Yeh - Covers on Ic tubes are litterally impossible - doing so would mean ic2 would require forge - and eloraam doesn't want to be mainitng a fork of another very large mod
As your the visiable lip issue - have you tried using strips yet? - this is what they were original made for!
IndustrialCraft 2 already Requires Minecraft Forge.
The reason why IndustrialCraft 2 and BuildCraft does not have support for covers, is because they would be dependent on RedPower. So basically if you if you wanted to run BuildCraft or IndustrialCraft you would also have to run RedPower.
Which is not really a problem with me... but that's what I heard.
Yes, those crafting tables behave in all manner of special-cased way. Not sure what to do about it, short of just adding a blutricity-powered crafting machine somewhere in Tech 2. Which I probably will do anyway.
-snip-
BC automatic crafting tables will pull from any adjacent chest. Just send your materials to a chest next to it, and it works just as well, sometimes better. You have to have adjacent chests for P.Stones in EE, anyways, so it's only a matter of moving the tubes over one block for EE users. Non-EEers can do the same thing. It really isn't a big deal at all.
BC automatic crafting tables will pull from any adjacent chest. Just send your materials to a chest next to it, and it works just as well, sometimes better. You have to have adjacent chests for P.Stones in EE, anyways, so it's only a matter of moving the tubes over one block for EE users. Non-EEers can do the same thing. It really isn't a big deal at all.
I've found tubes & P.Stones to also work with Risugami's(you know, the Modloader guy)shelf mod - which allows you to dodge some of the placement issues associated with chests at the cost of some aesthetic beauty.
I've found tubes & P.Stones to also work with Risugami's(you know, the Modloader guy)shelf mod - which allows you to dodge some of the placement issues associated with chests at the cost of some aesthetic beauty.
Shelves made me happy when I discovered them. Sooooo many uses. I usually try not to make things too complicated for other people, though.
e.g., I'm about to make an automated mining facility that uses BC, EE, RP2, Steve's Carts, IC2, and teleport pipes for BC. I imagine the initial setup will take close to a week of playtime on a new, legit world.
Most people aren't going that deep into that many different mods, so I stay within the mods being discussed for the most part.
The "Single Player Commands" Instantmine problem is not directly caused by RP, I was wrrrr.
The bundled wire problem is;
white is orange, orange is magenta, magenta is light blue, continues through; red is black. Black is just fubar.
White should be 116/768 and is 116/769.
Lou
I love the direction you are going with the Redpower World. I love the new rubber trees, flax and indigo flower. And I really love the volcanoes.
It is my hope you will continue to add things like this into the world, as I really am quite enjoying them. Was thinking thermal geysers under the water would be pretty neat...and would go good with your amazing volcanoes. Not to mention encountering 'hot' water near lava underground would make things a bit more interesting.
Thank you for all the work you have done and are doing.
Shelves made me happy when I discovered them. Sooooo many uses. I usually try not to make things too complicated for other people, though.
e.g., I'm about to make an automated mining facility that uses BC, EE, RP2, Steve's Carts, IC2, and teleport pipes for BC. I imagine the initial setup will take close to a week of playtime on a new, legit world.
Most people aren't going that deep into that many different mods, so I stay within the mods being discussed for the most part.
Cool. You'll have to keep us apprised of this. That;s the exact mod combination I use.
Will there be different types of tubes? Like maybe a dedicated filter tube or a Iron Tube? I am aware of the filter block, but this block can only filter 1 item.
I'm not planning to add different types of tubes for that kind of use, no (although some sort of detector, which may be at least partially a tube, is quite likely).
That said, the Filter is only the second of the three types of transposer. You're playing a mod that's nowhere near finished, even if the released parts do more or less work without too many bugs.
Will there be different tubes that wont connect to tubes that are beside each other. E.g Stone and Cobblestone pipes in BuildCraft. I am aware you can stop the tubes from connecting with each other by using sub blocks. Its just another tube would make it a bit easier.
This is actually quite likely. I haven't worked out all the details yet though.
