I might be able to work on this soon, but yea, I was very busy with my other mods and university related stuff. This project will also soon be transferred to someone else who probably (hopefully!) has more time to work on it.
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Last active Sun, Jan, 24 2016 06:04:53
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Jun 2, 2015Posted in: Minecraft Mods
I always used your mod in my modpack.
I like to build factories and your mod just make it easier.
However, in the latest version, the sorting chests aren't sorting at all.
They are acting as normal chests.
If i whit list ALL ORES, just ores should enter the chest, right?
that's not happening.
Is there some fix for this?
Thank you :3
Are you sure you have set the ores chest to 'whitelist'? Also, is the chest you are inputting the ores in, which need to be moved, not allowing ores to go in?
Edit: Got another report of the same issue that involved a Forge update. Could you try to downgrade Forge a few versions and see what happens?
May 25, 2015Posted in: Minecraft Mods
AFAIK the Block Extenders work almost, if not fully, the same as Transvecfor Interfaces. It seems like you are experiencing issues that should not happen. This might be a faulty setup, but could also be a bug. Could you discribe, or show, what's happening more clearly?
May 22, 2015Posted in: Minecraft Mods
So how is the advanced extender supposed to work? I know extra utils enderquarry is a bit of a hassle, but getting energy and getting an inventory connected trough the extender does not work in any way. it only works for one - either inventory, OR energy not both. and that makles the point of extending the block pointless... i guess. in the image I have a testing setup that wont work.
In this setup the enderquarry doesn't have a valid output for items. The enderquarry will check the neighboring tiles and try to output into them.The block extender isn't a valid input as it is connected to the quarry and will try to input items into the quarry when items are inserted into it.
May 18, 2015Posted in: Minecraft Mods
I'm having trouble with the key texture that sits on top of sorting chests. Moving and turning is causing this texture to flicker and glitch out for me, and it only displays properly from some angles. I use the sphax pack but the issue persists with resourcepacks disabled. Also tried adjusting a bunch of video settings but the flickering still happens. Ever seen this - any idea what might cause the error?
I have not yet experienced or heard of this issue. Are you running Optifine or something else that might influence rendering?
May 13, 2015Posted in: Minecraft Mods
The function of this mod is not obvious, nor explained in any way. The wiki is useless. There is no getting started guide and no direction on what to do with it. Videos are not helpful when it takes 40 minutes to explain a simple task because the commentor extolls the virtues of their roof design.
Refined Relocation has failed basic game design.
Thanks for the feedback. It's hard to find out how much users need to be walked trough features of a mod when you created it. Things that seems obvious can be extremely complicated for users. I would like to know where the problem lies, what is obvious and what is not?
If the mod failed basic game design is something where we don't agree on. Minecraft would fail too under your criteria, I have no way to know that I need to punch a tree and put the wood in the crafting grid. It turned out to be one of the most popular games ever.
May 2, 2015Posted in: Minecraft Mods
So i am on Agarian skies 2 and we have compact chest, which although awesome, do not have the integration with RR. As with any modded inventory i have the same issue of being able to sort items into the correct chest using the sorting interface, but being unable to pull them out.
Can anyone shed some light on how i could achieve this? Is it something i am missing or is it a limitation in the mod?
Compact Storage integration is being worked at. This will probably be added in a future update of Compact Storage. You can keep track of progression here: https://github.com/tattyseal/CompactStorage/pull/35
Apr 13, 2015Posted in: Minecraft Mods
Feature Request: a relocator module that prevents items from going in when a configurable number of slots are full or empty. Say you only want the first 5 or so slots in an inventory to fill up, but don't care what with. This would be immensely helpful for my factorization production chain since the mixer fills up faster than it can clean ores causing it to run out of spaces to put the water bucket, stalling the whole thing unless manually watched over.
I'm not really sure how this would work. How does the module know what 5 slots are the ones that need to be filled? What if something else fills up a few of the 5 slots?
