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[1.0.0][SMP] PC's mods - MineFactory Reloaded, Power Converters and more! Updated Dec 19th


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#1

  • Location: lava

Posted 16 August 2011 - 05:05 AM

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POPULAR

I am no longer maintaining these mods. See this post.



TehKrush is the new official maintainer - see his thread


Also you might want this patch to fix BC API issues depending on what version you're on? I don't even know anymore.

Table of Contents:


MineFactory Reloaded:

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Some of you may remember Feanorith's MineFactory mod. Unfortunately, he disappeared a while ago, and while several people in that thread have been maintaining his mods by updating them for each new version (thanks guys!), the mod itself has needed some work for a while. So I set out to do that.

Oh and mine works in SMP.

For those of you that don't remember or just never saw the original mod:

What is MineFactory Reloaded?
A way to automatically farm plants and animals, as well some new rail tracks! With this mod you can set up a completely automated farm for any of these things that requires no real work aside from collecting the harvests and reloading the planter, without incredibly complex and unwieldy water/piston solutions. And you can milk cows to death or otherwise run livestock farms if you need those resources. Oh and it has conveyor belts too.

Or, check out this video from Direwolf20:


"But power crystals", you say, "how do I make these awesome things?"

Crafting recipes and general description
First, you need steel ingots:
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Now with this you can make the other components of MineFactory Reloaded.

Next you'll probably want a Hammer. Like several other mods, MineFactory Reloaded depends on a specialized tool to rotate and manipulate its blocks. It will never become damaged and won't be used in crafting, so you just need to make one of these and be done with it:
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To get your farm working, you should first make a Planter:
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Place the planter underneath some dirt (or sand, if you're farming cactus). The planter can fill a 3x3 area above it, assuming the planter is in the center. It will even till fields for you if you ask it to plant things that only grow in tilled soil.

Next, you need a harvester.
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(can also be crafted with an iron axe)

The harvester is placed horizontally adjacent to your 3x3 area, centered on one side. Once placed, you can rightclick on it with a hammer to rotate it. That's it really. Make sure the animated "chompy" side is facing your farm; the harvested items will pop out the opposite side (with the hole) or be placed in any adjacent chests.

Now, wire alternating redstone to these two things, put some saplings/seeds/sugarcane/etc in the planter, and turn it on. Once your plants grow, the harvester will cut them down and eject the results out the back.

"But power crystals," you say, "I don't want to wait for my plants to grow. I need food badly." Well this mod has that covered too.

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(can use any of the three saplings to craft)

Behold, the fertilizer. Place this also horizontally adjacent and centered, supply it with bonemeal, and connect it to redstone like the other two. Bam! Now your plants will grow up instantly (at least until you run out of bonemeal. Time to break out the mob farms). Like the harvester, it can be rotated by rightclicking it with a hammer. In MFR 1.2 and higher, it no longer needs to be attached to a "wall" block and can be placed freestanding because that was stupid.

To move this stuff around, we have conveyor belts:
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Once placed, you can again rightclick with a hammer to change the direction of travel. Conveyors can slope like rail tracks and can be hammered to go uphill or downhill as well. In addition, if a conveyor receives redstone power, it will shut off.

Before you ask, you now can collect stuff from conveyor belts into chests! You just need:
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an Item Collector. Put this next to your chest(s) and aim a conveyor belt at it. When an item collides with the collector, it will be placed in the chest.

"But power crystals", you say, "I want to get leather and eggs and ink and slimeballs and-"
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This is the rancher. Place it facing a 5x5 area and supply alternating redstone, and it will harvest materials from any animals it finds. The area also extends 3 squares up vertically since animals jump a lot. Can be rotated with a hammer. Supports ranching chickens, cows, pigs, sheep, squids, and slimes. Good luck on squids and slimes. You can also milk cows - open the rancher's inventory and put empty buckets in.

And in 1.3, you can now connect BuildCraft liquid pipes to the rancher and have giant vats of milk!

"But power crystals", you say, "now all my animals are dying horrible deaths in squandor while I watch from the lap of luxury!"
That's industry for you!
...
Ok fine:
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This is the vet. It has the same target area as the rancher. Put food in it and supply power and it will use the food to heal animals.

"But power crystals", you say, "I wasn't finished! I want fish!"
My god you're demanding.
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This is the fisher. Place it over water and supply alternating redstone. It has a very small chance to produce fish on each pulse; the chance is proportional to the number of squares directly under in a 3x3 are that are water. It can also suck up the water under it and put it in buckets, place the buckets in its inventory like the rancher.

"But power crystals", you say, "I want to get water from the sky! Seawater is too salty for my refined taste."
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This is the Weather Collector. If you supply power while it is raining and it has a line of sight to the sky, it will fill buckets like the fisher as well as produce snowballs. In addition, if you connect it to a BC liquid pipe, it will pump water out into the pipe.

