Right so tesselator was rewritten (genius. That is such a sensible idea and I'm not being sarcastic) and WorldRenderer had some more changes. Now it's not really that hard to add the patches as they come in a patch file. You just need to manually patch them yourself and change some variable names.
I'm not aware that anything uses 1.0.4 yet and while I presume 1.6.1 will rely on a newer version of forge there is no point me updating multiple times as forge evolves until there is a stable release where I can go, you need forge X.Y.Z to run the latest version of this mod and I want to use Optifine cause my computer is crap or I jsut want better performance.
See my point.
So to anyone, tell me via this thread when a mod comes out that requires the new version of forge and I'll go update.
Eloraam : I have a coding question for you. Internally, I'm curious if you already have a method implemented for solving this problem.
Essentially, I'd like to add a parallel data structure to the game to store information about vanilla blocks. Small or possibly large areas of the game blocks, including air blocks, would need information stored about them so that new interactions are possible.
Here's some of the things that could be implemented with this :
radiation fields. A melted down nuclear reactor or underground ore would apply a radiation field to blocks by sending out a series of rays from each radioactive block, diminishing the intensity for radiation absorbing blocks. This field needs to only be recalculated whenever a player changes a block within a radiation field.
"observed" areas. I'm thinking of adding 'grief detectors' to SMP that would be a set of security cameras and underground digging sensors. These blocks would observe a large area of blocks, dependent on line of site in the case of security cameras, and there would be a Forge hook so that upon add or removal of a block in the 'observed' area it would set off the grief detector. (which would send a redstone current down a wire that would in turn activate various anti-griefing systems, such as sentry guns, tesla coils, laser grids, attack robots, and possibly repair robots who could restore damaged areas)
"electrified" blocks. It should be possible to electrify certain vanilla blocks, such as iron, pools of water, and so forth. Electricity intensity would diminish with distance from source, so it's a complex calculation.
TEMPERATURE : to have a mod that actually simulates air temperature so that characters will become cold and eventually develop hypothermia if exposed outside in a cold biome, or become hot from exertion and get heat-stroke in a desert biome requires that we be able to CHANGE the air temperature as well by adding air conditioning and heating. Again, there would need to be code to store the current temperature of air blocks.
Air pressure : if the cubic chunk mod ever becomes practical and in common use, one might want to have the air pressure diminish as you go higher and be able to create pressurized rooms up high.
And other advanced features affecting vanilla blocks.
None of the things above would be at all practical if the code had to iterate every tick. It would be helpful if this meta-data array was accessible by multiple mods at once.
Questions about balance:
1.Do jacketed extoirer/interior corners require 2 bits of alloy?
There are no exterior vs interior corners for jacketed cables. They have exactly the same connection behavior as Buildcraft pipes. While the code is all original, I fully admit that I took the idea of connecting things that way from SpaceToad :smile.gif:
2.About RPW2, is there any negative effect to cutting down a whole forest and not replanting it?
3.About RPW2, I don't know how involved your getting - this should give me an idea; is there a pollution aspect?
Not at the moment. I'm mostly just playing around with world generation and such. It's nowhere near done.
4.About RPS, are these sensors going to be directional? (or just from above,below, or sideways?)
5.About RPS, Will there be options to allow everything, players/mobs, or just players?
7.About RPW2,You said you were adding a plant that something like indigo ficus - Does this suggest the possibility of even more colors of wires/wool/lights?
You're getting the two plants mixed up. Indigofera Tinctoria is a little pink flower that you can process into a vivid blue dye. I'm adding it specifically because I hate Lapis. Tinting wires shouldn't cost non-renewable resources. You can process it into Indigo dye, which you can use as if it were Lapis to craft other dye recipes or to dye wool. I do plan to add support to Lighting for it also, but that's not done yet.
On the other hand, Ficus Elastica is a large tree, the sap of which makes a decent latex, which you can use to make rubber.
8.You said yourself that you wouldn't ever be allowing mutiple color wires to be within one block because of this would cause some lag, do 3 exterior corners and 1 bundle cable already cause this lag spike?
No. Bundles in 1.6.0 are pushing updates further than they should, which is corrected in development.
