Hehe, I'm surprised by how few people know who Illyria is. :smile.gif:
I do. David Boreanaz had more of a hand in raising my younger brother than our father did, if only vicariously. :wink.gif:
Funny, I was just testing it with BTW earlier today. There are a bunch of nasty interactions between the two mods, which is rather unfortunate, as I can't actually fix most of them. I couldn't power the Hibachi or the Block Dispenser with red alloy wires no matter what I did, directly or indirectly.
That is a shame; but fortunately I still have your integrated circuits, and using them with BTW and base redstone wire works. I was utterly useless with redstone before getting your mod, I will admit; never really touched the stuff after a few attempts where I couldn't figure out anything. The only circuit I learned how to build manually is a five clock, and even that doesn't work all of the time. Now, however, I can hardly believe it.
With IRS, BuildCraft, BTW, Faenor's MineFactory, and Pfaeff's Allocator, I can automate literally any aspect of the game I want. I'm still getting used to having more wood than I can fit in a chest, as well as being able to just go to my chests and immediately grab what I want, rather than having to tediously scrounge for the components, rack my brain for the pattern, and then risk carpal tunnel syndrome if I want more than a few units.
The other thing I'm discovering, is that engineering is really the only aspect I value in this game. I gave up on Minecraft for two months at one point; got bored silly. I don't really enjoy mining much at all, I will admit. But once I started building machines, the game was completely reborn for me. I literally had insomnia for a few nights last week, because I was that excited and mentally pre-occupied with what I was going to do in the game when I got back up. :wink.gif:
Are the insulated cables/alloy stable with BuildCraft? I'm running that as well, but I haven't made any insulated cable yet. Doing some mining right now...I'm out of nearly everything!
That is a shame; but fortunately I still have your integrated circuits, and using them with BTW and base redstone wire works. I was utterly useless with redstone before getting your mod, I will admit; never really touched the stuff after a few attempts where I couldn't figure out anything. The only circuit I learned how to build manually is a five clock, and even that doesn't work all of the time. Now, however, I can hardly believe it.
With IRS, BuildCraft, BTW, Faenor's MineFactory, and Pfaeff's Allocator, I can automate literally any aspect of the game I want. I'm still getting used to having more wood than I can fit in a chest, as well as being able to just go to my chests and immediately grab what I want, rather than having to tediously scrounge for the components, rack my brain for the pattern, and then risk carpal tunnel syndrome if I want more than a few units.
The other thing I'm discovering, is that engineering is really the only aspect I value in this game. I gave up on Minecraft for two months at one point; got bored silly. I don't really enjoy mining much at all, I will admit. But once I started building machines, the game was completely reborn for me. I literally had insomnia for a few nights last week, because I was that excited and mentally pre-occupied with what I was going to do in the game when I got back up. :wink.gif:
Are the insulated cables/alloy stable with BuildCraft? I'm running that as well, but I haven't made any insulated cable yet. Doing some mining right now...I'm out of nearly everything!
Oh they're stable with pretty much anything, although I'd recommend keeping stray mining wells or quarry heads away from them. They're a little cranky about being removed in strange ways. I haven't actually tried it, but most direct removals get confused by red alloy wiring - like what I found in BTW. Otherwise, I use them with BC myself - I have to say that I think BC is my favorite mod that I didn't write.
And there's no big showstopper bugs with BTW, it's not like it will crash. I did build a pretty cool elevator in my testing. You'll just need to use repeaters to power a few of the blocks, and there's an item duplication interaction with the block dispenser. Feel free to use the two mods together.
Okay, next, two things. Check your game logs - even if the game doesn't crash, if something bad happens, it'll usually put something in the logs. Check them on both sides, the server might know what's going on.
Secondly, RedPower will run with all the zips in the mods directory, even on the server, but if you don't have RedPowerCore in the server jar (which replaces y.class), then you'll be constantly missing TileEntity updates, and that'll cause all sorts of weird errors. So that's why I asked.
Oh, that reminds me of something. Can you make bukkit-compatible version of RedPower and IR? Correct me if I'm wrong, but it looks like just compiling mod against bukkit version of modloadermp and adding de-obfuscated compiled y.class to server jar, specifically .jar/net/minecraft/server. Well, and fixing errors that will surface because of said modloadermp for bukkit.
Also, problem with BTW is that it uses GUIs for pretty much anything. If red alloy wire is placed directly on BTW blocks, it works fine, as evidented by this. If you will be able to write no-activating-block-gui-while-sneaking, that will fix remaining bugs with that things.
