Oh wow, I was expecting to consider myself to be lucky to get a half-assed keyword to enter into google myself, but this … is perfect! thanks man!

I noticed that my item sorting pipes weren’t processing any items, even though I had a fresh quarry running, so I popped outside to check on the status of the combustion engine driving it.

Engine status: Poor. There wasn’t a single component of the engine setup I had that was left intact. Fortunately, the refinery off to the left was mostly untouched, and the quarry itself is fairly far away thanks to teleport pipes.

It’s surprisingly difficult to get a stable, mostly self-sufficient engine setup going in Buildcraft, when you’re not just copying someone else’s design. I’ve had to tweak my designs in dozens of small ways, and I thought I finally had a good one going here. Even a 5x5 infinite water source doesn’t seem to be enough for cooling though, even though it seems to remain stable for long stretches. Or maybe it’s some chunk or lag-related glitch where it doesn’t process the water pumping properly when it’s right on the edge of loading or something. I might have to try and make sure the next one is completely self-contained within a single chunk.

Once you do get it going it’s pretty sweet, though. With teleport pipes, you can slap down a quarry pretty much anywhere in the world with only a small handful of parts. HOLES EVERYWHERE!

It’s really a shame that that mod has to be played with default textures. Ugh.

It doesn’t have to, I’ve seen a texture pack addon that is somewhat in line with Sphax’s.

As for all the buildcraft engine complexes, I’d rather use an IC2 power converted to BC power.

That’s definitely the more practical, less explodey way to do it, though I’m mainly just messing around with all the stuff you can make for fun. It looks like combustion engines are just inherently unreliable in BuildCraft SMP, though; apparently what happens is that as you move around you can get into states where Minecraft and Buildcraft are out of sync with what chunks are being simulated, so the engines keep running and draining water, but Minecraft isn’t running the fluid physics and replenishing the water, and boom.

Game passed 4 million buyers today!

I played a bunch of pre-release this weekend. Now that they are adding more “adventure” elements, I can’t help but hope there will be a bit… more. It still seems like there is something missing when you go from a building sandbox minecraft mentality, to an adventure goal oriented minecraft mentality.

I know it isn’t the same game as Terraria, but if you are going to take your game in that direction, there needs to be a bit more of a progression to it. Specialty gear would be great, or mobs with more resistances, or make getting from wood to stone to iron take a bit longer… I don’t know. Just… more.

Thankfully the mod scene for this game is very healthy. And 4 million indy sales is completely awesome.

That is why I just use red-stone power.

Fugitive:
In the past I had asked a problem of combining some mods, Better than wolves, Industrial Craft and Build craft together. There was some compatibility problem and you told me to change some file because there was some ID conflict.

Since then I have wanted to add this mod that adds extra pipes ( teleport pipes for example) to buildcraft. It is throwing some null pointer exception that I think is caused by a block ID conflict. How did you figure out what the block ID conflict was?

All I really did was make a list of what block IDs are used by what mods, and moved any that conflicted to an unused range. From my notes, by default they use the following:

Base game: 0-121
Buildcraft: 145-168
IC2: 220-237
BTW: 221-255

Anything outside those ranges (up to 255) should be available. BTW and IC2 overlap, so in the config file I posted earlier I just remapped the BTW entries down into the 180+ range.

I’m not sure what block IDs the teleport pipe mod uses though, as it doesn’t seem to list them in the config file.

Are you trying to run this on a server? I know there’s a problem with Rev29 of the teleport pipes mod where it references a BC class that doesn’t exist on the server side, so I’m still using Rev27 on my server.

edit: There are also ‘item IDs’ separate from the block IDs that could also conflict, though that happens less often since they’re 16-bit values. I don’t think I’ve had to change any yet.

Just my local game. There were some pipes I wanted to use, the better delivery pipes (ones that try and deliver an item to a container / machine and if the machine does not accept it, will pass it down the line). Anyway I throw that zip file in my mods folder and when minecraft starts up it throws an exception. Something about an ID conflict with better than wolves I think.

Since the only thing I like from BTW mod is the light boxes, I would not mind removing that mod to resolve the compatibility issue. However, I am not sure what that do to my world because it has a bunch of BTW stuff in it. At this point I do not want to start a new world. If it comes to that Ill just wait for the next version of Minecraft. I have MW3 and skyrim to keep me occupied for quite some time.

Has there been any word on what will be in the official/non-beta release of Minecraft when it presumably launches on the first day of Minecon (November 18th)? Is it going to be 1.9 prerelease 5 with bug fixes or will it have new content?

There is this. I am not sure if all that will be in 1.9

Release candidate 2! From what I’ve been able to gather the major recent fixes are:

  • enchantments affecting mining speed now work properly
  • blocks like redstone ore and obsidian now mine a bit faster
  • breaking stairs drops stair blocks instead of the base material
  • new sound effects, including the enderman noises
  • bows now have durability

And the recent builds have included a new ending that’s inspired a lot of nerdrage on various forums.

There almost always seems to be one bug that’s annoying enough to not bother with the update. This time it’s one where wooden doors inadvertently need redstone to operate. Otherwise the update looks decent. I’m guessing this may be the last one before the full retail launch this Friday.

Now if there was just a renewable source of feathers.

You can breed chickens, though admittedly it’s a bit of a hassle.

Let’s just get this one out of the way now.

That was RC1, RC2 fixes that.

Whoops, you’re right. Looks like the two releases were close enough to confuse me (I’m easily confused).