I was poking around inside FML today and I found something useful.
It now looks for a new manifest line for coremods that have embedded mods, so all I actually have to do is add "FMLCorePluginContainsFMLMod: true" to the manifest of DenPipes and it suddenly works on any Forge version.
I'll push out a new jar that has that line added so everyone can use it.
edit: Also, Emerald module for DenPipes is building now for 1.6.
Cool. I'll give it a shot then. Already have PfF in.
Hi deno, i have a question: Can you update the Gatecopy mod? Is a pain in the ass make the config one time and another over many gates
Ty for your time
I've poked at GateCopy a bit, but BC changed a lot about how gates are stored internally. I need to find time to sit down with NBTEdit and study the new structure. It isn't abandoned, just needs practically a full rewrite due to changes.
if you have the interest it would be nice to have a BC gate expansion that lets you use the rest of redstone logic, circuitry and wiring would be awesome, maybe even an integrated repeater and timer, maybe also a wider array of gate conditionals for much more blocks universally.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
BTW, i've tried DenPipes-1.6.2-2.1.11 with the last forge (871). Only valve pipe is there, the others dont load. Like i said, take your time
I've got 2 pipes, the valve pipe and auto wooden pipe (confirmed in the denpipes.ini). There are a bunch of others showing at the bottom of Buildcraft after the cover panels, but honestly, I don't remember if they were there before denPipes or not..
The wiki is a bit outdated, so, I'm also not sure if I am supposed to see more --- or not. First time using denPipes as well ;)!
I've got 2 pipes, the valve pipe and auto wooden pipe (confirmed in the denpipes.ini). There are a bunch of others showing at the bottom of Buildcraft after the cover panels, but honestly, I don't remember if they were there before denPipes or not..
The wiki is a bit outdated, so, I'm also not sure if I am supposed to see more --- or not. First time using denPipes as well !
Forge 859 here.
The wiki is old. Basically the main DenPipes download comes with my pipe framework and the two pipes you see. Any other pipes come as additional downloads that are in the addons folder on dropbox. This is so you only get what you want and nothing more.
Only the emerald addon is updated. I've been working on the Forestry one but it is having rendering issues currently.
if you have the interest it would be nice to have a BC gate expansion that lets you use the rest of redstone logic, circuitry and wiring would be awesome, maybe even an integrated repeater and timer, maybe also a wider array of gate conditionals for much more blocks universally.
Doing something like that would require major modifications to BC. I can do some in-memory editing of BC, but nothing on that scale. (DenPipes currently injects a small hook into BC that is required to make the Valve Pipe work properly.)
seems as though all the vanilla wood is missing from crafting recipes for barrels, i do use gregtech, but i've also just gone looked at each of the 35 pages of barrel recipes and also verified that they are craftable as shown with at least one type of forestry planks.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
seems as though all the vanilla wood is missing from crafting recipes for barrels, i do use gregtech, but i've also just gone looked at each of the 35 pages of barrel recipes and also verified that they are craftable as shown with at least one type of forestry planks.
I thought I manually assigned those recipes, but I might have done it for wooden bucket and forgot about barrels.
let me see about trying an instance with nothing but PfF, railcraft and forestry then, either way i bet it's an easy mistake to make.
[edit] http://paste.ubuntu.com/6129573/ still saw that any mod added wood can be used to craft barrels but not vanilla ones, i also updated denlib while testing this since i noticed i was on a version marked as an old test one for new FML versions [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I've finally finished the automation for HDSAC/CC updating. Unfortunately running it over all the 1.6.2 versions of Forge will take about 9.6 hours... luckily there aren't many 1.6.4 builds of Forge yet, so I won't have to do serious catching up for that.
It currently scrapes files.minecraftforge.net looking for versions it doesn't know about. If it finds something it will go through the process of generating the appropriate ASM patches. Finished patches are stored in an SQLite database.
I'll have HDSAC/CC check for db updates on startup, and have jenkins automatically run the db updater once a day or so.
Status of other mods:
Forestry pipe - I think I ran into a bug in BC on this one. Need to confirm and try to get a pull request in.
GateCopy - Stalled until I can rewrite the pipe NBT parser. If anyone in this thread runs the in-game NBTedit mod any screenshots of pipe internal data would save me time.
A new build of denLib and HDSAC are building now. It uses the new patching system. You brave testing people give it a shot. It should understand all 1.6.2 versions of Forge that aren't broken builds.
