• 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Sorry about the 404, I forgot to move the files over :) It's a good thing, too, one of my beta testers reported a bug in the Control image that I got to hotfix before anyone downloaded it :)
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from pparkinson5147

    The only update i would like to see is the ability to read forth source from disk easily so it could be edited in something like notpad but there is no rush for that.


    Check out the new block editor in MineOS 1.1 :) It should help a lot.
    Quote from namAehT

    Elo, you are a goddess. i only hope you dont start playing Diablo 3, the monstrously awesome things that would come from that


    I don't really play many games other than Minecraft, so there's no particular danger of this happening.

    Although watch out when Halo 4 comes out.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Okay everyone, that's 5b2 released. Enjoy :)
    Posted in: Minecraft Mods
  • 6

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from BrickedKeyboard

    I finally busted out the decompiler and took a look at how it works.


    Don't do it. This really doesn't help your case at all. And please edit out the specifics so I don't have to report your post.

    Being more insistent and more urgent won't change the fact that it's just not the time to do that yet. I have plans, but I'm not going to reveal them just because you're opting to start crossing lines.
    Quote from Azdorine

    Hmm... Is this what will be used to make the computer, elo?


    Remember what I said about tech 3 materials? :)
    Posted in: Minecraft Mods
  • 5

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Okay, so I think I've got the final binaries for b2 ready (had a couple bugs to fix after the beta that I passed to Direwolf), but I'm too tired tonight to do the upload and initial support. I'll post them when I wake up tomorrow.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Stratagerm

    Apparently that bug's about to be fixed


    Yes, the fix (at least in SSP) is going to make it into the release.
    Quote from blargh555

    In the upcoming PR5b2, will stone bricks be able to grow moss like cobble does? Dire didn't mention that in his vid, but I was just wondering because it's kinda the same mechanic.


    Yes they will. They'll even spread between the two types.
    Quote from Rorax

    oops looks like direwolf released his spotlight before b2 was out. darn was so excite :3


    I like to let dire have a bit of a head-start when I can, especially when there are changes that people need to be aware of (the CPU change, in this case). Don't worry, it won't be long :)
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from joseluisp

    Hi! I'm having a problem with the IO expander. It never works for me!!


    I have no idea why it doesn't work for you, but you do have to make sure it's properly connected to the CPU (not the display) via a ribbon or directly.

    The pixel noise is relatively normal, and will happen with some video cards. It's a little tricky to get that to work in all cases on all cards.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Pedro46

    Is it known that using a Retriever to get Chest Carts or Furnace Carts from a track transforms them into a regular minecart?


    That's normal vanilla behavior. You also get a chest or a furnace.

    That code has been completely rewritten in b2, but it'll still do the same thing. Unless you're running Railcraft or Steve's Carts, that is. Those may behave rather differently (right now they don't work at all).

    Speaking of b2, the release is probably going to happen tonight, but there's no sense hammering the blog just yet. It's a bugfix release, after all. A few minor new features, and a lot of work on RP Control.

    Here's the video that direwolf20 just did on it:

    [video][/video]
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Speedro

    I'm having a crash in smp that happens when my frame miner moves (not every time it moves).


    It's a known bug that I haven't tracked down yet. It's not just timers, there are many other cases that can also trigger it. At the moment I'm a little puzzled about the reasons (which means that I've done a fair bit of analysis and the situation that causes it shouldn't be possible), but it's a very high priority for me to fix. The fix will be in either pr5b3 or pr5c, whenever I figure it out.
    Quote from BloodyRain2k

    Filter and Transposer work without BT while the Sorter, Retriever and Regulator need BT.


    The Regulator does not require BT.

    There may have been a couple cases where the Sorting Machine and/or Retriever were performing tasks without power, but I think I've closed all of those cases now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from BrickedKeyboard

    Proposed algorithm


    Full stop. I don't discuss implementation details.

    Also, insulated wires do send updates, bundles do not. That's what I said.
    Quote from SillyBits

    Speaking of docking stations, any chance we're getting some kind of diode to direct currents? Or a device which just draws power from a battery box and pushes it into another? Would allow for some neat charging decks for our quarries w/o need for swapping batteries through void or ender chests :)


    It's called the Power Conditioner :) It's been in the planning stages for a while now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Jim Starluck

    When you say "short-range wireless signalling", how short of a range are we talking here? Because I for one like the idea of a series of signal towers relaying laser signals across the landscape.

    Oh, and how visible will the laser beams be, if at all? Would be nice if we could use them for guidelines and stuff.


    I'm not sure about distance yet, but I can't imagine it would be less than 64 blocks. I might make it *more* than that, and if I can come up with some good algorithms for it, I could even potentially make it *much* more than that.

    And they will, of course, be visible.
    Quote from Meduax

    Wait wait wait. Dire making a video? Should there be some additions with PR5b2 after all?


    MineOS got a major overhaul. Most of the rest is bugfixes.
    Quote from Tahg

    Also, we totally need a redbus compatible Music Block. Totally. Along with colored lights that would make for some very interesting Minecraft Light & Sound productions. The current block is just way to cumbersome to use.


