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jakj

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    jakj got a reaction from windyourmind in [1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)   
    A reimplementation of Redpower frames, with more flexibility and functionality, and including many new types of frames.










    The information in this main post is woefully out-of-date, so read the changelog in the .zip file to understand the new features since the 1.1-ish releases. Documentation of this mod will switch to an easier-to-manage wiki at some point in the near-ish future.
    Wiki-in-progress (just a bit over half done, right now) is here: https://github.com/jakj/Redstone-In-Motion/wiki/_pages



    POST BUG REPORTS IN THIS THREAD, NOT ELSEWHERE ON THE SITE.







    2.3.0.0 - MC 1.6.x




    https://www.dropbox.com/s/iriq2spgf4vblo8/RedstoneInMotion_2.3.0.0_mc1.6.zip




    http://j-a-k-j.com/RedstoneInMotion/RedstoneInMotion_2.3.0.0_mc1.6.zip




    2.3.0.0 - MC 1.5.x




    https://www.dropbox.com/s/0tgr1vl7rsnwzxo/RedstoneInMotion_2.3.0.0_mc1.5.zip




    http://j-a-k-j.com/RedstoneInMotion/RedstoneInMotion_2.3.0.0_mc1.5.zip




    Older Versions




    http://github.com/jakj/Redstone-In-Motion/wiki/Releases




    SPOTLIGHT VIDEOS


    IceDrug20 (August 14, 2013)
    MrTheWhiteShadow (August 5, 2013)
    Neo39 Gaming (July 29, 2013) (French)
    SilverContrail (July 7, 2013)



    VIDEO DEMONSTRATIONS




    Playlist:



    Frame Carriage Demonstration


    Platform Carriage Demonstration


    Structure Carriage Demonstration


    Support Carriage Demonstration


    Template Carriage Demonstration


    Demonstration of Engine, Motor, and Controller


    Demonstration of Some Neat Stuff


    Demonstration of Rendering Update


    Translocator Test



    AVAILABLE TEXTURE SETS (all included in main download)



    (The active texture set can be chosen by editing the configuration file before opening Minecraft.)



    Default 256x textures:






    16x textures by
    cubemelon:





    16x textures (with support for colourblindness) by
    JustHev:





    16x wood-style textures by
    uberifix:





    16x metal-style textures (with support for colourblindness) by
    uberifix:





    16x Dynasty-based textures by
    Lethosos:





    LICENSE


    All artwork pulled from other sources is licenced under various open-community licenses and is attributed and redistributed inside the texture directories.

    All original work by me in this project is licensed under the WTFPL (http://www.wtfpl.net/). The full license text is located in the file "License_WTFPL.txt".

    The following are ENCOURAGED (that means just do it and tell me afterward; don't bother asking first):

    Usage of this mod both publicly and privately. Distribution of this mod in both public and private modpacks.
    Usage of this mod on servers both public and private.
    Alteration and modification of this mod.
    Linking to and discussing this mod elsewhere on the Internet.
    The production of videos (such as Let's Plays and Spotlights) including this mod.
    Everything else.

    The following are DISCOURAGED:

    [This space intentionally left blank.]

    The following are PROHIBITED:

    Claiming this work as your own without first changing its name to make it clear your changes are your own and not mine.



    RECENT CHANGES (full list in "Changes.txt"):


