Incidentally, he seems to have outsourced most of the redstone interactions with his mod with this update as well.
There's a new option in the Buildcraft config as follows, and I have no idea what it's supposed to do, but it relates to redstone, so I would imagine it might be something to look in to.
power.framework=buildcraft.core.RedstonePowerFramework
Actually, that appears to be his approach to power transmission. Setting it to the redstone framework means that you can power a machine by toggling redstone to it. It fits with the new energy system he's working on.
Eloraam, I just found out that unfortunately the recipe for Red Alloy conflicts with the lock recipe in the Magic Chest addon. :sad.gif: I've made a bug report in Aero96's thread as well.
Eloraam, I just found out that unfortunately the recipe for Red Alloy conflicts with the lock recipe in the Magic Chest addon. :sad.gif: I've made a bug report in Aero96's thread as well.
Yes, I know about it, but I'm not really sure what to change my recipe to. The one I'm using is pretty much the perfect balance.
Would it be possible to use assignable keys, mouse clicks or combinations thereof for these kind of events? Ik can imagine using using the scroll wheel, for example, to rotate a tile and middle-klick to place without activating menus. Or even shift-leftclick or just numpad-1. Anything is possible when freely assignable.
Hrm... I could look into assignable keys. I haven't actually used those subsystems before.
EDIT: Actually, I take it back. I think I've figured out a way around the placement/activating GUI/etc issues.
I still think a tool for rotating blocks would be the most obvious way to go, rather than a custom keybinding. I'll still make it so you can set the placement by your position, so it'll be more or less optional. A combination key might be possible though, I'll think about that.
On another note, as much as I wanted to add crouch-to-disable-GUI, it seems that it really is impossible after all. The clicked block gets priority, and it goes all the way up to the Minecraft client class itself. A shame, that. There's one other option though: I could always extend the drop reach a little bit, so you could just stand outside the activate range. I'm not really satisfied with that answer, though.
Not to reiterate, but this might be another reason to make the cover plate plug :-P
The Meaning of Life, the Universe, and Everything.
Join Date:
6/13/2011
Posts:
41
Member Details
Hi!
U say that u dont want to bump version's numpers just for few bugfixes, but then we need to read all new messages to understand that we have to redownload smth.
Maybe you will add smth like "fix 3" in topic? So it will be more obvious that you fixed smth :smile.gif:
Hi!
U say that u dont want to bump version's numpers just for few bugfixes, but then we need to read all new messages to understand that we have to redownload smth.
Maybe you will add smth like "fix 3" in topic? So it will be more obvious that you fixed smth :smile.gif:
Those fixes went out on the first day, I haven't patched anything since.
I'm working on a new version, but it'll be a few more days.
Is there plans to add integrated redstone to be used on a bukkit a server
I'm interested in this as well. I play on a server running Bukkit and was wondering if this mod is compatible. Also, If we install the server mod, does each person who connects have to have the client mod? This may be a dumb question but I don't know much about how mods interact.
I'm not planning to add Bukkit support any time soon. Even if it doesn't take much time to port it, it adds yet another weird set of interactions and I'm already getting swamped in the "it doesn't work with X mod" stuff. Not something I want when I'm dealing with early releases as is.
Hello!
I've been using your mods for a while now, but I tried to install your RedWiring mod, and I got this crash report;
java.lang.ArrayIndexOutOfBoundsException: 717
at uu.<init>(SourceFile:243)
at rw.<init>(SourceFile:9)
at eloraam.wiring.BlockWiring.<init>(BlockWiring.java:24)
at eloraam.wiring.BlockRedwire.<init>(BlockRedwire.java:13)
at RedPowerWiring.initialize(RedPowerWiring.java:35)
at mod_RedPowerWiring.initialize(mod_RedPowerWiring.java:32)
at mod_RedPowerWiring.ModsLoaded(mod_RedPowerWiring.java:17)
at ModLoader.init(ModLoader.java:819)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Thread.java:680)
I've tried changing the ID's of the items, in the config file, but that doesn't fix anything.
Is there something I've missed?
Cheers
~DragonXDoom
Rollback Post to RevisionRollBack
SsssssssssssssssssssssssssssStalker! WHAT THE F- BOOM!
there appears to be a very obvious problem with the new wires
both of these switches are off, however the green was switched on and then switched off, the wires seem to be holding charge indefinitely
Use bare red alloy wires instead of redstone. This is a known issue because the regular redstone solver doesn't play well with others, and it's almost impossible to fix. If you search the forum for this, you'll even get some technical details of why this is such a problem.
