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jakj

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Everything posted by jakj

  1. Why do you think it doesn't fit vanilla Minecraft?
  2. Two additional points: 1) Platform Carriages are not flat-out superior to Frame Carriages: For some builds (especially compact ones), it's much better to have easy and precise control over which blocks are picked up instead of having to put a bunch of cushioning frames all around it. 2) I may make the support carriage pick up blocks in a straight line out of any open side instead of just up/down, so that way, you could have a sideways moving wall of stuff. Not sure yet. The decision to be made is whether or not it would be annoying to have to close all the inactive sides every time.
  3. The final version will have four types of frames (two of them already implemented, two being implemented right now), and your suggestion is #4. They are: === 1) Frame Carriage Works like the old Redpower frames: Any block immediately touching an open side of a frame carriage will be considered part of the carriage, and moved. 2) Platform Carriage Any block immediately touching an open side of a platform carriage, or any block immediately touching the side of that block, and so forth, will all be picked up (subject to the maximum number of carry-able blocks based on your carriage structure). This is best for large open-air structures (since a cushion of air defines the structure), and it can be insulated by putting frames with closed outer sides as a shielding layer. 3) Structure Carriage Instead of touching blocks, they are laid out as the 12 edges / 8 corners of a cube (like a giant wireframe cube made out of blocks), and anything inside that cube will be moved. This is useful for relocating a house. 4) Support Carriage This is what you want: It will pick up all blocks above and below it in a straight up/down line, and none to the sides. If you want it to pick up only blocks above it or only blocks below it, you can close one side of the carriage. === The carriage blocks can be in any contiguous arrangement: They are counted by going first from the carriage drive, and then all frames of the same type that are touching each other count as one. You can put other types of frames inside the structure, but they'll be counted as any other block, not as carriage blocks.
  4. That particle effect is sweet: I'll definitely use that. I'm changing my mind about the lightning so don't worry about that for now. If you could give me that particle image in original resolution, I'll add it to my folder.
  5. Insert face palm image here.
  6. If you do any such thing, I will find you, and I will lock you in a closet for the next five years. Don't troll.
  7. Hmm. Well, the mod won't require much graphical stuff beyond textures which I can just get from creative-commons sources. I do want a few things, though: *) When the blank soul shard is used on a mob, I want a modification of the vanilla lightning strike to hit the mob. It won't alter them: It'll be visual only. *) When a soul shard is in a spawner, I want it to draw with different particle effects from the normal spawner fire. That's all I can think of at the moment. If you do come up with something cool, though, it'll have to be openly licensed, such as public domain (if your juristiction recognizes the public domain), WTFPL, GPL, CC, or similar.
  8. New testing code: http://j-a-k-j.com/RedstoneInMotion_testing8.zip *) Carriage textures increased in quality. *) Added screwdriver: Activate the screwdriver on a carriage's side (sneaking or not, doesn't matter) and it will open/close that side. Alternative to sneak-activating with an empty hand. *) Implemented platform carriages: These work just like frame carriages, except instead of picking up just the blocks directly touching them, they also pick up the blocks touching those, and the blocks touching those, and so on. For now, a hard limit of 500 blocks is in place to make sure you don't accidentally try to pick up an entire continent. *) Carriage motors and engines now come in two types each: normal, which will activate on a redstone signal but will refuse to reactivate until the signal is taken away and reapplied, and continuous, which act as they do now, re-checking for a redstone signal every time they finish moving blocks and automatically moving again if they find one.
  9. It would take me a month to remake a mod as huge as Thaumcraft, and that's with just decompiling the code and rewriting it a bit. Actually learning how to do things and redoing everything (including textures) would take half a year. I would have to be pretty fuckin' pissed at an author, to the point of frothing rage dripping down my chin, to go through all that.
  10. Four broken image icons. That's helpful.
  11. Considering what people think of Technic, I doubt any mod I make will ever get popular enough that my little godaddy account won't handle it. Although...considering how DIrewolf20 feels about frames, and considering he's a person who avoids rocking the boat for any reason...I feel almost giddy at the thought of him going back and forth in his mind of whether or not to use my mod (if he even ever hears about it). I genuinely like Dire, even though I wish he were less of a pudding and stuck up for himself instead of trying to be everyone's friend, but he's never (to my knowledge) done anything I actually disapproved of. I'm going to redo Soul Shards 1) because it's just a small mod, and 2) because the author has been a d...........has been unpleasant. Azanor just has an unreasonable anti-modpack bias, and he does attempt to use logic to justify it, and he is not an asshole at all. *And* his mod is frickin' huge. So no, not doing Thaumcraft. It's not like you'll get sued for using it in your modpack without his permission: You'll just get yelled at.
