so basically,.. Through micraft forge,... all the multiple wrenches and multiple types of the same thing could be attempted to be turned into one of those things,.. that is shared?
eg copper and tin and such
and perhaps the wrench or a tube system. id love a universal tube system
would probably take alot of "mines better" "no mines better" banter before we could have anything like that...
im assuming even for the level generation with the ore dictionary people will have the same banter
say things like, I prefer the IC2 distribution of ore's
or I prefer the RP2 distribution...
i hope its not all complicated,.. and that all serious modders with large mods can agree on the parts of their mods that overlap and make them compatible to work together.
Adding on to what you said I believe adfly keeps track of IP addresses so having 5 links won't be any different than having 1 just to prevent things like people spamming links to get money, or having several to get more. Not sure though. Dont get me wrong though, I support ad.fly for mod developers even though I have had a bad ad before, I just hate having to go through 50 links to install it on server side and client side
ads are easily blocked if you have an issue with them. The thing I don't get is how people can complain about having to wait 30 seconds to download something for free that was essentially made for the community they are a part of. It's not like it didn't take countless hours of someones time to develop (sarcasm)
I would gladly click 100 links if the end result meant red power epicness :smile.gif:
so basically,.. Through micraft forge,... all the multiple wrenches and multiple types of the same thing could be attempted to be turned into one of those things,.. that is shared?
eg copper and tin and such
and perhaps the wrench or a tube system. id love a universal tube system
would probably take alot of "mines better" "no mines better" banter before we could have anything like that...
im assuming even for the level generation with the ore dictionary people will have the same banter
say things like, I prefer the IC2 distribution of ore's
or I prefer the RP2 distribution...
i hope its not all complicated,.. and that all serious modders with large mods can agree on the parts of their mods that overlap and make them compatible to work together.
The concept, as I understand it, will simply be to allow the user to choose between one version or the other and that all forge mods installed that call on any version of that ore will recognize whichever version you choose as their own for the purpose of crafting recipes and the like. So you'll have to choose which version of it you want generated, but all the mods that call on some version of it will still work with whichever one you chose. For ores and ore derivatives such as ingots (and maybe even alloys?) this should work pretty well I think.
I think that wrenches/screwdrivers and the like are beyond the scope of what it intends to do though since they all do different things when used. Same issue with a global tube/pipe system. The reason that it would work for ore (and possibly a few other kinds of resources) is because their only real function is in crafting recipes.
there shouldnt be a conflict before the ore dictionary, it will be 2 sets of ore. it will be confusing, as you will have to tell which is which, but as far as the program is concerned, they should both work.
That's exactly correct. It's a little confusing, and I really do want to fix the confusion (which is why I've always been the person behind the ore dictionary, from the very moment of conception), but it still works now.
ads are easily blocked if you have an issue with them. The thing I don't get is how people can complain about having to wait 30 seconds to download something for free that was essentially made for the community they are a part of. It's not like it didn't take countless hours of someones time to develop (sarcasm)
I would gladly click 100 links if the end result meant red power epicness :smile.gif:
I always wonder the same when someone complains about adfly.
And that would be hundreds of hours. Months of continuous, full-time hard work. Yes, I'm crazy. :wink.gif:
The concept, as I understand it, will simply be to allow the user to choose between one version or the other and that all forge mods installed that call on any version of that ore will recognize whichever version you choose as their own for the purpose of crafting recipes and the like. So you'll have to choose which version of it you want generated, but all the mods that call on some version of it will still work with whichever one you chose. For ores and ore derivatives such as ingots (and maybe even alloys?) this should work pretty well I think.
I think that wrenches/screwdrivers and the like are beyond the scope of what it intends to do though since they all do different things when used. Same issue with a global tube/pipe system. The reason that it would work for ore (and possibly a few other kinds of resources) is because their only real function is in crafting recipes.
You get a +1 for that. That's exactly right. The ore dictionary works for any "simple" item - an item that uses no code and just shows a sprite for a given id/meta combo, or a block that uses no code. Once code gets added, things can't share.
Is basalt randomly generated or only near a volcano?
and are you planing to make huge calderas without lava? (like old/inactive volcanos)
the surface shuld look normal (exept the mountain circle of course ) but underground shuld be cooled lava flows
P.S.: I realy like the marble caves :biggrin.gif:
Only near a volcano. I do like the huge caldera idea, though. When I get the hang of the new structure generator framework in 1.8, I'll probably play around with a few more generation ideas.
