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

    Is there a supposed planned release date of RP2 pr4? And has it been decided whether it will be for 1.8.1 or 1.0.0?
    Also, where can I get the minecraft.jar file for 1.8.1? in case I need to backdate?

    And will creative mode be supported in pr4?


    Just within the last couple of pages was this answered.

    "When it is done" on the release date.

    It will be for 1.8.1 and maybe 1.0.0 later on, but 1.8.1 first.

    That is illegal to get a minecraft.jar from anywhere but the minecraft website/launcher itself, do not be stupid and ask for illegal things, can have punishment.

    There is however a program on these forums that can 'patch' a newer version to become an older version, look for that. The RP2 thread is not the appropriate place to ask about that.

    And as for creative mode, that requires new Forge hooks, which is upcoming, but I do not know if it will be in for PR4.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Kronix

    I disagree.. On my server (IC2/RP2/BC/Bukkit) rp2 ores cannot be used in advanced machines, they cannot be used for ic2 wire, they cannot be used for anything IC2 related. And vise versa, ic2 ores cannot be used to make alloys and such.

    Am I missing something? :blink.gif:


    You are running something outdated then. IC2 1.23, RP2 PR3, and Forge 1.12 and higher all support the ore dictionary, if yours are not able to be used for cross-mod recipes (using an RP2 copper in an IC2 cable for example), then you are rather out of date on at least one of those, and all of those versions have been out for quite some time now.

    The limitation is that you can use just RP2 copper in an IC2 wire recipes, or just IC2 copper, but you cannot, for example, mix 2 RP2 copper and 1 IC2 copper in one recipe, but many ways of doing conversions exist, the easiest of which is just to macerate *everything*, which converts it all to IC2s version.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from iNFiNiTeX7

    The ore dictionary makes this possible however, what your suggesting is completely unnecessary as anything an RP2 ingot can do, an IC2 ingot can do as well, and vise versa. Unless of course you prefer the look of the IC2 ingots.


    Not quite true. You can only use ingots of one type in a recipe, you cannot mix, ergo converting them all to one type can be quite useful for crafting.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    Actually, while I admit that the new Buildcraft wires are making me reconsider my original plan for RedPower (which was always to use a pipe-sized block that allowed wires to be placed on the sides - not the corners - before I just added bundled cables instead), the redstone tube is a design that just has redstone integrated into part of the tube to carry redstone signals. It's been on my plan list since before I laid eyes on BC3 :smile.gif:


    Those redstone tubes, will they carry a bundled version of redpower, 16 colors?


    Quote from Kronix&gonstackk

    Like I said one page back, you can turn 9 RP2 copper/tin bars into blocks, then turn those blocks into IC2 copper/tin via crafting table. OR simply use RP2 copper/tin ore in an IC2 macerator to make it into dust, then smelt to IC2 ingots.


    Completely expected and intended thanks to the ore dictionary.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from daedroug

    I actually find it much easier to mod in Mac, the only hard part was figuring out how to get an error log but once I got that down it's all easy peasy. Especially since you can just unzip the minecraft.jar and then put .jar on the end of the resulting folder and never have to rezip it back up again.

    Even easier on linux, they use the same apps, but everything is more easily found on linux (just in ~/.minecraft is all). ;-)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Stratagerm

    Another linux guy here. redhat->Debian->Ubuntu. I may have used a distro before redhat, but since it was eons ago I can't recall. So happy that Minecraft runs well natively under Linux, that was a factor in my purchase.

    RedHat eons ago, back when it was new, then Mandrake (isn't that called Mandriva or so now?), Gentoo a bit, bounced between Suse and a few others then, landed with Debian, then Kubuntu ever since (version 6 I think I finally settled on Kubuntu).


    Quote from Hydrogen

    I do know that it's not compatible. I just accidentally ran 1.0 because I had to test my friend's 1.0 server and I was a moron and forgot to swap the jars back :sleep.gif:

    Say! What a wonderful idea for a utility! Jar swapper! Automatically switches jars for you and backs up your worlds!


    It's a pain modding minecraft on a mac/linux computer. I wonder how notch does it, if at all :tongue.gif:


    Modding minecraft on mac/linux is dang easy, what are you talking about? All the best tools run on Linux/Mac (and most on Windows too)!

