As there is a rather large amount of misinformation and name calling around, and in an attempt to actually be logical amongst this group, here are some basic descriptions and information.
Jarmods - This is a class of mod that edits base files, whether they use an API like ModLoader or Forge or SomethingMythical, if they make base edits, they are a jarmod. Since a jarmod edits base files it will inherently be incompatible with other jarmods that make edits to the same base files, even if those edits are for a different purpose. In essence, any mod that makes base edits is actively not caring about compatibility as the very act of making base edits means that the mod *will* be incompatible at some point.
ModLoader - Is a jarmod that acts as a very thin API making a small amount of base edits to allow mods to achieve adding in basic classes such as new blocks or items and so forth. Its API does not allow for a good deal of functionality, hence why many ModLoader mods end up turning in to jarmods, and by doing so they instantly lose a great deal of compatibility. This is not an open-source mod and has no license that allows distribution, thus you require authorization directly from the author to redstribute. In essence, a mod can make calls 'to' modloader to do something in the base classes instead of needing to make those changes itself. Without modloader you could only, for example, have one mod that adds new blocks since they would conflict otherwise (it is more complicated than this, but this is the gist of why it exists).
'Clean Mod' - is a set of classes that are loaded by some form of mod loader, that then make callbacks to a mod loader to perform functionality within the Minecraft system, such as registering a new block type. If a mod starts to make edits to base files due to the limitation of the mod loader it is using, it then is no longer a clean mod and becomes a jarmod, thus losing potential compatibility with anything that edits the same base classes.
ForgeModLoader - Is a jarmod that performs similar, but different functionality to ModLoader. It does do everything ModLoader does, but it is a clean room implementation (meaning it was made only be seeing how mods 'use' modloader, but without looking at modloader itself) of modloader, however it also adds in higher functionality. One of its defining characteristics other than adding a few new hooks above beyond ModLoader is the concept of a 'coremod'.
FML CoreMod - Is a type of mod that can be loaded like a normal mod, however it makes minor edits due the java class bytecode for only what it needs. Basically this allows a mod to make a base edit, without actually editing the base class files. Since coremods are to add their own custom hooks it should always remain compatible with any other coremods. Jarmods, since they edit base files themselves, are still wholly incompatible due to the poor design of such a mod.
Given these definitions, it should be obvious why any mod that is a jarmod is inherently of poor design since it would not remain compatible with anything else that edits similar base classes. Thus it makes sense to create a set of hooks to let multiple mods interact with similar functionality to the base system, and since you need a hook to begin these classes to load you would then create a loader as well, hence a Mod Loader is born. The single-authors Mod Loader's capabilities are highly limited since it cannot possible fulfill the desire of every single base edit of every single mod out, thus a group of mod authors come together and combine what is needed to make an expanded set of hooks, hence Forge was born. Forge allowed any modder to submit new hooks, and after cleaning them up and making them properly generic for maximal usage the new hook is then added to the ecosystem for use by any and all other mod authors. The other mod authors, by seeing what hooks are available, get new ideas for new gameplay mechanics and it drives creativity even higher. However these hooks, although useful in preventing base edits and encouraging compatibility, still do not let the mods properly work together as there are a multitude of ways to access inventories, a multitude of identical blocks such as new ores amongst the mods. You then start creating compatibility layers on top of the hooks to allow for identical things in different mods to be treated as one, such as the Forge Ore Dictionary, which allows for any block or item to be registered by a unique name such as 'ore.copper' and any other mod that has a copper block can use yours and vice versa with no extra work required, thus increasing compatibility even further. These layers help reduce a massive amount of programming that would otherwise be needed by the modders by consolidating it in to a single, useful location, thus saving time. More ideas such as this are thought of and included and it spurs creativity even further.
