I agree. They need to rewrite the lighting system (again...) to be able to support 0.0f to 1.0f (and of course anywhere in between) on the red, green, and blue channels. And there should be some way to change the lighting value of a block without using another ID, which could probably achieved using TileEntities or block metadata. I have no idea why they implemented lighting like it is right now.
Let's see, integers 0 to 15 = 4 bits per block.
Three floats = 96 bits per block.
Each block currently uses 20 bits. With your suggestion, it would be 20+96-4 = 112 bits = 14 bytes per block, or 560% the size of the current system.
And there should be some way to change the lighting value of a block without using another ID, which could probably achieved using TileEntities or block metadata. I have no idea why they implemented lighting like it is right now.
I added a way to do that a while ago in Forge (only for shades of white, though), but you still have to store the data somewhere. Currently, I have 2 IDs, with every single metadata permutation used up. I'd have to add a TileEntity if I wanted to dim the lights, and then you can say goodbye to moving them with pistons.
As I see it what they could do is have a byte+ format wherein block ID's 0-254 are blocks, and 255 would indicate that there is an additional byte being used and everything in that byte would be considered 256-510, with 511 again indicating an additional byte, that way the format can expand to however many places are needed, within some reasonable extrapolation, but it would also self-minimize.
I do not support this approach. It's messy and it has unfortunate RAM growth in degenerate cases (like a Filler on 'fill' mode).
There are other ways that work, but as usual, I'm maintaining my policy of not discussing implementation details.
Here's a thought: any time you're annoyed by someone asking for an improvement, step back. If it's in the FAQ, stay quiet. If it's not, look honestly at what they have to say and go from there. Consider starting replies with "Don't worry! That's already on the list". Don't waste your time on the idiots, and spend your time on the people who have a genuine interest and a desire for positive outlook, and you'll be a much happier person.
The issue is that I can only say "it's on my list" so many times before I start getting really frustrated that nobody's listening. In fact I'm pretty sure that it's even on the EAQ that volcanos and trees are going to change so much in the future that I simply don't want to hear feedback on them.
Asking me to bump them up my priority list is only going to frustrate me, which is going to get them deprioritized - and possibly slow RP development itself.
I'm getting inundated with these kinds of "suggestions" lately, and it has to stop. UNIQUE suggestions only, please. If it's been said a hundred times already, it's not helping anything. I don't want to close my ears to the community, but I only have so much time to answer questions in a day.
I'm getting inundated with these kinds of "suggestions" lately, and it has to stop. UNIQUE suggestions only, please. If it's been said a hundred times already, it's not helping anything. I don't want to close my ears to the community, but I only have so much time to answer questions in a day.
I'm sure you're aware of this yourself but mathematics is not on your side and the better your mod becomes and the more people that use it the more suggestions you'll have. That includes useless ones. You can't ask people to only post unique ideas since that would mean they would have to know all the prior suggestions, granted they could search but we KNOW that they wont since they are lazy or just to hyped up at the moment to care. You could also pretend on and ask on but reality doesnt change, and its obvious that this problem will grow even bigger now.
You have 2 choices from here in my mind, as you said, you try to devote to much time to it and dig through all of it and then RP is gonna suffer as an outcome
or
You acknowledge that you cant solve this problem with the current situation and have to look for alternatives on how to handle it:
1. Ask for people to manage suggestions and filter them and post them into either a special forum or distill them as personal messages to you. They shouldnt evaluate the stuff but by simply filtering what they know has been asked already you reduce the load immensly.
2. Open a board for suggestions and suggestions only, everytime someone writes a suggestion here or somewhere else he can be pointed (no, not by you, that can your fans do) at that certain board with the premise "your suggestion will only be looked at if you post it there, make sure to search for similar ideas as well)
What seems obvious to me:
- You wont solve this problem with the same behaviour as you did so far, as much as it hurts.
- There will be some loss of good suggestions either way, but the latter suggestion bears less loss.
- The same reason on why no celebrity can answer all fan mail. Time is to short, some other people have to filter at least the biggest chunk out.
I've seen this transition with a company that i had to build up and this is very likely the time to do this transition from nice little shop with 1 cashier to the medium sized store with 2 cashiers and a manager.
I have this mod as part of the technic pack (I think) and I also have too many items. I cant for the life of me find your special redstone in the list, I can see Normal redstone but I cannot find your special redstone. Please help.
