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Shrooblord

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  1. Ooohhh you beautiful person. I almost cried when RIM 'died', especially because my roommate was a 'co-creator' (I think he helped set it up, but how far into the actual coding that went, I don't know) but didn't seem to want to continue supporting it either... Hey, does this CC integration fix this problem? : If so, you are all the more glorious. ;D PS I can't wait to see this get to 1.7 - AE2, CC 1.7, RemIM 1.7 ... it will be a good day come!
  2. Hiya! Love your mod, seriously, adore it. There is one problem I found while using it, though: when using the Carriage Controller (ComputerCraft carriage engine), if you try to make the carriage move to a place it can't, using pilot.move(movedir,false,false) for example, the program this function is in will exit. Now this I can understand, but then this pilot.move(movedir,true,false) which means running the movement in simulation mode, also makes the program exit. What use is the simulation if it just makes the program die when it returns 'false' (or - 'I cannot move there')? I'm just trying to understand how to use this function appropriately; I'm having trouble getting my ship to check for locations it can't move in (and I didn't feel like rigging the entire exterior of the ship with Turtles that checked if they could move there, so they could tell the ship that it could move there too ). Is it a bug? If not, I recommend changing the 'simulation function' 's application so that it doesn't quit upon returning 'false', but rather... well... returns false. Still, for the rest, utterly amazing mod - thanks a lot!
  3. To reply to your previous post, no, it won't work for all blocks, because the objects MidasGOLD lists are limited. And that's the whole point - the game crashes only if I still have a config file in there. If I delete it, it boots just fine. If I keep it, it crashes. Every time I delete it, it recreates a default one. I haven't been messing with the config file, only with the world file by replacnig blocks with their new IDs. Strange, huh?
  4. Dar you go: http://host-a.net/u/Shrooblord/ForgeModLoader-client-0.log
  5. Scratch what I said about Red Alloy Wire - that one works too. Whatever the ID is, it has remained the same as before. Phew! I'm going to check everything in my world now to see what has happened during transposing. I wonder how the game can nullpointer as soon as it launches, if all I've changed is some IDs in a world file. Surely Minecraft doesn't load all world files as it launches...? EDIT: Hm. RP Repeaters got replaced by Minecraft Redstone Repeaters. Well, it's a small price to pay - all my Frame machines still work fine! :D
  6. !!! I almost got it working! Sorry for the bump, but this is an important update on the progress. Using MidasGOLD, I was able to succesfully replace all old RedPower machines, frames and all the logic blocks. I was able to find out that the IDs MidasGOLD lists are the IDs that RedPower uses. Strangely enough, these don't even remotely look like the IDs listed in the config. This is definitely worth looking into. I looked at what the IDs were in my savefile using MCEdit and was able to change those IDs to the ones that MidasGOLD gave me. For example, MidasGOLD lists Timers as using the ID 251. In my world, they had the ID 241. In the config file, logic blocks use ID 753. By transposing my 241 -> 251, the world now works and the Timers and other logic blocks are usable. My frames are all there and even have the covers and everything they had before the corruption. Strangely enough, though, the Red Alloy Wire didn't import, but the Blue Alloy Wire did! I didn't transpose any of them, because I couldn't find them. Apparently, Red Alloy Wire uses a new ID, but Blue Alloy Wire has remained the same. EDIT: [Red Alloy Wire imported just the same. It uses the same ID as it's always done.] The only problem with this method is that RedPower keeps throwing nullpointer exceptions at game launch (not World launch!). I can resolve this by deleting the RedPower config file. I'm going to try and transpose these new blocks to the IDs as listed in RedPower config and see if that does anything. This whole situation is incredibly weird...
  7. Thanks a lot. I've decided to use MidasGOLD as my ID checker, since it reads the IDs it finds in the world file and then shows you them in a list. I hadn't thought of that before, but that might work. If you could please find out what RedPower calls its stuff, that would be incredibly helpful. The config lists things like 'machine' and 'appliance', but that's very vague. I'd like to know what a Deployer is listed as, please, because I know all RP machines are derivatives from it. Also, could you check what the ID is of a placed Red Alloy Wire, not one that's an Item in your inventory?
  8. What do you mean by 'try the other one'? Also, I tried something with MidasGOLD and MCEdit and it completely, utterly failed. So I'm going to try to edit the config file of the current RedPower and see if I can get back into my world. But then how will I solve my problem, if replacing the blocks in my world with the right ID gives me a bunch of crap? What happened now was that I told MidasGOLD to transform all old Red Alloy Wires into new ones, but it turned them into Transposers instead...! I've lost all sight of what is actually going on now... goddamnit. EDIT: The RedPower config is quite confusing. Not only does it not accurately name the blocks used in RP, it also doesn't show what ID RedAlloyWire uses, which is a bit unhelpful. I guess it got moved to something else's ID in an update.
