First of all, love the mod! Right up there with IC and BC.
I have a sort of strange issue to report, that I believe is an issue with RedPower (although I can't be certain). I have a world that I've been working on in single player for a while that I just ported over to 1.7 once all of my mods had updated. The mods I have installed are (all latest versions):
ModLoader
ModLoaderMP
IndustrialCraft
BuildCraft
ExtraBuildCraftPipes
RedstonePipe
MineFactory
RedPowerCore
RedPowerWiring
So the error I'm reporting so far only happens when I've placed redstone wires in my world. Nothing else I've done since updating everything to 1.7 has caused it to happen. The game sort of freezes and runs out of memory. However, upon trying to restart the game (which has always worked before), the map tries to open but fails - it appears to be frozen for a *very* long time but does eventually report an out of memory error (it takes a lot longer than when that happens normally in game). The first time this happened, when it saved the map it was so corrupted that it wouldn't even get that far - past loading it again (didn't report a crash screen, but didn't even get to the 'loading world' screen). The second time, it was able to sort of load it, but refroze after the first frame or two of rendering (got past 'simulating the world for a bit' screen to see the beginnings of a sky/item hotkey bar) - eventually ending in an out of memory screen after several minutes (when I bothered to wait that long instead of just killing the process).
There is no crash dump to report, just that it runs out of memory upon trying to load a world, and can possibly save the world in a corrupted state. I can try uninstalling subsets of my other mods to see maybe what breaks it, but like I said before, it just appears to happen when I have your restone wire placed in the map. I'll also try upping my allocated jvm memory, but the way it's running out of memory feels like a pretty big memory leak or infinite loop, instead of the typical just having too many things going on when extra mobs spawn etc. that happens to me every once in a while.
update:
After checking around on the forums I found a good post for trying to deal with out of memory errors. I tried reducing the video settings in minecraft and changed my java parameters to:
-XX:Perm Size=128m -XX:MaxPermSize=256m -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:ParallelGCThreads=2 -Xmx1280m
This made no difference. The memory leak (if that's what it is) is in the model, and tied to the save state of the world (again, has only happened to me when placing redstone wire, but I can't be 100% sure that's what's causing it).
That's weird. The circuit you're demonstrating there isn't even particularly close to red alloy. I didn't change the repeater itself, just the way red alloy talks to it. It shouldn't even effect IR. Can you reproduce in a simpler environment? Watch out for indirect power, in case that's the problem.
This might just be another "redstone and red alloy hate each other" bug, although I'm having trouble finding a valid indirect power path there.
Judging by reproducing, it's the case of "insulation hates non-insulated wires". Removing one of two insulated blue wires over add gate/bare wire prevents the circuit from shorting out.
First of all, love the mod! Right up there with IC and BC.
I have a sort of strange issue to report, that I believe is an issue with RedPower (although I can't be certain).
I sure hope that the memory leak isn't me, but if you can make it happen with a lot fewer mods (especially with just RedPower), then pass along a crashing world save.
I've heard that there's a few bad memory leaks in IC at present, so if you could specifically exclude that one and MineFactory (has that one been officially updated to 1.7, or are you using the unofficial port?), that would be helpful. I can load a world save with the rest of the mods on that list, so if you can make it crash without IC or MineFactory, and can save that state, then I can try to pick it apart.
Judging by reproducing, it's the case of "insulation hates non-insulated wires". Removing one of two insulated blue wires over add gate/bare wire prevents the circuit from shorting out.
Odd. I guess I'll have to break out TMI and build a copy of what you made there.
Inntegrated Redstone needs a timer based repeater. If you currently want to have a compact delay chain you need to have a setup involving timers and rsnors and the new redpower and it's really quite the overkill.
I was wrong, it's still red alloy-redstone rivalry. In this case, insulated blue wire over redstone dust provides power to said redstone dust and back, hanging itself in always-on state. And because it wasn't the case in 1.5, I think it's caused by indirect power update.
In other words, minor bug, can be in the end of buglist - since replacing dust with alloy fixes it.
Inntegrated Redstone needs a timer based repeater. If you currently want to have a compact delay chain you need to have a setup involving timers and rsnors and the new redpower and it's really quite the overkill.
On the one hand, there are already a number of rather reliable ways of achieving delays using IR. On the other hand, I do plan to add something... well, a whole lot like the repeater, because you can't place them on walls.
