A suggestion to the CoFH team - would you add tin/copper/silver/lead blocks as well? For instance, there are copper and tin chests in the BetterStorage mod, which cannot be crafted without such blocks.
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"Nothing is built upon rock: for all is built upon sand: but let each man build as if sand were rock". (Jorge Luis Borges, Evangelio Apocrifo)
Hi again. Im having another problem with the /cofh skin/cape command. Ive set up a server and Ive configured the cofhcore file to allow OPs to alter skins/capes of other players, but when I try to alter another players skin/cape it says Im not allowed to use that command. Other OP rights work the way they should. Is there anything else I have to do?
Nah, just something with the config file not reading properly, will have a fix for it at some point.
A suggestion to the CoFH team - would you add tin/copper/silver/lead blocks as well? For instance, there are copper and tin chests in the BetterStorage mod, which cannot be crafted without such blocks.
You mean like the ones that Thermal Expansion already adds to the game? Or did you mean different ones? I'm confused here.
Hmm, I can set my Cyclic Assembler to craft something expensive like a Fusion Control Computer, then while the computer is still in the output slot, change the recipe to something cheap like planks -> sticks and get a bunch more Fusion Control Computers instead of sticks.
Anyone else have this bug?
Hmm, I can set my Cyclic Assembler to craft something expensive like a Fusion Control Computer, then while the computer is still in the output slot, change the recipe to something cheap like planks -> sticks and get a bunch more Fusion Control Computers instead of sticks.
Anyone else have this bug?
1. Make TE go multiblock? Actually I love TEs current visual style - so much better than the 'washed out' look certain other mods have.
2. Give TE its own set of rechargable armor? MPS is all well and good, but I just want a simple rechargable jetpack without IC2.
3. Give TE its own energy generation, including 'renewable' sources? e.g. solar panels?
Actually, one thing I would like - given the number of Forestry devices that just use MJ when not doing anything - is to have a "redstone conduit switch" - which would be a redstone conduit junction that would only allow power to flow through when activated by a redstone signal. (Actually - what about some kind of switch/feedback block - it could display a visible meter of MJ power flowing through it, but have the usual redstone control interface, allowing us to turn off or on the power flow out of configurable faces). Perhaps it could also display the power level of any adjacent (or upstream?) redstone battery, so I can also see what the available power level is without having to rightclick the redstone batteries I use to 'buffer' the output from my biogas generators I currently use.
1. Make TE go multiblock? Actually I love TEs current visual style - so much better than the 'washed out' look certain other mods have.
2. Give TE its own set of rechargable armor? MPS is all well and good, but I just want a simple rechargable jetpack without IC2.
3. Give TE its own energy generation, including 'renewable' sources? e.g. solar panels?
1. Yes.
2. Yes.
3. Yes, although Steam and Magmatic engines already allow it to be a standalone. No BuildCraft required.
4. Also working a bit more on the "early game" facet of it right now - looking into adding extremely basic conduit and storage to make the pre-conduit existence a bit more tolerable.
It seems that in default configuration (didn't try any other) cofh core overrides capes provided by other mods. Is this behaviour intentional (so I'll be forced to find a way how to bypass/disable it) or is it being worked on?
EDIT:
Also new crafting block ignores possible leftovers in a crafting matrix (e.g. gradually breaking tool in a recipe).
As far as capes go, we'll see. Other mods that add capes should still be able to, although frankly any other method of adding capes is a 1/tick spam and shouldn't be used at all. Currently, there is absolutely no way to disable this or work around it. We have included our registries so that other mods can make use of cape functionality provided by CoFH Core. Which mod in particular are you having a conflict with?
Not sure what version of TE you are using, but the Assembler no longer does that in 2.4.1.0.
Any chance of offering an optional core update to see if that alone will work? It would let people who want to switch up to 1.5 use it without removing 1.5.1 compat, no?
Any chance of offering an optional core update to see if that alone will work? It would let people who want to switch up to 1.5 use it without removing 1.5.1 compat, no?
If that wouldn't break anything of course
MCP has some new names, so it'd be a full port and probably an annoying amount of work just for this.
I thought a recent change to Forge was supposed to stop this whole 'Rewrite the damn mod every single minor update' problem.
It all depends on what Mojang puts in their minor updates. Given the size of TE and the amount of code that Mojang likes to change, I'd bet good money that we'll have to rewrite it every single time no matter what.
It all depends on what Mojang puts in their minor updates. Given the size of TE and the amount of code that Mojang likes to change, I'd bet good money that we'll have to rewrite it every single time no matter what.
Shame. Well, hopefully you do update eventually. Looks like some of the mods I use won't be updating for several weeks still... And some others already have new content for 1.5.2. Damn shame.
IMO your mod uses same technique as mine (at least from logs it seems that way) - modifying code around updateCloak via ASM. I think this way is the most efficient way. (I don't know why you assume the worst possible solution...)
I don't believe that there is anything you can't do with ASM . I won't use your core, I don't want to add another depedency.
It's a mod I'm working on - "Jaffas and more!".