"But power crystals", you say- wait, I got this one, you want an automated cobblestone generator because everything else is automated now with this mod.

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This is the Block Breaker. Provide power and it will smash the block in front of it and eject the remnants out the back. Only has a 1x1 target area, but can break anything that isn't unbreakable. Even obsidian is no match for this machine.

There's also some new rail blocks!

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This rail allows cargo minecarts to pick up cargo. When a cargo cart passes over this piece of track, it will pick up materials out of any chests adjacent to the track.

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This is the reverse; a minecart passing over will drop anything it is carrying in any chests adjacent to the track.

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(yes that is a lapis block)

And you can do the same with people! This track will grab any player within a certain radius (about three blocks) of the block when an empty passenger cart drives over it.

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And this is the reverse, dropping anyone in a passenger cart off within a certain radius if it can find somewhere to put them. It makes an effort to not drop people into lava or water or fire, but no guarantees.

Using BuildCraft engines with MineFactory Reloaded
In 1.3, there is now a config setting to switch the "power system". It defaults to "redstone" but you can set it to "buildcraft". If you do this, the machines will no longer respond to redstone current but will use BuildCraft's engines to power them. (I strongly suggest if you do that you actually have BuildCraft installed or it'll probably crash horribly)

Collecting items from machines
When a machine goes to drop an item, it will search for:
  • A connected buildcraft pipe that can accept items.
  • An adjacent chest (or other inventory) that can hold the item
  • Failing those, it will throw the item on the ground.
If you want to collect items in pipes, just put a pipe up to them and wait. Harvesters won't look right but will still work - see below. Note that Ranchers only drop into their "rear" side as they are the only machine that both has input and output.

Notes/FAQ/known issues/etc

The original MineFactory let you aim fertilizers vertically downward, does yours?
No. It doesn't. This was removed because it was really only used for wheat farms due to how the original MineFactory was coded.

The original MineFactory de-leaf'ed trees instantly!
Yes, it did. I changed it because due to the way I rewrote the harvester it was much, much easier to do it this way. Also, this way is more balanced or something.

Leaves are falling off trees while I harvest!
There's two problems here. Basically, both are caused by the fact that I cannot suppress Minecraft's built-in leaf decay - when a nearby block is removed the leaves may start disappearing on their own. This can be caused by either trees spawning with leaves too far away to not decay once an adjacent block changes (very large trees can do this), and sometimes if the harvester grabs a log before distant leaves that can trigger it. The latter case I may look into but it's very low priority,

Can I change block/item IDs?
Yes, look at the config file (config/MineFactoryReloaded.cfg) that will be created after the first time you run Minecraft. This also contains a bunch of other settings that may be useful and I suggest you read it regardless!

Bukkit?
Check this forum. This port to bukkit is not done by me, so I may be unable to answer questions about it.

Fertilizers don't work on sugarcane or cactus (or some other plant)?
Bonemeal doesn't either. If there's sufficient demand I guess I can make it work but I'm trying to make this mimic how a player would do it.

My machines aren't doing anything
Assuming that you actually have stuff in the inventory or for it to harvest, etc make sure that your redstone wiring follows these rules:
  • If you're using a mod like Wireless Redstone that has additional redstone "source" blocks, try placing a wire between them and the machine.
  • The redstone current should be alternating (pulsing), not constant on. If you want an easy redstone clock, check out Eloraam's amazing mods
The conveyor belt and front of most machines are invisible or the wrong texture!
If you're using an HD texture pack (via OptiFine or MCPatcher), the animations will probably not work. There is a setting in MineFactoryReloaded.cfg called "AnimateBlockFaces" that you should set to false to get the un-animated faces to appear.

Pipes aren't connecting to my harvester
There's an issue with BuildCraft's API that prevents the harvester from visibly connecting. It will still behave correctly but will look stupid. A future update of either MFR or BC will fix this (depending on which end has to change to fix the problem).

In SMP, machines appear rotated incorrectly
This seems to be related to the same bug that causes BuildCraft and RedPower blocks to blink in and out of existence. As this seems to be a bug in Minecraft or Forge itself, I cannot fix this. That said, they only appear wrong, they will still work correctly.

Milk cannot be placed on the ground?
I did not add milk liquid blocks because it didn't seem a good use of two block IDs. Also, the bug where rightclicking on the ground with a milk bucket empties it is present even without MineFactory Reloaded installed before you ask about that.

What happened to the Allocator?
I'm no longer bundling it; if you want it, Pfaeff still maintains it

What happened to the special fertilizer model?
Sadly, it's a lot of work to get both standard cube blocks and specially-modeled blocks into the same block ID, and it didn't seem worth the effort.

My Rancher is not placing its drops into my pipe
The rancher will only use item pipes located on the "back" side to expel items. Because it can both have items placed in and taken out, this was done to make laying out automatic bucket-based milking systems possible.