Use bare red alloy wires instead of redstone. This is a known issue because the regular redstone solver doesn't play well with others, and it's almost impossible to fix. If you search the forum for this, you'll even get some technical details of why this is such a problem.
Ah ok thanks, i'm using your mods for a redstone computer I'm building and when these new wires started giving me some dodgy readings I assumed it was the new stuff not the normal redstone refusing to play ball, such a strange glitch, glad that the red alloy wires light up though. makes bug checking as easy as with normal redstone :smile.gif:
Ah ok thanks, i'm using your mods for a redstone computer I'm building and when these new wires started giving me some dodgy readings I assumed it was the new stuff not the normal redstone refusing to play ball, such a strange glitch, glad that the red alloy wires light up though. makes bug checking as easy as with normal redstone :smile.gif:
Cool, post screenshots when you're done :smile.gif:
In a nutshell, the problem is that wires, unlike logic gates, don't have "inputs" or "outputs". Every point in the wire is expected to be able to give power or receive power. Normally a rather complex bit of code called a solver is used to update changes in the powering state inside the wires. Without that code, if a wire becomes powered, it powers its neighbor, which then powers it in return, and the wire stays live.
The problem is that the regular redstone solver is hard-wired into the redstone block class and is basically impossible to extend, at least in a base-clean mod. RedPower uses a completely different solver, which is a lot more advanced than the old one, but unfortunately, when the two wire systems touch, the solvers don't cooperate, and you get the situation I just listed.
An easy partial fix that I may roll out in the next version would be to use a priority system: RedPower wires could power redstone, but not the other way around, for example. That's actually a pretty easy thing to add. A complete solution would either involve modifying base classes, or adding code to my solver to solve redstone wiring, and then finding some way to convince the regular redstone solver that the resulting solution is valid.
It appears that you're trying to use a block ID greater than 255. Those don't exist unless you're running Minecraft Extended.
I changed that, and now I got a different error.
Mods loaded: 10
ModLoader Beta 1.7.3
mod_PortalGun 1.7.3v4
mod_RedPowerCore 1.5.1
mod_RedPowerWiring 1.5.1
mod_SecretSwitches 1.7.3-v1.3
mod_ToggleBlocks 1.7.3-v2.5
mod_IntegratedRedstone 1.4.2
mod_Renderhook 1.7_01
mod_TooManyItems 1.7.2 2011-07-01
mod_WorldEditCUI 1.7_01
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT dfa0db4c --------
Generated 7/21/11 8:37 AM
Minecraft: Minecraft Beta 1.7.3
OS: Mac OS X (i386) version 10.6.6
Java: 1.6.0_26, Apple Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel GMA X3100 OpenGL Engine version 2.0 APPLE-1.6.26, Intel Inc.
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at IntegratedRedstone.registerPackets(IntegratedRedstone.java:40)
at IntegratedRedstone.initialize(IntegratedRedstone.java:59)
at mod_IntegratedRedstone.ModsLoaded(mod_IntegratedRedstone.java:16)
at ModLoader.init(ModLoader.java:819)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.IllegalArgumentException: Duplicate packet id:211
at ki.a(SourceFile:20)
... 14 more
--- END ERROR REPORT 71d4ec3 ----------
Cool, post screenshots when you're done :smile.gif:
In a nutshell, the problem is that wires, unlike logic gates, don't have "inputs" or "outputs". Every point in the wire is expected to be able to give power or receive power. Normally a rather complex bit of code called a solver is used to update changes in the powering state inside the wires. Without that code, if a wire becomes powered, it powers its neighbor, which then powers it in return, and the wire stays live.
The problem is that the regular redstone solver is hard-wired into the redstone block class and is basically impossible to extend, at least in a base-clean mod. RedPower uses a completely different solver, which is a lot more advanced than the old one, but unfortunately, when the two wire systems touch, the solvers don't cooperate, and you get the situation I just listed.
An easy partial fix that I may roll out in the next version would be to use a priority system: RedPower wires could power redstone, but not the other way around, for example. That's actually a pretty easy thing to add. A complete solution would either involve modifying base classes, or adding code to my solver to solve redstone wiring, and then finding some way to convince the regular redstone solver that the resulting solution is valid.
Thats a shame, hopefully when the modding API will allow the solver to be extended, in the mean time i've found a way round the problem using inverters. I don't know if anyone will need to do it, but there you go.
I'll take some screen shots of the whole machine once its at a level where it can do some computation, I've already converted my ALU circuit to use the new wires (decreased the size substantially). I need to build the data bridges and some sort of memory or easier data input system.
"Crouch to disable" would also be problematic when using a flying mod or when under water, where "crouch" often means "go down".