With IRS, BuildCraft, BTW, Faenor's MineFactory, and Pfaeff's Allocator, I can automate literally any aspect of the game I want. I'm still getting used to having more wood than I can fit in a chest, as well as being able to just go to my chests and immediately grab what I want, rather than having to tediously scrounge for the components, rack my brain for the pattern, and then risk carpal tunnel syndrome if I want more than a few units.
Your set up is seriously lacking in some Industrial Craft ;-) While BTW adds some cool things I'd take IC over it any day.
Oh, that reminds me of something. Can you make bukkit-compatible version of RedPower and IR? Correct me if I'm wrong, but it looks like just compiling mod against bukkit version of modloadermp and adding de-obfuscated compiled y.class to server jar, specifically .jar/net/minecraft/server. Well, and fixing errors that will surface because of said modloadermp for bukkit.
I think actually you can just poke the author of Modloader MP for bukkit and he can do whatever needs to be done to it for you.
Oh, that reminds me of something. Can you make bukkit-compatible version of RedPower and IR? Correct me if I'm wrong, but it looks like just compiling mod against bukkit version of modloadermp and adding de-obfuscated compiled y.class to server jar, specifically .jar/net/minecraft/server. Well, and fixing errors that will surface because of said modloadermp for bukkit.
I think actually you can just poke the author of Modloader MP for bukkit and he can do whatever needs to be done to it for you.
I'm not planning to add Bukkit support any time soon. Even if it doesn't take much time to port it, it adds yet another weird set of interactions and I'm already getting swamped in the "it doesn't work with X mod" stuff. Not something I want when I'm dealing with early releases as is.
have you checked out javaassist. I've been looking at it and contemplating some kind of extra modloader that would be able to use this. Would remove the problem of modifying base classes and almost completely remove mod conflicts.
have you checked out javaassist. I've been looking at it and contemplating some kind of extra modloader that would be able to use this. Would remove the problem of modifying base classes and almost completely remove mod conflicts.
Just a thought.
MyCraft does something a lot like that.
Still, there's no such thing as completely removing mod conflicts. Interactions between mods aren't always caused by Minecraft itself. And modifying base classes even indirectly can still cause trouble.
Still, there's no such thing as completely removing mod conflicts. Interactions between mods aren't always caused by Minecraft itself. And modifying base classes even indirectly can still cause trouble.
yeah. but it would reduce it down to mods that actually conflict with their function rather than just ones that edit the same base class but different methods.
My idea was a small line in a check if player can place block method and just return if the mod says no. Even if other mods did fancy stuff this wouldn't hurt them at all.
Any way that's the kind of thing I was thinking. I will investigate more tomorrow.
yeah. but it would reduce it down to mods that actually conflict with their function rather than just ones that edit the same base class but different methods.
My idea was a small line in a check if player can place block method and just return if the mod says no. Even if other mods did fancy stuff this wouldn't hurt them at all.
Any way that's the kind of thing I was thinking. I will investigate more tomorrow.
I like keeping my mod base-clean, and using custom class loaders requires hooking in even earlier in the loading process. Like, so early that it becomes a launcher. That isn't even on the table for me. And I know, I have one file on the server that overwrites a base class, but it's not mod code inside - it's just a fix for a bug in the server.
It's possible to override base classes without overwriting them in some cases. This is especially true of blocks, where you can just directly hack the block list. I'm just not really thrilled by the idea of doing that. It tends to cause mod conflicts.
It's a lot better since i updated on 1.5.2. No "Not Enough Data" errors reported from players.
There's just this lag spike every time the Wire gets powered. It's barely noticeable and just become a problem if you have a big machine with multiple timers managing different stages.
You mean 1.5.1 I assume, unless you've got a hotline to the future. Glad the serious bugs are fixed.
The lag spike is just a chunk retessellation, and also packet lag on SMP. There's no avoiding that one.
Arrrrgh. Since clock is finished, there's next task for me - create automatic tree farm WITHOUT minefactory, since blocks of it cannot into big trees and are extremely buggy with powering, and without toggle block or other kinds of that stuff. I think I'll need some way to remove leaves, some kind of piston system to move tree to saw, and a block dispenser to plant saplings.
Also, problem with BTW is that it uses GUIs for pretty much anything. If red alloy wire is placed directly on BTW blocks, it works fine, as evidented by this. If you will be able to write no-activating-block-gui-while-sneaking, that will fix remaining bugs with that things.
Good catch. I've been investigating adding that, and while it does mean that I need to write a bunch more code and rely on Minecraft's core even less, all the hooks are available. Simply stated: "it's complicated but entirely possible". And I really want that feature.
What that does tell me is that BTW is testing if those blocks are receiving indirect powering, without actually either following the rules for indirect power or receiving direct power. So the only way that red alloy could power one of those is by being placed directly on the block.
