Hey there. I believe I've found some kind of glitch (At least in the 1.5.1 version).
MFR machines don't consume the power I've pumped into them most of the time.
If I power my whole slaughterhouse setup (Moving cows and whatnot) to full and then the engines go down, for whatever reason, the machines still retain their full power status and will keep working continuously. There will be some random times (Once in a very long while) Where it will realize that there is nothing hooked up to it, though, and will immediately drain all of it's power, but that's completely random. It could be as soon as I sever it or days after the fact.
BC API changed,so the PC broke down.But Powercrystals got a plan for it.He use the website "http://www.powercrys...ods.com/build/" to download new APIs(I guess),but sadly,the bc api is still not updated yet.Once he updated it,everything will go right again.
That's not getting fixed until 1.6, sorry. Mods shouldn't be changing APIs, that's against the whole point of what an API is.
The community really needs a frequently updated mod with frames (for automining etc.).
Could you consider adding them to minefactory/making a separate mod?
I have IC2LV Consumer -> Energy bridge -> Universal Charger -> Ender chest.
When I connect the power, the charger's status line in the energy bridge turns to BC and it starts converting to MJ then drains my batteries pretty fast.
Playing with this a bit, I disconnected the power, and replaced the blocks. The universal charger then read IC2 LV for both consumer and charger. I connected the power, the energy bridge charged fine. As soon as I placed the ender chest next to it, it drains the buffer and goes to BC power again.
I'm not sure what to make of this.
.. well, that's weird. The ender chest is empty, right?
Server crashes and I get this when I place a Slaughterhouse in the world
---- Minecraft Crash Report ----
// Don't do that.
Time: 6/23/13 11:58 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.world.WorldServer.<init>(Lnet/minecraft/server/MinecraftServer;Lnet/minecraft/world/storage/ISaveHandler;Ljava/lang/String;Lnet/minecraft/world/WorldProvider;Lnet/minecraft/world/WorldSettings;Lnet/minecraft/profiler/Profiler;Lnet/minecraft/logging/ILogAgent;)V
at skyboy.core.world.WorldServerProxy.<init>(WorldServerProxy.java:81)
at powercrystals.minefactoryreloaded.world.GrindingWorldServer.<init>(GrindingWorldServer.java:28)
at powercrystals.minefactoryreloaded.world.GrindingWorldServer.<init>(GrindingWorldServer.java:23)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.func_70308_a(TileEntityGrinder.java:102)
at powercrystals.minefactoryreloaded.tile.machine.TileEntitySlaughterhouse.func_70308_a(TileEntitySlaughterhouse.java:28)
at net.minecraft.world.chunk.Chunk.func_76604_a(Chunk.java:1027)
at net.minecraft.world.World.func_72837_a(World.java:2919)
at net.minecraft.world.chunk.Chunk.func_76597_e(Chunk.java:996)
at net.minecraft.world.World.func_72796_p(World.java:2857)
at powercrystals.minefactoryreloaded.block.BlockFactoryMachine.getLightOpacity(BlockFactoryMachine.java:103)
at net.minecraft.world.chunk.Chunk.func_76596_b(Chunk.java:630)
at net.minecraft.world.chunk.Chunk.func_76592_a(Chunk.java:741)
at net.minecraft.world.World.func_72832_d(World.java:558)
at net.minecraft.item.ItemBlock.placeBlockAt(ItemBlock.java:241)
at net.minecraft.item.ItemBlock.func_77648_a(ItemBlock.java:119)
at net.minecraft.item.ItemStack.func_77943_a(ItemStack.java:149)
at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:425)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:553)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:677)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 149499248 bytes (142 MB) / 485228544 bytes (462 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -Xmx512M -Xincgc
AABB Pool Size: 2307 (129192 bytes; 0 MB) allocated, 2007 (112392 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 2, tallocated: 64
FML: MCP v7.51 FML v5.2.23.737 Minecraft Forge 7.8.1.737 82 mods loaded, 82 mods active
and this when I place a grinder in the world and the server crashes
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 6/23/13 11:39 PM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.world.WorldServer.<init>(Lnet/minecraft/server/MinecraftServer;Lnet/minecraft/world/storage/ISaveHandler;Ljava/lang/String;Lnet/minecraft/world/WorldProvider;Lnet/minecraft/world/WorldSettings;Lnet/minecraft/profiler/Profiler;Lnet/minecraft/logging/ILogAgent;)V
at skyboy.core.world.WorldServerProxy.<init>(WorldServerProxy.java:81)
at powercrystals.minefactoryreloaded.world.GrindingWorldServer.<init>(GrindingWorldServer.java:28)
at powercrystals.minefactoryreloaded.world.GrindingWorldServer.<init>(GrindingWorldServer.java:23)
at powercrystals.minefactoryreloaded.tile.machine.TileEntityGrinder.func_70308_a(TileEntityGrinder.java:102)
at net.minecraft.world.chunk.Chunk.func_76604_a(Chunk.java:1027)
at net.minecraft.world.World.func_72837_a(World.java:2919)
at net.minecraft.world.chunk.Chunk.func_76597_e(Chunk.java:996)
at net.minecraft.world.World.func_72796_p(World.java:2857)