Actually, let me study the problem a bit first, before I decide anything. Many previous block requests have resulted in simple recipes (which I should really collect for the Wiki at some point - or if someone else wants to volunteer for that task, that would be even better) that perform the task with just a couple IR tiles. Chances are, if you need to do something more than just stretch a pulse to fire a dispenser, the 3 tile rule won't hurt anything.
I'm picturing something using a latch, a timer, and an XOR gate. I bet that would work.
I was wrong, it's still red alloy-redstone rivalry. In this case, insulated blue wire over redstone dust provides power to said redstone dust and back, hanging itself in always-on state. And because it wasn't the case in 1.5, I think it's caused by indirect power update.
In other words, minor bug, can be in the end of buglist - since replacing dust with alloy fixes it.
Oh! Yes, that's actually not a surprising bug at all. Specifically, I do believe you'll find that the blue wire is powering the redstone wire but *not* the other way around. If the redstone wire was powering the blue wire, then the blue wire would bend to connect, since the connection rules code is shared.
And thanks for linking my timer-based repeater block :smile.gif:
Oh! Yes, that's actually not a surprising bug at all. Specifically, I do believe you'll find that the blue wire is powering the redstone wire but *not* the other way around. If the redstone wire was powering the blue wire, then the blue wire would bend to connect, since the connection rules code is shared.
Yes, that's it, but redstone dust still powered blue wire - "normal" way, through the gates, though.
By the way, indirect power update also fixed my glowstonegallery. Thanks!
Ooh, that's cool. A sticky piston and two regular pistons each?
Two sticky pistons each, with cobble and glowstone, and circuit that was bugged before to make it work. Three pistons would require slightly different circuitry and placement. And space.
Three-piston version is good for flat surfaces - floors and ceilings, and occasionally really high walls, and two-piston can be used for corners - like in my setup.
EDIT: On second thought, three-piston would require only some well-placed delays, since off and on sequences are same, unlike two-piston.
an even more worked banner (ha, i'm just like a kid with a new toy trying my new brushes library xD) BUT, still not the result i want T-T i put too much toxic though
EDIT: seeing it next to the vanilla, it looks WAY better with the toxic xD
EDIT: still not what i want T-T
EDIT: another try:
still not what i'm looking for, but i'm reaching it
EDIT: well, the last one for tonight:
it's pretty much what i wanna do, but, u have the last word here, wich one's the best and, should i work more on it?
First of all, love the mod! Right up there with IC and BC.
I have a sort of strange issue to report, that I believe is an issue with RedPower (although I can't be certain). I have a world that I've been working on in single player for a while that I just ported over to 1.7 once all of my mods had updated. The mods I have installed are (all latest versions):
ModLoader
ModLoaderMP
IndustrialCraft
BuildCraft
ExtraBuildCraftPipes
RedstonePipe
MineFactory
RedPowerCore
RedPowerWiring
So the error I'm reporting so far only happens when I've placed redstone wires in my world. Nothing else I've done since updating everything to 1.7 has caused it to happen. The game sort of freezes and runs out of memory. However, upon trying to restart the game (which has always worked before), the map tries to open but fails - it appears to be frozen for a *very* long time but does eventually report an out of memory error (it takes a lot longer than when that happens normally in game). The first time this happened, when it saved the map it was so corrupted that it wouldn't even get that far - past loading it again (didn't report a crash screen, but didn't even get to the 'loading world' screen). The second time, it was able to sort of load it, but refroze after the first frame or two of rendering (got past 'simulating the world for a bit' screen to see the beginnings of a sky/item hotkey bar) - eventually ending in an out of memory screen after several minutes (when I bothered to wait that long instead of just killing the process).
There is no crash dump to report, just that it runs out of memory upon trying to load a world, and can possibly save the world in a corrupted state. I can try uninstalling subsets of my other mods to see maybe what breaks it, but like I said before, it just appears to happen when I have your restone wire placed in the map. I'll also try upping my allocated jvm memory, but the way it's running out of memory feels like a pretty big memory leak or infinite loop, instead of the typical just having too many things going on when extra mobs spawn etc. that happens to me every once in a while.
update:
After checking around on the forums I found a good post for trying to deal with out of memory errors. I tried reducing the video settings in minecraft and changed my java parameters to:
-XX:Perm Size=128m -XX:MaxPermSize=256m -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:ParallelGCThreads=2 -Xmx1280m
This made no difference. The memory leak (if that's what it is) is in the model, and tied to the save state of the world (again, has only happened to me when placing redstone wire, but I can't be 100% sure that's what's causing it).
