as much as I hate to be fun brake for you but I'd ask for that as I can imagine it wouldn't come that handy when my inv is full from mining and there's no free space left for dividing. I'd love it though if it would just refill with similiar items if available since I always go down with around 5 stone picks :3
But maybe I'll just adjust to it when it's there dunno, we'll see lol
That's a good choice too. I'll see how many different modes I feel like adding.
Here's a thought. Have the mod scan for the exact same type of item in the inventory and replace the emptied cell with that, regardless of it's location in the inventory. So if, for example, your iron pick/pile of cobblestone just ran out, the game will try to find another iron pick/pile of cobblestone in your inventory to replace it with.
That's a good mode. I like that one. Hilighting the inventory slots is a bit more involved though, and I don't really feel like doing that one now.
Also, you're planning this as a separate mod, right? It sounds like a cool feature, but not at all related to RP.
Not really. It requires Forge, and one thing I've learned is that it's a real pain to maintain separate mods that aren't part of RP. I might branch it off eventually though.
I just ran into an unexpected complication while using the Redstone Pipes (for BC). Not sure if it's a bug or an intentional limitation, but it seems that bare wire will only take input from redstone pipes if the wire is attached to the top face of a block. When I put it on the side or bottom face of something (making sure the wire is in the block space adjacent to the pipe of course), it doesn't render a connection to the pipe and it doesn't respond when the pipe activates.
Ah yes, that issue. To be honest, that problem had more to do with Logic than with Wiring (don't ask). I've changed it in 1.7.
I'm making a new improved crafting machine that dispenses the crafted item that you have deposited in the minecart chest. It is going to be able to craft four items of your choice...all you have to do is configure the buildcraft work benches and a diamond pipe.
I was wondering if there is a way to make a sequencer, but it has to turn off when it is powered =/ I need to make a scrolling light system..for my dispensing system for the warning lights when it won't work due to the fact that you have selected two items to craft...
I used that same design for the button outside my 1.6 test house :smile.gif:
Jacketed wires will change that a lot though.
Why use a toggle latch? The sequencer is hard-locked to the world time, so if you set it to 300 seconds, it'll always point the same direction at the same time of day, no matter how many times you change the world time. If you set it to something else, it's still hard-locked, but unless the period divides 300, it'll drift from day to day - but all sequencers set to that same number will always point in the same direction.
I would have a design for you right away if adding another mod to my jar hadn't somehow deleted all the natives and forced minecraft to redownload the whole package from scratch. Once I've re-modded my minecraft I'll try to make a solution. :dry.gif:
EDIT: You could always AND each sequencer output.
Yea, it would be best if you showed a picture, cause I could reproduce that and know exactly what you mean =/
Edit:Ohh wait, I think I know what you mean.. I have it set if it two levers are powered it powers a wireless transmitter frequency 5...and if I use a AND gate and put the frequency 5 receiver on on side that the sequencer on the other then it would work...I understand it now thanks =3
The Meaning of Life, the Universe, and Everything.
Join Date:
5/31/2011
Posts:
314
Minecraft:
Electrobob99
Member Details
This mod is great, just needs a way to store a large amount of the redstone/ red alloy ingots, like a block or something.
And maybe if someone can make a coal block as well that uses the forge. Just so It will take up less space in chests/inventories.
Just a suggestion, doesn't have to be implemented.
i have need using tmis before 1.6 update and now i cant get the wiring to show sense you added the ligh blocks the only way to get is to amke the same with some of the covers can you fix
correction its doubling the covers it does give me and there taking the place of my wire and i tryed to change id but it didnt work
You need the same TMI patch which was needed by every other person who asked about this without bothering to read the FAQs in the first post. It's on page 183.