    Carriage frameworks are the base item for crafting carriage blocks. The screwdriver is the tool used to manipulate carriages and carriage drives. It does not take damage when it is used, so it will last forever. It is used for opening and closing the sides of carriages, and for turning on and off the continuous mode of carriage drives. You can open/close the carriage side opposite the one you are actually using the screwdriver on, if you are sneaking while you use the screwdriver. This is useful when you place a carriage against another block, and can't get to that side to use the screwdriver on it. Frame carriages act just like the Redpower frames used to: They will connect to any block that is directly touching one of their sides, and nothing else. This allows for precise control of exactly what is picked up and moved. To prevent a frame carriage from trying to pick up blocks on a particular side, use the screwdriver to close that side. Platform carriages act like frame carriages, except they pick up not only what is directly touching them, but also anything that is touching those blocks, and anything touching those blocks, et cetera, until it reaches empty air (or it finds more than 5000 blocks to move, which is its maximum, to prevent trying accidentally to move an entire continent). To prevent a platform carriage from trying to pick up blocks directly or indirectly connected to a particular side, use the screwdriver to close that side. Structure carriages are rather special: If you place them in a cuboid wireframe (eight corners and twelve edges) around anything, they will pick up the entire structure inside that cuboid region and move it. Effectively, this lets you move your entire house elsewhere. For the structure carriage to function properly, all sides of all carriage blocks must be closed except for the sides touching other structure carriages. To make this easier, using the screwdriver on the side of a structure carriage will properly configure the sides of the structure carriages in a straight line out from the one you used the screwdriver on. That means you need to use the screwdriver only twelve times to configure a structure carriage. Image gallery of how to configure a structure carriage: http://imgur.com/a/jFySc Support carriages are also a bit special: They can be only one layer thick, and they can all have only one side open at a time which for the entire support carriage must all be the same side. In the direction of the open sides, the support carriage will support the entire structure it finds, all the way out to air (just like a platform carriage), except it is limited to the spaces in a straight line from any support carriage. This means if it's against a wall, it won't try to pick up that wall, even if blocks on the support carriage are touching that wall. Using the screwdriver will change which side is the open side, but they must be done one-at-a-time. Image gallery of examples of support carriages: http://imgur.com/a/xHEeh Template carriages are another special type of carriage: These let you lay out a block-by-block pattern with surgical precision, and thereafter will move those block positions (relative to itself), and only those block positions, never connecting to anything you don't intend to move. Place down template carriages in the shape you want to have blocks move, and place down a template carriage to serve as the anchor for future movement. (The entire assemblage must be contiguous to be recognized.) Use the screwdriver on the anchor block, and it will absorb all the other contiguous template carriages into itself, and its sides will close (showing its decoration if you have applied any). Now, just move the patterned template carriage block with any carriage drive, and watch the magic happen. If you break a patterned template carriage, it will lose its pattern, so all patterns must be assembled in-place; The only safe way to move a patterened template carriage is via a carriage drive. Image galleries of how to configure and use a template carriage: http://imgur.com/a/nV970 http://imgur.com/a/ygZH1 Carriages of any type can be decorated/disguised to look like other blocks without otherwise affecting their function, in order to make carriages look prettier. Only closed sides of carriages will display with their decoration; Open sides will continue to use the normal texture for that carriage type. Any block of any kind (including blocks from any mod) can be used in this recipe, as long as the block doesn't rely on special rendering or embedded information for its appearance. Note that this recipe will work even for blocks that don't make any sense, such as torches, so be sure to experiment with your desired decoration before throwing away an entire stack of it. If you wish to change the decoration, just put it back in the crafting grid with the new decoration: You do not need to remove the decoration first. Decorations are removed simply by putting the decorated carriage block on its own in any crafting grid. Carriage motors are like the old Redpower frame engines, except they don't require any sort of fuel. Apply a direct redstone signal to the motor in any direction, and it will grab the entire carriage structure (determined by which type of carriage block was used) and move it one block in the direction opposite the direction of the redstone signal. So, if you want to move a carriage up, apply a signal from below, and if you want to move a carriage north, apply a signal from the south. Carriage motors cannot handle more than one signal at a time, nor more than one frame at a time: Only one signal and one carriage may be touching any of the six sides of the motor in order for it to activate. Movement takes one full second at normal speed: If you are experiencing lag of any kind (local or remote), it will take longer. During motion, all nearby entities (such as players, animals, monsters, ender crystals, minecarts, and loose items dropped on the ground) will be locked to the carriage and move along with it. If the chunk unloads and is reloaded, if the world is closed and reopened, or if the server shuts down and reboots, the entities will no longer be carried by the carriage, so you should not have something like a mobile chicken farm with an engine in continuous mode and no supervision. You can change which types of entities are grabbed by editing the config file. In normal mode, the motor will move the carriage one block, then wait for the redstone signal to be removed and reapplied. In continuous mode, the motor will keep moving the carriage block-by-block for as long as it is able, without any pause between, as long as the redstone signal is being steadily applied. Carriage motors cannot push carriages away from them or pull them towards themselves: Motors can move carriages only parallel to the side of the motor to which they are attached. Carriage engines are exactly like carriage motors, except they can move in all six directions, and they move with the carriage instead of staying put. Be careful! If you are standing on a carriage with a carriage engine in continuous mode, and you activate that engine, you will not be able to escape the carriage's grasp and you will not be able to stop the carriage's motion until it reaches the top of the sky or hits an obstruction. If you close the world and reopen it, or you log off the server and log back on, you will be free of the carriage's motion. You can also try to disable the continuous mode of the carriage's drive in-between motions; By default, you have 1/4 of one second of delay between motions in which to act. Carriage engines make it super-easy to create airborne contraptions, like the famous UFO of Direwolf20. You can have more than one engine to make it easier (so you aren't trying to signal all six sides of an engine alternately): Try having one engine for N/S/E/W movement, and one for U/D, or whatever configuration suits you best. Remember: Continuous mode is dangerous while standing on engine-driven carriages! Carriage controllers are a modified form of carriage engine/motor that interface with the ComputerCraft mod via its peripheral API instead of responding to redstone signalling. (If you do not have the ComputerCraft mod installed, these will simply not be available.) Controllers expose one command to ComputerCraft: "move". It has three parameters: Which direction to move the carriage, whether to actually perform the motion or to just simulate it, and whether or not to move the controller along with the carriage (meaning whether or not the controller is anchored). (Simulating the movement lets you check whether a movement is possible without changing anything.) Examples:
    2.2.0.0 -> 2.3.0.0 -- fixed typo in config file ("BlockIds" -> "Block IDs") ** YOU NEED TO CHANGE THIS MANUALLY BEFORE RUNNING THIS UPDATE ## if you do not, the block IDs will reset to the default ones ## in your config file, look for the line that says this --> BlockIds { ## change it to this --> "Block IDs" { ** (sorry for the inconvenience, but I am way too anal-retentive to leave that wrong now that I noticed it) -- fixed bug with multipart blocks disappearing due to a change in Forge ** all version combinations of multipart/forge should work now ## subpart tick scheduling still isn't handled correctly though -- fixed bug with rendering template ghosts that span more than one chunk -- eliminated the caching of world objects for loaded translocators -- improved in-transit rendering of translucent things like liquids -- removed legacy conversion of item forms of decorated carriage blocks and labelled translocators -- redid the packet code to use tag compounds -- added slightly more redundancy to rendering 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. *-*-* 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 (so far). *-*-* 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 *-*-* THINGS HIGH ON THE PRIORITY LIST *-*-* Redoing translocator labels and other things to use a GUI instead of trying to draw on the block. An optional "hardcore" mode involving tiered crafting and power consumption, for people who want this mod to be expensive to use. *_*_* THINGS TO BE WORKED ON LATER *-*-* 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. CRAFTING RECIPES peripheral.call("left","move",2,true,false) drive=peripheral.wrap("left") drive.move(3,false,true)

