It will work with computer craft once i create an IO Expander peripheral. RP2 wires worked directly because Dan200 added direct support on his side. Since he is probably not gonna do that for PR, i will need to handle it myself with a peripheral.
That's an even better idea I think, with a peripheral you can do more. Have a 256bit network or higher. :-)
I have noticed another prob, but I guess its all related to mods having RP2 api, as some mods are having trouble connecting and sending signals through your wires, eg wireless redstone, its not always sending the signal through the receiver.
I haven't looked at other mods but I am updating my server to 1.52 using your mod so we'll see how it goes.
Thanks again for the mod, at least now we have something to work with instead of nothing.
Dan200 might be willing to help, have you asked him? His first version of CC didn't have any RP2 capabilities.
Look up mincedtek1.1 mod through tekkit launcher.
Thanks
Bobster71
That's an even better idea I think, with a peripheral you can do more. Have a 256bit network or higher. :-)
I have noticed another prob, but I guess its all related to mods having RP2 api, as some mods are having trouble connecting and sending signals through your wires, eg wireless redstone, its not always sending the signal through the receiver.
I haven't looked at other mods but I am updating my server to 1.52 using your mod so we'll see how it goes.
Thanks again for the mod, at least now we have something to work with instead of nothing.
Dan200 might be willing to help, have you asked him? His first version of CC didn't have any RP2 capabilities.
Look up mincedtek1.1 mod through tekkit launcher.
Thanks
Bobster71
I'm getting the same crash as Dylan4Ever, except I did notice my log telling me it failed to create your custom tick handler. Hope this helps, would really love to see this mod working for SMP!
Wow, i have been waiting for that, didn't know it was out.
His multipart api is genius, i may switch to it completely. Ill wait for 1.6.2 for that though. For now, what i have will do. Don't want too many things distracting me from big things like frames.
Actually, I wouldn't worry about frames, as I know of a few mods that have already covered them. Though if you plan specific integration of frames with your mod exclusively, go for it. And yes, his API is amazing. The fact that it allows vanilla blocks to interact with multipart blocks is the best, I've always wanted to cover up levers and such.
I'm getting the same crash as Dylan4Ever, except I did notice my log telling me it failed to create your custom tick handler. Hope this helps, would really love to see this mod working for SMP!
Check the github issue section for a maybe possible fix. I'm still looking into it.
Nice. Really Nice!, though I'm still waiting for the machines are they going to be powered by bluelectricty still? and did eloraam gave you permission for this or do you even need permission for this?
Nice. Really Nice!, though I'm still waiting for the machines are they going to be powered by bluelectricty still? and did eloraam gave you permission for this or do you even need permission for this?
I don't need her permission, there is no copying involved. It's based on RP2, but not copied.
Hey man umm.. this looks amazing.. i really want it.. but the thing is .. im 1.5.1 . Yea yea "Upgrade" But heres another thing.. 1 have 130 mods for my 1.5.1 and i think this would be a AMAZING addition... do you think you can downgrade this to 1.5.1? or am i just screwed?
But, for this to be a almost perfect replacement to red power 2, you MUST add the ores! The ores is Ruby, Saphire, Nicholite, Emerald (different emerald) and Tungsten i think
But, for this to be a almost perfect replacement to red power 2, you MUST add the ores! The ores is Ruby, Saphire, Nicholite, Emerald (different emerald) and Tungsten i think
The Meaning of Life, the Universe, and Everything.
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Dude, why not make this all separate, like the wires and tubes and machines, all like separate mods so everyone can choose what ever they want to install, I myself only want the redpower tubes and machines. Great mod overall!
Dude, why not make this all separate, like the wires and tubes and machines, all like separate mods so everyone can choose what ever they want to install, I myself only want the redpower tubes and machines. Great mod overall!
It adds unnecessary complication. If you don't want to use something u can just not use it...
Question: why merge with Electrodynamics instead of continuing as a standalone? More people on board?
Great stuff so far though man, nice to see everything you've done so far.
You mentioned that the mircoblocks part was partly based off immibis' work, correct? If so, would you consider implementing one of the neat things he did with his microblocks mod by having nearly all the microblock recipes blocked (pardon the pun) from appearing in the NEI recipe list? Dunno how the heck he did it, but would be nice if more modders with boatloads of repeated recipes that only alter the texture/material used did that. I've tried looking internally in NEI's configs but don't see a clear option for hiding certain items from appear in NEI.
Question: why merge with Electrodynamics instead of continuing as a standalone? More people on board?
Great stuff so far though man, nice to see everything you've done so far.
