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jakj

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Everything posted by jakj

  1. Well, you can turn off the grabbing of item entities in the config file, if that helps. Not really: I'm pretty antisocial. Right now I'm trying to get a little coding in while I eat and do the crap I need to before bed, so I can do my absolute best to get this release out before I have to leave again tomorrow.
  2. No, but if the crash is happening only with obsidian pipes, the solution would seem to be to either make sure everything is already safely sucked up before moving, or to use another block breaker that ejects directly into pipes, like something out of AE.
  3. The crash is in the part of Buildcraft that moves items already in pipes, though. Which doesn't mean what you said can't be the case, but it just makes it even more difficult to track down, because any step in the chain could introduce instability into an item entity that doesn't actually go splat until later on.
  4. It's possible. It's not actually my code crashing at any point, but the fields that are causing the crash are fields modified by my hack to make pipes work on carriages. I don't see *how* the error is possible, since it's talking about concurrent modification but I do all the modification before I even let the Buildcraft code run. Hard to say.
  5. Rotation is not going to happen: I'd have to write and maintain special code for every mod in existence, and maintain multiple versions of the code for people not immediately updating those mods. Use ugocraft.
  6. Okay, so I am a dirty stinking liar and there are way more crash bugs and weirdnesses to deal with than I expected, so I have to pull a Blizzard and say today's patch will be somewhat delayed by the unfortunate fact that I have to go to work soon. My apologies for my hype cannon shooting off prematurely. I was just (and still am, actually) so excited about getting this going. While I quash bugs and make a living, here are the textures for the new Carriage Translocator:
  7. You mean how already if a side of a carriage block is closed, it doesn't propagate through that side, so you can have a layer of them with closed sides? Because yeah, that. They just have to be connected to the origin carriage block.
  8. Have you created an amazing airship or triumphant tunnel bore with this mod? Would you like to be able to send it out to the wide open world or straight back to your home with just a block and a button? Well then, get ready to fling your carriages across space and dimension, with the official release of Redstone In Motion 2.0.0.0 tomorrow morning! Carriage teleportation, configurable sides of regular drives for jointed constructs, improved flexibility for Computercraft control, increased stability, and even bug fixes. If you have a crash report you haven't submitted yet, get it in!
  9. Whatever mod that "WorldRendererThreaded" class is in, is calling blocks to render when their tile entities haven't been properly established. Without knowing why it's doing that, I can't say whether it's a bug in that mod or not, but since it's doing something that vanilla doesn't do, I'm leaning toward "yes". In any case, it's not actually a bug in my mod, but it's something I could add a redundancy check to handle. I hate doing that, but Minecraft is already so bloated and shitty that I doubt anyone would ever notice an extra millisecond per renderer update.
  10. Lining the bottom of the structure with blue with closed bottoms, or using greens, is the correct answer, yes. Due to the complexity of the problem, I have no plans to make carriages cascade, but you never know what the future holds.
  11. You can't mix carriage types like that. If you want the power of the blue carriage, you have to accept the limitation that it grabs fucking everything. If you want the precision of the orange carriage, you have to accept that you need to engineer your entire structure with them.
  12. In a future update (hopefully soon but no promises), I'm adding teleportation support, so if you just want to move huge parts of the world from one part to another, you will be able to do it relatively quickly. These are already issues well-known and listed for quite some time. I keep forgetting what it's called, but there's a block from a mod that basically does the right-click use action on an item, letting you put an actual portal gun in it and activate it by redstone.
  13. Frame carriages connect only one block out, so you can have a layer touching the ground that shields the carriages from damage. Alternately, use template carriages, and you can embed the patterned template carriage deep inside your structure.
  14. The way Minecraft works, I'd have to consume twice as many block IDs to implement armored versions. I suppose I could put blast resistance as a config option, but I'm not sure just how much it would be worth bothering with. I'd rather just have people use more creative engineering to put blast-resistant blocks as the portcullis instead of just letting them be lazy and armoring the carriage blocks directly. There are more than plenty of carriage types to not have to make a door out of them directly. As for a tank...yeah, that's not within the scope of the mod, but if you get one working anyway, good on you.
  15. Not a bug: Carriages have very little blast resistance. Gotta be careful around them. Use a screwdriver to remove leftover invisible blocks.
  16. Use the screwdriver to close the sides of the carriage blocks facing downward. You'll need a layer of the platform carriages supporting the bottom of the assemblage that are connected to the starting carriage block. Alternately, use support carriages that are automatically closed in all directions that aren't carrying something. (Remember that you can disguise carriage blocks' closed sides to look like anything you desire.)
  17. I just realized I did the wrong reobfuscation on the latest 1.6 test build, so it's going to work only on 1.6.2 and not anything earlier. Just so you know.
  18. New 1.6 test build: https://www.dropbox.com/s/hyueagxiupiut8z/ALPHATEST3_RedstoneInMotion_2.0.0.0_mc1.6.zip I altered my herp_derp() to a derp_skerp() and now it actually launches. >_< Do-overs!
  19. Aw hell. Well, I'm off work today, so plenty of time to get the fool thing working.
  20. I made a change that should reduce (or hopefully elminate) rendering crashes, but may introduce non-crashing texture glitches. https://www.dropbox.com/s/95sc7vjr3ndz0yl/ALPHATEST2_RedstoneInMotion_2.0.0.0_mc1.6.zip
  21. That's the second crash report I've gotten for ResetBoundTexture in 1.6, so clearly that's a major bug I need to fix. As for the peripheral not moving, it sounds like somehow the tile entity errored out and got deleted. What I want you to try is to break all the blocks, then put them back down, reform the template with the screwdriver but DO NOT use the screwdriver again to display the ghost blocks (click only once on the template block), put down the controller and computer, and instead of running your program, go straight into lua and try to issue a move command. Tell me what that spits out. If it's literally nothing (as in it gives you a new command prompt without spitting out a single character), try a different type of carriage, or try it with no carriage at all, and see if you can get it to give you an error. (To temporarily get your world to stop crashing, you can either use MCEdit to delete the template carriage, or you can change the block ID of the carriage in the config file to delete all the carriage blocks in your world.)
  22. Yes, multi part support is super-high on my to-do list, but until then, no mod using them will be compatible.
  23. That gave me the info I needed, so I've put it on my to-fix list.
  24. There is always a log: It is called "ForgeModLoader-client-0.log" in whatever directory is specified in your profile. What you should do is open your world, move a carriage such that it disappears in transit, then immediately close the world and post that file to either pastebin or a private message to me. There's no guarantee that file will contain the information I need to figure this out, but there's a good chance it will.
  25. Adding the More Storage mod makes things not render? That's...odd. You should post the error log: It might be a More Storage block somehow erroring out in the rendering process. (I really need to make that code more robust.)
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