• 0

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

    This may have been asked somewhere already, but is there any possibility of you having a download link on your page to just download ALL of the available parts of RedPower? It just gets a little tedious to re-download 14 files (7 for client 7 for server) each time you update RedPower. It would be much simpler if I could click 2 links, 1 for client one for server, and I could get back to building awesome stuff with your mod.

    Otherwise: keep up the stellar work!

    It's been asked many times.
    The short answer is always "No."
    The long answer is always "No, because I said so."
    Posted in: Minecraft Mods
  • 1

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Done, except for the automatic output as that made it hard to craft items on demand. It now works with regulators.

    It took 42 minutes and 15.565 seconds to reobfuscate this. Time for me to write a faster reobfuscator for MCP? :P
    Posted in: Minecraft Mods
  • 1

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Quote from LordMord

    Damm then i can't build my auto crafting system. i guess i'll have to wait until eloraam adds autocrafting or you redo you autocrafing table.

    But maybe i can redesing my system.

    th anyway.

    Edit:

    could you maybe make it that the table emits a redstone signal when it has enougth items (to activate an timer that triggers the retirver when it does not have enouthg items)
    Or something similar.


    Is this related to Alblaka's challenge by any chance? I tried to do that, and I see what you mean and how annoying it is - so I'm working on it now.

    After this, it won't have cache, input or overflow areas (:D), just a 9-slot area for each side. It'll craft by taking items from whichever slots it needs to, and put any container items back in the bottom area. It'll also trigger transposers, filters, etc on the top face without any redstone wiring needed.
    Most existing factories should keep working, although all the items will be moved to different slots in the GUI. Some may need some changes because of the auto-output behaviour.
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    Crashed when clicking an item (don't remember which one) in my inventory screen. NEI 1.2.2, CCC 0.5.2, and Minecraft 1.2.5.

    Installed mods:
    Mods loaded: 15
    ModLoader 1.2.5
    mod_CodeChickenCore 0.5.2
    mod_MinecraftForge 3.1.2.94
    mod_NotEnoughItems 1.2.2
    mod_ImmibisCore 48.1.0
    mod_IC2 v1.95
    mod_RedPowerControl 2.0pr5
    mod_RedPowerControl 2.0pr5
    mod_RedPowerCore 2.0pr5b1
    mod_RedPowerLighting 2.0pr5b1
    mod_RedPowerLogic 2.0pr5b1
    mod_RedPowerMachine 2.0pr5b1
    mod_RedPowerWiring 2.0pr5b1
    mod_RedPowerWorld 2.0pr5b1
    mod_TubeStuff 48.1.0


    Stack trace:
    java.lang.NullPointerException
    	at codechicken.nei.NEIController.replacementClickHandler(NEIController.java:121)
    	at gb.a(GuiContainer.java:266)
    	at vp.f(SourceFile:122)
    	at gb.f(GuiContainer.java:425)
    	at vp.i(SourceFile:110)
    	at gb.i(GuiContainer.java:419)
    	at net.minecraft.client.Minecraft.k(Minecraft.java:1561)
    	at net.minecraft.client.Minecraft.x(Minecraft.java:819)
    	at net.minecraft.client.Minecraft.run(Minecraft.java:747)
    	at java.lang.Thread.run(Unknown Source)

    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Quote from LordMord

    immibis great mod but i got a problem i tried to fill the autocrafting table with with redpower regulators wich themselfes trigers a retriver.

    The problem is the regulator only monitors the first inventory. I guess an easy fix would be to make the cache inventory the first one. (if i am right)

    if it is that simple could you please do this.
    Thanks

    It's not. I think they only monitor the side of the inventory they're attached to; only the input, output and overflow are associated with sides.
    Changing that would require a redesign of the crafting table - maybe having one big inventory, a recipe area and output. That would also make it simpler to use but harder to code. I'll probably do it in the future, but not right now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from BloodyRain2k


    Yeah CREATE is different here too, it's used like the normal version to create arrays but instead creates a word that executes machine code directly.