I can't be 100% sure, but from logs it looks like my cape is being written (cloakUrl field changed using hook inserted after updateCloak) but then it's probably overriden by your core (or just not rendered, can't really tell).
I assume worst possible because you said mod and not coremod. GregTech, IC2, everything that has added a cape previously has done some hackish stuff to put them in.
CoFH wouldn't be a dependency for your mod, you'd just have to detect it and use that framework instead, just as any other mod can do. I'd like to avoid an ASM battle, as that will get very ugly very quickly. Still, I'll poke around and see if I can figure out why it is causing you issues when the other mods work fine even without using our API.
2013-05-03 20:18:10 [INFO] [STDERR] java.lang.RuntimeException: MicroblockSupporterTransformer cannot be used on blocks with multiple selection boxes. Offending block was thermalexpansion.block.conduit.BlockConduit@52e7c614 at ID 2006. subHit value was 6
I've documented the latest changes (2.4.0.1) in Thermal Expansion in a Youtube video:
Loving the charging block!
(Jorge Luis Borges, Evangelio Apocrifo)
Nah, just something with the config file not reading properly, will have a fix for it at some point.
You mean like the ones that Thermal Expansion already adds to the game? Or did you mean different ones? I'm confused here.
There's no bug. CoFH Core's version is 1.5.1.x, where the first 3 numbers are the version of Minecraft it is for. No, it will not work with 1.5.2.
Anyone else have this bug?
Probably. Will get that fixed.
1. Make TE go multiblock? Actually I love TEs current visual style - so much better than the 'washed out' look certain other mods have.
2. Give TE its own set of rechargable armor? MPS is all well and good, but I just want a simple rechargable jetpack without IC2.
3. Give TE its own energy generation, including 'renewable' sources? e.g. solar panels?
Actually, one thing I would like - given the number of Forestry devices that just use MJ when not doing anything - is to have a "redstone conduit switch" - which would be a redstone conduit junction that would only allow power to flow through when activated by a redstone signal. (Actually - what about some kind of switch/feedback block - it could display a visible meter of MJ power flowing through it, but have the usual redstone control interface, allowing us to turn off or on the power flow out of configurable faces). Perhaps it could also display the power level of any adjacent (or upstream?) redstone battery, so I can also see what the available power level is without having to rightclick the redstone batteries I use to 'buffer' the output from my biogas generators I currently use.
Please.
Thank you.
1. Yes.
2. Yes.
3. Yes, although Steam and Magmatic engines already allow it to be a standalone. No BuildCraft required.
4. Also working a bit more on the "early game" facet of it right now - looking into adding extremely basic conduit and storage to make the pre-conduit existence a bit more tolerable.
I would love to, I need Forge to add an event first.
As far as capes go, we'll see. Other mods that add capes should still be able to, although frankly any other method of adding capes is a 1/tick spam and shouldn't be used at all. Currently, there is absolutely no way to disable this or work around it. We have included our registries so that other mods can make use of cape functionality provided by CoFH Core. Which mod in particular are you having a conflict with?
Not sure what version of TE you are using, but the Assembler no longer does that in 2.4.1.0.
It would be nice. I'll look into it, not sure why IC2 is taking priority here.
No immediate plans to.
Any chance of offering an optional core update to see if that alone will work? It would let people who want to switch up to 1.5 use it without removing 1.5.1 compat, no?
If that wouldn't break anything of course
MCP has some new names, so it'd be a full port and probably an annoying amount of work just for this.
I thought a recent change to Forge was supposed to stop this whole 'Rewrite the damn mod every single minor update' problem.
Sucks too, since some mods I've been waiting on to update to 1.5.1 skipped it completely and just released for 1.5.2.
It all depends on what Mojang puts in their minor updates. Given the size of TE and the amount of code that Mojang likes to change, I'd bet good money that we'll have to rewrite it every single time no matter what.
Shame. Well, hopefully you do update eventually. Looks like some of the mods I use won't be updating for several weeks still... And some others already have new content for 1.5.2. Damn shame.
Fair enough. I'm going to try and find a way to work around in 1.5.1 for the time being then. MC without TE is a no-no
I'm just concerned that some things are coming out for 1.5.2 now and that not all of them are going to be compatible. Guess we'll see!
Keep up the nice work
I assume worst possible because you said mod and not coremod. GregTech, IC2, everything that has added a cape previously has done some hackish stuff to put them in.
CoFH wouldn't be a dependency for your mod, you'd just have to detect it and use that framework instead, just as any other mod can do. I'd like to avoid an ASM battle, as that will get very ugly very quickly. Still, I'll poke around and see if I can figure out why it is causing you issues when the other mods work fine even without using our API.
2013-05-03 20:18:10 [INFO] [STDERR] java.lang.RuntimeException: MicroblockSupporterTransformer cannot be used on blocks with multiple selection boxes. Offending block was thermalexpansion.block.conduit.BlockConduit@52e7c614 at ID 2006. subHit value was 6
Had just updated to 2410. Thanks.