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    posted a message on Railcraft 9.2.2.0
    Hey,

    I'm a new modder (and pretty new Java developer), and I've been working on an add-on to Railcraft that introduces metal dusts and ore processing functionality to the Rock Crusher in the absence of IC2, as currently IC2 must be installed for this functionality to be active and that's not necessarily something everybody wants all of the time (IC2).

    The only items added by the mod are the dusts. Checks are done on the ore dictionary for the presence of various mod ingots, dusts are given smelting recipes accordingly, ores needed for the dusts are grabbed based on the present ingots, and now I'd like to be able to add the necessary recipes to the Rock Crusher so the dusts might be created.

    I'm having difficulty with the Railcraft API, though. I've written recipe and handler classes implementing IRockCrusherRecipe and IRockCrusherCraftingManager and created a bunch of recipes (I think/hope), but I'm not really sure where to go from here as far as making them actually show up in-game. Is it a matter of "telling" Railcraft that I've done these things in some fashion? Any help would be appreciated.

    Thank you!
    Posted in: Minecraft Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    Quote from ferdischabel

    is there a engine that can power the extractor in all stages (but the jet engine)?

    In my world, I'm powering an extractor with two separate hydrokinetics.

    To accomplish this, I've designated one engine as a high speed line and one as a low speed one, then used redstone to control clutches on each shaft before a shaft junction to the extractor. The lines never act on the shaft junction at the same time due to the way I've set up the clutch redstone, so there's no grinding from the speed difference. The redstone does timing stuff so that each shaft is powering the extractor during the relevant phases.

    I've also split the output shaft before the extractor to send a tiny bit of power to a pump, feeding the extractor water.

    Pretty nutty build, but it was quite fun!
    Posted in: WIP Mods
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    posted a message on [1.7.10] RedLogic - replacement for RP2 Wiring/Logic/Lighting
    Immibis, is there any chance of adding a "redstone diode" that prevents backflow of signals but, unlike repeaters, is instant? It'd be extremely useful for preventing the overcomplication of already complicated time-sensitive circuits and things and I would love it very much.

    Thanks and hugs!

    As an aside, I'm also pro multipart switch - I'd gladly rerun my cables after.
    Posted in: Minecraft Mods
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    posted a message on [1.4.6] Grey Goo Mod v2.3.3 (NEW RAINBOW GOO!) {With machines, Plague World, dimensions!}
    Thanks so much for picking this amazing mod up, LegioXV! I was afraid it'd be lost in the sands of time :(
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    For the record, you can obtain EE2's source via bearded octo nemesis (a tool by immibis for deobfuscation) and a java decompiler.
    Posted in: Minecraft Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    Quote from claycorp

    Why would you need NEI when you have a book of "everything you would ever need to know"?
    Sounds like you are lazy and just want to make it easy.

    The thing is he doesn't want things to be automated... Otherwise they would be already.

    Changing his recipes would be a total pain just because he has everything balanced the way he wants it and theres hundreds of recipes that would need changing..
    They will never change and if you don't like it well I doubt reika will care it is his mod. No is no and thats final.

    When I say "vanilla" here I'm talking about the recipe type; I'm not advocating for changing the items used by the recipes themselves. Anyway, more stuff:

    - (NEI) Recipes can be shift-clicked into crafting grids using items in your inventory; you don't have to reference back and forth through the handbook if you don't remember a recipe.

    - (Vanilla Recipes) Vanilla recipes can be autocrafted using other mods' crafting systems. This integrates RC better into the overall context of minecraft moddin' and improves the way it behaves with other installed mods.

    - I feel it makes for weird gameplay that most RotaryCraft recipes for machine parts are vanilla recipes, but the "finished product" machines aren't. Vanilla recipes are automatically indexed and searchable in NEI, so if you want to look up a RC component there you can. However, if you want to craft a machine you have to look it up in the handbook, which lacks mouseover text or any info saying the names of the components used in the machine. This means that, if you don't know what a part seen in your desired recipe is called (which is probably extremely likely for the average user), you then have to go into the machine parts tab and search for it/the name by appearance alone. That part could be made up of other parts which are also not labelled in the manual so you could end up doing the same thing again, or you could look up and shift-click craft the recipe using NEI's functionality, which is a lot quicker. Once you have your components that you found recipes for and crafted in this manner, you likely have to go back into the manual again because you no longer remember the recipe for the machine you originally wanted to craft. After referencing the recipe back and fourth in the manual multiple times to get it right in the worktable, you craft your machine.

    I just think it's a weird workflow, and it could be changed by using vanilla recipes for all machines and making the worktable used for tools only. The RotaryCraft handbook is fantastic for the information it provides on everything in the mod and how it works, and I'm not suggesting that that part be removed or any changes be made to the handbook, necessarily. I am however talking about the worktable and saying that I think the way the recipes are crafted should be put up for review.


    I feel that, for making the machines, the worktable doesn't have that much of a difference in functionality from a regular 3x3 crafting table. Making it required for crafting RC machines doesn't really add much in terms of gameplay, while it significantly decreases the mod's compatibility with other installed mods.

    Considering the amount of updates Reika has been posting that are made to make RotaryCraft integrate better into a multi-mod environment, supporting what is perhaps the current most ubiquitous minecraft mod by far would probably be very beneficial. Vanilla recipes are quite simple to add, and the positive impact of changing all machines to use them would be huge.
    Posted in: WIP Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    Quote from Reika

    ????


    Applied Energistics (AE) is a relatively new and now pretty much ubiquitous mod that has some very serious autocrafting/automation/storage capabilities - almost everybody and there mom these days uses it.

    Back when I initially suggested reverting to vanilla recipes for machines it was because the worktable can't really be automated effectively in this way (AE) or any other way I can think of really. One could've used routers to insert precisely into each of the worktable's 9 slots, after routing the items perfectly to each and every one of them (a really tough task in and of itself)... but in such a case you'd need a dedicated 9 routers + worktable for each and every worktable recipe you wished to automate, which is stupidly expensive. Also, routers crash when you put them next to the worktable so this wouldn't work even if it was practical.

    The only other option I can think of for automating worktables is a miscperipherals inventory turtle, but with the fact that turtles can't tell what their items are, only if they have some and how many there are, I'd say it'd also be pretty much impossible and/or extremely cumbersome to automate worktables in this way.

    This is why I still really do think that RotaryCraft machines should have their recipes reverted to vanilla, with the worktable being used for swapping out springs in tools exclusively. It'd also have the bonus of allowing those recipes to show up in NEI without you having to write a special plugin for them. Alternatively, a system with ghost recipes that allowed items to be piped in would make it automatable in a similar way to Forestry carpenters (where you need one carpenter for every recipe, but it crafts from an internal inventory when you pipe them in making it not difficult to automate). But again there would be a need for an NEI plugin for the worktable recipes in such a case and I'd still opt for vanilla recipes personally due to their flexibility.
    Posted in: WIP Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    What are the fancy rocks/ores(?) I keep seeing in your test world, Reika? They look spiffy.
    Posted in: WIP Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    Quote from Reika

    Everything


    I am extremely psyched. That is all.
    Posted in: WIP Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    Quote from Reika

    Also, some long-delayed screenshots of RC development:

    This is wonderful! (Except maybe all the wisps :P )

    I cannot wait to play with these updates! <3!

    Also, any spoilers on air compressor conversion ratios and output and such? It looks like that wooden conductive pipe is throttling the compressor's output with that gas turbine, meaning it's outputting over 32 MJ/t. Is there no cap on the air compressor or does the max input just make it exceed 32 MJ/t or wha? It might be cool to cap them, as then there would be a need for more than one compressor in a setup; the idea of "split your shafts or you're wasting power" is pretty sound but I feel like it might fall apart if someone were to use something like TE energy conduits instead of BC pipes... hmmmm
    Posted in: WIP Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    Quote from Reika

    To further enforce the Silk-Touch rule, I just made the pick un-enchantable (thus ruling out piping solutions) and made the dropped item also auto-re-enchant.


    Does this mean one can't use enchanted books in an anvil to add, say, efficiency? I feel like that's an enchant that should be allowed on the bedrock pick.

    Unfortunate that the crash can't be fixed yet.. it's great that there will be a solution though :D
    Posted in: WIP Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    Hehe, that DartCraft solution rules. Glad to see you're on it! Sorry for the bug barrage and old timey report.

    For what it's worth/if it's useful, the source for MFR is located here, if that helps with rednet/bedrock pick disenchanting crash things. Tinker's Construct here. Meep!
    Posted in: WIP Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    More cross-mod bug reports:


    1). MFR rednet issues. ~Sometimes~. I'm not sure what's causing this bug, but it seems relogging fixes it? Anyway, here's what I WAS experiencing; it sort of happens on and off:

    Powering a clutch with a Minefactory Reloaded rednet cable instead of vanilla redstone made the shaft's rotation become this super-fast screwy oscillation state between the actual torque/speed it was at and 0. Powering the clutch with vanilla redstone prevented the shaft from behaving in such a way. Strange.


    2). Tinker's Construct tools do not break machines properly. Shafts will not break at all (indestructible), while other machines break but do not drop items (they are destroyed completely).


    3). The extractor won't process some non-vanilla ores, it seems. Attempted: Thermal Expansion ores, Tinker's Construct ores.
    Posted in: WIP Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    Just played around with the DartCraft force wrench and a couple RC machines. Shift right clicking the wrench serializes tile entities into carryable items that you may place in-world exactly the way you picked them up (with all settings intact, etc).

    Anyway, I managed to pick up a shaft junction with it, netting me a missing texture technical block that was fine when it was placed down again. I tried to pick up an (empty) CVT unit though and experienced the following crash:

    http://pastebin.com/zzczzmqC

    Tried picking up a dynamometer in addition to the shaft junction. They both pick up and restore fine, but get picked up as TECHNICAL BLOCK Transmissions. Picking up one of my hydrokinetic engines also works fine, though it picks up as a TECHNICAL BLOCK Engine. It also restores just fine. Links are pictures of em.

    But yeah, CVT crashes.
    Posted in: WIP Mods
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    posted a message on [Forge][Tech][SMP]RotaryCraft - Machines, Power, Automation
    A smallish but frustrating bug:

    Putting "excessive" amounts of materials for a recipe in a crafting table, such as one extra HSLA ingot in one of the HSLA item stacks for crafting a mount, then shift clicking the recipe crafts the recipe but also force-crafts the extra parts into whatever. Basically, with this situation you'd end up crafting the mount AND crafting that extra ingot into ball bearings, accidentally and with a single shift-click. In other situations you can inadvertently create steel scrap, etc.
    Posted in: WIP Mods
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