#21
Posted 14 July 2013 - 07:51 AM
#24
Posted 15 July 2013 - 01:35 PM
Also: new version (mostly small changes) and updated tutorial.
BTW: I noticed yesterday somebody was frantically trying to download cctags-0.4. Sorry, my fault. Should be fixed now.
#25
Posted 16 July 2013 - 08:05 AM
The textures of the tags while using a resource pack is all wrong.
And they stay that way after switching back to default until you restart minecraft
The tags here are using the icon "right"
Using a resource pack (DokuCraft):
After switching back to default:
#26
Posted 16 July 2013 - 10:49 AM
#27
Posted 18 July 2013 - 06:03 PM
I have been able to make my semi-automatic sugar cane farm much more flexible.
#28
Posted 20 July 2013 - 01:43 PM
Hey,
Just pushed new version 0.7. Added macros, tags on animals, items and lots of small fixes. And upgraded tutorial (was previous link broken? I'm not sure and nobody told me anything...). Anyway, I'm now almost out of ideas for features, so future updates won't be so frequent.
Edit: Most of the Big Mods are still not ported and 1.6 is little bit boring right now. So I've decided to backport everything from current version to MC 1.5.2. Download here or in OP.
#29
Posted 26 July 2013 - 06:06 AM
KaoS, on 14 July 2013 - 07:51 AM, said:
You can have multiple instances of Minecraft in the new launcher, use the forge installer, then just create a profile, select Minecraft version as release-1.6.2 Forge x.x.x.xxx (or similar), and CHANGE the game directory option (so the mods folder, etc, doesn't overlap). To change an existing one use "Edit Profile" button.
Hope this Helps.
#30
Posted 27 July 2013 - 11:35 AM
Anyway, I decided to bump version to 1.0, open source it and make cheesy promo video. Also, even more junk added to tutorial.
#31
Posted 27 July 2013 - 02:07 PM
boq, on 20 July 2013 - 01:43 PM, said:
#32
Posted 27 July 2013 - 02:14 PM
BTW, even if you don't like mod, please, give me feedback why. Especially if it's because of bug (doesn't even need to be here, I'm also available on esper.net)
#33
Posted 28 July 2013 - 06:17 AM
Inactivate tags with a redstone signal
#34
Posted 28 July 2013 - 07:39 AM
Yurij, on 28 July 2013 - 06:17 AM, said:
Inactivate tags with a redstone signal
Thanks for suggestion, but I want to keep tags passive (no logic, all processing in turtle), so that probably won't happen. Unless there is situation where this can't be done with tags like this and this or anything similar.
#35
#36
Posted 01 August 2013 - 12:47 PM
Yurij, on 01 August 2013 - 04:01 AM, said:
Sorry, but no. And I'm not planning to do something like that. In-game explanation: they are physically printed on tag, in human readable form (as well as icons), so turtle can't read them (unless someone does separate scanner peripheral).
But I don't think this is big nuisance - just add label to tag contents.
#37
Posted 01 August 2013 - 03:21 PM
boq, on 01 August 2013 - 12:47 PM, said:
To be able to get the label with the turtle is not that important actually.
It was just for the messages about ignored tags would be a tad more aesthetic
#38
Posted 01 August 2013 - 04:14 PM
#39
Posted 02 August 2013 - 02:36 PM
Unfortunately, my free time (and access to internet) will be limited for next two weeks, so I probably won't be able to release new version. Sorry!
#40
Posted 02 August 2013 - 07:36 PM
It's amazing how you turn code into awesomeness
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