at powercrystals.minefactoryreloaded.block.BlockFactoryMachine.getLightOpacity(BlockFactoryMachine.java:103)
at net.minecraft.world.chunk.Chunk.func_76596_b(Chunk.java:630)
at net.minecraft.world.chunk.Chunk.func_76592_a(Chunk.java:741)
at net.minecraft.world.World.func_72832_d(World.java:558)
at net.minecraft.item.ItemBlock.placeBlockAt(ItemBlock.java:241)
at net.minecraft.item.ItemBlock.func_77648_a(ItemBlock.java:119)
at net.minecraft.item.ItemStack.func_77943_a(ItemStack.java:149)
at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:425)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:553)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:677)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 150197104 bytes (143 MB) / 304750592 bytes (290 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -Xmx512M -Xincgc
AABB Pool Size: 2431 (136136 bytes; 0 MB) allocated, 2240 (125440 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 6, tallocated: 62
FML: MCP v7.51 FML v5.2.23.737 Minecraft Forge 7.8.1.737 82 mods loaded, 82 mods active
I can get the server back and log back in by using MCEdit to delete the blocks
Any help would be apprciated, thank you.
Is there any way to add custom plants to the harvester/planter?
I use the PeacefulPack, which includes flax (not quite the same as rp2 flax) (which have to be planted on grass) and blaze trees (which have to be planted on netherrack). I don't mind if I have to add them manually to the config file, but it would be nice to be able to automate them.
No, because a surprising number of plants have weird edge cases that cannot be config file'd in easily. I've considered off and on making the common case configurable, but then I'd get people asking for increasingly edgier cases and ugh. So, sorry.
Hey there. I believe I've found some kind of glitch (At least in the 1.5.1 version).
MFR machines don't consume the power I've pumped into them most of the time.
If I power my whole slaughterhouse setup (Moving cows and whatnot) to full and then the engines go down, for whatever reason, the machines still retain their full power status and will keep working continuously. There will be some random times (Once in a very long while) Where it will realize that there is nothing hooked up to it, though, and will immediately drain all of it's power, but that's completely random. It could be as soon as I sever it or days after the fact.
I forget when (or even if) I fixed this, but by default BC machines have an internal power buffer. MFR's buffer actually sits on top of that one, so if the internal BC one is still discharging you will see this effect.
The ruler gives you the wrong measurements. I measured out a rather large castle I had planned in a creative world, and decided to use it in a survival one. I used a ruler to measure out the outline, and triple checked it, as it was rather large. I had gotten the outside done, then began working on the inside. After verifying the center, I found that the whole thing was an odd number of blocks long, when it should have been even. I re-measured the outside, and your ruler said it was even, but counting all the blocks manually (mining a single horizontal line of the wall with a clear inventory) I found an odd number of blocks. After using worldedit to count the total number of blocks in the selection, it also said odd. I had to take down 2 walls of it, re-smelt the cobblestone, and recreate it using the old fashioned counting method. Can you please fix this?
EDIT: You can place down 2 blocks right next to each other, and it will say 1 block, when you can clearly see 2 blocks there. It will also say 0 blocks when clicking the same block twice. It looks like it always says 1 block fewer than it really is.
The community really needs a frequently updated mod with frames (for automining etc.).
Could you consider adding them to minefactory/making a separate mod?
Take a look at Redstone in Motion. A new mod that is coming along very quickly.
Any chance of adding some form of wireless redstone to RedNet? There have been several other wireless mods, but none are updated for 1.5, and I think it would fit well with your system.
There is a working version of wireless redstone for 1.5.2.
The ruler gives you the wrong measurements. I measured out a rather large castle I had planned in a creative world, and decided to use it in a survival one. I used a ruler to measure out the outline, and triple checked it, as it was rather large. I had gotten the outside done, then began working on the inside. After verifying the center, I found that the whole thing was an odd number of blocks long, when it should have been even. I re-measured the outside, and your ruler said it was even, but counting all the blocks manually (mining a single horizontal line of the wall with a clear inventory) I found an odd number of blocks. After using worldedit to count the total number of blocks in the selection, it also said odd. I had to take down 2 walls of it, re-smelt the cobblestone, and recreate it using the old fashioned counting method. Can you please fix this?
