One of my friends on my player has the issue that the doors do not render correctly. Wether they are opened or closed, they always render in the closed state. This is on 1.10.2 using Forge 22.214.171.1241, MalisisDoors 5.0.1, core 4.0.2.
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Jul 31, 2016Keridos posted a message on MalisisDoors 1.12.2-7.2.1 / 1.11.2-6.1.3 (11/12/2017)Posted in: Minecraft Mods
Jul 15, 2016Posted in: Minecraft Mods
For information, my floodlights mod is updated to 1.8.x, 1.9.4 and 1.10.2, you can find it here: http://minecraft.curseforge.com/mc-mods/224728-floodlights
So do not spam this thread with update ETA stuff
Jun 7, 2016Posted in: Minecraft Mods
V1.2.1 released (for 1.7.10 AND 1.8.9) :
- Added: Grow Lights to grow your plants faster. Just place 2 blocks above the plants.
- fixed: wrong IGWMod config key, you can now actually disable the warning
- fixed: wrong energy draw for cone modes, Thanks to MisterObvious25
@Tak: Yes, the disguise feature might be possible but that will be in the 1.9.4 port only. Currently I got the port to 1.8.9 finished and the port to 1.9.4 started. When I have the port for 1.9.4 I am most likely gonna release new features on 1.9.4 only.
/update: Port to 1.9.4 finished. Filed as beta on the curseforge page, have fun with it
Feb 15, 2016Posted in: Minecraft Mods
If you want them to be free energy-wise, edit the config (I mentioned that like 3 or 4 times already). Why should my Floodlights behave differently when Project:Red is loaded? If they continue to work as expected, everything is fine from my point of view.
Feb 14, 2016Posted in: Minecraft Mods
It works with the red alloy wires as intended and that is not a compatibility problem. I will NOT make the lamps run for free when PR is loaded. Project:Red red alloy wires technically are redstone dust in fancy, nothing more. If users want free lamps, they should edit the config. Project:Red red alloy wires work as far as I know exactly how they should work with them. You can turn them on or off with them, but not give them energy with it. Maybe I will add support for the Blutricity (the PR power added recently) stuff from them if needed (dunno if it already is compatible).
/edit: It is not compatible and I will add support for Project:Red's energy system (not the red alloy wires, the blue?? ones).
Feb 14, 2016Posted in: Minecraft Mods
I was not offended
Maybe I will add a hint to the energy usage config that setting it to 0 makes them run for free.
Though I do not see any reason why PR compatibility is a problem, I got both mods on my own server and we have not yet had any compatibility problems.
Feb 13, 2016Posted in: Minecraft Mods
for the most part, the ability to just connect up any redstone line and run the lamps is more or less for basic players running the mod or with it in a modpack. it just makes it easier to run with redstone if no other energy types are in the game, yes I know there is a coal based light, but for resource saving and for use within a spawn build having redstone activation added and enabled by default is handy. just my opinion though.
You can still just set the energy usage to zero in the configs. And no, I won't add free floodlights by default. Features that can be easily achieved via config option are nothing that I will ever change. If players are not willing to change their configs to suit their own needs I do not think I am responsible for that. To be honest, I think the mod itself is rather cheap compared to a lot of other mods. Free floodlights that have the power of 64 blocks of glowstone are really really overpowered imo. Feels like somebody wanted a hyperfurnace at 50x normal speed that just needs a lever to run it.
Feb 13, 2016Posted in: Minecraft Mods
well so far the latest seems to work on single player, I will be testing it out on my Kcauldron server shortly.
[EDIT] It now works perfectly with project:red.
And I would like to suggest a general option within the config file to allow the use of redstone and to have this option enabled by default.
Why would you want redstone powered lamps, there is already a coal based one. If wanted I can add redstone as fuel, but it would be disabled by default. Redstone is a signal transmitting material, no energy source.
Also: v1.1.1/1.1.0 released:
- light debug tool (see picture)
- config option for IGW notifier
- fixed a possible desync for the lights
- built against forge 10.13.4.1558
Jan 1, 2016Posted in: Minecraft Mods
actually a few posts above you got it right, there are 2 lines in the config file that need to be changed to 0 instead of there original values (20 I think):
# Energy Usage in RF/t for the electric FloodLight (x4 for the cone floodlights) [range: 0 ~ 1000, default: 20] I:energyUsage=0 # Energy Usage in RF/t for the small electric FloodLight [range: 0 ~ 100, default: 2] I:energyUsageSmallFloodlight=0
The other options are just light beam configs but i've tested out zeroing the numbers and they work with redstone, including a lever directly on the units themselves.
And that being said, I have a question about server config files. will a servers config files overwrite a clients config files? meaning if the server has for instance the above change in the config but the client sides stay the same, would that allow the units to be powered by redstone even though the client config says different?
[EDIT]I found a compatibility bug, for some reason the lights will not work with Project:red, the game does not crash or anything, but they will not emit light when using anything from Project:red, even if you use redstone dust on the floodlight and add a project:red line after it they still won't light. I was using gregs lighting for floodlights in an ice arena I created, 1st off they don't seem to lag, and I have 361 lights, but they all light up perfectly using project:red lines. I thought it might have been this option:
# How many invisible lights should be updated per tick (20 ticks = 1 second) [range: 0 ~ 100, default: 8] I:refreshRate=8
so I set it to 0 but still no light emitting. so compatibility would be nice with Project:red.
I suggest updating to the latest beta, that should theoretically fix all your issues. As for the redstone consumption, I could try to make it a config to power the carbon based lights. But you can just set the energy usage to 0 in the config file. The latest version I run in a modpack with both Project:Red and Thaumic Horizons and I have no issues in there.
Nov 30, 2015Keridos posted a message on SAY NO TO ID CONFLICTS! Install anti id conflict and solve them in 5 mins!Posted in: Minecraft Mods
That is not a java bug that you create a folder named "config\AntiIDConflict" on Linux, and another question: Could you PLEASE remove the LATEST in the filenames from your released files and put in the actual version? There is no way of knowing if the already downloaded version is still up to date they way you currently do it.
Sep 16, 2015Posted in: Minecraft Mods
Version 1.0.0 is released as beta now. Try that one, that should fix all your problems as far as I can tell.
It adds new UV lamps as can be seen in the opening post.
I have ported the lighting system to be less complex and having a lot less overhead but there certainly are more ways to improve that.
The issue I see with implementing the tricks other than later updating the light levels is that I would to completely scan the area before doing anything, then determining how much sources I need to place and then again try to pick the appropriate algorithm for doing this. This introduces a lot of room for not so obvious errors and other nasty things. To be honest I do not consider my floodlights to be something you have to turn on or off the whole time, though you can do it via redstone. So even if it takes a light maybe half a second to recalculate it should be fine at this moment. The cooldown I added helps to reduce lag when they have low power, as they won't immediately turn back on after turning off (default it a 2 second delay).
Later on I consider at least trying to implement your suggestion of letting the lighting update after placing all the blocks.
Thanks for the immense amount of research on that particular matter. Rarely get that much info from users.
Sep 15, 2015Posted in: Minecraft Mods
They are not supposed to give up equally bright light, because that would mean that each floodlight needed to place thousands of blocks and making the game lag A LOT when turning them on or off. The lighting will get an update on 1.0.0 though, so you might want to add in a few more lights only to make the room fully lit. Version 0.6.10 has the fix for the crash. 0.6.11 the fix for the cone modes.
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