Frames will be able to move subblocks, but the subblocks will have to be contained within a frame in order for it to be non-stationary.
Not sure how you got that out of my post, I was just pointing out that if she can't put covers on BC pipes then it will likely be the same for frames and BC pipes
Not sure how you got that out of my post, I was just pointing out that if she can't put covers on BC pipes then it will likely be the same for frames and BC pipes
Can't put covers on BC pipes because covers are a tile entity data, in short RP2 covers/wires/tubes all share a block and BC pipes aren't part of that structure. Moving BC pipes might still be a problem 'cause of their functionality - i.e. what to do about their contents etc.
Can't put covers on BC pipes because covers are a tile entity data, in short RP2 covers/wires/tubes all share a block and BC pipes aren't part of that structure. Moving BC pipes might still be a problem 'cause of their functionality - i.e. what to do about their contents etc.
Once again I'm not talking about having issues with Frames moving BC pipes I'm talking about BC pipes being inside frames >.< please try to follow a line of conversation before replying.
From what I got from what Eloraam has said frames will be able to move all but a very few special cases of tile entity blocks. And even then that's because it will likely react badly with it not because frames can't move it.
No Non RP blocks will not be able to be -inside- of frames, if she can't do it with something as comparatively simple as covers then there's no way it's going to happen with something as complex as frames.
Yes Frames will be able to move *insert random mod*'s tile entity blocks barring some unforseen code clash that Eloraam will likely fix thereafter
Exactly. A mod/addon that wants to cram things into frames or under cover plates must depend on Redpower, and this is not currently possible because it's closed source. Even when addons are eventually allowed, I doubt anyone will want to make one that duplicates all of Buildcraft. Unless, MoneyOne218, you are planning to do it yourself.
Once again I'm not talking about having issues with Frames moving BC pipes I'm talking about BC pipes being inside frames >.< please try to follow a line of conversation before replying.
Ok, so you don't like people to agree and explain why. Got it!
From what I got from what Eloraam has said frames will be able to move all but a very few special cases of tile entity blocks. And even then that's because it will likely react badly with it not because frames can't move it.
No Non RP blocks will not be able to be -inside- of frames, if she can't do it with something as comparatively simple as covers then there's no way it's going to happen with something as complex as frames.
Yes Frames will be able to move *insert random mod*'s tile entity blocks barring some unforseen code clash that Eloraam will likely fix thereafter
Elo, quick question regarding the frames and frame motors. In the cfg, could you make it so the frames can require bluetricity or not? I'd be interested in this, because I could quickly throw an invention together in creative and not have to worry about power and stuff.
till now i have seen no evidence of frames being able to move chests (would be nice though). i wonder if frames really will be able to just move entities from other mods. did eloraam say this once?
Yes, she did. I believe it was buried in some comment on her blog. Given that Frames can move the extremely complex tile entities associated with wires and tubes, moving chests is actually pretty trivial. I'm not sure how it will work with tile entities added by other mods, but it seems likely.
Elo, quick question regarding the frames and frame motors. In the cfg, could you make it so the frames can require bluetricity or not? I'd be interested in this, because I could quickly throw an invention together in creative and not have to worry about power and stuff.
That would be cool, allow redstone pulses, or bluetric power in creative mode - or through use of a plugin for SPC
I have a request for a feature.. I hope this doesn't require more work to code than I think.
Since we now have paint brushes and cans I would like to see one new solid block and it's sub blocks added. Paint-able blocks. A block with a grey texture by default that can be changed to any of the colors available by right clicking with a brush of that color. As to what to craft them from leave that to you. Basalt might make a good ingredient with something else...
My intended use for these blocks is walls (drywall style, white, and maybe a few other colors) in my office building. bBt I'm sure people will find a lot more interesting uses I haven't thought of yet.
Also thanks again for the great mod, the server crew is loving it. Looking forward to frames and would be interested in any info I might have missed concerning their use IE attachment to blocks.
Alright. First of all, I'm on a Mac.(Since the trolls on my server seem to think that's the main issue...) I've installed everything correctly (fingersX). Modloader, ModLoaderMP, Forge, And a compatibilty for Railcraft.
