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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from HeadHunter67

    A powered rail will only launch a standing cart if there's only one direction for it to go - that means it needs a solid block behind it. If there's more rail instead, it cdan't decide which way you want to go.

    Railcraft has smarter ones.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    Actually my plan is only to power the interface blocks (the magnetic accelerators). The nearly frictionless cushion of induced magnetism will then let your items sail on at high speed through the network.

    Does the speed get reset if they pass through another block like a sorter/transposer/whatever? Do they have to be slowed down before they enter such blocks or do they cause the block to go boom? Of course I am not trying to seed ideas! No clue of what you all speak of!

    Quote from Catmando

    Eloraam, I've heard rumors you're planning sloped blocks. True or false? I'm really curious because I've been playing around with subblocks a lot recently in creative mode and the more I experiment, the more I wish I had slopes to complement everything....

    I heard speak of it earlier, it would be quite nice for sure.


    Quote from Benie

    I hope someone can help me. I'm also using Railcraft.

    I'm trying to set up a thing for my transit system when a cart rolls over a Detector (Any) block, it will send a signal to the Boarding Rail to launch the cart.
    But that signal needs to be delayed for about 10 seconds. to allow a player to board and/or leave the cart.

    I'm using RedPower2's Logic mod, and I have NO idea what the hell I'm doing or how to make this work. I am such a noob at Redstone. I don't know what gates to use or how to wire them.
    Here's an example of what I'm trying to do. Currently I got a Timer. I was hoping when a cart rolls over it, the thing would spin around and then hit the wire to launch the cart, then reset. But apparently there's more to it.


    You do not need anything special for that, you can use a *lot* of normal vanilla repeaters, or much fewer redpower repeaters, or you can use a timer and a latch, few other ways you can go. Since you are so new, I'd say use a few redpower repeaters.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    Well now that's cute... I don't think I can really do all that much to prevent it, and I'm not sure I really want to.

    Magtubes will likely be about that fast anyway.

    Ah, so that is what you have on mind for faster tubes, I like. Assuming it will require a magnetic field generating tube that is powered by blutricity along the whole length? Would help a lot in a skeleton mob spawner I found many many many chunks away (oh how I wish mob spawners spawned creatures when players were not near up to a certain limit of mobs nearby or so... >.<). Current tubes take quite a while to get the bones/arrows to the home base, but at least I can just idle near the mob spawner when not busy to keep it active.

    Hmm, any chance of changing the mob spawner spawning radius to be a spawn-while-not-enough-mobs-are-near only thing?
    Quote from Eloraam

    You know, that's a really good suggestion.

    See, there's a problem with making the sorter damage sensitive - there are thousands of possible damage values for some items. On the other hand, simply separating them into "damaged" and "undamaged" is an easy workaround that feels very intuitive. I've added it to my work list.


    Instead of specifying such things by exact value, why not by ranges? You could have a slider or so to specify, but let them specify a damage range match with the item, defaults to the whole range for current usage?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    The bugs were triggered by an ABI change in Forge. I have to push a new version of RP to correct them.

    I caught a cold on the way back from vacation, so it's slowing me down, but I'll be getting that out soon, I hope.


    Focus on getting healthy first of course!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from harley9699

    Had a couple of questions so I know what to look for: 1) Know the nikolite is only dropping one (instead of 4) with 1.2.2. Is that forge or RP? 2) Read through all of the flax problems. However, most people say in their world that the grass doesn't drop the seeds. I get the seeds fine, but after fully grown, the flax then drops nothing (no string or new seeds) . Is this 1.2.2 or RP?
    I finally switched to 1.2.2 (1.2.0 previously) to run IC2. Thanks for any info.

    As for the flax, it is a 1.2.2 thing, that should already be fixed though, unless you are using bukkit, are you? If you are then this is not the place to speak of such things. Remember, if you use bukkit then test without bukkit such as in SSP, if you have the problem without it then report here, else do not. If you are not using bukkit then you have a bunk version of 1.2.2, upgrade it.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Toez

    Do bookcase microblocks work the same way as normal bookcases in regards to enchanting?


