Ok so a while back, I really started to dig into 1.9 code. Had to take a break though because I was working full time. I am going to get back to this very soon. This WILL be updated! PR is not abandoned.
\o/
Never doubted you. No pressure. Life comes first. But yay!
I'm working with Item Extractor Chips. Is it impossible to Blacklist more than 9 items? I thought if I created a Blacklist on 3 separate chips, and then put them all in the same Routed interface pipe, then it'd blacklist everything on those chips. But it seems to od the opposite.
1 Chip will work. 2 Chips breaks the blacklist.
Same with the Responder Chips. If I put 3 chips with different blacklists they break one another. 1 will work, but 2 will allow anything to pass including the items in the blacklist.
Multiple whitelists work just fine. They don't over-ride one another so I figured blacklist would too. Am I wrong?
I just wanted to post and mention that when I installed the "integration" module it caused immeasurable amounts of lag and slowdown in my worlds. Removing it caused the slowdown to clear up.
Is there some un-optimized code or something that could be causing this?
Rollback Post to RevisionRollBack
Current Progress on Digicraft Texturepack, Vanilla - 100%
The 1.10 update is well underway! I'm taking this opportunity to *really* clean up the code. At this point, I can't promise compatibility with older worlds at all.
It's really hard to wait every day with Redstone works, with this mod I can finally build organized Redstone things and I wanted to ask if there will be compatibility with ender io mod?
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
The 1.10 update is well underway! I'm taking this opportunity to *really* clean up the code. At this point, I can't promise compatibility with older worlds at all.
Hello, i will ask one small question about it. I experimentally found that first thing involved in worlds compatibility is BlockIDs. They related to ModID, and if mod recreated, it often has other id than earlier. And all modded entities becomes unlinked to anything, of course they will wanish or will be rewrited by other blocks.
In this case you will change the ModID?
Actually i'm the one, who used this mod for big project, becouse MOST walls (and wires) made from PRwires and included FMP. Sad if all the things will disappear.
Thanks for listening.
First of all... I love Project Red... goes way behind my hopes... if you start a cult, I'll join it immediately, so these are not make or break requests.
a) I would really, really like to be able to transfer blueprints from one map to another. I made lots of IC gates for a complex machine... seems I have to redo all of them if I want to get my machine on another map? This really hampers the productivity and the fun.
b ) Lamps: I don't know if that was only Red Power behaviour, but lamp blocks used (there only?) to transfer signal from a button just like other blocks... I used that alot to make compact control panels where the lamp blocks would display the state of the mem bit and accept signal from a button on them... it's really great. Would it be a problem, logically or performance wise to go back to that behavior?
c) Would be nice if the IC Gates names would appear when selected in the shortcut bar and displayed when you view/modify a blueprint.
d) Being able to rename a blueprint would be nice too.
The a) point is the one that would really add the most value I think. Any solution would be good here.
Anyway, congratz on a fantastic mod!
PS: I don't suffer from world lag. Only lag I have is when accessing my inventory, and I don't believe it comes from PR.
As a suggestion, do you think you could add some more of the pneumatic/pressure tube system blocks? Like Retrievers, Sorting Machines, paintable tubes, ect.? This would also expand Project:Red's Blutricity (or whatever it's called now), as it's kind of small compared to RedPower2.
(Logistics Pipes [BuildCraft addon] makes for a compact sorting system, but I thought it would be fun to build a RedPower/Project:Red sorting system with tubes.)
Rollback Post to RevisionRollBack
I think I may have originally been Twilight Sparkle... Either way, SHE'S MAH FAVE!
I just discovered this mod after playing for a long time on the old RedPower 2 mod on 1.4.6 and i was wondering if any plans of adding the old frame structure system ( with frame tubes and redstone frame tubes ) are gonna be implemented any day ? Because to be honest the frame motors are just useless without the ability of making whole structures move, not a single bloc. It adds so much possibility for advanced machinery.
There are frames already (added by Forge Relocation, which is automatically downloaded by the module that adds the motors), and since they are multiparts you can place tubes inside of them. However, as far as I know MrTJP is dropping his frames in favour of Framez's (much like RWTema did with Funky Locomotion). Framez's main purpose is to be compatible with as many mods as possible, be it in terms of power system support, different methods to control motors other than redstone signals (like BC gates or computers) and also stable (non-crashy) block movement for pretty much every mod's blocks. In 1.7.10, though, if you already have PR and Forge Relocation you can just search for frames in NEI and you'll find them - the move to Framez will happen in 1.10+.
I have lil' question: now we using MCMultipart, and i tried it on 1.9 but found nothing like mod tools. I doing something wrong? (MCMultiPart-1.1.1-universal)
I have lil' question: now we using MCMultipart, and i tried it on 1.9 but found nothing like mod tools. I doing something wrong? (MCMultiPart-1.1.1-universal)
What do you mean by "mod tools"? Also, this isn't the place to ask about MCMP, you should probably ask on our IRC channel (#MCMultiPart on esper.net)
Last post to prevent offtopic, in FMP that tool is Periodite Saw, by example (don't used it separately, only with PR and that tool was in PRBase page).
