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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    As for game testing, I've done this, I've run crafting tests for things like HV Solars, and many other things, tested multiple recipes together, separate, multiple systems, running 1 job, running the same job for hours on end, I've never been able to re-produce it while observing the system.

    Trust me on one thing I put an enormous amount of time into trying to solve that bug.


    ...I could have given you a world where it would stall consistently and reliably, at least once every 15 minutes. Heck, I've had that world saved for over a year. It's an old version, and I get that you aren't planning to fix it, but it isn't a hard bug to reproduce.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    I'm pretty sure that the Direwolf20 pack has spatial disabled by default, if you want to use it, you need to enable it in the configs.


    Thanks for the reply! I sure hope that didn't slow you down from pounding out your rewrite!

    When I mentioned the crafting bug to a coder friend of mine, he asked why you didn't write unit tests. It occurs to me that in the special case of minecraft, you could actually create automated unit tests in game itself. That is, you'd build a series of rube-goldberg machines that require many many features of AE to work in concert with one another, and they would signal you in game if the test is completed. You'd save the world-state pre-test, and then just load up that world and throw a lever or something to start the test sequences.

    For instance, you could have a series of very complex crafting recipes chained, one followed by another (and then the output would in turn set off another ME crafting system) to test for the stalling bug.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Two questions :

    1. The Direwolf20 pack comes with RV 14 final 3 included. NEI shows that the spatial storage drives are included. Does this mean it is possible to use spatial storage in this version or not? The spatial IO port is missing from NEI, so I don't know how to spawn it in or craft it. Does anyone know of a workaround?

    2. This bug regarding the autocrafting "stalling" is a very old one. I personally had AlgorithmX2 come on my server and see the stalling one time, over a year ago. I found a workaround : you set a timer/state cell to automatically break the network controller and put it down again.

    Then, you set up your long crafting jobs by putting ghost items representing your "order" in an ME interface, so that when the network reboots (say every 15 minutes) it will resume fulfilling your "order".

    So if you were building the pinnacle of Gregtech, a fusion reactor, you'd stick the components of the reactor as ghost items in the ME interface, and hours later, you'd have the reactor built.

    Anyone done this?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Hey, what's the optimal vanilla/Thaumcraft armor combination (in terms of resistance to dying) ?

    Right now, I've got a diamond chestplate with prot IV, runic goggles of revealing, runic leggings with emergency shielding, and boots of the traveler with protection IV, feather falling IV, and haste III.

    Is there a stronger combination? Note that any combination that lacks the speed boost of the traveler boots or goggles of revealing doesn't count. Also, any mods other than TC3 do not count, either.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Ireee

    It will stay separate.
    There is no reason for merging it in. All the compatibility happens thanks to FMP.
    MrTJP said it MIGHT be shipped in releases with PR in the future, though.

    Truss is updated sporadicaly? Why do you say that, when there is an update every day or two?


    It wasn't updated for 6 weeks, between initial release and 1.6.2 version.

    Any thoughts about how you might implement computers, if you do them?

    The way Eloraam did it was extremely hard-core, not to mention difficult to program for. It took her a long time to develop, since she seems to have written the OS from scratch.

    Forth wasn't so bad. A Forth interpreter written in Java would be one of the more straightforward ways to duplicate the RP2 computers.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Duckstepper

    I really hope there will be energy, with the things he has been teasing about it, I think it'll be great :D


    If the wire connectivity rules are in, energy is a straightforward addition. Especially if he makes it realistic and treats energy more like redstone signals are treated. Energy "sources" in real life travel at the speed of light, and electrical resistance reduces the "strength" of a signal on a wire in a similar manner to how distance reduces the signal strength of a redstone signal.

    Eloraams method of using individual automata for each wire element, and having them share power with each other was horribly slow and unrealistic.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Ireee

    Latest build does not exist.

    I think it'll be Microblocks, Wiring, Logic, Lighting, Worldgen
    I think there will be NO tubes, NO machines, NO Computers, NO energy, NO frames

    EDIT: Frames will be officially provided by TrussMod, which is still quite WiP
    That includes even seamless frame-embedding for pretty much anything that goes in the centre.


    Does this mean that TrussMod will have it's code incorporated and maintained by this mod's team? That would be true official support, since that way, as long as this mod's team doesn't drop the ball, it would continue to get updated and bug fixed as time passes.

    Or do you mean "you could totally use Truss mod if you wanted frames", which is true, but Truss mod is updated only sporadically, and it's open source but written in a language that most coders on this forum don't know (scala).
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Just heard about this mod. So, the website doesn't say which parts of redpower are actually in the latest builds of the mod. This "full release" that is coming : which parts of redpower will it duplicate? It does have some really nice looking textures for the logic gates, better than the original, and I noticed it supports outside corner wiring, which the original did not.

