can you add a config option for the spawn of volcanos, how often they spawn? i dont want do disable them but i dont want them to spawn as often as they are atm. also can you make basalt creeper resistant like basalt from redpower? your basalt is not creeper shure.
Im working on program to logic circuits synthesis.
Can I haz data values, tile entity tags and etc for all possible gates and on-ground wires statuses plz?
Seriously? All you can download is the 1.6? What if someone wants a 1.5.2 for some reason and then your like, "Get the latest version" and then they try and it doesn't work because 1.6 probably isn't compatible with 1.5.2.
Nobody knows for sure, the modder is busy with school so can't work on the mod as much as before.
Tubes might be added, but I think that electricity will get added even before that. As he has already done some work on it, tubes not.
I for one will be eagerly waiting for ProjectRed: Mechanical.
can you add a config option for the spawn of volcanos, how often they spawn? i dont want do disable them but i dont want them to spawn as often ad they are atm. also can you make basalt creeper resistant like basalt from redpower? your basalt is not creeper shure.
Gotta admit, the fact that it was completely resistant to both creeper explosions and mining lasers was one of my favorite features of RedPower basalt. (Besides basalt brick just looking really cool.) What would be even better would be if basalt brick ALSO resisted Mo'Creatures "HULK SMASH" er, I mean, ogre smash.
its not an logic suggestion but... i really think its good!
Bundled Lamp
1. Purpose
Multicolor display
2. Advantages
More than the "on/off" state in comparison to normal lamps
3. Function
Attach a bundled cable to the lamp and turn on the desired color (multiple signals on one lamp could result in a color-mix? Or just the one who comes first...)
This would be awesome for complex-machine state indicators.
Of course there's more to come, there just isn't much time to code
This was probably easy to do, just a new model... at least that's what I think
Oh I know Mr_TJP is still gonna add more to the mod. I just wasn't sure exactly how much or when coding for the mod would slow down to a less productive level due to school taking over part of his life again. If there's one thing I'd like to see added next it would be tubes and a block breaker that doesn't require power. Logistics sorting aside, the one of the main reasons tubes were important was the fact that they were designed to play nice with frames unlike Buildcraft pipes.
Also, not sure how many people even use the mod anymore after what happened between Greg and mDiyo, but speaking of pipes, has anyone messed around with the new item and liquid pipes added by GregTech? It would be nice if he got them to work with forge multipart and they could share block spaces with microblocks.
Also, not sure how many people even use the mod anymore after what happened between Greg and mDiyo, but speaking of pipes, has anyone messed around with the new item and liquid pipes added by GregTech? It would be nice if he got them to work with forge multipart and they could share block spaces with microblocks.
GregTech? Honestly...?
<somewhat off-topic>
I still have GT installed. For now. On my "live" server. I've removed it from my test server, and I'm actively looking for replacements for the functionality of the advanced GT machines and items that I actually LIKE, which is pretty much Greg Tech as of Minecraft 1.4.7. (Principally thermal generators, glass-fiber power cable, tier 3 machines like the rotary macerator and induction furnace, the energy storage systems, and the industrial grinder and industrial blast furnace.) But GT now nerfs so much functionality of so many other mods, and even of vanilla Minecraft, in favor of what the Greg fanboys think is "challenge" but is actually just tedium and complexity for the same of complexity, that I think it has become actively harmful to the game. I removed it from my test server to look for alternatives when I realized that the glacial pace of tech progression and the sheer amount of mindless grind enforced by current GT were sucking all the fun out of the game. It's discouraging some of my players from trying to build up a tech base. I'm starting to think of GT, as it now is, as the first Minecraft malware, even without the Greg-mDiyo flap.
I think it's incredibly illuminating that mDiyo publicly apologized for his involvement, despite having in my opinion been in the right, while Greg still thinks he did nothing wrong in putting out a mod that contained deliberate server-crashing code.
</off-topic>
v4.0.1 - FIX: alloy smelter crash - FIX: Basalt is now resistant to TNT - FIX: Red alloy wires output weak signal to neighbors. - CHANGE: Lighting rewrite - CHANGE: Updated license - ADDED: Cage lamps - ADDED: Compat module - ADDED: Red Alloy Ingots can be created using using a Tinkers Construct Smeltery
Get the new version on the downloads page.