    Java still sucks as a language though. ;-)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    Yes, that's exactly what's going on. My development is done on Linux, so \n line endings are pretty normal for me.

    I think there's a flag that I'm forgetting to set that should localize line endings to the host platform, though. I know what it is in C, but I'd have to look it up in Java.


    Ooo, linux too? For years here as well, what distro are you using?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Degraine

    Well it's not exactly NO's 'fault'. It wasn't written with Forge in mind in the first place.


    Oh, well...curses you! *fistshake*

    Quote from Narzuhl

    While the optimal solution would be for NO use one of the forge hooks, that doesn't seem to happen anytime soon. But the author does supply source, so it should be possible to patch his changes into the class in addition to the forge hooks. I *might* take a look at that if I'm bored enough tonight.

    Quote from Degraine

    It would be really nice to have Nature Overhaul fully compatible with Forge. I mean, just saying. I'd appreciate it.


    The mod author does not care about compatibility with other mods is the problem though.


    Quote from iNFiNiTeX7

    While notepad++ is a good program, I still use regular notepad to edit all my configs and I never get any issues. I suspect it has something to do with people's computers or the method they are using to edit the file itself (adding spaces or failing to remove unnecessary spaces can cause issues)

    Edit: Nevermind that, it would seem whatever Eloraam uses to create the config isn't very friendly with the default notepad as it does not properly display the config as intended (its just a long line of text, it is not layered properly) So someone who isn't very careful could easily mess up the structure of the config if they edit it with notepad.


    Probably because it uses \n line endings instead of \r\n. Any even marginally decent text program can handle it fine; Notepad, however, is a piece of utter crap.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Jaycephus

    Alternatively, and I know this is a vote for a feature request and probably not a new thought, but how about 'allowing' the cutting of Light Blocks into slabs, panels, strips, eighths, etc., and then we could just plop down a Light Block piece as a little indicator light that something is powered. Oh, sure, 'allowing' Light Blocks to be cut and have them still emit light is probably more difficult than just setting a flag on or something, and we'd need the Blutricity current sensor to connect to the cable to sense blutricity and output a redwire signal to the light block piece...

    OK, really, I admit that I just want Light Block or Glowstone Block panels and strips. :wink.gif:


    I have to admit that light block or glowstone block covers, panels, strips, and more would be nice, even if they did not emit light (although it would probably cause bug reports from people that do not read).


    Quote from Quaksen

    It would seem that there's a slight incompatibility between the flax seeds and Nature Overhaul, with Nature Overhaul, I don't get any flax seeds from the grass at all

    Went to test it to make sure, and basically as soon as Nature Overhaul was removed, the flax seeds started dropping again
    (Don't know if it affects seeds from the flax crops when harvesting those, assuming that seeds drop from those, I haven't planted any yet)
    :smile.gif:


    Not RP2's fault, not Forge's fault, it is Natures Overhaul mod's fault, they overwrite 3 vital classes from forge when they should be using Forge's hooks to begin with, this was talked about in depth a few pages back.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from BrickedKeyboard

    I'm curious about how your release plans have changed. Since Frames are likely a very complex piece of code to make actually work (animations...optimization...and probably lots and lots of bugfighting) it sounds like it'll take you several days to implement them. If you plan on an SMP version of this mod for next release, I would guess you probably have another day or two of work after that to add support for your newest features.

    It sounds like you won't even be feature complete for pr4 until after the official release. Since the MCP team has put so much work into deobfuscating the prereleases and your Forge team has put so much into updating Forge...is it possible that pr4 will be for the main release version? Perhaps at least a week from Friday?

    And that's if a monkey wrench isn't thrown. While Notch hasn't said a word about finally releasing a modding API, it would be the work of 2 hours to create a SourceForge page and release the source like he's always promised...