  12. If the carriage just kept going, somehow it pulled a redstone signal with it. I'll have to make a thing where you can choose whether or not you want the machine to accept continuous signal or just pulses.
  13. I just tried this without anything and it seems to be a vanilla bug. What I did: Wool block with button on it, sticky piston and redstone block, exactly like your picture. No frame carriages, no carriage engine, no second wool+button+piston+redstone. Pressed the button, it stayed up, broke the redstone, it went down. If I were you, I'd try that in vanilla without even forge installed, to see if it's a forge thing or if it's a bug in the game itself.
  14. Small update: Testing version #7 available. * Added textures for carriages. * Fixed creative tab.
  15. Excellent: That sounds like a plan, then. Once I get the rest of the carriage and carriage drive stuff done, I'll add in the CC api and make a simple peripheral for it, and then start working on the wiring from there. Until that's done, people can just have multiple engines/motors so they don't have to snap their spine trying to use vanilla redstone to connect to all six faces at once. Would be easy enough to have one engine for N/S/E/W and another for U/D.
  16. Okamikk, you are a loony. And that sounds like a movie. I like Spirit Fragments. It doesn't scan very poetically, but it is certainly Awesome enough and also is a nice tweak on the phrase "soul shards" to make the link clear. I believe I'll go with that. EDIT: Ooooh, Essentia Vitae...holy crap. Now I have a hard choice because both names have strong merits. I shall ponder.
  17. Aha, I see. In your ComputerCraft program, you would specify which color of wire goes to which face, based on north/south/east/west/up/down. I had been envisioning just a simple interface equivalent to turtle.forward and such (except with six directions rather than four with turning). Tell me something, though: Does this work by a kind of sneakypipe functionality? As in, in your program, you specify that...say, the blue wire...should send a redstone signal to the top of the block, the green to the bottom, and so forth, so you can actually send power to all six sides even though the wire is connected to only one? If so, I'm curious as to how this is possible, because the current way that redstone signal is detected is to call a function like Block.isProvidingWeakPower in the direction you're interested in. I suppose I should just decompile CC and see how it works. But yes, this is a great idea to do once I get to that point in the coding.
  18. I give you points for cuteness, but it's too corny to really use. :P
  19. I have no idea what you just said, having never done anything more with ComputerCraft than made a turtle that'll lay down a line of blocks for me. Link me to or post some sample code or a tutorial/wiki and I'll tell you if it makes sense for what I'm doing. For the most part, if it worked in Redpower, it should work in mine, but I am not going to make that a blanket promise, since there are things in RP I'm not going to reimplement.
  20. 12? There are six. There will be eventual RedNet integration, but it's lower down on the list. I'm probably going to need to reimplement red-alloy wire before diving into ComputerCraft. That is a good idea, though: Since the different colors of wire won't connect to each other, you could have one of each color running to each face, up to a bank of buttons or levers on the control panel of your UFO.
  21. It will be vanilla-only, with *maybe* optional mod integration at some point in the future. (Such integration would simply be automatically disabled if the mod in question were not present.)
  22. I have now un-derped the creative tab, so it will again work in the next release (tonight or tomorrow morning, depending on how sleepy I get).
  23. Heh, you guys are silly. And it reminds me of the stained-glass mod (if I recall correctly) that took ground-up mobs as fuel. Shadow Dragon continues to be a d.....well, continues to be unpleasant in his thread, putting out few updates and yet holding onto his "rights" like Scrooge MacDuck onto a clipped shilling, turning up his nose at anyone and everyone. And he's decided that the removal of soul-absorbing boost enchants is permanent because it's supposed to be "hard". I would have just suggested to the people expressing discontent with this idea that they could just go use Dartcraft, that adds an easy way to get the soul-stealer enchants, but OH RIGHT I'M FUCKING BANNED still. This guy needs to be taken down a peg and his pride deflated, in a calm, civil way. I've now decided for sure I'm going to create a competing Soul Shards mod (called something else, of course...I'm leaning toward "Your Soul Is Mine" but I'm open to suggestions), once I get Redstone In Motion into a state where I'm ready to call it the first official release.
  24. Oh, I get it now: You mean items dropped on the ground as entities by miners. Those will be left behind and fall when the blocks disappear, so you'll need to use obsidian pipes or something with sufficient delay. I......think it might be possible to grab and move entities too, but...well, I'll consider it for a future feature. Would be nice to be able to move farms.
  25. I'll check the creative tab code when I get home. As for mining platforms, my algorithm cannot fail to make them work except for these cases: The mod uses the xyz of the TE for some reason. I can probably hack into the mod and handle that if needed. The mod uses regular motive entities to do stuff. No help for that situation. The block keeps state that doesn't reset it, like bc miners. I'll implement a block breaker/placer to handle that. So just let me know of issues.
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