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    posted a message on An error in my mod.
    Constructor methods needs to have the same name as the class.
    Posted in: Mods Discussion
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    posted a message on [MOD][WIP] Wireless Redstone [1.5_01][DEMOREL]
    Quote from davidknag »
    crashes my game whenever i try to right click them and/or place them. Aswell as that, it gets really buggy when they are 1 block apart. might want to patch this up a little :smile.gif:


    Released a new version. (Note that it might cause problems with worlds created in 0.2, read the compatibility section for more info)

    If this problem continues, please tell me exactly what you're doing so I can reproduce it. Thanks! :biggrin.gif:
    Posted in: Mods Discussion
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    posted a message on what does this mean?
    shiftedIndex is used for Items, all it does is add 256 to the ID given in the constructor so it doesn't conflict with block IDs.
    Posted in: Mods Discussion
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    posted a message on what does this mean?
    The idDropped method returns the ID of the item/block that is to be dropped on object removal.

    If you change it to return the redstone ID, it will drop redstone. :tongue.gif:
    Posted in: Mods Discussion
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    posted a message on [HELP] crafting recipes doesn't work
    The first parameter in the ItemStack constructor is usually a Block/Item object (guess item ID works too.)
    If Medkit is an instantiated object, or integer, and not the class name; my bad. Usually variables starts with lower case letters. xP
    Posted in: Mods Discussion
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    posted a message on MCP CODER PACK NOT WORKING ! ONLY IN TEST GAME!!!!!!!!!!!!!!
    java -Xms512M -Xmx2048M -jar path/to/your/Minecraft.exe
    Where -Xms is minimum memory usage and -Xmx is max.
    Posted in: Mods Discussion
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    posted a message on MCP CODER PACK NOT WORKING ! ONLY IN TEST GAME!!!!!!!!!!!!!!
    Did you remember to remove meta-inf?
    If so, try running minecraft via console. It will usually give you some helpful stack traces. (:
    Posted in: Mods Discussion
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    posted a message on [MOD][WIP] Wireless Redstone [1.5_01][DEMOREL]
    Quote from davidknag »
    awesome but when you make an update, edit the original post, dont make a new post for each update.

    Oh, okay, sorry. I'll fix it later.


    Quote from Treesin »
    Sorry, me again. I'm sorry if I seem a little obsessive about this whole mod, I'm just trying to give suggestions.

    I downloaded the new version (.02)

    It works very well, and the actual receivers and transmitters instantly light up, but they take a seemingly random (and often long) period of time before they actually change the state of anything around them. I hope this is an easy fix, and if not, I might be able to work around it, but I feel like it will really slow things down. I do understand that this is an unfinished mod ATM, and am relying on it a bit too much, but I am so excited for when I can have a tiny computer to call my own :smile.gif:

    But this is your mod, and you can do whatever you want with it, keep up the good work!

    I tried to replicate this and what I found was that it acts oddly on indirect powering.
    By indirect power, I mean powering to blocks that are not directly touching the receiver. Might this be what is causing it?
    IE. placing redstone wire on top of a block which is touching the receiver. Illustrated as seen from the side below:
    :RFlower:
    :grass: :Blue:
    where :RFlower: = redstone wire and :Blue: = receiver
    Currently this will power the wire on initial placement, but not update as expected.

    Was relatively simple to fix this though, will be fixed on next release to not indirectly power at all.
    Or if indirect powering is desired, this can be arranged as well, not decided what makes more sense as of yet.

    Thanks for pointing it out, even if this wasn't really what you meant. ^-^
    Posted in: Mods Discussion
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    posted a message on [MOD][WIP] Wireless Redstone [1.5_01][DEMOREL]
    Wireless Redstone: Public Demo 0.2 [1.5_01]

    Changes:
    - Instant Receiver update
    - 64 frequencies.

    Download:
    http://www.mediafire.com/?am8yusp73v688da

    Prerequisites:
    - Minecraft Beta 1.5_01
    - ModLoader (Forum Thread)

    Installation:
    1. Take a backup of your current %appdata%/.minecraft folder (on windows)
    2. Replace it with a clean copy of Minecraft 1.5_01
    3. Download and install ModLoader
    4. Open the minecraft.jar archive using your favorite archiving utility. (7zip, winRar, etc)
    5. Copy contents of the downloaded WirelessRedstoneDemo01_1501.zip file to the minecraft.jar archive. Make sure to replace!
    6. Remove the META-INF folder from minecraft.jar

    Optional:
    - TooManyItems mod has been tested and works with the mod. (Forum Thread)
    - For capturing possible stack traces during exceptions (useful for debugging), run Minecraft from CMD using the following command:
    java -Xms512M -Xmx2048M -jar [path/to/your/minecraft/]Minecraft.exe
    Where -Xms is minimum memory usage and -Xmx is max.

    Crafting Recipes:
    Wireless Transmitter:


    Wireless Receiver:

    (middle one is a lever, in case the picture was a little diffuse)

    Compatibility:
    For this mod to be compatible with others at current state, make sure other mods do not use/overwrite the following resources:

    Block IDs:
    113
    115


    If you find bugs, have comments, suggestions, questions, critisism and/or what not. Feel more than welcome to post it in this thread or via PM, I will try to get back to it as soon as I am able. :smile.gif:
    Posted in: Mods Discussion
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    posted a message on [MOD][WIP] Wireless Redstone [1.5_01][DEMOREL]
    Quote from Treesin »
    Ok, I downloaded this, tried it out, and noticed a few things.