Aren't BuildCraft pipes better than conveyor belts?
Maybe, but can your pipes do this?
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(Screenshot not taken by me, conveyor animations are turned off, so they're just arrows. You can turn it off and on in the config file.)

Install process
Client
You need ModLoader, ModLoaderMp even if you are not playing in SMP, and Minecraft Forge. Install all three, delete the META-INF folder as normal, and then place the MineFactoryReloaded zip in your mods folder. If you are using BuildCraft, it must be version 2.2.2 or higher.
BuildCraft 3.x is not supported yet, and will not be until it has SMP support. If you install MFR along with BC 3.0 and it works, that's great, but if it doesn't work you're out of luck until BC 3.x has SMP support. I do not want to maintain two versions of the mod, and I'm not making SSP and SMP versions not feature equivalent.

Server
Same as above, but only ModLoaderMp (since there is no server ModLoader) and Minecraft Forge, don't delete META-INF on servers, and use the server zip instead of the client one. Again, if you are using BuildCraft, it must be version 2.2.2 or higher.

"But power crystals", you say, "shut up and tell me where to download the mod already!"

Downloads
Minefactory Reloaded (Client)
Minefactory Reloaded (Server)

Current version is 1.4.0 for both client and server.

Old versions

Changelog:
Spoiler

Support for Other Mods
This mod has an API you can use to make it aware of other mods' plants.

When installing server-side compatibility mods, the compatibility mod's class files must be placed in the zip that contains MineFactory itself, or in the server jar if you installed MineFactory directly into the jar. If MineFactory and the compatibility mod are in two separate zips, it will not work. The client side mods don't seem to have this issue.

Tall Grass/Flowers fertilizing:
This is now bundled with the base downloads, but can still be disabled in ModLoader.cfg as a separate download.
Enables the Fertilizer to fertilize grass as you could with bonemeal rightclicking on the ground. Aim the fertilizer "at" the grass blocks, not above as if you took a tree farm and removed the saplings.

Pam's ClothCraft

Permits the planter, fertilizer, and harvester to work with ClothCraft cloth plants. SSP-only; SMP Pam's has not yet been updated.
Client

Pam's HarvestCraft
Permits the planter, fertilizer, and harvester to work with the various HarvestCraft plants.
Client (SSP-only, standard pam's. if you aren't sure which to get, get this one)
Client (for Pam's SMP port)
Server

Other Mods

If you want to ask your favorite mod to support this, please understand that many mod makers are hesitant to support interoperability with other mods for various reasons.

If you are a modmaker and want me to remove or otherwise change a compatibility mod I've made for your mod, please contact me via PM.

If you are a user who wants an old version, they can be located at this folder. Be warned that MFR has at various points introduced breaking changes to its API, and an old compatibility mod may not work even if they are for the correct version of Minecraft.

Credits

The mod concept and all original artwork is by Feanorith. 1.6 and 1.7 ports were done by sargunster, my work is based on his. MineFactory Reloaded code is by me, power crystals. MineFactory Reloaded static art assets by Chris "NATO" Morris; MineFactory Reloaded animations by me.

Redstone Remote:


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Have you ever wanted to control your redstone contraptions from the palm of your (mouse)hand? Now you can! Redstone Remote allows you to control any "receiver" block you have line of sight to. First, you need a receiver block:

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By itself, this does nothing. Place it somewhere and wire it as if it were a redstone source. Now you'll need a remote:

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This remote will control the any receiver you have line of sight to. The default remote mode will turn the receiver off however, which it already is! I can hear you complaining about this right now. But hold on, changing it into on mode is easy:

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Just place it in a crafting inventory and take out the "on" mode remote. Now, hold it in your hand, put your crosshair over the receiver, and rightclick. It will now output redstone current!
You can also craft the "on" remote into a "pulse" remote which will briefly invert the output of the receiver, and the "pulse" remote will craft back into an "off" remote.

Notes/FAQ/known issues/etc

What is the range?
Supposedly 150 blocks. May not be exact.

What is different from other "Wireless Redstone" mods?
The other mods link via "frequencies". This only requires line of sight.


Install process
Client
You need ModLoader, ModLoaderMp even if you are not playing in SMP, and Minecraft Forge. Install all three, delete the META-INF folder as normal, and then place the Redstone Remote zip in your mods folder.

Server
Same as above, but only ModLoaderMp (since there is no server ModLoader) and Minecraft Forge, don't delete META-INF on servers, and use the server zip instead of the client one.

Downloads

Redstone Remote (Client)
Redstone Remote (Server)
Current version is 1.1.0 for both client and server.

Old versions

Changelog:
Spoiler

Credits

The mod concept and all code is by me, power crystals. Art assets by Chris "NATO" Morris.


