OP, props to you, looks like an amazing replacement.
And the jacketed wires are actually better and more flexible than Redpower's!
Mind some suggestions? Most of them are traits I personally dislike in RP2....
1. Non-insulated alloy wires in RP2 update the blocks they sit on - could you take this out for performance reasons? It's specially meaningful in servers, where there's always a noob using only those in larger contraptions.
2. Gate tweakings...
2a. Are the plates really needed? What about replacing them in recipes with stone slabs? It's a borderline useless block in vanilla that would fit nicely the function.
2b. RP2 and vanilla repeaters could be merged, as if P:R extended the vanilla repeater's function.
2c. They have lots of micro-crafting in RP2, this could be culled to a minimum. [Mockup example: put three stone slabs in the bottom for all gates, the other six slots in the crafting grid define the gate. No need for pointers, anodes and cathodes.]
3. PLEASE PLEASE PLEASE, if you're ever going to add rubber or volcanoes, make those configurable.
4. And if adding power sources, make them use Buildcraft's electricity system. It's becoming the default for most mods.
Thanks for reading! BTW, I'm downloading now your mod
My god I am loving all of the cool new RP2 replacements people are coming up with! This plus jakj's Redstone in Motion basically covers all of Redpower's features minus machines, marble caves, volcanoes, and the giant rubber trees. However, while Buildcraft's pipes are nice,so far they are semi incompatible with frames of any kind due to the fact that they take a few moments to activate after being placed down and drop items while they are in motion. Essentially they won't work for tunnel bores/frame quarries. Hopefully someone can create a new piping system that will fill this role.
OP, props to you, looks like an amazing replacement.
And the jacketed wires are actually better and more flexible than Redpower's!
Mind some suggestions? Most of them are traits I personally dislike in RP2....
1. Non-insulated alloy wires in RP2 update the blocks they sit on - could you take this out for performance reasons? It's specially meaningful in servers, where there's always a noob using only those in larger contraptions.
2. Gate tweakings...
2a. Are the plates really needed? What about replacing them in recipes with stone slabs? It's a borderline useless block in vanilla that would fit nicely the function.
2b. RP2 and vanilla repeaters could be merged, as if P:R extended the vanilla repeater's function.
2c. They have lots of micro-crafting in RP2, this could be culled to a minimum. [Mockup example: put three stone slabs in the bottom for all gates, the other six slots in the crafting grid define the gate. No need for pointers, anodes and cathodes.]
3. PLEASE PLEASE PLEASE, if you're ever going to add rubber or volcanoes, make those configurable.
4. And if adding power sources, make them use Buildcraft's electricity system. It's becoming the default for most mods.
Thanks for reading! BTW, I'm downloading now your mod
1) Them updating blocks is the absolute only way other blocks can know the signal changed. Else, nothing would react to red stone. I understand that sometimes there are people misusing them, but you don't need to worry about lag, as if a string of say 100 wires update, the server only actually sends one update packet to the client and the calculations are only done once unlike RP2. Updating blocks they sit on is a core mechanic of wires, sorry.
2a) I had the same thought. The plates are mostly used because their texture matches the others and it looks nice. I may change the recipe for them, or even use slabs like u said, but right now, new features are my main concern.
2b) I am looking for a way to just disable vanilla things that are replaced, like the comparator I may implement.
2c) I actually enjoyed the complex recipes, but I do plan on having a simple recipe mode in the configs.
3) I'm assuming u want them configurable because they were too massive in rp2. If I implement trees, I will allow you to set the spawn rate. I WON'T implement volcanoes until I get a better understanding of the world gen code.
4) I think I said it before but absolutely. MJ will be the primary source of power in this mod.
I'm glad people are liking PR. I didn't think it would catch on this fast.
My god I am loving all of the cool new RP2 replacements people are coming up with! This plus jakj's Redstone in Motion basically covers all of Redpower's features minus machines, marble caves, volcanoes, and the giant rubber trees. However, while Buildcraft's pipes are nice,so far they are semi incompatible with frames of any kind due to the fact that they take a few moments to activate after being placed down and drop items while they are in motion. Essentially they won't work for tunnel bores/frame quarries. Hopefully someone can create a new piping system that will fill this role.
jakj has fixed the issue with BC pipes, and they are now easier to use with his frames.
jakj has fixed the issue with BC pipes, and they are now easier to use with his frames.
He may have some temporary / halfway fix because as far as I know, bc pipes are incompatible because they cache their location.
The problem is unless pipes are specifically designed to move they won't work.
Amazing mod! I was hoping for a RP2 return but it doesn't look like it will be coming anytime soon but i'm glad to see this mod come up!
I just hope that everything under undecided on the too-do list eventually comes in the game!
I was thinking more along the lines of making the uninsulated wires react as the insulated ones, but seems like you already solved the problem, then no issue
About volcanoes and rubber trees: my issue with rubber was redundancy with other mods that already add those. (And they are a bit... too large). Volcanoes were too abundant, and I guess most of us agree that they were... ugly.
He may have some temporary / halfway fix because as far as I know, bc pipes are incompatible because they cache their location.
The problem is unless pipes are specifically designed to move they won't work.
Yeah this is why I suggested a brand new pipe system designed for motion. Buildcraft's code can be quite a mess at times.
jakj has fixed the issue with BC pipes, and they are now easier to use with his frames.
Lol last i checked he said his head was about to explode after looking over Buildcraft's code for hours and declared the issue known, but unable to be fixed at this time. I could always be wrong as he pays pretty good attention to his topic on the technic forums. After reading what he said I'm still not sure if it'd be possible to create entirely new Buildcraft pipes/pipe frames designed specifically to work with his mod.