I did build a pretty cool elevator in my testing. You'll just need to use repeaters to power a few of the blocks, and there's an item duplication interaction with the block dispenser. Feel free to use the two mods together.
BTW's elevator capability is pretty cool...but I use the Nether. :wink.gif: I can go from bedrock to sealevel very quickly with a couple of gates. One overworld gate at bedrock or 12y; another at sealevel, and put them with the correct x/z co-ords, but at around 32-50ish y in the Nether.
Arrrrgh. Since clock is finished, there's next task for me - create automatic tree farm WITHOUT minefactory, since blocks of it cannot into big trees and are extremely buggy with powering, and without toggle block or other kinds of that stuff. I think I'll need some way to remove leaves, some kind of piston system to move tree to saw, and a block dispenser to plant saplings.
I was thinking about this. I haven't tried it, but an idea I had was to put a sticky piston around 8 blocks below ground, and then grow your tree on the same block at ground level. Then have a sticky pair with dirt blocks around another 8 blocks up, and sync the pistons so that the below ground one pushes up, after every time the top pair closes.
To bring it back on topic, I'm not sure how you'd do that with Eloraam's circuits. Two timers on slightly different delays could probably do it, though.
The Meaning of Life, the Universe, and Everything.
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Hi.
Something interesting.
In SMP - IR 1.5.1, RPW 1.5.1, IndustrialCraft 8.28
If powered redwiring adjust to any generator (reactor and watergen tested) and just at the moment when generator set on, server freeze. No log, nothing - dead cycle i think. Perhaps, when BlockGeneratorOff replace by BlockGeneratorOn - something bad happen.
And other thing:
She uses her own sprite sheets. Yes, it's possible. I really don't know why it's so rare in this game's modding community. Especially mods like IndustrialCraft. Alblaka is really cutting the few terrain indices we have down. Yes, it would be wasteful for small mods that only have one or two sprites. That's why we have the PNG overrides in the first place. But IndustrialCraft has 50-60 at this point. There's no reason it can't.
You could literally not install Integrated Redstone at all, even on its own, if she didn't.
It takes up the majority of a sprite sheet on its own. All those different stages of all those different gates... I can't imagine drawing all of that :@
She uses her own sprite sheets. Yes, it's possible. I really don't know why it's so rare in this game's modding community. Especially mods like IndustrialCraft. Alblaka is really cutting the few terrain indices we have down. Yes, it would be wasteful for small mods that only have one or two sprites. That's why we have the PNG overrides in the first place. But IndustrialCraft has 50-60 at this point. There's no reason it can't.
You could literally not install Integrated Redstone at all, even on its own, if she didn't.
It takes up the majority of a sprite sheet on its own. All those different stages of all those different gates... I can't imagine drawing all of that :@
Wow, I didn't know that.
I would kill for alblaka to do that, then I'd be able to use better than wolves mod, buildcraft, and industrialcraft together to make the ultimate factory.
I do. David Boreanaz had more of a hand in raising my younger brother than our father did, if only vicariously. :wink.gif:
That is a shame; but fortunately I still have your integrated circuits, and using them with BTW and base redstone wire works. I was utterly useless with redstone before getting your mod, I will admit; never really touched the stuff after a few attempts where I couldn't figure out anything. The only circuit I learned how to build manually is a five clock, and even that doesn't work all of the time. Now, however, I can hardly believe it.
With IRS, BuildCraft, BTW, Faenor's MineFactory, and Pfaeff's Allocator, I can automate literally any aspect of the game I want. I'm still getting used to having more wood than I can fit in a chest, as well as being able to just go to my chests and immediately grab what I want, rather than having to tediously scrounge for the components, rack my brain for the pattern, and then risk carpal tunnel syndrome if I want more than a few units.
The other thing I'm discovering, is that engineering is really the only aspect I value in this game. I gave up on Minecraft for two months at one point; got bored silly. I don't really enjoy mining much at all, I will admit. But once I started building machines, the game was completely reborn for me. I literally had insomnia for a few nights last week, because I was that excited and mentally pre-occupied with what I was going to do in the game when I got back up. :wink.gif:
Are the insulated cables/alloy stable with BuildCraft? I'm running that as well, but I haven't made any insulated cable yet. Doing some mining right now...I'm out of nearly everything!
Oh they're stable with pretty much anything, although I'd recommend keeping stray mining wells or quarry heads away from them. They're a little cranky about being removed in strange ways. I haven't actually tried it, but most direct removals get confused by red alloy wiring - like what I found in BTW. Otherwise, I use them with BC myself - I have to say that I think BC is my favorite mod that I didn't write.