Another thing. This might have been asked, but. It seems items in your tubes only go 1 way. I made the tubes split 3 ways and the items only go in one of the tubes, they don't even attempt to go in the other 2 tubes. Shouldn't the items have a 1/3rd chance of going in each tube.
That's not quite how they work. Items in a tube flow towards the nearest valid destination. This means that if you have a row of chests with a tube along them, it'll fill each chest in order. I like my way better.
And while you might think its a good idea to pick a random destination from a list of equal distance valid destinations, that adds a lot of CPU time, which leads to lag.
Are you going to implement another sort of power, to power things like the transposer? BuildCraft added engines because of this. will your blutricty power the things like the transposer indefinitely? or will you also have to pulse the blutricty as well?
No, I'm not. Buildcraft engines were added to make things more expensive, and to provide an interesting game mechanic, not to prevent lag.
Many of us prefer to have machines that reliably remove one and only one item (or up to one stack, for the Filter) every time redstone is pulsed. It makes complicated machinery much easier to deal with.
And while the third level of the Transposer (the Sorting Machine) will use a small amount of Blutricity to operate, this reflects the fact that it has a bunch of active hardware performing a set of complicated functions. You'll still need pulsed redstone to actually trigger it.
BC automatic crafting tables will pull from any adjacent chest. Just send your materials to a chest next to it, and it works just as well, sometimes better. You have to have adjacent chests for P.Stones in EE, anyways, so it's only a matter of moving the tubes over one block for EE users. Non-EEers can do the same thing. It really isn't a big deal at all.
That part isn't a big deal, I agree. Transposers are unable to make the crafting table operate, though. That's a little more annoying.
The "Single Player Commands" Instantmine problem is not directly caused by RP, I was wrrrr.
The bundled wire problem is;
white is orange, orange is magenta, magenta is light blue, continues through; red is black. Black is just fubar.
White should be 116/768 and is 116/769.
Lou
The color shift has been corrected in RP2pr2b. You shouldn't try crafting 116/768 for the time being, that's been reserved for a little surprise I have planned.
I love the direction you are going with the Redpower World. I love the new rubber trees, flax and indigo flower. And I really love the volcanoes.
It is my hope you will continue to add things like this into the world, as I really am quite enjoying them. Was thinking thermal geysers under the water would be pretty neat...and would go good with your amazing volcanoes. Not to mention encountering 'hot' water near lava underground would make things a bit more interesting.
Thank you for all the work you have done and are doing.
Lady Eternity
Thanks! :smile.gif:
I like the volcanic spring idea, even if there are a few aspects about implementing it that would be difficult to deal with.
Cool. You'll have to keep us apprised of this. That;s the exact mod combination I use.
Like I said, this will take at least a week of prep work just to be able to start the monstrosity I have planned. I might even add BTW for the elevators because they are compatible with Steve's carts.
I'll use RedPower to power everything, obviously, and lighting. I'll put some cobblestone generators in there as well as some fancy doors and other flashy stuff. BC will, of course, tie everything together through ACTs, pipes, quarries, builders, etc. Steve's carts will provide transportation throughout the complex as well as do some of the mining as they lay the track. IC2 will be used for maceration, armor, and a few other things like jetpacks and stuff. Just think of the solar flowers that it will take to power this beast.
All this will come together with a few massive Glowstone and Obsidian Factories to produce as much Dark Matter as fast as possible. I will use DM furnaces as much as possible to maximize smelting efficiency.
Some of this project will be as efficient as possible. Some parts will be needlessly complicated. If I can pull it off, though, it should be awesome.
Oh, I forgot a mod. I use Minefactory Reloaded to auto-harvest reeds to turn into redstone using EE. Hehe. Yeah, this is going to hurt.
I'm not planning to add different types of tubes for that kind of use, no (although some sort of detector, which may be at least partially a tube, is quite likely).
That said, the Filter is only the second of the three types of transposer. You're playing a mod that's nowhere near finished, even if the released parts do more or less work without too many bugs.
