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    posted a message on [1.8.9] Router Reborn 1.1.6
    Quote from ebrein»

    These versions :


    Forestry : forestry_1.7.10-3.5.7.16.jar

    TD : ThermalDynamics-[1.7.10]1.1.0-161.jar

    TE : ThermalExpansion-[1.7.10]4.0.3B1-218.jar

    Router reborn : RouterReborn-1.2.0.21-universal.jar


    Forge : 1.7.10-Forge10.13.4.1448


    1.2.0.21 is a old version, a lot of fixes has been added after that, if you experience any problems after updating to 1.2.0.32 or newer let me know, some api's was upgraded after 1.2.0.21 and some nullpointer was fixed, also some dupe/convertion glitches was patched, where some of them did destroy items in some cases.
    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6
    Quote from GrannyPants»

    What Im missing in this thread, is a picture of how to craft a RR Pickaxe, and the ingredients for it. Its not in the manual in-game either.


    Im sorry, i forgott to add that to the ingame manual, i will have it added for the next release, it should show you the recipe in NEI for now.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6
    Quote from Zelltron»


    I've been trying so hard to get my storage units upgraded- tried this above and shift right clicking still wont allow an upgrade. Just places the unit next to the current in use unit :(


    Im not seeing this, Wrenched barrels should work in latest version, they are all the same now, just make sure it is not locked when you break it, make sure you have only 1 barrel in your hand not more, and sneak + right click on the barrel you want to upgrade, if that dont work can you post a screen shot for me in private or so, so i can get an idea of why it is not working.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6
    Quote from ILoveGadgets»

    The multi-part recipe you have here is good.


    This is where there needs to be a judgement on balance based on the type of gameplay desired:


    1) The current recipe (torches and glowstone dust) is so cheap that I would make them by the stack and use them like torches - too easy, too cheap.


    2) My vanilla based recipe with iron and lamp is a bit more work; it takes some mining and multiple smelting and crafting operations - still easy, reasonably cheap.


    3) My modded recipe (Ender IO materials) - much harder as now it requires three machines (sag mill, alloy furnace and generator) before they can be made and lots of grinding, smelting and crafting, still reasonable material cost.


    4) Your multi-part recipe is a lot of work in crafting each lamp and a lot of materials, so it is both expensive and hard to make (multiple steps).


    It would be nice if there was a difficulty config setting "cheap, normal, expensive" selecting recipes 1,2 and 4 above respectively.


    what if i make the recipe in the config, so a server ownner or modpack can change it to whatever they like, might be the better solution here.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6
    Quote from ILoveGadgets»

    Floodlight is pretty nice. I ran through a roguelike dungeon in creative and placed a couple of hundred with no noticable lag.


    That recipe though!


    I will have to run that through MineTweaker and "expensive it up".


    Only one issue I found with it is that sometimes a light doesn't light up when placed, but will if moved slightly, sometimes just a block away.


    Could you make the block rotatable with the wrench? So I can point it down corridors.


    i will add directions to it, but atm its vertical only, was there any blocks below it when it failed to lit up? it checks for air blocks below it


    a the recipe should be changed i supose, but it is simular to a torch really just that it lights up more blocks, but it also cost a few torches, any sugestions on recipe ?


    When in horizonal mode i would also have to make a limit on max light blocks or it will continue forever

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6

    Update 1.2.0.31


    * Fixed: Collision test being done by minecraft even when CanCollideWith returns false (should no longer colide with the light beam)

    * Added Redstone controll to the lamp, applying a redstone to the lamp will turn it off.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6

    update 1.2.0.30


    * Added flood light.


    There is a minor collision bug with the lights atm, i did not realize it until after the release, its so minor i did not push a release for just that, its a 1x1 pixel wide collision box, you may get hooked in it sometimes, its already fixed in sourcecode and will be included in next build.


    Lamp work simular to what the old factorization wrath lamp did, it will light up the area below, the invisible blocks creating the light should not interact with any pipes, plants or machines like some of the area lights i tested do, not saying names but why have a invisible light block implement IInventory, i mean really ?


    This lamp and light blocks has no tileentity, it does not tick, and there is no scan.

    Slight lag just as the lamp is placed could happend as the light blocks are created depending on how large the are below is.


    I tested it 200 blocks above ground and did not see any change in fps (thats a light beam 200 blocks long).


    If any issues are detected let me know and ill will get it fixed.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6

    Update 1.2.0.24

    Fixed: Router not detecting new blocks placed, called a placeholder i put in while writing the new code, totally forgot i had not implemented it yet.


    Note to self: Placeholders dont really do anything :P

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6

    Update 1.2.0.21 (changes include changes done while in beta)


    * Router code rewritten.
    * Thoroug now work as intended, will use inventory already containing the item first
    * Speed upgrade effect thorough now.
    * Multile selections avalible on Machine filter
    * Router should be more easy on servers now
    * Outputting to BC pipes not supported anymore (for now).
    * Fixed Storage units converting items it should not
    * Fixed some mods extract unlimited amount of items from a locked barrel reserving 1 item
    * Removed "All Machines" from machine list, for a whitelist of all, select black list and unselect all machines
    * Fixed: router in extract mode not respecting item type doing convertions in some cases
    * Fixed: Chest itemfilter crashes when a null item is passed
    * Order of machines should now be correct, (Closest machine first)

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6

    Updated 1.2.0.20-BETA-3


    * Fixed: Server->Client sync on router

    * Fixed Camouflage not rendering

    * Fixed Storage units converting items it should not

    * Fixed some mods extract unlimited amount of items from a locked barrel reserving 1 item

    * Removed "All Machines" from machine list, for a whitelist of all, select black list and unselect all machines

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6

    Update.


