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    posted a message on CraftGuide v1.7.1.1
    Quote from Oswarlan

    why would it be? millenaire (spelling?) and ic2's recipes show up... unless you mean how RP2 uses meta-data for almost every item, in which case it would probably still be possible, although with more work

    On the off note, RP2 (and other mods are moving to this as well) *does* use meta-data for almost every item, including smeltables.

    Also, when you do add SMP support then would it be possible to add a configurable lifespan for the book, so it can only be opened so many times before it vanishes and they have to remake it?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    It does exactly that. It's just that since it can go 255 blocks, most people assume it doesn't. Unless, of course, they try to power it from regular redstone dust... But that's silly. Who does that?

    Mostly unrelated, but I'm really enjoying taking a couple days break to just play Minecraft. A village I built on an SMP server (the machine I posted last time is in the second building down on the left):




    Always welcome on my server, just a couple of friends (and the brother of one) on a 3.4ghz 6-core server (with a online map generator running on 4 cores at times, the rest is free for kernel tasks) and 16 gigs ram, it handles it well. Sadly I am rarely on it (too much work), but am usually chatting in the server console.


    Quote from TaeoG

    Neat! I'm currently building a minecraft server for myself and my friends, here's hoping the bukkit port of RP2 works well. If not I'll have to run a normal server, but from what I understand they're not nearly as good. I've always done bukkit in the past.

    Quote from Oswarlan

    oh yes, bukkit is infinitly better, however, 1.8 vanilla isnt to bad, ive not had any troubles with it on my server

    Oh how I miss bukkit, it uses more of my cores, seems less laggy to the players, etc... Both are stable for me though.

    Quote from TaeoG

    as far as I know, the minecraft server, like minecraft itself, runs in one freaking thread. In this day and age when even phones have dual core processors, why the heck does mojang not break the work into different threads?? It would be a shame if I put the time, money, and effort into putting together an 8 thread processor and 16GB of ram just to watch 7 threads sit idle.

    Which is why I want to remake the server, if I had time that is...


    Quote from Oswarlan

    hopefully they fix this in 1.9
    regardless, setting off 18 IC2 nukes at once didnt affect my server even a bit, (i got client lag from 102301923102930 items on the ground, but w/e), so it runs fairly well
    edit: lol, those 7 threads may site idle, but MC will eat up that 16GB like your starving it :smile.gif:

    And that was no doubt just a network throttling issue. :wink.gif:


    Quote from BrickedKeyboard

    Well, if you have run that machine for a while, you probably realize how unbalanced it is. I got 15 diamonds from a similar contraption this weekend, running it afk for about 5 hours. Also, I received a couple stacks of iron and stacks of other resources.

    I edited the code for my server's version of IndustrialCraft to increase the energy cost of recyclers by 10 times and to make the good loot appear about half as often.

    Still, the real fix for this would be to nerfbat your block breakers. I'd like a config file option to make the block breakers have a "recharge time" please.

    Oh my old server with RP2/IC2/BC/MF one of my friends made a contraption that feeds a fairly massive cobblefarm into a number of recyclers, which pipe to an auto-crafting table (like 4 I think, those things cannot keep up) then to a deployer, and the result is sucked up into a Transposer, you should see how fast that worked, and it does not matter if you nerf the time, people will just build 'more'. Besides, diamonds are eaten up by IC2 (especially MFSU's) like they are going out of style. Kind of wish we had EE to add more end-game stuff, dark matter block houses or something. Really cannot wait to see what Eloraam has planned.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Shindoukun

    Yes, I just finished the setup Kryy posted, and DEAR GOD THE DIAMONDS!:tongue.gif: I made a system a few hours ago that nearly killed my computer....I have 20 GA's set up, I decided, why not have them auto sort to a 4 GS to coal to an IC coal compression setup, 7 GS to a mobius fuel setup......well.....I had an entire alch chest FULL of GS I decided to jump start the system with....I flooded 4 chests with redstone waiting to be turned into coal, and 2 chests with redstone waiting to be turned into mobius fuel....came back 5 mins later to 25 stacks of dust on the ground. Damn near killed my game, but all hail 16 gigs of ram, with 8 devoted to minecraft.....a lesser machine would've shot itself in the head.......took it about half an hour to catch up, even with me shutting off the supply.