So yea, license now allows anyone to grab the files and throw them into a mod pack, under obvious conditions (mod pack must be free, etc). Just read over the new license for the details.
Like i said before, the restriction on mod packs was only until it was stable.
i just have a small request. can you make it so that lamps can be placed on framed wires. or possibly a new lamp designed for this. i would like to use the framed wires as lamp posts but can not currently place the lamps on the wire directly. you can use the block lamps but it dose not look as nice. this request is in no way a priority just a thought.
I don't know how much priority forge ordict has but here a list what could be nice:
forgeOreDict "Stone" for circuit plate so we can use UndergroundBiomes stone for it
rubies, peridot, sapphire so we can use Biomes O' Plenty or GregTech ones
And here a crash report: http://pastebin.com/pkLAEYbf (Recipe key on circuit plate in NEI) don't know if it's a NEI Bug but in the version before it worked.
here it is....I just downloaded version 1.6.2.4.0.1.3
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/tileentity/TileEntitySpecialRenderer
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:107)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:141)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/tileentity/TileEntitySpecialRenderer
at mrtjp.projectred.core.CoreProxy.init(CoreProxy.java:30)
at mrtjp.projectred.ProjectRedCore.init(ProjectRedCore.java:83)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 33 more
Caused by: java.lang.NullPointerException
ok, I knew somebody will beat me to it...sorry should have scrolled up...now it is confirmed bug (at this point any excuse will do)
GregTech? Honestly...?
<somewhat off-topic>
I still have GT installed. For now. On my "live" server. I've removed it from my test server, and I'm actively looking for replacements for the functionality of the advanced GT machines and items that I actually LIKE, which is pretty much Greg Tech as of Minecraft 1.4.7. (Principally thermal generators, glass-fiber power cable, tier 3 machines like the rotary macerator and induction furnace, the energy storage systems, and the industrial grinder and industrial blast furnace.) But GT now nerfs so much functionality of so many other mods, and even of vanilla Minecraft, in favor of what the Greg fanboys think is "challenge" but is actually just tedium and complexity for the same of complexity, that I think it has become actively harmful to the game. I removed it from my test server to look for alternatives when I realized that the glacial pace of tech progression and the sheer amount of mindless grind enforced by current GT were sucking all the fun out of the game. It's discouraging some of my players from trying to build up a tech base. I'm starting to think of GT, as it now is, as the first Minecraft malware, even without the Greg-mDiyo flap.
I think it's incredibly illuminating that mDiyo publicly apologized for his involvement, despite having in my opinion been in the right, while Greg still thinks he did nothing wrong in putting out a mod that contained deliberate server-crashing code.
</off-topic>
I have to agree with you that the pre 1.5.2 GregTech was MUCH better. It made IC2 a bit more challenging and gave you some nice stuff to work on late in the game. Not to mention it prevented people from loosing interest after a mere few days. Since then I really don't know why Greg had to go over the top. One thing is obvious though, and that is that he just loves to mod. The amount of machines has nearly tripled since the 1.4.7 version and I don't see any signs of him stopping. While I welcome more content, the recent iron pick and wood recipe changes are insane and otherwise uncalled for. I don't mind editing configs though and as long as I can I'm happy. As for the malicious code, I'd just remove it like I would if I wanted to added the mod to a technic launcher pack. Anyways, last thing I want is to start another debate so I'll end with that.
Also, on a side note, the Tinker's Construct integration was a fantastic idea!
Can I haz data values, tile entity tags and etc for all possible gates and on-ground wires statuses plz?
I for one will be eagerly waiting for ProjectRed: Mechanical.
Gotta admit, the fact that it was completely resistant to both creeper explosions and mining lasers was one of my favorite features of RedPower basalt. (Besides basalt brick just looking really cool.) What would be even better would be if basalt brick ALSO resisted Mo'Creatures
"HULK SMASH"er, I mean, ogre smash.This would be awesome for complex-machine state indicators.
