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jakj

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Everything posted by jakj

  1. Yes, that actually contained the error report I needed. It's a strange one that I don't understand yet, but I do know an easy workaround that will at least make it not crash that I'll put out whenever the next release is. In the mean time, avoid turning on the ghost blocks for templates that can span multiple chunks.
  2. That doesn't even include the full error, so I can't even tell what's going on. You need to post the Forge error log, not the crappy Minecraft crash report. To get back into the world, use some sort of world editor like mcedit and delete the patterned template carriage, or as a last resort, temporarily uninstall the mod (which will delete every block and item associated with the mod in any chunk that loads before you quit again and reinstall the mod; you can cheat stuff back in to recover it if you want).
  3. I'll think about it. It could turn out reasonably. For now, let's stick to recipe editing.
  4. Custom icons would be too annoying to implement, though possible. Would be far easier if limited to existing vanilla icons.
  5. Craftin' Cheap (Ingame Crafting-Recipe Editor) now in alpha! Holy crap! Currently works for shaped and shapeless crafting recipes. Can override special crafting handlers like forestry. Saves per-world. Makes delicious biscuits for everyone in New Zealand. http://forums.technicpack.net/threads/1-6-x-alpha-craftin-cheap-ingame-recipe-editor-september-23.52503/
  6. I'm still working on this, but I'm pretty close to the initial beta release which I'm aiming for soon, and I need to go into town for a bit, so here's a preview. It's...hmm, 85%-90% functional, compared to what the 0.0.0.0 release will have. (This thread will be converted into the release thread at that time, so all discussion can go here.) QUICK FAQ Yes, it will be ported to 1.5. Yes, it will support other types of recipes (such as furnaces and SOME mod systems). Yes, the interface and such will be improved over time. Yes, tooltips will be added. Yes, there eventually will be better feedback for adding/removing overrides as well as viewing existing ones. Yes, you will be able to control who can use the command. Yes, it will be under the same license as RIM (i.e., do WTF you want). No, I have not tested this on a dedicated server yet. The name is an homage to http://en.wikipedia.org/wiki/Cookin'_Cheap http://cookincheap.net/ which was made near my hometown as a child. No, I haven't tested the forgedictionary/nodamagetool matching modes yet, but in theory they should work. Overrides are saved in the WORLD file, which means each savefile has its own, and if you open/close different worlds, it will use whatever overrides are set for that world. If you connect to a remote server, your recipes will not change on your local machine, but they will on the server, so the mod will still work but there will be slight delays as the wrong/right outputs for recipes sync each time you change the crafting grid. What works now: Type the command "/craftincheap" (or whatever you have your slash rebound to). There are no parameters. Right now, anyone can use it. That is the only GUI in the mod. The red button in the top-right selects which types of recipes to edit. Right now, the only mode is crafting recipes. The bottom slots are your inventory. Click a slot (mouse or touchscreen, doesn't matter) to make it the active slot. If the slot has a big red X over it, that means the item in that slot has an NBT compound and can't be used in the mod (yet). The nine slots in the top-left are your crafting grid. Click one of the slots, and it will take the item that's in the active inventory slot. The right big slot is the crafting output (useful when adding recipes). The blue X clears the slot. A slot that has a pair of blue buttons, one of which has an anvil on it, means that item is in the forge ore dictionary. Select the button with the anvil to make the recipe a forge-ore recipe instead of an exact-match recipe. A slot that has a pair of blue buttons, one of which has a shovel on it, means that item is a tool (stack size of 1 and can take damage). Select the button with the shovel to make the recipe use the tool no matter its damage level, or select the plain blue button to make it match exactly that damage level. The up and down arrows next to the output slot control the quantity of that slot, +/- 1 and +/- 10. The green buttons mean shapeless (plain) or shaped (dots on it). The button with the plus means "add override": To add a new recipe, fill in the pattern and the output; To blank out a vanilla recipe so it can't be crafted, fill in the pattern but leave the output blank. The button with the minus means "remove override": Fill in the pattern the same way as you filled it out to add the override (result slot is ignored), then click the minus, and it will remove the override that matches the pattern. What doesn't work now: Needs tooltips, mainly, and more bugtesting as well as testing on a dedicated server. https://www.dropbox.com/s/cy1kdirvwdn8qn6/CraftinCheapAlpha.zip
  7. I have absolutely no idea. I'm receiving no similar error reports from anyone else, and I have absolutely zero experience with Tekkit or any sort of multiplayer. If I were you, I'd try asking for help somewhere there're a lot of Tekkit people hanging around.
  8. No, they don't: I've tested it myself. There is another combination of things happening that's causing a problem, but the code works. For reference, my last testing was Minecraft 1.6.2, Redstone In Motion 2.2.0.0, Forge 9.10.0.835, CodeChickenCore 0.9.0.5, Forge Multipart 1.0.0.153, and WR-CBE 1.4.0.5. If you are getting problems, post the problem (with enough detail that I can tell what the hell is going on, such as a before/after screenshot), your Forge log (the whole thing, but if it's too big, you can cut off some of it that isn't exceptions or mod version numbers).
  9. Oh yeah, I'm not compatible with the newest version of Forge Multipart. If some other mod you're using requires it, you're going to have to choose between that mod and this one until I add support. If that mod doesn't actually require that version of Multipart but is forcing you to upgrade it anyway, then that mod author is an idiot.