And there's no big showstopper bugs with BTW, it's not like it will crash. I did build a pretty cool elevator in my testing. You'll just need to use repeaters to power a few of the blocks, and there's an item duplication interaction with the block dispenser. Feel free to use the two mods together.
Oh, that reminds me of something. Can you make bukkit-compatible version of RedPower and IR? Correct me if I'm wrong, but it looks like just compiling mod against bukkit version of modloadermp and adding de-obfuscated compiled y.class to server jar, specifically .jar/net/minecraft/server. Well, and fixing errors that will surface because of said modloadermp for bukkit.
Also, problem with BTW is that it uses GUIs for pretty much anything. If red alloy wire is placed directly on BTW blocks, it works fine, as evidented by this. If you will be able to write no-activating-block-gui-while-sneaking, that will fix remaining bugs with that things.
I like him better in Bones:-P
Your set up is seriously lacking in some Industrial Craft ;-) While BTW adds some cool things I'd take IC over it any day.
I think actually you can just poke the author of Modloader MP for bukkit and he can do whatever needs to be done to it for you.
I'm not planning to add Bukkit support any time soon. Even if it doesn't take much time to port it, it adds yet another weird set of interactions and I'm already getting swamped in the "it doesn't work with X mod" stuff. Not something I want when I'm dealing with early releases as is.
Just a thought.
MyCraft does something a lot like that.
Still, there's no such thing as completely removing mod conflicts. Interactions between mods aren't always caused by Minecraft itself. And modifying base classes even indirectly can still cause trouble.
yeah. but it would reduce it down to mods that actually conflict with their function rather than just ones that edit the same base class but different methods.
My idea was a small line in a check if player can place block method and just return if the mod says no. Even if other mods did fancy stuff this wouldn't hurt them at all.
Any way that's the kind of thing I was thinking. I will investigate more tomorrow.
I like keeping my mod base-clean, and using custom class loaders requires hooking in even earlier in the loading process. Like, so early that it becomes a launcher. That isn't even on the table for me. And I know, I have one file on the server that overwrites a base class, but it's not mod code inside - it's just a fix for a bug in the server.
It's possible to override base classes without overwriting them in some cases. This is especially true of blocks, where you can just directly hack the block list. I'm just not really thrilled by the idea of doing that. It tends to cause mod conflicts.
You mean 1.5.1 I assume, unless you've got a hotline to the future. Glad the serious bugs are fixed.
The lag spike is just a chunk retessellation, and also packet lag on SMP. There's no avoiding that one.
Good catch. I've been investigating adding that, and while it does mean that I need to write a bunch more code and rely on Minecraft's core even less, all the hooks are available. Simply stated: "it's complicated but entirely possible". And I really want that feature.
What that does tell me is that BTW is testing if those blocks are receiving indirect powering, without actually either following the rules for indirect power or receiving direct power. So the only way that red alloy could power one of those is by being placed directly on the block.
BTW's elevator capability is pretty cool...but I use the Nether. :wink.gif: I can go from bedrock to sealevel very quickly with a couple of gates. One overworld gate at bedrock or 12y; another at sealevel, and put them with the correct x/z co-ords, but at around 32-50ish y in the Nether.
I was thinking about this. I haven't tried it, but an idea I had was to put a sticky piston around 8 blocks below ground, and then grow your tree on the same block at ground level. Then have a sticky pair with dirt blocks around another 8 blocks up, and sync the pistons so that the below ground one pushes up, after every time the top pair closes.
To bring it back on topic, I'm not sure how you'd do that with Eloraam's circuits. Two timers on slightly different delays could probably do it, though.
Something interesting.
In SMP - IR 1.5.1, RPW 1.5.1, IndustrialCraft 8.28
If powered redwiring adjust to any generator (reactor and watergen tested) and just at the moment when generator set on, server freeze. No log, nothing - dead cycle i think. Perhaps, when BlockGeneratorOff replace by BlockGeneratorOn - something bad happen.
And other thing:
How many terrain sprite indincies does it use though?
How is that possible?....
She uses her own sprite sheets. Yes, it's possible. I really don't know why it's so rare in this game's modding community. Especially mods like IndustrialCraft. Alblaka is really cutting the few terrain indices we have down. Yes, it would be wasteful for small mods that only have one or two sprites. That's why we have the PNG overrides in the first place. But IndustrialCraft has 50-60 at this point. There's no reason it can't.
You could literally not install Integrated Redstone at all, even on its own, if she didn't.
It takes up the majority of a sprite sheet on its own. All those different stages of all those different gates... I can't imagine drawing all of that :@
Wow, I didn't know that.
I would kill for alblaka to do that, then I'd be able to use better than wolves mod, buildcraft, and industrialcraft together to make the ultimate factory.
Thanks for the info.