This mod has everything Immibis has plus bug fixes plus things from rp2.
If he's willing you should collaborate with Immibis if you can. All the RP2 replacement mods coming out are becoming a bit overwhelming. For Red logic alone your options consist of PR, MFR's Rednet, Immibis' RedLogic, and hopefully soon, Electrodynamic's redwire and logic. Plus there may be others that I don't even know about yet.
Since it's not a coremod, does that mean you made your own microblock code rather than also reusing some of Immibis's like with the logic gates? The one thing I really loved about Immibis's microblocks was that you could use practically any mod block as a microblock too (which is probably why his is a coremod).
Since it's not a coremod, does that mean you made your own microblock code rather than also reusing some of Immibis's like with the logic gates? The one thing I really loved about Immibis's microblocks was that you could use practically any mod block as a microblock too (which is probably why his is a coremod).
Unfortunately, yea, they no longer work because I don't mess with base edits. However, if you apply Immibis microblocks to other mod blocks, they are purely aesthetic. I didn't think a complicated asm was necessary for that. I am going to make an API eventually to let other mod authors register blocks with my microblocks.
While there are no frames, I have no need for it! Redpower had 2 things that we all need. Cool wind power gens and frames! Everything else is already added by other mods but frameships is something I really want in my 1.5.2 and up worlds :P.
And the jacketed wires are actually better and more flexible than Redpower's!
Mind some suggestions? Most of them are traits I personally dislike in RP2....
1. Non-insulated alloy wires in RP2 update the blocks they sit on - could you take this out for performance reasons? It's specially meaningful in servers, where there's always a noob using only those in larger contraptions.
2. Gate tweakings...
2a. Are the plates really needed? What about replacing them in recipes with stone slabs? It's a borderline useless block in vanilla that would fit nicely the function.
2b. RP2 and vanilla repeaters could be merged, as if P:R extended the vanilla repeater's function.
2c. They have lots of micro-crafting in RP2, this could be culled to a minimum. [Mockup example: put three stone slabs in the bottom for all gates, the other six slots in the crafting grid define the gate. No need for pointers, anodes and cathodes.]
3. PLEASE PLEASE PLEASE, if you're ever going to add rubber or volcanoes, make those configurable.
4. And if adding power sources, make them use Buildcraft's electricity system. It's becoming the default for most mods.
Thanks for reading! BTW, I'm downloading now your mod
1) Them updating blocks is the absolute only way other blocks can know the signal changed. Else, nothing would react to red stone. I understand that sometimes there are people misusing them, but you don't need to worry about lag, as if a string of say 100 wires update, the server only actually sends one update packet to the client and the calculations are only done once unlike RP2. Updating blocks they sit on is a core mechanic of wires, sorry.
2a) I had the same thought. The plates are mostly used because their texture matches the others and it looks nice. I may change the recipe for them, or even use slabs like u said, but right now, new features are my main concern.
2b) I am looking for a way to just disable vanilla things that are replaced, like the comparator I may implement.
2c) I actually enjoyed the complex recipes, but I do plan on having a simple recipe mode in the configs.
3) I'm assuming u want them configurable because they were too massive in rp2. If I implement trees, I will allow you to set the spawn rate. I WON'T implement volcanoes until I get a better understanding of the world gen code.
4) I think I said it before but absolutely. MJ will be the primary source of power in this mod.
I'm glad people are liking PR. I didn't think it would catch on this fast.
There is lighting bugs on the sides of the gates.
The Lamps glow a little too bright.
jakj has fixed the issue with BC pipes, and they are now easier to use with his frames.
He may have some temporary / halfway fix because as far as I know, bc pipes are incompatible because they cache their location.
The problem is unless pipes are specifically designed to move they won't work.
I just hope that everything under undecided on the too-do list eventually comes in the game!
I was thinking more along the lines of making the uninsulated wires react as the insulated ones, but seems like you already solved the problem, then no issue
About volcanoes and rubber trees: my issue with rubber was redundancy with other mods that already add those. (And they are a bit... too large). Volcanoes were too abundant, and I guess most of us agree that they were... ugly.
And well, if you're using MJ, I'm sold!
Yeah this is why I suggested a brand new pipe system designed for motion. Buildcraft's code can be quite a mess at times.
Lol last i checked he said his head was about to explode after looking over Buildcraft's code for hours and declared the issue known, but unable to be fixed at this time. I could always be wrong as he pays pretty good attention to his topic on the technic forums. After reading what he said I'm still not sure if it'd be possible to create entirely new Buildcraft pipes/pipe frames designed specifically to work with his mod.
Do you include more RP2 features than Immibis has currently?
This mod has everything Immibis has plus bug fixes plus things from rp2.
If he's willing you should collaborate with Immibis if you can. All the RP2 replacement mods coming out are becoming a bit overwhelming. For Red logic alone your options consist of PR, MFR's Rednet, Immibis' RedLogic, and hopefully soon, Electrodynamic's redwire and logic. Plus there may be others that I don't even know about yet.
-Kat
Unfortunately, yea, they no longer work because I don't mess with base edits. However, if you apply Immibis microblocks to other mod blocks, they are purely aesthetic. I didn't think a complicated asm was necessary for that. I am going to make an API eventually to let other mod authors register blocks with my microblocks.
That would be great! I could use all the help I can get. Send me a PM if u want me to add u to the roster.
https://dl.dropboxus...144650/TODO.txt
Frames and tubes INCOMING!