    Has she had release plans? Where did she mention them?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    The one that really gets me are the people suggesting I nerf the Block Breaker - usually because of some interaction with another mod (usually EE, sometimes IC) that can devour cobblestone. Nevermind the fact that RedPower itself doesn't let you do anything with cobblestone generators beyond make lots of smooth stone. And yes, future versions of RedPower will let you make many other things out of cobblestone - the Crafting Machine will allow stone bricks, and the Pulverizer will allow generation of most of the nonprecious materials (sand, gravel, flint, clay, and their derivatives) - but those machines aren't free to operate and in the case of the Pulverizer specifically, it costs Tungsten to build one. I don't see anything especially game-breaking in allowing a well set up factory to farm basic building materials.

    Honestly the one I've been expecting to hear calls for nerfing on, but so far have not, is the Deployer. It's just such an overpowered swiss-army-knife of a block, I'm surprised that nobody has a problem with it.


    It is a bit, but it would be hard to tone down other than just removing inventory size, perhaps 1 inventory in size for the basic redpower one (or 2?), and the full 9 for the blutricity level of one?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    The buffer isn't instant. There are only 2 RedPower items that are - the Pulse Former, and the RS Latch (and even then, only the inout sides).


    Ah, wonder where I got that wrong, hmm, good thing I have not relied upon its timing yet.


    Quote from Stratagerm

    Oh, nice ideas! Noted.


    Very clean. And so small and cute!

    Unlike this beast:




    Or this guy (and no showing the even more massive glowstone things from EE):

    From Entrance to it (front-right):

    From front-left:

    From back-left (weird chunk issue on this one, the wire is actually synchronized, you all know how minecraft chunks work...):

    From back-right


    It is a 64 cobble gen, I eventually expanded it after these images were taken to 256 in size. In the stage it is at in the pictures with EE it generates one diamond every 4 seconds, EE was so unbalanced back then. ;-)
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Kreeper

    That's somewhat annoying when trying to sync the two halves of certain piston doors. >.<


    Signal transmitted along a red wire is instant, signal going through a gate (anything from a redstone torch or vanilla repeater at the shortest setting, which is just a not gate, to any of the number of things of Eloraam's And, Or, etc... gates) get delayed by two ticks, only thing that is faster is the Redpower buffer (instant, it pretends to be a unidirectional wire, and I think a pulse former does too?).

    Thus if you need to slow one side then just add enough delay to the fastest side so they match, repeaters (vanilla or redpowers) work well for that since they are adjustable.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    So, the Sorting Machine:



    Still have to add a few mode settings to it, though.


    Amazing looking, highly anticipate!

    Quote from Eloraam

    It can accept a tube (or you can eject items from a pipe at the input side, and it'll pick them up), yes.

    In inline mode, it won't sequence - it'll just accept any item listed in the GUI, at any quantity, apply the appropriate color tag, and send it out.



    It's exactly like Transposers without a valid destination. If you'd rather it do something else with overflow (store it in a chest, dump it into lava, etc), provide an overflow path. Color-tagged items will pass through untagged tubes, so if all the colored destinations fill up, overflow will pass down the untagged path also.


    A question though, say I have a set of sorters sorting to all 16 colors, overflow heads to another set of sorters to sort among 16 colors and so forth, say a color's endpoint gets full on the first one and it goes to the next set of sorters, will those sorters remove the color tag on that item so it can then proceed all the way to the end, or will it keep its color and get intermingled with the next set? Will there be a way to remove color tags if the Sorter itself does not remove them? If I have, say, 2 Sorters side by side with a single tube running to them all, and each tags colors for all, will they all just funnel into the first one, in other words will it act as an endpoint only for items it tags and all others will be routed to the side? If so then how do we clear a color tag? Etc...

    Quote from a531

    thanks for the replies on the compatibility of the Forge mods. I remember the first videos on the Forge API and the interoperability btwn. the mods.

    Redpower at one point had a redpower pipe compatible with BC pipes.

    I thought there was more cooperation btwn. the modders to allow seamless interoperability btwn. their mods using the Forge API.


    Except Tubes and Pipes act very differently, there would be no easy mapping between them. Hence a Transposer/Pipe and/or ObsidianPipe/Transposer and/or chest can map between them easily in a defined boundary.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from TheEnlightened

    The Show Must go On. it must it must it must!

    With that said... eta of pr4?

    +12 hours every time someone asks would not surprise me.
    Posted in: Minecraft Mods
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