zeldo, is it possible that the chuckloader rewinds the chucks back to their previous state? i somehow got to a duplication bug, where i can disassmble all my macerators and such and other items, save and when i reload they are all back there where they were constructed. and i get to keep the ones in my inventory also, effectively giving me free items. i also keep finding copper ore dust in my macerator and rubber in my extractor and new pipes in chests etc.
i believe it started when i got the new chuckloaders although i'm not entirely sure. first i thought it to be attentiveness of my part.
I've read 20 pages and have found nothing about the messed up textures issue. Such as melons being pipes and beds being pipes. Also many other things such as vines. The additional pipes are pink and crash if something enters a distribution pipe. I do not have optifine or mcPatcher.
I'm encountering a minor problem, that I could use some help with.
The recipe for the chunkloading block is 4 iron ingots in a square shape, however, I'm using SDK's Gun mod and the two mods share recipes. In SDK's Gun mod, you need to make "metal parts" to make guns, and the recipe for those metal parts is, you guessed it, 4 iron ingots in a square shape. Also, one of the recipes in SDK's gun mod is for metal gun handles, which are made by placing 3 iron ingots in a vertical line in the center, and one iron ingot in the top left corner. However, even this pattern gives me the chunkloading block, which is rather odd.
So, I was wondering if there was any way to modify the recipe for the chunkloading block, such that it is made with, say, 4 gold ingots in a square shape instead of iron. I would very much like to use the two mods at the same time in order to make a gun and ammo manufacturing depot using the distribution and teleporter pipes to get an even supply of coal to all of my steam engines.
I downloaded MCP, and looked at some modding tutorials. I know what I want to do with the source code (simply change the material that the block is crafted with from iron to gold) I just need to know where to find the recipe code for the chunkloader block. Can anyone help me out?
It is fully possible in SMP. However if I create it in SMP and not SSP (Because at this point that is not possible.) I will get hundreds of emails a day complaining that it isn't working (because they didn't read it's a SMP only feature) so I decided not to do it. I never really seen a massive reason to need them, if you have some post them and maybe I will reconsider.
I do not know whether this is possible or not because I do not know java well enough to try, but anyway; Would SSP work if the world transfer pipe saves each item into a Queue that is kept in all dimensions, and when the destination dimension is loaded (when the player moves into it), the matching world transfer pipe unloads the queue's contents into the other pipe system.
I didn't realize people wanted to live in the nether o.O
I use the nether quite a bit, actually. I use Power Crystal's nether ores with IndustrialCraft, BuildCraft and a few other mods which makes the nether worthwhile. Even if I didn't have the nether ores, a cross-dimensional pipe in SMP would be great just for powering geothermal generators.
I do not know whether this is possible or not because I do not know java well enough to try, but anyway; Would SSP work if the world transfer pipe saves each item into a Queue that is kept in all dimensions, and when the destination dimension is loaded (when the player moves into it), the matching world transfer pipe unloads the queue's contents into the other pipe system.
Sorry if I am missing something obvious.
Yea, if you stay in the nether for awhile the memory usage would inflate ALOT
I use the nether quite a bit, actually. I use Power Crystal's nether ores with IndustrialCraft, BuildCraft and a few other mods which makes the nether worthwhile. Even if I didn't have the nether ores, a cross-dimensional pipe in SMP would be great just for powering geothermal generators.
I have not done it for liquid because of the fact that it would unbalance it. BC Pump -> Teleport Pipe -> Bucket Filler -> Geo = Almost infinite power without moving anything for days (or longer)
zeldo, is it possible that the chuckloader rewinds the chucks back to their previous state? i somehow got to a duplication bug, where i can disassmble all my macerators and such and other items, save and when i reload they are all back there where they were constructed. and i get to keep the ones in my inventory also, effectively giving me free items. i also keep finding copper ore dust in my macerator and rubber in my extractor and new pipes in chests etc.
i believe it started when i got the new chuckloaders although i'm not entirely sure. first i thought it to be attentiveness of my part.
I have used them extensively and have never run into this problem, it sounds like MC isn't saving for some reason. (A common one is not enough HDD space)
I've read 20 pages and have found nothing about the messed up textures issue. Such as melons being pipes and beds being pipes. Also many other things such as vines. The additional pipes are pink and crash if something enters a distribution pipe. I do not have optifine or mcPatcher.
Are you using OptiFine? If so install HD Texture patch on top of it
I'm encountering a minor problem, that I could use some help with.
