There are 2 versions of the items at present until the ore dictionary has been completed and implimented. If you want a quick way of finding out which is which, you can rename the RP ones in the Redpower.lang file. i added RP to the beginning and this shows up on the tooltip in game
You could also edit the textures, to make them look distinctly different from IC2 versions.
wait wait wait... Redpower is gonna have its own power sources now too just like IC? Bummer. I was hoping everything was staying redstone activated, didnt see that coming.
Rollback Post to RevisionRollBack
Give a man a fire and he'll be warm for the night. Set a man on fire and he'll be warm for the rest of his life.
wait wait wait... Redpower is gonna have its own power sources now too just like IC? Bummer. I was hoping everything was staying redstone activated, didnt see that coming.
Agreed. I'm surprised at everything Eloraam is doing with this mod. Not that I have any problem with it, as her ideas all look great.
I'm just hoping the Forge dictionary will allow us to use IC2 machines instead of their RP2 equivalents, or vice versa.
Agreed. I'm surprised at everything Eloraam is doing with this mod. Not that I have any problem with it, as her ideas all look great.
I'm just hoping the Forge dictionary will allow us to use IC2 machines instead of their RP2 equivalents, or vice versa.
Well, I'll wait it out. Its gotten to the point that Minecraft is pointless to me without RP2, so I just hope eloraam does something useful with the machines. As far as I can recall, the only machine in IC that actually effects the minecraft world is the miner, the rest are just there to charge batteries and make materials to build jetpacks and stuff. I'd expect RP2 machines to actually do things (like the aforementioned light bridge and transporter), and I hope the methods of powering them won't be too convoluted.
Rollback Post to RevisionRollBack
Give a man a fire and he'll be warm for the night. Set a man on fire and he'll be warm for the rest of his life.
Well, I'll wait it out. Its gotten to the point that Minecraft is pointless to me without RP2, so I just hope eloraam does something useful with the machines. As far as I can recall, the only machine in IC that actually effects the minecraft world is the miner, the rest are just there to charge batteries and make materials to build jetpacks and stuff. I'd expect RP2 machines to actually do things (like the aforementioned light bridge and transporter), and I hope the methods of powering them won't be too convoluted.
"bluetricity" or blue eletricity - where did you darn-well think it was going? - It wouldn't make sense for her to introduce a computer without introducing power now would it?
Although I too am sadden by RP's perceived transcriptive ways, Eloraam always manages to astonish me by creating hard-lines of difference between the 'transcribed matters'. Some examples of this can be seen in, "Tubes v. Pipes," or, more clarifyingly, "Buildcraft v. Redpower," where one has unintelligent pipes that rely on a pipe set to control the direction of items, and the other has intelligent and nimble tubes that rely on there brains to get objects from one destination to another, "Buildcraft v. Redpower," respectively. I am hoping these unbending-lines continue to show with the release of newer parts of redpower including the solar panels, cables, electric furnances, as well as other future parts. It is apparent that we will just have to wait and see if these lines of thickness stay thick, as Redpower materializes and exposes itself to the community.
With regards,
-TheEnlightened
P.S. While I am here I think it would be nice if I prompted an issue in which some people are having with forge and compatibility:
They are both using forge but are unable to be compatible for the reason seen below in the quoted text. - Is there anyway to add hooks within forge to avoid these issues?
Well, railcraft is removing the normal trails and carts to replace them with copies of them (I don't know why). So therefore my carts can't detect the rails properly.
The reason I do this is to avoid making basefile edits. I'm trying to get the hooks in forge I need so I wont have to, but I dont know how long that will take. The single biggest issue is that I need rails with tile entities (extend BlockContainer). But even still I make a fair number of changes to EntityMinecart (collision physics, calls to rails when passing over them, high speed logic, etc...). I dont know what changes you are making to EntityMinecart, but I suspect they are probably just as necessary as mine which will make compatibility hard.
BTW I use only one of these mods(steve's carts), but seeing as forge promises enhanced compatibility - this appears to be an issue (weather it has a simple solution I do not know - but you'd be the expert I'd come running to with an issue I can't solve on my own.)
P.P.S. I'd recommend changing having spacetoad change the op of the forge api - the amount of mods using forge, vs the amount of mods actually on the list of mods using forge in its op greater differs.. just fyi thing
I have a problem with the crafting recipies after installing RP2 (latest pre release, without world and machine):
The mod is installed on top of Buildcraft and IndustrialCraft 2, in this order. The items are there, but the recipies to make them do not work. The recipies I tried are the stone wafer (which produce stone bricks) and red alloy ingot (which does nothing).
This is occuring both in single player and in a server ive created.
Any help will be appriciated.