Nether Ores:

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This is a fairly basic mod. It makes the six "ores" - coal, diamond, gold, iron, lapis, redstone - spawn in the nether so that you have a reason to go there. In version 1.0.2 and higher, it also now includes copper and tin (see below). These can make you quite rich, but beware, the local inhabitants don't take too kindly to people stealing their resources, and ages of being exposed to the hostile environment of the nether has left these ores somewhat unstable...

Once you harvest one of these, you must smelt it into the drop you'd get from its surface form by cooking it in a furnace. Nether Iron gets you an iron ore block, Nether Redstone gets you redstone dust, etc.

Notes/FAQ/known issues/etc
"Lit TNT" warning sound does not play in SMP?
I'm aware of this. Sounds in MP is weird; MFR suffers from this same issue. I want to fix it eventually, but it's a fairly low-priority issue.


How do copper and tin work with IC2 vs RedPower World?
While loading, Nether Ores looks for other mods setting up tin and copper. The first one to load "wins", and nether copper and nether tin smelt into that mod's ores. If no mod registers copper or tin, the blocks will still be visible in TMI, but they'll be useless and won't appear in newly generated nether chunks.

The ores are hard to spot!
This was a deliberate choice. The nether is supposed to be hostile, after all.

Install process
Client

You need ModLoader, ModLoaderMp even if you are not playing in SMP, and Minecraft Forge. Install all three, delete the META-INF folder as normal, and then place the NetherOres zip in your mods folder.

Server
Same as above, but only ModLoaderMp (since there is no server ModLoader) and Minecraft Forge, don't delete META-INF on servers, and use the server zip instead of the client one.

Downloads

Nether Ores (Client)
Nether Ores (Server)

Current version is 1.1.0 for both client and server.

Old Versions

Changelog:
Spoiler

Credits

All work on this mod was done by me. Thanks to IceWolf (whose mcf username I forget) for the pigmen angering idea!


Power Converters:

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This adds several new blocks designed to make BuildCraft and IndustrialCraft2 interact better.

Direwolf20 has an excellent showcase video for this mod:


The Engine Generator takes in BC power (from an attached engine or power pipe) and generates EUs. It comes in LV, MV, and HV variants:
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(LV, MV, HV variants shown in that order)
It converts at a 1:1 ratio, based on coal output in a generator vs in a steam engine. You may not see an exact return for a given size input if it doesn't have enough in its small internal buffer to form the next output pulse.
Note that all three have an input cutoff higher than the output of a single redstone engine, much like how some of the BC machines work. If you want to use redstone engines, you'll need to construct a whole bunch of them and link them via power pipes.

The Energy Link takes in EUs and produces BC power directly into pipes. It will connect to wooden power pipes, or directly to machines, making it equivalent to a theoretical "electric engine":
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It converts at slightly over 90% efficiency (the extra loss is a bug in BuildCraft that should be fixed in 3.0). It can run on HV with no problems. Note that it will only provide power to wooden conductive pipes (or machines) but not stone or gold conductive pipes, just like a regular engine would.
Also, if you use a wood pipe to capture the output of an Energy Link, you cannot use that same wooden pipe to connect to a machine, there must be another pipe in the chain first, so like "energy link -> wood pipe -> quarry" is invalid, but "energy link -> wood pipe -> stone pipe -> quarry" is. This is a BC design choice, not part of my mod.

The Oil Fabricator produces oil when powered. Like a Mass Fabricator, it will take an insane amount of power to run at any meaningful speed:
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One oil bucket is worth 50,000 EUs. Again, it does not care about input voltage. Best to not ask how the TNT is used in the process of creating oil.

You can also now fabricate lava!
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The rules are basically the same as the oil fab as far as input voltages go.

Have you ever wanted an easier way to generate EUs from lava? Well, now you have a modified geothermal generator that will run on lava that is piped directly into it:
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(recipe is shapeless)
No more do you need to mess with buckets and cells and autofillers and other such nonsense; just connect your pump to this wonder and watch the EUs roll in!

Water?
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Yep, covered. This machine actually serves two functions - it generates EUs from water, and it acts as a passthrough for liquids that aren't water, for when you are pumping oil out of a sea deposit but water gets in your pipes. Just connect your oil pipeline to this wonder and the oil will come out the opposite site (it must be the opposite side, not just any other connected side) and the water will be consumed for EUs. If it can't consume water fast enough, or you want to use it as a filter but don't want to deal with wiring an output wire, just provide it a redstone signal - it will then destroy any water that won't fit in its storage.

Sure is a shame that you have these fuel-based jetpacks that can't run on fuel, isn't it?
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Craft one of these and while holding it rightclick on a tank containing fuel. Presto, your jetpack is refuelled. For safety reasons you must unequip your jetpack and be carrying it in your inventory prior to use.

And if you want to can fuel?
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We got that covered too. As always, the empty bucket is returned afterwards. The reverse recipe is not provided because the BC bucket is worth far, far more than the IC can.