Questions of Randomness
9. You keep saying your on a linux, please do not laugh when i ask what a linux is and where i go about buying it..?
It's an operating system that I run instead of Windows or MacOS or the like. The nice thing about it is that you can just download it for free. It's also open source, which is great for me. I've patched more of the software on my computer than I can count.
Eloraam, I was wondering if it will be possible to send redstone current through a cover plate, sometime in the future.
I was just working on building a 3x3 piston door and was trying to figure out a way to hide the power being used to activate the pistons pushing the middle block in place, when I thought about covering the activation wire with a cover plate, and :sad.gif: the signal didnt go through, I guess I should have expected this since that is one of the purposes for cover plates I guess - separating current. But if there were a set of cover plates that could be used that would allow redpower current to pass through that would be immensely helpful.
Edit: Come to think of it some sort of RedPower Block would come in very handy for this purpose, and you could have them like the coverplates in every material and color.
Eloraam, I was wondering if it will be possible to send redstone current through a cover plate, sometime in the future.
I was just working on building a 3x3 piston door and was trying to figure out a way to hide the power being used to activate the pistons pushing the middle block in place, when I thought about covering the activation wire with a cover plate, and :sad.gif: the signal didnt go through, I guess I should have expected this since that is one of the purposes for cover plates I guess - separating current. But if there were a set of cover plates that could be used that would allow redpower current to pass through that would be immensely helpful.
Not directly, but there are 3 different workarounds in the new version, one of which works now.
You could use a jacketed wire.
You could use slab and plate sizes to shrink the visible area around the wire, especially by using corner or strip parts.
Or, as you can do now, you could probably just indirectly power through a regular solid block.
Eloraam : basically you need a data structure that can be quickly searched with the 3d coordinates of the block as an index (a hashtable). Every tick, we need a hook to check if an entity in the game is located on a block that has an entry in this hashtable. Or if a block that was changed is located adjacent to or on block that has an entry.
Entries can just be a linked list or something with various arbitrary bits of information. Each entry probably needs a timestamp and entries should automatically expire after a certain number of ticks. (since all of the properties I mentioned are DYNAMIC properties that are caused by tile entities in the game that are just being CACHED). As such, there's no need to store the data to the disk. Also, I like the elegance of the entries expiring because it means that if there's a bug that say, prevents a property from being removed (for example, what if a block stayed radioactive after all radioactive sources were removed from an area? Or electrified, etc)
If the code for this were committed to the Forge, multiple mods would be able to access these properties. For example, to make a crude electricity bridge, you could write a mod that would electrify conductive blocks with a certain amount of voltage. OTHER mods could be written that would have tile entities in the mod that checked nearby blocks if there was voltage on them and could subtract voltage away, storing the energy in a battery or turning a motor, etc.
As such, the two mods would interact without any API between them.
This sounds pretty damn easy, less than 50 lines of code. Format for each entry in the linked list might be :
STRING
long int
long int
float
entry added time (must be a positive integer referring to the tick when the entry was added.)
Most awesome mod. With this i am able to create more elaborate redstone builds with ease. I'm just not smart enough to build vanilla logic gates together.
Cut...
Was a post about a cobblestone plate problem. Then found the post that you already knew about this.
@chicken, I luvz you O_O that patch didn't only make me have green in the lag meter (I didn't even KNOW there was green...) BUT it's also MAJORLY green!!! like in 2/3rds :ohmy.gif:
even the lag spike of death when my light test went from full -> green only got puny and barely noticable while moving, I guess without the lagmeter I wouldn't even have noticed it, it also didn't got stuck and moved up right green and yellow o_o
If now this would just be vanilla performance but whatever, I'll take that modded too! XD
-snip-
/i know this is a stupid question, but
WHAT PATCH?
Rollback Post to RevisionRollBack
Playing since Beta 1.3_01. Yeah. I like BTW. Or used to. Still do. Stuff Technic. (Back in the day...)
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
@RPWd (since RPW is Wiring I'll call World just Wd): these huge rubber tree's will be the blessing for the cable hungry IC2 :biggrin.gif: that is if it's still as cable hungry as IC but I'd bet on that ^^
I just hope that NatureOverhaul is Forge compatible when you get RPWd out, cause if not I'd bet it would either conflict at worst or at 'best' not work with your tree's which would mean no cutty cutty base = tree down for me ._.
not to mention the automatic spreading all over the place...
