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


1690 replies to this topic

#41

Posted 17 August 2011 - 01:30 PM

Well thats not a problem for me i only use ssp but i can see where it would be a problem for the SMP players. But since you didn't state ssp or smp when you first suggested it i thought i would toss the idea out there.

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#42

  • Location: lava

Posted 17 August 2011 - 04:41 PM

View Postmusznikov, on 17 August 2011 - 11:45 AM, said:

at last! I also created smp version of this mod :) but never released :D
good job! :)

ps. think about FORGE (http://www.minecraft...inecraft-forge/)

I've actually done private SMP ports of a couple more well known mods, but they aren't mine (and were buggy in a couple edge cases) so I'm not going to ever release them.

View PostKasdar, on 17 August 2011 - 12:17 PM, said:

The Problem there is Pfaeff's mods aren't for SMP

Edit: I should have said they arent modloaderMP compatible as I believe they are buckit compatible but since none of the SMP Mods I am using are Buckit compatible that option is out of the question.

Huh, I thought he was compatible with non-bukkit SMP. Guess I was wrong.
For SSP there's also.. magic chest? I think, that will let chests collect items on collision. I'm actually using buildcraft pipes personally, if you stick an obsidian pipe directly behind the harvester it will collect on collision without needing to be powered.



There will be an update today for the tilling thing I mentioned and the chest thing, and maybe one or two conveyor tweaks. Since the horrible bugs are dealt with it probably won't be until later this evening.
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#43

  • Location: lava

Posted 18 August 2011 - 04:02 AM

View Postpower crystals, on 17 August 2011 - 04:41 PM, said:

There will be an update today for the tilling thing I mentioned and the chest thing, and maybe one or two conveyor tweaks. Since the horrible bugs are dealt with it probably won't be until later this evening.

Real life happened; no update tonight. Should get it done tomorrow probably. I'm sure you can all wait a day :P
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#44

  • Location: Noord-Holland
  • Minecraft: Xenoforce

Posted 18 August 2011 - 05:14 PM

Ok, power crystals, in SMP, the leaves of 'fertilized' trees is invisible. Upon re-logging the leaves re-appear.
And, as far as i have tested, multiple harvesters on the same patch do not speed up the process. This doesn't seem necessary if the clock signal is fast enough.
For the rest it works seamless with Eloraams redpower mod.


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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?

Just place one dirt block above it, and place non-dirt/grass blocks on the sides.

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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.

You need to place them on the same level as the first tree-log, in the center of the 3x3 square.
I did that and it worked fine.


And for anyone still wondering how this works:

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Thanks to power crystals for pointing the link error out.

#45

  • Location: lava

Posted 18 August 2011 - 05:59 PM

View PostMax-o-l, on 18 August 2011 - 05:14 PM, said:

Ok, power crystals, in SMP, the leaves of 'fertilized' trees is invisible. Upon re-logging the leaves re-appear.
And, as far as i have tested, multiple harvesters on the same patch do not speed up the process. This doesn't seem necessary if the clock signal is fast enough.
For the rest it works seamless with Eloraams redpower mod.

The hell? It should be calling the exact same function as when you rightclick on a sapling with bonemeal. I'll make sure nothing else is different, but it may just be related to how trees in SMP randomly get invisible leaves when they grow up normally sometimes. Regardless, I'm not sure I can actually fix that one, but I'd like to at least see it happen to myself.

I'm also kind of confused why multiple harvesters aren't speeding it up, but that's not an intended feature so I'm not really concerned if it doesn't work either. I suppose I should at least figure out why it's doing that.

And thanks for testing with redpower!

(ps you seem to have forgotten to link to the full size versions of your screenshots)
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#46

  • Location: Noord-Holland
  • Minecraft: Xenoforce

Posted 18 August 2011 - 06:16 PM

It seems that, after a nearby block update, they re-appear.
You can't hit the leaves, but placing a block next to it makes them re-appear, sometimes chaining up through the entire tree.

EDIT: better said, putting an 'intruding' block near the area of tree-creation will negate the bug. As when the leaves spawn, they touch the block and re-appear automatically.

And, if any more testing is needed, give me a call, it's the least I can do back for modders ^^

EDIT2: Multiple harvesters DO work, they just need to be timed different, so if you have 2. You would need to place a inverter between your clock and the other harvester.