Now, say there is a mod that edits a base class that forge also uses, by this mod being so poorly made so as to use a base edit that suddenly prevents an entire eco-system of mod authors that work well together from running with this mod, all because this one mod was not made well enough. Not that it is a big thing in any case, there are many mod ideas, and many programmers, and new ones coming all the time, and with the information available it is quite obvious that proper programming methods help let everything work together. In essence, just staying away from becoming a jarmod means that you should remain fully compatible with all non-jarmods, which is good, since jarmods themselves are not compatible with other jarmods either.
The question of bloat is also an odd one. The API's exposed do not cost anything if not used, and the designs presented can even make the game run faster. So the question is actually 'why not'? Only thing it could possibly break is a jarmod, of which is already designed to be incompatible anyway.
So why would anyone be 'for' jarmods when by their very design they try to break compatibility? When using a proper API can reduce the work that the modder does, and helps them at many turns? That is no doubt a question of intellect. A little research can go a very long way.
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Sep 6, 2012Posted in: Minecraft ModsQuote from ScottKillen
If any of you is able to answer the following requests, pleas send me a PM.
- Hosted CI I would like to offer users access to continuous builds, like some other mods are doing, using CI software like Jenkins.
- Minecraft server I would like to be able to have a testing server that provides root access and can handle a lag free heavily modded minecraft service for approximately 5-6 simultaneous players.
I have tried to pursue these requests privately, with no luck, so I am hoping that someone will see this request. I won't repeat this post.
Development for the 3.0 release for Minecraft 1.3.2 continues. A few issues have been found in early testing and we have yet to add support for the new features in Minecraft 1.3.2 like the new temple structures and new ore. Currently, I am shoring up the API so with the hopes that these changes will help it remain unchanged in the future.
Thank you for your patience!
Greetings, the forge CI ( http://jenkins.minecraftforge.net:7070/ ) is available if you want me to set you up there. If possible contact me on IRC when I am around (#minecraftforge on irc.esper.net) or PM me on the forge forums and first give me the following information:
- What account name you want
- What you want your first password to be, you can change it when in it
- What is your repository link (github is perfect, or whatever else is public, if not public then I will need to set you up with an SSH key and so forth first to register them together)
- Jenkins requires an email to register, so that too.
I can link it in with the rest of the mods so building will be fast. You will need to setup the jenkins github web hook in github if you use it, or just a standard post-commit hook in whatever else you use, but that is simple.
May 28, 2012Posted in: Minecraft ModsQuote from Gamestar1313
Why not just call it corrundum?
Quote from Wikipedia »
Corundum is a crystalline form of aluminium oxide (Al2O3) with traces of iron, titanium and chromium. It is a rock-forming mineral. It is one of the naturally clear transparent materials, but can have different colors when impurities are present. Transparent specimens are used as gems, called ruby if red and padparadscha if pink-orange. All other colors are called sapphire, e.g., "green sapphire" for a green specimen.
Or call them 'Green Sapphire', 'Blue Sapphire', and 'Ruby' (or 'Red Sapphire' for consistency)?
Quote from Wikipedia »
Corundum occurs as a mineral in mica schist, gneiss, and some marbles in Metamorphic terranes. It also occurs in low silica igneous syenite and nepheline syenite intrusives.
Maybe have it only spawn in marble too? Would make it more rare, could up its availability to compensate, could also color the 'background' of the gem blocks to be marble to match, something different in any case.
May 14, 2012Posted in: Minecraft ModsQuote from nukularpower
Just a request. I'm trying not to be ranty here, and i really, really love Redpower, but I am pretty frustrated ATM so forgive me if I don't entirely succeed.
I guess my annoyance is coming from playing SSP for a while with Logistics pipes and then getting back into SMP with only RP2 sorting to run with. All I wanted tonight was a simple way to move ores from a chest to a macerator, dusts to the furnaces, bars to chests. This ended up being a disaster of pipes, wire, cables, and machines, mainly because space was fairly limited due to the room being high up in a tower - and I fully admit to not being anything close to a Minecraft wizard, but it really should not have taken hours to complete this.