  10. Here's an interface mockup I did for the "Craftin' Cheap" in-game recipe editor, to see if you guys have any feedback. This is in the "add a recipe" mode. The bottom is your inventory, obviously. The top-left 9 squares are the crafting pattern. The buttons with 'X' on them mean "clear this slot". The buttons with the shovel icon mean "match the tool with any damage level, not just exactly", so in this example, the diamond sword must be completely undamaged but the flint-and-steel can be damaged and the pattern will still match. The buttons with the anvil icon mean "match the tool with the forge ore/material dictionary", so in this example, the sticks will match sticks from any mod, but the birch plank must be a vanilla birch plank. The buttons on the top-right by the result slot (once a result item is placed in there, of course) mean "increase by one", "decrease by one", "increase by ten", and "decrease by ten". I haven't added the tabs yet that let you select the other modes; This is just a preview idea. In terms of how it works with actually modifying the recipes, it's going to kind of override them and kind of encapsulate them. In case you didn't already know, there are five kinds of recipes in Minecraft: "shaped" (items have to be a specific shape), "shapeless" (items just have to be there, in any shape), "shaped ore" (like "shaped" but uses ore dictionary), "shapeless" (like "shapeless" but uses ore dictionary), and "custom" (special handler that uses its own logic). All vanilla recipes are either regular shaped or shapeless, and forge adds the ore ones (and replaces some vanilla ones with ore ones). These are not tough to handle: They're static and never change, and can easily be edited. Custom recipe handlers are tougher: You can't interact with them beyond "does X crafting inventory match your pattern, and if so, what is the result", because they have additional complex logic. For example, I use a custom recipe handler for decorating carriages, which just looks through the inventory it's given for the parts it needs and spits out a result. If I didn't do that, I'd have to iterate through all 16 meta values for all 4095 blocks and add recipes for every single one of them, for each frame type, plus double those recipes to change them back. Ouch. So, let's say a mod uses a custom recipe handler for something fancy, and you want to change just one of those recipes, but not completely obliterate the entire custom handler. This mod would add a wrapper around that recipe that says "If my input matches X pattern, then the result is Y; otherwise, pass it through to the custom handler and let it decide". Forestry, for example, uses a custom recipe handler for all of its stuff (which is why it's a pain in the ass to get working with NEI), so this would allow you to override just one forestry recipe instead of destroying forestry crafting entirely.
  11. What the hell version are you using? Multipart support (including wireless redstone) was added some time ago, and I just tested it now and I moved a wireless transmitter without issue. I got your PM about the music.
  12. Craft it with dyes. The combination of dyes you use is its label. Make sure you have only 2 of the same label in the world at a time.
  13. Wireless Redstone should work fine. Does it not? And this is the first I've heard about problems with project red.
  14. May as well be an official trailer. I added it to the top of the list of spotlight videos.
  15. That sounds like the same thing that happened when I had compiled the mod with a corrupted toolchain, but I haven't seen anyone else complaining about that problem with the newest version. Do any other older versions of the mod work? That is massively wicked and sweet. And I need to know what that music is.
  16. If you move only the middle bit and the rest of it moves too, that means the rest of it is just rendering but not actually there (like the ghost blocks on a template carriage).
  17. Well, poop. I don't know then. I guess I'll just have to screw with that mod at some future date. So far that's the only entity that doesn't work with it, though.
  18. From the way that page is worded, I have to assume it's an entity, and I find the likeliest thing to be that it simply is too big to be detected on that platform. It doesn't look too tall, so probably the platform just needs to be bigger in the four horizontal directions. If that doesn't work, I'll take some time eventually to install the mod and mess with it myself, but it's can't be super-high on my priorities right now.
  19. Incompatibilities with my mod, or the other mods? All drives require carriages on only one side, but you can sneak-activate sides with a screwdriver to disable them, allowing you to hook a carriage up to that side and it will be ignored.
  20. Okay, what the crap mod is that thing from? Is it blocks or is it an entity? If it's an entity, the only thing I can think of is that maybe it's got some weird super-huge bounding box that's not getting encapsulated when I test for entities during motion. The config file does have settings for which entities can get picked up by carriages, but by default they're all on, so if you haven't changed them, they should be working. Try making your platform wider so it's not kind of hanging a little over the edge. Also, it would be useful to go into the game, try to get it to move and fail, and then immediately post your ForgeModLoader-client-0.log (by pastebin, in a private message, or using the CODE forum tags).
  21. I'll be happy to help, but I have no clue what you are even talking about. How about some screenshots showing me what is not working?
  22. The 1.6.3 changes were due to something coming in 1.7 that will break worlds, so 1.6.3 redid world generation and storage in some way that allows a transition to 1.7 without breaking (if a world is loaded in 1.6.3 at some point). The 1.6.4 changes are to fix what they fucked up in 1.6.3. According to CPW, the only real problem is with mods that do fancy worldgen like custom structures, which crashes the game.
  23. Remember to tell me if the 1.6.x build has any problems in 1.6.3 or 1.6.4, though from the tweets that Searge and CPW sent out, it shouldn't.
  24. If you have permission (or are in single player), when you add or removea recipe in the GUI, it will immediately change the loaded recipes and it will also store to disk for next time the game starts. It is as convenient as it could possibly be. The server will be able to allow or deny people from using the command just like anything else.
  25. Okay, now this is getting massively complicated for a first release. Hold the big suggestions until I get 0.0.0.0 out so I can start to prioritize.
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