HOLY CRAP! This just keeps getting better and better! I'd love to help with this but I'm not sure how much assistance I could provide. I have a fairly decent knowledge java and I know the basics of modding with Forge, but the scale and magnitude of this project is kinda out of my league. One thing I have looked into however that you said you hadn't yet was Forge's worldgen hooks. I can add ores, trees, and structures like custom dungeons. Volcanoes would be a bit more complicated however,seeing as how even Eloraam found herself struggling to fix their generation. Before I took a break from modding I was just getting into tile entities so I might look into that too. I don't think looking into how to hook into Buildcraft's power grid with the api would be that hard either.
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 .
HOLY CRAP! This just keeps getting better and better! I'd love to help with this but I'm not sure how much assistance I could provide. I have a fairly decent knowledge java and I know the basics of modding with Forge, but the scale and magnitude of this project is kinda out of my league. One thing I have looked into however that you said you hadn't yet was Forge's worldgen hooks. I can add ores, trees, and structures like custom dungeons. Volcanoes would be a bit more complicated however,seeing as how even Eloraam found herself struggling to fix their generation. Before I took a break from modding I was just getting into tile entities so I might look into that too. I don't think looking into how to hook into Buildcraft's power grid with the api would be that hard either.
In case you're looking for something frame related to hold you over until Mr_TJP can get to work on his variant you might want to take a look at this: http://forums.techni...-7.47048/��jakj did an absolutely amazing job with this and in such a short time. Not to mention the motion of the frames is so much more refined!
If I can get someone to write the world gen, that would be perfect. And if you would like to help, send me a pm. Don't worry about your experience, the more people the better.
And for those of you who are excited for frames keep in mind they are not getting finished any time soon. I am just starting to look into them.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/8/2013
Posts:
131
Member Details
Actually, Forge Multipart, which is the API chickenbones has made for multiblocks, is and has been released and is far superior to any microblocks I've ever seen. If you could possibly hook into that instead of using your own code completely I think they would be more functional. Then again, I haven't really looked through the API or your code, so I don't know if that would be easy or not.
Actually, Forge Multipart, which is the API chickenbones has made for multiblocks, is and has been released and is far superior to any microblocks I've ever seen. If you could possibly hook into that instead of using your own code completely I think they would be more functional. Then again, I haven't really looked through the API or your code, so I don't know if that would be easy or not.
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.
Wonderful mod! Thank you so much for creating a suitable replacement.
When you work on the gates, could you also consider adding the basics of the Wireless Redstone mod integration for RP2, as made by Chickenbones ?
I have used it a lot in the past, and I think It would be a very useful addition to the gates that are already included. Also, thanks for the decision to not include volcanoes. I've always hated those in RP2.
His decision to not include them was because He doesn't know how to code them. I hope he can get them added, maybe just a config option for volcanoes
WOW, Thank you.
I've still been playing 1.47 because of redpower not updateing to 1.5. Thanks to you I can now play with 1.52.
Redpower was good, but why hasn't it been updated? Its been holding everything up.
Thanks to you things can start moving forward. Does your wiring work with computercraft like redpower does?
What about some wiring for computercraft, larger network cables, or larger displays? eg cclights for 1.47
Great mod keep it up.
Thanks
Rob
WOW, Thank you.
I've still been playing 1.47 because of redpower not updateing to 1.5. Thanks to you I can now play with 1.52.
Redpower was good, but why hasn't it been updated? Its been holding everything up.
Thanks to you things can start moving forward. Does your wiring work with computercraft like redpower does?
What about some wiring for computercraft, larger network cables, or larger displays? eg cclights for 1.47
Great mod keep it up.
Thanks
Rob
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.
I got a crash when I installed it, StackOverflowError. Incredibly long crashreport that repeats itself a lot it seems, so I shortened it. Doesn't hapen without this mod installed. Too bad, I really want this.
---- Minecraft Crash Report ----
// Sorry
Time: 10-7-13 11:22
Description: Failed to start game
cpw.mods.fml.common.network.FMLNetworkException: java.lang.RuntimeException: java.lang.StackOverflowError
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:197)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:130)
at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:99)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:262)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:465)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:314)
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:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:314)
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:103)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: java.lang.StackOverflowError
at mrtjp.projectred.network.PacketHandler.<init>(PacketHandler.java:62)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:192)
... 30 more
Caused by: java.lang.StackOverflowError
at java.nio.charset.CharsetEncoder.<init>(Unknown Source)
at java.nio.charset.CharsetEncoder.<init>(Unknown Source)
at sun.nio.cs.UTF_8$Encoder.<init>(Unknown Source)
at sun.nio.cs.UTF_8$Encoder.<init>(Unknown Source)
at sun.nio.cs.UTF_8.newEncoder(Unknown Source)
at java.util.zip.ZipCoder.encoder(Unknown Source)
at java.util.zip.ZipCoder.getBytes(Unknown Source)
at java.util.zip.ZipFile.getEntry(Unknown Source)
at java.util.jar.JarFile.getEntry(Unknown Source)
at java.util.jar.JarFile.getJarEntry(Unknown Source)
at java.util.jar.JarFile.getManEntry(Unknown Source)
at java.util.jar.JarFile.getManifestFromReference(Unknown Source)
at java.util.jar.JarFile.getManifest(Unknown Source)
at com.google.common.reflect.ClassPath.browseJar(ClassPath.java:312)
at com.google.common.reflect.ClassPath.browseFrom(ClassPath.java:278)
at com.google.common.reflect.ClassPath.browse(ClassPath.java:265)
at com.google.common.reflect.ClassPath.browseJar(ClassPath.java:313)
at com.google.common.reflect.ClassPath.browseFrom(ClassPath.java:278)
at com.google.common.reflect.ClassPath.browse(ClassPath.java:265)
~ it repeats this:
at com.google.common.reflect.ClassPath.browseJar(ClassPath.java:313)
at com.google.common.reflect.ClassPath.browseFrom(ClassPath.java:278)
at com.google.common.reflect.ClassPath.browse(ClassPath.java:265)
a lot of times. ~
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Using NEI with this mod installed can make the clouds go flat in fancy. There is also lighting problems on the sides of it. This also likes to cause Thaumic Tinkerers Sprites to Spaz.