The recipe for the chunkloading block is 4 iron ingots in a square shape, however, I'm using SDK's Gun mod and the two mods share recipes. In SDK's Gun mod, you need to make "metal parts" to make guns, and the recipe for those metal parts is, you guessed it, 4 iron ingots in a square shape. Also, one of the recipes in SDK's gun mod is for metal gun handles, which are made by placing 3 iron ingots in a vertical line in the center, and one iron ingot in the top left corner. However, even this pattern gives me the chunkloading block, which is rather odd.
So, I was wondering if there was any way to modify the recipe for the chunkloading block, such that it is made with, say, 4 gold ingots in a square shape instead of iron. I would very much like to use the two mods at the same time in order to make a gun and ammo manufacturing depot using the distribution and teleporter pipes to get an even supply of coal to all of my steam engines.
I downloaded MCP, and looked at some modding tutorials. I know what I want to do with the source code (simply change the material that the block is crafted with from iron to gold) I just need to know where to find the recipe code for the chunkloader block. Can anyone help me out?
It is in mod_zAdditionalPipes, however I will make it changeable for the next version.
I have not done it for liquid because of the fact that it would unbalance it. BC Pump -> Teleport Pipe -> Bucket Filler -> Geo = Almost infinite power without moving anything for days (or longer)
</snip>
I mean absolutely no offense, but that's a moot point. Simply because you could just as easily do BC Pump -> Bucket Filler -> Teleport Pipe -> Geo. Could you perhaps add a setting in the ini to allow or disallow cross-dimensional teleport pipes? Everyone could have it the way they want it if you can do that. Either way, I still love your mod, mate.
It is in mod_zAdditionalPipes, however I will make it changeable for the next version.
Ok, I found the .class file with that name, but how do I access the .java file with the original source code?
Thanks for the help!
Also, on a completely unrelated note: could you please make it such that when you designate a teleporter pipe as a reciever pipe, it changes color from blue to, say, red? Also, some visible numbers such that I could see what frequency they are without opening the gui would be extremely helpful. Something similar to the numbers on the Wireless Redstone blocks would be perfect.
I suppose it is and another good reason to not add nether support :tongue.gif:
Aww...c'mon...just make it an option...don't be a buzz kill. :tongue.gif:
In all seriousness...if there was ever anything that I really wanted to happen, it would be this. Besides, think how fun it would be to try dodging ghast bombs while balancing over a lake of lava trying to hook up a BC pump.
I'm having a problem with the redstone pipe textures not showing up at all. All the other additional pipes work, although sometimes they show up partially invis. I'm using the most current versions (BC2.2.4,r27)I have a lot of mods, but there has not been a compatibility problem at all so i'm not gonna fill the post with a long list. I'm just wondering if anyone else is having this problem.
THX
I'm still having this issue - I've looked through this thread for every relevant entry and no one has offered a solution - only theories that aren't relevant to the actual issue. Like you, I am using MCPatcher, not Optifine. I'm using the Rev31 version of the mod and it's still happening.
Checking over the modloader.txt doesn't shed any light - it's loading the files, and they're the last to load. Looking at the texture sheet, I see nothing that's absent in my HD texture sheet. I have, in fact, copied that entire zeldo/gui folder into my texture pack directory structure to be sure the files are not being overwritten. I have accounted for every transparent tile on the texture sheet - I know that when any pipe is broken, the particles are from row 1, column 1 of the sheet and I can see that... but the pipe is invisible when crafted, as an inventory item, and invisble when placed (though a wireframe shows when you mouse over it). Simply put, it cannot possibly be a texture-related issue, it must be an issue with how the mod tells the game to look for and display the textures that are there (but obviously not being used properly).
A completely invisible object is useless. Is there anyone for whom the redstone pipes are displaying properly, that is using an HD texture pack? Doesn't anyone have a solution for this problem? It seems to be fairly common.
I didn't see anyone post a solution to a problem I had on this thread, but the teleport pipes were all invisible to me. After someone mentioned changing the name of "cAdditionalPipesClient.zip" to "cAdditionalPipes.zip", I had an idea: I renamed the buildcraft zips to end in "2.2.0" instead of "2.2.1"... Things seem to be working for the most part now.
So it sounds like the mod was looking for something in a version the user would no longer be expected to have... in other words, the code is looking for an improperly named path?
I know it's not a problem with Optifine or TMI because I don't use either of them at all.
When I tell the game to use the default textures, the items display properly - but I cannot and will not play on that resolution. It's ugly and hard on the eyes, not to mention I feel like I'm playing on an old 8-bit Nintendo.
I'm no closer to solving this mystery than I was days ago.
I'm still having this issue - I've looked through this thread for every relevant entry and no one has offered a solution - only theories that aren't relevant to the actual issue. Like you, I am using MCPatcher, not Optifine. I'm using the Rev31 version of the mod and it's still happening.
