• 0

    posted a message on [1.4.5][SMP][Forge]PixelPowers v1.4.3
    Quote from ChibiCD
    On another note, Is it at all possible to change the config file to use proper commenting? I'm trying to get the pixel powers tree's working with Treecapitator, but the '/' in the config file for pixel powers makes forge derp out when Treecapitator tries to read the config to get the Item IDs. It would be nice if pixel powers just automatically worked with Treecapitator, Posibly even with the built in earth/gladiator stone tools.


    Put this in the 2_block_ID section of the treecapitator config, adjusting block IDs as necessary:



    ####################
    # pixelpowers_apple
    ####################

    pixelpowers_apple {
    S:leaves=2391,4; 2391,5; 2391,6; 2391,7; 2391,8; 2391,9; 2392,2; 2392,3; 2392,4; 2392,5
    S:logs=2392,1
    }
    ####################
    # pixelpowers_cherry
    ####################

    pixelpowers_cherry {
    S:leaves=2392,8; 2392,9; 2392,10; 2392,11
    S:logs=2392,7
    }
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.5][SMP][Forge]PixelPowers v1.4.3
    My two cents:

    It's a pretty cool mod. Wheat should be a food item I think, and while I don't know how to get zapapples--if it's possible yet--hopefully that can be disabled in the future since I'm enamored with the Zap Apples focused mod.

    Oh, and part of the mod should include the ability to replace Testificacte models with pony models... I'd prefer Mine Little Pony do that, so that the models will always be in sync with the latest versions, but I just want SOMEONE to do it at least.

    Though on a contradictory note, I do prefer all of my mods to be piecemeal or highly configurable (like with the ZapApples mod)--one of the most annoying things in Minecraft modding is when some developer forces you to use some broken, ugly, or redundant features in order to get at the rest of their rather brilliant mod (*coughRedPowerMarbleCrashesMystcraftcough*). I see you're keeping a ton of stuff configurable in the config file, so know that the configuration options are appreciated!

    I wouldn't mind being able to disable those modded vanilla textures, unless I'm missing something about being able to. It just makes me uncomfortable when a developer of what is effectively a rules mod (ponies can fly/walk on clouds/etc) starts enforcing texture changes to default textures. You haven't gone too far, so I'm sure there's a good reason :P

    Hmm.... the gray flowers, they look ugly. I know they're SUPPOSED to be gray, but, the problem is that they look like what 'tinted' blocks look like when a bug prevents them from being tinted: pure gray. It makes me think that they're bugged out every time I see them. Maybe just a splash of color? A gray-green stem?

    EDIT: Oh, and, I think that the rate at which apples spawn in apple trees should be configurable, or at least terribly slowed. Perhaps seasonal, where it checks what Minecraft day it is and the apples are only sprouting at their present high rate only on the 21st-28th days of the game and multiples thereof? The problem is, I run a Hard server, and we all like it when there's something for everyone to do, and some need for everyone to constantly trade. If apples spawn at this high rate, suddenly there's no need for anyone to ever get food ever again: walk through an orchard, get 64 apples of each color, BAM DONE.

    If apple leaves only sprouted during a few days of the game-month (much like Zap Apples from that other mod track what day it is in order to determine if they're sprouting, popping flowers, popping gray apples, etc) it would mean that everyone would have to scrounge for food or save what they have (relatively, considering all the other food sources in Minecraft) until the big apple harvest.

    OH. And speaking of overabundance of food: eating meat should make people with pony models sick. Give them Hunger III and Nausea for a little bit, so they're forced to stick with eating hay and apples.

    Oh, and cloud height... they match the old minecraft height limit / cloud location nicely, but suppose I wanted them higher? They keep rubbing up against a number of terrain features from ExtraBiomes. Is it possible to have a variable in the config set their standard spawn height/deviation?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    I love this mod, I had it installed for a while, but sadly it doesn't seem to play nice with Mystcraft--entering a new age spits out dozens and dozens of 'spawning ruins' messages in the server log. Strangely, some of these spawns are thousands upon thousands of blocks away from the XZ coordinates of either the book or the destination... Removing it has severely reduced load time. And, since I have an unrelated crash when a large number of blocks are being changed at once (which I can't quite pin down why that crash is happening), this has also reduced my crashes. Oh well.

