I just fixed the Cobblestone generators!!!!
Now I don't have to worry about people mass producing Cobblestone and scrap on my server.
Basically I made it so instead of Cobblestone that gets generated. Glass does instead. You don't receive a drop for breaking glass. Even the block breaker will not give you a drop.
Glass can still be collected if you have silk touch. But I disabled enchantments on my server so I don't have to worry about that.
Proof??
My Finite water mod uses up lava to make cobble, 1/8th of a full lava block per cobble, so you can get 8 cobble per full lava block, *if* perfectly optimized and set up.
Hey, Eloraam. I was wondering if you could either Private Message me or reply to this message with the name you use for your Flax Seeds in your modding. I've released a mod (No More Tall Grass) and someone (JordynX) commented and asked if I could add a function to have your Flax Seeds still available. I would give you credit in the forum and link back to this page.
Thank you,
Yourock129
RP2 uses the standard Forge callback hooks to handle that. If you just use the Forge callback hook (look in EntityGrass.java or whatever it is and search for "Forge" to find how it is used), then just add it to your class, and that means that it will also work with 'my' seed drops as well, and harvestcrafts, and others.
Maybe you can add seed dropping back to hoes? Will work fine with the forge hook, it is arbitrary
RP2 uses the standard Forge callback hooks to handle that. If you just use the Forge callback hook (look in EntityGrass.java or whatever it is and search for "Forge" to find how it is used), then just add it to your class, and that means that it will also work with 'my' seed drops as well, and harvestcrafts, and others.
Maybe you can add seed dropping back to hoes? Will work fine with the forge hook, it is arbitrary
And to clarify, tiles in world convert, although they lose their state (timers lose settings, etc). Items in hand don't convert at all, so you'll have to put them all down in the world or risk corruption.
Just so that I'm completely clear here, any logic tiles, such as timers and such, that are placed in the world will convert, but lose their settings. Timers that may still be stored in a players inventory will corrupt the world? What about timers stored in EE alchemy bags or in chests around the world? I want to make sure what I need to be worried about before I update. Might end up having to just wipe all of the user inventory just to be on the safe side...
Do you have relased it? Considering that it doesn't exist a forge compatible version of FiniteLiquid, I would love to see yours, especially with the upcoming liquid transport system
Only to a few on IRC, but not for 1.2.5. It is updated, but right now it is being integrated into my large mod, which will be released later on.
the only problem with your idea... the tube colouring in Redpower isn't stored as separate sprites (which your idea would require), but instead is stored in a way similar to redstone and grass/leaf shading, with a basic greyscale texture that is then colour-shifted to the required colour.
as an alternative idea, using simple tooltips over GUI elements (if possible) to highlight both the colour selected and the function of buttons.
That... explains alot, actually. Shows how much I know. I thought that only the Sorting Machine interface worked like that-- which I admit, this was a request to change how it worked, and an offer for the why.
I'd say the idea still can survive without the glyphs, having just the color selection as 4x4 pixel textures would allow to have the graphics, and they wouldn't need to resemble any glyphs -- which would allow for graphics that are much easier to read....
Just so that I'm completely clear here, any logic tiles, such as timers and such, that are placed in the world will convert, but lose their settings. Timers that may still be stored in a players inventory will corrupt the world? What about timers stored in EE alchemy bags or in chests around the world? I want to make sure what I need to be worried about before I update. Might end up having to just wipe all of the user inventory just to be on the safe side...
That's pretty much it, yes. It's not really a "corrupt the whole world" issue, though. The inventory will simply contain invalid or randomized items, and some of those items may cause a game crash or similar upon being opened. It'll happen in any inventory with those items, vanilla or mod-based. There won't actually be any damage to the blocks of your world, so if you forget some, you can always use your favorite world editing tool to delete the contents of those inventories.
In regards to the upcoming update, We follow the same installation procedures (for client and server), without Mod Loader MP. No other deviations from the coding or dependencies thus far correct? I'd like to start setting up everything so once the latest version is released, I can just plug it in and play with some fancy texture pack (any suggestions by the way?).
I appreciate all of the work thus far and enjoy all of the ideas that you have implemented into the game with this one mod. I am looking forward to what ever you bring to Red Power 2's next version and ready to start making more elaborate machines.
In regards to the upcoming update, We follow the same installation procedures (for client and server), without Mod Loader MP. No other deviations from the coding or dependencies thus far correct? I'd like to start setting up everything so once the latest version is released, I can just plug it in and play with some fancy texture pack (any suggestions by the way?).
I appreciate all of the work thus far and enjoy all of the ideas that you have implemented into the game with this one mod. I am looking forward to what ever you bring to Red Power 2's next version and ready to start making more elaborate machines.
I've tried realism packs before back in 1.8.1 Beta, but never really liked them as it was trying to be too real, or too sharp. I prefer smooth over sharp textures.