Now, I was in love with RP2 sorting for a good while (till I got used to Logistics pipes, again.) When it started out, it seemed like it was going to be an elegant, fast-build alternative to the old Buildcraft messes that were the only option up to that point. However, as more and more has been added, I feel the system has gotten a bit bloated and unintuitive.
My main complaint is the sorting machines, retreivers, and etc requiring Blutricity to run. I understand that the Blutric system needed validating a bit a first, but sorting systems get complicated enough without this, especially in tight areas. Why are we to forced to cram a Blutric wire in there too? I mean, there are only so many faces open by a furnace as is in an automated system what with in/out tubes, transposers and such, IC2 cables if using those machines, redwire to trigger the transposers/retreivers/whatever - though at least I can cheat that with WRCBE - the machines themselves, hopefully an open face so as to not look like ****, and so on. And with PR5, the Frame motors and pumps provide enough reason for Blutricity to exist without sorting machines forcing an arbitrary complication into what should be simple builds.
I'm not asking for RP2 to copy Logistics (though I would certainly love that ) but do we really have to make running a sorting system harder than it needs to be?
Anyways, thanks for all your work, Eloraam - RP2 will always be my number 1 just cuz of the logic gates and such. I just hope that there are some ease-of-life improvements coming someday for the sorting systems.
You *way* over-complicated it. If you do not want to use blutricity or retrievers(why are you using these?) or sorters or so, use filters. A long central bus of a pipe (potentially branching, matters not), with filters off the sides on all to route to areas. Been doing that for many versions, works very well.
Apr 23, 2012Posted in: Minecraft ModsQuote from MagmaMcFry
4x4x5 self-powering 4-directional dirigible. Nuff said.
That is just brilliant, and nicely compact, could easily build off of it.
Quote from Awesomebob74
Ahh, no nikolite I take it?
Thanks for the intelligent, mature and respectful answer to my question.
I just wish el would get off her high horse and give us the option to disable the damn things, or at least build them to blend in.
Or you could quit being an idiot and do a little research. The World changes (including volcano fixes and more) are slated for PR6.
Just as an intelligent post should get an intelligent answer, consider the vice-versa. You should quit being so full of 'your'self.Quote from kylania
I have 3 left in my SSP world, yikes! One of the reasons I don't use Teleport Thingies anymore, since it switched from just 3 IDs to 6 instead of using a single one and damage values.
The EnderStorage mod should fix all your pipes/tubes teleportation woes in regards to items, at only 1 ID.
Apr 15, 2012Posted in: Minecraft ModsQuote from raa1337
Indeed. Arcane Singularities are 2 Redstone, 1 Coal, and 1 Glowstone- Not counting the Vis needed to combine them.
Even with the Arcane Focus: Fire it's still quite expensive.
The fuel is the costly part.
Mar 21, 2012Posted in: Minecraft ModsQuote from TheLima
For those following the PowerCraft's roaster issue, here is the PowerCraft's thread's post i promised.
I will watch for Eloraam's answer on the proportions matter, here. But the roaster's issue will continue discussion on that thread, so people interested in following this fix's progression, if any, are advised to subscribe or keep watch on that thread.
RP2 recipes for such things are in accordance with vanilla set up, if PowerCraft is unable to handle vanilla recipes due to its non-vanilla style of instantness, that is a fault of its own.
IC2 also has something that is furnaced multiple times, as do multiple other mods. Thus why did you ever bring the PowerCraft bug up in this thread to begin with?
Quote from slip733
if anyone has any ideas why my sorting machine isnt pulling items from my chest, please let me know, the chest is about 4 blocks away from the machine and its connected using pnuematic tubing
Sorting machines are unable to pull from a distance, they must be against the inventory. that you want it to pull from.
Mar 21, 2012Posted in: Minecraft ModsQuote from TheEnlightened
then why even leave that message in the first place? (this is rhetorical)
I would love an "upgraded" restriction tube, maybe a recipe with a 3 restriction tubes and 6 diamonds gets you a "customizeable distance tube"
Uh, why the crap would a restriction tube need diamond? That makes no sense... This is not BC with arbitrary costs that have nothing to do with the device after all...
