Rewrote the Loader/Unloader inventory interface code for the next version. Loaders/Unloader now have an invisible inventory slot that they will fill/empty. This makes them directly compatible with Buildcraft pipes. There is no gui, so if you really must get at the items in that slot you will have to load them into a minecart or destroy the Loader/Unloader. Additionally, they can now put/remove items from any block with an inventory and are ISidedInventory aware. Meaning that a Loader next to a Furnace will remove items from the output slot. And an Unloader on top of a Furnace will put items in the input slot. Unfortunately, there is no way to put items in the fuel slot due to the way the Unloader works (can't put a furnace on top of an Unloader).
Here's is a screenshot. As you can see pipes are drawing straight from the Unloader. The Loader has a chest though because it doesnt work well to put items directly into the Loader unless you are only moving small amounts of the same item. Bulk transfer of different types of items into the Loader still needs the chest to act as a buffer. Items tend to fly out of the pipes otherwise.
I use your mode with Redpower/Redworld, BTW, Buildcraft, all works fine, great job you do !!
The new Speed-Rail is awsome for fast moving, whats about a oposite rail (sneak rail) i have eg. e park with animals, nice things etc. and a rail drives trough this park. It would be nice for this to drive with about half speed of normal rail for this park.
multiplayer and this mod will be epic. Large servers with this kind of transportation and mechanisms would be awesome, get anywhere in a sec with subways of speed rails.
Can you make an API so we can make are mods work with it
Well...bit of a tricky question there. Did you have a specific mod in mind? I'm not really sure what the best way to approach this dilemma is.
Basically, minecarts need to extend EntityRCMinecart. Do that and 90% of the problems go away unless you are overriding the doUpdate() or applyEntityCollision() functions. Most of my changes to minecarts happen in those two functions (collision physics, calls to the rail classes, high speed logic). I'm am currently petitioning the Forge team to implement an IMinecartControlHandler interface that will basically allow mods to change how minecarts work without touching EntityMinecart. But forge development seems a little slow atm.
Alternatively, I could probably post a version that inserts my code directly into EntityMinecart. But that would require modifying your jar, not to mention being a nightmare for me to handle four different codebases (client x2 and server x2).
If anyone is interested in creating a Railcraft compatible version of their mod I am willing to send you the source. You must own the mod though, I'm not dealing with third parties.
Any chance you could merge all the various detector blocks into a single one with a gui, not unlike the advanced detector rail from steve's cart, really comes in handy if you want to detect multiple different types of carts, but not all, while still using only 1 block of space
Any chance you could merge all the various detector blocks into a single one with a gui, not unlike the advanced detector rail from steve's cart, really comes in handy if you want to detect multiple different types of carts, but not all, while still using only 1 block of space
Probably not anytime soon since making GUIs is a pain. Its a good idea though. Probably make it out of diamonds or gold.
My current test grounds:
If you look hard enough you might see some of the things coming next patch (the white rails are the new speed rail texture). And if you are wondering about the obsidian. Well, I'm using it to fill in craters.
A wish to the loader. Can you change it in the way that it can be placed 1 or 2 blocks above rails so i can use it for chestcarts and peoplecarts (of course people should not unloadet, but now they hit livepoints) ?
A wish to the loader. Can you change it in the way that it can be placed 1 or 2 blocks above rails so i can use it for chestcarts and peoplecarts (of course people should not unloadet, but now they hit livepoints) ?
Probably have to do something like that once cart linking is in. I'm just not sure how to transfer power to the rail if its two blocks away.
Just letting you know, playing this in multiplayer, running the Forge, IC, RedPower and Buildcraft ends up causing a server crash after awhile.
It starts spamming:
Cleaning Railcraft Tile Caches then the server dies. Takes about 40 or so minutes.
Lady E
Could you post the server log and crash log? Its suppose to clean the cache every 4 mins (and writes it to the log when it does). I cant do anything without the logs though. I suspect it may not be the cache thats causing the crash.
EDIT: Hey it might be a good idea if you split the mod into 2 downloads, 1 which contains the physics fix and other tweaks, and the other which contains everything including the new blocks.
Guarantee you it will get you extra downloads, plus it helps those people for which every spare block ID counts.
(unless disabling those blocks in the config completely frees up their ID's?)
It look like an awesome mod :smile.gif:
Here's is a screenshot. As you can see pipes are drawing straight from the Unloader. The Loader has a chest though because it doesnt work well to put items directly into the Loader unless you are only moving small amounts of the same item. Bulk transfer of different types of items into the Loader still needs the chest to act as a buffer. Items tend to fly out of the pipes otherwise.
The new Speed-Rail is awsome for fast moving, whats about a oposite rail (sneak rail) i have eg. e park with animals, nice things etc. and a rail drives trough this park. It would be nice for this to drive with about half speed of normal rail for this park.
Yes somthing like in Disney-World/Europapark/etc., slowly drive and time to look at all :smile.gif:
Well...bit of a tricky question there. Did you have a specific mod in mind? I'm not really sure what the best way to approach this dilemma is.
Basically, minecarts need to extend EntityRCMinecart. Do that and 90% of the problems go away unless you are overriding the doUpdate() or applyEntityCollision() functions. Most of my changes to minecarts happen in those two functions (collision physics, calls to the rail classes, high speed logic). I'm am currently petitioning the Forge team to implement an IMinecartControlHandler interface that will basically allow mods to change how minecarts work without touching EntityMinecart. But forge development seems a little slow atm.
Alternatively, I could probably post a version that inserts my code directly into EntityMinecart. But that would require modifying your jar, not to mention being a nightmare for me to handle four different codebases (client x2 and server x2).
If anyone is interested in creating a Railcraft compatible version of their mod I am willing to send you the source. You must own the mod though, I'm not dealing with third parties.
Probably not anytime soon since making GUIs is a pain. Its a good idea though. Probably make it out of diamonds or gold.
My suggestion, get a version working and out there, then we can worry about making it work with Railcraft.
If you look hard enough you might see some of the things coming next patch (the white rails are the new speed rail texture). And if you are wondering about the obsidian. Well, I'm using it to fill in craters.
Probably have to do something like that once cart linking is in. I'm just not sure how to transfer power to the rail if its two blocks away.
Beside the rail would work for me, as long as there is room for a player to go through without bumping their head.
It starts spamming:
Cleaning Railcraft Tile Caches then the server dies. Takes about 40 or so minutes.
Lady E
Naw, beside the rail is lame. I've got an idea though.
Could you post the server log and crash log? Its suppose to clean the cache every 4 mins (and writes it to the log when it does). I cant do anything without the logs though. I suspect it may not be the cache thats causing the crash.
I love you <3
EDIT: Hey it might be a good idea if you split the mod into 2 downloads, 1 which contains the physics fix and other tweaks, and the other which contains everything including the new blocks.
Guarantee you it will get you extra downloads, plus it helps those people for which every spare block ID counts.
(unless disabling those blocks in the config completely frees up their ID's?)
How are they coming along? If you did that, it would make this mod much more unique to the other minecart mods.
Either way, to you sir!