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#47

  • Location: lava

Posted 18 August 2011 - 06:53 PM

View PostMax-o-l, on 18 August 2011 - 06:16 PM, said:

It seems that, after a nearby block update, they re-appear.
You can't hit the leaves, but placing a block next to it makes them re-appear, sometimes chaining up through the entire tree.

EDIT: better said, putting an 'intruding' block near the area of tree-creation will negate the bug. As when the leaves spawn, they touch the block and re-appear automatically.

And, if any more testing is needed, give me a call, it's the least I can do back for modders ^^

Yeah, that's the behavior I've seen with stock trees too. It's really weird. I'll take a look at it but I'm not sure I can actually fix that one.
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#48

Posted 19 August 2011 - 12:37 AM

Hey power crystals, here is my tree farm using your minefactory reloaded...along with a few other mods.



EDIT1: There seems to be a problem with it freezeing at 41 seconds am checking to see if its youtubes fault or mine, i might have to re-upload it

EDIT2: Seems to be working ok now, not sure what the problem was.

#49

  • Location: lava

Posted 19 August 2011 - 01:32 AM

1.0.4 released!
The tilling not properly updating on servers thing has been fixed.
Harvesters now drop items into a chest located behind them if there is one and it has space. if there is a chest but it lacks space, the items will go flying off in some random direction that Minecraft decides. Just in case for some reason you DON'T want to do that, there's a config option that will make it never drop items in chests.

View PostMax-o-l, on 18 August 2011 - 06:16 PM, said:

EDIT2: Multiple harvesters DO work, they just need to be timed different, so if you have 2. You would need to place a inverter between your clock and the other harvester.

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.. Are you still on 1.0.1 or 1.0.2? Because 1.0.3 fixed a really bad bug where the same pulse would only ever trigger one machine of each type.

View PostChicagoBob, on 19 August 2011 - 12:37 AM, said:

Hey power crystals, here is my tree farm using your minefactory reloaded...along with a few other mods.



EDIT1: There seems to be a problem with it freezeing at 41 seconds am checking to see if its youtubes fault or mine, i might have to re-upload it

EDIT2: Seems to be working ok now, not sure what the problem was.

I actually watched it just fine on embedded but youtube itself didn't work for some asinine reason. If it's working now I'll put it in the OP; thanks!

PS: I was going to make conveyors not cancel vertical movement, but your suggestion of using it as a mob farm seems to make a lot of sense so that will stay. Also, the thing about saplings dropping is due to how bizarre leaf decay is; I put a note in the OP about that.
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#50

Posted 19 August 2011 - 02:41 AM

Dude, just want to say thanks for putting my video on the OP, didn't expect that but i am grateful for it.

#51

    Kasdar

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Posted 19 August 2011 - 04:23 AM

View PostChicagoBob, on 19 August 2011 - 12:37 AM, said:

Hey power crystals, here is my tree farm using your minefactory reloaded...along with a few other mods.



EDIT1: There seems to be a problem with it freezeing at 41 seconds am checking to see if its youtubes fault or mine, i might have to re-upload it

EDIT2: Seems to be working ok now, not sure what the problem was.


I like how you did that farm, it gives me ideas for how to build mine.
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#52

Posted 19 August 2011 - 11:57 AM

View PostKasdar, on 19 August 2011 - 04:23 AM, said:

I like how you did that farm, it gives me ideas for how to build mine.
thanks i'm glad you liked it.

#53

Posted 19 August 2011 - 01:57 PM

View Postpower crystals, on 19 August 2011 - 01:32 AM, said:

I was going to make conveyors not cancel vertical movement, but your suggestion of using it as a mob farm seems to make a lot of sense so that will stay.
I thought i'd show everyone what i meant about the conveyor belt so here is a video of my automatic animal farm. Hope you like it.

http://www.youtube.c...h?v=vS--4WaUWBc

#54

  • Location: lava

Posted 19 August 2011 - 03:12 PM

View PostChicagoBob, on 19 August 2011 - 02:41 AM, said:

Dude, just want to say thanks for putting my video on the OP, didn't expect that but i am grateful for it.