    Sorry Tahg, can't reply to the first one. The music-block, though... I've only barely touched on sounds so far, so I don't know how hard it would be, but I for one would like to add a SID block. The real question is how hard it is to tie a real-time stream into MC's sound engine, and I don't know the answer to that yet (the SID emulation isn't so difficult).
    Quote from SillyBits

    Took way too long for a simple bugfix-release ..... I truly hope there are new "toys" to play with


    A couple, but there's an enormous list of fixed bugs. I really did just need to take some time to squish old bugs and work on generally improving code quality, since I was sorta pressed to get pr5 out.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Airwolf

    Yep that should be what is going wrong. you can go into the redpower.cfg and change "linksize=1000" to any desired number.


    Also note that I had a bug in the linksize computation in b1, that caused this number to be interpreted as around 4 or 5 times lower than you set it to. b2 fixes that, so expect much larger machines to start working by default.

    Quote from zacvader

    Is this compatible with Too Many Items?


    No. Use Chickenbones' NEI instead. It's much better anyway.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Sage Harpuia

    Also, do you know that everytime you says "I refuse to comment", we read "I've an half idea made of awesome planned in my tech tree"?


    That's usually what "no comment" means. Generally I just don't want all the guessing and excitement to get too far ahead of my development. I sorta learned my lesson about that with pr5 - remember how long you all waited for Frames? I have technology planned all the way into tech 4 now, but if I spoiled them all, then you'd be too busy anticipating technology from next year instead of playing with the cool things in the latest release.

    Quote from Sage Harpuia

    And last, could you give us some information on what you want to do with lasers? Will they be similiar to the ones of the laser mod? What purpose will they have? Will they act as a sensor in combo with the light sensor? Do you plan on adding mirrors (not necessarly rendering any image) to reflect the beam? And if yes, do you have planned also ray-splitter(I think that's the name)?


    Now that I can do. Might be nice to give a little information there.

    The lasers mod (which was in its very infancy when I first started tinkering with lasers, which was originally planned to be the next thing after Wiring) is quite different from my plans. I don't plan to have any "active" lasers, except for possibly a high-powered burning laser (maybe). Instead, lasers are a form of short-range wireless signalling and are really intended to support puzzle and challenge maps.

    I'm always quick to acknowledge my inspirations, so here it is: http://silverspaceship.com/chromatron/

    This series of little puzzle games ate my life for many weeks. It's terribly addictive. Most of my plans for RP Laser are very similar to the components of that game - lasers in red, green, and blue (which is why I added the 3 gems), mirrors to reflect beams (one of the first intended uses of silver), beamsplitters, frequency-shifting crystals, prisms. In addition to that, I plan to allow the laser blocks to be used as sensors, by interrupting and/or reflecting the beams. I don't have *all* the details worked out yet, but my current thinking is that you can sense mobs by interrupting the beam, sense blocks by retroreflections, etc. That should give them some survival uses, in addition to the many interesting challenge maps I can imagine.
    Quote from Nytmre

    So if you released tech 3 tech now before tech 2, should we stock up on CPUs now? What constitutes Tech 2 and tech three? Motors would be a tech 2 era yes? or just anything with blutric ingots as a main ingredient?


    Motors are definitely tech 2. I'm not sure there's much point to stocking up on CPUs - they'll be much later in the tech tree but also much cheaper. I won't describe the process of making refined silicon, other than to say you'll need some machines to do it, but the tech 3 barriers are going to work much like the tech 2 barriers (like the drawplate) - expensive and complicated to get the first time, but the resulting tech 3 blocks won't actually be insanely expensive. The diamond block is just a balancing factor to get around the problem that you can currently build them with tech1 components.
    Quote from Meduax

    I seriously expect quite the use for tungsten in the future.


    It will be impossible to reach tech 3 without tungsten. I won't be more specific yet, but tungsten forms a key part of much of the next segment of the tech tree.
    Quote from LazerRay

    If the next beta test is out, get ready for a new Direwolf20 video.


    I'm just helping dire get set up for the video now. :)
    Quote from Ireee

    I just lost 24 frames to some sort of race-condition


    Did you maybe drive it into an unloaded chunk? It doesn't like that very much in b1 (I've done a lot of work on that in b2).
    Posted in: Minecraft Mods
  • 4

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from stertingen

    just one little small request: in-a-battery-box-rechargeable sonic screwdrivers. the bt-battery-air-rightclick-thing does not really make sense to me..


    Nope, the battery box will only ever recharge batteries.

    I refuse to comment on if I have something else planned, though.I've just sent the pr5b2 release candidate off to my beta testers. I'm going to give them a little time to play with it and break it before I release it to the general public, but it shouldn't be much longer now :)
    Posted in: Minecraft Mods
  • 2

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from PonyKuu

    And, Elo which tech level is Sonic Screwdriver? I mean... now it is just a screwdriver, but AFAIR, some cool functionality is planned for it, isn't it?


    I think it's supposed to be tech 3... I'm not sure though :)
    Quote from LazerRay

    Some real circuit boards do have gems and crystals in them, like a quartz crystal used for clock pulses. Not to mention the wire traces tend to be made out of some pricey metals, copper, silver, gold, and platinum. Minecraft with Red Power has three of those metals and I think Eloraam might use the gems she already has for more crafting items like how the sonic screwdriver uses an emerald in it.


    Actually LazerRay, the gems are intended to be the optical resonators for creating, err... laser rays?
    Posted in: Minecraft Mods
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