The reason your room kept teleporting infinitely was, if I had to guess, because your translocators were in continuous mode. You can check this by looking at the blue bar on the translocator's face - does it have lightning bolts on it? In continuous mode, things will keep moving while they have redstone signal, regardless of whether they've moved recently - getting trapped is a risk.
Labels are added to translocators by crafting them with dyes - up to 8 (IIRC) dyes can be applied, and translocators only match those which have identical sets of dyes. Translocators can also be made private by crafting them with a comparator, meaning that they won't match other people's translocators even if the labels match.
The reason your room kept teleporting infinitely was, if I had to guess, because your translocators were in continuous mode. You can check this by looking at the blue bar on the translocator's face - does it have lightning bolts on it? In continuous mode, things will keep moving while they have redstone signal, regardless of whether they've moved recently - getting trapped is a risk.
Labels are added to translocators by crafting them with dyes - up to 8 (IIRC) dyes can be applied, and translocators only match those which have identical sets of dyes. Translocators can also be made private by crafting them with a comparator, meaning that they won't match other people's translocators even if the labels match.
lol the room tellying infinitely was because i screwed up my redstone circuit that was just me sharing not a complaint or question sorry lol. and ah ha cools wouldn't have guessed that seems fun though thanks!
This is pretty awesome, definitely gonna play with it to make Portcullises and retracting bridges for my castles and what not. Probably also traps for unsuspecting mobs. Which brings me to a suggestion: have you thought of supporting rotation? I can think of a lot of issues that would make this hard, but maybe your existing framework almost supports it already. See, I'd like to do drawbridges and other cool medieval stuff .
The thing with rotation is, most blocks don't properly support rotation. How do you turn, say, a furnace on its side? Theoretically, one could replace the block with one that does support rotation, but what about all the mods? I just put together a pack of 130 or so, and all but a few would need custom handling.
I've forgotten to remove most of the debug messages from RemIM once the associated bug was fixed, so they've been building up. v2.1.1 fixes this, and re-enables Computercraft integration (native OpenComputers integration is WIP).
I've forgotten to remove most of the debug messages from RemIM once the associated bug was fixed, so they've been building up. v2.1.1 fixes this, and re-enables Computercraft integration (native OpenComputers integration is WIP).
I have been getting a lot of the same things. When I open my inventory it's especially noticeable. I've A/B tested opening my inventory with and without the mod and it takes about half a second longer with the mod installed, which is actually kinda annoying. Is there an easy solution I can do myself to fix this, or can you compile a version of 2.1.1 for MC 1.7.2 as well?
The thing with rotation is, most blocks don't properly support rotation. How do you turn, say, a furnace on its side? Theoretically, one could replace the block with one that does support rotation, but what about all the mods? I just put together a pack of 130 or so, and all but a few would need custom handling.
I'd say that any block that doesn't support rotation keeps its current facing, period. You'll get a visual glitch when the block snaps back to the world. It won't be perfect but in my view all the stuff it allows is well worth bearing with that limitation.
Is the partly invisible blocks issue fixed? If not, you could do a WorldRenderer.renderAllSides() for every block currently in motion. I think it was like this :?
I'd say that any block that doesn't support rotation keeps its current facing, period. You'll get a visual glitch when the block snaps back to the world. It won't be perfect but in my view all the stuff it allows is well worth bearing with that limitation.
But what about, say, Thermal Expansion machines? If they aren't rotated, it's more than just a visual glitch - automation connected to one side is no longer connected to that side? And for every other mod that adds sided machines, the problem shows up.
The problem is worse with multiblock structures - if, for example, a tank remembers that the block to the north of it is its valve, when it's rotated the block to the north is no longer a valve. Should it try to access the block to the north and assume that it's the valve block, it will fail - at the very least, the multiblock will stop working; at worst, the world will be corrupted.
I could refuse to rotate blocks that don't seem like they'd handle it nicely, or have a rotation whitelist, but that would seem unsatisfactory to me - chances are it would leave most blocks unable to be carried. I might be able to support most blocks by writing a custom world wrapper, but chances are it would still have issues, and it would be a massive effort to re-implement the world API.
Edit: And don't get me started on collisions... Minecraft's entire physics system uses axis-aligned bounding boxes, which make rotation problematic.
Is the partly invisible blocks issue fixed? If not, you could do a WorldRenderer.renderAllSides() for every block currently in motion. I think it was like this :?
I'll look into it. Thanks for the tip.
Edit: I implemented your suggestion, and while it stops transparent patches from showing up, the faces still have a light level of zero. I'm not sure how I could fix this without breaking things like the Coloured Light mod, and it's a minor graphical glitch, so I'm not too worried.
I have tried using the most recent version as it is getting less problematic update by update for the most part. What worries me is that there appears to be a memory leak somewhere. It's hard to pinpoint as it is a memory leak so it doesn't make itself known in the log, it just gradually gets laggier as time goes in game. I think it originates from template carriages, or at least they make the most noticeable difference.
There is also the possibility of cross-mod messiness causing it to happen, as I like to move TE blocks with frames.
I would recommend setting up a safety system for the translocator, my friend got stuck in a cross-dimensional teleport loop because he left the lever that powers the translocator on and the circuit had to be broken by someone else. Maybe make it leave 2-5 seconds after teleport before it can again, and optimally a config tweak on the timing for lag consideration.
The transduplicator also likes to duplicate items in inventories and spit the set of items on the ground for both the source frame system and the destination.
