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jakj

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Everything posted by jakj

  1. Too bad it's blacklisted from FTB, then. But it can always be added manually by people who know how.
  2. Survey time! I am now beginning research into adding buildcraft power consumption. I need to know the OLDEST version of buildcraft I need to support. I figure the people who read this thread are the ones who actually give a crap about the mod, so they're the ones who will be counted.
  3. Gee, that's a helpful and thorough bug report. EDIT: Nevermind, though: I just looked at the github myself and he's now implemented a whole API to do what my mod does instead of hacking around it like I do now, so I'll work on implementing that in a future release.
  4. Yeah, in a world with wireless Redstone, there's not much need for pull on translocation.
  5. They work exactly the same as the other drives, except they check for empty space instead of obstruction. Your target probably doesn't have the spot free. z The layout remains the same, just swapping so the new translocator is in the same spot relative to the old.
  6. Not until I get the wiki page done. Right now, the details are in the changelog, you can use something like NEI to get the recipe, and feel free to ask questions here.
  7. Nah, it's quite relaxing. I live a life devoid of excitement that is not of my own making (meaning no unpleasant surprises, and I'm always doing something I want to do) and without significant responsiblity (meaning total self-determination of my schedule, environment, and behaviour). I count myself fortunate that my parents had only the one child, and I grew up being treated as an adult as soon as they felt me capable, because I turned out to be independent and self-fulfilling. I kiinda feel bad for the people out there who need more than I do just to feel "alive".
  8. I was about to say "ten days is fast?" but then I realize...it kind of is, in comparison. Geez. Although to be fair, even though I really have no life, it is actually comparable to people busier with work and family, because I've been spending my time on FFXIII. In the past ten days I think I've spent...maybe eight or nine hours actually coding. So...uh...I dunno. Maybe it's just the benefit of this being such a small project, that numerous quick changes are easier to make.
  9. Grr, six hours after a release you give me updated textures. :P
  10. If you felt like it, you could actually get rid of the dir-to-num stuff now that I put in the handling of strings. But since the code is already there, probably no point in altering it.
  11. Wiki-in-progress (just a bit over half done, right now) is here: https://github.com/jakj/Redstone-In-Motion/wiki/_pages 2.2.0.0 - MC 1.6.x https://www.dropbox.com/s/o0toz50vv9ni8l3/RedstoneInMotion_2.2.0.0_mc1.6.zip http://j-a-k-j.com/RedstoneInMotion/RedstoneInMotion_2.2.0.0_mc1.6.zip 2.2.0.0 - MC 1.5.x https://www.dropbox.com/s/bzk3gbt6qrpqwn6/RedstoneInMotion_2.2.0.0_mc1.5.zip http://j-a-k-j.com/RedstoneInMotion/RedstoneInMotion_2.2.0.0_mc1.5.zip RECENT CHANGES (full list in "Changes.txt"): 2.1.0.2 -> 2.2.0.0 -- names of platform and support carriages are now swapped to make them more intuitive ** blue carriage that carries everything everywhere has been renamed to 'support' (from 'platform') ** green carriage that carries everything in the direction it's pointing has been renamed to 'platform' (from 'support') ** this is cosmetic only and will not affect actual blocks/items in any way ## the only actual change is the name displayed in the tooltip ## internally (where most users will never see it without something like Waila) the names are the same as before -- entities (players, animals, minecarts, loose items, etc.) are now translocated along with carriages ** 95% of the time, it works flawlessly -- even things that are mounted on each other (like a player on a saddled pig) stay mounted ** should work for all custom dimensions too (Twilight Forest, Mystcraft, Dimensional Doors (maybe?), etc.), anything that registers itself as a full dimension with Minecraft itself ** small issues persist: ## if a minecart is on a rail on a carriage, when the carriage is converted to placeholder blocks, the rails cease to exist temporarily, so the minecart pops off the rails, and if someone was in the minecart, that will pop them out of the minecart too %% not too big of a deal: just get back in the minecart on the other end ## a minecart with a chest in it will drop its items on the ground when being translocated; the chest cart on the other end will seem to have the items in its inventory still, but they're just nonexistent client-side ghosts (not a dupe bug) -- template carriages can now be re-patterned without breaking them ** to add position to pattern, put unpatterned template carriage down in position to be added (must be touching an old position) ## turning on the ghost blocks can help in seeing where the old positions are, so you know it must be "touching" a ghost block ** to remove position from pattern, put unpatterned template carriage down in position to be removed ** use screwdriver while sneaking on patterned template carriage to trigger re-absorption of pattern -- added support for newest ComputerCraft API ** old one will still work unless I screwed something up -- added config option to output messages to the client/server log when drives fail to move ** if you know what 'stderr' means, that's where it outputs, so check wherever you have that piped ** if you don't