While there is a known issue regarding the wireless terminal and Applied Energistics RV2, it is known to work properly with RV1. Please use Applied Energistics RV1 until the RV2 branch has been updated.
Edit: Interesting, so RV2 betas are being released now? OK this is why Direwolf20 is being shipped with RV2 now... I'll get on this as soon as possible.
-(Edit: original sentince was in error) I see what you did now.
I hadn't updated it to the latest (there is an RV2 branch in GitHub, but it's not up to date) because I'll be updating that not long after I've updated MPS itself...
Edit: Branches synchronized. Current MPSA for RV2 is now on GitHub in the AE2-RV2 branch. Please ensure this works properly (it should...)
Funny, I don't recall this being a "registry" typo now that I look at the code, but "openWirelessTerminalGui" is "OpenWirelessTermainlGui" in RV1 - Exactly as that. Though the identifier for the interface it was compiled against may have changed, that's all I can think of in that scenario.
Oh geez... Of course I would forget to update build.gradle (so it was building against RV1). Try now, it should work.. Oh, and be sure you're using the AE2-RV2 branch, not master, think of master as the "general work branch", new general features and general fixes go into master and then are patched/repatched for specific build sets (i.e. for RV1 and RV2)
BTW, SmartMoving is now fully functional in internal builds, just tying up loose ends now... which means additional MPSA features and fixes are next on my agenda anyway.
Erythreas34: If you haven't already, you'll need to clean your build environment in order to build using the new build.gradle. Gradle will download two '.pom' files without checking if the old ones exist or not, and pull all '.pom' files into the classpath of the build. It may be easier to just start from a fresh git clone.
Naomh: It's coming... In fact new features are coming and I'll be leaving RV1 behind
OMG it's out! And it is in fact a bulk release! Numina, Powersuits and Addons all in one page! Huzzah! -> Note Addons version now reflects Powersuits version.
Ezer Arch may want to note that it does in fact have the creative energy module.
Also, as for Destrondivel's issue with Powersuit colors: I did make a note of this in the "Known issues" section, I'll be looking further into this shortly.
Special thanks to anyone using this mod! Even more special thanks to those reporting bugs on GitHub! Seriously, you don't know how much easier it is to find and fix related issues when they are reported!
Quote from destrondivel (translated to english) »
Korynkai you can spend a video of how to install the mods , I installed them and did not work
Unfortunately, I'm not going to make an install video as I'm a GNU/Linux user and the instructions wouldn't appeal to the majority of my userbase...
However, the instructions are pretty much the same as any mod: Place the JAR files (not the '-dev.jar' files, these are only for mod developers) into the 'minecraft/mods' folder, place the corresponding recipes files into the 'minecraft/config/machinemuse/recipes' folder (if this folder doesn't exist, create it) and you should be ready to play.
Quote from destrondivel »
Korynkai voce pode passar um video de como instalar os mods,eu instalei eles e nao funcionou
@destrondivel in Portuguese (Once again, I do hope this translation is accurate):
Infelizmente, eu não vou fazer uma instalação de vídeo , como eu sou um usuário do GNU/Linux e as instruções não iria apelar para a maioria da minha base de usuários ...
No entanto, as instruções são praticamente o mesmo que qualquer modificação : Coloque os arquivos JAR (não os arquivos '-dev.jar' , estas são apenas para desenvolvedores mod) para a pasta 'minecraft/mods', colocar os arquivos correspondentes receitas para a pasta 'minecraft/config/machinemuse/recipes' (se esta pasta não existir , criá-lo) e você deve estar pronto para jogar.
Depends on whether or not you have ThermalExpansion installed... If you do, both ThermalExpansion.recipes and vanilla.recipes. Otherwise only vanilla.recipes.
(Translation in Portuguese):
Depende se você tem ou não ThermalExpansion instalados ... Se o fizer, ambos ThermalExpansion.recipes e vanilla.recipes . Caso contrário, só vanilla.recipes .
What? The CompactMachines PSD module works as intended as far as I can tell, and I performed both SSP and SMP tests on it. Are you sure you are not experiencing the known MuseUI bug affecting cursor position tracking in the TinkerTable?
Quote from destrondivel »
e voce pode passar o novo compactmachines?
@destrondivel in Portuguese (Once again, I do hope this translation is accurate):
O Quê? O módulo PSD CompactMachines funciona como pretendido , tanto quanto eu posso dizer, e eu realizado dois testes SSP e SMP nele. Tem certeza de que não estão experimentando a posição do cursor conhecido bug MuseUI afetando rastreamento no TinkerTable ?
OggAudioData is just a single-class library based on webCDWriter, our modified source code for it is available here: https://github.com/QMXTech/OggAudioData
OggAudioData é apenas uma biblioteca de classe única com base em webCDWriter , o nosso código fonte modificado para ele está disponível aqui: https://github.com/QMXTech/OggAudioData
I'm confused... Recipes and OggAudioData source don't go together. OggAudioData goes into the "minecraft/mods" folder along with the rest of the mods. Recipes go in the "minecraft/config/machinemuse/recipes" folder. You shouldn't need the OggAudioData source code for anything, but you will need the OggAudioData.jar file in your "minecraft/mods" folder.
