
Sibbis
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[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
I'm still testing... It definitely has something to do with the complex world I'm testing in. I'm testing my server world in single player. So there are *lots* of machines and chunkloaders all over the place, and a bit laggy. If I start a fresh world with the same mods, it works beautifully. I'll test more and get back. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
Lethosos: Actually, the engine does not need to be part of the carriage. If you watch his template carriage demo video, it isn't part of his carriage either. Gendalph: What version of AE are you running? This similar setup worked previously with AE 10 and an old Redstone in motion, it just couldn't push through water / liquids. I'm testing with a crap-ton of mods, however. I'll try it with a new world and just a minimum set of mods and see what happens. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
I've started playing with bores again. I'm trying to setup my Applied Energistics based bore again, and I'm getting a repeatable crash whenever I add an ME storage bus to the carriage with a simple ME system. http://pastebin.com/yeMAz8j3 Simple case: 3x3x2 template carriage, with 1 carriage left out of top layer where the engine will go. "Collapse" the carriage under the notch. Engine on top of the carriage, of course. Blocks on the bottom layer, ME controller, ME storage bus attached to an Ender Chest. (Crashes both with and without power to the ME system, via Tesseract, so I left that out for this example.) When you try to move the carriage, it moves, but crashes before it gets set. See crash log above. When you log back in, carriage appears moved, but Ender Chest is reset to default, ME storage bus and ME controller are facing the opposite way, and the carriage is no longer a valid carriage. (The carriage block under the engine is a normal open template carriage block.) The culprit appears to be the storage bus. (Maybe other ME buses will have a similar problem, but the same exact setup, but without the storage bus works fine.) This is with 1.2.0 Redstone in Motion and either AE 11c or the dev AE 11d-rc1 Thanks for all your hard work! -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
Ahh, actually, it wasn't in the crash-log, and I didn't look at the forge log until you just mentioned it. Probably should have done that first. Apologies. :) -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
Ok, I did a lot more testing this morning, I grabbed a bunch of screenshots, but now that I've tested, I don't think they are needed. I can post them if my explanation isn't enough. I can get it to happen reliably every time. But ONLY if I'm "riding" the carriage when I save / quit. If I'm off the carriage, it saves and is intact when I log back in. Simplest test: 3x3 template carriage with middle block being the one you "collapse". Build a platform around the middle block (where the template was). Put an engine on the middle block. Put a redstone torch next to engine. Wait for it to start moving. Hit ESC. Save and quit. If you were on the platform and moving with it, it's gone. If you were off the platform, not moving with it, it's there. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
One thing to note is in my test frame, the place where I place the redstone torch isn't part of the template frame area (I didn't make it 100% right), so when I place it, it immediately breaks as the frame moves. Maybe that has something to do with it? -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
Yeah, I'm testing in single player before I put it on my server. It is a copy of my server's world, though. So turtles, quarries are running, lots of power systems running in other areas, etc... It can be a little laggy. Multicraft routinely shows cpu at 100% in our current world. (VisualVM points to Mekanism's Universal Cables as a major cause, incidently.) When I tested, I put down a redstone torch, watched it start to move, then hit ESC, then simply quit out of minecraft, normally. (No alt-F4, no 'X', etc.) When I came back, no frame, just the ghost blocks. Decaying ghost blocks is fine. The main thing is that I'm just a little worried that every time the server crashes I have to recreate every frame from scratch. With a heavily modded server like mine, crashes happen all the time. (Way more than they should, really.) But, that's the cost of being cutting-edge. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
It also looks like the mod suffers from the same problem that RedPower frames suffer from. If a server crashes, or if you have to recover to a save, the frames could be in an intermediate state, with the motive ghost blocks replacing everything, and you lose part / all of your machine. On a server, you can't really control what state a frame will be in when a save occurs, and I've had several instances with RedPower where after a crash or having to roll back to a save where frames are only partly there. So, I thought I'd do a quick test to see how Redstone in Motion handles things... In testing, I did a quick save / quit while the frame was in motion and when I log back in, I see several Motive Spectre (invisible) blocks, and nothing left of my frame. Also, if I interact with any of those blocks, or move near / through those blocks, I get a ticking memory connection error, and: java.lang.NullPointerException at JAKJ.RedstoneInMotion.MotiveSpectreEntity.WriteToNbt(MotiveSpectreEntity.java:100) at JAKJ.RedstoneInMotion.TileEntity.func_70310_b(TileEntity.java:36) at mcp.mobius.waila.network.WailaPacketHandler.onPacketData(WailaPacketHandler.java:37) at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255) at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245) at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:84) at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:1098) at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59) at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89) at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134) at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53) at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:677) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573) -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
Yeah, I think just overwriting liquids, both flowing and still is the way to go. I think block breakers should be able to handle the rest. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
The new template blocks work great! One little problem, though. It looks like when moving, the mod currently treats water as a solid block, and won't push through it. And of course most block-breakers don't get rid of the water, so the bore gets stuck. I imagine this is true for lava also. Then there's other liquids like oil, etc. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
Yeah, I disabled that Railcraft hidden block in my config almost immediately. It broke a lot of other mods in very confusing ways. And the only benefit seemed to be that you could put on the trackman's goggles and see where people had been. I didn't really see much use for that feature, and the annoyance factor of everything else wasn't worth having it enabled. That template carriage idea sounds 100% awesome. That will definitely solve a lot of issues (including mine), and make for some very, very interesting structures / machines. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
Not sure how well that'll work in practice. The gravel / sand / water / lava problem is significant in bores, so I don't think this will work very well. That magical Frame Block that made the mod treat the block above it as a Frame Block would be amazing In the meantime, I'm going to try my turtle idea and see how well it works. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
Sibbis replied to jakj's topic in Modders Metropolis
I've started to play with this. It looks really great! Of course, the first thing I tried to create was a bore. The main issue I'm having is getting power to the "block breakers" while still having the frame be intact. Is there no way to do this currently? I'm using the latest version of Applied Energistics, which adds a type of block breaker. The problem is that I need a complete "wall" of frames to attach to the block breakers, but I also need to somehow connect a cable to the block breakers. So, either AE works, or the Frame works, but I can't figure out a way to get both to work. AE works: Frame works: If there were a Frame Carriage block that made any block immediately above it act like a Frame Carriage block, this would work. My current workaround plan is to have a ComputerCraft turtle break / place the AE cables and Frame Carriage block as needed, but that's sub-optimal. So, is there any way to make this work currently? If not, are there any plans in the future that could make this work? Thanks, keep up the great work!