Notes/FAQ/known issues/etc

My energy pipes are bleeding power!
This is most obvious if you run an MFE to another MFE via an energy link. This is due to a bug in BuildCraft that should now be fixed in BC 3.0.

On balance, math, and other numbers

The "Correct" values may change whenever IC2/BC updates, but I can't change the defaults if you've already set them in the config - check back here occasionally!
A particularly "hot" topic about this mod in the thread is balance - everybody's opinion of it is different. The mod provides the ability for you, the end user, to edit the config file to change the values used by each of the converters. I will now explain each of the settings, what they do, which machine uses them, and how the default was derived.

First, some primers:

  • The IC2 unit of energy is the EU (I don't think it has an official 'full name').
  • The BC unit of energy is the MJ (Minecraft Joule).
  • There are 1000 "units" of liquid per bucket.
Onto the numbers:

Scale.BCtoIC.Denominator=2
Scale.BCtoIC.Numerator=5


These two numbers are used by the Engine Generators (all three of them; they're the same thing underneath anyway). These two form the ratio of EUs you get from each MJ - if you've forgotten your fractions, EU = BC * Numerator/Denominator. Two integers are used instead of a decimal to avoid floating point rounding errors which can be fairly nasty to small numbers.
The actual ratio comes from the output of a single piece of coal - in a steam engine, you get 1600 MJ. In a generator, you get 4000 EU. 4000/1600 = 5/2.
To add inefficiency, decrease the numerator or increase the denominator.

Scale.ICtoBC.Denominator=5
Scale.ICtoBC.Numerator=2


These two are the reverse of the above, and are used by the Energy Link. Note that due to a bug in BuildCraft (current as of 2.2.5), some energy will always be lost in power pipes even if it's a single gold pipe. All comments about the above two are the same here, except that these go in the other direction.

Scale.EUGeneratedPerLavaUnit=20

This is the amount of EUs you get from a single lava unit in a Geothermal Mk2. BC 2.2.5 has made this value incorrect. In an IC2 Geothermal, you get 20 EUs from a unit of lava (or rather, 20,000 for a bucket as IC2 does not have BC's concept of liquid units). In BC 2.2.4 and earlier, lava was worth 2,000 MJ or 5,000 MJ. In BC 2.2.5, lava was changed to be worth 20,000 MJ or 50,000 EU - if you're on BC 2.2.5 you want to change this to 50. If you want the Geo Mk2 to be less profitable, decrease this number.

Scale.LavaCostInEU=20

Same as the above, except this applies to the cost of the Lava Fabricator. Again, if you're on BC 2.2.5 you want to change this to 50. If you want the Lava Fab to be less powerful, increase this number.

Scale.OilCostInEU=50

This is the cost to produce oil in the Oil Fabricator, and the most controversial setting in this thread. The default of 50 is based on the energy gained back from oil - a bucket is worth 20,000 MJ or 50,000 EUs. However, some people think that this should also consider the gain from refining fuel. It costs 10,000 MJ to refine a bucket of fuel, and that bucket has a yield of 250,000 MJ. Using this system, the Oil Fabricator should cost 190,000 MJ to fabricate a bucket of oil, or 475 EU per oil unit.
Why not set that as the default? I am of the opinion that though you can use this to generate a free energy system, you can also do that with far less difficulty by just using a solar/wind/water/redstone engine farm, or even an automated treefarm to produce charcoal and a normal generator. I know my opinions aren't everybody's, but I have to pick a default somewhere.
As with the lava unit cost, if you want the Oil Fabricator to be less effective, increase this number.

Scale.EUGeneratedPerWaterOutput=1
Scale.WaterConsumedPerTick=2


This is the amount of power you get from the Water Strainer. Because the smallest value of EUs per water unit (1) would still yield 1000 EUs per bucket of water, I expect a number of people to find this too high for their tastes (this is actually the amount IC2 gives you per bucket of water). Increasing WaterConsumedPerTick essentially divides the 1000 by that number.

Scale.JetpackFuelFilledPerFuelUnit=468

A jetpack is fully fuelled via 6 coalfuel cells in a can; each piece of coal is 4,000 EUs. This is a total of 24,000 EUs. A jetpack has 18,000 fuel units (based on damage value), so 1.3333... EUs per fuel unit of the jetpack. Based on BC fuel's unit value of 625, a single unit of BC fuel will thus fill 468 (rounded down) jetpack fuel units.
This makes jetpacks incredibly cheap to run on fuel; some people may not like that, but honestly given how much easier it is to just use the electric one, I'm fine with this the way it is. If you're not, just change this number. A smaller number will make fuel less effective at refilling jetpacks.

Rate.GeoMk2EUPerTick=20

The EU/t output from the Geothermal Mk. 2. Note that if you set this to a number that 1000 * EUGeneratedPerLavaUnit is not an even multiple of, you wouldn't completely drain the generator's internal buffer completely for each bucket you put in it. Probably not an issue, but noting this here in case you are testing it and you get a number that isn't what you expected.