    I would highly doubt it since they exist in mostly a tile entity state, so assume no unless Eloraam says otherwise.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from xDubba

    3 words: BEST MOD EVAR!
    but.. could you please make the wiring and all the plates and half-blocks separate? Because I only want the wiring, lightning and logic, not all those half-blocks.

    What half blocks and/or plates are you speaking of? Redwire, slabs, panels, etc... are all the same block type (micro-blocks), but half-blocks themselves are part of normal Minecraft. Slabs and its cut-down parts are all part of Core and form the basis of the microblock system (how redwires work), redwires depend on core. If you do not want them though then just do not craft them, they all depend on a saw, do not make a saw.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    I'm going to cut there for good measure. Honestly, I was planning to add a set of powered tools all along, but I've currently made a compromise with Alblaka to hold off, at least for the time being. We might talk about it later, but for the moment, there won't be any powered tools in RedPower.

    On the other hand, I've said no such thing about weapons. Anyone notice that sprite stuck on the end of items1.png? :smile.gif:


    Aw, saddening... :sad.gif:

    I plan to soon use a complete RP2 based energy system, so if I need to rely on IC2 for things like macerators and tools, I *really* want an energy conversion system, although no need as of yet until Blutricity is more fleshed out of course.

    As always, truly amazing and awesome work you do!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Cattor

    Doesn't a Sorter see another sorter as a valid destination? I was trying to build an automatic item processor/categorizer, but I couldn't send the items to another sorter(2nd) with last if(fits-no-groups) option of the first sorter. It just gets stuck within the sorter(1st). (the color codes of the pipe does match) I needed to add a chest/transposer duo in between to make the system work.

    Do you have any other suggestions?


    Need a pipe in between each and every machine.


    Quote from Pronyma

    Thank you, Eloraam, for making Red Power. I can build as I see fit now.


    Ooo, that is beautiful.


    Quote from Ares405

    Ran into a bit of a problem, there seems to be a conflict between Forge/modloader/modloadermp cant play with custom textures without modloader, and can't play with RP without either...any ideas to help the noob? lol


    Forge overwrites some Modloader and ModloaderMP classes to add functionality. Quit using things like MCPatcher that are not smart enough to realize that and hence break your install.


    Quote from Hyomoto

    I was a bit disappointed with the paint however, I thought it would let me color wood blocks and I have a question related to that. Did Eloraam ever address why she made 'paint buckets' instead of just using the regular Minecraft bucket?


    Oh but she has already hinted at being able to paint any non-tileentity block. ;-)


    Quote from Cattor

    Hmm...

    Isn't this setup supposed to deliver everything thrown at the transposer (left) to the chest(right)?

    The setup:

    Left sorter:

    Right sorter:

    The items just get stuck in the transposer.

    EDIT: Adding a tube between the transposer and the sorter seemed to fix the problem. What does the pipe change?


    The *tube* adds 'time'. Without the tube then items would transfer instantly between all, tubes are required as connections.


    Quote from Eloraam

    Those are terrible examples. That's like saying that RedPower is an Integrated Redstone clone. Those games were all made by the same people! :wink.gif:

    Now if you'd said that, say... Duke3D was a Doom clone, then we'd be getting somewhere.


    Uhm, right, not still playing Doom... *hides the jDoom binaries*. Of course I'm not, err, still playing Doom... And that sprite tucked away at the end of my items1.png file doesn't resemble the Doom plasma gun even a little bit. Nope.


    *whistles while playing doom on phone*


    Quote from Eloraam

    So since this question became a thread, I'll answer it.

    I'm hoping to get the Pulverizer ready for pr5 (no promises), but I've made a compromise with Alblaka at the moment so you won't be able to double your ores using it (it has many other uses in RP that are actually integral to the tech tree).


    Aw, what about adding in the ability to double the ores if IC2 is not detected? I have been liking running RP2 by itself...
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Yu_Ping

    I just fresh reinstaled minecraft and redpower, but some recipes are not working, like smealthing tin or copper.

