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

    While reading on FC's forum, I see that he brings up the issue of performance costs for using significant amounts of tile-entities as the reasoning behind not "liking" your mini-block system.


    FC is just jealous that Eloraam's microblocks are way nicer :tongue.gif: I've built many structures using microblocks and I have yet to notice any lag from it. It may be worth noting that I host a server and play minecraft on my mediocre PC. There may be some truth to the matter, but I doubt its anything to cause concern.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Hey Eloraam, loving the new update, especially the sorting machines; however I have a small request. I've noticed that when you don't setup your sorter correctly and send items into it, it will jam up and prevent anything else from passing through it till the problem is resolved. The same thing also happens when you give it a redstone signal, as I'm sure you know. My request is could you possibly make it output a redstone signal when it becomes jammed up? Either with redstone tubes or one of the sides would be fine. I understand the complications of making a machine output a redstone signal when it is also capable of receiving one, but the jammed state of a sorting machine seems to be a special case; I believe it should be capable of achieving this (correct me if I'm wrong) I would like to wire it up to an indicator to tell me when an error has occurred. I realize that it already has an indicator on it; however I tend to hide all my machines and tubing behind the scenes, so the only way I would know if it isn't working properly is to try using it or go check up on it. This isn't really necessary in any way, I just thought it would be neat :tongue.gif:

    Also, in case you missed my previous post, flax seems to be bugged with forge 1.2.2. It drops absolutely nothing; I'm not sure about other versions.

    Thanks for all the hard work you have been doing, I really appreciate it!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Anyone having issues with flax dropping absolutely nothing with forge 1.2.2? This update fixed the seed issues with the grass and other plants, but flax does not seem to work. I never tried to see if it works with 1.2.1 or previous, but other then this; 1.2.2 seems to be working just fine, so I don't know why some people are saying to use 1.2.0

    Quote from Figori

    So how do I fix this? This is a working PC installation that just doesn't work on my Mac.In fact, it doesn't matter how I do it (grab someone's fully working .jar from windows or install the mods into my .jar myself), it looks the exact same. Texture pack being used or not. I'm at witt's end, because it makes this mod about 75% unusable.


    The configs have nothing to do with the jar, nor should you be installing mods into your jar unless it specifically says to. Also, do you have the exact same mods and same versions the server is running? Do you have any additional mods the server does not? If you don't have the same mods then the ids can get messed up quite easily. You could ask the server owner to send you the config folders for the server and you can replace your own with those. Of course, this may mess up any single player worlds you may have. Depending on what mods the server is running, the configs will be in the redpower, config, and buildcraft folders.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from halycn404

    I had the same issue, along with an issue with certain things not spawning. The issue is the newest version of Minecraft Forge broke something, it came out a few days after RP4. So you have to rollback to minecraftforge-client-1.2.0, instead of 1.2.1.

    I thought this was intentional, I could be wrong. I created my new pr4 world using 1.2.1 and I very much enjoyed the difficulty it took to get my first blutricity furnace running with a few panels and a battery. I think it would be much too easy to do with the way nikolite dropped before.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Figori

    I can get in to our server, but a few textures are mis-matched. Deployers, solar panels, batteries, filters, light blocks...

    Your id configs don't match those of the server.

    Quote from Cadde

    How can something do more damage but have less range?

    Bows tend to shoot lightweight arrows, crossbows tend to shoot bolts made out of a heavier or thicker material.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    I would like to report a bug, I did a search and nothing seemed to come up. When breaking high speed rails or high speed booster rails with a fist, pickaxe, or crowbar, they do not drop what you would expect. Instead, they drop a regular looking rail with no name. No idea why this might be... I have Redpower 2 pr4, BuildCraft 2.2.8, and RailCraft 2.0.2 installed. I've installed all of the latest prerequisites in order and even tried using forge 1.2.2, it didn't seem to fix it. I figure this is just happening to me or nobody has attempted to replace their high speed rails, otherwise this should of been reported by now. I've noticed some people reporting issues with Buildcraft, but I have yet to test the Buildcraft portion of your mod yet, so I am having no issues so far in that regard.

    Here is a screenshot of what I am talking about -
    I've tried using them on my rail network, they seem to function just as normal rails do. I have yet to test breaking other types of rails, but the vanilla rails seem to be replaceable just fine. Anyone know why I am having this issue and/or know how to fix it? They are quite expensive!