Edit: I'm looking at this a little bit more, and it seems that only some recepies dont work. For example, creating red alloy ingot doesn't work, but combining three of those into a wire does work.
I have a problem with the crafting recipies after installing RP2 (latest pre release, without world and machine):
The mod is installed on top of Buildcraft and IndustrialCraft 2, in this order. The items are there, but the recipies to make them do not work. The recipies I tried are the stone wafer (which produce stone bricks) and red alloy ingot (which does nothing).
This is occuring both in single player and in a server ive created.
Any help will be appriciated.
Edit: I'm looking at this a little bit more, and it seems that only some recepies dont work. For example, creating red alloy ingot doesn't work, but combining three of those into a wire does work.
Search this tread; asked and answered countless times; the recipes you are using are for 1.7.3... Things have changed. I suggest you read from your post toward the first post (backward) and you will find your answer sooner.
Lou
wait wait wait... Redpower is gonna have its own power sources now too just like IC? Bummer. I was hoping everything was staying redstone activated, didnt see that coming.
Almost everything in Tech 1 is redstone activated, and doesn't require extra power. That includes the first half of RedPower Machine.
P.S. While I am here I think it would be nice if I prompted an issue in which some people are having with forge and compatibility:
They are both using forge but are unable to be compatible for the reason seen below in the quoted text. - Is there anyway to add hooks within forge to avoid these issues?
And as for those who ask why she is duplicating things offered in other mods, the answer is simple... Eloraam has no intention of forcing players to use someone else's mods (beyond those necessary to allow redpower itself to work.), that's the players choice. However she will make her mod work happily alongside other mods, as long as it doesn't change her mod in a negative way. (Afore mentioned IC2 and BC crossover addons)
So wherever Eloraam needs a facility or technology in redpower for future technologies you can expect her to add them in. If those features are in other mods, she isn't copying them to copy them, she's adding them because they are needed down the line.
The thing is, it's easy to complain about a power system when all I've added to Blutricity so far is a furnace. After all, why would you want to use my furnace and not the one in IC?
But I have a list of ideas for RedPower Tech 2 and 3 that have no contemporaries in either IC nor BC. One of the first ones that's going in is the Sorting Machine, which is the fully upgraded third form of the Transposer. I don't want to give out too many details of how it works yet, but it's unlike anything in either mod, and it requires both a power transfer and item transport system.
To make these advanced technologies work, I needed a power system. RedPower has always been about wires, so I didn't - and don't - see any problem with implementing an energy transfer system.
There are also cases where multiple mods can be used together to provide similar functionality to what I want to provide, but due to the differences between mods (say, IC and BC), the result feels a little inelegant. For example, I'm planning a Crafting Machine.
I plan to make Blulectric Engines to power Buildcraft from BT, and RP/IC transformers to convert to and from IC power units, as separate compatibility submods. It may be a while before I do so, because there are more important things on my priority list, but the intention isn't to replace IC or BC.
oh, i was unaware of this, and i am VERY happy to hear this. Mainly because its a trusted name doing it, and not some guy who just shows up, updates for awhile, then stops halfway through
the recipies changed Here is a fairly complete list as of PR2 for redpower
Thank you very much, and all of the others that answered. Great mod, btw.
oh, i was unaware of this, and i am VERY happy to hear this. Mainly because its a trusted name doing it, and not some guy who just shows up, updates for awhile, then stops halfway through
the recipies changed Here is a fairly complete list as of PR2 for redpower
Thank you very much, and all of the others that answered. Great mod, btw.
Hey guys, i have problems with part blocks, i.e ones i cut up with a hacksaw. basicly every time i place one i can't remove it if i make a mistake, the only way i can remove them is with tnt, which kinda removes half the building aswell.
fans of tech mods may want to know that the Lasers mod is updated to 1.8, forge compatible and looking very good :smile.gif: and working nicely alongside RP :smile.gif:
I just know I'm going to get people telling me I shouldn't be making my own lasers too, when I finally get to the Lasers pack, because there's already a mod out there.
I just know I'm going to get people telling me I shouldn't be making my own lasers too, when I finally get to the Lasers pack, because there's already a mod out there.
Not that that'll stop me, of course.
Instead of actually having a separate lens, you can use the gems in the making of the laser :biggrin.gif:
Would make perfect sense if you had to use a special electron laser to make the terminal screen for the 6502.
You could also edit the textures, to make them look distinctly different from IC2 versions.
wait wait wait... Redpower is gonna have its own power sources now too just like IC? Bummer. I was hoping everything was staying redstone activated, didnt see that coming.
Agreed. I'm surprised at everything Eloraam is doing with this mod. Not that I have any problem with it, as her ideas all look great.