And no, she can't fix it, because the problem is in TMI, not her mods.
i have this, but its not entirely related to this mod:
---please use spoiler tags like this to reduce clutter---
Mods loaded: 18
ModLoader Beta 1.7.3
mod_EntMover Version 0.1 for MC b1.7.3
mod_Aether 1.7.3 v1.01
mod_Trivia 1.7.3 Aether Edition
mod_Hoverboat 1.7.2
mod_PigbearLaser Laser 1.0
mod_MoreCreepsAndWeirdos MoreCreepsAndWeirdos
mod_PlasmaCraft 1.7.2/0.2.3
mod_RedPowerCore 1.6.0
mod_RedPowerLighting 1.6.0
mod_RedPowerLighting 1.6.0
mod_RedPowerLogic 1.6.0
mod_RedPowerLogic 1.6.0
mod_RedPowerWiring 1.6.0
mod_RedPowerWiring 1.6.0
mod_Renderhook 1.7_01
mod_TooManyItems 1.7.2 2011-07-01
mod_WorldEditCUI 1.7_01
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 7677b656 --------
Generated 8/18/11 1:40 PM
Minecraft: Minecraft Beta 1.7.3
OS: Mac OS X (i386) version 10.6.6
Java: 1.6.0_24, Apple Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel GMA X3100 OpenGL Engine version 2.0 APPLE-1.6.26, Intel Inc.
java.lang.IllegalArgumentException: Slot 121 is already occupied by SMBlockAcidTNT@1284903 when adding eloraam.lighting.BlockLamp@1d16ecf
at uu.<init>(SourceFile:244)
at eloraam.lighting.BlockLamp.<init>(BlockLamp.java:18)
at RedPowerLighting.initialize(RedPowerLighting.java:17)
at mod_RedPowerLighting.initialize(mod_RedPowerLighting.java:26)
at mod_RedPowerLighting.ModsLoaded(mod_RedPowerLighting.java:11)
at ModLoader.init(ModLoader.java:819)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at q.a(q.java:28)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 13066fb1 ----------
this mod needs a configurable file for block/item ids.
It does have a configuration file. It is created after you try to start minecraft with the mod in the mods folder. (Even though it crashed like that, it will create it, so you can open it up and edit the block IDs.)
Yes I did put the .class files directly in the .jar file.
you installed the actualy TMI first, then the patch from page 183?
and not the otherway around?
-wanted to confirm your not undoing a patch, and your getting your tmipatch from this thread pg 183
you installed the actualy TMI first, then the patch from page 183?
and not the otherway around?
-wanted to confirm your not undoing a patch, and your getting your tmipatch from this thread pg 183
I installed TMI first then the patch. I'll redo this from a fresh install and add TMI first then run Minecraft then install said patch.
Edit- After making minecraft a fresh install, I installed all the mods required for Redpower and TMI with it, launched Minecraft, then installed the TMI patch. Still doesn't work after that. Is there any particular Config files I need to edit?
i have a problem, i loaded the mod, it works and everything but, instead of the Insulated Wire in my toomanyitems all i get is 3 sets of the Cover Plates, what do i do?
Rollback Post to RevisionRollBack
99% of people die when killed. If you are part of the 1% who won't, put this in your sig
i have a problem, i loaded the mod, it works and everything but, instead of the Insulated Wire in my toomanyitems all i get is 3 sets of the Cover Plates, what do i do?
Reading the thread can be a real time-saver! Try page 183.
Rollback Post to RevisionRollBack
But the fact that some geniuses were laughed at does not imply that all who are laughed at are geniuses. They laughed at Columbus, they laughed at Fulton, they laughed at the Wright Brothers. But they also laughed at Bozo the Clown. -- Carl Sagan
I installed TMI first then the patch. I'll redo this from a fresh install and add TMI first then run Minecraft then install said patch.
Edit- After making minecraft a fresh install, I installed all the mods required for Redpower and TMI with it, launched Minecraft, then installed the TMI patch. Still doesn't work after that. Is there any particular Config files I need to edit?
How are you installing this patch and if your not putting the patch on page 183? - if your putting it in your mods folder this is not where it belongs - place it in the jar
How are you installing this patch and if your not putting the patch on page 183? - if your putting it in your mods folder this is not where it belongs - place it in the jar
I have been installing everything in the .jar file.
That's a good choice too. I'll see how many different modes I feel like adding.
That's a good mode. I like that one. Hilighting the inventory slots is a bit more involved though, and I don't really feel like doing that one now.
Not really. It requires Forge, and one thing I've learned is that it's a real pain to maintain separate mods that aren't part of RP. I might branch it off eventually though.
Ah yes, that issue. To be honest, that problem had more to do with Logic than with Wiring (don't ask). I've changed it in 1.7.
I was wondering if there is a way to make a sequencer, but it has to turn off when it is powered =/ I need to make a scrolling light system..for my dispensing system for the warning lights when it won't work due to the fact that you have selected two items to craft...