Eloraam, I love you and your awesome modding skills, your mod is sick. On to my post; I am able to produce a very similar problem. I use IC, BC, IR, and RWiring with my server and have a very similar problem. In SSP, all of it works like a charm. In SMP with a normal minecraft server setup, like a charm again. I use simple server with all of those mods. With my simple server setup, when ever I place an IR/RW object, I get 30 seconds give or take of lag and then get kicked off the server with a out of memory message and whatnot. The save for me does not become corrupt, I just have to load the world in SSP and remove the related objects placed and reload the server with the cleansed world. It works fine after that. I'm using IC 8.50, BC 1.7.3.2, and IRC/IR/RW 1.5.1 as well as 1.7.3 MC and MC server. If anyone has any suggestions of what I should do, please help me because I love Integrated Redstone and I want to use it in my epic machine shop.
Eloraam, I love you and your awesome modding skills, your mod is sick. On to my post; I am able to produce a very similar problem. I use IC, BC, IR, and RWiring with my server and have a very similar problem. In SSP, all of it works like a charm. In SMP with a normal minecraft server setup, like a charm again. I use simple server with all of those mods. With my simple server setup, when ever I place an IR/RW object, I get 30 seconds give or take of lag and then get kicked off the server with a out of memory message and whatnot. The save for me does not become corrupt, I just have to load the world in SSP and remove the related objects placed and reload the server with the cleansed world. It works fine after that. I'm using IC 8.50, BC 1.7.3.2, and IRC/IR/RW 1.5.1 as well as 1.7.3 MC and MC server. If anyone has any suggestions of what I should do, please help me because I love Integrated Redstone and I want to use it in my epic machine shop.
Did you install RedPowerCore-Server into the jar? Without it, TileEntities get weird.
I'll have to set up a server with IC & BC sometime. I often play that setup myself, so if there's a bug there, I'll find it eventually. I just don't get as much time to play as I used to (too much modding hehe).
I have all blocks and their metadata subparts in my TMI. Can you post a list of your mods, in spoiler tag?
I'm not sure how to use spoiler tags, sorry. I'm using Modloader MP, InvTweaks, Piston Patch MP, Planes mod, Ultimate Fist and TMI of course. This is all on my server (non-Bukkit). Wierd thing is it all works in SSP, TMI shows everything that this mod has to offer. Thanks for your help mate.
I have another question for you, Eloraam. Can you tell me what the maximum number of blocks I can be, away from a Redstone timer that is running one of my machines, and still have it safely continue to work, without the chunk being unloaded?
I've built a number of machines now, which I had intended to allow me to do other things while they were running, but I've still tended to babysit them because I've worried about them getting unloaded if I go off and do other things. Is the distance around 3-4 chunks?
I'm not sure how to use spoiler tags, sorry. I'm using Modloader MP, InvTweaks, Piston Patch MP, Planes mod, Ultimate Fist and TMI of course. This is all on my server (non-Bukkit). Wierd thing is it all works in SSP, TMI shows everything that this mod has to offer. Thanks for your help mate.
Vanilla server /give command does not support metadata.
TMI understands this, and will not show what you cannot spawn.
There used to be a mod that fixed the command, but it hasn't been updated lately.
@Petrus4: In MP, you load a radius of 10 chunks (this can be configured on the server side) in every direction.
That is equivalent to FAR view distance.
I am not sure if you load all 10 chunks in SP when your view distance is shorter, but you definitely do in MP.
I sure hope that the memory leak isn't me, but if you can make it happen with a lot fewer mods (especially with just RedPower), then pass along a crashing world save.
I've heard that there's a few bad memory leaks in IC at present, so if you could specifically exclude that one and MineFactory (has that one been officially updated to 1.7, or are you using the unofficial port?), that would be helpful. I can load a world save with the rest of the mods on that list, so if you can make it crash without IC or MineFactory, and can save that state, then I can try to pick it apart.
Odd. I guess I'll have to break out TMI and build a copy of what you made there.
Upon further investigation, I think you're off the hook :wink.gif:. However, IC and MineFactory do not appear to be the culprit! I did a fresh install: did the hackish install for modloader/modloadermp and put all the other mods on my list into the mods folder (and copied the config files I used to make IDs play well with one another), and it only opens in a bad state when I enable - in the modloader config file - BuildCraft's transport package (obviously I don't enable redstone pipe or the extra pipes since I assumed they depend on the BC transport package)! All the other packages were fine. This of course destroys a bunch of placed items in the saved world, but at least I found a state that will open with some mods enabled and not with others. I'm going to repost on the BC thread (and see if there are similar issues).