Rate.WaterStrainerEUPerTick=2

The EU/t output from the Water Strainer. See notes on the Geo Mk2's EU/t rate, they apply here.

Enable.FuelConversionCrafting=true

If you don't want to enable BC->IC fuel crafting (which is incredibly lossy), set this to false, since there's no way to set the relative values of either.

Enable.EnergyLink=true
Enable.(...)=true

For each of these, if you set the value to false, that machine/item will not be craftable. Any already produced (or spawned in via TMI or ops in SMP, etc) will function correctly.
Warning for SMP: if you disable a recipe but the client doesn't, they will still see the machine in the output but won't be able to "take" it. It will work correctly, but you may get confused questions.


Install process
Both client and server require BuildCraft and IndustrialCraft installed or the mod will not work! I'd expect you to have them if you want to use this anyway, but just in case, here's your warning.
BuildCraft must be at least version 2.2.2.
IndustrialCraft2 must be at least version 1.20.
BuildCraft 3.x is not supported yet, and will not be until it has SMP support. If you install PC along with BC 3.0 and it works, that's great, but if it doesn't work you're out of luck until BC 3.x has SMP support. I do not want to maintain two versions of the mod, and I'm not making SSP and SMP versions not feature equivalent.

Client

You need ModLoader, ModLoaderMp even if you are not playing in SMP, and Minecraft Forge. Install all three, delete the META-INF folder as normal, and then place the PowerConverters zip in your mods folder.

Server
Same as above, but only ModLoaderMp (since there is no server ModLoader) and Minecraft Forge, don't delete META-INF on servers, and use the server zip instead of the client one.

Warning for server installations:
Due to nobody caring enough to fix it (ugh), ModLoader and ModLoaderMP do not sort mods before loading them and while Windows provides files alphabetically, Linux (which most server hosts use) does not! If your Power Converters installation fails to launch with a "ClassDefNotFoundError" that specifies either a buildcraft or ic2 class, try placing the contents of the PowerConverters server zip into your minecraft_server.jar. There is nothing I can do to fix this.

Downloads

Power Converters (Client)
Power Converters (Server)

Current version is 1.3.0 for both client and server.

Old Versions
Old Versions (click this one if the above link doesn't work)

Changelog:
Spoiler

Credits

All code on this mod was done by me. All art assets by Chris "NATO" Morris.


License

First, an additional thanks to Notch and Mojang for Minecraft itself, the MCP team for MCP, Risugami for ModLoader, SDK/Flan for ModLoaderMp, Eloraam/SpaceToad/the rest of the crew for Forge and being really helpful in general, and everybody who's help me by giving suggestions or bug reports, without whom these projects would not be possible. You guys are all great.

You are free to incorporate my mods into any mod packs/compilations/whatever, provided credit is given to me (though I'd like to hear about it if you do!). You may not take these mods and use them as your own work. If you want to decompile one to look at it and see how it works for your own personal use, feel free. Basically just don't do anything that makes it appear that you are the creator of these works.

If you redistribute these mods, you are not allowed to do so in a method that requires users to pay to get them - adfly etc is ok, but the download must be free.

In addition, I'd ask that if you link to one of my mods, you link to this thread instead of directly to the downloads.

Any mods referenced in the compatibility section of MineFactoryReloaded are the property of their respective creators. I take no credit for their content.

Feanorith gives permission for third parties to update his mods here, if you're worried about that.


Technical Support Information


If you have any issues, please post them here! Include a stack trace if you can, a description of what you were doing if you can't. Please do not PM me with technical support requests, they will be ignored if you do that. If you enjoy the mod, please post here and/or tell your friends!

If you are crashing with a "black screen" or "saving chunks" error please run Minecraft via http://www.mediafire...fterrortest.bat and post the output here. Without the output of this I will be unable to help you.

Alternate Textures

Sphax Pure BDCraft:
ruyan has made textures for MFR, PC, and NO located at this Sphax addon forum.

Isabella:
ScottKillen has made textures for MineFactory Reloaded for the Isabella texture pack available here.

External Reference Information
The Technic Pack wiki has some information on my mods.

Some information about most of my mods can be found at http://www.minein.com/

Servers

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Minein is a new 1.8.1 SMP server using some of the most popular mods currently available. For a full list and further information on these mods visit the website linked by the image. Minein is free to play however it has been whitelisted.

Banners

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#2

    Kasdar

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Posted 16 August 2011 - 05:14 AM

Awsome I am so happy this was made for SMP.

oh and before anyone else posts asking him if he has permission I will forward this quote


View PostFeanorith, on 02 June 2011 - 10:04 AM, said:

Hey guys, somebody mailed me to update.
I'm not dead, I'm not gone, but I'm in the middle of my exams, so any updates are still 2 weeks away to say the least.
Deleted my youtube account for personal reasons. ;) If anyone wants to update my mods, feel free to, but I won't be able to until I'm done with my exams. Thanks for the understanding.