Fully automatic clockless cobblestone generator. The redstone torches power the block breakers when a cobblestone is generated. However sometimes it goes so fast some of the breakers get stuck, which is why I have the pistons there performing neighbor updates to tell the breakers to wake up.
The breakers deposit the cobble in the above water stream as you can see then ofc it all gets fed into an alch chest and turned into diamonds. :smile.gif:
This is a much smaller diamond generator than the one I made in 1.7.1 with BC RP and EE. It used the sand dupe exploit, and it was operated manually by holding right click on a lever. It looked like the Atlas from the LHC and caused a crapton of lag.
I always wonder the same when someone complains about adfly.
And that would be hundreds of hours. Months of continuous, full-time hard work. Yes, I'm crazy. :wink.gif:
:ohmy.gif: :blink.gif: Wow, that is a lot of work, and it shows... This mod has become so much more then a simple redstone timer (well, it probably wasn't so simple, but in comparison :biggrin.gif:)
Can't wait to start playing a IC2 RP2 BC2 server with my friends!!! No rush tho Elo! pace yourself
--- BEGIN ERROR REPORT 2b46abcf --------
Generated 4/10/11 2:33 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_20, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 5470 version 2.1.9117, ATI Technologies Inc.
java.lang.NoSuchMethodError: ej.<init>(I)V
at eloraam.wiring.ItemWiringParts.<init>(ItemWiringParts.java:11)
at RedPowerWiring.initialize(RedPowerWiring.java:44)
at mod_RedPowerWiring.initialize(mod_RedPowerWiring.java:28)
at mod_RedPowerWiring.ModsLoaded(mod_RedPowerWiring.java:13)
at ModLoader.init(ModLoader.java:832)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e6b8fe4d ----------
--- BEGIN ERROR REPORT 2b46abcf --------
Generated 4/10/11 2:33 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_20, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 5470 version 2.1.9117, ATI Technologies Inc.
java.lang.NoSuchMethodError: ej.<init>(I)V
at eloraam.wiring.ItemWiringParts.<init>(ItemWiringParts.java:11)
at RedPowerWiring.initialize(RedPowerWiring.java:44)
at mod_RedPowerWiring.initialize(mod_RedPowerWiring.java:28)
at mod_RedPowerWiring.ModsLoaded(mod_RedPowerWiring.java:13)
at ModLoader.init(ModLoader.java:832)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e6b8fe4d ----------
I'm no expert at reading logs but I think your trying to use RedPower 1 for 1.7.3 with minecraft 1.8.1
Only RedPower 2 is updated for 1.8.1 and it is in alpha stages. You have to go to Eloraam's blog if you want to download Redpower 2
As a thought on the ore dictionary, Eloraam, how would that relate to ore generation? Each mod that has matching ore will likely have it's own generation for said ore, correct? Will that mean both will run, and we'll see more of a type of ore than we should?
So is there no way to hide the end of a wire? I want to have a switch on a wall without the wire being visible at all, but the covers all block the wire.
As a thought on the ore dictionary, Eloraam, how would that relate to ore generation? Each mod that has matching ore will likely have it's own generation for said ore, correct? Will that mean both will run, and we'll see more of a type of ore than we should?
It'll do that if you really want it to. Or the primary provider will do the generation and all the other mods will shut off their generation of that ore. That's between you and your config file.
So is there no way to hide the end of a wire? I want to have a switch on a wall without the wire being visible at all, but the covers all block the wire.
Put the switch on a solid block. Run a wire up to that solid block, and place some wire on the block itself. I usually do this either under or above the block. Now you can cover the wire completely. If you don't want to have a solid block nearby to support the wire, you can use a jacketed wire, which is self-supporting.
So is there no way to hide the end of a wire? I want to have a switch on a wall without the wire being visible at all, but the covers all block the wire.
My switch wouldnt activate a light when i had it on a block, i had to have it on the ground with the wire beside it.
Did you have the bare wire touching the block the switch was attached to, as per the first image? Not just running up to it, but actually on the side? If not, that's your problem.