I find it puzzling that I haven't encountered the problem before. My hunch is that I have too many quarries (5) at work and there is just too much stuff in my pipes. For the time being I'm going to go back to a backup that isn't too far back and turn all but 2 off at a time and see if the error ever pops back up. Seeings as you didn't seem to think that BC would be the problem, and you yourself wrote a BC-compatible mod, am I right in deducing that you've plugged through the BC code yourself a reasonable amount? If you would like to try to deduce what is going on yourself, I can send you saved folders and/or config files and/or the downloaded packages (the list, or the actual zip files if it's easier) I have installed and/or the whole /.minecraft folder.
update: just noticed that buildcraft has a new version that I'm going to test to see if it fixes the issue straight up!
reupdate: nope, that didn't fix it. Keeping transport disabled makes it ok.
I have a sort of strange issue to report, that I believe is an issue with RedPower (although I can't be certain). I have a world that I've been working on in single player for a while that I just ported over to 1.7 once all of my mods had updated. The mods I have installed are (all latest versions):
ModLoader
ModLoaderMP
IndustrialCraft
BuildCraft
ExtraBuildCraftPipes
RedstonePipe
MineFactory
RedPowerCore
RedPowerWiring
So the error I'm reporting so far only happens when I've placed redstone wires in my world. Nothing else I've done since updating everything to 1.7 has caused it to happen. The game sort of freezes and runs out of memory. However, upon trying to restart the game (which has always worked before), the map tries to open but fails - it appears to be frozen for a *very* long time but does eventually report an out of memory error (it takes a lot longer than when that happens normally in game). The first time this happened, when it saved the map it was so corrupted that it wouldn't even get that far - past loading it again (didn't report a crash screen, but didn't even get to the 'loading world' screen). The second time, it was able to sort of load it, but refroze after the first frame or two of rendering (got past 'simulating the world for a bit' screen to see the beginnings of a sky/item hotkey bar) - eventually ending in an out of memory screen after several minutes (when I bothered to wait that long instead of just killing the process).
There is no crash dump to report, just that it runs out of memory upon trying to load a world, and can possibly save the world in a corrupted state. I can try uninstalling subsets of my other mods to see maybe what breaks it, but like I said before, it just appears to happen when I have your restone wire placed in the map. I'll also try upping my allocated jvm memory, but the way it's running out of memory feels like a pretty big memory leak or infinite loop, instead of the typical just having too many things going on when extra mobs spawn etc. that happens to me every once in a while.
update:
After checking around on the forums I found a good post for trying to deal with out of memory errors. I tried reducing the video settings in minecraft and changed my java parameters to:
-XX:Perm Size=128m -XX:MaxPermSize=256m -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:ParallelGCThreads=2 -Xmx1280m
This made no difference. The memory leak (if that's what it is) is in the model, and tied to the save state of the world (again, has only happened to me when placing redstone wire, but I can't be 100% sure that's what's causing it).
Judging by reproducing, it's the case of "insulation hates non-insulated wires". Removing one of two insulated blue wires over add gate/bare wire prevents the circuit from shorting out.
I sure hope that the memory leak isn't me, but if you can make it happen with a lot fewer mods (especially with just RedPower), then pass along a crashing world save.
I've heard that there's a few bad memory leaks in IC at present, so if you could specifically exclude that one and MineFactory (has that one been officially updated to 1.7, or are you using the unofficial port?), that would be helpful. I can load a world save with the rest of the mods on that list, so if you can make it crash without IC or MineFactory, and can save that state, then I can try to pick it apart.
Odd. I guess I'll have to break out TMI and build a copy of what you made there.
In other words, minor bug, can be in the end of buglist - since replacing dust with alloy fixes it.
Is that what you want?
Oh! Yes, that's actually not a surprising bug at all. Specifically, I do believe you'll find that the blue wire is powering the redstone wire but *not* the other way around. If the redstone wire was powering the blue wire, then the blue wire would bend to connect, since the connection rules code is shared.
And thanks for linking my timer-based repeater block :smile.gif:
Cool :smile.gif: Going in a good direction.
Yes, that's it, but redstone dust still powered blue wire - "normal" way, through the gates, though.
