@ Aero yelling earlier, I think the dude was saying he could come up with an idea like this in 2 days or less (not actually code it :tongue.gif:)
@ overpowered items.
-- I don't think that chests can be over-powered, cos the way you described void storage it did sound "linked" in some way (like the old quantum channels) but basically with chests one of the built-in balancing factors is being able to find all the stuff in the chests [if given an infinite amount of storage space, it would be infinitely hard to find the items in said space] :smile.gif:
-- As far as robots being over-powered, well I would hope they're not (a single soldier being able to always one-shot creepers, while taking no damage would be a little silly). I could see robots requiring fuel/energy to run.
*aimless rambling*
They could wait by their rally-point/chest til they had the fuel/energy to complete an operation and/or could slowly generate energy over time. Or their consumption rates could be set with the configuration. Or they'd just have the cost for their "unlimited power supply" built into the cost to produce the bot, which would probably make them more expensive (and more [sadface] if they're destroyed). Or they could end up being overpowered in which case *shrugs* -- any tool can be over-powered in the wrong hands. [Well, except Equivalent Exchange (that mod is straight-up broken... or it was. I know people were able to use buildcraft auto-crafting tables to generate infinite items with just 1 cobblestone because of broken exchange rates, maybe it's fixed now *shrugs* either way I'll never use that mod :tongue.gif:)]
As long as there's some semblance of balance, I'll be happy.
And also: Robots!! :smile.gif:
When we gonna get to see some concept art for them? :smile.gif: *waits patiently*
I don't want to put myself or Overdozer94 in any haste, so I won't set any deadline.
Well, I did, though (somehow):
I am trying to let Pictogon make a trailer/teaser/whatever in about 3 weeks. It's a plenty of time, I got no exams to write except the one on Wednesday, so I can do a lot of things. It will include the robots, some of the functional blocks and items, some surprisings, but I am afraid no AI so far. I at least try to include it, since I will use the AI editor myself to create each robots AI, but there will be no GUI editor in this pre-alpha indev teaser video ^^
Until then (and I am saying this twice: This is not a fixed date or so, I don't want to put any pressure on someone) I will maybe write some blog posts on tilegames, show some well hidden things on screenshots, tweet something and, of course, extend the concept.
Yeah, I wasn't trying to rush you or anything, I was just curious since Magic Chest wasn't even scheduled to be released until Minecraft 1.0.
I would rather have it take more time and be done right then just be slapped together. Almost reminds me of minecolony (which had so many issues, though most of them were with the digger, that guy was just broken and never worked right). And it almost felt too cheap as they worked for free. Whereas here, you have to actually build the robots.
Question: Will they have a chance to break down on their own so you'd have to run over and hit them on the head with a hammer to get them working again? (Or have a repair/medic bot to fix them back up?)
So, simple question: Considering you're the one who implemented redstone detection pipes for buildcraft..... where are the Pneumatic Tube detection tubes? :smile.gif:
Jk, great work though. I really do like the speed on the Pneumatic Tube, I always felt that buildcraft pipes were too slow and should be gold powered all the time. Tubes feel slower then gold pipes, but either way their speed feels "just right". [Though sometimes items seem to accelerate when they leave the tubes and fly into open space, but that might just be my imagination.]
As well as the crazy interactions between machines, when I was trying to solve a problem earlier ... and came to the solution, but I had to ask myself:
Can I really use a depolyer to plop down a chest, have items placed into the chest then use a block-breaker on the chest to drop the items and suck up the chest and send it back through tubes to the deployer to be re-deployed? *tests it* Why, yes, yes I can :smile.gif:
I just realised that I dont have a minor software on my list. (FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU >.<)
Well, Quantum Software will be probably minor and I will think of some other cool "minor" things to add.
Just finished Furnace Software, btw.
Wow, where do I begin? Magic Chest is under development again, Wooo! :smile.gif:
I will probably need a week or more, so I guess it will be released with 1.10 :wink.gif:
This doesn't sound too far off the mark, since they're trying to push out the official release of Minecraft 1.0 for November 18th and I'd previously read that they wanted 1.9 and 1.10 beta versions out before then.
Either way I'm just a happy camper that this mod isn't going to die.
So, RedPower is here :smile.gif: I'm looking forward to trying it out.
Only one minor complaint, the crafting recipe for the red alloy ingot is the same as a crafting recipe in magic chest. So... maybe if the recipe for red alloy ingot used 8 redstone around the iron ingot and made 2 alloy ingots, or; an alternative recipe with redstone in the corners instead of the sides [so an X pattern instead of a +].