Quote from Sodisna
I have a question about the Rubber Trees. What are the exactly conditions to make one grow? I've tire clearing out an area of 32 x 32 and it still didn't grow. Bone Meal'd it and everything. Does it have to be at a specific height?
It takes a random amount of a long time, anywhere from a few MC days to up to 2 MC weeks is common, but could potentially take more. Just make sure it has plenty of room, plenty of light, and leave it along, bonemeal does not work on it.
Mar 19, 2012Posted in: Minecraft ModsQuote from Perthais
java.lang.IllegalArgumentException: Parse error
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 48a0a8ad ----------
i changed the generate copper an tin to 0 and got this what happened
Congratulations! You asked an Excessively Asked Question!
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Oct 27, 2011TheEnlightened posted a message on The Enlightened Link Directory [Last Updated: 1/8/12]This forum page is officially dead:Posted in: Mods Discussion
- If you want to see the contents of the original post, click here.
- If you want the TMI patch for 1.0.0 and earlier, goto the orginal post - visual bugs are common.
- If you are a new age person, try NEI instead of TMI. Make sure to get the RedPower Subset!
May 15, 2012Posted in: Minecraft ModsQuote from Deadlock989
My design for a roast chicken generator:
It counts the number of eggs the chickens produce. When you have enough eggs to fill a Buffer (144), you know that those eggs will produce 20-30 chickens when fired from a Deployer. You incinerate all of your chickens with a grid of Igniters, then suck out all of the roast chicken and feathers with a Transposer, then Deploy all 144 eggs and starting counting egg production again. Rinse and repeat.
Is anyone else having big lighting glitches with AND gates? I'm finding that an AND gate with a pulsing signal coming into any side from a Timer causes huge lighting glitches throughout the chunk the gate is placed in, even on the other side of solid walls.
Thet is the incredibly derpy MC lighting engine at its worst.
Stop talking about flowerchild and stealing, those are the two most controversial topics on this thread and will most likely end up in warnings and deleted posts.
Apr 5, 2012Posted in: Minecraft ModsQuote from TheEnlightened
I haven't done this for a while, so i guess i will do it now.
Thank you. I can't express how much it means to me, or how it helps me remember why I keep working on this, and releasing the new things, to hear this from people who've been using RedPower for a long time.
All the Elo-bashing lately has been really disheartening, and sometimes it's been hard in the face of that to find the energy to keep writing RP. It's a labor of love, something I do for the joy of building cool machines and for the people who share that sentiment with me.
Dec 10, 2011Posted in: Minecraft ModsQuote from Hydrogen
It's funny how hectic this place gets when I leave for a few hours.
I honestly hope that was meant to be a joke.
The discussion seems old if you spend a lot of time here, but some of us didn't really get in at the ground floor, so to speak, so you can't be surprised if it comes up on the elevator. If it still interests you, feel free to read it.
Clearly Eloraam cares very much for her mod, but also cares how it affects the base game. I haven't used it since 1.7.3, I was playing the prereleases, but I've kept an eye on its development. Now, having had the chance to really dig into the new features I can say I'm pleasantly surprised. I can once again agree that she has done some really impressive work. Unlike many mods which sit like tumors on the base game, RP continues, whether on purpose or by amazing accident, to showcase wise design decisions and feels like a natural extension of world technology. Now if I could just find its equivalent for boats and magic, I think my server would be pretty much complete.
I had suggested a few months ago that Eloraam took ideas she liked and thought she could do better. She did not agree. Odd considering her apparent admission on her blog suggests otherwise. As for the interview with FlowerChild, he mentioned two important things: one, Backroom politics aside, RedPower is the Borg. And two, BTW was irrelevant. It is a sensible decision on his part, because he is right, BTW really is meant to be played alone. It doesn't integrate (despite his beliefs) into the base game; you are either playing BTW or you are not. But all this aside, who really cares? The only people I can honestly see using BTW and RP/BC/IC together are people who are installing all the Forge mods simply because they can. It has no features which fit outside of itself and it doesn't share an important theme with the big three: SMP.