    Maybe there could be some kind of way for it to know when you're entering a Mystcraft age, and hold off on generating ruins until you've entered the age entirely? This might mean that ages don't have ruins within several chunks of the spawn point, but it might be worth it.
    Posted in: Minecraft Mods
  • 3

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    There's a slight problem with the sorting machine: it doesn't save which column it last sorted between chunk loads, in SMP or SSP. If doing a project which takes a particularly long time to get through a complete cycle, this can prove a problem because people will leave halfway through and come back, only to have the cycle start over from the beginning.

    For instance, I have a sorting machine which sorts UU matter like so:

    15 white, 12 orange, 27 magneta, 12 light blue, 80 yellow, 80 yellow again, 6 green, 1 pink

    But since it takes a really long time to get through that 160 yellow, I frequently log off before then, only to come back and see that it's back on white--and, because all of those are UU matter, it's sending away all the cache of UU matter I had been saving for yellow off to white, orange, magenta, and blue.

    I can think of a few ways to manually solve this--like, arrays of chests and filters and things that take up a room's worth of space, or more easily I could just make sure the most expensive columns came first--and I guess I'll have to do that.

    But possible things I'd hope to see in future RedPower releases to solve this might include:

    a) just... saving where it is in the sequence.
    B) instead of moving the current column over to the RIGHT, move all of the FILTERS over to the LEFT. The advantage to this method is that It wouldn't have to save any additional data.
    c) have a button in the sorting machine UI that, when pressed, manually cycles the column over to the right. Not the most ideal solution, but it would save people trouble because at least they could manually fix things when they log off.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Here's a bug I've found. I don't know if it's related to the problem I was having earlier:

    Sometimes, block breakers will somehow manage to get two blocks or more in them at the same time. I have a cobble generator->block breaker->recycler combo (or rather, 14 of them) and sometimes I'll come back and find that they're all jammed, with the ONLY way to fix it being destroy the blockbreakers and put new ones down. When you destroy them this way, several cobblestones will pop out.

    It might have something to do with chunk loading/saving, or if the server gets overloaded, or receiving lots of redstone signals during construction of timers to them, since every time I've seen them jam this way it's been during construction and potentially during a server hiccup.

    In any case, the problem seems to be that block breakers are only allowed to eject ONE block at a time, but if they have more than one in their buffer--due to a glitch, like during construction or chunk loading--they'll refuse to do anything. The solution just seems to be to reprogram block breakers to eject multiple blocks at the same time. This won't fix the glitch, but it WILL make it so it's impossible to notice.

    EDIT: I suppose another thing that might be causing this, is that the cobble sent to the recycler might get bounced back if the recycler's full (such as during a power outage--also a common trait to many of these jammings, since I'm still positioning my IC2 cabling just right), and then one cobble enters the breaker from behind as a reject, and one from the front as the next broken cobble, and then there's two inside it and it gets stuck.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Jobs2k

    There has got to be a blockage in your system that is clogging things up.
    If an item has no valid target it will not be sent from the machine and it will jam up.
    A good way to check is place a restriction tube near the end of your system going to a chest. That way the items will try every other possible destination before finally deciding that the restriction chest is the only place to go.
    If you place the chest first and watch the system immediately after placing the restriction tube you should see where things were stuck and where they are going to. You'll also be able to see what item does not have a valid destination.


    I don't think that's it though.

    Here's the timeline of events: I turn on the timer (I regularly turn it on just so I can see which blocks are animating and which aren't, so that I know which ones I have to hook up to the redstone network). It's just dry-firing though, there's nothing actually in the factory.

    Everything's working

    A bit later, I discover there's a ravine right next to my area, say 'perfect!', add some solar panels to the floor of the ravine, wire them into a set of battery boxes, and wire those to all of my sorting machines.

    Sorting machines are dry-firing at first.

    Sorting machines stop dry-firing.

    Everything else stops dry-firing.

    Block breakers stop responding to redstone signals, even if I use a redstone torch and make sure there are no pipes behind them (so anything inside the breakers SHOULD have just popped out)

    Nothing in the facility is moving. Even the very tail end of the entire production line, to which nothing should have even gotten to to jam, has stopped moving. Keep in mind that I never had anything running through the production line: it jammed up purely during hooking up the blutricity wires.