Though I was worried about item sprites, but it looks like it only adds 5?
Awe:
java.lang.Exception: No more empty item sprite indices left!
[Then again it appears I only had 1 item sprite left to begin with. I'll definitely have to consider using MC Extended. Or just complain about mods that add dozens of un-needed sprites to be able to make tools/whatever out of other materials.]
What the heck? Someone just sent me a version of Integrated Redstone, reobfuscated for V1.7.2!
I'm a little concerned that a few of the reobfuscations may not be perfect (some of the method names seem suspicious), and it certainly wouldn't work in SMP, but ... I'm going to give it a try and see if it works.
EDIT: oops, spoke too soon. ModLoaderMp isn't updated yet. I'm not going to mess with it... this sort of stuff will settle out soon enough. I've got mods to write in the meantime, and if I hurry on my new mod instead, I might even be able to get a 1.6.6 version out.
Sorry :smile.gif:
I heard ModloaderMP was updated, but not the SDK version so maybe Flan beat them to it again.
I'm interested to know what this secret project you have going on is :smile.gif:
Edit: Seems like we were mislead about ModloaderMP, I couldn't find the 1.7.2 version. Guess someone was blowing smoke (or should include links in their posts).
this is what i get when i change it to any unoccupied number i seem to find with toomanyitems
Mods loaded: 3
ModLoader Beta 1.5_01v4
mod_IndustrialCraft 7.04
mod_BuildCraft 1.5_01.3
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT e7778df3 --------
Generated 6/20/11 2:56 PM
Minecraft: Minecraft Beta 1.5_01
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_26, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6970M version 4.1.10428 Compatibility Profile Context, ATI Technologies Inc.
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:207)
at ModLoader.readFromClassPath(ModLoader.java:1135)
at ModLoader.init(ModLoader.java:815)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at sd.<init>(sd.java:58)
at sd.<clinit>(sd.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:282)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: Slot 11 is already occupied by nb@6ad3c65d when adding EasyChest_BlockEasyChest@75843a75
at to.<init>(SourceFile:243)
at qu.<init>(SourceFile:9)
at e.<init>(SourceFile:20)
at EasyChest_BlockEasyChest.<init>(Unknown Source)
at mod_EasyChest.<clinit>(Unknown Source)
... 15 more
--- END ERROR REPORT 2e6f7fa3 ----------
Caused by: java.lang.IllegalArgumentException: Slot 11 is already occupied by nb@6ad3c65d when adding EasyChest_BlockEasyChest@75843a75
I'm pretty sure generic minecraft uses all block ID values from 0-96. Try using a number from 97 to 255 (that's not occupied) for magic chest.
I was trying the redstone repeater method, but the way I have my project set up, the repeaters have such a long delay, the timer I'm using sends off another signal (this extra signal is uneeded). I need the timer to shut off (or otherwise be powered so it won't spin) right after it's second tick, and I cannot achieve this with repeaters.
You could just delay the signal coming off the timer long enough to send it back to itself (but that would probably need an R/S latch as well).
Or you could just wire the input of the timer (as I'm assuming you're just turning it on long enough for 2 pulses) through a mono-stable circuit (or rather an inverse output one) to start things off, so the monostable would only "run" (or "not run") long enough to let the timer tick twice. [Though I'm not sure what your timer is set at..]
Feel free to PM me if you want and I can help you set your timer up and provide some simple screenshots if you need them.
I would like to make a quick suggestion. Could you make a new type of repeater that delays the redstone current a determined time? So say, you could delay the current for five seconds. I'm trying to make a video that utilizes your mod, but I've come to the conclusion that the easiest possible way to do what I need to do would be that I would need some sort of delayer that would delay the current a set time, that I can set.
When I finish this video, I was wondering if you would want to use it for a demonstration? It uses the Piston Mod and Wireless redstone mod as well.
I think you could do that by powering a timer with an inverter. [Unless the timer sends current right when it's unpowered but I don't think it does.]
- But yeah, then it'd be blinking.... Could hook the output of the timer to the set side of a R/S latch and the inverse of the lever (or whatever) that you're starting the thing off with to the reset side.
The easy answer would just string up some repeaters... each "setting" on those is 0.1 seconds [so 0.4 seconds per maxxed repeater... would take... 13 to get 5 seconds though.]
Even with that I don't believe the "Saving Chunks" error produces an error log.
Always does for me in Windows. [And even if not (and it's never not for me so far) it'll show in the command prompt window, with even more detailed information, usually.]
The only time it wouldn't produce an error is if it caused a fatal exception that would make windows bluescreen and crash. [Which I haven't had happen yet.]
