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  • 1

    posted a message on Truss Mod (RP2 -style frames)
    Yeah, the forced direct adjacency for frames makes it impossible to do certain things, and in other cases it can be extremely annoying (because the original redpower version has the 1k set size limit and most servers leave it set to this). That was why I thought the "platform" seemed acceptable : essentially, frame platforms would move the adjacent block above it, and any blocks above that, as long as there is not an air block in between. There would be a height limit of, say, 8 blocks for this. (above that and the "structural stress" of the movement causes the blocks above that to shear off)

    Multiblock machines are becoming more and more common (Gregtech just added a bunch more),

    The reason I asked for multi-block engines is that currently, frames are very slow. I like the idea of "high speed' engines that move several blocks at once but this makes the engines MUCH bigger. (so a "warship" engine would have to be huge). Like, an engine that moves a frameset 8 blocks at once would only take as much time as it would take to move 2 blocks if you moved 1 block at a time. (cube root scaling factor)

    This would not work at all like ugocraft, the way the code would handle multiblock engines is that the length of the engine itself tells how many blocks to move at once.
    Posted in: WIP Mods
  • 1

    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Alright, so I watched a livestream of the latest beta. Here's what I saw/heard :

    Apparently, instead of Taint, there's flux. It isn't as destructive as taint, so this mod is more friendly for SMP servers with a decent number of players on them. (since you won't be able to grief the landscape so easily).

    I saw a golem. it's about 1/3 the height of the player, and has a great animation and is quite "cute". It very much fits the spirit of the mod.

    In terms of usefulness, apparently they can be assigned to specific in game inventories, and told to carry specific items back and forth between them. So I think you could, say, assign it to take ore out of a chest and take it to the furnace, and take finished products out of the furnace and back to the chest. Basically, instead of using filters and timers and redpower tubes (or BC pipes) you have magically animated creatures running around doing the same task. Epic if it works, and IF it is relatively CPU efficient. If 100 golems bring a multiplayer server to a crawl, they will have to be banned.

    One way to make the golems CPU efficient would be to make the algorithm that they use to search inventories uses hashes and caching, and to have the pathfinding algorithm the golems use for moving between inventories run only once. It would save a cached path between locations, and if and only if a block on that path has changed will it rerun the pathing algorithm.

    Golems should not be able to collide with each other, because minecraft collision checks are extremely inefficient.

    Anyways, if they are efficient and versatile it'll be pretty epic to do all your auto crafting and auto processing with an army of golems running around.
    Posted in: WIP Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    Don't do it. This really doesn't help your case at all. And please edit out the specifics so I don't have to report your post.

    I'm sorry.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    I'm not sure about distance yet, but I can't imagine it would be less than 64 blocks. I might make it *more* than that, and if I can come up with some good algorithms for it, I could even potentially make it *much* more than that.

    And they will, of course, be visible.

    Proposed algorithm : when the laser is loaded (the chunk it is in, that is), you save to memory the start location and the x/z/y line it is on. Then, anywhere anytime a client looks at that line, the beam gets rendered. In SMP, all clients get told about all lasers this way.

    This could be problematic if there were a LOT of lasers, but would be fine as long as the number were less than a few hundred or so. Also, pulsing a laser on and off to send data would be really bad using this method. (because if you had 10 lasers turning on/off 5 times a second and it was an SMP server, ALL clients would have to be informed about every update)

    Perhaps a laser warmup/cooldown time, so they can't be rapidly pulsed, and a redbus interface, so that a data laser can be built that pulses on and off so fast the changes are invisible. (as in, the client doesn't render them or know about them)

    Update : yeah, ok, actually you'd have to calculate if a particular client is inside the rectangular prism surrounding each laser beam path. That way you only tell a client about the lasers it can actually see. Anything else is sloppy coding.

    Speaking of which, you tell all clients about any wire that updates a redstone state, even if that wire is insulated. I discovered this the other day while using various networking monitoring tools. I'll create a video to prove this, since you didn't believe me last time.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Problem found : retriever sliding window mode is not very useful.

    When you place a retriever, by default it now runs in this "sliding window" mode where the retriever first retrieves the first item, then the second, and so on.

    It's a great looking feature, but unfortunately it's essentially useless. The reason is that the retriever will still accept an item even if the window in the GUI is not over that item! This causes no end of problems, because it means one retriever will accept items that were never meant for that retriever. This jams up machines and factory automation and makes it all fail miserably.

    What you end up forced to do is to use an entire separate retriever for each item type you want to retrieve, each attached to a different inventory or side of a buffer chest, or nothing works right. This is horrendously bulky and time consuming to construct.

    How it ought to work : the retriever, when pulsed, should request the item the window is currently over. The window will not move until the item the retriever wants actually arrives at the retriever. The retriever will not accept any other items but the one that the window is over.
    Posted in: Minecraft Mods
  • 2

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Here's the real problems with Equivalent Exchange :

    1. Perhaps the new version is balanced better than the last version, but the fact that you can convert dirt to diamonds through pure magic feels wrong. Most of us RP2 fans are engineers or programmers or students of the same. We like things that feel right, that remind us of more complex equivalents in the real world. Alchemy doesn't work in the real world, while XOR gates and lights and pneumatic tubes do work. Minecraft is legos for adults, and we like playing with legos like our real roles.

    Remember when you were five and you thought submarines were cool and you built an underwater base out of saran wrap and legos? Yeah, like that. That's how we play Minecraft. What we didn't do was playing with our sister's barbie dolls, dressing the doll up in different cute outfits.

