Bump light desynch problem, tested with vanilla redstone lamps, even full pulses, all fine. Same with PR lamps - desynch anyway. Oh yes, Optifine installed. GPU is GeForce 920mx
Upd: without Optifine it works, but not very stable, i suspect rain, render distance or other things like additional redstone calculations. Further test show unpredictable behavior, i've turned rain off, set distance to 6 chunk and disconnect other redstone scheme part. Works not so good...
Upd: after connecting back disabled earlier redstone scheme part it works at least somehow, strange.
I think, it just cannot update all lamps in time, depends from calculations amount and what is rendering right now in player's FOV.
Looking for status update for development plans for 1.12.2 if there exists one at all.
Rollback Post to RevisionRollBack
If I ask a question, don't tell me its too complicated to comprehend or learn. I ask because I want to learn. I will ask you again if I don't understand you. Image Removed
in 1.10.2, Project Red works fine with a lot of mods i've been trying. However, there is a mod needing your help; the guys of IndustrialCraft² don't know why their inventories' blocks can't be accessed by Project Red pipes. I've asked the help of another dev', one of Modular Turrets mod (because those blocks also work fine with Project Red pipes), but they can't know where it comes from.
As you can see here, on IC² forums, they don't know and would like to know how Project Red pipes access inventories so that they can fix it, in 1.10.2 (quoting Chocohead :
It seems the only course of action is to ask someone who works on Project Red, there clearly isn't an obvious pattern to why it does and doesn't connect, given we also implement ISidedInventory like Modular Turrets.
)
Thanks for any help to them, if you post here i'll copy-paste to their forums.
To those of you asking for updates to 1.7.8, please just update your MC versions. I know it's a pain. But it's even more of a pain for mod developers to maintain and update old versions. Minecraft 1.7.8 is nearly four years old now.
I encountered this same problem with ProjectRed + Tinkers Construct. I've been reading through the ProjectRed code and it looks like MrTJP set up the `ISidedInventory` code correctly. When I get time, I will try debugging.
To those of you asking for updates to 1.7.8, please just update your MC versions. I know it's a pain. But it's even more of a pain for mod developers to maintain and update old versions. Minecraft 1.7.8 is nearly four years old now.
I don't remember anyone asking for an update to 1.7.10, and for updating to a newer MC version than 1.7, the big problem is who's going to update all the good mods that are no longer maintained or have been dropped with no replacements?
I have a problem with my IC Workbench. I only get the primatives gates. The wiki and screenshots of other people show many other more complicated gates and cells. Now I'm not able to build many things.
What am I doing wrong? Is this feature removed in newer versions? I'm running minecraft 1.10.2 with forge 12.18.2.2099 and ProjectRed 4.8.4.49.
Does anyone know how to make a routed interface pipe read/extract from inventories on more than one side of itself at the same time? I can't figure out a way to make an interface pipe interface to more than one inventory at a time, which is doubling the number of pipes I need in my storeroom AND the space they take up, and neither the pipes nor the space are cheap...
Just out of curiosity, and I do apologize if I'm the millionth person to ask about this, but, are there any plans to update Project Red to work with Minecraft 1.12.x?
Oh, okay, cool. I just didn't know if he'd become too busy with life to be able to do anything further with it (I know that happens a lot in the modding community), or what the situation was.
Well, not any more, at any rate. I don't know who's actually working on ProjectRed right now, I'm just glad to see it coming back from the dead. I very much like its lamps and its red alloy wire. (I never got around to exploring its VLSI circuits though. Never got time for it.)
This it still here, but i found one interest thing. No relations with perfomance, vanilla redstone works fine (but only 2 blocks tested in synch, so it may change).
The main question: why vanilla redstone drops signal from fast pulse faster than PR wires, and why the whole scheme works different, if i've disconnected a part without changing distance or everything else to target lamps? (Looks here as partially loosing syncronisation and temporary recieving more long pulses, floats a bit, Optifine not present in test)
I suppose, it related to redstone levels and/or something else.
I asked this on the curseforge page but thought I'd ask here as well. if I download just the core module and the integration module, will I be unable to craft certain things specific to those modules (like gates or wires) because there is no change to world gen? I want to add this to an established server and would rather not mess around with worldgen again. Thank you so much for your time!
Downloading is not enough, y'now.
You have to install them. And for that, you have to satisfy the mod dependencies.