I can get in to our server, but a few textures are mis-matched. Deployers, solar panels, batteries, filters, light blocks... They are all bugged, meaning they look like pipes and if I get near them I bug out. I have two videos to demonstrate my problem. Will also load the modloader.txt
Its huge, its shiny and it distracts!Often i miss the point where i want to have placed a sublock. I guess the 3d look through preview block among others is the reason for so much misplacements. I will explain:
1. The 3d look through preview block shines, its eye catching.
2. he 3d look through preview block covers the area where i might place next, so i cant really see where i want to place next.
3. the cusor is barely visibleThat all together makes it difficult for fast and comfortable block placements. So, i tend to place at the wrong spot.
I suggest to only lighten the parts where the blocks will connect. The pictures helps to see how that would look like.
What speaks against this this except of course the additional work for you? PIC 1 PIC 2
All in all i am happy with your mod !
The curser is almost invisible because your using a texturepack that makes it much smaller, and more tinted (with grey) then it actualy is. In default its white, very big, and easy to notice. Your "plan" wouldn't work if there wasn't blocks to the side for the blocks to be placed. Also "blocking the place you want to place next" has no meaning, the subblock system cares about the block your currently placing, once you've placed it you can move onto the next one.
Ive already said how awesome you are, Eloraam, so I'll just get straight to the point: What is the delay on the logic gates?
OBTW, I didnt know you included a food in this mod!
I have a request for a feature.. I hope this doesn't require more work to code than I think.
Since we now have paint brushes and cans I would like to see one new solid block and it's sub blocks added. Paint-able blocks. A block with a grey texture by default that can be changed to any of the colors available by right clicking with a brush of that color. As to what to craft them from leave that to you. Basalt might make a good ingredient with something else...
My intended use for these blocks is walls (drywall style, white, and maybe a few other colors) in my office building. bBt I'm sure people will find a lot more interesting uses I haven't thought of yet.
Also thanks again for the great mod, the server crew is loving it. Looking forward to frames and would be interested in any info I might have missed concerning their use IE attachment to blocks.
It would likely be pretty redundant, seeing as you could just line the wall with wool instead. The same colors would be available. I like the idea though
Not sure how you got that out of my post, I was just pointing out that if she can't put covers on BC pipes then it will likely be the same for frames and BC pipes
It is SMP. :blink.gif:
This game is so oreing.
Yes, thank you. This was exactly the comment I was thinking of.
You heard that, green and red.
Can't put covers on BC pipes because covers are a tile entity data, in short RP2 covers/wires/tubes all share a block and BC pipes aren't part of that structure. Moving BC pipes might still be a problem 'cause of their functionality - i.e. what to do about their contents etc.
This game is so oreing.
Once again I'm not talking about having issues with Frames moving BC pipes I'm talking about BC pipes being inside frames >.< please try to follow a line of conversation before replying.
From what I got from what Eloraam has said frames will be able to move all but a very few special cases of tile entity blocks. And even then that's because it will likely react badly with it not because frames can't move it.
No Non RP blocks will not be able to be -inside- of frames, if she can't do it with something as comparatively simple as covers then there's no way it's going to happen with something as complex as frames.
Yes Frames will be able to move *insert random mod*'s tile entity blocks barring some unforseen code clash that Eloraam will likely fix thereafter
Exactly. A mod/addon that wants to cram things into frames or under cover plates must depend on Redpower, and this is not currently possible because it's closed source. Even when addons are eventually allowed, I doubt anyone will want to make one that duplicates all of Buildcraft. Unless, MoneyOne218, you are planning to do it yourself.
I agr... oops. Sorry. My bad.
This game is so oreing.
Yes, you agreed with something completely separate from what I was talking about.
Yes, she did. I believe it was buried in some comment on her blog. Given that Frames can move the extremely complex tile entities associated with wires and tubes, moving chests is actually pretty trivial. I'm not sure how it will work with tile entities added by other mods, but it seems likely.
That would be cool, allow redstone pulses, or bluetric power in creative mode - or through use of a plugin for SPC
This game is so oreing.