    Equivalent exchange is using what are flat out magic to transform one thing to another. I would be fine if the transformation required a whole particle accelerator or chemical plant or whatever, that's what real alchemy takes. In reality if we had sufficiently advanced technology we could convert one form of matter to any other form through a series of nuclear reactions, some releasing energy to drive future steps.

    The mass fabricator is supposed to be a silly simplified version of such a device. It's a stand in for a much more complex multi-block machine that might be how Eloraam implements it. I know the mass fab is on the really ought to draw a LOT more power to run, a stupendous amount (not even real life nuclear fission reactors could drive a real mass fabricator, you'd need orders of magnitude more energy if you wanted to create significant amounts of matter. Literally, you'd need the mass energy of the desired product times at least 10 because of inefficiencies.)

    2. Contrary to popular belief, the big 3 mods do balance with each other. While Eloraam and others have stated they won't give us the option of even adjusting features ourselves to make up for imbalances in other mods, Alblaka and his team are MUCH more friendly to this.

    For instance, IC2 lets you disable crafting of tin buckets and bronze railroad tracks so you can't convert tin/copper to iron, fixing a major exploit. Furthermore, RP2 and IC2 fit together hand in glove...RP2 lets you automate much more complex processes while IC2 gives you complex processes that need to be automated! Neither would be much fun without the other, in fact IC2 stands alone better than RP2 does!

    IC2 now lets you adjust the generation rate of any generator so if you feel an IC2 generator is too powerful compared to say the power generators in BuildCraft or RP2, you can fix that. IC2 is addon friendly, and there's an MCP patch released so you can tweak the mod as you like. Alblaka has no problem with people distributing modified IC2 class files to fix a perceived flaw in IC2.

    So for example while I couldn't convince Eloraam to nerf cobble generators in RP2, I CAN just make the recycler refuse to work with cobblestone or better still make it costs 10x or 20x more energy to run. That fixes the imbalance pretty well. I also nerfed solar panels while I was at it for my server. The IC2-BC2 power converter mod by Power Crystals is similarly configurable, and I was able to make mod energy conversion inefficient enough to be balanced.

    Heck, Eloraam may not allow us to tweak her code or distribute addons, but her code is so beautifully cleanly written that we can easily figure out where key variables are and tweak them ourselves! Sooner or later I'll go into her block breaker code and make it wait ~100 ticks before it will break another block! It'll be a change for my server-side jar file only, so it won't be distributed to anyone, but still.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I hope you have a good trip! What day do you leave on?

    (muhahahaha I just managed to totally bypass the rule on asking for a release date!)
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Hydrogen

    In my previous post I said chewing up iron to smelt tin buckets into iron. I meant chewing up coal :biggrin.gif:

    Please add it. Perhaps it would simply require crafting the blue furnace but use brick instead of clay.

    Why not just TMI yourself some iron rather than use the buckets cheat? You're still cheating, whatever you might tell yourself. To block this cheat, go into the IC2 config and disable the crafting of tin buckets. It's a pretty major exploit : Iron is the limiting resource for IC2, and you can convert tin and copper to a 10:1 ratio. Not a 1:1 ratio. So you're pretty seriously cheating...just go ahead and use the map editor to create what you wanted in the first place.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.X] Portal Gun - Reconstructed [v1] - Rewritten... again.
    This mod crashed my server 15 times last night. It was running fine for 2 weeks, until I choose to update the mod to v3 and later v4. Every time the crash dump is the same :

    2011-10-27 11:30:58 [SEVERE] Unexpected exception
    java.lang.ClassCastException: Portal_TileEntityPortalSpawner cannot be cast to Portal_TileEntityPortal
    at Portal_TileEntityPortal.portalEntity(
    at Portal_TileEntityPortal.h_(
    at eh.e(
    at net.minecraft.server.MinecraftServer.h(

    There is probably something that was corrupted here, some portal that is in an unloaded chunk or whatever. But there's still no good reason for the crashes, this is a showstopper bug. I'm removing the Portal mod from the server until this is fixed. If you think you've fixed the bug, I'd appreciate you mentioning it in the patchnotes instead of vaguely saying that "various fixes" have been added.
    Posted in: Minecraft Mods
  • 1

    posted a message on Bricked Technology [PVP] [IC2] [RP2] [BC2] [Portal Gun] [24/7] [No Whitelist] [Elemental Creepers]
    On Bricked Technology, we have a brand new map, hosted by Into VPS in Dallas, and we are using every client mod we could possibly cram in! (that didn't conflict with other mods and/or crash something)

    Mods in use :

    Industrial Craft 2 1.15 by Alblaka and team IC 2 Forums
    Redstone Power prerelease 2b by Eloraam
    Buildcraft Beta 2.2.2 by SpaceToad
    Portal Gun 1.8v1 by iChun
    Elemental Creepers by
    WW2 Guns by Flan
    Buildcraft Teleport Pipes by Zeldo
    Risugami's Recipe book
    Modloader by Risugami
    Modloader MP by Flan
    Minecraft Atmosphere by Hurricaane
    Minecraft Portable by NotTarts

    And possibly one or two others I have forgotten about.

    How the stability you ask? That couldn't POSSIBLY work well, you say. Well, head on over and try it out. We've got almost as many possibilities as the Technic modpack but you can actually show off your creations to your friends!

    Go here for the server address, update news, and joining info :
    Posted in: Minecraft Survival Servers (archive)
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