    Heh, sounds similar to what I did, although I have 32 GA all pumping into (first a BC crafting table to convert glowstone to glowstone dust at a 1:4 ratio using the pstone, then pumped into) a chest with alchemical chests underneath and offset (so they do not fill up themselves) with watch of flowing time evenly distributed to speed them up, that chest is then pumped from to fill a chest that is in front each GA, between that chest and the GA is a transposer that is ticked with a timer once every 36 second exactly. It is completely self filling, does not push glowstone dust into the output slots (since it is timed perfectly), and the overflow after all the chests are full are going into further chests to be used in other things. All in all, at any given time, I have 34 single-size wood chests full of glowstone dust and 4 more single wood chests and 6 alchemical chests full of glowstone. It is a bugger of an issue to work around the crafting table overflowing since BC does not handle that like RP does (I *SO* cannot wait for the crafter in RP). I have an on/off switch to turn off the 36-second glowstone refilling when I want to stop it. And yes, I built it like that back in PR2, so the nice little bug of things ejecting when all points are full was... well, I would get a few inventories full of glowstone dust littering the place in a split second when that happened, and yes, 16 gigs ram here with MC set to use 8 as well, love it, only lagged me down to about 20fps.


    Quote from malfunctionMC

    some searching in this very forum would have shown the light sensors coming up as part of the sensors pack.

    However doing it by the solar panel does make sense for a 'daytime' sensor, since it makes power during daytime, however if we can get a redstone current for a power detector then we could build that directly without needing a dedicated daytime sensor. And yes, a light level sensor is coming anyway, but the above description could provide a very nice 'daytime' sensor, especially if it does not work in the rain (since mobs can stick around in the daytime while it is raining), would make a good sensor.


    Quote from bonesy1134

    Ah right ok. This doesnt affect the use in EE does it? i did try RP ores in EE furnace and it didnt accept them.

    Quote from bonesy1134

    Just as i thought. Cheers Airwolf.

    Quote from ssalogel

    If it's solved by adding meta data sensitivity to the furnace, it will be fixed in the major update that should come soon (next week most probably). If not, I don't know.

    It is caused by EE not supporting meta-data blocks, it has nothing to do with the ore dictionary at all.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from ssalogel

    Is it on purpose that the wood panels don't burn?


    I notice that rubber trees do not burn either, is that by design? If so, here comes fire-proof wood house without using stacked slabs.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from cyberife

    Is there a wiki for Redpower ? Something that shows the items and how to use them . I can get the recipes from the recipe book, but I am sitting here with yellow tubes between two chest, trying to figure out how to make it work . Thank you for any help.


    As is linked at the very top of the Eloraam blog post about the PR3 update, the link to the unofficial recipe list: http://nemesis.evalq.net/RedPower2/recipes.html
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Kyyshrrk

    You could use secret switches as a place holder until the arrival of RP-sensors.

    That is SSP only, the primary use of this would be for SMP, thus this would not help. Does anyone have any other ideas?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    In the realm of "huge projects that I'd like to do" is a rework of Minecraft's chunk handling system, to make long-range anything possible. The way SMP handles chunks is ... well, it doesn't lend itself to these sorts of systems. Something for the future, though.


    The BuildCraft Teleport Pipes mod uses a file to keep certain chunks loaded, perhaps you could use it as well and have any tubes with 'stuff' going through them force chunks to stay loaded, or if anything starts to transfer through then force keep-loaded any chunks on the way, make it a config option and warn the user to increase the memory to Java of course though (my Minecraft server has 16 gigs to play with so it would work for me).


    Quote from Hydrogen

    Hmm...something like this would be a great addition. Maybe tech 2 technology?

    http://www.minecraftforum.net/topic/557804-173-the-redstone-gate-v10-alpha2-block/


    If T0 is vanilla Minecraft redstone dust, T1 is redpower wires and logic gates, T2 could be (Field) Programmable Controllers, T3 is full computers?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    Oh dear. That mod has come a long way recently.