Honestly, I really wouldn't want NatureOverhaul changing the rules for those trees. There's a dozen stacks of wood in one tree, for one thing, you should have to work to harvest it. Also, they'll probably be slow growing when they're done.
But you know, since they're *rubber* trees, you could always make rubber the RPWd way, rather than cutting them down.
Usually when i find something, i'll try to find the answers first. In this case i didn't find it right away. Searched by wrong keywork. I posted. Tested and continued looking for answers. Found one. Then wanted to just delete post but won't let me. So edit so you wouldn't be annoyed by another problem repeater.
hey, i will make some higher contrasting pictures later!, the guy above did so, but he didn't use the smallest vanilla redstone contracptions possible, so i will do that - you will see a bunch of pics from me tommorow :smile.gif:
EDIT:
Mission Failed: Sleeping
Minecraft Status Update: Addicted
Building Project Update: Gigantic Church 75% Built
I just put this together... It's a controller for BC's auto crafting table.
You edit the settings on the counter, changing 'increment' to the number of items you want produced - more accurately, the number of crafting cycles to run, in the case of items like arrows, torches, etc - and then you push the button. The chest attached to the workbench can be filled with as many of the needed raw materials as you like, and only the requested amount will be consumed.
The timer is set to 2.6 seconds (effectively period-doubled to 5.2 by the T-latch), so that each of the two pulse-triggered engines will finish its cycle even from a cold start before being triggered again, allowing accurate control of the number of cycles being triggered. Two redstone engines and the toggle latch with pulse formers were used to allow twice the crafting rate of a single engine. Theoretically as many as four could be used. Three wouldn't be too difficult to attach, but the circuit would have to become more complex to run a 3-way sequence. Four would just involve adding two T-latches and two more pulsers, with wires going to the appropriate places, and halving the timer, so that would probably easier despite being trickier to install all four engines.
It doesn't support more than a single crafting stage, but this unit could be hooked up with others as part of a multi-stage assembly line. If you're controlling the amount of raw materials and guaranteeing that you have what's required to produce the number of final units you want, you could control it from the input end with one of these and have subsequent stages rely on constantly powered engines, their output determined by how many of the required sub-components are received. To avoid wasting materials, all crafted sub-components which did not rely on other crafted sub-components (such as the nested steps to build gears) would need to be controlled in this way so that only the required number were built.
---
I had originally set it up so that pushing the button decremented the counter to zero, and then it would tick upward by one per timer cycle until reaching the max you'd set, but I discovered that if you edit the settings by increasing the max value, it suddenly starts running the timer again without resetting to zero, because it's no longer at the max anymore.
While I was in the process of turning it around to count downward I discovered that if you set max increment to more than max count, the moment you close the GUI it becomes equal to max count. Can this be considered a bug, and changed so that you simply can't raise the increment value higher than the current max count value, so the way it actually behaves doesn't come as a surprise? I was expecting to be able to leave increment set to something really high and then change max count at will without having to touch the increment. Turned out I had to do the opposite... set max count really high and edit the increment to specify how many to build... but I only found that out after trying to do what it seemed to be letting me do until I checked and rechecked the settings a few times and figured out what was going on, which was really confusing at first.
No, it's not on the page of TMI, i just find patches / fixes for the Aether-Mod.
I asked Eloraam with an PM. He said he don't answer questions of the FAQ. :sad.gif:
I'm not aware that anything uses 1.0.4 yet and while I presume 1.6.1 will rely on a newer version of forge there is no point me updating multiple times as forge evolves until there is a stable release where I can go, you need forge X.Y.Z to run the latest version of this mod and I want to use Optifine cause my computer is crap or I jsut want better performance.
See my point.
So to anyone, tell me via this thread when a mod comes out that requires the new version of forge and I'll go update.
It can't be shift because that is already sneak for most people hence sneak to place on IR
I asked about that and additional coverplate placement key and was told it's a good idea but haven't recieved confirmation.
Essentially, I'd like to add a parallel data structure to the game to store information about vanilla blocks. Small or possibly large areas of the game blocks, including air blocks, would need information stored about them so that new interactions are possible.