    I discover that my cobble generator, once properly hooked up, doesn't work: one of the pumps sucks water up through its pipes but not back out the exit pipe (even if I just put a grate right next to the pump), and one of them in an identical configuration doesn't do anything at all. They are actively animating and facing the right way.

    * * * *

    However, if I replace every single redpower transposer/filter/sorter/breaker/pump block in the facility, the new blocks seem to work fine.

    Considering this didn't start until I threw blutricity into the mix, I think it's one of two things: either the blutricity somehow jammed the machines once it touched the redstone network or the pipe network, or also a possibility, I simply had the chunk glitch and all of the entities became stuck in the 'on' position.

    The problem I have with the latter theory is that it requires the entities to somehow become so stuck that they don't even hear redstone signals to turn off.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Alrighty, I'm having a bit of an issue here with my factory:

    The problem in this picture is the sorting machine: it's plugged in to blutricity, as you can see, but as you can also see it is receiving no redstone pulse (note the clay jacketed wire on the left is dark; that's its only source of redstone) yet it's being held in the 'On' (sending items) position.

    At first, it was only the sorting machines in this room that were doing it, but eventually my entire factory seized up one by one, and now not a single filter or transposer is un-stuck. EDIT: I just noticed my cobble generator's block breakers are stuck, now, too. They're on the same network (need cobble for stone furnaces and glass for my factory)

    This didn't start until I ran blutricity wires around to power all of the blutricity bits of the mechanism. The redstone for everything--transposers, filters, sorters, buildcraft pipes--is all one central network of pulses sent by a single Timer on 2 second intervals. The energy runs between wires, jacketed cables, and redstone RedPower tubes.

    You might also notice that the network of redpower tubes is excessively complex. It's a 21x21x4 room filled with two distinct pipe networks with painted exits.

    Any tips would be appreciated. I can try to also upload a save if that'll help.

    Mods in operation in that room:

    BuildCraft (for Automatic Crafting Tables and pipes for extracting; the pipes are set to use redstone pulses instead of engines, because I don't have the engine module installed; I only have Buildcraft installed for the crafting tables)
    IndustrialCraft (and Advanced Machines. The entire operation is a massive, intricate factory that starts with a Mass Fabricator and ends with Medium Voltage Solar Panels from the compact solar panels addon)
    RedPower (latest version as of post)

    aaaand that's about it actually. It's just a really simple pattern of "UU->macerate->cook->sort->build" done a dozen or so times, the result of which is a Medium Voltage (64 EU/t) solar panel.

    It's kind of sad, I was going to do my grand unveiling to my SMP-mates tomorrow, show them a machine that produces powerful free-energy generators out of nothing but energy... which, if you plug the product back into the machine, only gives it more energy for the next batch.

    Combine with a frame-powered machine that plants the IC2 solar panels into our network, and we'd never lack for energy again!
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    Quote from Regelneef

    Which version of Forge are you using because I run a lot of Forge stuff on my server and I have installed Xie aswell... I currently run 3.1.2.90 and my server sings very well :)


    3.1.2.97, though it's at .99 at the time of this post

    The problem is, there's no real point in rolling back to a previous compatible Forge version like .90. Minecraft 1.2.6 will be coming out at some point in the near future, at which point there won't be a MLMP-friendly Forge of the latest Minecraft version to roll back to, and I'll have to drop Xie's then.

    That's if Xie doesn't plan on changing to Forge. If so, I may as well drop this mod (which I love) now rather than put it off. If he is going to change over, though, my players and I can wait patiently until he does (loading up the server without Xie's would purge the map of our apple orchards and whatnot, so it stays offline until I either have it, or don't).

    But even if I rolled back to a safe version of Forge, frequently the latest version of several mods (especially RedPower and IndustrialCraft) require the latest Forge version to not be buggy, or even to work at all. A common line in both of those forum threads is "Updating your Forge will fix that bug/prevent that crash." So it'll only be a matter of time--as RedPower and IC2 both pump out hotfixes to their 1.2.5 releases--before even an out-of-date Forge that's compatible with MLMP becomes impossible.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    Quote from Xie

    Still on the todo list, but not a high priority, sorry... I will get to it when I get to it. Cheers for the friendly reminder though ;)



    Are you aware that my mod doesn't require Forge server side? So unless you're running other server mods that need the Forge server mod, you only need ModLoaderMP installed on your server. You'll still need the Forge client mod for spritesheet support.

