[1.0.0][SMP] PC's mods - MineFactory Reloaded, Power Converters and more! Updated Dec 19th
#41
Posted 17 August 2011 - 01:30 PM
#42
Posted 17 August 2011 - 04:41 PM
musznikov, on 17 August 2011 - 11:45 AM, said:
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.
Kasdar, on 17 August 2011 - 12:17 PM, said:
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.
#43
Posted 18 August 2011 - 04:02 AM
power crystals, on 17 August 2011 - 04:41 PM, said:
Real life happened; no update tonight. Should get it done tomorrow probably. I'm sure you can all wait a day
#44
Posted 18 August 2011 - 05:14 PM
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.
Quote
Just place one dirt block above it, and place non-dirt/grass blocks on the sides.
Quote
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:



Thanks to power crystals for pointing the link error out.
#45
Posted 18 August 2011 - 05:59 PM
Max-o-l, on 18 August 2011 - 05:14 PM, said:
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)
#46
Posted 18 August 2011 - 06:16 PM
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.
#47
Posted 18 August 2011 - 06:53 PM
Max-o-l, on 18 August 2011 - 06:16 PM, said:
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.
#48
Posted 19 August 2011 - 12:37 AM
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
Posted 19 August 2011 - 01:32 AM
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.
Max-o-l, on 18 August 2011 - 06:16 PM, said:
.. 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.
ChicagoBob, on 19 August 2011 - 12:37 AM, said:
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.
#50
Posted 19 August 2011 - 02:41 AM
#51
Posted 19 August 2011 - 04:23 AM
ChicagoBob, on 19 August 2011 - 12:37 AM, said:
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.
#53
Posted 19 August 2011 - 01:57 PM
power crystals, on 19 August 2011 - 01:32 AM, said:
http://www.youtube.c...h?v=vS--4WaUWBc
#54
Posted 19 August 2011 - 03:12 PM
ChicagoBob, on 19 August 2011 - 02:41 AM, 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
ChicagoBob, on 19 August 2011 - 01:57 PM, said:
http://www.youtube.c...h?v=vS--4WaUWBc
Ah yes, the totally legit sheep spawners
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.
#55
Posted 19 August 2011 - 03:19 PM
power crystals, on 19 August 2011 - 03:12 PM, said:
Ah yes, the totally legit sheep spawners
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.

#56
Posted 19 August 2011 - 03:34 PM
ChicagoBob, on 19 August 2011 - 03:19 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.
#57
Posted 19 August 2011 - 03:44 PM
power crystals, on 19 August 2011 - 03:34 PM, said:
#58
Posted 19 August 2011 - 04:06 PM
ChicagoBob, on 19 August 2011 - 03:44 PM, said:
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.
#59
Posted 19 August 2011 - 04:14 PM
#60
Posted 19 August 2011 - 04:33 PM
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