Here's some of the things that could be implemented with this :
radiation fields. A melted down nuclear reactor or underground ore would apply a radiation field to blocks by sending out a series of rays from each radioactive block, diminishing the intensity for radiation absorbing blocks. This field needs to only be recalculated whenever a player changes a block within a radiation field.
"observed" areas. I'm thinking of adding 'grief detectors' to SMP that would be a set of security cameras and underground digging sensors. These blocks would observe a large area of blocks, dependent on line of site in the case of security cameras, and there would be a Forge hook so that upon add or removal of a block in the 'observed' area it would set off the grief detector. (which would send a redstone current down a wire that would in turn activate various anti-griefing systems, such as sentry guns, tesla coils, laser grids, attack robots, and possibly repair robots who could restore damaged areas)
"electrified" blocks. It should be possible to electrify certain vanilla blocks, such as iron, pools of water, and so forth. Electricity intensity would diminish with distance from source, so it's a complex calculation.
TEMPERATURE : to have a mod that actually simulates air temperature so that characters will become cold and eventually develop hypothermia if exposed outside in a cold biome, or become hot from exertion and get heat-stroke in a desert biome requires that we be able to CHANGE the air temperature as well by adding air conditioning and heating. Again, there would need to be code to store the current temperature of air blocks.
Air pressure : if the cubic chunk mod ever becomes practical and in common use, one might want to have the air pressure diminish as you go higher and be able to create pressurized rooms up high.
And other advanced features affecting vanilla blocks.
None of the things above would be at all practical if the code had to iterate every tick. It would be helpful if this meta-data array was accessible by multiple mods at once.
There are no exterior vs interior corners for jacketed cables. They have exactly the same connection behavior as Buildcraft pipes. While the code is all original, I fully admit that I took the idea of connecting things that way from SpaceToad :smile.gif:
Not at the moment. I'm mostly just playing around with world generation and such. It's nowhere near done.
Yes and yes.
Already in development version.
You're getting the two plants mixed up. Indigofera Tinctoria is a little pink flower that you can process into a vivid blue dye. I'm adding it specifically because I hate Lapis. Tinting wires shouldn't cost non-renewable resources. You can process it into Indigo dye, which you can use as if it were Lapis to craft other dye recipes or to dye wool. I do plan to add support to Lighting for it also, but that's not done yet.
On the other hand, Ficus Elastica is a large tree, the sap of which makes a decent latex, which you can use to make rubber.
No. Bundles in 1.6.0 are pushing updates further than they should, which is corrected in development.
It's an operating system that I run instead of Windows or MacOS or the like. The nice thing about it is that you can just download it for free. It's also open source, which is great for me. I've patched more of the software on my computer than I can count.
Yes?
Yikes. That's... quite an idea. I... can't even begin to comment :smile.gif:
I was just working on building a 3x3 piston door and was trying to figure out a way to hide the power being used to activate the pistons pushing the middle block in place, when I thought about covering the activation wire with a cover plate, and :sad.gif: the signal didnt go through, I guess I should have expected this since that is one of the purposes for cover plates I guess - separating current. But if there were a set of cover plates that could be used that would allow redpower current to pass through that would be immensely helpful.
Edit: Come to think of it some sort of RedPower Block would come in very handy for this purpose, and you could have them like the coverplates in every material and color.
Not directly, but there are 3 different workarounds in the new version, one of which works now.
You could use a jacketed wire.
You could use slab and plate sizes to shrink the visible area around the wire, especially by using corner or strip parts.
Or, as you can do now, you could probably just indirectly power through a regular solid block.
Entries can just be a linked list or something with various arbitrary bits of information. Each entry probably needs a timestamp and entries should automatically expire after a certain number of ticks. (since all of the properties I mentioned are DYNAMIC properties that are caused by tile entities in the game that are just being CACHED). As such, there's no need to store the data to the disk. Also, I like the elegance of the entries expiring because it means that if there's a bug that say, prevents a property from being removed (for example, what if a block stayed radioactive after all radioactive sources were removed from an area? Or electrified, etc)
If the code for this were committed to the Forge, multiple mods would be able to access these properties. For example, to make a crude electricity bridge, you could write a mod that would electrify conductive blocks with a certain amount of voltage. OTHER mods could be written that would have tile entities in the mod that checked nearby blocks if there was voltage on them and could subtract voltage away, storing the energy in a battery or turning a motor, etc.