I'm not equipped to make videos and a lot of people seem to prefer that kind of thing to reading my deranged ramblings, so hey why not. Thanks for making it :)

View PostChicagoBob, on 19 August 2011 - 01:57 PM, said:

I thought i'd show everyone what i meant about the conveyor belt so here is a video of my automatic animal farm. Hope you like it.

http://www.youtube.c...h?v=vS--4WaUWBc

Ah yes, the totally legit sheep spawners :P
Neat idea though. I think water/lava grinders would still work better for mobs but since farm animals are too short that makes a lot of sense.

And for giggles, here's the farm I'm using on our private SMP server (using buildcraft, obviously). Planters are underground, along with a mess of redstone that synchronizes it all to a single clock (and a button I can press to restart it since logging off stops it). I have so much sugarcane it's kind of disgusting. The waterfall and most of the standing water is just there to look cool.

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#55

Posted 19 August 2011 - 03:19 PM

View Postpower crystals, on 19 August 2011 - 03:12 PM, said:

I'm not equipped to make videos and a lot of people seem to prefer that kind of thing to reading my deranged ramblings, so hey why not. Thanks for making it :)



Ah yes, the totally legit sheep spawners :P
Neat idea though. I think water/lava grinders would still work better for mobs but since farm animals are too short that makes a lot of sense.

And for giggles, here's the farm I'm using on our private SMP server (using buildcraft, obviously). Planters are underground, along with a mess of redstone that synchronizes it all to a single clock (and a button I can press to restart it since logging off stops it). I have so much sugarcane it's kind of disgusting. The waterfall and most of the standing water is just there to look cool.

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Not sure how SMP works but in SSP you always appear where you were when the game ended, so with that in mind i always try to be standing at that spot when i exit the game, and have a pressure plate there instead of the button so when i start the game it automatically restarts any and all sequences that need to be started.

#56

  • Location: lava

Posted 19 August 2011 - 03:34 PM

View PostChicagoBob, on 19 August 2011 - 03:19 PM, said:

Not sure how SMP works but in SSP you always appear where you were when the game ended, so with that in mind i always try to be standing at that spot when i exit the game, and have a pressure plate there instead of the button so when i start the game it automatically restarts any and all sequences that need to be started.

Hah, that's actually fairly clever. It wouldn't really help here because I'm often nowhere near the base when I sign off but I'll have to keep that in mind.
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#57

Posted 19 August 2011 - 03:44 PM

View Postpower crystals, on 19 August 2011 - 03:34 PM, said:

Hah, that's actually fairly clever. It wouldn't really help here because I'm often nowhere near the base when I sign off but I'll have to keep that in mind.
Well if your using Single Player Commands like i do i just set a waypoint to that spot and then bind it to a key so no matter where i am on the map i can hit a single key and it teleports me right there. Although i believe in SMP you have the teleport option available too. But yeah there is always some little tips and tricks one can come up with, hoping to hear more from the rest of the people that come here.

#58

  • Location: lava

Posted 19 August 2011 - 04:06 PM

View PostChicagoBob, on 19 August 2011 - 03:44 PM, said:

Well if your using Single Player Commands like i do i just set a waypoint to that spot and then bind it to a key so no matter where i am on the map i can hit a single key and it teleports me right there. Although i believe in SMP you have the teleport option available too. But yeah there is always some little tips and tricks one can come up with, hoping to hear more from the rest of the people that come here.

Stock SMP only lets you teleport players to other players; you need a mod to teleport to coordinates (which is weird). Plus you have to be an op for most implementations (I run the server so no issue for me, but most people won't be ops).



I also have super top secret!! ideas for a larger update once forge and optifine are compatible, which looks like it may be not that far off. If it is farther off than I thought I may just do it without forge, or maybe I'll break down and use one of the fan compatibility patches. Either way, I'm not done with updates.
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#59

Posted 19 August 2011 - 04:14 PM

Will this super top secret be SMP only, or will it also be for SSP?

#60

    Kasdar

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Posted 19 August 2011 - 04:33 PM

I found a bug with the conveyor belts, when placing 2 conveyor belts side by side and going up a slope it crashes with the saving chunks message, when you place the 2nd uphill piece. Also crashes saving chunks when you try to destroy said conveyors. This is repeatable, I tried it several times and it crashed every single time.
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