EDIT: You can place down 2 blocks right next to each other, and it will say 1 block, when you can clearly see 2 blocks there. It will also say 0 blocks when clicking the same block twice. It looks like it always says 1 block fewer than it really is.
I don't use the tape measure, but I imagine it measures distance, not the count of blocks. The distance from the center of one block to the center of one right next to it is one. The distance from one block to itself is 0. I'm curious what it does on a diagonal.
I've been having a strange issue with Magical Crops in conjunction with MFR.
(Caveat: I've been using Magical Crops 1.5.1.2.1.0. I know there's a version 1.5.1.2.1.2a, and one issue I was having - with obsidian crops - will hopefully have been fixed by a relevant entry in the changelog, but the other one doesn't seem to be touched on at all. I'm hesitant to touch this one, though, considering that there's reports in that thread that MFR isn't playing nice with the new version - maybe because of the obsidian change?)
The (remaining) problem is that sometimes, when the mature crops are harvested, I get a seed that has a damage value attached to it. The really weird part is that this doesn't happen for all seeds of a given type. Most of them will just have an item ID, with a DV of 0; occasionally, though, I'll get other seeds that don't stack with them because they have a different DV, though they seem to look the same and, if I either plant them by hand or adjust the MFR filters, function alike.
I didn't notice this when I was farming them by hand. Is it possible that the "extra" seeds which occasionally drop are erroneously getting a DV when run through the Harvester?
I don't use the tape measure, but I imagine it measures distance, not the count of blocks. The distance from the center of one block to the center of one right next to it is one. The distance from one block to itself is 0. I'm curious what it does on a diagonal.
Yeah. I think count might make more sense in hindsight, but I'm worried about changing it now when people are using this behavior.
Diagonals are standard distance - sqrt(dx^2 + dy^2 + dz^2). For the case where only dx (or whatever) is nonzero, that's sqrt(dx^2), or just dx, so you may not notice. But that's why it gives you the distance in all 3 axes plus the total.
hey everyone.. I'm getting a weird id mismatch, I believe, when I put in minefactory reloaded. The game starts up just fine but right when I'm about to enter my world it says Id mismatch between world and game, ID: 102, 335, and 79. What I don't understand is that these are all vanilla ID? Ice, milk, and mushroom. Does minefactory reloaded overwrite these or am I missing something?
hey everyone.. I'm getting a weird id mismatch, I believe, when I put in minefactory reloaded. The game starts up just fine but right when I'm about to enter my world it says Id mismatch between world and game, ID: 102, 335, and 79. What I don't understand is that these are all vanilla ID? Ice, milk, and mushroom. Does minefactory reloaded overwrite these or am I missing something?
Thanks in advanced for the help!
Milk buckets, ice, and glass panes all have different functions added by MFR (pouring out, unmelting ice, connecting with stained glass panes. respectively). It accomplishes this by adding its own versions of those same things. It shouldn't be anything to worry about - it's not an ID mismatch/conflict, it's an overloading of vanilla items.
I'm not sure what's going on with mushrooms, though. Are you sure it's not glass panes?
Milk buckets, ice, and glass panes all have different functions added by MFR (pouring out, unmelting ice, connecting with stained glass panes. respectively). It accomplishes this by adding its own versions of those same things. It shouldn't be anything to worry about - it's not an ID mismatch/conflict, it's an overloading of vanilla items.
I'm not sure what's going on with mushrooms, though. Are you sure it's not glass panes?
first off thanks for helping! yea im sure its mushrooms. I did an NEI ID map dump today and that is what has id number 100. I actually have two pairs of tile id's for mushrooms at 39 and 40 and at 99 and 100. then I also have thing.glass at 102. Not sure if any of that is substantial....
Those are big and small mushrooms (39/40 small, etc). But yeah when you start the game FML is telling you that stuff changed as a warning, You can safely ignore that warning, it doesn't matter. If you want to, you can turn off these overrides in the config.
New version of BC changed how the power system works. Currently the biofuel reactor won't send power to wooden conductive pipes or other pipes. I had to place a redstone energy cell inbetween to get power in the system.
The Meaning of Life, the Universe, and Everything.
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7/12/2011
Posts:
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Minecraft:
dorky106
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the configs for MFR are weird.
cause the Lava Fab cost is 400 MJ, but the config says 20, and if you put it down to 10 in the config the in-game cost is 200
So by that does that mean, that all the costs in the config are really only 1/20 of the in-game cost?
the configs for MFR are weird.
cause the Lava Fab cost is 400 MJ, but the config says 20, and if you put it down to 10 in the config the in-game cost is 200
So by that does that mean, that all the costs in the config are really only 1/20 of the in-game cost?