You mentioned that the mircoblocks part was partly based off immibis' work, correct? If so, would you consider implementing one of the neat things he did with his microblocks mod by having nearly all the microblock recipes blocked (pardon the pun) from appearing in the NEI recipe list? Dunno how the heck he did it, but would be nice if more modders with boatloads of repeated recipes that only alter the texture/material used did that. I've tried looking internally in NEI's configs but don't see a clear option for hiding certain items from appear in NEI.
Best of luck working on everything!
Nei things can be turned of by clicking the button all the way in the top center, going to project red, and right clicking micro blocks. This will turn them all off from showing up in NEI.
I want to continue as a standalone mod, but i also want other people to help me out, because something like this isn't easy, especially re-writing some of the multipart code. ED is a great concept, and they seem to have many people of advanced experience helping out. This can be a great thing for both mods.
Nei things can be turned of by clicking the button all the way in the top center, going to project red, and right clicking micro blocks. This will turn them all off from showing up in NEI.
-.-... Head, meet desk. I never knew about the right click feature, sheesh, thanks for pointing that out.
I want to continue as a standalone mod, but i also want other people to help me out, because something like this isn't easy, especially re-writing some of the multipart code. ED is a great concept, and they seem to have many people of advanced experience helping out. This can be a great thing for both mods.
Figured as much, just wondering partly because from what I've seen of ED it indeed has a lot of promise, but it also has a lot more than just the Logic stuff.
[Spoiler] Hey man umm.. this looks amazing.. i really want it.. but the thing is .. im 1.5.1 . Yea yea "Upgrade" But heres another thing.. 1 have 130 mods for my 1.5.1 and i think this would be a AMAZING addition... do you think you can downgrade this to 1.5.1? or am i just screwed? [Spoiler/]
That's an even better idea I think, with a peripheral you can do more. Have a 256bit network or higher. :-)
I have noticed another prob, but I guess its all related to mods having RP2 api, as some mods are having trouble connecting and sending signals through your wires, eg wireless redstone, its not always sending the signal through the receiver.
I haven't looked at other mods but I am updating my server to 1.52 using your mod so we'll see how it goes.
Thanks again for the mod, at least now we have something to work with instead of nothing.
Dan200 might be willing to help, have you asked him? His first version of CC didn't have any RP2 capabilities.
Look up mincedtek1.1 mod through tekkit launcher.
Thanks
Bobster71
I am a prehistoric histories and manga / anime fan.
I am quickly putting dev on hold for a bit, there might be big news coming considering the future of Project Red
Actually, I wouldn't worry about frames, as I know of a few mods that have already covered them. Though if you plan specific integration of frames with your mod exclusively, go for it. And yes, his API is amazing. The fact that it allows vanilla blocks to interact with multipart blocks is the best, I've always wanted to cover up levers and such.
Check the github issue section for a maybe possible fix. I'm still looking into it.
Project Red may become the standalone logic module for Electrodynamics or merge with it comepletely.
I don't need her permission, there is no copying involved. It's based on RP2, but not copied.
Aspiring Modder, Tuna enthusiast.
Very nice!
Someone's working on that already.
It adds unnecessary complication. If you don't want to use something u can just not use it...
Great stuff so far though man, nice to see everything you've done so far.
You mentioned that the mircoblocks part was partly based off immibis' work, correct? If so, would you consider implementing one of the neat things he did with his microblocks mod by having nearly all the microblock recipes blocked (pardon the pun) from appearing in the NEI recipe list? Dunno how the heck he did it, but would be nice if more modders with boatloads of repeated recipes that only alter the texture/material used did that. I've tried looking internally in NEI's configs but don't see a clear option for hiding certain items from appear in NEI.
Best of luck working on everything!
Nei things can be turned of by clicking the button all the way in the top center, going to project red, and right clicking micro blocks. This will turn them all off from showing up in NEI.
I want to continue as a standalone mod, but i also want other people to help me out, because something like this isn't easy, especially re-writing some of the multipart code. ED is a great concept, and they seem to have many people of advanced experience helping out. This can be a great thing for both mods.
-.-... Head, meet desk. I never knew about the right click feature, sheesh, thanks for pointing that out.
Figured as much, just wondering partly because from what I've seen of ED it indeed has a lot of promise, but it also has a lot more than just the Logic stuff.
Thanks for the speedy reply.
[Spoiler]
Hey man umm.. this looks amazing.. i really want it.. but the thing is .. im 1.5.1 . Yea yea "Upgrade" But heres another thing.. 1 have 130 mods for my 1.5.1 and i think this would be a AMAZING addition... do you think you can downgrade this to 1.5.1? or am i just screwed?
[Spoiler/]
Aspiring Modder, Tuna enthusiast.