As for the other part of the debate, Eloraam has spent her time crafting a mod for her own purposes and making sure it fits perfectly with the style of gameplay she wants it to reinforce. She didn't just build toys to play with, RP literally expands the tech tree. We start out as cavemen with wooden tools and rise to build modern metropolises. So all this discussion over her assimilation of features is pointless. She isn't competing, she's designing a specific experience that she wants. I have to give her kudos for that.
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, and my favorite RP tool is still the saw.
Dec 10, 2011Posted in: Minecraft ModsQuote from Lost-Ninja
But why? Nobody is forcing you to use this mod, or any of the others. None of the ideas that Eloraam is using are unique to the older mods.
Thing is all of these mods are trying to create real world concepts within the game, should they ignore large aspects of the real world because someone else is covering it? Further more what about the users. Should I have to install IC2 (bloated beyond anything I need/want) just so that some of Eloraam's machines work? Should I have to install Zombe's modpack to get fly even though it's also part of single player commands.
I'm one of them, build craft is a great mod but it's almost required that you use RP to control everything. Now that RP offers much of it's functionality I no longer need large parts... the fact that BC Energy is laggy as hell on my machine and that the whole method of turning water & lava or coal into power to turn oil into fuel to run further engines to turn further oil into fuel... is rather pointless (yes I know SpaceToad has a tech tree he's following too) makes large parts of BC a complete waste of block IDs. In fact if I can make an automated crafting table work with RP I will drop BC. But is this the fault of Eloraam 'copying' BC or the fault of SpaceToad for not adding the logic blocks that many of his devices require to be used to their best use?
Lastly, I think the whole idea that one mod author or mod (for those with many authors) should be able to keep just one sort of mod or mod speciality just for themselves illogical. Where would you begin to draw the line? Can I as a beginner design my own allocator knowing that Pfaeff has already created such a mod... even though it doesn't work quite the way I want it (actually it works fine I was using it as an example). Should Eloraam drop tubes and require us to use BC pipes even though they don't actually do what we need... more to the point if BC pipes don't do what Eloraam wants does she pester SpaceToad to make them work the way she wants for compatibility or does she patch his code? Perhaps BC is a bad example in this regard as a)Space Toad does seem happy to patch his code for other addons b)Parts already have APIs. What would be the reaction if SpaceToad had to mod Eloraam's code to make her logic (after all these are hers and better than his so we wouldn't want him infringing her...) we know already that Eloraam doesn't allow people to mod her code... :/
We'd end up in the situation of one or two monolithic mods that don't really do anything very well. And an awful lot of compatibility patches to make them work with each other in different configurations. :/
I know which I'd prefer.
See also Krapht's Logistics BC Pipes mod - if everyone subscribed to this whole 'dont invade my territory!' bull, innovations like that wouldn't happen. Competition is a good thing. One-upsmanship, if kept civil, can only benefit everyone.
No one person has or should ever have an absolute monopoly on any particular system or method, that's the beauty of it. Don't want to get upstaged? Keep innovating.
Nov 28, 2011Seriously, does no one have any patience in this world? It will be ready when its ready. If you can't play minecraft without it, then you dont update. Simple as that.Posted in: Minecraft Mods
I should start reporting people asking for updates.
Oct 29, 2011Ok fellers, here is my brief how-to on my streetlamps, complete with exploded views of different sections of each one, textbook style. For reference, all white pieces are made from covers (cover strips, hollow covers, cover corners, etc), blue is panels, and green is triple covers. WARNING: Just like magic, art and design often loses it appeal once you see how its done. Be forewarned.Posted in: Minecraft Mods
THE SMALL LAMP
THE MEDIUM LAMP
as you can see the center is made of 4 covers making a faux-block. Of course I could have easily used some sort of hollow block, but I prefer using covers because a)they're cheaper and b ) it allows me to choose different colors/materials for each side, should I want.