Just looking to find all the costs is all.
Sounds like you're running into costs per second vs costs per tick. There are (assuming everything's running at full speed with no latency) 20 "ticks" per second.
Those are big and small mushrooms (39/40 small, etc). But yeah when you start the game FML is telling you that stuff changed as a warning, You can safely ignore that warning, it doesn't matter. If you want to, you can turn off these overrides in the config.
Hey power crystals, thanks for the response! Now I'm off to make my slaughterhouse MUAHAHAHAHA
New version of BC changed how the power system works. Currently the biofuel reactor won't send power to wooden conductive pipes or other pipes. I had to place a redstone energy cell inbetween to get power in the system.
I can't seem to extract power from the biofuel generator with BC conductive pipes.
I attach a wooden cond pipe to each generator, then a quarzt cond pipe to each wooden pipe, then a single line of quartz cond pipe to the forestry machines that need energy.
Nothing happens.
Thermal Expansion Redstone Energy Pipe works flawlessly however. Problem is I don't have the mats for them now. I'm playing cheat-less survival right now, and was testing it in creative testworld.
Any ideas?
BC changed something about their power API without warning, and since we're in the middle of a major transition I can't fix it. In the meantime, use conduits, because Lemming doesn't break stuff without telling anyone.
the configs for MFR are weird.
cause the Lava Fab cost is 400 MJ, but the config says 20, and if you put it down to 10 in the config the in-game cost is 200
So by that does that mean, that all the costs in the config are really only 1/20 of the in-game cost?
Just looking to find all the costs is all.
You're trying to compare ticks to seconds. 20 ticks per second.
I was getting that same error (pasted in the spoiler below). I have the latest PCC from Jenkins (PowerCrystalsCore-1.1.8B1-119.jar) and the latest MFR as well. Everytime we placed a grinder the world would crash.
NOTE: I am using MCPC+ so this may very well be fixed on your end and could be an MCPC problem, but I wanted to post here just in case. I'll spend some time testing on my local server today, and replace MCPC with pure Forge to see if anything changes.
I am not even going to suggest that MCPC+ works with the current betas due to the ASM hackery we're doing. You may need to hold off until it gets closer to a stable (not for a while).
has anyone tried to do a mining platform using Ugocraft?
I've seen a few you-tube vids of them demonstrating the use of the various slider blocks (straight and diagonal), the ROTATION blocks, and the isolation (insulation) plates that prevent it from sticking to unwanted blocks... and it is so NOT laggy when its moving something, it's awesome just in that regard... i'm sure the search function will find it otherwise, but currently it's still on the front page of the "community creations" forum here posted by Sacheverell...
one thing i did notice was that it seemed to be using just vanilla redstone for it's connections, not sure if things like rednet cables or RP2 red alloy wire would interact with it... it's a japanese language website that has some pretty strange translations via google-translate, but if you persevere thru the forum posts, there is a few links to the translated (to english) webpages, and you can download it for 1.5.2 or the older 1.4.7... personally, I think that this mod will go a long way towards the goal of replacing RP2 Frames just because you don't need to build your device over/under/around the frames themselves... whatever block you put gets included into the mega-entity during the actual movement phase, and after it moves, it is the same block again, that allows for much more compact builds.
MFR machines don't consume the power I've pumped into them most of the time.
If I power my whole slaughterhouse setup (Moving cows and whatnot) to full and then the engines go down, for whatever reason, the machines still retain their full power status and will keep working continuously. There will be some random times (Once in a very long while) Where it will realize that there is nothing hooked up to it, though, and will immediately drain all of it's power, but that's completely random. It could be as soon as I sever it or days after the fact.
That's not getting fixed until 1.6, sorry. Mods shouldn't be changing APIs, that's against the whole point of what an API is.
Talk to mDiyo; they're handling all the MFR+natura/tconstruct stuff.
This has nothing to do with my mods.
No, frames are a compatibility disaster.
.. well, that's weird. The ender chest is empty, right?
You need the latest PCC beta too.
No, because a surprising number of plants have weird edge cases that cannot be config file'd in easily. I've considered off and on making the common case configurable, but then I'd get people asking for increasingly edgier cases and ugh. So, sorry.
Peaceful pack is on our todo list though.
I forget when (or even if) I fixed this, but by default BC machines have an internal power buffer. MFR's buffer actually sits on top of that one, so if the internal BC one is still discharging you will see this effect.