Yay lanterns! I would like to request a feature/ask a question about frames? Could you make them so I could power them with MJ or EU? In redpower you could only convert BT to other types of energy but could you make the possiblity to do the opposite for your power sources? I really dreamed of a nuclear powered frameship for over 6 months now :P.
Yay lanterns! I would like to request a feature/ask a question about frames? Could you make them so I could power them with MJ or EU? In redpower you could only convert BT to other types of energy but could you make the possiblity to do the opposite for your power sources? I really dreamed of a nuclear powered frameship for over 6 months now :P.
I don't have my own power system, I'm going to use MJ for everything.
If youre going to use MJ for power, don't even think about using pipe mechanics as tubes cause thats why people want them. Keep in mind that RP Tubes were the best item transport for quite a while and their non-leaking and less-lagging mechanics were why people used them. If you make a sortof improved version of pipes then noone wants it . BUILDCRAP MUST DIE >: (!
If youre going to use MJ for power, don't even think about using pipe mechanics as tubes cause thats why people want them. Keep in mind that RP Tubes were the best item transport for quite a while and their non-leaking and less-lagging mechanics were why people used them. If you make a sortof improved version of pipes then noone wants it . BUILDCRAP MUST DIE >: (!
That's not the plan at all. The only way a pipe is gonna hop out is if you actually break the pipe with the item. And I'm thinking about adding wires that transport MJ instead of blutricity.
Yes! This is nice! I have always wanted to use RP2, and now I can (For the most part).
But one question, is this mod compatible with IC2 (when it hets updated -.-), Buildcraft 3, Damage Indicators and other mods like Iron Chests, Better Furnaces? By these mods, i basicly mean the big Technic mods that I like playing om my modded world.
Yes! This is nice! I have always wanted to use RP2, and now I can (For the most part).
But one question, is this mod compatible with IC2 (when it hets updated -.-), Buildcraft 3, Damage Indicators and other mods like Iron Chests, Better Furnaces? By these mods, i basicly mean the big Technic mods that I like playing om my modded world.
HOLY CRAP! This just keeps getting better and better! I'd love to help with this but I'm not sure how much assistance I could provide. I have a fairly decent knowledge java and I know the basics of modding with Forge, but the scale and magnitude of this project is kinda out of my league. One thing I have looked into however that you said you hadn't yet was Forge's worldgen hooks. I can add ores, trees, and structures like custom dungeons. Volcanoes would be a bit more complicated however,seeing as how even Eloraam found herself struggling to fix their generation. Before I took a break from modding I was just getting into tile entities so I might look into that too. I don't think looking into how to hook into Buildcraft's power grid with the api would be that hard either.
In case you're looking for something frame related to hold you over until Mr_TJP can get to work on his variant you might want to take a look at this: http://forums.technicpack.net/threads/1-5-x-redstone-in-motion-redpower-frames-1-2-0-0-july-7.47048/ jakj did an absolutely amazing job with this and in such a short time. Not to mention the motion of the frames is so much more refined!
If I can get someone to write the world gen, that would be perfect. And if you would like to help, send me a pm. Don't worry about your experience, the more people the better.
And for those of you who are excited for frames keep in mind they are not getting finished any time soon. I am just starting to look into them.
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.
o_0 oooooo purty.
His decision to not include them was because He doesn't know how to code them. I hope he can get them added, maybe just a config option for volcanoes
I've still been playing 1.47 because of redpower not updateing to 1.5. Thanks to you I can now play with 1.52.
Redpower was good, but why hasn't it been updated? Its been holding everything up.
Thanks to you things can start moving forward. Does your wiring work with computercraft like redpower does?
What about some wiring for computercraft, larger network cables, or larger displays? eg cclights for 1.47
Great mod keep it up.
Thanks
Rob
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.
I might implement world gen myself.
Gerr. Someone else had this problem too but I can't reproduce it. Can you try uninstalling mods until it works?
Change Log:
v3.0.0.27
- Added lanterns, both inverted and non inverted.
Check out my Animation Channel: https://www.youtube.com/channel/UCVy57y58kWOd6zRYJNGQkNg/feed
I don't have my own power system, I'm going to use MJ for everything.
Same recipe as RP2, but check the OP for all the recipes.
That's not the plan at all. The only way a pipe is gonna hop out is if you actually break the pipe with the item. And I'm thinking about adding wires that transport MJ instead of blutricity.
But one question, is this mod compatible with IC2 (when it hets updated -.-), Buildcraft 3, Damage Indicators and other mods like Iron Chests, Better Furnaces? By these mods, i basicly mean the big Technic mods that I like playing om my modded world.
Thanks!
Yup, should be compatible with everything.