Just checked: denLib still complains about wrong hash in class abq:
denoflionsx.denLib.CoreMod.ASM.ASMGeneric$HashVerificationError: [denLib]: Failed to verify class: abq! Found hash: 39472935331592107687713998319171
Forge version:
Forge Mod Loader version 6.2.60.859 for Minecraft 1.6.2
denLib version:
denLib-1.6.2-3.1.24.jar
That error is from Creeper Collateral. The new patch db for it is being compiled right now, but like I said a few posts up generating a full 1.6.2 set takes about 10 hours. Check back tomorrow for a new version of Creeper Collateral that uses the db system.
Future versions won't throw a HashVerificationError. Instead they say something like:
"No patch data found for Forge <insert your forge version here>! Go politely ask den to run the db updater! Forge versions supported are as follows: <insert list of versions known in the database>"
Just wanted to report that HDSAC is working great on my server.
I noticed that if you add a skin while the server is running (without the client logged in yet) and then the client joins the skin will not be visible unless the server is restarted.
Just wanted to report that HDSAC is working great on my server.
I noticed that if you add a skin while the server is running (without the client logged in yet) and then the client joins the skin will not be visible unless the server is restarted.
Odd. It used to allow hotswapping of files. I haven't changed anything in the server code in a long time. I'll try to duplicate that and see if I can get hotswapping back.
Cool. I'll give it a shot then. Already have PfF in.
I've poked at GateCopy a bit, but BC changed a lot about how gates are stored internally. I need to find time to sit down with NBTEdit and study the new structure. It isn't abandoned, just needs practically a full rewrite due to changes.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I've got 2 pipes, the valve pipe and auto wooden pipe (confirmed in the denpipes.ini). There are a bunch of others showing at the bottom of Buildcraft after the cover panels, but honestly, I don't remember if they were there before denPipes or not..
The wiki is a bit outdated, so, I'm also not sure if I am supposed to see more --- or not. First time using denPipes as well ;)!
Forge 859 here.
The wiki is old. Basically the main DenPipes download comes with my pipe framework and the two pipes you see. Any other pipes come as additional downloads that are in the addons folder on dropbox. This is so you only get what you want and nothing more.
Only the emerald addon is updated. I've been working on the Forestry one but it is having rendering issues currently.
Doing something like that would require major modifications to BC. I can do some in-memory editing of BC, but nothing on that scale. (DenPipes currently injects a small hook into BC that is required to make the Valve Pipe work properly.)
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I can put it back I suppose.
I thought I manually assigned those recipes, but I might have done it for wooden bucket and forgot about barrels.
[edit] http://paste.ubuntu.com/6129573/ still saw that any mod added wood can be used to craft barrels but not vanilla ones, i also updated denlib while testing this since i noticed i was on a version marked as an old test one for new FML versions [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
It currently scrapes files.minecraftforge.net looking for versions it doesn't know about. If it finds something it will go through the process of generating the appropriate ASM patches. Finished patches are stored in an SQLite database.
I'll have HDSAC/CC check for db updates on startup, and have jenkins automatically run the db updater once a day or so.
Status of other mods:
Forestry pipe - I think I ran into a bug in BC on this one. Need to confirm and try to get a pull request in.
GateCopy - Stalled until I can rewrite the pipe NBT parser. If anyone in this thread runs the in-game NBTedit mod any screenshots of pipe internal data would save me time.
Also, the automation with Forge and updates is genius.
I'm going to test this out later tonight or by the latest tomorrow...will report back.
Forge version:
denLib version:
That error is from Creeper Collateral. The new patch db for it is being compiled right now, but like I said a few posts up generating a full 1.6.2 set takes about 10 hours. Check back tomorrow for a new version of Creeper Collateral that uses the db system.
Future versions won't throw a HashVerificationError. Instead they say something like:
"No patch data found for Forge <insert your forge version here>! Go politely ask den to run the db updater! Forge versions supported are as follows: <insert list of versions known in the database>"
New Creeper Collateral is out that should support all 1.6.2 versions of Forge.
edit: New version of INpure tools with a few misc bugs fixed and a config toggle to make the armor texture completely transparent.
I noticed that if you add a skin while the server is running (without the client logged in yet) and then the client joins the skin will not be visible unless the server is restarted.
Odd. It used to allow hotswapping of files. I haven't changed anything in the server code in a long time. I'll try to duplicate that and see if I can get hotswapping back.
I'm not sure what mod added it so just asking.