    I just know I'm going to get people telling me I shouldn't be making my own lasers too, when I finally get to the Lasers pack, because there's already a mod out there.

    Not that that'll stop me, of course.


    As it should not, you just seem to do everything 'better'. Plus the fact it interoperates with your other hoard of things in RedPower is vastly better then a lot of disjoint little parts (as IC2/BC/RP/BTW/EE/etc... are when all are installed together). The more you can subsume into yours in a better way of what any/all interesting mods have, then all the better.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I have a (EE) glowstone farm being pumped out by tubes into about 40 chests, when the chests are full the tube stops pumping out, but the few hundred in the tube system 'at that moment' just pop out right there, so I get a room covered in a few hundred glowstone block entities on top of all the tubes, is that supposed to happen?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Leadingzero

    I hear you. I learned my first assembly language on the VIC-20. I was 12. I recall the basic husks POKEing assembly programs in via the comma delimited DATA statements, then the subsequent 'SYSTEM' call. Or was it SYS? I forget. Did you type in programs with a COMPUTE magazine propped between your computer and your TV, followed by pencil checking off each number to find out which one you mistyped after the first run failed? I guess with the C64, you probably didn't have to endure ">LOAD <RETURN>" ... "PRESS PLAY ON TAPE"

    Ode to the days when you could fit all that was to be known about a computer in your head.

    Are many people on this thread as old as I am?


    I am a child of 1983, when I was 3 or 4 or so I got my fathers Commodore Vic-20, played Gorf and a few other things for a few years, with a bit of learning Commodore BASIC on it. Then when I was 6 my father found his old box of accessories, the tape drive for it (I COULD SAVE FINALLY!), and an expansion cartridge that added 16kb with an assembly programming interface, along with a crap-ton-thick manual all about assembly programming (well, it was thick to me then, was it really that thick? I could barely lift it). It has all been downhill after that, spent every spare moment of my life in front a computer ever since. I never knew about any magazines with programs that you could type in until I heard about them when I was 20 or so, so I never had that experience. I learned by POKEing and prodding things, seeing what did what, all with that assembly book for the VIC-20. I eventually got an IBM XT-8088 and starting learning Pascel on it a bit, but leaned toward C and been learning that ever since by the time I was 8 or so. C++ is my primary language, absolutely love it, but I know a little of every language (love Erlang as well, look it up). So yeah, I am one of such people here as well. ^.^

    I still have my old Commodore Vic-20 and IBM XT 8088, I should boot them up again sometime...


    Quote from malfunctionMC

    oh yes...

    When computer magazines always came with free games... that took you a week to type in, that then took two-three weeks to try to debug until the next issue came out with the missing sections of code :smile.gif:

    When saving and loading software meant audio tapes screeching at you for 10-15 minutes, only to throw an error at 98%... (people moaning about 10-20 second loading screens need to be sent back to the 80s... :smile.gif:)

    God i'm old... when did i get old... :smile.gif:


    Bah, not old, if you are old then I am old, and I am not old yet, old is like... 80!

    I never got the magazines, never knew about them, would have made learning programming a lot easier...


    Quote from Eloraam

    Well the Filter is an upgrade to the Transposer, but you'll notice that the Filter also has a capability that the Transposer does not, when the filter slot is empty - pulling an entire stack from a chest in one go.


    Ooo, it can? That would vastly simply a thing I have right now (have 4 transposers pulling from a chest just to keep up with something...).


    Quote from Eloraam

    I'm a child of the 80s, I remember 8-bit machines fondly :smile.gif:


    Oh how much I do, memory was so easy to handle back then.


    Quote from RCRotorHead

    My first computer was an IBM PC XT. My dad and I purchased it (I paid half) for $5000 in the early 80s. It had 640kB of RAM, no hard drives, two floppy drives, and an EGA monitor (16 colors!). I taught myself BASIC, assembly, Pascal, and Prolog on that machine. (I learned Prolog because I was trying to write a natural language processor ala Infocom games.) I'm one of the 'old farts' on this list too I guess. :smile.gif:


    Same as mine, although a few years after I got it I managed to get a 10 meg (yes, meg) hard drive for it. Otherwise same as yours. :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    In SSP or SMP? If SMP, Forge 1.1.1 or 1.1.2? If you say "SMP with 1.1.1", I'll tell you to get 1.1.2. If you say anything else, I need lots more information, because that kind of bug is serious and I need to get that fixed.