Apr 5, 2015Posted in: Minecraft Mods
im running the resonant rise mod pack on a server with friends and it seems we've exceeded the amount of mods/filters that can be selected.
i can select all the mods, and it seems to filter the items for all of them, up to around 130 addons/filters selected... all addons below that can be selected but wen leaving the menu automatically get deselected.
for now most of it can be solved with manual adding filters but since some of the mods are tinkers'construct, Chisel 2, and Ender IO and galacticraft,
it can be quite time consuming.
loving the whole concept though so hoping this will be an easy fix.
Hey! This problem has already been fixed in the newer versions of Refined Relocation. I'm not sure when the Resonant Rise team will update to the newer version.
Mar 8, 2015Posted in: Minecraft Mods
Dynious commented on 4 Jan
1.0.7d will have the fix for this problem! Thanks to everyone who helped to find the cause! Release should be up in a few minutes.
I confirm that it still doesnt work, crafting screen says "Simulation" but only when also a ME Quantum Ring is active. Maybe it has something to do with the Quantum Ring ? If i break connection of the Quantum Ring to the ME network, i am again able to craft things, but also when i break connection of the Sorting Interface to the ME system, i again can craft in my ME Network.
Would be great to have a fix for it. Setting up the Quantum Ring was expensive
I can't find the issue, as it works fine in my world, even with a quantum ring!
Mar 4, 2015Posted in: WIP Mods
I might try to do something like this somewhere in the future, but this is not my goal. I'm making a proper API for Biota, so other modders can use the features Biota already offers and expand on them. As I said, pulling off my current ideas for Biota will be hard, your ideas might be impossible.
Mar 4, 2015Posted in: WIP Mods
Perfect. The best way to implement it would be to fire the event and capture it for your own code so that even internally you're interacting with the system just as any other mod would. You're just tracking a different dataset.
Also, if you're using ASM, make sure that your modifications don't screw up anyone else's. AppleCore and my mod both inject code into BlockCrops, for example, in order to allow/deny the growth stages for whatever reason. I do a straight up "it takes longer" enforcement, as well as "biome temp/rainfall influences" rule. AppleCore just supplies an event anyone can hook into.
Not sure if I will do that. Events with a result have a allow, default and deny return, I want default to be Biotas implementation. Also, when Biota hooks into the event mods can no longer override Biotas decision consistently (Biota might return deny after the other mod does so).
I'm depending on AppleCore so that won't be a problem. But yes, I'm using ASM, but they are just injecting a method call on the first line.
Mar 4, 2015I like that idea! The regions you suggest pretty much exist; they are called chunks. The issues the dev found are valid and are not easy to work around without hindering performance too much. It's pretty much the same issue I find with a lot of Biota's features already: Minecrafts world is build to be static. This is a good thing for performance and is done in such a way that it isn't too obvious. Finding a good balance between a dynamic and static world is hard.Posted in: WIP Mods
The main problem with a catch-up system would be performance. When you load a chunk that has been unloaded for a long time you need to simulate that properly (which wouldn't be too bad), but then adding back all harvested crops and fruit etc. will cause a lot of block and metadata changes at once. Changing blocks and metadata is not friendly for performance, because it will do a whole lot of calculations afterwards (light values, updates of blocks around the changed blocks etc.). It is possible to hack into the engine and wait with the calculations after all blocks have changed, but this is prone to breaking; especially when combined with other mods.
Everything that was static and will now be dynamic (like changing animal populations) will need to be calculated and will cause worse performance. Open-world is just becoming mainstream in AAA games, dynamic open-world is something you don't really see yet, we need more power.
Mar 4, 2015Posted in: WIP Mods
Mm, I'm more looking at my own project. I'm already tracking the ore concentrations, and I have plants that grow nearby. I'd want to interface with Biota such that that relationship remains true. So I'd want some kind of API event so I can allow/deny the spread based on data I'm already tracking.
For my plants, I'm only interested in the spread based on that data, death wouldn't be, although I could imagine a scenario where I'd be interested (e.g. killing off one plant if a given mineral concentration I know about is too high, and causing another to flourish with wild abandon). I'd have to find a way to convert my data into "parts per million" or some equivalent, but I can work with just about anything.
I'll make an Event for spreading and dying, so you can subscribe to that event (just like a Forge event) and allow/deny spreading/dying in that way!
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