    1.2.0.20-BETA-1

    * Router code rewritten.

    * Thoroug now work as intended, will use inventory already containing the item first
    * Speed upgrade effect thorough now.
    * Multile selections avalible on Machine filter
    * Router should be more easy on servers now
    * Outputting to BC pipes not added yet.
    * Order of machines should now be correct, (Closest machine first)


    Please report any problems on the issue tracker at https://bitbucket.org/zyberwax/main/issues?status=new&status=open


    * You do not need to register to post a issue.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6

    Updated:


    Fixed: serious duplication bug with chests




    Rewritten 80% of the barrel code to correctly implement deep storage unit API, and should now correctly interact with AE2 and LP


    Storage Units now keep 1 item to reserve a type.


    Storage Units now always drop as a wrenched item unless it is empty
    and unlocked to prevent servers dying from a accidental 4096 stack
    barrel getting broken.


    Some minor Render changes.




    Upgrading from before 1.2.0.16 may have unpredictable outcomes on item count in barrels, some might double some might end up
    empty.


    Backup your world!

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6
    Quote from doom_lad»
    I am using Version 1.1.14. If this has been changed already I am sorry I did not see anything about it in the change log.

    I tried using routers to setup a storage system with a bunch of Thermal Expansion Caches but it is giving me some trouble due to the order it travels to the next machine. The storage system itself is a 16x5x16 room with 3 of the walls covered in caches and one with a bunch of chests and other storage devices for items that caches are not efficient for.

    The Routers expands its network in such a way that a machine 10 blocks away on the X axis (east-west) is closer than a machine 1 block away on the Y axis (up-down), and a machine 10 blocks away on the Y axis is closer than a machine 1 block away on the Z axis (north-south).

    Would it be possible to add an upgrade that would switch the favored axis, or to make the router expand its network based on closeness.


    it continue its scan where it left off last tick, I can understand it might be a issue in some cases, but if you use barrels and lock them to a item type that will resolve the problem of it putting items in the wrong chest, changing the scan atm is not possible, i will take a note of it for when the router is due for the rewrite, Several things will change with it.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6

    Update:


    When updating to 1.2.0.16 Storage units with only 1 item in them will

    loose that item, solution is to ether add a item, or take the 1 item
    out before upgrading.


    The way the storage is managed got a change to allow it to report correct amount of items to LP or AE2.


    The problem with loosing 1 item is only on first run after updating and it will not continue to loose items.


    1.2.0.16

    Fixes 1 stack getting lost on update in 1.2.0.15

    1.2.0.15


    FIXES 1.2.0.14 LOOSING STACKS IN STORAGE UNITS ON SERVER RESTART (If
    you updated to 1.2.0.14 do not start the server for a 2nd time, upgrade
    to this and items should be safe)


    1.2.0.14


    Fix: Barrels now report correct itemcount to AE and LP or other machines
    Fix: Crash when inserting a upgrade without opening the item gui first

    Fix: router not respecting max inventory stacksize
    Fix: crash on null pointer in barrel
    Fix: packager discarding items (deleting) and would not eject (advanced version)

    Increased speed to double (10 ticks) on extract and eject (advanced)
    Posted in: Minecraft Mods
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    posted a message on [1.8.9] Router Reborn 1.1.6
    Quote from ILoveGadgets»

    Yep, I am just being lazy.


    I have only tried a simple set-up so far.


    The obvious option is to buffer the cobble in a barrel and then pipe it out to a packager and let it work at it's own rate, that way the system won't back up.


    I still think that the packager upgrade would be better split into two separate upgrades 2x2 and 3x3 the current combined mode is no good with current mod packs.


    I am using Resonant Rise 3 as the base for my general pack at the moment - RR3 most optionals, no bees, no IC2, no Blood Magic plus some extra dungeons and ruins and mobs.


    There are so many 2x2 and 3x3 recipies from different kinds of material that I am getting bricks/road blocks instead of storage/compressed blocks with no way to control what I get. Some of the results are not reversible and so are a waste of materials.


    e.g. 3x3 gravel = compressed gravel (reversible). 2x2 gravel = gravel bricks (not reversible)

    3x3 sand = compressed sand (reversible). 2x2 sand = sand stone (not reversible)


    It would not be so much of a problem in my hardcore custom pack, because that has fewer mods and customised/tweaked recipes and configs, that pack is more about surviving than decorative building, so there are fewer bricks/paths/roads etc.


    i could change the basic and advanced to use 3x3 then 2x2 as default for next release, sounds like a good idea with so many 2x2 blocks

    Posted in: Minecraft Mods
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