I'm just hoping the Forge dictionary will allow us to use IC2 machines instead of their RP2 equivalents, or vice versa.
Well, I'll wait it out. Its gotten to the point that Minecraft is pointless to me without RP2, so I just hope eloraam does something useful with the machines. As far as I can recall, the only machine in IC that actually effects the minecraft world is the miner, the rest are just there to charge batteries and make materials to build jetpacks and stuff. I'd expect RP2 machines to actually do things (like the aforementioned light bridge and transporter), and I hope the methods of powering them won't be too convoluted.
"bluetricity" or blue eletricity - where did you darn-well think it was going? - It wouldn't make sense for her to introduce a computer without introducing power now would it?
Although I too am sadden by RP's perceived transcriptive ways, Eloraam always manages to astonish me by creating hard-lines of difference between the 'transcribed matters'. Some examples of this can be seen in, "Tubes v. Pipes," or, more clarifyingly, "Buildcraft v. Redpower," where one has unintelligent pipes that rely on a pipe set to control the direction of items, and the other has intelligent and nimble tubes that rely on there brains to get objects from one destination to another, "Buildcraft v. Redpower," respectively. I am hoping these unbending-lines continue to show with the release of newer parts of redpower including the solar panels, cables, electric furnances, as well as other future parts. It is apparent that we will just have to wait and see if these lines of thickness stay thick, as Redpower materializes and exposes itself to the community.
With regards,
-TheEnlightened
P.S. While I am here I think it would be nice if I prompted an issue in which some people are having with forge and compatibility:
They are both using forge but are unable to be compatible for the reason seen below in the quoted text. - Is there anyway to add hooks within forge to avoid these issues?
BTW I use only one of these mods(steve's carts), but seeing as forge promises enhanced compatibility - this appears to be an issue (weather it has a simple solution I do not know - but you'd be the expert I'd come running to with an issue I can't solve on my own.)
The mod is installed on top of Buildcraft and IndustrialCraft 2, in this order. The items are there, but the recipies to make them do not work. The recipies I tried are the stone wafer (which produce stone bricks) and red alloy ingot (which does nothing).
This is occuring both in single player and in a server ive created.
Any help will be appriciated.
Edit: I'm looking at this a little bit more, and it seems that only some recepies dont work. For example, creating red alloy ingot doesn't work, but combining three of those into a wire does work.
Search this tread; asked and answered countless times; the recipes you are using are for 1.7.3... Things have changed. I suggest you read from your post toward the first post (backward) and you will find your answer sooner.
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
Almost everything in Tech 1 is redstone activated, and doesn't require extra power. That includes the first half of RedPower Machine.
Yes, those hooks are currently in discussion.
The thing is, it's easy to complain about a power system when all I've added to Blutricity so far is a furnace. After all, why would you want to use my furnace and not the one in IC?
But I have a list of ideas for RedPower Tech 2 and 3 that have no contemporaries in either IC nor BC. One of the first ones that's going in is the Sorting Machine, which is the fully upgraded third form of the Transposer. I don't want to give out too many details of how it works yet, but it's unlike anything in either mod, and it requires both a power transfer and item transport system.
To make these advanced technologies work, I needed a power system. RedPower has always been about wires, so I didn't - and don't - see any problem with implementing an energy transfer system.
There are also cases where multiple mods can be used together to provide similar functionality to what I want to provide, but due to the differences between mods (say, IC and BC), the result feels a little inelegant. For example, I'm planning a Crafting Machine.
I plan to make Blulectric Engines to power Buildcraft from BT, and RP/IC transformers to convert to and from IC power units, as separate compatibility submods. It may be a while before I do so, because there are more important things on my priority list, but the intention isn't to replace IC or BC.
Thank you very much, and all of the others that answered. Great mod, btw.
Thank you very much, and all of the others that answered. Great mod, btw.
i cant make any of the light blocks. nothing shows up after using the correct recipe.
and when i try and get some " light blocks " and other ideas it sayd " there's no item with id 223" etc etc...
anyone have any ideas ?
silly question but where can i find them. Server ID in the properties file ?, and user ID is in ... ?
any story on redstone pipes?
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Curse PremiumI get this but only when in creative mode.
I must heartily agree with your assessment of the post to which you replied. And, in doing so, I will further reiterate, no.
Oh dear. That mod has come a long way recently.
I just know I'm going to get people telling me I shouldn't be making my own lasers too, when I finally get to the Lasers pack, because there's already a mod out there.
Not that that'll stop me, of course.
Instead of actually having a separate lens, you can use the gems in the making of the laser :biggrin.gif:
Would make perfect sense if you had to use a special electron laser to make the terminal screen for the 6502.
no