@destrondivel in Portuguese (Once again, I do hope this translation is accurate):
Estou confuso ... Receitas e fonte OggAudioData não andam juntos . OggAudioData vai para a pasta "minecraft/mods", juntamente com o resto dos mods. Receitas ir na pasta "minecraft/config/machinemuse/recipes". Você não deve precisar o código-fonte OggAudioData para qualquer coisa , mas você vai precisar do arquivo OggAudioData.jar na sua pasta "minecraft/mods".
Resource code? Now I'm really lost... You shouldn't need any "resource code" besides the ".recipes" files, which go in "minecraft/config/machinemuse/recipes".. The only other "resources" besides the ones included within the JAR file already (you should not need to do anything with these) are ones provided by resource and/or texture packs, inquiries to which should be made elsewhere (i.e. the Sphax forum for that resource pack, etc..) and aren't necessarily supported by the mod developer.
If you are inquiring about the portable crafting table texture issue however, this is already known to be broken and a fix will be in the next build.
@destrondivel in Portuguese (Once again, I do hope this translation is accurate):
O resource code ? Agora estou realmente perdido ... Você não deveria precisar de "resource code" além das ".recipes" arquivos , que vão de "minecraft/config/machinemuse/recipes".. Os únicos outros "recursos" além daqueles incluídos dentro do arquivo JAR já (você não precisa fazer nada com estes) são os fornecidos pelo recurso e / ou pacotes de textura , os inquéritos a que deva ser feita em outro lugar (ou seja, o fórum Sphax para esse pacote de recursos , etc..) e aren 't necessariamente apoiado pelo desenvolvedor do mod.
Se você está perguntando sobre o portátil tabela elaboração questão textura no entanto, isso já é conhecido para ser quebrado e uma correção será na próxima compilação.
e que eu coloquei seu mod e smart moving junto ai pede par ai abaixar o renderplayeraip eu abaixo e ai o minecraft dava crashed,era por causo que eu estava colocando os arquivos no lugar errado,valeu pela força
and I put your mod and smart moving along al asks pair al renderplayeraip lower me down and gave al minecraft crashed , was by I cause I was putting the files in the wrong place , thanks for the strength
OK Google Translate, you've made YOUR message clear (not his), you're just one big 'derp' aren't you?
Do note, for SmartMoving, you need all 3 mods from the zip file (SmartMoving, SmartRender and SmartCore), plus PlayerAPI on both the client and the server. In addition, RenderPlayerAPI is also required for the client.
@destrondivel (I certainly hope this translation is accurate... Please excuse the derpiness...):
Anote, por SmartMoving, você precisa de todos os 3 mods do arquivo zip (SmartMoving, SmartRender e SmartCore), mais PlayerAPI tanto no cliente e no servidor. Além disso, RenderPlayerAPI também é necessário para o cliente.
Edit: Interesting, so RV2 betas are being released now? OK this is why Direwolf20 is being shipped with RV2 now... I'll get on this as soon as possible.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
I hadn't updated it to the latest (there is an RV2 branch in GitHub, but it's not up to date) because I'll be updating that not long after I've updated MPS itself...
Edit: Branches synchronized. Current MPSA for RV2 is now on GitHub in the AE2-RV2 branch. Please ensure this works properly (it should...)
Funny, I don't recall this being a "registry" typo now that I look at the code, but "openWirelessTerminalGui" is "OpenWirelessTermainlGui" in RV1 - Exactly as that. Though the identifier for the interface it was compiled against may have changed, that's all I can think of in that scenario.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
BTW, SmartMoving is now fully functional in internal builds, just tying up loose ends now... which means additional MPSA features and fixes are next on my agenda anyway.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
Naomh: It's coming... In fact new features are coming and I'll be leaving RV1 behind
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
https://github.com/QMXTech/MachineMusePowersuits/releases/tag/0.11.0.5-QMX
OMG it's out! And it is in fact a bulk release! Numina, Powersuits and Addons all in one page! Huzzah! -> Note Addons version now reflects Powersuits version.
Ezer Arch may want to note that it does in fact have the creative energy module.
Also, as for Destrondivel's issue with Powersuit colors: I did make a note of this in the "Known issues" section, I'll be looking further into this shortly.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
Unfortunately, I'm not going to make an install video as I'm a GNU/Linux user and the instructions wouldn't appeal to the majority of my userbase...
However, the instructions are pretty much the same as any mod: Place the JAR files (not the '-dev.jar' files, these are only for mod developers) into the 'minecraft/mods' folder, place the corresponding recipes files into the 'minecraft/config/machinemuse/recipes' folder (if this folder doesn't exist, create it) and you should be ready to play.
