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    posted a message on New Biospheres Mod!

    Not currently. Structure generation in general isn't implemented.Though looking at it with JD-GUI, it'll probably work "out-of-the-box" if/when structure generation is implemented. Or at least most of it will.Which reminds me, I need to double-check that NBM properly does mod events.

    Posted in: WIP Mods
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    posted a message on New Biospheres Mod!
    Quote from BrainSlugs83»
    I'm going to edit the initial post soon and have it point at the github. In the future I'd like to just track all the feature requests and issues in the github issue tracker.

    Good point, I should fix that so that, "air" in "non-filler" blocks just means "empty" instead and is skipped.


    You asked, I delivered.


    I'm dumping a bunch of things to the tracker as we speak.


    Also:


    Please make "air" different from "skipped". Having gaps of air between biospheres, although perhaps a bug, is an interesting feature, and one that I would appreciate being left in.


    Perhaps a separate toggle for "should generate bridges" instead?

    Posted in: WIP Mods
  • 0

    posted a message on Project Blue 1.1.6 (a Project Red add-on)

    I don't suppose it would be possible to allow signals to pass both ways in the Rednet<->P:R adapter?

    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Quote from Sequiturian»
    I am strongly considering making an add-on with a single block that properly coordinates both bundled cables for input/output.


    Project Blue has pretty much that, although currently each individual channel can only conduct signals one way.

    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released

    Hmm.


    I'm trying to do a PID controller using the PRC. Does anyone have any suggestions?


    (From white to black.)


    My current approach is as follows. I need an integrator, and a differentiator. Integral is easy - just sum a rednet channel and the input into the same rednet channel. Differentiator is also easy: just take the difference between the last tick and the current one.


    But due to everything being unsigned, I don't know of any easy way to do this.


    It would be substantially easier if:


    1. There was a way to directly get the change in something over time
    2. There was a way to directly clamp a variable
    3. There was a >2 input adder
    4. There was a saturating adder
    5. There was a way to multiply a variable by a non-integer
    6. There was a way to restrict how much something changes a tick
    7. There was a way to copy/paste circuits
    8. There was a way to insert a blank circuit between two ones without having to redo everything after the circuit.
    9. There was a way to treat a variable as signed.

    All of these are things that can be worked around, but are less than amusing to actually do so.

    Posted in: Minecraft Mods
  • 0

    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from McJty»

    There are disadvantages to having too many small mods too (harder to manage for me for example and more complicated releases). Also for the user it is not always easy.


    I think the dimension builder can be a separate mod but the rest I would prefer to keep together. After all, even with the dimension builder rftools right now is still smaller then many other mainstream mods like EnderIO, AE2, TE, ...


    Is it not possible to have your build system just chug out separate jars and one jar with the submods bundled? I mean, about the only part that would be difficult is making sure you don't have cross-module dependencies.

    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from Keybounce»

    Hmm, the last item in that list is a Zombie PigmanMooshroom. I haven't seen a PigmanMooshroom yet, either alive or zombie. Would this be something found in nether mushroom biomes?


    I think he just forgot a newline.

    So a zombie pigman syringe and a mooshroom syringe, not a "Zombie PigmanMooshroom" syringe, whatever that is.

    Posted in: Minecraft Mods
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    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod

    Looks like it's assuming the tesseract stays at the same world coordinates and getting confused when there's something else there.


    Do other block-moving mods handle it properly?

    Posted in: Minecraft Mods
  • 0

    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod

    I dropped an issue on the Github about this, but I'm getting a stack overflow on login :(


    As far as I can tell it's trying to camouflage a carriage with itself, and recursively looking up what texture to display until it overflows.

    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods

    Is the Computercraft integration not updated for WR-CBE? The peripheral won't register for me.

    Posted in: Minecraft Mods
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    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from McJty»

    Backing up your saves is enough.


    Good to know, thanks. I figured as much but wanted to make sure.

    Quote from McJty»

    The legal way to lower costs is by adding efficiency/mediocre efficiency. With enough of those you can bring down cost to 10 RF/tick. The non-legal way is actually using the method you just used to set amplified. The actualRfCost is also a tag you can modify there.


    So, there's no configuration option for a power multiplier for certain features / etc, then? That's too bad.


    Hmm... Does anyone know of a mod that adds void ages? It seems a shame to have multiple mods that do the same thing, but meh.


    Quote from McJty»

    Negative buffs are actually not that bad. If you have a quarry age with poision, slowness, mining fatigue, ... then you don't really have to be there much and can just setup a quarry (which doesn't mind those bad effects). That's why they don't give a huge benefit.