    I like your mod, it gives me a reason to use rails again, thank you for this. Keep up the good work!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from SeymoreGlass

    I'm getting this in ModLoader.txt

    FINER: Adding mods from C:\Users\----\AppData\Roaming\.minecraft\mods\RedPowerCore-1.7.1.zip
    -snip


    I'm using Minecraft version 1.0.0; ModLoader 1.0.0; ModLoaderMP 1.0.0; and Minecraft Forge 1.2.0 (for MC 1.0.0). Those three mods work fine for me with other mods, just not Redpower.

    Redpower 1.7.1 is for minecraft 1.7.3, this should be pretty obvious. It also states this in the OP, and there is a 200 point font link to the download for Redpower 2 for minecraft 1.0.0.
    Posted in: Minecraft Mods
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    posted a message on Which computer seems better to play Minecraft?
    Unless you want an expensive paper weight in roughly 2 years time I wouldn't get any of those. HP is fail
    Posted in: Legacy Support
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    -snip
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Directly editing base classes sounds like the easy way out, just saying.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from ShadwDrgn

    Yeah I saw your video and your wiring confused the hell out of me. :sad.gif: Think you could post a step by step tutorial? It'd help me learn logic in general a lot. It's WAY WAY more organized than mine.

    Yeah I'll probably make one eventually, problem is I have no mic... I guess I could use annotations. After looking at it again I realized I didn't need two of the pulse formers and I made things a little more efficient.

    Basically how it works is the sand passes through the item detector which pulses to a counter and turns on one of two inputs on the AND gate. The other input comes from the timer down below which is connected to a repeater. Anytime a block (such as a log) is in front of it, the power gets transferred through the block to the AND gate which resets the counter and starts the sand pillar mechanism. This has a dual purpose of allowing the system to function automatically with no bone meal. It also resets the counter for the next round of sand to come through it. The transposers have a timer which runs off of the counter output as well. The circuit next to the tree is a timer which controlled by the counter output and makes sure the deployer only runs when it needs to. The output of this timer branches out to the deployer which first deploys the sapling and then 3ticks later the bonemeal.

    I hope that wasn't too confusing, I'm not the greatest at explaining complicated stuff. I'm sure there is a better way to do this, this just happens to be the method I came up with when attempting to make this tree farm concept using redpower machines and logic. I'll make a tutorial I just don't know when it might be.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from ShadwDrgn

    Posted a new server tour this time featuring an automatic wood farming machine using RP2!

    Nice tree farm, but did you know you only need one deployer? Your way works too of course, I just thought it would be more compact. Here is my design using only one deployer and a different circuit.



    I've optimized it since I made the video but it gives you the idea.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I would just like to take a minute to showcase ruyan and Amon's Redpower 2 Sphax addon. I have been helping them test alternate textures and I must say I quite like what they have done. It probably isn't quite complete for downloading yet but I imagine it will be fairly soon.



    Their forums can be found here - http://www.eclipse-project.de/forum/viewtopic.php?f=8&t=6
    They also do addons for other mods as well, it is quite nice work.

    Edit: the screenshots turned out pretty grainy, it doesn't look like that in-game... not sure why that happened, but it still gives you an idea.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from HeadHunter67

    I have taken the plunge and installed Core/Wiring/Lighting.

    My Recipe Book gently weeps. :ohmy.gif:

    Yes, I know what you mean. Many requests have been put fourth to Risigami only to be ignored. I understand he is probably a very busy person, so someone decided to put the matter into their own hands.

    Uristqwerty presents you CraftGuide!!!
    http://www.minecraftforum.net/topic/731133-181-craftguide-v122/

    It is a much, much, better version of the recipe book, and it also has filter support like Shocka's Craft Book did. The best part is it works in SMP! However it does require a small workaround to get working on SMP, but it works none the less. I <3 developers who support SMP.

    Quote from ruyan

    If you're interested, feel free to come to our board and leave a note. I'll provide you with some examples you can choose of. That's the main reason we started the board in the first place, to give you guys a place to suggest such things.

    Thank you for your input!

    No, thank you for your hard work and support towards the modding community! I have left a post for you to read on your redpower thread, thank you for your consideration.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from ruyan

    Just to let you guys know: The Sphax 128x RP2 Addon has been updated with a couple of bug fixes

    The addon is nice, I just wish the designer would have stayed more closely to the original redpower design. The marble and basalt can't exactly be used together like they currently can with the way Eloraam designed it. The rest of it is pretty nice though.
    Posted in: Minecraft Mods
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