Which are listed as "Required libraries" per each mod.
Bump light desynch problem, tested with vanilla redstone lamps, even full pulses, all fine. Same with PR lamps - desynch anyway. Oh yes, Optifine installed. GPU is GeForce 920mx
Upd: without Optifine it works, but not very stable, i suspect rain, render distance or other things like additional redstone calculations. Further test show unpredictable behavior, i've turned rain off, set distance to 6 chunk and disconnect other redstone scheme part. Works not so good...
Upd: after connecting back disabled earlier redstone scheme part it works at least somehow, strange.
I think, it just cannot update all lamps in time, depends from calculations amount and what is rendering right now in player's FOV.
why is it Project:red hates all shaders? every shader I select has this effect happening in any lit light from PR
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
Looking for status update for development plans for 1.12.2 if there exists one at all.
Image Removed
In Github created branch for 1.11.2, it should be released soon, or not so soon. 1.12.2 is later plans.
Hello,
in 1.10.2, Project Red works fine with a lot of mods i've been trying. However, there is a mod needing your help; the guys of IndustrialCraft² don't know why their inventories' blocks can't be accessed by Project Red pipes. I've asked the help of another dev', one of Modular Turrets mod (because those blocks also work fine with Project Red pipes), but they can't know where it comes from.
As you can see here, on IC² forums, they don't know and would like to know how Project Red pipes access inventories so that they can fix it, in 1.10.2 (quoting Chocohead :
)
Thanks for any help to them, if you post here i'll copy-paste to their forums.
_ NewMilenium
To those of you asking for updates to 1.7.8, please just update your MC versions. I know it's a pain. But it's even more of a pain for mod developers to maintain and update old versions. Minecraft 1.7.8 is nearly four years old now.
I encountered this same problem with ProjectRed + Tinkers Construct. I've been reading through the ProjectRed code and it looks like MrTJP set up the `ISidedInventory` code correctly. When I get time, I will try debugging.
I don't remember anyone asking for an update to 1.7.10, and for updating to a newer MC version than 1.7, the big problem is who's going to update all the good mods that are no longer maintained or have been dropped with no replacements?
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
I have a problem with my IC Workbench. I only get the primatives gates. The wiki and screenshots of other people show many other more complicated gates and cells. Now I'm not able to build many things.
What am I doing wrong? Is this feature removed in newer versions? I'm running minecraft 1.10.2 with forge 12.18.2.2099 and ProjectRed 4.8.4.49.
Does anyone know how to make a routed interface pipe read/extract from inventories on more than one side of itself at the same time? I can't figure out a way to make an interface pipe interface to more than one inventory at a time, which is doubling the number of pipes I need in my storeroom AND the space they take up, and neither the pipes nor the space are cheap...
Just out of curiosity, and I do apologize if I'm the millionth person to ask about this, but, are there any plans to update Project Red to work with Minecraft 1.12.x?
Yes, it's planned, no info about date.
Oh, okay, cool. I just didn't know if he'd become too busy with life to be able to do anything further with it (I know that happens a lot in the modding community), or what the situation was.
remove it
New version is out. I'm testing it, sans worldgen. GET HYPE.
Is there any mod in Minecraft that is not eventually maintained by chickenbones?
(Kidding, kidding)
Well, not any more, at any rate. I don't know who's actually working on ProjectRed right now, I'm just glad to see it coming back from the dead. I very much like its lamps and its red alloy wire. (I never got around to exploring its VLSI circuits though. Never got time for it.)
Heello, it's me again.
This it still here, but i found one interest thing. No relations with perfomance, vanilla redstone works fine (but only 2 blocks tested in synch, so it may change).
The main question: why vanilla redstone drops signal from fast pulse faster than PR wires, and why the whole scheme works different, if i've disconnected a part without changing distance or everything else to target lamps? (Looks here as partially loosing syncronisation and temporary recieving more long pulses, floats a bit, Optifine not present in test)
I suppose, it related to redstone levels and/or something else.
I asked this on the curseforge page but thought I'd ask here as well. if I download just the core module and the integration module, will I be unable to craft certain things specific to those modules (like gates or wires) because there is no change to world gen? I want to add this to an established server and would rather not mess around with worldgen again. Thank you so much for your time!
Downloading is not enough, y'now.
You have to install them. And for that, you have to satisfy the mod dependencies.
Which are listed as "Required libraries" per each mod.