Well, by "crouch to disable" I meant "if you are crouching, GUIs won't activate", so it doesn't conflict with anything - unless you're trying to go down via crouch and open some kind of block GUI at the same time.
So, what kind of tool do you all picture using to rotate an IR tile? Placement is going to be a little harder when they're mounted on walls, getting below blocks especially will be a pain, so I'm thinking the right thing to do is just add a tool to do it. I've already got contributed sprites for a screwdriver and pliers. I'm tempted to use the screwdriver for this.
Screwdriver, of course. Especially if it will remove wires, covers and IR tiles instantly on left click, and rotate on right click.
Actually, that appears to be his approach to power transmission. Setting it to the redstone framework means that you can power a machine by toggling redstone to it. It fits with the new energy system he's working on.
Yes, I did an SVN pull to look around the code.
Yes, I know about it, but I'm not really sure what to change my recipe to. The one I'm using is pretty much the perfect balance.
Hrm... I could look into assignable keys. I haven't actually used those subsystems before.
EDIT: Actually, I take it back. I think I've figured out a way around the placement/activating GUI/etc issues.
I still think a tool for rotating blocks would be the most obvious way to go, rather than a custom keybinding. I'll still make it so you can set the placement by your position, so it'll be more or less optional. A combination key might be possible though, I'll think about that.
Not to reiterate, but this might be another reason to make the cover plate plug :-P
U say that u dont want to bump version's numpers just for few bugfixes, but then we need to read all new messages to understand that we have to redownload smth.
Maybe you will add smth like "fix 3" in topic? So it will be more obvious that you fixed smth :smile.gif:
Those fixes went out on the first day, I haven't patched anything since.
I'm working on a new version, but it'll be a few more days.
I'm interested in this as well. I play on a server running Bukkit and was wondering if this mod is compatible. Also, If we install the server mod, does each person who connects have to have the client mod? This may be a dumb question but I don't know much about how mods interact.
I've been using your mods for a while now, but I tried to install your RedWiring mod, and I got this crash report;
I've tried changing the ID's of the items, in the config file, but that doesn't fix anything.
Is there something I've missed?
Cheers
~DragonXDoom
both of these switches are off, however the green was switched on and then switched off, the wires seem to be holding charge indefinitely
It appears that you're trying to use a block ID greater than 255. Those don't exist unless you're running Minecraft Extended.
Use bare red alloy wires instead of redstone. This is a known issue because the regular redstone solver doesn't play well with others, and it's almost impossible to fix. If you search the forum for this, you'll even get some technical details of why this is such a problem.
Ah ok thanks, i'm using your mods for a redstone computer I'm building and when these new wires started giving me some dodgy readings I assumed it was the new stuff not the normal redstone refusing to play ball, such a strange glitch, glad that the red alloy wires light up though. makes bug checking as easy as with normal redstone :smile.gif:
Cool, post screenshots when you're done :smile.gif:
In a nutshell, the problem is that wires, unlike logic gates, don't have "inputs" or "outputs". Every point in the wire is expected to be able to give power or receive power. Normally a rather complex bit of code called a solver is used to update changes in the powering state inside the wires. Without that code, if a wire becomes powered, it powers its neighbor, which then powers it in return, and the wire stays live.
The problem is that the regular redstone solver is hard-wired into the redstone block class and is basically impossible to extend, at least in a base-clean mod. RedPower uses a completely different solver, which is a lot more advanced than the old one, but unfortunately, when the two wire systems touch, the solvers don't cooperate, and you get the situation I just listed.
An easy partial fix that I may roll out in the next version would be to use a priority system: RedPower wires could power redstone, but not the other way around, for example. That's actually a pretty easy thing to add. A complete solution would either involve modifying base classes, or adding code to my solver to solve redstone wiring, and then finding some way to convince the regular redstone solver that the resulting solution is valid.
I changed that, and now I got a different error.
This is a copy of the .cfg file I'm using.
Thats a shame, hopefully when the modding API will allow the solver to be extended, in the mean time i've found a way round the problem using inverters. I don't know if anyone will need to do it, but there you go.
I'll take some screen shots of the whole machine once its at a level where it can do some computation, I've already converted my ALU circuit to use the new wires (decreased the size substantially). I need to build the data bridges and some sort of memory or easier data input system.
First, use spoilers for logs, please.
Second, you forgot to update Integrated Redstone.
Well, by "crouch to disable" I meant "if you are crouching, GUIs won't activate", so it doesn't conflict with anything - unless you're trying to go down via crouch and open some kind of block GUI at the same time.
Screwdriver, of course. Especially if it will remove wires, covers and IR tiles instantly on left click, and rotate on right click.
Thanks!