HOW COME WHEN I USE HAVE A MINCART GOING THROUGH HIGHSPEED BOOSTER RAILS IT ALWAYS ****IN EXPLODES WTF ITS PISSIN ME OFF IS THERE A WAY TO TURN IT OFF WHO THE HELL CAME UP WITH IT IT BLEW UP MY ****IN CREATIONS IM REALLY PISSED OFF
Instead of coming in and raging like the idiot your making yourself out to be,do as the post below yours said and go and read the wiki. Its that easy. Oh and while your at it learn how to back your worlds up to.Ps CovertJaguar this is a great mod and its totally changed my worlds.
Instead of coming in and raging like the idiot your making yourself out to be,do as the post below yours said and go and read the wiki. Its that easy. Oh and while your at it learn how to back your worlds up to.Ps CovertJaguar this is a great mod and its totally changed my worlds.
WHAT WIKI I KNOW ITS NOT THE MINECRAFT WIKI and sorry if i cant see links my computer has a problem
Assuming you installed everything correctly, it should be compatible with 1.2.4 and 1.2.5. At least that's the reports I hear. I should have version 3.0.0 out here within the next couple days. It will be for Forge 1.3.0. No SMP for the moment though. Forge has some bugs on the server side preventing me from releasing the server.
Initial Version 3 releases will be highly experimental. Some 60% of the classes were touched with some change or another.
Seems Toad is getting behind maintaining two mods and an ssp/smp API all by himself, cant really see why theres not more open source in that API region :S
Two mods? Thought he only had Buildcraft. If you mean Better than Buildcraft, that is Flowerchild's project.
Spacetoad doesn't really maintain the Forge. All he does is the distribution packaging. Lex Manos was responsible for keeping the Forge up to date with the last two Minecraft patches and is the only one currently adding new hooks. Which by the way, he has been doing very well at.
Its half implemented. One of those things that dropped by the wayside in my hurry to get the Signal update out.
That's nice to hear. With that said, I recommend that you would prioritize on finishing what you started rather than rushing to release any updates. A great amount of mods have still not updated to 1.1, and you should use this to your advantage and finish what needs to be finished.
That's nice to hear. With that said, I recommend that you would prioritize on finishing what you started rather than rushing to release any updates. A great amount of mods have still not updated to 1.1, and you should use this to your advantage and finish what needs to be finished.
The signal update was version 1.6. That was two MC patches ago. And fyi, the Distant Signal is now implemented, did that two days ago. -.-
Not all code that gets written always makes it into release. But in this case, it actually only made it to the concept stage. Most of the code is identical or similar to the code for the existing signals though, hence "half written".
Here you guys go. Its far from perfect I'm sure. Consider this an experimental release (I say this a lot don't I?). Don't go rushing to update your worlds unless you are prepared to deal with some bugs. For one, Forge 1.3.0 has a bug that basically breaks the vanilla Furnace. And I'm sure I've missed a few myself. I'm particularly interested in any issues that you may experience while updating your worlds. Those I'd like to fix asap.
The wiki is far from updated, you'll have to experiment a little with the recipes or use one of those handy recipe book mods. The patch notes mentions which recipes change. The Rolling Machine has been added to wiki along with the recipes for everything it can make. I'll get everything updated as soon as I can. I can answer any questions here in the meantime.
No SMP this version either. I gave up after encountering multiple Forge bugs with the server side code. Hopefully they will push a new release soon. Lex has already fixed most of the bugs I've encountered.
Download section has been moved entirely to wiki. Far too much effort to maintain both the wiki and the thread when I have to post a dozen links for every version.
I guess that brings us to the modules. They are basically the same as I listed several pages back, except I split the Buildcraft stuff into its own module. I've started working on wiki pages describing what is in each module. I'll finish those up tomorrow.
Anyway, have fun breaking it. ^^
EDIT: Damn, you guys beat me! =P
Current Version Notes:
Version 3.0.0
Updated for MC 1.1.0 and Forge 1.3.0!
Modularized Packaging.