    I hope that solves your problem, I am very sympathetic to you and your server's players ^_^


    Other mods DO need Forge installed though, like IndustrialCraft, RedPower, Not Enough Items, RailCraft, ComputerCraft, Forestry, Enderstorage...

    I'd rather not cut any mods, but since Xie's mod is the only big one on my server list that requires MLMP, and the rest use Forge's new multiplayer code, Xie's is the one that'll have to get cut unless it's made compatible.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    If there's a way to get MLMP to work harmoniously, I certainly don't know it. I install the latest build (3.1.2.97) and the latest ModLoaderMP, and it very specifically shuts down my server telling me that if I want them to play nicely together, I should contact SDK and ask for a compatibility patch.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    Quote from JT`

    Aha, the stressing on the "and" suggested you meant to remove Forge requirement too (we get a few on the thread now and then asking for that, so I assumed). Carry on then. ;-)

    The MLMP versus FML thing is a bit more contentious. Ideally MLMP can find a way to work around FML and work on its own, so that Forge's very political manoeuvre there doesn't turn out to catalyse support against... in any case, I think Xie's been working on moving to FML.


    My bad :P

    But I can't imagine it being a very political thing. Programming your own multiplayer code from scratch would be such a huge endeavor for a team that already a) has full time jobs, B) have other programming projects, and c) have enough work to go around with the programming project in question... I can only imagine they did it if it was legitimately becoming an unforgivable time sink to decompile and reverse engineer MLMP's obfuscated code every single time a Minecraft patch came out.
    Posted in: Minecraft Mods
  • 1

    posted a message on [V1.6.2] Xie's Mod
    Quote from JT`

    Forge is already optional, but the sheer amount of content in the default pack pretty much mandates using a spritesheet rather than Modloader style (which would quickly flood out the available sprites in terrain.png and items.png). I think he's been looking into Forge Sprite Extender support (the same thing Millenaire and Better Than Wolves uses), which would be a dependency of its own but which would not require full-on Forge.

    Anyway, I hate on people who don't use Forge. Everyone should migrate to Forge, no ifs, or make a worthwhile competitor. We'll see how the 1.3 Modding API works, but refusing to adopt a standard intended for cross compatibility is precisely why every non-Forge mod sucks. ;-)

    Not saying that Forge is pure and good -- I'd be much happier with an alternative that provided hooks wholesale for everything rather than just the ones asked for, and a sizeable portion of the dev team has some deep psychological problems they should probably get looked after -- but the pure intention of Forge is nothing short of beatific.


    Um, I'm saying that I need his mod to not use ModLoaderMP anymore, since Forge is now incompatible with MLMP due to it being closed source. I start my SMP server, it says "Forge and MLMP detected, they aren't compatible, shutting down".

    Our 150~ MB server has huge fields of Xie's crops, and I myself have written rather extensive mods using Xie's interface, but they'll all go poof if I start it up without Xie's installed... which I can't do so long as Xie's requires Forge _AND_ MLMP. So, MLMP requirement needs to go :P

    (Forge Server now provides the multiplayer modding capacities of MLMP)
    Posted in: Minecraft Mods
  • 2

    posted a message on [V1.6.2] Xie's Mod
    The players on my server have given me full authorization to give Xie a baleful stare until he updates his mod to not require both ModLoaderMP and Forge.

    I'm going to go with this one:



    :P
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Eloraam, absolutely love the new release. I think my first frame project shall be an elevator in my SMP apartment building :)

    If I had one suggestion though, it'd be that creative mode's menu have at least one jacketed wire, slab, panel, and cover. I prefer it be the wood plank version, insulated and distinctive looking, but that's not too important.

    The problem is, I absolutely love launching Minecraft, jumping into a superflat map and designing contraptions to later build by hand on my group's server. But, every time I do so, I have to pull out the hacksaw, pull out the right materials, pull out the red alloy, place the craft bench... and then, if I use up all the covers in a recipe, or drop them, or something, I have to do it again.

    Not a huge hassle to do once, but for how many times I load up a superflat to play with RedPower... it adds up to frustration.

    Anyway, think about it!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.4] Anonymous
    This sounds like a great mod, but is there any way for you to make it compatible with Minecraft Forge? Forge edits the same file as this...

    I'd be really interested in trying this out if not for that.

    Does this break the ability to see skins?
    Posted in: Minecraft Mods
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