And back to theme, will ask about ProjectBlue, this great thing will be updated too?
\o/
Never doubted you. No pressure. Life comes first. But yay!
Hey Guys, Quick Question.
I'm working with Item Extractor Chips. Is it impossible to Blacklist more than 9 items? I thought if I created a Blacklist on 3 separate chips, and then put them all in the same Routed interface pipe, then it'd blacklist everything on those chips. But it seems to od the opposite.
1 Chip will work. 2 Chips breaks the blacklist.
Same with the Responder Chips. If I put 3 chips with different blacklists they break one another. 1 will work, but 2 will allow anything to pass including the items in the blacklist.
Multiple whitelists work just fine. They don't over-ride one another so I figured blacklist would too. Am I wrong?
I just wanted to post and mention that when I installed the "integration" module it caused immeasurable amounts of lag and slowdown in my worlds. Removing it caused the slowdown to clear up.
Is there some un-optimized code or something that could be causing this?
Current Progress on Digicraft Texturepack, Vanilla - 100%
The 1.10 update is well underway! I'm taking this opportunity to *really* clean up the code. At this point, I can't promise compatibility with older worlds at all.
It's really hard to wait every day with Redstone works, with this mod I can finally build organized Redstone things and I wanted to ask if there will be compatibility with ender io mod?
Im very excited to hear this is well underway to be updated and quite looking fwd to being able to use this again in v2 of my modpack
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
Hello, i will ask one small question about it. I experimentally found that first thing involved in worlds compatibility is BlockIDs. They related to ModID, and if mod recreated, it often has other id than earlier. And all modded entities becomes unlinked to anything, of course they will wanish or will be rewrited by other blocks.
In this case you will change the ModID?
Actually i'm the one, who used this mod for big project, becouse MOST walls (and wires) made from PRwires and included FMP. Sad if all the things will disappear.
Thanks for listening.
Chisels & Bits exist on 1.8 and 1.9 too. (But not for 1.7.10 )
ProjectRed Transmission and Illumination modules running smoothly on 1.10!
nicce. 1.10 is the next version im planning on switching to so glad to see youll be there
Omg *-*
I'm so excited for this!
Does that mean the 1.7.10 issues will not be fixed? Specifically the immense world lag from PR.
First of all... I love Project Red... goes way behind my hopes... if you start a cult, I'll join it immediately, so these are not make or break requests.
a) I would really, really like to be able to transfer blueprints from one map to another. I made lots of IC gates for a complex machine... seems I have to redo all of them if I want to get my machine on another map? This really hampers the productivity and the fun.
b ) Lamps: I don't know if that was only Red Power behaviour, but lamp blocks used (there only?) to transfer signal from a button just like other blocks... I used that alot to make compact control panels where the lamp blocks would display the state of the mem bit and accept signal from a button on them... it's really great. Would it be a problem, logically or performance wise to go back to that behavior?
c) Would be nice if the IC Gates names would appear when selected in the shortcut bar and displayed when you view/modify a blueprint.
d) Being able to rename a blueprint would be nice too.
The a) point is the one that would really add the most value I think. Any solution would be good here.
Anyway, congratz on a fantastic mod!
PS: I don't suffer from world lag. Only lag I have is when accessing my inventory, and I don't believe it comes from PR.
As a suggestion, do you think you could add some more of the pneumatic/pressure tube system blocks? Like Retrievers, Sorting Machines, paintable tubes, ect.? This would also expand Project:Red's Blutricity (or whatever it's called now), as it's kind of small compared to RedPower2.
(Logistics Pipes [BuildCraft addon] makes for a compact sorting system, but I thought it would be fun to build a RedPower/Project:Red sorting system with tubes.)
I think I may have originally been Twilight Sparkle... Either way, SHE'S MAH FAVE!
Remain In Motion is great for moving stuff.
There are frames already (added by Forge Relocation, which is automatically downloaded by the module that adds the motors), and since they are multiparts you can place tubes inside of them. However, as far as I know MrTJP is dropping his frames in favour of Framez's (much like RWTema did with Funky Locomotion). Framez's main purpose is to be compatible with as many mods as possible, be it in terms of power system support, different methods to control motors other than redstone signals (like BC gates or computers) and also stable (non-crashy) block movement for pretty much every mod's blocks. In 1.7.10, though, if you already have PR and Forge Relocation you can just search for frames in NEI and you'll find them - the move to Framez will happen in 1.10+.
I have lil' question: now we using MCMultipart, and i tried it on 1.9 but found nothing like mod tools. I doing something wrong? (MCMultiPart-1.1.1-universal)
What do you mean by "mod tools"? Also, this isn't the place to ask about MCMP, you should probably ask on our IRC channel (#MCMultiPart on esper.net)
Last post to prevent offtopic, in FMP that tool is Periodite Saw, by example (don't used it separately, only with PR and that tool was in PRBase page).
And back to theme, will ask about ProjectBlue, this great thing will be updated too?
ProjectBlue is made by a different author. And the only great thing in it is a control panel. RedNet adapter just subpar and placing two back to back crashes server.