclusively.
- Thu Aug 02, 2012 3:06 pm
- Forum: BTW Suggestions & Ideas
- Topic: Machinery for Resource Collection
- Replies: 16
- Views: 1764
Re: Machinery for Resource Collection
I think the idea here is a kind of improv engineering around unpredictably placed resources. To avoid terrain gen modding, it would need to appear randomly during play. I think a meteorite is a good example: they contain rare minerals, possibly very hard ones, but they appear unpredictably (as far a...
- Wed Aug 01, 2012 4:24 pm
- Forum: BTW Suggestions & Ideas
- Topic: Here's an idea: stop posting ideas
- Replies: 126
- Views: 80354
Re: Here's an idea: stop posting ideas
Personally, I read this subforum for the comedy value. People are going to make stupid suggestions, and we can all laugh at them when they do. I think the current silence makes this place rather dull.
- Sat Jul 28, 2012 7:40 pm
- Forum: BTW Add-Ons And Texture Packs
- Topic: Retro SciFi Texture Pack [32x] (Updated November 10)
- Replies: 26
- Views: 11554
Re: Retro SciFi Texture Pack (Updated July 28)
Now updated to BTW 2.91 --custom nether portal animation and particle color --added a little shine to the hellfire dust jar --added nether growth textures --moodier lighting --added high-res versions of canvas pictures --added nether growth spores, mold, canvas items --redid the sandstone variants a...
- Tue Jul 24, 2012 6:07 pm
- Forum: BTW Suggestions & Ideas
- Topic: Rotten flesh block
- Replies: 4
- Views: 1123
Rotten flesh block
Because nothing says genocidal maniac like furniture made from corpses. I had been sitting on this idea until the spider eyes thread hinted that freak-factor was an acceptable justification. There are some obvious extensions to this suggestion, but I think rotten flesh is the most essential corpse s...