Is there something similar to Minecraft4Kids but with Red Power 2 Included? (I already tried Minecraft 4 kids and kinda overused it to the point of exhaustion).
Perhaps a list of texture packs that include Red Power 2 Blocks would be best rather than single suggestions.
(If you feel this is not a good place for the suggestions, then pm the suggestions to me )
Thanks!a
EDIT: Alright I got this covered .
I found a TP called Sphax PureBDcraft and it seems pretty good. I might personally customize it so I can get the complete feel that I'd like but this is at least in the right direction
That's pretty much it, yes. It's not really a "corrupt the whole world" issue, though. The inventory will simply contain invalid or randomized items, and some of those items may cause a game crash or similar upon being opened. It'll happen in any inventory with those items, vanilla or mod-based. There won't actually be any damage to the blocks of your world, so if you forget some, you can always use your favorite world editing tool to delete the contents of those inventories.
It'll break the Direwolf20 season 3 world I've converted to 1.2.3 . . . the nuclear reactor might blow up instantly or something, among other things . . .
Thankfully, I have a new world. It's mostly a test world, anyway, I can NEI stuff back in. And all the RP Items are still in the same alchemy bag, so it's not gonna be hard.
Rollback Post to RevisionRollBack
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
Perhaps a list of texture packs that include Red Power 2 Blocks would be best
k..
spahx (finished for the most part)
isabella (mostly finished)
faithful (not sure if its updated) (not full)
the attendee's texture upgrades (not full)
battered old stuff (almost finished-ish)
Good thing I don't run IC2, to me the machines take too many steps and resources to make, and I don't like the idea of huge craters in my worlds when a power plant explodes. I tend to go out of my way to prevent explosion damage to surrounding areas, or at least minimize it as much as possible.
The machine-making process is perfectly balanced, given the improvements they give you (e.g. using energy to double the ingots you get from ore). The huge crater problem would only occur if you have a nuclear reactor that explodes. You'd only (probably) want one of those if you need massive amounts of power. It's easy to make a reactor setup that won't explode. For most of your needs, you can set up a simple system to put water buckets into watermills for cheap, renewable power. Windmills and Solar panels are less efficient than the watermill method, but still good to use. Even the basic Generator is a great power source if you have charcoal/wood/sticks/whatnot to burn, and if you go to the Nether you'll never* run out of lava for a Geothermal plant.
You can also go into IC2.cfg and lower the explosion size of a reactor explosion. Just keep in mind that you have other, more reliable sources of power than a reactor.
Even without considering its complexity RP is bug-free. At least as far as I remember...someone that has better memory than me knows the unsolved bugs of RP?
What he meant was it's remarkable that such a complex mod is free of bugs. It's remarkable because of the complexity. Normally such an intricate mod would have a few bugs here and there, but RedPower is pretty free of them.
For those of us who haven't been around long enough to know it by heart, can someone summarize me the major changes for the logic re-write? Is it behind the scenes only or does it introduce new logic blocks and what not?
IC2 is just not my style, I just have a running joke with the nukes, but no matter what systems you have in place to keep them from exploding, the Endermen will make a mess of it, just ask Direwolf20 about that.
And besides, my buildings are insanely complex with what I currently run, I have Buildcraft/Logistics Pipes running my supply chains, Buildcraft energy pipes connected to every machine that needs them, Red Power blue electric wires running between my solar array and all furnaces that need power, I had to label every crafting machine and auto crafting table to what it produces, my warehouse had to get labeled even though I use the crystal chests from the Iron Chests mods, plus quite a bit of other things going on in the systems.
Plus I may add more mods, just not any more that add a bunch of extra machines to my system, I have a ton of them already.
But that is the fun part with Forge, modding becomes modular, you pick what you want.
What he meant was it's remarkable that such a complex mod is free of bugs. It's remarkable because of the complexity. Normally such an intricate mod would have a few bugs here and there, but RedPower is pretty free of them.
She, but yes, that's exactly what I meant - cheers
Logic Rewrite!! XD Eeeeeekk!!! ive been longing for it! I abandoned my 64 bit cpu project months ago anticipating the "advanced logic" as it was known then, to simplify the build a little. Thanks elo!!
Eloraam, have you considered introducing a new item ID for logic tiles, and leaving some conversion mechanism? Perhaps they could be converted when crafted, or when sent through a filter.
What he meant was it's remarkable that such a complex mod is free of bugs. It's remarkable because of the complexity. Normally such an intricate mod would have a few bugs here and there, but RedPower is pretty free of them.
Makes me wonder if Eloraam has unittests or does she manually test everything.
Hmm?
My Finite water mod uses up lava to make cobble, 1/8th of a full lava block per cobble, so you can get 8 cobble per full lava block, *if* perfectly optimized and set up.