    It looks as if the computers and the frames will be missing, but everything else will be in?
    Posted in: Minecraft Mods
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    posted a message on Immibis's Mods - Now with 85.7% less version numbers in this title!
    Never mind, I forgot you included source in your mods.
    Posted in: Minecraft Mods
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    posted a message on Electrodynamics - [UPDATE]
    Did I see the last video correctly, where that furnace's state, including it's cook progress, was preserved?

    Will this work with modded items, so long as they used standard methods for storing item state (aka not using an external file)?
    Posted in: Minecraft Mods
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    posted a message on Truss Mod (RP2 -style frames)
    So if I wanted to be a dirty cheater, I could make "framesets" of anything I wanted to have together without needing a second frame to support the other item.

    By default, what's the maximum frameset size, anyway? I checked the code for your config file, and didn't see one specified anywhere.

    For worldguard support : the way I would do it, you would capture the name of the player who placed the frame motor, and store it as a property of a frame motor. When a frame motor causes a frameset to move, you'd have to trigger the forge events for block place and block remove, with the responsible player's name used for the field for permissions. How many of these events is up to you, but at a minimum you need 1 for every chunk that the leading edge of the frameset is moving in. Ideally, you'd do this check only for the leading edge of the frameset, so that a player running a frame vehicle would hit a "wall" if they tried to move it into a disallowed area, but they could reverse and not be stuck.
    Posted in: WIP Mods
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    posted a message on Truss Mod (RP2 -style frames)
    How would I use the configuration to move a multi-block nuclear reactor? Or to move a machine with a wire on top of it, built into a factory so i can't just put more trusses up there?

    Or an ME-assembler, for that matter. ME assembler is a heterogeneous collection of 4 different blocks : how does the config system work?
    Posted in: WIP Mods
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    posted a message on Truss Mod (RP2 -style frames)
    Yeah, the forced direct adjacency for frames makes it impossible to do certain things, and in other cases it can be extremely annoying (because the original redpower version has the 1k set size limit and most servers leave it set to this). That was why I thought the "platform" seemed acceptable : essentially, frame platforms would move the adjacent block above it, and any blocks above that, as long as there is not an air block in between. There would be a height limit of, say, 8 blocks for this. (above that and the "structural stress" of the movement causes the blocks above that to shear off)

    Multiblock machines are becoming more and more common (Gregtech just added a bunch more),

    The reason I asked for multi-block engines is that currently, frames are very slow. I like the idea of "high speed' engines that move several blocks at once but this makes the engines MUCH bigger. (so a "warship" engine would have to be huge). Like, an engine that moves a frameset 8 blocks at once would only take as much time as it would take to move 2 blocks if you moved 1 block at a time. (cube root scaling factor)

    This would not work at all like ugocraft, the way the code would handle multiblock engines is that the length of the engine itself tells how many blocks to move at once.
    Posted in: WIP Mods
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    posted a message on Truss Mod (RP2 -style frames)
    Is ROTATION from Ugocraft possible? I was about to say no, but I just realized that it could work if the blocks, after each move, always maintained their original facing in terms of NESWUD. This could create amusing effects if you rotated a wall of machinery with sided blocks like mfes and transformers, because after the rotation, the blocks would face the same way as before, but the wiring would no longer be in the right place.
    Posted in: WIP Mods
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    posted a message on Truss Mod (RP2 -style frames)
    I don't suppose you could somehow team up to reduce the work you each have to do? The perfect frames mod would

    a) allow you to move blocks without always needing adjacency (the "platform" idea makes physical sense)
    b ) Cost some kind of energy to move blocks, from IC2 or buildcraft or UE or all 3 like AE does
    c) Have different recipe modes, from vanilla (so the mod can work standalone) to "gregtech", where it's super hard. The mod would switch to the hardest possible difficulty if it detected the relevant mod installed, so we don't have to bug server admins to do it.
    d) Show you what block is binding the frame-set from moving.

    And that's it, really. I'm totally fine with having to make a separate component for each direction for inchworm, or not having a direct computercraft interface. I do like the "platform' from redstone in motion, the other more OP carriages I could do without.

    oh, and

    e) A way to do multi-block movements where the frameset smoothly moves more than 1 block at once
    f) A way to do diagonal movements (which is an extension of (e))

    e and f can't be difficult if you have stuff moving at all, the tricky bit is how to conceptualize the engine. One approach would be that n frame motors placed next to each other and facing the same direction can be combined into a "n block long" engine that when activates moves the attached frameset n blocks.
    Posted in: WIP Mods
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