As such, the two mods would interact without any API between them.
This sounds pretty damn easy, less than 50 lines of code. Format for each entry in the linked list might be :
STRING
long int
long int
float
entry added time (must be a positive integer referring to the tick when the entry was added.)
Most awesome mod. With this i am able to create more elaborate redstone builds with ease. I'm just not smart enough to build vanilla logic gates together.
Cut...
Was a post about a cobblestone plate problem. Then found the post that you already knew about this.
/i know this is a stupid question, but
WHAT PATCH?
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
Well we can't all get 500FPS....
Oh wait, sorry, that's not Minecraft! What was I thinking...
Pop by #redpower on EsperNet sometime. If I'm awake, I'm probably there.
Honestly, I really wouldn't want NatureOverhaul changing the rules for those trees. There's a dozen stacks of wood in one tree, for one thing, you should have to work to harvest it. Also, they'll probably be slow growing when they're done.
But you know, since they're *rubber* trees, you could always make rubber the RPWd way, rather than cutting them down.
Nope. There are many alternatives, though.
Ninja'ed :smile.gif:
These pictures are about comparisons with Old logic gates and New logic gates.
Hope these will help.
Usually when i find something, i'll try to find the answers first. In this case i didn't find it right away. Searched by wrong keywork. I posted. Tested and continued looking for answers. Found one. Then wanted to just delete post but won't let me. So edit so you wouldn't be annoyed by another problem repeater.
EDIT:
Mission Failed: Sleeping
Minecraft Status Update: Addicted
Building Project Update: Gigantic Church 75% Built
You edit the settings on the counter, changing 'increment' to the number of items you want produced - more accurately, the number of crafting cycles to run, in the case of items like arrows, torches, etc - and then you push the button. The chest attached to the workbench can be filled with as many of the needed raw materials as you like, and only the requested amount will be consumed.
The timer is set to 2.6 seconds (effectively period-doubled to 5.2 by the T-latch), so that each of the two pulse-triggered engines will finish its cycle even from a cold start before being triggered again, allowing accurate control of the number of cycles being triggered. Two redstone engines and the toggle latch with pulse formers were used to allow twice the crafting rate of a single engine. Theoretically as many as four could be used. Three wouldn't be too difficult to attach, but the circuit would have to become more complex to run a 3-way sequence. Four would just involve adding two T-latches and two more pulsers, with wires going to the appropriate places, and halving the timer, so that would probably easier despite being trickier to install all four engines.
It doesn't support more than a single crafting stage, but this unit could be hooked up with others as part of a multi-stage assembly line. If you're controlling the amount of raw materials and guaranteeing that you have what's required to produce the number of final units you want, you could control it from the input end with one of these and have subsequent stages rely on constantly powered engines, their output determined by how many of the required sub-components are received. To avoid wasting materials, all crafted sub-components which did not rely on other crafted sub-components (such as the nested steps to build gears) would need to be controlled in this way so that only the required number were built.
---
I had originally set it up so that pushing the button decremented the counter to zero, and then it would tick upward by one per timer cycle until reaching the max you'd set, but I discovered that if you edit the settings by increasing the max value, it suddenly starts running the timer again without resetting to zero, because it's no longer at the max anymore.
While I was in the process of turning it around to count downward I discovered that if you set max increment to more than max count, the moment you close the GUI it becomes equal to max count. Can this be considered a bug, and changed so that you simply can't raise the increment value higher than the current max count value, so the way it actually behaves doesn't come as a surprise? I was expecting to be able to leave increment set to something really high and then change max count at will without having to touch the increment. Turned out I had to do the opposite... set max count really high and edit the increment to specify how many to build... but I only found that out after trying to do what it seemed to be letting me do until I checked and rechecked the settings a few times and figured out what was going on, which was really confusing at first.
yeah,i was going to post this......too!
well......where is the patch? Maybe on the page of TMI?
:dry.gif:
we couldn't find the patch again......hm,maybe?
FIRSTLY, Eloraam is a she, not a he.
Secondly,
Get this client said patch on page 183
If you need the server side patch, its on page 157
Firstly,I didn't say Eloraam is a she,I quoted Capone's comment.
Secondly,thanks for your patience. I don't have that patience to find patches.