Checking over the modloader.txt doesn't shed any light - it's loading the files, and they're the last to load. Looking at the texture sheet, I see nothing that's absent in my HD texture sheet. I have, in fact, copied that entire zeldo/gui folder into my texture pack directory structure to be sure the files are not being overwritten. I have accounted for every transparent tile on the texture sheet - I know that when any pipe is broken, the particles are from row 1, column 1 of the sheet and I can see that... but the pipe is invisible when crafted, as an inventory item, and invisble when placed (though a wireframe shows when you mouse over it). Simply put, it cannot possibly be a texture-related issue, it must be an issue with how the mod tells the game to look for and display the textures that are there (but obviously not being used properly).
A completely invisible object is useless. Is there anyone for whom the redstone pipes are displaying properly, that is using an HD texture pack? Doesn't anyone have a solution for this problem? It seems to be fairly common.
This is an issue with HD Textures and the way BC is coded. I will be coding patches for BC3 but it's too late for me to get them into BC2, sorry. If you need to use them I would suggest switching to the regular texture and place then, them switch back when done.
This is an issue with HD Textures and the way BC is coded. I will be coding patches for BC3 but it's too late for me to get them into BC2, sorry. If you need to use them I would suggest switching to the regular texture and place then, them switch back when done.
Thanks for the prompt reply. I appreciate your response and the work you do on this mod - it really makes BC work so much better!
I'm still not sure why the other pipes display OK but the redstone ones don't, but I guess that's at least a workaround for the time being. We'll see how it goes, and I look forward to the day when Buildcraft, IndustrialCraft and all the necessary sub-mods are updated! Until then I'll stay on 1.8.1 and enjoy my machines. Cheers!
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
Was trying to do some piping with EE and I started thinking it would be nice if there was something like a bypass pipe that connected to other pipes on the ends but would not connect to any blocks along its length.
Thanks for the prompt reply. I appreciate your response and the work you do on this mod - it really makes BC work so much better!
I'm still not sure why the other pipes display OK but the redstone ones don't, but I guess that's at least a workaround for the time being. We'll see how it goes, and I look forward to the day when Buildcraft, IndustrialCraft and all the necessary sub-mods are updated! Until then I'll stay on 1.8.1 and enjoy my machines. Cheers!
They are a few more bugs related to the texture issue as well. If you place a pipe just right it will go invisible. I'm not sure why Redstone is affected so often, but I am working on it.
Was trying to do some piping with EE and I started thinking it would be nice if there was something like a bypass pipe that connected to other pipes on the ends but would not connect to any blocks along its length.
Depending on what you need, you can use an iron pipe to accomplish this. It might not look pretty, but it'll work. However, if you need objects to go more than one way, it might get a bit more complicated than just an iron pipe.
They are a few more bugs related to the texture issue as well. If you place a pipe just right it will go invisible. I'm not sure why Redstone is affected so often, but I am working on it.
There are other nn-texture related pipe bugs in BC 2.2.5, it seems. My stone and cobble pipes now connect to each other - which makes "wiring" a pain. We need a paint roller for pipes! :laugh.gif:
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
There are other nn-texture related pipe bugs in BC 2.2.5, it seems. My stone and cobble pipes now connect to each other - which makes "wiring" a pain. We need a paint roller for pipes! :laugh.gif:
Check your Buildcraft config file and make sure 'pipes.alwaysConnect=false'.
i believe it started when i got the new chuckloaders although i'm not entirely sure. first i thought it to be attentiveness of my part.
The recipe for the chunkloading block is 4 iron ingots in a square shape, however, I'm using SDK's Gun mod and the two mods share recipes. In SDK's Gun mod, you need to make "metal parts" to make guns, and the recipe for those metal parts is, you guessed it, 4 iron ingots in a square shape. Also, one of the recipes in SDK's gun mod is for metal gun handles, which are made by placing 3 iron ingots in a vertical line in the center, and one iron ingot in the top left corner. However, even this pattern gives me the chunkloading block, which is rather odd.
So, I was wondering if there was any way to modify the recipe for the chunkloading block, such that it is made with, say, 4 gold ingots in a square shape instead of iron. I would very much like to use the two mods at the same time in order to make a gun and ammo manufacturing depot using the distribution and teleporter pipes to get an even supply of coal to all of my steam engines.
I downloaded MCP, and looked at some modding tutorials. I know what I want to do with the source code (simply change the material that the block is crafted with from iron to gold) I just need to know where to find the recipe code for the chunkloader block. Can anyone help me out?
I do not know whether this is possible or not because I do not know java well enough to try, but anyway; Would SSP work if the world transfer pipe saves each item into a Queue that is kept in all dimensions, and when the destination dimension is loaded (when the player moves into it), the matching world transfer pipe unloads the queue's contents into the other pipe system.