INFORMATION WANTS TO BE WRONG
EDIT: You can place down 2 blocks right next to each other, and it will say 1 block, when you can clearly see 2 blocks there. It will also say 0 blocks when clicking the same block twice. It looks like it always says 1 block fewer than it really is.
I made my own shader pack, by the way.
Take a look at Redstone in Motion. A new mod that is coming along very quickly.
http://forums.technicpack.net/threads/1-5-x-redstone-in-motion-redpower-frames-1-0-1-0-june-25.47048/
There is a working version of wireless redstone for 1.5.2.
http://slimevoid.net/wireless-redstone/
I don't use the tape measure, but I imagine it measures distance, not the count of blocks. The distance from the center of one block to the center of one right next to it is one. The distance from one block to itself is 0. I'm curious what it does on a diagonal.
(Caveat: I've been using Magical Crops 1.5.1.2.1.0. I know there's a version 1.5.1.2.1.2a, and one issue I was having - with obsidian crops - will hopefully have been fixed by a relevant entry in the changelog, but the other one doesn't seem to be touched on at all. I'm hesitant to touch this one, though, considering that there's reports in that thread that MFR isn't playing nice with the new version - maybe because of the obsidian change?)
The (remaining) problem is that sometimes, when the mature crops are harvested, I get a seed that has a damage value attached to it. The really weird part is that this doesn't happen for all seeds of a given type. Most of them will just have an item ID, with a DV of 0; occasionally, though, I'll get other seeds that don't stack with them because they have a different DV, though they seem to look the same and, if I either plant them by hand or adjust the MFR filters, function alike.
I didn't notice this when I was farming them by hand. Is it possible that the "extra" seeds which occasionally drop are erroneously getting a DV when run through the Harvester?
ETA:
I can confirm that oreberries are working fine as it stands - with the harvester, not the fruit picker.
That's the same thing to do as frames, just less complex of a device for the player. Look at that redstone in motion mod.
Yeah. I think count might make more sense in hindsight, but I'm worried about changing it now when people are using this behavior.
Diagonals are standard distance - sqrt(dx^2 + dy^2 + dz^2). For the case where only dx (or whatever) is nonzero, that's sqrt(dx^2), or just dx, so you may not notice. But that's why it gives you the distance in all 3 axes plus the total.
INFORMATION WANTS TO BE WRONG
Thanks in advanced for the help!
I'm not sure what's going on with mushrooms, though. Are you sure it's not glass panes?
first off thanks for helping! yea im sure its mushrooms. I did an NEI ID map dump today and that is what has id number 100. I actually have two pairs of tile id's for mushrooms at 39 and 40 and at 99 and 100. then I also have thing.glass at 102. Not sure if any of that is substantial....
INFORMATION WANTS TO BE WRONG
cause the Lava Fab cost is 400 MJ, but the config says 20, and if you put it down to 10 in the config the in-game cost is 200
So by that does that mean, that all the costs in the config are really only 1/20 of the in-game cost?
Just looking to find all the costs is all.
Hey power crystals, thanks for the response! Now I'm off to make my slaughterhouse MUAHAHAHAHA
BC changed something about their power API without warning, and since we're in the middle of a major transition I can't fix it. In the meantime, use conduits, because Lemming doesn't break stuff without telling anyone.
You're trying to compare ticks to seconds. 20 ticks per second.
BOP is being worked on by the BOP guys. Natura already works and is on mDiyo's side. Pam's already works and is on our side.
I am not even going to suggest that MCPC+ works with the current betas due to the ASM hackery we're doing. You may need to hold off until it gets closer to a stable (not for a while).
INFORMATION WANTS TO BE WRONG
has anyone tried to do a mining platform using Ugocraft?
I've seen a few you-tube vids of them demonstrating the use of the various slider blocks (straight and diagonal), the ROTATION blocks, and the isolation (insulation) plates that prevent it from sticking to unwanted blocks... and it is so NOT laggy when its moving something, it's awesome just in that regard... i'm sure the search function will find it otherwise, but currently it's still on the front page of the "community creations" forum here posted by Sacheverell...
one thing i did notice was that it seemed to be using just vanilla redstone for it's connections, not sure if things like rednet cables or RP2 red alloy wire would interact with it... it's a japanese language website that has some pretty strange translations via google-translate, but if you persevere thru the forum posts, there is a few links to the translated (to english) webpages, and you can download it for 1.5.2 or the older 1.4.7... personally, I think that this mod will go a long way towards the goal of replacing RP2 Frames just because you don't need to build your device over/under/around the frames themselves... whatever block you put gets included into the mega-entity during the actual movement phase, and after it moves, it is the same block again, that allows for much more compact builds.