By the way, indirect power update also fixed my glowstone gallery. Thanks!
Ooh, that's cool. A sticky piston and two regular pistons each?
Two sticky pistons each, with cobble and glowstone, and circuit that was bugged before to make it work. Three pistons would require
slightlydifferent circuitry and placement. And space.Three-piston version is good for flat surfaces - floors and ceilings, and occasionally really high walls, and two-piston can be used for corners - like in my setup.
EDIT: On second thought, three-piston would require only some well-placed delays, since off and on sequences are same, unlike two-piston.
EDIT: seeing it next to the vanilla, it looks WAY better with the toxic xD
EDIT: still not what i want T-T
EDIT: another try:
still not what i'm looking for, but i'm reaching it
EDIT: well, the last one for tonight:
it's pretty much what i wanna do, but, u have the last word here, wich one's the best and, should i work more on it?
yo play thanks
rum its red
Eloraam, I love you and your awesome modding skills, your mod is sick. On to my post; I am able to produce a very similar problem. I use IC, BC, IR, and RWiring with my server and have a very similar problem. In SSP, all of it works like a charm. In SMP with a normal minecraft server setup, like a charm again. I use simple server with all of those mods. With my simple server setup, when ever I place an IR/RW object, I get 30 seconds give or take of lag and then get kicked off the server with a out of memory message and whatnot. The save for me does not become corrupt, I just have to load the world in SSP and remove the related objects placed and reload the server with the cleansed world. It works fine after that. I'm using IC 8.50, BC 1.7.3.2, and IRC/IR/RW 1.5.1 as well as 1.7.3 MC and MC server. If anyone has any suggestions of what I should do, please help me because I love Integrated Redstone and I want to use it in my epic machine shop.
Did you install RedPowerCore-Server into the jar? Without it, TileEntities get weird.
I'll have to set up a server with IC & BC sometime. I often play that setup myself, so if there's a bug there, I'll find it eventually. I just don't get as much time to play as I used to (too much modding hehe).
Good! It sounds like my fixes for indirect power worked out, this is the first I've heard from anyone in either direction about it :smile.gif:
I'm not sure how to use spoiler tags, sorry. I'm using Modloader MP, InvTweaks, Piston Patch MP, Planes mod, Ultimate Fist and TMI of course. This is all on my server (non-Bukkit). Wierd thing is it all works in SSP, TMI shows everything that this mod has to offer. Thanks for your help mate.
I've built a number of machines now, which I had intended to allow me to do other things while they were running, but I've still tended to babysit them because I've worried about them getting unloaded if I go off and do other things. Is the distance around 3-4 chunks?
Vanilla server /give command does not support metadata.
TMI understands this, and will not show what you cannot spawn.
There used to be a mod that fixed the command, but it hasn't been updated lately.
@Petrus4: In MP, you load a radius of 10 chunks (this can be configured on the server side) in every direction.
That is equivalent to FAR view distance.
I am not sure if you load all 10 chunks in SP when your view distance is shorter, but you definitely do in MP.
Upon further investigation, I think you're off the hook :wink.gif:. However, IC and MineFactory do not appear to be the culprit! I did a fresh install: did the hackish install for modloader/modloadermp and put all the other mods on my list into the mods folder (and copied the config files I used to make IDs play well with one another), and it only opens in a bad state when I enable - in the modloader config file - BuildCraft's transport package (obviously I don't enable redstone pipe or the extra pipes since I assumed they depend on the BC transport package)! All the other packages were fine. This of course destroys a bunch of placed items in the saved world, but at least I found a state that will open with some mods enabled and not with others. I'm going to repost on the BC thread (and see if there are similar issues).
I find it puzzling that I haven't encountered the problem before. My hunch is that I have too many quarries (5) at work and there is just too much stuff in my pipes. For the time being I'm going to go back to a backup that isn't too far back and turn all but 2 off at a time and see if the error ever pops back up. Seeings as you didn't seem to think that BC would be the problem, and you yourself wrote a BC-compatible mod, am I right in deducing that you've plugged through the BC code yourself a reasonable amount? If you would like to try to deduce what is going on yourself, I can send you saved folders and/or config files and/or the downloaded packages (the list, or the actual zip files if it's easier) I have installed and/or the whole /.minecraft folder.
update: just noticed that buildcraft has a new version that I'm going to test to see if it fixes the issue straight up!
reupdate: nope, that didn't fix it. Keeping transport disabled makes it ok.