I have tried using the most recent version as it is getting less problematic update by update for the most part. What worries me is that there appears to be a memory leak somewhere. It's hard to pinpoint as it is a memory leak so it doesn't make itself known in the log, it just gradually gets laggier as time goes in game. I think it originates from template carriages, or at least they make the most noticeable difference.
There is also the possibility of cross-mod messiness causing it to happen, as I like to move TE blocks with frames.
I would recommend setting up a safety system for the translocator, my friend got stuck in a cross-dimensional teleport loop because he left the lever that powers the translocator on and the circuit had to be broken by someone else. Maybe make it leave 2-5 seconds after teleport before it can again, and optimally a config tweak on the timing for lag consideration.
The transduplicator also likes to duplicate items in inventories and spit the set of items on the ground for both the source frame system and the destination.
I've noticed the item dropping. I'll have to look into it, I guess.
RiM as I inherited it from JAKJ assumed that several states (and textures to show them) would be possible for each block. Transduplicators have no continuous textures, because continuous mode is meaningless for them, and Minecraft throws out a (harmless) error message.
OC support is planned, but I haven't figured out how to implement it just yet. For now you can use OpenComponents to wrap the CC peripheral for OC use. (You will need CC installed.)
Hi, I appreciate you porting this mod over to 1.7.10 as I have some cool ideas with frames planned. However, there are some bugs with the mod.
1. Support carriage seems to not work properly. It somehow connects to "ghost" blocks (blocks that were previously there but mined), so when making a build it keeps complaining about being overburdened.
2. Carriage spectre does not turn back into the blocks after a crash while moving.
Getting a strange glitch using RemIM 2.1.1: When I try to transport myself using a Carriage Engine and some frames, I move 1.5 blocks for every 1 block the frames do. This eventually results in me falling off whatever bundle of frames I've put together.
Labels are added to translocators by crafting them with dyes - up to 8 (IIRC) dyes can be applied, and translocators only match those which have identical sets of dyes. Translocators can also be made private by crafting them with a comparator, meaning that they won't match other people's translocators even if the labels match.
lol the room tellying infinitely was because i screwed up my redstone circuit that was just me sharing not a complaint or question sorry lol. and ah ha cools wouldn't have guessed that seems fun though thanks!
I have been getting a lot of the same things. When I open my inventory it's especially noticeable. I've A/B tested opening my inventory with and without the mod and it takes about half a second longer with the mod installed, which is actually kinda annoying. Is there an easy solution I can do myself to fix this, or can you compile a version of 2.1.1 for MC 1.7.2 as well?
I'd say that any block that doesn't support rotation keeps its current facing, period. You'll get a visual glitch when the block snaps back to the world. It won't be perfect but in my view all the stuff it allows is well worth bearing with that limitation.
Coming soon:
-HoverBoat port for 1.7.10 (Old version from ShaRose) - 90%
-TF2-like Killcam - 5%
-Simple Config File Block Adder - 50%
-Ender Pig - 80%
(Damn, I need to finish these!)
My mods:
-Ingame Account Switcher - Lets you change your account info ingame without having to restart Minecraft!
-Crafty Utils - Adds some random useful early-late game content
Arch Linux supporter since 2012!
But what about, say, Thermal Expansion machines? If they aren't rotated, it's more than just a visual glitch - automation connected to one side is no longer connected to that side? And for every other mod that adds sided machines, the problem shows up.
The problem is worse with multiblock structures - if, for example, a tank remembers that the block to the north of it is its valve, when it's rotated the block to the north is no longer a valve. Should it try to access the block to the north and assume that it's the valve block, it will fail - at the very least, the multiblock will stop working; at worst, the world will be corrupted.
I could refuse to rotate blocks that don't seem like they'd handle it nicely, or have a rotation whitelist, but that would seem unsatisfactory to me - chances are it would leave most blocks unable to be carried. I might be able to support most blocks by writing a custom world wrapper, but chances are it would still have issues, and it would be a massive effort to re-implement the world API.
Edit: And don't get me started on collisions... Minecraft's entire physics system uses axis-aligned bounding boxes, which make rotation problematic.
I'll look into it. Thanks for the tip.
Edit: I implemented your suggestion, and while it stops transparent patches from showing up, the faces still have a light level of zero. I'm not sure how I could fix this without breaking things like the Coloured Light mod, and it's a minor graphical glitch, so I'm not too worried.
There is also the possibility of cross-mod messiness causing it to happen, as I like to move TE blocks with frames.
I would recommend setting up a safety system for the translocator, my friend got stuck in a cross-dimensional teleport loop because he left the lever that powers the translocator on and the circuit had to be broken by someone else. Maybe make it leave 2-5 seconds after teleport before it can again, and optimally a config tweak on the timing for lag consideration.
The transduplicator also likes to duplicate items in inventories and spit the set of items on the ground for both the source frame system and the destination.
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
I'll look into it.
Is the translocator in continuous mode?
I've noticed the item dropping. I'll have to look into it, I guess.
No, but this was easily fixed with some redstone repeaters.
I don't cheat; I just conveniently write the rules.
Oops, did I steal your mod? Well, I'm lazy, so if I found the motivation to do so, you did something wrong as a developer.
Additional Buildcraft Objects: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2310397
I'm currently also working on Remain in Motion. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611
I can't advertise the others....
My Patreon: https://www.patreon.com/DA3DSOUL
1. Support carriage seems to not work properly. It somehow connects to "ghost" blocks (blocks that were previously there but mined), so when making a build it keeps complaining about being overburdened.
2. Carriage spectre does not turn back into the blocks after a crash while moving.
I had that same issue. I reported it on github as well. Please fix it