Obviously Running from a Creeper =O
ah okay I misunderstood the squencer then
Yea, it would be best if you showed a picture, cause I could reproduce that and know exactly what you mean =/
Edit:Ohh wait, I think I know what you mean.. I have it set if it two levers are powered it powers a wireless transmitter frequency 5...and if I use a AND gate and put the frequency 5 receiver on on side that the sequencer on the other then it would work...I understand it now thanks =3
Obviously Running from a Creeper =O
i have this, but its not entirely related to this mod:
Mods loaded: 18
ModLoader Beta 1.7.3
mod_EntMover Version 0.1 for MC b1.7.3
mod_Aether 1.7.3 v1.01
mod_Trivia 1.7.3 Aether Edition
mod_Hoverboat 1.7.2
mod_PigbearLaser Laser 1.0
mod_MoreCreepsAndWeirdos MoreCreepsAndWeirdos
mod_PlasmaCraft 1.7.2/0.2.3
mod_RedPowerCore 1.6.0
mod_RedPowerLighting 1.6.0
mod_RedPowerLighting 1.6.0
mod_RedPowerLogic 1.6.0
mod_RedPowerLogic 1.6.0
mod_RedPowerWiring 1.6.0
mod_RedPowerWiring 1.6.0
mod_Renderhook 1.7_01
mod_TooManyItems 1.7.2 2011-07-01
mod_WorldEditCUI 1.7_01
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 7677b656 --------
Generated 8/18/11 1:40 PM
Minecraft: Minecraft Beta 1.7.3
OS: Mac OS X (i386) version 10.6.6
Java: 1.6.0_24, Apple Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel GMA X3100 OpenGL Engine version 2.0 APPLE-1.6.26, Intel Inc.
java.lang.IllegalArgumentException: Slot 121 is already occupied by SMBlockAcidTNT@1284903 when adding eloraam.lighting.BlockLamp@1d16ecf
at uu.<init>(SourceFile:244)
at eloraam.lighting.BlockLamp.<init>(BlockLamp.java:18)
at RedPowerLighting.initialize(RedPowerLighting.java:17)
at mod_RedPowerLighting.initialize(mod_RedPowerLighting.java:26)
at mod_RedPowerLighting.ModsLoaded(mod_RedPowerLighting.java:11)
at ModLoader.init(ModLoader.java:819)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at q.a(q.java:28)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 13066fb1 ----------
this mod needs a configurable file for block/item ids.
That's some nice wiring you have there...
And maybe if someone can make a coal block as well that uses the forge. Just so It will take up less space in chests/inventories.
Just a suggestion, doesn't have to be implemented.
Arcane Aerotech - Custom Modded Minecraft MineFreaks - Unmodded Minecraft
Aerotech Networks - Space Engineers/Team Fortress 2/Gmod
Occasional Game Nights
You need the same TMI patch which was needed by every other person who asked about this without bothering to read the FAQs in the first post. It's on page 183.
And no, she can't fix it, because the problem is in TMI, not her mods.
It does have a configuration file. It is created after you try to start minecraft with the mod in the mods folder. (Even though it crashed like that, it will create it, so you can open it up and edit the block IDs.)
.minecraft/config/
It has one! :smile.gif:
Holy hell!
Somehow I picture you making good use of Array when it comes out, and I imagine the 1.7 speed boost will also benefit you :smile.gif:
No kidding. Nice setup indeed! How long did it take you to build that?
Yes I did put the .class files directly in the .jar file.
you installed the actualy TMI first, then the patch from page 183?
and not the otherway around?
-wanted to confirm your not undoing a patch, and your getting your tmipatch from this thread pg 183
I installed TMI first then the patch. I'll redo this from a fresh install and add TMI first then run Minecraft then install said patch.
Edit- After making minecraft a fresh install, I installed all the mods required for Redpower and TMI with it, launched Minecraft, then installed the TMI patch. Still doesn't work after that. Is there any particular Config files I need to edit?
99% of people die when killed. If you are part of the 1% who won't, put this in your sig
Reading the thread can be a real time-saver! Try page 183.
How are you installing this patch and if your not putting the patch on page 183? - if your putting it in your mods folder this is not where it belongs - place it in the jar
I have been installing everything in the .jar file.