No more MCL! - The required code is now part of Forge (Thanks, Lex)
Added Rolling Machine - Basically a custom workbench with its own recipes for crafting various metal items. Will function similar to a Buildcraft Auto Crafting Table in that it can be automated via pipes or loaders. It will be used to craft various types of rails that will replace iron/gold in the current recipes. Costs will stay about the same as currently (speed rails should get cheaper), its just easier for me to add more alternate recipes for Bronze, etc this way.
Item Loaders/Unloaders are now ISpecialInventory aware, meaning they should work with Buildcraft Auto-Crafting Tables. (tested against Rolling Machine, but not Buildcraft, assumption being I implemented ISpecialInventory correctly on the Rolling Machine)
Many recipes changed to accommodate the Rolling Machine. Changed recipes include: nearly all rails, stone posts, iron posts, concrete block. All will revert to previous recipes if Factory Module is not installed.
Iron Post renamed Metal Post, alternate Forge Ore Dictionary recipes added if the Factory Module is installed.
Added config option for max speed on high speed rails.
Added config option to have the Bore destroy blocks instead of drop them.
Added gui to Animal Detector so you can select specific animals.
The Tank Cart Detector now accepts empty buckets as a filter. An empty bucket detects only empty carts. (untested)
Tank Carts are no longer considered Storage Carts by the game.
Added Switch Lever - Similar to the Switch Motor, but manual control only. (lever added to switch motor model, currently static)
Added Piston to Switch Motor/Lever recipes (duh, what was I thinking?).
Added Distant Signal - Displays the status of a paired controller.
Added checks to Coke Oven to prevent chunk loading issues.
Optimized Coke Oven code.
Creosote Oil is now only produced after every 5 Coal Coke. Definitely going to want more than one oven going.
Fixed SMP version checking.
Added checks to prevent crashing if the cart's world var isn't set when acquiring the bounding box.
Fixed a serious flaw in the item id auto-assign code that could result in item ids changing randomly between versions.
Fixed an issue with pairing that could result in the process becoming stuck in a half finished state.
I guess this is the problem with running a modded server. I can't rightly update my minecraft until all the mods are also updated, and man, don't it just feel like forever?
But a specific concern. There's no reason why you should break up your mod into more pieces. I understand you want to maximize your adfly revenue but its a jerk move, please reconsider. Or at least don't lie about it and sell 'modularizing' as a 'feature' and at least explain what each 'package' contains.
I guess this is the problem with running a modded server. I can't rightly update my minecraft until all the mods are also updated, and man, don't it just feel like forever?
But a specific concern. There's no reason why you should break up your mod into more pieces. I understand you want to maximize your adfly revenue but its a jerk move, please reconsider. Or at least don't lie about it and sell 'modularizing' as a 'feature' and at least explain what each 'package' contains.
I was not really sold on the idea myself originally. So I put a up poll that ran for over a month and was voted on 500+ times. As you can see from the link, the overwhelming majority of voters wanted it. That is the only reason I made the change, because quite frankly it was a ton a work and makes it harder for me push out releases. I still have to update nearly every page on the wiki to reflect the change (including describing what is in each module), no small task. And if you'd bothered to read the last 20 or so pages of the thread, you'd have know this. Please get your information straight before making accusations.
Can someone help me? I'm looking for the server files for this mod, and I can't seem to find it.
Old versions can be found here. There is no server version for 3.0.0 because of issues with Forge 1.3.0. Please be patient, SMP will return as soon as possible.
Do Elevator-Rails still function like Ladders in 1.0? I never used them as a ladder, but since you can't stand on top of vMC-Ladders anymore and this makes it impossible for my trapdoors to work (you just won't get out of them^^), I wonder if I could use Elevator-Rails in this cases, if you are still able to stand on top of them.
Um...you probably can. I didn't even think to test.
Found out about this mod from DireWolf20's videos and I really like the possibilities it offers. I'm looking forward to discovering more about what I can do with it!
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
Its the first time I'm using this mod but for some reason I don't think this is supposed to happen:
I've used a clean JAR and added modloader, Flan's modloaderMP and forge 1.3
Indeed, looks like some kind of item id conflict. If you haven't changed any id in the config, then it seem there is an error in my item id auto assign code.