RP2 uses the standard Forge callback hooks to handle that. If you just use the Forge callback hook (look in EntityGrass.java or whatever it is and search for "Forge" to find how it is used), then just add it to your class, and that means that it will also work with 'my' seed drops as well, and harvestcrafts, and others.
Maybe you can add seed dropping back to hoes? Will work fine with the forge hook, it is arbitrary
And it does re-add Hoes' function
and the crash button. that one was cool
Just so that I'm completely clear here, any logic tiles, such as timers and such, that are placed in the world will convert, but lose their settings. Timers that may still be stored in a players inventory will corrupt the world? What about timers stored in EE alchemy bags or in chests around the world? I want to make sure what I need to be worried about before I update. Might end up having to just wipe all of the user inventory just to be on the safe side...
Only to a few on IRC, but not for 1.2.5. It is updated, but right now it is being integrated into my large mod, which will be released later on.
That... explains alot, actually. Shows how much I know. I thought that only the Sorting Machine interface worked like that-- which I admit, this was a request to change how it worked, and an offer for the why.
I'd say the idea still can survive without the glyphs, having just the color selection as 4x4 pixel textures would allow to have the graphics, and they wouldn't need to resemble any glyphs -- which would allow for graphics that are much easier to read....
... and then Eloraam gives the big 'no'.
I guess I took too long to make my offer, heh.
That's pretty much it, yes. It's not really a "corrupt the whole world" issue, though. The inventory will simply contain invalid or randomized items, and some of those items may cause a game crash or similar upon being opened. It'll happen in any inventory with those items, vanilla or mod-based. There won't actually be any damage to the blocks of your world, so if you forget some, you can always use your favorite world editing tool to delete the contents of those inventories.
I appreciate all of the work thus far and enjoy all of the ideas that you have implemented into the game with this one mod. I am looking forward to what ever you bring to Red Power 2's next version and ready to start making more elaborate machines.
that's correct - try realism packs I like those.
I've tried realism packs before back in 1.8.1 Beta, but never really liked them as it was trying to be too real, or too sharp. I prefer smooth over sharp textures.
Is there something similar to Minecraft4Kids but with Red Power 2 Included? (I already tried Minecraft 4 kids and kinda overused it to the point of exhaustion).
Perhaps a list of texture packs that include Red Power 2 Blocks would be best rather than single suggestions.
(If you feel this is not a good place for the suggestions, then pm the suggestions to me )
Thanks!a
EDIT: Alright I got this covered .
I found a TP called Sphax PureBDcraft and it seems pretty good. I might personally customize it so I can get the complete feel that I'd like but this is at least in the right direction
It'll break the Direwolf20 season 3 world I've converted to 1.2.3 . . . the nuclear reactor might blow up instantly or something, among other things . . .
Thankfully, I have a new world. It's mostly a test world, anyway, I can NEI stuff back in. And all the RP Items are still in the same alchemy bag, so it's not gonna be hard.
k..
spahx (finished for the most part)
isabella (mostly finished)
faithful (not sure if its updated) (not full)
the attendee's texture upgrades (not full)
battered old stuff (almost finished-ish)
any other rp texture packs i missed
The machine-making process is perfectly balanced, given the improvements they give you (e.g. using energy to double the ingots you get from ore). The huge crater problem would only occur if you have a nuclear reactor that explodes. You'd only (probably) want one of those if you need massive amounts of power. It's easy to make a reactor setup that won't explode. For most of your needs, you can set up a simple system to put water buckets into watermills for cheap, renewable power. Windmills and Solar panels are less efficient than the watermill method, but still good to use. Even the basic Generator is a great power source if you have charcoal/wood/sticks/whatnot to burn, and if you go to the Nether you'll never* run out of lava for a Geothermal plant.
You can also go into IC2.cfg and lower the explosion size of a reactor explosion. Just keep in mind that you have other, more reliable sources of power than a reactor.
What he meant was it's remarkable that such a complex mod is free of bugs. It's remarkable because of the complexity. Normally such an intricate mod would have a few bugs here and there, but RedPower is pretty free of them.
Expanding boundaries since 2011.
And besides, my buildings are insanely complex with what I currently run, I have Buildcraft/Logistics Pipes running my supply chains, Buildcraft energy pipes connected to every machine that needs them, Red Power blue electric wires running between my solar array and all furnaces that need power, I had to label every crafting machine and auto crafting table to what it produces, my warehouse had to get labeled even though I use the crystal chests from the Iron Chests mods, plus quite a bit of other things going on in the systems.
Plus I may add more mods, just not any more that add a bunch of extra machines to my system, I have a ton of them already.
But that is the fun part with Forge, modding becomes modular, you pick what you want.
She, but yes, that's exactly what I meant - cheers
Makes me wonder if Eloraam has unittests or does she manually test everything.