@destrondivel in Portuguese (Once again, I do hope this translation is accurate):
Infelizmente, eu não vou fazer uma instalação de vídeo , como eu sou um usuário do GNU/Linux e as instruções não iria apelar para a maioria da minha base de usuários ...
No entanto, as instruções são praticamente o mesmo que qualquer modificação : Coloque os arquivos JAR (não os arquivos '-dev.jar' , estas são apenas para desenvolvedores mod) para a pasta 'minecraft/mods', colocar os arquivos correspondentes receitas para a pasta 'minecraft/config/machinemuse/recipes' (se esta pasta não existir , criá-lo) e você deve estar pronto para jogar.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
(Translation in Portuguese):
Depende se você tem ou não ThermalExpansion instalados ... Se o fizer, ambos ThermalExpansion.recipes e vanilla.recipes . Caso contrário, só vanilla.recipes .
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
en recipes coloca oggaudiodata e source code?
What? The CompactMachines PSD module works as intended as far as I can tell, and I performed both SSP and SMP tests on it. Are you sure you are not experiencing the known MuseUI bug affecting cursor position tracking in the TinkerTable?
@destrondivel in Portuguese (Once again, I do hope this translation is accurate):
O Quê? O módulo PSD CompactMachines funciona como pretendido , tanto quanto eu posso dizer, e eu realizado dois testes SSP e SMP nele. Tem certeza de que não estão experimentando a posição do cursor conhecido bug MuseUI afetando rastreamento no TinkerTable ?
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
em recipes coloca oggaudiodata e source code?
so quero que passa a versao mais recente do compacmachines
tambem a do extra cells
OggAudioData is just a single-class library based on webCDWriter, our modified source code for it is available here: https://github.com/QMXTech/OggAudioData
@destrondivel in Portuguese (Once again, I do hope this translation is accurate):
Ohh , deixa pra lá , não entendo muito bem o que estava dizendo . CompactMachines está disponível aqui: http://www.curse.com/mc-mods/minecraft/224218-compact-machines e extracells aqui: http://shadowcity.net:8080/job/ecrv2/
OggAudioData é apenas uma biblioteca de classe única com base em webCDWriter , o nosso código fonte modificado para ele está disponível aqui: https://github.com/QMXTech/OggAudioData
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
I'm confused... Recipes and OggAudioData source don't go together. OggAudioData goes into the "minecraft/mods" folder along with the rest of the mods. Recipes go in the "minecraft/config/machinemuse/recipes" folder. You shouldn't need the OggAudioData source code for anything, but you will need the OggAudioData.jar file in your "minecraft/mods" folder.
@destrondivel in Portuguese (Once again, I do hope this translation is accurate):
Estou confuso ... Receitas e fonte OggAudioData não andam juntos . OggAudioData vai para a pasta "minecraft/mods", juntamente com o resto dos mods. Receitas ir na pasta "minecraft/config/machinemuse/recipes". Você não deve precisar o código-fonte OggAudioData para qualquer coisa , mas você vai precisar do arquivo OggAudioData.jar na sua pasta "minecraft/mods".
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
If you are inquiring about the portable crafting table texture issue however, this is already known to be broken and a fix will be in the next build.
@destrondivel in Portuguese (Once again, I do hope this translation is accurate):
O resource code ? Agora estou realmente perdido ... Você não deveria precisar de "resource code" além das ".recipes" arquivos , que vão de "minecraft/config/machinemuse/recipes".. Os únicos outros "recursos" além daqueles incluídos dentro do arquivo JAR já (você não precisa fazer nada com estes) são os fornecidos pelo recurso e / ou pacotes de textura , os inquéritos a que deva ser feita em outro lugar (ou seja, o fórum Sphax para esse pacote de recursos , etc..) e aren 't necessariamente apoiado pelo desenvolvedor do mod.
Se você está perguntando sobre o portátil tabela elaboração questão textura no entanto, isso já é conhecido para ser quebrado e uma correção será na próxima compilação.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech
Do note, for SmartMoving, you need all 3 mods from the zip file (SmartMoving, SmartRender and SmartCore), plus PlayerAPI on both the client and the server. In addition, RenderPlayerAPI is also required for the client.
@destrondivel (I certainly hope this translation is accurate... Please excuse the derpiness...):
Anote, por SmartMoving, você precisa de todos os 3 mods do arquivo zip (SmartMoving, SmartRender e SmartCore), mais PlayerAPI tanto no cliente e no servidor. Além disso, RenderPlayerAPI também é necessário para o cliente.
-- Korynkai : Developer, QMX Technologies
Bugzilla: https://bugzilla.qmxtech.com
Official Builds: https://jenkins.qmxtech.com
GitHub (official release source code): http://github.com/QMXTech
GitLab (snapshot source code): https://git.qmxtech.com/open-source
Patreon: http://patreon.com/QMXTech