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Forge Modder
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Everything posted by gcewing

  1. Okay, I'm thinking the recipe would use 4 diamonds but give you 4 bulbs, so the cost would be 1 diamond per floodlight. Does that sound expensive enough? Another thing I'm thinking about is making the plain version use redstone as a fuel. Maybe at the rate of 1 redstone per minecraft day or so. Why redstone? Because sticking wood or coal in the things doesn't seem right... they should be a bit more sophisticated than that! I wouldn't actually mind if you did... I'm not out to make money from it or anything.
  2. Yes, no doubt I can recognise other mods that have published APIs. The big sticking point seems to be Redpower. That's the one I'd most like to be compatible with, because IMO it has the nicest and best thought out power system of them all. But interfacing with it seems to be off-limits for the time being.
  3. Hm. Just been looking at UE, and it's rather less interesting than it looked. Far from unifying the existing power systems, it seems to be Yet Another Power System all of its own. That's not what I want. Anyone know if Eloraam is planning to ever publish any APIs for interfacing with her power and cabling systems? It's very frustrating that Redpower is so closed.
  4. I don't want it to depend on another mod, though.
  5. That doesn't really make it very expensive, though. Redstone and glowstone are both pretty common. Maybe a high pressure glowstone bulb that has a diamond shell?
  6. Yes, I'll have to look into UE at some point. It would be nice to be able to use batteries from other mods and maybe have a rechargeable version. How well developed/supported is UE at the moment? If I hooked into UE, would that automatically give me the ability to use Redpower batteries, for example?
  7. It's already MP-capable, or at least it should be -- if you find any problems, let me know. I'm open to suggestions as to what the recipe should be like. I agree it should probably be more expensive, but I don't like to just chuck gold or diamonds into a recipe at random -- there should be a reason for each resource it needs.
  8. News Highlights Version 1.11.2 Fixed last beam block not being removed when a floodlight is broken. Floodlights now turn on and off slowly, to limit the number of lighting updates per tick. There should no longer be a lag spike when toggling a floodlight in a large open area. Version 1.11.1 Fixed lighting items not appearing on Greg's Lighting creative tab. Version 1.11.0 Updated for Minecraft 1.7.10 and IC2 2.2. Older News Greg's Lighting In one of his videos, Direwolf20 was lamenting how hard it is to light up very large rooms adequately
  9. News Version 1.6.0 Updated for Minecraft 1.6.2 Version 1.5.0 Updated for Minecraft 1.5.1-1.5.2 Greg's Prospecting This mod provides a few items to help you find rare resources. Slimophone Slimes are ridiculously hard to find, which wouldn't be a problem except that you need slimeballs to create some of the more interesting items -- including the Mining Radar featured below. The Slimophone assists by picking up their sounds and helping you home in on them. Mining Radar Something I don't like about Minecraft is that apart from depth, placement of
  10. This is an excellent idea. I would further suggest that the id mapping should be kept with the world save. That way you can load someone else's world save in single player and get all the right mappings. And Forge could warn you if you are missing the mod corresponding to any of the mappings.
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