The solution is load up your railcraft.cfg file and assign the item ids manually. I take a look at the code on my end and see if I can find the problem.
EDIT: Well I found the problem. A small typo in the Gold Plate Rail definition. Seems there is no temporary fix either. You'll have to use a diamond shovel until the next version. =P
EDIT: Well I found the problem. A small typo in the Gold Plate Rail definition. Seems there is no temporary fix either. You'll have to use a diamond shovel until the next version. =P
lol, will have to.
Thanks for the fast reply. :smile.gif:
EDIT: I'm going to add RedPower2, so there will be the gem tools.(cheaper than diamond)
EDIT: Well I found the problem. A small typo in the Gold Plate Rail definition. Seems there is no temporary fix either. You'll have to use a diamond shovel until the next version. =P
Is it something that could be edited in a class with a tool like DirtyJOE?
I ask because there was a typo in the IC2 plugin for Equivalent Exchange that could be fixed on the user's side easily, by anyone capable of following a few simple steps.
If that typo could be corrected in the same fashion, I'm willing to do so for myself - I just need to know where to look and what to change.
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
Is it something that could be edited in a class with a tool like DirtyJOE?
I ask because there was a typo in the IC2 plugin for Equivalent Exchange that could be fixed on the user's side easily, by anyone capable of following a few simple steps.
If that typo could be corrected in the same fashion, I'm willing to do so for myself - I just need to know where to look and what to change.
Well I don't know anything about the tool you mention, but I can explain what needs to be changed.
In the common/RailcraftConfig.class file in the core package there should be a string "part.rail.gold", it needs to be changed to "part.rail.gold.plate".
Instead of coming in and raging like the idiot your making yourself out to be,do as the post below yours said and go and read the wiki. Its that easy. Oh and while your at it learn how to back your worlds up to.Ps CovertJaguar this is a great mod and its totally changed my worlds.
WHAT WIKI I KNOW ITS NOT THE MINECRAFT WIKI and sorry if i cant see links my computer has a problem
Railcraft works with Forge 1.2.4 fully. I still have 1.2.3, though.
Assuming you installed everything correctly, it should be compatible with 1.2.4 and 1.2.5. At least that's the reports I hear. I should have version 3.0.0 out here within the next couple days. It will be for Forge 1.3.0. No SMP for the moment though. Forge has some bugs on the server side preventing me from releasing the server.
Initial Version 3 releases will be highly experimental. Some 60% of the classes were touched with some change or another.
Two mods? Thought he only had Buildcraft. If you mean Better than Buildcraft, that is Flowerchild's project.
Spacetoad doesn't really maintain the Forge. All he does is the distribution packaging. Lex Manos was responsible for keeping the Forge up to date with the last two Minecraft patches and is the only one currently adding new hooks. Which by the way, he has been doing very well at.
The signal update was version 1.6. That was two MC patches ago. And fyi, the Distant Signal is now implemented, did that two days ago. -.-
Not all code that gets written always makes it into release. But in this case, it actually only made it to the concept stage. Most of the code is identical or similar to the code for the existing signals though, hence "half written".
Mods loaded: 19
ModLoader 1.0.0
mod_ModLoaderMp 1.0.0
mod_ModLoaderMp 1.0.0
mod_PowerConverters 1.0.0R1.3.0
mod_Railcraft 2.2.1
mod_RedPowerArray 2.0pr4c
mod_RedPowerCore 2.0pr4c
mod_RedPowerLighting 2.0pr4c
mod_RedPowerLogic 2.0pr4c
mod_RedPowerMachine 2.0pr4c
mod_RedPowerWiring 2.0pr4c
mod_RedPowerWorld 2.0pr4c
mod_BuildCraftCore 2.2.11
mod_BuildCraftBuilders 2.2.11
mod_BuildCraftEnergy 2.2.11
mod_BuildCraftFactory 2.2.11
mod_BuildCraftTransport 2.2.11
mod_IC2 v1.43
mod_IC2AdvancedMachines v3.1
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 47b21a04 --------
Generated 1/17/12 4:31 PM
Minecraft: Minecraft 1.0.0
OS: Mac OS X (x86_64) version 10.7.2
Java: 1.6.0_29, Apple Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel GMA X3100 OpenGL Engine version 2.1 APPLE-7.0.52, Intel Inc.
java.lang.NoSuchMethodError: vm.registerMinecartHooks(Lminecart/IMinecartHooks;)V
at railcraft.common.RailcraftUtils.registerMinecartHooks(RailcraftUtils.java:658)
at mod_Railcraft.load(mod_Railcraft.java:159)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5ec95d39 ----------
???