  9. The point is I can't enter the world in Minecraft, because the game crashes and wants me to resolve the IDs. If I do that, it automatically replaces all blocks with what it thinks is right, which is absolutely not. It will replace Red Alloy Wire with Sand, for example. Then I can't recover the original Red Alloy Wire. In my map, that would be disastrous - you know how long I've been working on it already, Mark. I can't have NEI dump the IDs either, because that'll just be the new IDs. And that's not the problem. I need to know the old IDs so I can figure out which IDs have to be converted into which. I did it with this new world and MCEdit, because the naming of the objects can be a little cryptic, and this way, I know exactly which block has which ID (I've labelled all placed blocks using Signs). Thanks for the suggestion, but that won't do. EDIT: But yeah, it's not the best, because a lot of blocks are also just simply not showing. If there were any way to revert my game back to the state it was in before the update, that'd be grand. But there's not.
  10. Well, I ran into a problem: I opened a new world and placed all the blocks of which I could remember placing them in my world, so I could cross-reference the IDs of the new RedPower config to what it would be in my old world. However, MCEdit shows a RedPower frame having an ID of 250:0, while the RedPower config shows that it should have an ID of 762. I wanted to look up the new IDs of the blocks so I could tell MidasGOLD to convert the old blocks to the new IDs, but now the config and the blocks in the world don't match - which ID should I use now?
  11. Well I get it, but generally rules on forums are mostly the same: don't spam, don't harass, and you don't get bothered by the Mods. Basically: act like a civilised human being and you'll be fine - and so will the community as a whole. Signing is something I do out of courteousness when I'm new to a forum, or when I'm asking for help. Most forums display the name above the post, so it's not really necessary anywhere to sign your posts - but I do so anyway. BUT, thanks, theprolo, I will try that then.
  12. Alright then, but if I change the 'base ID' of a block, will it change all IDs with added Damage Values along with it? So say I want to translate these IDs: 1 -> 5 1:1 -> 5:1 Would a translation of 1 -> 5 accomplish that?
  13. Not all that easily, I found. I searched for a while trying to navigate 'backwards' in the Wiki. That's relatively hard. But I guess if you found the item page hierarchy somewhere, you would have found it instantly.
  14. This is what I thought too, but the config file in there only holds up to about 50 IDs max. That can't possibly be all the IDs Redpower uses - or does it use Damage Values to indicate what machine it is, like a Frame Motor of Battery Box for example? Because then the answer is there, right in front of me. Thanks! Well I don't sign my posts at the RPC either, but are you serious? That's a bit weird, if people 'round here don't take to kindly to friendly politeness. :boon: EDIT: When I tried using MidasGOLD, by the way, the results were horrible. Advanced Computers had been replaced by pistons, RedPower Red Alloy Wire by Wood blocks... things were messed up badly.
  15. --Too long/don't want to read: scroll down to the bold text for the to-the-point question.-- Dear forum, I've been playing a world with altered IDs, because my friend Marklar (or Markarthian - he has multiple names...) and I wanted to add a specific mod, forcing us to rewrite some ID data values to make that happen. That led to a chain of more and more ID changes and - I know now we should never have done that - we replaced most original IDs with new ones using an automatic ID resolver we found somewhere on the official Minecraft forum. This was all fine, until my modpack received an update and all the config files got reset to what they were supposed to say. I had been working on an adventure map for a long time by now and I found out that I could no longer access my world, because the game and the world file had conflicting ID cases. I am sound in the idea that it is better to change the world file's IDs to the official ones to prevent future problems when updating. I tried using programs like MidasGOLD and tried the Minecraft Corrupted World Hotfix. However, while I could find some of the mods' ID configs for a singleplayer world, the one for Redpower remains hidden from me. So my question for you is: Where does Redpower store the IDs used in your singleplayer worlds? I know it must be in there somewhere, but where does the mod actually save the data that tells the game what ID is used by which blocks? I'd be more than eternally grateful if you could help me, because I've put a full week of hard work into making this map - it would be such a letdown if I have now permanently lost it. Thank you very much, ~Shrooblord EDIT: PS I've managed to duplicate a clean slate of my world by generating a new world with the same seed. Is there something in MCEdit I could try doing? Remember that I wouldn't be able to simply copy over the parts of my old world into my new one; the blocks described in my old world still have the wrong IDs attached to them.
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