I have this mod as part of the technic pack (I think) and I also have too many items. I cant for the life of me find your special redstone in the list, I can see Normal redstone but I cannot find your special redstone. Please help.
#1 Discussing anything related to You-Know-What Pack is against the rules on this thread.
#2 Discussing any problems related to Too Many Items is against the rules on this thread.
#3 Your problem has been answered many times, use the search feature.
Sorry to sound so bitter but this happens every day.
I have this mod as part of the technic pack (I think) and I also have too many items. I cant for the life of me find your special redstone in the list, I can see Normal redstone but I cannot find your special redstone. Please help.
The damage values of next to all the items in this mod are to high to be read by TMI (all the wires literally use one BlockID, and so do the mircroblocks. This pushes the two IDs used by them to have damage values in the 16000 range. I think TMI only reads up to 15, which is pretty much way higher than what vanilla Minecraft normally uses, anyway.)
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
Oh right, I forgot to enable those materials for microblocks. It doesn't mean Tungsten, but it does mean the other metal types, yes. I just don't have them drawn yet.
Eloraam, this came up a couple months ago, but I'm still not seeing block recipes for metals like silver and brass. I'm accumulating enough silver that this is becoming a concern - any plans to implement these in the near future?
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
Loved this mod when it came out; still love it now. I'll be using it forever. I can't wait until this updates, because my 1.1 word is seeming a little bit out of place without this, and it's weird without your daily mods.
Eloraam, this came up a couple months ago, but I'm still not seeing block recipes for metals like silver and brass. I'm accumulating enough silver that this is becoming a concern - any plans to implement these in the near future?
So I'm working on an automated farm idea, using pistons, water, and transposers to harvest and deployers to replant. A filter and sorting machine were intended to redistribute seeds to the deployers after each cycle. But I'm having trouble designing the distribution network.
I had intended to have an even number of 1x7 farm strips with a branching equal-length tube network leading to each one, at which point color tagged tubes along a single straight tube would handle getting seeds evenly into each of the seven deployers on each strip. But I hit a snag when a test setup using two strip tubes with two colors each revealed that the "even distribution" of the branching tubes ignored the fact that successive items were tagged with different colors and destined for targets at different distances, and happily took the alternating blue and yellow seeds and sent only blue down the first tube and only yellow down the second. I was hoping that each item of a certain color and/or certain destination length would be handled separately by the even distribution mechanism, but no.
It seems that the best I can do is two strips per sorting machine, and I can only get away with that because I have an odd number of color tags - so it will do 4 on the left and 3 on the right, then 3 on the left and 4 on the right, and so on.
With 7 destinations per strip I can't just branch the tubes some more without messing up the even distribution pattern for at least one deployer per strip. The only other option I can see is to put in a transposer as a dummy destination that simply cycles seeds back through the system by dropping them down the collection chute at the end of each strip as if they were freshly harvested, but I'd still hate to have to try to pack that much branching into such a tight space, as well. It would use a lot of excess tubing and consume a lot of space even assuming it could be done correctly for seven or eight adjacent blocks.
I did a search on this thread for "sorting" but I couldn't find any other ideas, and all I can think of is using additional sorters. Does anyone have suggestions?
Another thing I'm not sure of is how many solar panels and/or battery boxes I would need to keep them running - or how many I could comfortably run off of each panel and/or battery.
---
I should also mention that I had first tried it inline, in all the modes, and was surprised that it wouldn't color tag items in several of those modes when inline. And in the other modes, it wouldn't alternate between different color tags for the one item type passing through it. I'm apparently forced to set up a chest and a timer to (relatively) slowly fire off one seed at a time in order to get it to alternate color tags. Why doesn't it simply interpret the first few mode selections differently when inline? Obviously you can't require multiple types of item, but you could handle different stack sizes of one type of item with different tags, or pass all items of a certain type to alternating destinations like an inline filter...
The repeaters are set to the right time, it is a NOT gate and it pulls the old block back, places it then instantly pushes it and places the new one.
It starts like this:
After I press the button:
Also, the setup at the back:
EDIT: The new block is a block of Cobblestone behind the Lapis block in the second picture.
Hmm...
Only reason I can think of why that block would end up in front of the wall is the piston is failing to pull the lapis block back with it. I think the timing is somehow off and the block breaker is breaking the piston arm, despite that looking correct; you'd just have to fiddle with it until it works right. Adding a single extra tick to both the block breaker and deployer might work.
does anyone have an idea how I could possibilly build a temperature sensor for an IC2 reactor with redpower?