Oh I know Mr_TJP is still gonna add more to the mod. I just wasn't sure exactly how much or when coding for the mod would slow down to a less productive level due to school taking over part of his life again. If there's one thing I'd like to see added next it would be tubes and a block breaker that doesn't require power. Logistics sorting aside, the one of the main reasons tubes were important was the fact that they were designed to play nice with frames unlike Buildcraft pipes.
Also, not sure how many people even use the mod anymore after what happened between Greg and mDiyo, but speaking of pipes, has anyone messed around with the new item and liquid pipes added by GregTech? It would be nice if he got them to work with forge multipart and they could share block spaces with microblocks.
GregTech? Honestly...?
<somewhat off-topic>
I still have GT installed. For now. On my "live" server. I've removed it from my test server, and I'm actively looking for replacements for the functionality of the advanced GT machines and items that I actually LIKE, which is pretty much Greg Tech as of Minecraft 1.4.7. (Principally thermal generators, glass-fiber power cable, tier 3 machines like the rotary macerator and induction furnace, the energy storage systems, and the industrial grinder and industrial blast furnace.) But GT now nerfs so much functionality of so many other mods, and even of vanilla Minecraft, in favor of what the Greg fanboys think is "challenge" but is actually just tedium and complexity for the same of complexity, that I think it has become actively harmful to the game. I removed it from my test server to look for alternatives when I realized that the glacial pace of tech progression and the sheer amount of mindless grind enforced by current GT were sucking all the fun out of the game. It's discouraging some of my players from trying to build up a tech base. I'm starting to think of GT, as it now is, as the first Minecraft malware, even without the Greg-mDiyo flap.
I think it's incredibly illuminating that mDiyo publicly apologized for his involvement, despite having in my opinion been in the right, while Greg still thinks he did nothing wrong in putting out a mod that contained deliberate server-crashing code.
</off-topic>
Tinker's Construct Support!
So would we be able to make tools and stuff with it, or is this just for automation of crafting the ingot?
Is that what i think it is?!!!!!! that is so awesome!
- FIX: alloy smelter crash
- FIX: Basalt is now resistant to TNT
- FIX: Red alloy wires output weak signal to neighbors.
- CHANGE: Lighting rewrite
- CHANGE: Updated license
- ADDED: Cage lamps
- ADDED: Compat module
- ADDED: Red Alloy Ingots can be created using using a Tinkers Construct Smeltery
Get the new version on the downloads page.
So yea, license now allows anyone to grab the files and throw them into a mod pack, under obvious conditions (mod pack must be free, etc). Just read over the new license for the details.
Like i said before, the restriction on mod packs was only until it was stable.
thanks for your consideration
https://dl.dropboxusercontent.com/u/1455347/error.txt
Vanilla server 1.6.2 with latest Forge and CodeChickenCore shows same error.
Whoops. Will fix by the end of the day.
Thats up to the FTB team. They are the ones that put the packs together
He's a mad man with a box
here it is....I just downloaded version 1.6.2.4.0.1.3
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:107)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:141)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/tileentity/TileEntitySpecialRenderer
at mrtjp.projectred.core.CoreProxy.init(CoreProxy.java:30)
at mrtjp.projectred.ProjectRedCore.init(ProjectRedCore.java:83)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 33 more
Caused by: java.lang.NullPointerException
And I still don't get what makes the client crashed. Is it RP?
Any idea on what could be causing this? It happens to all the stuff in PR.
I have to agree with you that the pre 1.5.2 GregTech was MUCH better. It made IC2 a bit more challenging and gave you some nice stuff to work on late in the game. Not to mention it prevented people from loosing interest after a mere few days. Since then I really don't know why Greg had to go over the top. One thing is obvious though, and that is that he just loves to mod. The amount of machines has nearly tripled since the 1.4.7 version and I don't see any signs of him stopping. While I welcome more content, the recent iron pick and wood recipe changes are insane and otherwise uncalled for. I don't mind editing configs though and as long as I can I'm happy. As for the malicious code, I'd just remove it like I would if I wanted to added the mod to a technic launcher pack. Anyways, last thing I want is to start another debate so I'll end with that.
Also, on a side note, the Tinker's Construct integration was a fantastic idea!