    Anyone know how to fix?


    Usually a bad Forge install, be sure to install them correctly as such:
    - ModLoader into the jar, overwriting as necessary.
    - ModLoaderMP into the jar, overwriting as necessary.
    - MC Forge into the jar, overwriting as necessary.
    - Nothing else into the jar, or if you do, BE SURE NOT TO OVERWRITE ANY OF THE ABOVE FILES.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from TheEnlightened

    I would pay for redpower if Eloraam wanted to sell it for profit - right now i am short on cash, or i would have arleady donated (sorry elo)

    But i do use your adfly links, hope it helps a little bit :smile.gif:


    I will probably do so later, or maybe automate adfly plus clicking the link to run in the background while creating a new cookie container every reload to prevent any issues like that...


    Quote from Narzuhl

    Hey, I've updated my Faithful 32 texturepack additions for RedPower2 PR4 for Minecraft 1.0 - get it here. All items, textures and GUIs are included.

    Also the recipe list should be up to date again: http://nemesis.evalq.net/RedPower2/recipes.html


    Always appreciative of your advanced recipe list and your videos! I plan to give the Faithful pack (with your additions) a try here soon as well.


    Quote from ljdp

    Am I allowed to decompile this so I can make my own mod which extends red power?
    I don't mean changing the mod files but knowing which methods I can call.


    You can ask her, but she always says no, reason is that she does not want anyone to make something that she might later implement as then she would step on all sorts of toes.


    Quote from Jaing_null

    Hi!

    My friends and I are making a modpack and we'd be honored if you let us put this mod in it? We have a readme that would direct the people to this page so that you would still get traffic and people reading it because we do not put any recipes/spoilers in the modpack itself. Tell me what you think!

    Thanks!
    Jaing


    Ask her directly (her blog is best), as long as you do not distribute except amongst a very small group of close friends, she 'usually' does, just ask her kindly, and remember that she is now on vacation and will not be back for up to a week.


    Quote from SOTMead

    Lulz. Yeah, how dare anyone do exactly what Eloraam did to the Minecraft classes!

    You'll notice that the actual terms say only:

    And that doesn't even go into whether anyone can extend it. Which would be hard to prevent, for one, and with the other big mods there are precedents for people doing just that.

    Best just to approach Elo and have a conversation about it.


    She still has always denied it in the past (except for one mod, and that was just to add cover support to that mod that was unrelated) for the expressed reason that she does not want to step on any toes if they make a mod similar to something that she is going to implement. She has a rather monstrously large list of things to implement and she has only told us a very small percentage of it.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from BrickedKeyboard

    I always assumed that the blue ingot you use in the recipe was doped with impurities, causing it to have electrical resistance.

    Then shouldn't the blutricity wires have a lot more resistance and generate heat as well? ;-)

    Maybe that explains the huge line sag in PR3. ;-)
    Posted in: Minecraft Mods
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    posted a message on [API] Minecraft Forge
    Quote from power crystals

    I'd love to but MCP is not cooperating; it seems to be using a very old copy of 5.0 and even methods like isBlockNormalCube are coming up with the func_#####_b format so running the patcher generates a staggering number of errors. Is anyone else having this issue? Running updatemcp does nothing, but there are apparently mods built using the unofficial r142 build so someone somewhere apparently got it to work.


    What do you mean updatemcp does nothing? Can you run it and post the result? This is what I see, and it fixes the above problem quite well:
    > ./updatemcp.sh
    == MCP v5.0 ==
    == Updating MCP ==
    No new updates found.

    I am already updated though. ;-)
    Quote from Rikardov

    It is most likely because you're installing the forge in your minecraft.jar.
    The for CAN NOT be installed there, you have to copy the forge zip to your mods folder, forge uses 3 of the same classes modloader uses so if you copy it to your jar it will damage your modloader.

    Uh, what? Forge needs to go into the minecraft.jar, overwriting any files already in there, including modloader ones.
    Posted in: Minecraft Mods
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    posted a message on [IDEA] Unified Modding System (U.M.S)
    Quote from MineT3485

    Yes, it will be sufficient API as a bukkit, modder don't have to decompile jars to start the work.