EDIT: As for any complains about a HD textures fix, the .properties file should have a switch to turn animated textures into normal ones. You can use that.
EDIT2: But since I haven't updated, this is all moot. :P Stupid me.

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#3

  • Location: lava

Posted 16 August 2011 - 05:14 AM

View PostKasdar, on 16 August 2011 - 05:14 AM, said:

Awsome I am so happy this was made for SMP.

oh and before anyone else posts asking him if he has permission I will forward this quote




I actually edited a link to that post into the OP, but thanks!
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#4

    Kasdar

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Posted 16 August 2011 - 05:19 AM

View Postpower crystals, on 16 August 2011 - 05:14 AM, said:

I actually edited a link to that post into the OP, but thanks!

np :) I am really slow at making replies so I end up being ninja'd all the time lol.
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#5

  • Location: lava

Posted 16 August 2011 - 05:32 AM

View PostKasdar, on 16 August 2011 - 05:19 AM, said:

np :) I am really slow at making replies so I end up being ninja'd all the time lol.

Well it's difficult to refresh while editing so likewise np B)

---

In Feanor's thread, I mentioned I was considering looking at his Minecarts Advanced mod and giving it the same treatment - a proper update, bugfixes, SMP support. The thing is, looking at what it actually does, most of it was obsoleted by 1.5's powered/detector rails. Not ALL of it, but a lot of it; enough that doing a straight port doesn't make sense. I do have plans though, so stay tuned; it'll just take a lot longer than a straight up port like Minefactory was. (No joke, this took me all of about 3 days to do).
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#6

    Kasdar

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Posted 16 August 2011 - 07:24 AM

ok I am having a little trouble getting this running,

here is my modloader.txt

I dont see anything wrong here, the game gives me a blackscreen after the white Mojang screen and the background for the menu pops up, but the menu never shows and goes to a blackscreen

Spoiler

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#7

Posted 16 August 2011 - 11:22 AM

Lets say i have the old version of minefactory installed, do i just install this over it, or do i have to uninstall the old one or do i need to start with a fresh minecraft.jar file?

#8

  • Location: New zealand
  • Minecraft: thijs

Posted 16 August 2011 - 02:52 PM

View PostKasdar, on 16 August 2011 - 07:24 AM, said:

ok I am having a little trouble getting this running,

here is my modloader.txt

I dont see anything wrong here, the game gives me a blackscreen after the white Mojang screen and the background for the menu pops up, but the menu never shows and goes to a blackscreen



go to http://www.minecraft...inefactory-v10/ then go to the bottom get the original mod and just copy over the 2 folders into your minecraft.jar and then it works

power crystals you might want to go and add the textures that your mod uses as more people will get this problem
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#9

  • Location: lava

Posted 16 August 2011 - 03:04 PM

View PostKasdar, on 16 August 2011 - 07:24 AM, said:

ok I am having a little trouble getting this running,

here is my modloader.txt

I dont see anything wrong here, the game gives me a blackscreen after the white Mojang screen and the background for the menu pops up, but the menu never shows and goes to a blackscreen

Spoiler

Oh my god I'm an idiot, I forgot to package the textures with the mod. Redownload, 1.0.1 will have fixed this. That's what I get for trying to do this at 1AM I guess.

View PostChicagoBob, on 16 August 2011 - 11:22 AM, said:

Lets say i have the old version of minefactory installed, do i just install this over it, or do i have to uninstall the old one or do i need to start with a fresh minecraft.jar file?

Delete the old version from the jar before you install this mod, OR install this one into the jar. But don't have both this zip in mods and the original in the jar; that will do weird things. If you aren't sure how to remove the old version, you just need to delete all of its files; this mod doesn't add or remove any (aside from not using feanorith's .properties file inside the jar) so you can use the ones that come with it as a guide.

View Poststinkvis, on 16 August 2011 - 02:52 PM, said:

go to http://www.minecraft...inefactory-v10/ then go to the bottom get the original mod and just copy over the 2 folders into your minecraft.jar and then it works

power crystals you might want to go and add the textures that your mod uses as more people will get this problem

Yeah I noticed that while you were posting that. My apologies everybody :(
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#10

    Kasdar

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Posted 16 August 2011 - 05:11 PM

Thank you! that fixed the problem. is there any way to slow down the animation on the conveyor belt to more closely match the speed it actually moves?
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#11

Posted 16 August 2011 - 05:16 PM

Forge and Optifine ARE compatible. You just need the compatibility patch for it by chickenbone...

#12

  • Location: lava

Posted 16 August 2011 - 05:30 PM

View PostKasdar, on 16 August 2011 - 05:11 PM, said:

Thank you! that fixed the problem. is there any way to slow down the animation on the conveyor belt to more closely match the speed it actually moves?