Did you have the bare wire touching the block the switch was attached to, as per the first image? Not just running up to it, but actually on the side? If not, that's your problem.
yes, power much be touching the source... it makes no sense magically jumping...
eg copper and tin and such
and perhaps the wrench or a tube system. id love a universal tube system
would probably take alot of "mines better" "no mines better" banter before we could have anything like that...
im assuming even for the level generation with the ore dictionary people will have the same banter
say things like, I prefer the IC2 distribution of ore's
or I prefer the RP2 distribution...
i hope its not all complicated,.. and that all serious modders with large mods can agree on the parts of their mods that overlap and make them compatible to work together.
ads are easily blocked if you have an issue with them. The thing I don't get is how people can complain about having to wait 30 seconds to download something for free that was essentially made for the community they are a part of. It's not like it didn't take countless hours of someones time to develop (sarcasm)
I would gladly click 100 links if the end result meant red power epicness :smile.gif:
The concept, as I understand it, will simply be to allow the user to choose between one version or the other and that all forge mods installed that call on any version of that ore will recognize whichever version you choose as their own for the purpose of crafting recipes and the like. So you'll have to choose which version of it you want generated, but all the mods that call on some version of it will still work with whichever one you chose. For ores and ore derivatives such as ingots (and maybe even alloys?) this should work pretty well I think.
I think that wrenches/screwdrivers and the like are beyond the scope of what it intends to do though since they all do different things when used. Same issue with a global tube/pipe system. The reason that it would work for ore (and possibly a few other kinds of resources) is because their only real function is in crafting recipes.
That's exactly correct. It's a little confusing, and I really do want to fix the confusion (which is why I've always been the person behind the ore dictionary, from the very moment of conception), but it still works now.
I always wonder the same when someone complains about adfly.
And that would be hundreds of hours. Months of continuous, full-time hard work. Yes, I'm crazy. :wink.gif:
You get a +1 for that. That's exactly right. The ore dictionary works for any "simple" item - an item that uses no code and just shows a sprite for a given id/meta combo, or a block that uses no code. Once code gets added, things can't share.
Only near a volcano. I do like the huge caldera idea, though. When I get the hang of the new structure generator framework in 1.8, I'll probably play around with a few more generation ideas.
Fully automatic clockless cobblestone generator. The redstone torches power the block breakers when a cobblestone is generated. However sometimes it goes so fast some of the breakers get stuck, which is why I have the pistons there performing neighbor updates to tell the breakers to wake up.
The breakers deposit the cobble in the above water stream as you can see then ofc it all gets fed into an alch chest and turned into diamonds. :smile.gif:
This is a much smaller diamond generator than the one I made in 1.7.1 with BC RP and EE. It used the sand dupe exploit, and it was operated manually by holding right click on a lever. It looked like the Atlas from the LHC and caused a crapton of lag.
:ohmy.gif: :blink.gif: Wow, that is a lot of work, and it shows... This mod has become so much more then a simple redstone timer (well, it probably wasn't so simple, but in comparison :biggrin.gif:)
Can't wait to start playing a IC2 RP2 BC2 server with my friends!!! No rush tho Elo! pace yourself
Generated 4/10/11 2:33 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_20, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 5470 version 2.1.9117, ATI Technologies Inc.
java.lang.NoSuchMethodError: ej.<init>(I)V
at eloraam.wiring.ItemWiringParts.<init>(ItemWiringParts.java:11)
at RedPowerWiring.initialize(RedPowerWiring.java:44)
at mod_RedPowerWiring.initialize(mod_RedPowerWiring.java:28)
at mod_RedPowerWiring.ModsLoaded(mod_RedPowerWiring.java:13)
at ModLoader.init(ModLoader.java:832)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e6b8fe4d ----------
I'm no expert at reading logs but I think your trying to use RedPower 1 for 1.7.3 with minecraft 1.8.1
Only RedPower 2 is updated for 1.8.1 and it is in alpha stages. You have to go to Eloraam's blog if you want to download Redpower 2
you'be overwritten ej.class from forge.
The above response is probably more correct - but i left this post incase your trying to mod 1.7.3.
It'll do that if you really want it to. Or the primary provider will do the generation and all the other mods will shut off their generation of that ore. That's between you and your config file.
Put the switch on a solid block. Run a wire up to that solid block, and place some wire on the block itself. I usually do this either under or above the block. Now you can cover the wire completely. If you don't want to have a solid block nearby to support the wire, you can use a jacketed wire, which is self-supporting.
My switch wouldnt activate a light when i had it on a block, i had to have it on the ground with the wire beside it.
Did you have the bare wire touching the block the switch was attached to, as per the first image? Not just running up to it, but actually on the side? If not, that's your problem.
yes, power much be touching the source... it makes no sense magically jumping...