Percent of girls that touch a pc for play videogames (no doubt you can hear a lot "no womans on internetz derp" :dry.gif: ). Reduce that percent to females that plays MC, and reduce that percent for female modders.
PCFags ever wins xD
ON: Where I can find a trusted debugger command for show errors logs (cause various of the new mods don´t show a error log, only get black screen and freeze forever then don´t store a error in any place).
I can´t today mostly say where the "saving chunks" errors are coming.
In my experience running Minecraft from the command prompt will always net you a crash report [as MC doesn't instantly close out after the crash] see this thread to learn how to run MC from the command prompt on your OS. There's also a batch file around somewhere but I don't have the link (and it's only for windows).
Hello again, I would like to say sorry first for dropping on the face of the forums after my review. So anywho Im here again to review it all again. :biggrin.gif:
I must say that over all this mod has grown and you've added some awesome features. Overall I found that nearly everything worked wonderfully.
The few things I found that didn't work:
The Miner Software does not mine (not sure if your supposed to add tools or just place and watch)
Scanner Software is not craftable, unless you use AkhkharuXul's method (even then or when spawned it did not take items)
The Destroyer Software is not item specific when an item is put in bottom left (it just sucks in everything)
The Vortex Software upgrade is not craftable
Other than those four things everything was great. I especially liked the channels on the Quantum Software, very nice addition.
I hope you keep working on this mod and making it even better, lots of :Diamond:'s for you!
The Vortex Software upgrade is craftable. [or was the last time I tried]. Though it took me two tries because one of my vortex software disks was broken [broken vortex software disks do not work - and look like advanced vortex disks]. If all three vortex software disks can stack then you should be able to craft them [using the middle row of the crafting table] into enhanced vortex software.
Ed: Mining software does "work", problem is it only mines the block directly above the chest. So it's not very "useful" currently. Aero96 is working on making it work better. He's just not sure what it should do, or how, and is open to suggestions.
the recipe for the scanner wont work...
any ideas?
Confirmed. Scanner software recipe is a little broken. I tried it a couple different ways then loaded up recipe book and had a couple more go's at it.
The disk that's required to craft Scanner software is a broken vortex disk (damage value 0).
If you want to craft Scanner software in v0.8.1 you'll need to:
-Craft Vortex software.
-Place Vortex software in minor slot of a magic chest.
-Break the chest to pop the disk out (this will break the disk)
-Craft Scanner software as the recipe shows with broken disk. Like so:
0
@ overpowered items.
-- I don't think that chests can be over-powered, cos the way you described void storage it did sound "linked" in some way (like the old quantum channels) but basically with chests one of the built-in balancing factors is being able to find all the stuff in the chests [if given an infinite amount of storage space, it would be infinitely hard to find the items in said space] :smile.gif:
-- As far as robots being over-powered, well I would hope they're not (a single soldier being able to always one-shot creepers, while taking no damage would be a little silly). I could see robots requiring fuel/energy to run.
They could wait by their rally-point/chest til they had the fuel/energy to complete an operation and/or could slowly generate energy over time. Or their consumption rates could be set with the configuration. Or they'd just have the cost for their "unlimited power supply" built into the cost to produce the bot, which would probably make them more expensive (and more [sadface] if they're destroyed). Or they could end up being overpowered in which case *shrugs* -- any tool can be over-powered in the wrong hands. [Well, except Equivalent Exchange (that mod is straight-up broken... or it was. I know people were able to use buildcraft auto-crafting tables to generate infinite items with just 1 cobblestone because of broken exchange rates, maybe it's fixed now *shrugs* either way I'll never use that mod :tongue.gif:)]
And also: Robots!! :smile.gif:
When we gonna get to see some concept art for them? :smile.gif: *waits patiently*
0
Yeah, I wasn't trying to rush you or anything, I was just curious since Magic Chest wasn't even scheduled to be released until Minecraft 1.0.
I would rather have it take more time and be done right then just be slapped together. Almost reminds me of minecolony (which had so many issues, though most of them were with the digger, that guy was just broken and never worked right). And it almost felt too cheap as they worked for free. Whereas here, you have to actually build the robots.
Question: Will they have a chance to break down on their own so you'd have to run over and hit them on the head with a hammer to get them working again? (Or have a repair/medic bot to fix them back up?)
*plans world domination with a robot swarm army*
0
Question: When will this be reality? Or have you done any modelling so we might see what the little guys would look like? :smile.gif:
0
Jk, great work though. I really do like the speed on the Pneumatic Tube, I always felt that buildcraft pipes were too slow and should be gold powered all the time. Tubes feel slower then gold pipes, but either way their speed feels "just right". [Though sometimes items seem to accelerate when they leave the tubes and fly into open space, but that might just be my imagination.]