I need to build a IC2 breeder and I read a lot about requires high temperature to be effective and such blabla fine fine
BUT seems to me he forgot to integrate the most basic thing required for a controlled reactor operation: a temperature gauge! (Or did I miss something?)
sure you can calculate heat i/o and such and keep it on balance but that is just mad and more a way to operate machines in a pre -industrial age.
(think about someone would operate a reactor in real world that way! omg!)
so if anyone has an idea i am glad.
If not ok I have an alternative way at hand: Controlling (I/O heat calculation) -> computercraft combined with some rp2 tubes watermil solution I bet I can get it stable at hight temp it's just much more work and nevertheless not that safe like a real sensor.
does anyone have an idea how I could possibilly build a temperature sensor for an IC2 reactor with redpower?
I need to build a IC2 breeder and I read a lot about requires high temperature to be effective and such blabla fine fine
BUT seems to me he forgot to integrate the most basic thing required for a controlled reactor operation: a temperature gauge! (Or did I miss something?)
sure you can calculate heat i/o and such and keep it on balance but that is just mad and more a way to operate machines in a pre -industrial age.
(think about someone would operate a reactor in real world that way! omg!)
so if anyone has an idea i am glad.
If not ok I have an alternative way at hand: Controlling (I/O heat calculation) -> computercraft combined with some rp2 tubes watermil solution I bet I can get it stable at hight temp it's just much more work and nevertheless not that safe like a real sensor.
I just realized a funny thing - if you use IC2 and RP2, you can convert tin to iron via buckets. Industrial magic! ^_~
Let's see, integers 0 to 15 = 4 bits per block.
Three floats = 96 bits per block.
Each block currently uses 20 bits. With your suggestion, it would be 20+96-4 = 112 bits = 14 bytes per block, or 560% the size of the current system.
No, it's not possible. Doing this would remove the ability to push lamps with pistons, something I carefully preserved in their design.
I guess this is related to something like "piston cannot react to/move TileEntities"?
I added a way to do that a while ago in Forge (only for shades of white, though), but you still have to store the data somewhere. Currently, I have 2 IDs, with every single metadata permutation used up. I'd have to add a TileEntity if I wanted to dim the lights, and then you can say goodbye to moving them with pistons.
I do not support this approach. It's messy and it has unfortunate RAM growth in degenerate cases (like a Filler on 'fill' mode).
There are other ways that work, but as usual, I'm maintaining my policy of not discussing implementation details.
The issue is that I can only say "it's on my list" so many times before I start getting really frustrated that nobody's listening. In fact I'm pretty sure that it's even on the EAQ that volcanos and trees are going to change so much in the future that I simply don't want to hear feedback on them.
Asking me to bump them up my priority list is only going to frustrate me, which is going to get them deprioritized - and possibly slow RP development itself.
I'm getting inundated with these kinds of "suggestions" lately, and it has to stop. UNIQUE suggestions only, please. If it's been said a hundred times already, it's not helping anything. I don't want to close my ears to the community, but I only have so much time to answer questions in a day.
I'm sure you're aware of this yourself but mathematics is not on your side and the better your mod becomes and the more people that use it the more suggestions you'll have. That includes useless ones. You can't ask people to only post unique ideas since that would mean they would have to know all the prior suggestions, granted they could search but we KNOW that they wont since they are lazy or just to hyped up at the moment to care. You could also pretend on and ask on but reality doesnt change, and its obvious that this problem will grow even bigger now.
You have 2 choices from here in my mind, as you said, you try to devote to much time to it and dig through all of it and then RP is gonna suffer as an outcome
or
You acknowledge that you cant solve this problem with the current situation and have to look for alternatives on how to handle it:
1. Ask for people to manage suggestions and filter them and post them into either a special forum or distill them as personal messages to you. They shouldnt evaluate the stuff but by simply filtering what they know has been asked already you reduce the load immensly.
2. Open a board for suggestions and suggestions only, everytime someone writes a suggestion here or somewhere else he can be pointed (no, not by you, that can your fans do) at that certain board with the premise "your suggestion will only be looked at if you post it there, make sure to search for similar ideas as well)
What seems obvious to me:
- You wont solve this problem with the same behaviour as you did so far, as much as it hurts.