    1. You can set the frequency with anything (not just redstone). Not sure if this is a bug or not.

    2. The updating is really weird. The receivers seem to actually change the state of anything around them at random.
    This is very problematic, and I really hope it will be fixed. (If this wasn't clear, just tell me)

    Hopes for this mod:

    1. More Redstone frequencies. As this is mostly useful for minecraft computers, I hope to see at least 64, and hopefully more. This would allow for a practical implementation into every part of the computer.
    For example, I constructed a 32 bit adder with this, "assuming" 64 frequencies. The space it would take up is so much smaller than existing things that it is laughable. One bit is 8*7*8. This means that rows of 16 bits (how I did it) from bedrock to skylimit would give you 256 bits. Because vertical space would not be used for anything else, this is basically 256 bits in an area 7*128. This is amazing space efficiency. The only limiting factor right now is amount of frequencies. Please change this, I am so excited to see this in use!


    1. Yes, this is intended. I was hoping to change the GUI in the future to not require you to add items into it to configure it.

    2. This is caused by a technical issue and I am aware. Currently, they update every 2 world ticks. Since I need them to update on changes that happens in the ether, and not just changes on neighbors (like redstone torches), I just made them loop about aimlessly, checking the status of the ether every 2 ticks.
    So this explains the "random" update. I could of course make them check more often, but I'm working on having the ether itself trigger them to update, which would be much cleaner. :smile.gif:

    More frequencies is at the top of my todo list. :biggrin.gif:
    Posted in: Mods Discussion
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    posted a message on [MOD][WIP] Wireless Redstone [1.5_01][DEMOREL]
    Wireless Redstone: Public Demo 0.1 [1.5_01]

    Download:
    http://www.mediafire.com/?b4turbibrtw9j47

    Prerequisites:
    - Minecraft Beta 1.5_01
    - ModLoader (Forum Thread)

    Installation:
    1. Take a backup of your current %appdata%/.minecraft folder (on windows)
    2. Replace it with a clean copy of Minecraft 1.5_01
    3. Download and install ModLoader
    4. Open the minecraft.jar archive using your favorite archiving utility. (7zip, winRar, etc)
    5. Copy contents of the downloaded WirelessRedstoneDemo01_1501.zip file to the minecraft.jar archive. Make sure to replace!
    6. Remove the META-INF folder from minecraft.jar

    Optional:
    - TooManyItems mod has been tested and works with the mod. (Forum Thread)
    - For capturing possible stack traces during exceptions (useful for debugging), run Minecraft from CMD using the following command:
    java -Xms512M -Xmx2048M -jar [path/to/your/minecraft/]Minecraft.exe
    Where -Xms is minimum memory usage and -Xmx is max.

    Crafting Recipes:
    Wireless Transmitter:


    Wireless Receiver:

    (middle one is a lever, in case the picture was a little diffuse)

    Compatibility:
    For this mod to be compatible with others at current state, make sure other mods do not use/overwrite the following resources:

    Files in jar archive:
    cu.class
    gh.class

    Block IDs:
    113
    115


    If you find bugs, have comments, suggestions, questions, critisism and/or what not. Feel more than welcome to post it in this thread or via PM, I will try to get back to it as soon as I am able. :smile.gif:
    Posted in: Mods Discussion
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    posted a message on [MOD][WIP] Wireless Redstone [1.5_01][DEMOREL]
    Quote from jedimaster0 »
    I have been putting some thought to this, and what i have come up with is this. Wireless Redstone Torches. Red is the default. However if you add dye to the construction of a redstone torch then that sets the "channel". If you make a blue redstone torch then when one is powered all of the other blue ones, within a certain range, are powered as well.

    :--+: This is the simplest way i can think of. It would be easy to use as well for others to grasp the concept. :--+:


    I love the idea!

    It would however set a hard limit the frequency channels, to 16 if I am not mistaken. Unless of course new dyes are introduced, but too many dyes would make it a little confusing I'd imagine.

    It's still twice as many as the current system, which is at 8, but the current one is a bit more flexible as it can easily be expanded by using alternatives to metadata. In fact, I have already gotten a couple of requests to expand beyond 64. @_@

    Another concern which initially strikes me is deadlock. The reason I had two separate blocks (one to transmit and one to receive signals) is to avoid this.
    If object A and B both can send and receive each other's state, A would powers B, which would powers neighbor objects, then it would draw power from neighbors to power A and so the deadlock begins, never releasing the state.
    There might be a way of avoiding this, I'd have to sit down in front of my white board. :tongue.gif:

    Thank you heaps for the idea though, I will definitely look into it. :Diamond: :Diamond:
    Posted in: Mods Discussion
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    posted a message on change where MC stores my cache?
    Oh, right, I misunderstood.
    So... changing directory without modding... erh...
    If you're using Windows you could do it by changing the %APPDATA% variable before starting the .exe via batch script.

    Kinda like explained in this thread: viewtopic.php?f=17&t=200037#p2911748
    Posted in: Mods Discussion
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    posted a message on Way to update mods yourself?
    Yes, I guess you could always decompile it and have a crack at it.
    It would probably be easier to just ask for the source though, or even better; offer your help in updating it to the creator. That way everyone benefits! :biggrin.gif:
    Posted in: Mods Discussion
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    posted a message on [WIP] More Plants? Mod in progress.
    Cool!
    You should have the tomatoes stat out green and then get gradually redder as they grow. Would make it easier to see when its done and be a little more like tomato plants would be in real life. (well... they start out smaller too I guess..)

    To get your images to work, you have to go to your photobucket album and click the "direct link" thingy. This will give you an URL directly to the image.
    Posted in: Mods Discussion
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