Then little frames are made from cover strips, except for the bottom, which I want to stick out a bit, so I make them out of panel strips. Then some cover corners to accent it. You may notice I used 2 hollow covers for the top, that way it sticks out a bit from the top of the block. When its done it should look a little like this
On the small and medium sized lamps, this center piece is the same. I don't know what its supposed to be I just thought it would look neat. Its made of a hollow cover and cover corner adorning the corners. I call it the ninja star
once all 3 parts are put together, with jacket cable running up the middle, it will look like this
The bottom portion of the lamp itself is the same regardless of which sized streetlamp I built
THE BOTTOM PORTION
the top portion, or the "cap" of the light is a little different in the small streetlamp than in the big ones
There is that ninja star shape again. I use hollow covers made of glass for around the lampblock, just to dress them up. Normal covers made of glass or hollow covers made of whatever you'd like often look good too. It all comes down to whatever texture pack you're using and your taste.
you may have notice there are cover corners everywhere in the exploded view, and now I hope you can see why in the finished product. I think it makes it look like there is a frame holding in the covers (especially when they're made of seperate materials). These corner frames are a very common theme in my design.
Once again, the corner pieces. When combined with the light it makes the aforementioned frame. I also use 4 panel strips and a post. When the strips are combined together it looks exactly like a hollow panel (which is why I seperated them in the exploded view to reduce confusion), but it would fit places a hollow panel would not. Combine that with the cover and it looks like I've stacked 2 covers on top of each other in a place where you can't.
THE SECOND PART
as you can see, everything is sized up a bit from the smaller one. I used triple cover strips for the bottom and panel covers for the frame, also there is an extra layer of covers between the center piece and the rest. Panel corners now instead of cover corners, and some cover strips to fill in the spaces above them. the top is left open for the second part of the lamp.
just another box with hollow frames around the outside and cover corners put in the corners for accents/framing. you may notice the double hollow cover at the top, just like before on the small lamp.
Same as the middle piece in the small streetlightTHE LAMP
Combine those parts, and viola, the medium sized streetlamp
the bottom portion of the lamp is the same as the one on the small streetlight, but the cap is different.
very similar to the previous cap, but this one uses some cover strips around the edge. Makes it look a little heavier, better for the larger streetlamps but looked a little silly on the small one. Feel free to compare the two.
THE BIG ONE
Identical to the bottom on the medium sized oneTHE SECOND PART
THE MIDDLE PIECE
Also very similar to the second part of the medium sized guy but this time I used a frame of cover strips instead of a hollow cover to show off more of the cover underneath, which I commonly use something fancy like gold or diamond.
This lamp was too big and scary to have the wimpy little center piece like the other. So I made a big heavy one, complete with those corner frames I was talking about. This guy is made entirely of panel strips and cover corner, and has two layers, right on top of each other. I took a picture with the two layers separated so you can see the structure.
THE FINAL BUILD
The big guy has two lamps, and it looked boring as hell to just have the jacketed wire split off, so I made a mantle/junction. the more I look at it the more it looks like football shoulderpads, can't unsee.
Here is the exploded view. Similar theme as always, box in the middle, this time with a couple hollow sides and a closed top, because the cables come out the sides on this one. The cover sides on this one are usually made to match whatever the cover was on the second part, gold/diamond or whatever. Then its covered in a hollow cover. That way the mantle has what looks like a smaller version of whatever the fancy piece is.
Then an L shape of hollow covers come out the sides, and there are the typical corner frames. This time however its mixed up a little with panel corners at the top.
As you can see there are cover strips and panel corners made to look like stuff is hanging down. I don't know why, this is art I ain't gotta explain sh*t
once you put all the pieces together, with jacketed wire, you get
Please let me know if this helps at all, questions comments, whatever.
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