Edit: Is it because I didn't put MCL in the minecraft.jar?
Edit2: Yes! now it works, I just put the MCL files inside minecraft.jar, and it works fine :biggrin.gif:
That's some nice wiring you have there...
Amen. I'm still waiting for Redpower 2. My system requires it.
Here you guys go. Its far from perfect I'm sure. Consider this an experimental release (I say this a lot don't I?). Don't go rushing to update your worlds unless you are prepared to deal with some bugs. For one, Forge 1.3.0 has a bug that basically breaks the vanilla Furnace. And I'm sure I've missed a few myself. I'm particularly interested in any issues that you may experience while updating your worlds. Those I'd like to fix asap.
The wiki is far from updated, you'll have to experiment a little with the recipes or use one of those handy recipe book mods. The patch notes mentions which recipes change. The Rolling Machine has been added to wiki along with the recipes for everything it can make. I'll get everything updated as soon as I can. I can answer any questions here in the meantime.
No SMP this version either. I gave up after encountering multiple Forge bugs with the server side code. Hopefully they will push a new release soon. Lex has already fixed most of the bugs I've encountered.
Download section has been moved entirely to wiki. Far too much effort to maintain both the wiki and the thread when I have to post a dozen links for every version.
I guess that brings us to the modules. They are basically the same as I listed several pages back, except I split the Buildcraft stuff into its own module. I've started working on wiki pages describing what is in each module. I'll finish those up tomorrow.
Anyway, have fun breaking it. ^^
EDIT: Damn, you guys beat me! =P
Current Version Notes:
But a specific concern. There's no reason why you should break up your mod into more pieces. I understand you want to maximize your adfly revenue but its a jerk move, please reconsider. Or at least don't lie about it and sell 'modularizing' as a 'feature' and at least explain what each 'package' contains.
I was not really sold on the idea myself originally. So I put a up poll that ran for over a month and was voted on 500+ times. As you can see from the link, the overwhelming majority of voters wanted it. That is the only reason I made the change, because quite frankly it was a ton a work and makes it harder for me push out releases. I still have to update nearly every page on the wiki to reflect the change (including describing what is in each module), no small task. And if you'd bothered to read the last 20 or so pages of the thread, you'd have know this. Please get your information straight before making accusations.
Old versions can be found here. There is no server version for 3.0.0 because of issues with Forge 1.3.0. Please be patient, SMP will return as soon as possible.
Um...you probably can. I didn't even think to test.
I've used a clean JAR and added modloader, Flan's modloaderMP and forge 1.3
Indeed, looks like some kind of item id conflict. If you haven't changed any id in the config, then it seem there is an error in my item id auto assign code.
The solution is load up your railcraft.cfg file and assign the item ids manually. I take a look at the code on my end and see if I can find the problem.EDIT: Well I found the problem. A small typo in the Gold Plate Rail definition. Seems there is no temporary fix either. You'll have to use a diamond shovel until the next version. =P
lol, will have to.
Thanks for the fast reply. :smile.gif:
EDIT: I'm going to add RedPower2, so there will be the gem tools.(cheaper than diamond)
Is it something that could be edited in a class with a tool like DirtyJOE?
I ask because there was a typo in the IC2 plugin for Equivalent Exchange that could be fixed on the user's side easily, by anyone capable of following a few simple steps.
If that typo could be corrected in the same fashion, I'm willing to do so for myself - I just need to know where to look and what to change.
Well I don't know anything about the tool you mention, but I can explain what needs to be changed.
In the common/RailcraftConfig.class file in the core package there should be a string "part.rail.gold", it needs to be changed to "part.rail.gold.plate".