Sorry if I am missing something obvious.
I use the nether quite a bit, actually. I use Power Crystal's nether ores with IndustrialCraft, BuildCraft and a few other mods which makes the nether worthwhile. Even if I didn't have the nether ores, a cross-dimensional pipe in SMP would be great just for powering geothermal generators.
Yea, if you stay in the nether for awhile the memory usage would inflate ALOT
I have not done it for liquid because of the fact that it would unbalance it. BC Pump -> Teleport Pipe -> Bucket Filler -> Geo = Almost infinite power without moving anything for days (or longer)
I have used them extensively and have never run into this problem, it sounds like MC isn't saving for some reason. (A common one is not enough HDD space)
Are you using OptiFine? If so install HD Texture patch on top of it
It is in mod_zAdditionalPipes, however I will make it changeable for the next version.
I mean absolutely no offense, but that's a moot point. Simply because you could just as easily do BC Pump -> Bucket Filler -> Teleport Pipe -> Geo. Could you perhaps add a setting in the ini to allow or disallow cross-dimensional teleport pipes? Everyone could have it the way they want it if you can do that. Either way, I still love your mod, mate.
I suppose it is and another good reason to not add nether support :tongue.gif:
Ok, I found the .class file with that name, but how do I access the .java file with the original source code?
Thanks for the help!
Also, on a completely unrelated note: could you please make it such that when you designate a teleporter pipe as a reciever pipe, it changes color from blue to, say, red? Also, some visible numbers such that I could see what frequency they are without opening the gui would be extremely helpful. Something similar to the numbers on the Wireless Redstone blocks would be perfect.
Aww...c'mon...just make it an option...don't be a buzz kill. :tongue.gif:
In all seriousness...if there was ever anything that I really wanted to happen, it would be this. Besides, think how fun it would be to try dodging ghast bombs while balancing over a lake of lava trying to hook up a BC pump.
I'm still having this issue - I've looked through this thread for every relevant entry and no one has offered a solution - only theories that aren't relevant to the actual issue. Like you, I am using MCPatcher, not Optifine. I'm using the Rev31 version of the mod and it's still happening.
Checking over the modloader.txt doesn't shed any light - it's loading the files, and they're the last to load. Looking at the texture sheet, I see nothing that's absent in my HD texture sheet. I have, in fact, copied that entire zeldo/gui folder into my texture pack directory structure to be sure the files are not being overwritten. I have accounted for every transparent tile on the texture sheet - I know that when any pipe is broken, the particles are from row 1, column 1 of the sheet and I can see that... but the pipe is invisible when crafted, as an inventory item, and invisble when placed (though a wireframe shows when you mouse over it). Simply put, it cannot possibly be a texture-related issue, it must be an issue with how the mod tells the game to look for and display the textures that are there (but obviously not being used properly).
A completely invisible object is useless. Is there anyone for whom the redstone pipes are displaying properly, that is using an HD texture pack? Doesn't anyone have a solution for this problem? It seems to be fairly common.
So it sounds like the mod was looking for something in a version the user would no longer be expected to have... in other words, the code is looking for an improperly named path?
I know it's not a problem with Optifine or TMI because I don't use either of them at all.
When I tell the game to use the default textures, the items display properly - but I cannot and will not play on that resolution. It's ugly and hard on the eyes, not to mention I feel like I'm playing on an old 8-bit Nintendo.
I'm no closer to solving this mystery than I was days ago.
This is an issue with HD Textures and the way BC is coded. I will be coding patches for BC3 but it's too late for me to get them into BC2, sorry. If you need to use them I would suggest switching to the regular texture and place then, them switch back when done.
Thanks for the prompt reply. I appreciate your response and the work you do on this mod - it really makes BC work so much better!
I'm still not sure why the other pipes display OK but the redstone ones don't, but I guess that's at least a workaround for the time being. We'll see how it goes, and I look forward to the day when Buildcraft, IndustrialCraft and all the necessary sub-mods are updated! Until then I'll stay on 1.8.1 and enjoy my machines. Cheers!
They are a few more bugs related to the texture issue as well. If you place a pipe just right it will go invisible. I'm not sure why Redstone is affected so often, but I am working on it.
Depending on what you need, you can use an iron pipe to accomplish this. It might not look pretty, but it'll work. However, if you need objects to go more than one way, it might get a bit more complicated than just an iron pipe.
There are other nn-texture related pipe bugs in BC 2.2.5, it seems. My stone and cobble pipes now connect to each other - which makes "wiring" a pain. We need a paint roller for pipes! :laugh.gif:
Check your Buildcraft config file and make sure 'pipes.alwaysConnect=false'.