Oh really? - well can you make an exception for something like the distribution pipe from Zeldo's additional pipe mod?(for buildcraft)
I like the distribution pipe - if you like the idea... you could go a bit more advanced and make it so that whenever the tube is powered(redstone) it locks in a certian direction
Try the Forge version of Equivalent Exchange. The ItemSprite API version causes this problem.
Sadly i am using the forge version. I know this for a fact since i made the mistake of using the other version with IC2 and it made the new items appear as simple things like fish and whatnot. I haven't touched any of the files personally and i'd really prefer not to unless theres a definite fix to this.
Sooo just a little update on my rubber tree's being made of iron furnaces. Apparently creating a new world has solved the issue :/ not sure how or why but it's fine now.
Except, it's not the light that changes color, it takes the color of the block. To have it change color via input, you'd either have to swap out the blocks or re-write the entire MC lighting code or write a totally different light system
Pretty sure it's not gonna happen.
Sorry if I wasn't clear.
No, I don't mean the light color should change. I'm aware of the problem with RGB lighting. I meant the block should change textures just as the current light blocks do: on and off. This just would add some more states to the multicolored lamp.
Adding to the suggestion: The on/off state of the lamp could be controlled by the white wire on the bundle. Then each lamp would use 5 signals from the bundle.
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 986cbdd4 --------
Generated 14/10/11 09:31 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GT 220/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.IllegalAccessError: tried to access field i.j from class eloraam.core.RenderHighlight
at eloraam.core.RenderHighlight.drawBreaking(RenderHighlight.java:201)
at eloraam.core.RenderHighlight.onBlockHighlight(RenderHighlight.java:31)
at forge.ForgeHooksClient.onBlockHighlight(ForgeHooksClient.java:26)
at iw.a(EntityRenderer.java:861)
at iw.b(EntityRenderer.java:654)
at EntityRendererProxy.b(EntityRendererProxy.java:15)
at net.minecraft.client.Minecraft.run(SourceFile:689)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 510e7b12 ----------
IndustrialCraft 2 already Requires Minecraft Forge.
The reason why IndustrialCraft 2 and BuildCraft does not have support for covers, is because they would be dependent on RedPower. So basically if you if you wanted to run BuildCraft or IndustrialCraft you would also have to run RedPower.
Which is not really a problem with me... but that's what I heard.
BC automatic crafting tables will pull from any adjacent chest. Just send your materials to a chest next to it, and it works just as well, sometimes better. You have to have adjacent chests for P.Stones in EE, anyways, so it's only a matter of moving the tubes over one block for EE users. Non-EEers can do the same thing. It really isn't a big deal at all.
I've found tubes & P.Stones to also work with Risugami's(you know, the Modloader guy)shelf mod - which allows you to dodge some of the placement issues associated with chests at the cost of some aesthetic beauty.
Shelves made me happy when I discovered them. Sooooo many uses. I usually try not to make things too complicated for other people, though.
e.g., I'm about to make an automated mining facility that uses BC, EE, RP2, Steve's Carts, IC2, and teleport pipes for BC. I imagine the initial setup will take close to a week of playtime on a new, legit world.
Most people aren't going that deep into that many different mods, so I stay within the mods being discussed for the most part.
The bundled wire problem is;
white is orange, orange is magenta, magenta is light blue, continues through; red is black. Black is just fubar.
White should be 116/768 and is 116/769.
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
I love the direction you are going with the Redpower World. I love the new rubber trees, flax and indigo flower. And I really love the volcanoes.
It is my hope you will continue to add things like this into the world, as I really am quite enjoying them. Was thinking thermal geysers under the water would be pretty neat...and would go good with your amazing volcanoes. Not to mention encountering 'hot' water near lava underground would make things a bit more interesting.
Thank you for all the work you have done and are doing.
Lady Eternity
RedPower V1.8.1 - never.
RedPower V2.0 probably when Eloraam finish all base stuff she planned.
Cool. You'll have to keep us apprised of this. That;s the exact mod combination I use.