As well as the crazy interactions between machines, when I was trying to solve a problem earlier ... and came to the solution, but I had to ask myself:
Can I really use a depolyer to plop down a chest, have items placed into the chest then use a block-breaker on the chest to drop the items and suck up the chest and send it back through tubes to the deployer to be re-deployed? *tests it* Why, yes, yes I can :smile.gif:
Srsly though, detection tubes? (Yes/No/Maybe) :smile.gif:
0
Wow, where do I begin? Magic Chest is under development again, Wooo! :smile.gif:
This doesn't sound too far off the mark, since they're trying to push out the official release of Minecraft 1.0 for November 18th and I'd previously read that they wanted 1.9 and 1.10 beta versions out before then.
Either way I'm just a happy camper that this mod isn't going to die.
Keep up the great work man!
PS: Quantum software rocks.
0
Only one minor complaint, the crafting recipe for the red alloy ingot is the same as a crafting recipe in magic chest. So... maybe if the recipe for red alloy ingot used 8 redstone around the iron ingot and made 2 alloy ingots, or; an alternative recipe with redstone in the corners instead of the sides [so an X pattern instead of a +].
Other then that, looks awesome.
0
I must say, amazing.
Though I was worried about item sprites, but it looks like it only adds 5?
Awe:
[Then again it appears I only had 1 item sprite left to begin with. I'll definitely have to consider using MC Extended. Or just complain about mods that add dozens of un-needed sprites to be able to make tools/whatever out of other materials.]
0
I heard ModloaderMP was updated, but not the SDK version so maybe Flan beat them to it again.
I'm interested to know what this secret project you have going on is :smile.gif:
Edit: Seems like we were mislead about ModloaderMP, I couldn't find the 1.7.2 version. Guess someone was blowing smoke (or should include links in their posts).
0
I'm pretty sure generic minecraft uses all block ID values from 0-96. Try using a number from 97 to 255 (that's not occupied) for magic chest.
0
You could just delay the signal coming off the timer long enough to send it back to itself (but that would probably need an R/S latch as well).
Or you could just wire the input of the timer (as I'm assuming you're just turning it on long enough for 2 pulses) through a mono-stable circuit (or rather an inverse output one) to start things off, so the monostable would only "run" (or "not run") long enough to let the timer tick twice. [Though I'm not sure what your timer is set at..]
Feel free to PM me if you want and I can help you set your timer up and provide some simple screenshots if you need them.
0
I think you could do that by powering a timer with an inverter. [Unless the timer sends current right when it's unpowered but I don't think it does.]
- But yeah, then it'd be blinking.... Could hook the output of the timer to the set side of a R/S latch and the inverse of the lever (or whatever) that you're starting the thing off with to the reset side.
The easy answer would just string up some repeaters... each "setting" on those is 0.1 seconds [so 0.4 seconds per maxxed repeater... would take... 13 to get 5 seconds though.]
0
Always does for me in Windows. [And even if not (and it's never not for me so far) it'll show in the command prompt window, with even more detailed information, usually.]
The only time it wouldn't produce an error is if it caused a fatal exception that would make windows bluescreen and crash. [Which I haven't had happen yet.]
0
In my experience running Minecraft from the command prompt will always net you a crash report [as MC doesn't instantly close out after the crash] see this thread to learn how to run MC from the command prompt on your OS. There's also a batch file around somewhere but I don't have the link (and it's only for windows).
0
The Vortex Software upgrade is craftable. [or was the last time I tried]. Though it took me two tries because one of my vortex software disks was broken [broken vortex software disks do not work - and look like advanced vortex disks]. If all three vortex software disks can stack then you should be able to craft them [using the middle row of the crafting table] into enhanced vortex software.
Ed: Mining software does "work", problem is it only mines the block directly above the chest. So it's not very "useful" currently. Aero96 is working on making it work better. He's just not sure what it should do, or how, and is open to suggestions.
0
Confirmed. Scanner software recipe is a little broken. I tried it a couple different ways then loaded up recipe book and had a couple more go's at it.
The disk that's required to craft Scanner software is a broken vortex disk (damage value 0).
If you want to craft Scanner software in v0.8.1 you'll need to:
-Craft Vortex software.
-Place Vortex software in minor slot of a magic chest.
-Break the chest to pop the disk out (this will break the disk)
-Craft Scanner software as the recipe shows with broken disk. Like so:
:huh.gif: = disk obtained through method above.