• 0

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

    ID's can be changed in the config file

    I mean redbus ids
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Is there any way to change the id's of the various RPC blocks? Is the screwdriver not working an allready known bug?
    Also, SORTSLOTS keeps returning zero no matter what arangement of sortron and chest that I try
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Does this work well with Immibis's Demesional archor mod?
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Frame Motors and Covers only have wierd gfx bugs right? Do they still work fine?
    How long do I need to pulse a wire for a motor to activate?
    How long do I need to wait for a motor to move before activating the next motor?
    EDIT: testing shows 16 total ticks for previous question, still need others answered
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    how well does mc edit handle copying redpower stuff?
    Will computers maintain programing?
    will all the blocks retain state and facing?
    Posted in: Minecraft Mods
  • 0

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

    use mIDas and this handy site to convert your world

    I have both versions of the mod stored in seperate folders under the Mods folder, will my old redpower config still be somewhere?

    Edit:
    Nvm I got it, new was under config old was under redpower
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    how about a block called the "Thumper" which causes mobs to not spawn within a certain radius of itself aslong as it has power regardless of light levels?
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Is there any way to convert old redpower maps to the new version?
    my test map turned everything into air or wood
    I figure it has somthing to do with block ids and from what I know I reallly dont wana have to go through and change them manualy.
    is there some way to automagicly convert em>?
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Is there any reason that I would not be able to use ribon cable to communicate between cpus instead of iox expanders?
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Right now I am working on a huge automated warehouse.
    50x50x70 blocks is the main area.
    The walls are five thick with one layer of obsidian seperating a layer of water and one of water and 2 outer decorative layers.
    I will be able to store over sixty four different materials up to 255 chests worth of each.
    There will be a computerized account management system.
    also, if you mine through the wall you get hit my a gyser of lava because I keep pumping more lava in from the nether.
    Posted in: Minecraft Mods
  • 0

    posted a message on Do redstone clocks still run in the nether if you arent there?
    Only if you used one of those mods that keeps chunks loaded.
    Or you could have a portion of the map which goes through the nether and while you are in the nether the withers will spawn for later.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I wish there was a mod that let you designate chunks to keep loaded as a server admin, somthing where you could see which areas were set that way in game, possibly like that one world edit mod that lets you see your selections.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Suggestion: Radio Block/Item
    The radio is a placeable block similar to the IO expander. the block can hook into the ribbon cable and directly transmit all text said within range of it or any other radios whos signals it picks up.
    Radios which are held in the hand allow you to hear anything which your radio picks up and transmit anything said within your radios range.
    Radios can be tuned using a skrewdriver when placed as a block and have to yet to be named variables which the player can specify.
    These variables determin a point on a graph. The proximity of this point to three predefined points determins the signals Distance, Baud Rate, and Fidelity. Power requirements to transmit with the radio increase with proximity to these three points.
    Distance is exactly what it says on the tin.
    Baud is how many charecters can be transmited in a message.
    Fidelity is how much your signal bleeds into others, its basicly like privacy or somesuch. If you have a very low fidelity then people whos radios are not set to hear your message will, and if you have a high fidelity then somone trying to listen in on you would have to guess down to the hundreth decimal place.
    I figure that these three points are arranged in a triangle so that you can have it really good in one way but at the expense of otheres.
    Posted in: Minecraft Mods
  • 0

    posted a message on Risugami's Mods - Updated.
    Trying to install Modloader but I get an error
    Using a fresh install of minecraft,copying the files from the download into minecraft.jar, then deleting Meta-Inf, I get the error:
    	 Minecraft has crashed!	
    	 ----------------------	
    Minecraft has stopped running because it encountered a problem; Exception occured in ModLoader
    This error has been saved to C:\Users\CiberNinja\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-10_20.23.24-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
    
    --- BEGIN ERROR REPORT bb34d013 --------
    Generated 8/10/12 8:23 PM
    - Minecraft Version: 1.3.1
    - Operating System: Windows Vista (amd64) version 6.0
    - Java Version: 1.6.0_14, Sun Microsystems Inc.
    - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
    - Memory: 467591904 bytes (445 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
    - JVM Flags: 2 total; -Xms512m -Xmx1024m
    - ModLoader: Mods loaded: 1
    ModLoader 1.3.1
    
    java.lang.NoClassDefFoundError: forge/NetworkMod
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(Unknown Source)
    at java.security.SecureClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.access$000(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at ModLoader.addMod(ModLoader.java:319)
    at ModLoader.readFromModFolder(ModLoader.java:1413)
    at ModLoader.init(ModLoader.java:916)
    at ModLoader.addAllRenderers(ModLoader.java:169)
    at avx.<init>(RenderManager.java:86)
    at avx.<clinit>(RenderManager.java:12)
    at net.minecraft.client.Minecraft.a(SourceFile:260)
    at net.minecraft.client.Minecraft.run(SourceFile:516)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.ClassNotFoundException: forge.NetworkMod
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClassInternal(Unknown Source)
    ... 19 more
    --- END ERROR REPORT e532a8b6 ----------
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    So my current plan for keeping track of how many times an item detector pulses is to build a counter out of logic gates and have a seperate ioexpander to read the counter for all my items.
    Does anyone have a good design for a counter that can be set? my current design takes up 16x16x1 blocks for 15 bits and you can switch between reading and writing the counter by raising the 16th bit.
    Posted in: Minecraft Mods
  • To post a comment, please .