- There will be some loss of good suggestions either way, but the latter suggestion bears less loss.
- The same reason on why no celebrity can answer all fan mail. Time is to short, some other people have to filter at least the biggest chunk out.
I've seen this transition with a company that i had to build up and this is very likely the time to do this transition from nice little shop with 1 cashier to the medium sized store with 2 cashiers and a manager.
#1 Discussing anything related to You-Know-What Pack is against the rules on this thread.
#2 Discussing any problems related to Too Many Items is against the rules on this thread.
#3 Your problem has been answered many times, use the search feature.
Sorry to sound so bitter but this happens every day.
The damage values of next to all the items in this mod are to high to be read by TMI (all the wires literally use one BlockID, and so do the mircroblocks. This pushes the two IDs used by them to have damage values in the 16000 range. I think TMI only reads up to 15, which is pretty much way higher than what vanilla Minecraft normally uses, anyway.)
Eloraam, this came up a couple months ago, but I'm still not seeing block recipes for metals like silver and brass. I'm accumulating enough silver that this is becoming a concern - any plans to implement these in the near future?
Already answered:
http://twitter.com/#!/TheRealEloraam/status/156459614160949248
I had intended to have an even number of 1x7 farm strips with a branching equal-length tube network leading to each one, at which point color tagged tubes along a single straight tube would handle getting seeds evenly into each of the seven deployers on each strip. But I hit a snag when a test setup using two strip tubes with two colors each revealed that the "even distribution" of the branching tubes ignored the fact that successive items were tagged with different colors and destined for targets at different distances, and happily took the alternating blue and yellow seeds and sent only blue down the first tube and only yellow down the second. I was hoping that each item of a certain color and/or certain destination length would be handled separately by the even distribution mechanism, but no.
It seems that the best I can do is two strips per sorting machine, and I can only get away with that because I have an odd number of color tags - so it will do 4 on the left and 3 on the right, then 3 on the left and 4 on the right, and so on.
With 7 destinations per strip I can't just branch the tubes some more without messing up the even distribution pattern for at least one deployer per strip. The only other option I can see is to put in a transposer as a dummy destination that simply cycles seeds back through the system by dropping them down the collection chute at the end of each strip as if they were freshly harvested, but I'd still hate to have to try to pack that much branching into such a tight space, as well. It would use a lot of excess tubing and consume a lot of space even assuming it could be done correctly for seven or eight adjacent blocks.
I did a search on this thread for "sorting" but I couldn't find any other ideas, and all I can think of is using additional sorters. Does anyone have suggestions?
Another thing I'm not sure of is how many solar panels and/or battery boxes I would need to keep them running - or how many I could comfortably run off of each panel and/or battery.
---
I should also mention that I had first tried it inline, in all the modes, and was surprised that it wouldn't color tag items in several of those modes when inline. And in the other modes, it wouldn't alternate between different color tags for the one item type passing through it. I'm apparently forced to set up a chest and a timer to (relatively) slowly fire off one seed at a time in order to get it to alternate color tags. Why doesn't it simply interpret the first few mode selections differently when inline? Obviously you can't require multiple types of item, but you could handle different stack sizes of one type of item with different tags, or pass all items of a certain type to alternating destinations like an inline filter...
Hmm...
Only reason I can think of why that block would end up in front of the wall is the piston is failing to pull the lapis block back with it. I think the timing is somehow off and the block breaker is breaking the piston arm, despite that looking correct; you'd just have to fiddle with it until it works right. Adding a single extra tick to both the block breaker and deployer might work.
I need to build a IC2 breeder and I read a lot about requires high temperature to be effective and such blabla fine fine
BUT seems to me he forgot to integrate the most basic thing required for a controlled reactor operation: a temperature gauge! (Or did I miss something?)
sure you can calculate heat i/o and such and keep it on balance but that is just mad and more a way to operate machines in a pre -industrial age.
(think about someone would operate a reactor in real world that way! omg!)
so if anyone has an idea i am glad.
If not ok I have an alternative way at hand: Controlling (I/O heat calculation) -> computercraft combined with some rp2 tubes watermil solution I bet I can get it stable at hight temp it's just much more work and nevertheless not that safe like a real sensor.
PM inbound
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Also, you could consider making a IC2 + RP2 addon, such as an EU/Blutricity converter ( But you would lose 25% of the power ).
That's some nice wiring you have there...
Aah, ok.
thank you for answering :smile.gif: