Is there a way to make my mod load last, after every other mod? I need it to do that because it affects every mod, but I'm trying to avoid base edits. I'm using forge, and yes, I did try using "@PostInit" etc.
But when you offer to share your work, expect repercussions!
Especially when you do in a Forum/Mod that says thou shalt not!
Well, technically (from my perspective anyway):
All my mods are copyrighted material. They may only be downloaded from the
links I provide. You may download them to use and play, if you want to do
anything else with it, you have to ask me first. Full terms and conditions are
available on the download page on the blog.
Eloraam has no proof that he didn't just guess-and-check the entire thing. That's how I'm "planning" on doing my mod-of-mod to add extra features to RP eventually. Guess'n check. Check and guess. And item/block references aren't that hard to figure out either, even without guessing.
Guess an' check.
Also, the term "use" in the quote above is quite ambiguous.
I was wondering if I could get permission to use this mod in our private FTB Alvega Pack. We would like to get a private pack going, so everyone can get the custom client easily. If you want, you can look up some videos of the server.
This is a temporary solution for the problems everyone have with our favourite mod. It patches RP2 classes on-the-fly and fixes those bugs:
*Sneak click with a screwdriver. Bus ID setting on IO Expanders & other stuff is doable again. Please report to me (via PM) any side effects of this fix, as I'm not sure everything will work as intended.
*Dupe bug on backplane, RAM and IOExpander. It won't drop 2 when broken anymore.
I'll try to fix the dumbness of autoassign, but no promises.
If it violates something tell me, I'll take it down immediately.
Have fun
Interesting... I don't think it's against the terms and conditions, but Eloraam can't do anything if it is seeing as she 99% won't see that post. I'll test it out and see if it actually works. Changing BUS IDs would be very nice ATM with some programs I want to make.
Okay... So... I go into redpower and change every id listed to something else?
No, change the conflicting ID. Or, preferably, the ID of the other mod. The mod causing the problem is always the last one added, unless you added a bunch at once.
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 2/3/13 4:01 PM
Description: Failed to start game
java.lang.NullPointerException
at com.eloraam.redpower.RedPowerControl.setupBlocks(RedPowerControl.java:117)
at com.eloraam.redpower.RedPowerControl.load(RedPowerControl.java:50)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to /Applications/MultiMC.app/Contents/Resources/instances/Digi's Direwolf20 pack/minecraft/crash-reports/crash-2013-02-02_19.41.28-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
a
--- BEGIN ERROR REPORT a1e511ad --------
Full report at:
/Applications/MultiMC.app/Contents/Resources/instances/Digi's Direwolf20 pack/minecraft/crash-reports/crash-2013-02-02_19.41.28-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.NullPointerException
at com.eloraam.redpower.RedPowerControl.setupBlocks(RedPowerControl.java:117)
at com.eloraam.redpower.RedPowerControl.load(RedPowerControl.java:50)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT f2fab18c ----------
It works 90%, but vanilla pistons are... odd. But I didn't need a bit register, I just needed a counter, which I have. I'll upload pics when it's done, but, like I said, pistons are buggy.
Toggle latches should be able to make a binary counter on their own.
Try searching this very forum for "binary counter"
I am sure there should be some designs.
EDIT:What are you building?
Builds that use the CPU do not need to reset the counter.
"current_value - previous_value modulo 0x1000" returns the "pulses since last read"
(IOX@ DUP prevv @ SWAP prevv ! - 1000 MOD) as a code example, prevv is supposed to be a variable.
Derp. I should have searched first; one of your previous posts holds the answer. I was just arranging the toggle latches incorrectly.
And I'm doing a logic-only analog clock for a clock tower, so that's what I need the counter for. Eight states of each hand, so two independent 3-bit counters.
I was wondering if somebody could help me with a logic contraption I'm trying to make.
I need a 3-bit binary counter, where it will increment by 1 every time it receives a pulse. So 0, 1, 2,..., 7, 0. I tried using toggle latches and AND gates, but it didn't really work. And it can't be the counter tile, because I need the output to go to a bundled cable, in binary. So 000, 001, 010,..., 111, 000.
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0
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Well, technically (from my perspective anyway):
Eloraam has no proof that he didn't just guess-and-check the entire thing. That's how I'm "planning" on doing my mod-of-mod to add extra features to RP eventually. Guess'n check. Check and guess. And item/block references aren't that hard to figure out either, even without guessing.
Guess an' check.
Also, the term "use" in the quote above is quite ambiguous.
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-.-
Right on the download page it says: And 1.4.6 mods work on 1.4.7, so yes.
Go to the Redpower.lang file and change the names.
Read the OP. Private packs are okay.
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Interesting... I don't think it's against the terms and conditions, but Eloraam can't do anything if it is seeing as she 99% won't see that post. I'll test it out and see if it actually works. Changing BUS IDs would be very nice ATM with some programs I want to make.
0
No, change the conflicting ID. Or, preferably, the ID of the other mod. The mod causing the problem is always the last one added, unless you added a bunch at once.
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ID conflict.
@Ireee:
It turns out I did need a bit shift for a later part in my clock; I was just getting it mixed up with something else. I'll put up pics when it's done.
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ID conflict.
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It works 90%, but vanilla pistons are... odd. But I didn't need a bit register, I just needed a counter, which I have. I'll upload pics when it's done, but, like I said, pistons are buggy.
0
Derp. I should have searched first; one of your previous posts holds the answer. I was just arranging the toggle latches incorrectly.
And I'm doing a logic-only analog clock for a clock tower, so that's what I need the counter for. Eight states of each hand, so two independent 3-bit counters.
0
I need a 3-bit binary counter, where it will increment by 1 every time it receives a pulse. So 0, 1, 2,..., 7, 0. I tried using toggle latches and AND gates, but it didn't really work. And it can't be the counter tile, because I need the output to go to a bundled cable, in binary. So 000, 001, 010,..., 111, 000.
0
Logs or it didn't happen.
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