know what 'stderr' means, look in your ForgeModLoader-client-0.log ** look for the string "*-*-* REDSTONE IN MOTION *-*-*" (in all capitals) ** not terribly useful on servers since players won't have access to the server log ** bad idea to have this on if you have any carriages anywhere in continuous mode, unless you like your logfiles to take up your entire hard drive -- added config option to not show the really long "what does this thing do" tooltip descriptions ** will still show carriage decorations and translocator labels in tooltips even with descriptions disabled -- added config options to control duration of motion and translocation ** minimum 10 ticks each, default 20 (1 second) for motion and 20 * 8 (8 seconds) for translocation ** if playing on a server that uses non-default values, make sure yours match or you'll have problems -- added config option to disable the items-in-buildcraft-pipes hack if it's giving people trouble ** if disabled, trying to use pipes the instant they're placed back into the world after motion will result in spew ** if disabled, items travelling through pipes during motion will come back weirdly and stutter at best -- added config option to blacklist all blocks that vanilla pistons refuse to move ** obsidian ** super-hard blocks similar to bedrock ** blocks registered as immovable like anvils ** (vanilla pistons can't move anything with a tile entity, but we don't blacklist those, because that's a limitation in vanilla, not a design decision) -- removed leftover code that was making transparent non-translucent blocks like glass render in a wonky way -- un-derped "render in final position during lag" for translocators -- worked around crash involving translocators and rendering -- worked around crash involving translocators teleporting to chunks not loaded by any players -- worked around crash involving carriages trying to render in chunks not loaded by client -- removed a little more old random cruft code KNOWN ISSUES *-*-* THINGS THAT ARE BUGS THAT WILL DEFINITELY BE FIXED *-*-* Multipart blocks that need scheduled world ticks (such as buttons that need a tick to pop back out) aren't receiving their ticks properly. Transparent blocks (like water) render in a bit of a wonky fashion in-transit. *-*-* THINGS THAT ARE FLAWS THAT WILL HOPEFULLY BE FIXED AT SOME POINT *-*-* Anything that already uses a display list to render will not properly render in-transit. When translocated, some entities (especially chest-carts) behave strangely, but nothing major. *-*-* THINGS THAT ARE NOT BUGS BUT HOPEFULLY WILL EVENTUALLY BE FIXED *-*-* Portal spawners from iChun's "Portal Gun" mod do not yet work on carriages. Try finding some way (possibly using additional mods) to activate a portal gun directly instead. "Billund" blocks have been reported to be wonky when moved by carriages. Anything else that caches 'x/y/z' values for any reason (possibly some chunkloaders, likely anything that does teleportation) has a strong chance of misbehaving. These should be reported to me as bugs. *-*-* THINGS THAT ARE NOT BUGS THAT PROBABLY WILL NEVER BE FIXED *-*-* If you are using Optifine and get an error with the word "ConnectedTextures" in it, either disable connected textures in Optifine or disable/remove Optifine. ComputerCraft programs that are carried by carriages and interact with the carriage's drive, need to have a delay added to their "startup" program to give time for things to settle before trying to interact again. Try "os.sleep(0.1)", and increase that number if it still doesn't work. (The more overloaded your machine or Minecraft is at the time, or the more computers or turtles you have on the same carriage, the higher this number will need to be. Making the number higher than it needs to be is fine: Too much won't hurt, but too little will.) Computers on carriages that are running at the time of motion will reboot after motion, and run their 'startup' program. (Computers that are off at the time of motion will remain off.) If a carriage is moving continuously, and the continuous-mode delay is set to 0, tile entities (like chests) will not render properly after the first motion until the carriage stops. This is purely cosmetic, and does no harm. To prevent this, make sure the continuous-mode delay is greater than zero. (The more Minecraft, your system, or the server is overloaded, or the longer delay there is between you and the server, the higher this number will need to be.) PLANNED FEATURES The ability to prevent individual blocks/items from being registered. A config option to let a carriage treat blacklisted blocks as simple obstructions instead of completely aborting the motion. The ability to selectively whitelist/blacklist blocks in-game for each drive, in addition to the overall config-file blacklist. These blocks will always be treated as simple obstructions instead of completely aborting the motion, regardless of the setting in the config file. A form of "sticky carpeting" to allow finer control over where on a carriage entities are grabbed. Different styles of controlling player position during carriage movement, to try to allow more freedom. An optional "hardcore" mode, for people who want this mod to be expensive to use.
  12. All entities now translocate both in the same dimension and between dimensions: 1.6 version of 2.2.0.0 is now done. Just have to backport it all to 1.5 which (hopefully) will take about an hour. Also, has anyone had any issues with Immibis microblocks recently? (Not the Forge ones.) Do they work properly for everyone or are they wonky?