    Just as CraftBukkit does with server mods, and SpoutCraft does with client mods, a custom classloader can load and unload mods on the fly, without needing to restart or install anything. The latest SpoutCraft launcher, as an example, uses a custom classloader to selective load parts of the minecraft.jar while using altered files in other places, hence no files need to be overwritten in the minecraft.jar, and it still allows mods to overwrite things if exposed and so forth. It seem SpoutCraft (CraftSpout?) is already starting to do much of what this thread is talking about, all in a custom launcher and file patches that need the user to do nothing but just launch the launcher.
    Posted in: Requests / Ideas For Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from BrickedKeyboard

    Is there any reason we will miss BTW? I just skimmed the recipe list (I have never played BTW because it was never SMP, and I generally don't play single player mods because I can't share anything with anyone).

    I see almost nothing that either isn't in Redstone Power right now, won't be as soon as Frames are in, or isn't in IC2. No wonder Flower Child is rage quitting Forge : Eloraam's programming skillz have replaced him. There's a bunch of things in BTW that RP2 has a better version of.

    The ONLY thing BTW has that I think is cool is the great looking water wheel and wind mill. Shame that he didn't bother to model mechanical torque in an even semi-realistic manner (torque available is considered infinite). Sure be nice if RP2 could have the models for those items for the RP2 wind and water generators.


    BTW was actually a pretty good (if a bit slow) build-up in technology that would actually work pretty well between vanilla and most of the new RP2 stuff, not just the wind/water generators.


    Quote from HeadHunter67

    I think that's one area that definitely outshines the IC2 implementation. Even though the torque may be unrealistic, it is more sensible than the way IC2 generates wind or water power - and looks much nicer to boot!

    I never got a chance to play BTW - I was planning on adding it to my BC/IC/RP world but now that seems like a dead end.


    Yeah, IC2 has too many magic-blocks-that-do-everything, although even one is too many to me... >.>

    Quote from Degraine

    That's really impressive, I like the look of it a lot. Although it makes me wish for a terminal of some sort that you can use to pick a floor instead of using an entire block to designate a single destination.

    Maybe an RP2 computer interface later? ;-)


    Quote from Degraine

    There was really only ever one thing that attracted me to BTW, and that was the windmills and waterwheels. I liked the concept of multi-block machines like the cauldron and kiln ('block interactions' I believe is the term?) but their implementation didn't appeal to me. Outside of the Technic pack I've never played with it.

    I actually really liked the cauldron/kiln/other_things, it does sadden me to lose them, but it is primarily FC's loss, something will come out to fill the void between Vanilla and RP2 technology eventually, even if it is more lower-tech RP2 later on (who knows), and it would be really nice if it integrated into RP2 well.

    Who knows, someone may end up making a mod designed to work with and to fill the space between vanilla and RP2, perhaps with kinetic power. The two things that bug me in RP2 (was one thing before Eloraam mentioned the Deployer over-poweredness. ;-) ) is, first, the Deployer being able to do the right click function of, like, anything. I love it, truly, but in my opinion it should be *much* higher up the tech tree (getting into that realm of doing-many-things-in-tiny-space thing). It would make more sense to have more dedicated things for low level, like a 'deployer' that could pull a string inside of it or something, that could allow you to, as an example, mount an IC2 laser in it and run the string through the trigger to pull it, or a simple crankshaft gear to do something like till or use bonemeal or so (hmm, perhaps that void could be filled by a mid-range kinetic mod...). The second thing that bugs me is, well, a lot of the blutricity, love blutricity, but it seems to 'jump' a few technological tiers like the pneumatic system does too, take the alloy furnace, it takes no heating element (which would be *so* inefficient anyway at that tech level). I like building more complex technology out of lower tech. Still love it regardless though. :smile.gif:

    And of course I have not already started looking into making something like a kinetics mid-tech-level mod, nope, not at all.
    Posted in: Minecraft Mods
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