Good to know. As I said, it's a bug that I know about, can readily reproduce, and can reproduce outside of RedPower.
I'm not planning to add different types of tubes for that kind of use, no (although some sort of detector, which may be at least partially a tube, is quite likely).
That said, the Filter is only the second of the three types of transposer. You're playing a mod that's nowhere near finished, even if the released parts do more or less work without too many bugs.
This is actually quite likely. I haven't worked out all the details yet though.
I believe the Buildcraft pipes are implementing IInventory, so tubes see them as a valid destination. I can't fix that :smile.gif:
That's not quite how they work. Items in a tube flow towards the nearest valid destination. This means that if you have a row of chests with a tube along them, it'll fill each chest in order. I like my way better.
And while you might think its a good idea to pick a random destination from a list of equal distance valid destinations, that adds a lot of CPU time, which leads to lag.
That's more or less a myth. Especially if you just use a Timer instead of building a redstone monstrosity like a pulser.
No, I'm not. Buildcraft engines were added to make things more expensive, and to provide an interesting game mechanic, not to prevent lag.
Many of us prefer to have machines that reliably remove one and only one item (or up to one stack, for the Filter) every time redstone is pulsed. It makes complicated machinery much easier to deal with.
And while the third level of the Transposer (the Sorting Machine) will use a small amount of Blutricity to operate, this reflects the fact that it has a bunch of active hardware performing a set of complicated functions. You'll still need pulsed redstone to actually trigger it.
The prerelease of RedPower 2 has been out for quite a while.
That part isn't a big deal, I agree. Transposers are unable to make the crafting table operate, though. That's a little more annoying.
The color shift has been corrected in RP2pr2b. You shouldn't try crafting 116/768 for the time being, that's been reserved for a little surprise I have planned.
Thanks! :smile.gif:
I like the volcanic spring idea, even if there are a few aspects about implementing it that would be difficult to deal with.
Like I said, this will take at least a week of prep work just to be able to start the monstrosity I have planned. I might even add BTW for the elevators because they are compatible with Steve's carts.
I'll use RedPower to power everything, obviously, and lighting. I'll put some cobblestone generators in there as well as some fancy doors and other flashy stuff. BC will, of course, tie everything together through ACTs, pipes, quarries, builders, etc. Steve's carts will provide transportation throughout the complex as well as do some of the mining as they lay the track. IC2 will be used for maceration, armor, and a few other things like jetpacks and stuff. Just think of the solar flowers that it will take to power this beast.
All this will come together with a few massive Glowstone and Obsidian Factories to produce as much Dark Matter as fast as possible. I will use DM furnaces as much as possible to maximize smelting efficiency.
Some of this project will be as efficient as possible. Some parts will be needlessly complicated. If I can pull it off, though, it should be awesome.
Oh, I forgot a mod. I use Minefactory Reloaded to auto-harvest reeds to turn into redstone using EE. Hehe. Yeah, this is going to hurt.
Oh really? - well can you make an exception for something like the distribution pipe from Zeldo's additional pipe mod?(for buildcraft)
I like the distribution pipe - if you like the idea... you could go a bit more advanced and make it so that whenever the tube is powered(redstone) it locks in a certian direction
Try the Forge version of Equivalent Exchange. The ItemSprite API version causes this problem.
Sadly i am using the forge version. I know this for a fact since i made the mistake of using the other version with IC2 and it made the new items appear as simple things like fish and whatnot. I haven't touched any of the files personally and i'd really prefer not to unless theres a definite fix to this.
Sorry if I wasn't clear.
No, I don't mean the light color should change. I'm aware of the problem with RGB lighting. I meant the block should change textures just as the current light blocks do: on and off. This just would add some more states to the multicolored lamp.
Adding to the suggestion: The on/off state of the lamp could be controlled by the white wire on the bundle. Then each lamp would use 5 signals from the bundle.
(Using Risugami Recipe book, before installing redpower2 i had at least 87 pages, after Redpower2 install my pages jumped to a wooping 597 X.X)