    Doesn't the same logic apply to positive buffs? If you have a positive buff, it only applies while you are actually there. But consumes power constantly. Sure, having positive effects can be nice. But the cost of them is high enough that, should you actually need it, potions are cheaper. And still work should you jump dimensions.


    I cannot think of any time when potion effects are actually useful enough to offset the cost. You're not going to be manually mining (not at the RF cost required to maintain a world!), you're not going to be hunting mobs (or, if you are, you've already got good enough gear to make it easy already), etc. They're nice, but I don't see how they are nice enough to be worth it. (Luckily they are configurable. I've got them turned way down.)

    Quote from McJty»

    Not ready for next bugfix release but a sneak preview of something new:



    The return of the cow power? Or is that a way to make dimlets/etc for mobs? Hmm.

    Posted in: Minecraft Mods
  • 0

    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from McJty»

    Actually. You can probably already solve your problem right now. I'll describe how. But be sure to make a backup first. The procedure I'm going to explain here hasn't been tested a lot :-)


    First fire up your world with RFTools 2.62. Then as a creative user from the player console type:


    /rftdim savedims /tmp/somedir (or c:\temp\somedir if you're on windows)


    That will create a directory containing different files for every RFTools dimension. This is a json file describing the dimension fully. For every dimension that you want to have as amplified edit the file and search for the 'terrain:' line. If it is a normal dimlet that was used it will have number 3. You can change that to 2 (that's amplified). Do that for every dimension.


    Then in game. For every dimension that you want to have as amplified you do:


    /rftdim loaddim <number> /tmp/somedir/dimension<somenumber> (i.e: /rftdim loaddim 10 /tmp/somedir/dimension10)


    That should change the dimension to the new dimlet. Be careful to use the right dimension with the right file or you will mess things up.


    After this you should be able to go to RFTools 2.63 and not have ugly chunk borders.


    But again, I haven't actually tested this. I'm interested to hear if this works.


    Actually: don't be alarmed when the description in game of the dimension still says 'normal' and also extracting it will give you a normal dimlet and not amplified. But it should generate amplified terrain even in 2.63.


    That seemed to work, thanks. I was worried there would still be a world border (due to changes in PRNG seeding), but no such issue seems to have occurred. At least not from what I can see initially. A question: Are separate dimension backups something I should be doing normally? Or is backing up the save folder enough?


    Also: Is there a way, by any chance, to make certain dimlets use less / no energy? I'm looking for a way to have (close to) free void dimensions, but everything else normal. I suppose I could go into creative and do things that way, but I prefer changing configs over going into creative mode for every such dimension I wish to create. Looking in the config, I see that you can lower / raise the cost of specific dimlets, but I don't see any way of going "dimensions that are void should use 0.01x the energy" (or whatever.)


    Also: Why do good buffs have a substantial energy cost to maintain, but negative buffs have almost no decrease in maintenance cost? It seems lopsided.

    Posted in: Minecraft Mods
  • 0

    posted a message on Applied Energistics 2 - Open Source

    Are there any AE2-compatable autocrafters like AE1's version? I'd ideally like AE1 for 1.7.10. Mostly I can coerce AE2 to do this (minetweaker, config, etc), but I don't know of any autocrafter solution.

    Posted in: Minecraft Mods
  • 0

    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from McJty»

    Ok, I see the problem. Well I think I'm going to fix it by adding a config option for this. By default it will behave like in 2.63 but if you want you can change it back to 2.62 behaviour. Is that acceptable for you? That does mean you'll have to wait a bit (until 2.64 or whatever) before you can update though.


    That's better than never upgrading, that's for sure. Thank you.


    Though: Is there a way to keep current dimensions as-is, but have a way to get non-amplified dimensions? That would be my ideal solution. Something like rewriting existing default terrain dimensions to amplified terrain dimensions on first load.

    Posted in: Minecraft Mods
  • 0

    posted a message on RFTools, Dimension Builder, Teleportation, Crafter, Screens, Builder, Spawner, Block Protector, Storage, and more (V7.00)
    Quote from McJty»

    I don't get the problem? You can still get amplified worlds. I fixed a bug where the 'normal' terrain dimlet actually works if your world type is set to amplified. Before this change it was impossible to get normal worlds if you had amplified set.


    I'd like to understand exactly what the problem is you have with this change. What is this breaking for you exactly?


    I don't exactly like world borders. And I don't exactly want my current map to have all non-amplified terrain outside the currently-generated area.


    I made a backup and upgraded, and promptly reverted to the backup again, as both those problems occurred.


    I see that dimlets going after the overworld is a bug. However. Can this not be fixed without breaking old worlds? Say, by, old normal getting turned on first load to the corresponding type determined by world settings?

    Posted in: Minecraft Mods
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