I.. actually have no idea. I never really looked into how the animations work (or for that matter, noticed that it was moving too fast at all lol). I'll take a look at some point and see if I can figure out what governs how fast it animates, but I wouldn't get your hopes up for a quick fix.

edit: this seems to be entirely controlled by the TextureFrameAnimFX class, so hopefully no base class edits needed. if so this will be much less horrible than I thought

View PostBrickedKeyboard, on 16 August 2011 - 05:16 PM, said:

Forge and Optifine ARE compatible. You just need the compatibility patch for it by chickenbone...

Yeah, I know there's a bunch of random compatibility patches. I'd much prefer one officially from either team, but I may eventually wind up using one of the fan patches instead if an official one doesn't materialize soon.

Edited by power crystals, 16 August 2011 - 05:37 PM.

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#13

    Kasdar

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Posted 16 August 2011 - 06:04 PM

ok I got everything set up and running, I have just one small favor to ask, Can I get a setting in the config to disable the sounds?
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#14

  • Location: lava

Posted 16 August 2011 - 06:05 PM

View Postpower crystals, on 16 August 2011 - 05:30 PM, said:

I.. actually have no idea. I never really looked into how the animations work (or for that matter, noticed that it was moving too fast at all lol). I'll take a look at some point and see if I can figure out what governs how fast it animates, but I wouldn't get your hopes up for a quick fix.

edit: this seems to be entirely controlled by the TextureFrameAnimFX class, so hopefully no base class edits needed. if so this will be much less horrible than I thought

Ok, after some testing.. it's actually correct for me, if the item is centered on the conveyor. If it's sitting on the edge, it doesn't move as fast; I haven't the faintest idea why and honestly I don't really care to fix it right now either. I'll keep it in mind next time I go to do an update.

That, or it's a machine-dependent thing, in which case I am going to basically be unable to fix it. Sorry man.

Also staring at the moving thing on a conveyor to see if it lines up like 20 times in a row hurts your eyes, holy crap


edit: damn your ninjaing again :P

That sounds easy enough, sure.

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#15

    Kasdar

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Posted 16 August 2011 - 06:09 PM

View Postpower crystals, on 16 August 2011 - 06:05 PM, said:

Ok, after some testing.. it's actually correct for me, if the item is centered on the conveyor. If it's sitting on the edge, it doesn't move as fast; I haven't the faintest idea why and honestly I don't really care to fix it right now either. I'll keep it in mind next time I go to do an update.

That, or it's a machine-dependent thing, in which case I am going to basically be unable to fix it. Sorry man.

Also staring at the moving thing on a conveyor to see if it lines up like 20 times in a row hurts your eyes, holy crap


edit: damn your ninjaing again :P

That sounds easy enough, sure.


Yeah it may have been my imagination that it is moving to fast, it was making me nauseous looking at the thing, so I fugured it was going a bit fast

and awsome on the sound thing, that click, click, click is rather annoying lol :)
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#16

  • Location: lava

Posted 16 August 2011 - 06:22 PM

View PostKasdar, on 16 August 2011 - 06:09 PM, said:

Yeah it may have been my imagination that it is moving to fast, it was making me nauseous looking at the thing, so I fugured it was going a bit fast

and awsome on the sound thing, that click, click, click is rather annoying lol :)

Client updated to 1.0.2. Config file now has a PlaySounds option that you can set to false to turn the sounds off. Server isn't updated for obvious reasons (also sounds don't work on SMP anyway, I think I need to use audiomod to fix that..)
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#17

  • Location: Noord-Holland
  • Minecraft: Xenoforce

Posted 16 August 2011 - 06:27 PM

You have my many thanks Power Crystals.
I'm especially happy with the SMP release.
Keep up your great work!

[testing this, especially redpower, on smp now.]

#18

    Kasdar

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Posted 16 August 2011 - 06:47 PM

View Postpower crystals, on 16 August 2011 - 06:22 PM, said:

Client updated to 1.0.2. Config file now has a PlaySounds option that you can set to false to turn the sounds off. Server isn't updated for obvious reasons (also sounds don't work on SMP anyway, I think I need to use audiomod to fix that..)


Yay!!! Thank you so very much. That sound is no-longer making me crazy :)
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#19

  • Location: Silver End
  • Minecraft: D34K

Posted 16 August 2011 - 06:50 PM

Three Wonderful Words
This Is Awesome

#20

Posted 16 August 2011 - 07:39 PM

Couple of questions, First question in the old mine factory the planter would plant a single sapling in the dirt directly above it but in this new version it can plant it anywhere in a 3X3 area, is there a way to keep it in the block directly above it?
Second question, The harvester doesn't seem to be harvesting anymore i believe it might have something to do with the placement of the harvester in relation to the planter, from the old version i had my harvesters one block above and one block to the side of the planter with the animated side facing where the tree would be. Although if the trees can now be placed in a 3X3 area then that might be the problem with the harvester.