    RedPower Machine is still a new and fast growing part of the mod. There are a bunch of changes coming in RP2pr3 (which should be out in a day or two), potentially including a whole new block, and I have 2 or 3 more blocks planned.

    I'm considering making the passive functions of Transposers shut off when powered, effectively acting as a valve. I was planning a new Valve block, but considering the fact that I have to duplicate most of the Transposer functionality to do it, it would just end up as another Transposer variation.

    Unless someone has a good reason why a powered Transposer should continue performing passive functions (moving piped items or input contact items), I think that's likely what will happen. Perhaps even for pr3.



    There's a new change in RP2pr3 (not out yet, but in the next day or two) that makes something similar the *default* behavior for tubes. It's a little tricky to use and there are some caveats, but here's a rough outline:

    Tubes will alternate which output they check first every time they route an item. This means that EQUIDISTANT paths out of a tube will get a fair allocation (like a distribution pipe), so long as none of them stuff up and all items come from the same side. It's not hard to force paths to be equidistant - you can add a bunch of Transposers to the end of a tube, or count the number of tube links on the path, or several other choices.

    Now it's still using intelligent tube routing, so if one of the "fair" outputs gets stuffed up, all items that would have gone that way, instead go towards the first available valid destination. In the case with 3 outputs, for example, this will result in it going from 1:1:1 to 0:2:1 (or 0:1:2) when the first output stuffs up. There's no easy way to fix that, but it's more or less fair now, so I'm not so worried.

    If you need better than that, you'll have to wait for the upcoming Sorting Machine, the Tech 2 variation of the Transposer/Filter. I have some pretty cool technology planned for that one. Or of course, you can use chests and Transposers. That's always an easy solution.


    Technically, is there any reason to have both a filter and a transposer? If the filter has no object in its slot then couldn't it just act like a transposer anyway, else if it does have an item then it acts as a filter for only that item? Would love to see a way to negate the filter too, let all items pass 'but' an item or two, or perhaps a filter with a much larger inventory area as well (Tech2?).
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Xetian

    I'm trying to set up a cook-house for public use on my server. The goal is to throw cookables into a chest and have them automatically be cooked and then added to a "products" chest. I've tried all sorts of combinations of timer, RNOR, Sequencer, and toggle gate, but I can't seem to force it time the way I want it to.

    It needs to input to the coal chest every eighth input to the loading chest. I can't use a sequencer attached to a timer because timers reset when powered (I thought they just pause), and I don't know a way to pause a sequencer so it would be slaved to the first's timing.

    Anyone have any input? Should I just load the furnace and pulse it with the other 2 transposers while letting tube logic know when a pulse to load the furnace wouldn't work?

    Picture in the spoiler to help visualize my needs.



    Personally I would just say to 'always' push coal into it, tubes will only transfer items when there is a destination for them, so if it is full then no coal will transfer. This is not like pipes that can overflow, tubes are much smarter.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    @Eloraam: I am curious, there is all this conversation of the overhead of redstone mechanics in game processing time (which I have experienced myself as well), why not instead of doing it in-blocks, you create an entire directed graph in memory, could be very well compressed and hella-faster, just keep a record of nodes (blocks) that need to update the gamestate as well, which can be scanned for by any blocks that need a redstone update tick. Only update visuals if in visible range of course, keep all actual state processing in the graph and optimize for fast processing, then the people who want to create those complicated contraptions (as long as they do not use redstone, or much of it anyway) could potentially handle their 1024 bytes of ram or so...
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    I have been using HarvestCraft (and its previous parts) in SSP for a while now. But since they are MinecraftForge based now, is there any status on a potential SMP version so I can add to my MCForge server?
    Posted in: Minecraft Mods
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