Since we now have paint brushes and cans I would like to see one new solid block and it's sub blocks added. Paint-able blocks. A block with a grey texture by default that can be changed to any of the colors available by right clicking with a brush of that color. As to what to craft them from leave that to you. Basalt might make a good ingredient with something else...
My intended use for these blocks is walls (drywall style, white, and maybe a few other colors) in my office building. bBt I'm sure people will find a lot more interesting uses I haven't thought of yet.
Also thanks again for the great mod, the server crew is loving it. Looking forward to frames and would be interested in any info I might have missed concerning their use IE attachment to blocks.
I can get in to our server, but a few textures are mis-matched. Deployers, solar panels, batteries, filters, light blocks... They are all bugged, meaning they look like pipes and if I get near them I bug out. I have two videos to demonstrate my problem. Will also load the modloader.txt
And my modloader.txt
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/RedPowerArray-2.0pr4.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerArray 2.0pr4" from mod_RedPowerArray.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/RedPowerCore-2.0pr4.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerCore 2.0pr4" from mod_RedPowerCore.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/RedPowerLighting-2.0pr4.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerLighting 2.0pr4" from mod_RedPowerLighting.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/RedPowerLogic-2.0pr4.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerLogic 2.0pr4" from mod_RedPowerLogic.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/RedPowerMachine-2.0pr4.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerMachine 2.0pr4" from mod_RedPowerMachine.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/RedPowerWiring-2.0pr4.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerWiring 2.0pr4" from mod_RedPowerWiring.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/RedPowerWorld-2.0pr4.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerWorld 2.0pr4" from mod_RedPowerWorld.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/buildcraft-client-A-core-2.2.7.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftCore 2.2.7" from mod_BuildCraftCore.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/buildcraft-client-B-builders-2.2.7.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftBuilders 2.2.7" from mod_BuildCraftBuilders.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/buildcraft-client-B-energy-2.2.7.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftEnergy 2.2.7" from mod_BuildCraftEnergy.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/buildcraft-client-B-factory-2.2.7.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftFactory 2.2.7" from mod_BuildCraftFactory.class
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/Figori/Library/Application Support/minecraft/mods/buildcraft-client-B-transport-2.2.7.zip
Dec 13, 2011 7:23:29 PM ModLoader readFromModFolder
FINER: Zip found.
Dec 13, 2011 7:23:29 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftTransport 2.2.7" from mod_BuildCraftTransport.class
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.0.0"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerArray 2.0pr4"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerLighting 2.0pr4"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerLogic 2.0pr4"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerMachine 2.0pr4"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerWiring 2.0pr4"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerWorld 2.0pr4"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftCore 2.2.7"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftBuilders 2.2.7"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftEnergy 2.2.7"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftFactory 2.2.7"
Dec 13, 2011 7:23:29 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftTransport 2.2.7"
Dec 13, 2011 7:23:29 PM ModLoaderMp Log
FINE: ModLoaderMP 1.0.0 Initialized
Dec 13, 2011 7:23:29 PM BuildCraftCore initialize
FINE: Starting BuildCraft 2.2.7
Dec 13, 2011 7:23:29 PM BuildCraftCore initialize
FINE: Copyright © SpaceToad, 2011
Dec 13, 2011 7:23:29 PM BuildCraftCore initialize
FINE: http://www.mod-buildcraft.com
Dec 13, 2011 7:23:29 PM ModLoader AddAllRenderers
FINE: Initialized
Any thoughts would be great.
Work in progress. Clock runs
The curser is almost invisible because your using a texturepack that makes it much smaller, and more tinted (with grey) then it actualy is. In default its white, very big, and easy to notice. Your "plan" wouldn't work if there wasn't blocks to the side for the blocks to be placed. Also "blocking the place you want to place next" has no meaning, the subblock system cares about the block your currently placing, once you've placed it you can move onto the next one.
Nice mate - I love RedPower creations, keep posting them :smile.gif:
OBTW, I didnt know you included a food in this mod!
namely, AWESOMESAUCE
It would likely be pretty redundant, seeing as you could just line the wall with wool instead. The same colors would be available. I like the idea though