    CREATE HCF 0xDB ,C would create HCF which runs the 0xDB opcode which is halt and catch fire XD (you can add as many bytes as you want with ,C well almost as many as you want, I'm sure somewhere's a limit for it)



    Are you sure that's not how it works in normal FORTH?
    ,C means to emit the actual byte 0xDB into the code, after all.
    And VARIABLE COUNTS 5 CELLS ALLOT seems to be the normal way to create arrays, although I don't know much FORTH.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Timmie3054



    It needs modloaderMP, and I dono if you can, but ur not suppose to install forge and modloadermp together.


    No, it doesn't.
    You need ModLoaderMP for 1.2.3 or 1.1, if you're using 1.2.3 or 1.1. Not for 1.2.5.
    Posted in: Minecraft Mods
  • 0

    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Quote from Timmie3054

    Are you going to update this to use FML?

    FML is included in Forge, so all Forge mods have to use it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Timmie3054

    I know the project table is not an automatic crafting table, but is there a reason why its not?
    Like it would make perfect sense to place a transposer or filter on one side to take out the finished item. Although this does not work.

    I hate BC, I rather not use it, and immbus tubestuff mod is not updated:(


    Not updated to what?
    Posted in: Minecraft Mods
  • 0

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



    How do I do this? I have a text editor, but where is the 'floppy' I paste it into? I created a floppy in Minecraft, and even tried using DISKNAME" to name it, but it won't create a file I can hex edit.

    EDIT: Hex editor, sorry typo.


    The file it creates will be in saves\<world>\redpower\disk_<serial>.img

    I've uploaded the actual file here now. You will need to rename it to match your disk's serial number.

    For the people asking how to run it: It's the same way you run FORTH...

    Quote from BloodyRain2k


    Though from the look of his code it's either a forth system snippet that's useless unless you paste it at the correct place in the memory (since the address pointers have to fit) or it's already machine code.

    It is already machine code, and it's supposed to be booted directly from a disk, without FORTH.

    Quote from jxmorris12

    You should make the lamps have colored light. Def.

    You should rewrite half of Minecraft to support coloured light. Def.

    Quote from BloodyRain2k

    Another thing about the colors I just thought of is the Zeropage, I don't know what it is but if there's really for some reason 0x00 to 0xFF bytes in the memory that aren't being used yet color constants could be dumped into there, the problem would be that they would have to be defined by hand : /
    though that shouldn't be that hard, then just remap one words pointer to point to the first const and point form the last back to the prev word who's pointer was hijacked and it could work.

    How does that help anything? Okay, you've got all the same problems except you're using a different memory area. And the memory area wasn't a problem to start with.
    Posted in: Minecraft Mods
  • 1

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

    nice going with your current release. Though i found one thing that would be very nice.

    Either allow frame motors to be moved by pistons. (piston moving the engine off the frame allowing another engine to turn the frame the oppercite direction.

    Not possible because frame motors are tile entities.
    Quote from EurypteriD

    Or add a way to turn the moving direction (either on the motor, Or a Deployer with a screw driver in it)

    Is there a situation where you need to do this but can't use two motors?

    Quote from EurypteriD

    And likewise with the frames. if possible to make them able to be moved by pistons without grapping the nearby blocks to make a door that opens Upwards and pistons that move the frames to the side

    Not possible as frames are also tile entities.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Matrix screensaver:

    Code, to be pasted into a floppy with a hex editor: http://pastebin.com/qeie4dqN

    Edit:

    5x4x5 4-directional inchworm

    Edit 2: Ninja'd by a smaller one (4x3x4)
    Posted in: Minecraft Mods
  • 0

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

    is this TMI and creative compatable?

    It's not TMI compatible. Get NEI, it's like TMI on steroids. Make sure to get the NEI RP plugin from the same place.
    Posted in: Minecraft Mods
  • 0

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



    Does this design actually work? I am trying to get a similar setup to function and to carry itself around. This design will not work, unless I missed a few details (although it put me on the right track)


    Oh, you also need to make sure all the frame motors point inward.
    Posted in: Minecraft Mods
  • 0

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

    Note there are holes underneath the 4 downward facing motors. This can easily be expanded to add vertical movement.
    Posted in: Minecraft Mods
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