I hope you were kidding about this last release being the last for 1.5.2, because there's a lot of missing textures (which I know you're aware of). Also, your mcmod.info file needs work, as it's really screwing with MultiMC :\
The Meaning of Life, the Universe, and Everything.
Location:
Madison
Join Date:
7/6/2013
Posts:
57
Minecraft:
Nicholas_Manuel
Member Details
This mod you made should apply for candidacy for Feed the Beast. Let's face it, you make Eloraam's RP2 more like Deadpower. Haven't tried this yet, but I sure hope it works for FTB Unleashed. If not I'll send you a pastebin.
This mod you made should apply for candidacy for Feed the Beast. Let's face it, you make Eloraam's RP2 more like Deadpower. Haven't tried this yet, but I sure hope it works for FTB Unleashed. If not I'll send you a pastebin.
It does work for unleashed all you have to do is change one config and that is the microblock's ID (i believe) from 4094 to 4085 and TADDA it works!
The missing textures thing is probably caused by an extra slash in the paths.
A bugfix release was promised.
Don't worry. The point is porting to 1.6 while players can play
Why is everyone freaking out????
I said this would be the last MAJOR release. Bug fixes DO NOT count as a major release. I will probably be releasing bug fixes often.
Don't forget you are possibly dealing with people who were plagued with the RP2 screwdriver or autoassign bugs.
Even though a bugfix was promised, we learned that they may not happen before the port...
Yea, i had to resort to fixing that RP2 screwdriver myself
there is one more errored texture path :/
projectred/textures/blocks//gates/base.png
Can you hint me how I shall sneak around those copiling problems with NEI?
It would be nice if I was able to toy around while you are busy porting.
*Facepalm*.
Fix going up in about 10 mins.
And the problem with NEI is simple. Open eclipse, fix the errors, then try the recompiling. If you don't follow that, then its probably not worth the trouble. 1.6.2 won't have this problem, so you will be free to follow the progress and compile your own releases. Or, i may even get a jenkins server up that will do it for you
Change Log:
v3.0.2.33
- Fixed texture path on gate.
Hmm... It looks like not much will have to change to port to 1.6.2. Maybe i will have a working 1.6.2 build released before i start changing to ForgeMultipart
Brilliant, had 52 modes installed and thought I'd give this a go to add to my "perfect" mods collection. I didn't expect it to work. Boy was I wrong. Was compatible, not a single squeak.
Well done!
Also, don't do the world gen if you can avoid it. It's not a great idea as whenever you add a mod you already have a well established world. If you add world gen I need to either mine far far away or start a new game. At the moment I already have 3 tins and 2 coopers, adding another would just be a nuisance. (My five cents worth)
Others have tried to do wiring but the "Red Power" way was always the best idea apart from all of the other addons it had that I never used like frames, volcanoes that only held up the mod when a new release came out. Don't over complicate it otherwise you will have to spend days fitting it to a new release.
Keep it simple, leave the wiring as the core as that whats missing, the rest of the features that red power provided are pretty much covered elsewhere.
Also, don't do the world gen if you can avoid it. It's not a great idea as whenever you add a mod you already have a well established world. If you add world gen I need to either mine far far away or start a new game. At the moment I already have 3 tins and 2 coopers, adding another would just be a nuisance. (My five cents worth)
Im glad you like it. I am going to add world gen, but not personally. Like you said, i don't want to overcomplicate things. Others are doing it for me on Github. And don't worry, it will be 100% configurable, completely optional. You will be able to turn it off in the configs.
One of these days, I have to help pushing requests on Git to help development, ahh currently busy in bits of my own utility mods I'm preparing, but I'm sure I can help with tubing, and a bit of worldgen (if any), if they are at all a bit similar to how Elo did hers.
I explicitly put in code to prevent this, but I guess I'll have to recheck.
I know how to fix it. I guess I forgot to hit that method with a @SideOnly
It does work for unleashed all you have to do is change one config and that is the microblock's ID (i believe) from 4094 to 4085 and TADDA it works!
Why is everyone freaking out????
I said this would be the last MAJOR release. Bug fixes DO NOT count as a major release. I will probably be releasing bug fixes often.
Ireee could you just send the URL for the channel because Im kinda bored of looking for it thx
Also TJP check your PM
Change Log:
v3.0.2.32
- Fixed EntityFX crash.
- Fixed BlockList crash.
- Fixed broken wire texture registration on Windows.
- (Finally) Fixed derpy pointer/gate rendering.
- Fixed dependency on CodeChickenCore.
Yea, i had to resort to fixing that RP2 screwdriver myself
I just refer to any release as a "release", not sure what else to call it. But whatever.
Bug fix 'released'. If that would be all, i think id like to start my 1.6.2 port now
*Facepalm*.
Fix going up in about 10 mins.
And the problem with NEI is simple. Open eclipse, fix the errors, then try the recompiling. If you don't follow that, then its probably not worth the trouble. 1.6.2 won't have this problem, so you will be free to follow the progress and compile your own releases. Or, i may even get a jenkins server up that will do it for you
Change Log:
v3.0.2.33
- Fixed texture path on gate.
Um, like i said before, this won't be fixed until later, because i have to re-work the packet handler.
Oh, I'm sorry, I must've missed that post!
Well done!
Also, don't do the world gen if you can avoid it. It's not a great idea as whenever you add a mod you already have a well established world. If you add world gen I need to either mine far far away or start a new game. At the moment I already have 3 tins and 2 coopers, adding another would just be a nuisance. (My five cents worth)
Others have tried to do wiring but the "Red Power" way was always the best idea apart from all of the other addons it had that I never used like frames, volcanoes that only held up the mod when a new release came out. Don't over complicate it otherwise you will have to spend days fitting it to a new release.
Keep it simple, leave the wiring as the core as that whats missing, the rest of the features that red power provided are pretty much covered elsewhere.
Thank you for a great start.
Im glad you like it. I am going to add world gen, but not personally. Like you said, i don't want to overcomplicate things. Others are doing it for me on Github. And don't worry, it will be 100% configurable, completely optional. You will be able to turn it off in the configs.
Hint: Notice how there is a strange creature tied up in the background. What could that mean?
Somehow seeing that horse made me think about an entity detector, why not? XD
Is there a BUD gate implemented yet?