• posted a message on Dooglamoo Cities

    Ranch Behavior appears to be broken.  Always It kills all the cows or over breeds animals.  Not sure how to be more detailed in this error report, i did go back 2 versions for 1.10.2 and have the same buggy ranch.

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  • posted a message on Signals

    It is a wonderful mod and simplifies working with tracks more complex than a single line or many carts moving.

     

    Works ok with railCraft (which is slowly updating into 1.10.2), and can be used to some degree to simplify track blocks and routing problems.  The current issue with Railcraft trains, as defined in many carts licked together, is not 100% supported, as locking tracks in train-mode give undefined behavior with Signals.

     

    Is there is general issue with the mod, its that "rail links" are not explained. It may be possible reading/watching how OpenTTD signals work (there are many resources out there) may explain most aspects how this mod works.

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  • posted a message on Weather, Storms & Tornadoes

    Lovely changes, liking the new menu detail tooltips.

     

    Possible bug to report.     Is snow pileup working? I got everything related to snow on, even played with the odds, no new snow is appearing when storms are over snow covered biomes. Not even one (1) new layer of snow.

     

     

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  • posted a message on Weather, Storms & Tornadoes

    Thats an texture error when you switch texture packs with W&S. You are lucky its not replaced with something more horrifying.

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  • posted a message on WTF's Expedition: CaveBiomes, Ores, Trees, and Tweaks

    I'll just annotate what a seen, biggest change many will like is lava rock blocks no longer have bits of lava on them.

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  • posted a message on Dooglamoo Cities

     Please keep 1.10.2 support.

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  • posted a message on WTF's Expedition: CaveBiomes, Ores, Trees, and Tweaks

    Changelog for beta branch is where? Is it worth using compared over release?

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  • posted a message on More Bees

    I want everyone to know the latest forestry files are hosted on curseforge.com and not here on curse.com.  I would be good if the description clarified this.

     

    Actually,  I am surprised curse did not sync files for the the forestry developers.

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  • posted a message on Grimoire of Gaia

    Level 3 mobs now spawn equipped with Leather Boots enchanted with Depth Strider (II)

    How horrifying, running away has gotten a bit more sprint heavy without rivers and swimming away, pray your hunger level won't end up crippled after running away in a new world.

     

    Ah cut it all,  make sure you have keepInventory  on when you use this mod, the pain(hp damage) and suffering (strong, chasing boss mobs) justifies not walking back to the death point within 5mins for every death in this mod.  This setting would save tons of rage, constant fear, and stress; when walking the next few chunks in unknown space.

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  • posted a message on Squake

     I feel like i'm home again. I am used to bunnyhoping in quake 2, but i do not remember ever releasing forward well i strafed (so i was alternating FL | FR), is this a engine quark difference?

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