  13. FYI, working on 2.2.0.0 release right now, which will be out some time today. Mostly a good few bugfixes and tweaks, but I'm trying (with no guarantees) to get entity teleportation in too.
  14. In order to load the world, I'd also need to know the complete list of mods (and their versions) you're using, as well as the block/item IDs in your config files. It would be much easier if you could zip the whole server folder for me. In the mean time, do you have ComputerCraft installed? Because if you do, the carriage controller is the best way to get an error message. (Also, if you're using the platform carriages, do make sure you're not accidentally connected somewhere to the continent itself. If you're touching the ground, or you have a waterfall that reaches the ground, or something similar, then it's trying to connect to several million blocks at once and it's certainly going to abort.)
  15. 1) If you want me to diagnose crashes, I'll need logs (the Forge one, not the Minecraft one). 2) My carriages can't "refuse to move" unless something is blacklisted. They are designed in such a way that they will move anything, even if it doesn't do it right and ends up crunching it into little bits. Make sure you're not just configuring/signalling the engine incorrectly. (Try hooking up a Carriage Controller: That way you'll get a plain-text error message that tells you what's wrong.) 3) I can't split motion in layers like you suggest, because that would fuck up a lot of blocks. For example, if a block has a button on it, and the block but not the button moves, the button pops off as an item. Then (depending on how it's handled) you get either a block without a button on it anymore, or a block with the button back and one on the ground (dupe bug). Or else I'd have to write code to find nearby buttons and check for them...and redstone dust...and what about water flowing? No, impossible.
  16. That's...odd. That line of code basically says "for each player that has that chunk loaded, do this". With no players present, it should simply have gotten an empty list back and done nothing, but for some reason Minecraft returned a null instead. Since that part of the code just updates clients and doesn't do anything on the server, I'll just wrap it in a try/catch and let it error to the log without crashing.
  17. Oh hey guys, I've just had this pointed out to me: I guess this means the mod is cancelled in favour of Redpower for 1.7, right? Riiiiiiight? (No.) Hell, wouldn't it be hilarious if she were to update, and even took the stuff out of my mod and stuffed it into hers? My license allows it. I would actually run naked down my town's Main Street and spend the night in jail for it, just to see that happen.
  18. Here's your funny back, then: The amazing Crunchly Saga. http://www.catb.org/jargon/html/lexicon.html
  19. I'm editing a Github wiki right now. It's rather ugly, but it's working fine. https://github.com/jakj/Redstone-In-Motion/wiki I'm *****very***** slowly bringing over the stuff from the Shoutwiki, but there's a couple pages so you can at least see it, if you're curious.
  20. I have nothing against Wikimedia. I have something against Wikia.
  21. Github does that? Dangit...alright, fine. I've had almost ten people now telling me I should use Github, so I guess I probably should.
  22. So, I was working on putting up the mod documentation in wiki format on ShoutWiki (because fuck Wikia, for many reasons), which was going fine, until today when the thing is basically dead. And then I look on their Facebook page, and it's people talking about frequent outages all over the place, some as much as a month long, and ShoutWiki posted a day ago to expect a blog post "soon". Well, shit. Are there any non-Wikia wiki providers out there that don't suck? Ad-supported free, obviously.
  23. Since you say "by accident" I guess you mean you didn't use the "Save and Quit to Title" button but rather just closed the window directly? Because if so, sure, that would explain it, because if you just simply close the window, you are effectively force-crashing it and leaving it in a corrupted state. If you did use "Save and Quit to Title", then that wouldn't be it, because Minecraft is singly-threaded and it wouldn't even process the command to quit until it finished the initial tick cycle, at which point the carriage placeholder would be in a proper state and would save to disk without issue.
  24. Okay, let's start with kusiak's errors. 1) I'm not 100% sure, but it seems that the carriage fucking around in unloaded chunks caused the server and client portions to become desynchronized, and the client tried to render something that wasn't actually there. Carriages really should not be used in unloaded chunks, but I'll add some redundancy checking to at least make it not crash in that case. 2) The second crash was because the in-transit placeholder had corrupted information, tried to use it, and vomited everything back up. 3) The third crash probably just happened because the placeholder vomiting its contents incompletely cascaded the error into CB's mod. *) So basically, #2 and #3 just happened because #1 happened, so I'll try to make #1 not happen anymore. Now, for captain_oats...I feel really bad for saying this, because you've done a very good job of helping to report this issue, but I'm still not sure what's even going on. It's part Heisenbug and part Schroedinbug, and as such it's reeeeeeally difficult to pin down at all. I won't give up trying, but for now...unfortunately, the best I can say is, "I dunno". It's a weird little thing that I just don't understand how it can possibly happen, and it doesn't seem to happen with any regularity or predictability. The way my code is written, it should not even be physically possible, and yet somehow, it is.
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