    For directions, 0 is down, 1 is up, 2 is north (-Z), 3 is south (+Z), 4 is west (-X), and 5 is east (+X). For the simulation flag, true is simulate (don't actually move anything) and false is don't simulate (actually move the carriage). For the anchoring flag, true is the controller will stay where it is, and false is move the controller with the carriage. If the command is not issued with correct syntax, or if the carriage is somehow obstructed or malformed, an error will be printed; If the carriage is not configured properly, the return code will be "false" and a plain-English error message; If the carriage is obstructed, the return code will be "false", a plain-English error message, and the X/Y/Z coordinates of the obstruction; Otherwise, the return code will be "true".

    If you want wireless control of the carriage, you will need to connect a computer with wireless support to the carriage controller and interface with the network in that way: The carriage controller does not natively interact with the network, acting only as a peripheral. In addition, if the controller is instructed to move with the carriage, the computer will not be able to command it again without also being moved, so in that case, the computer would need to be connected to the carriage (and have an appropriate "startup" program that will re-connect with the controller).



    ADDITIONAL NOTES


    You can blacklist blocks in the config file, to prevent them from being moved, in the standard ID:Metadata format: "88,546:13,1010:8". By default, bedrock is permanently blacklisted.

    The config file also specifies the maximum number of blocks that be carried at a time by platform and support carriages (default 5000). This is for safety, so if you screw up and it tries to move an entire continent, it will abort instead of blowing away every bit of your computer's memory. Servers can also set the maximum size of any carriage of any type, to prevent users from lagging the server by moving an entire mountain at once.

    The version number has four elements: "A.B.C.D". Put simply, A is the most important number, D is the least important number, and bigger numbers are newer. (If you don't care about the details, just skip the rest of this paragraph.) D is the "patch" index, as in a simple bugfix release that really doesn't change anything will increase this number. "C" is the "minor release" index, as in small changes that don't really break anything but are nonetheless more-significant than simple bugfixes will increase this number. "B" is the "major release" index, as in big changes like adding a new block type or reworking a major algorithm will increase this number. "A" is the "version" index, the most-important number, which in most software products would mean massive overhauls (for example, if you consider the original World Of Warcraft to be version 1.0, the release of Burning Crusade would be 2.0, Wrath Of The Lich King would be 3.0, and so forth), but for this mod just means "Minecraft bumped up a major release" (as in the change from Minecraft 1.5.x to 1.6.x).

    All feedback is welcome: Modders exist to make mods for the community, not fluff up their own egoes. I won't guarantee I'll implement every suggestion, but I will consider every suggestion, and whenever possible and practical I will include options for configuration to suit player taste. And if nothing else, it is an open-source mod, so if I won't do something you want me to do, try asking around and see if anyone else is interested in doing it.

    And do note that not all mod blocks are guaranteed to work safely with this mod. I will make every effort to make them work well, and you should report all non-working mod blocks as bugs with my mod for me to handle, but ALWAYS be prepared to either lose what you are moving or to cheat it back in if it gets lost, and always test a mod block (preferably in a testing world with cheats on) before trying to move something valuable in your main play world.

    I hope you enjoy playing with this mod, and don't be afraid to tell your friends about it too!
  2. Upvote
    jakj got a reaction from Wolfie_Waffle in This place is for texture packs, sprite work, that sort of thing.   
    Were you sphanxed often as a child?
  3. Upvote
    jakj got a reaction from masterzh in Colored Lighting   
    Step 1: Open RenderBlocks.java.
    Step 2: Realize this entire file does nothing but simply draw blocks and nothing else.
    Step 3: Observe that this file is over five thousand lines long.
    Step 4: Notice that there are separate functions for each individual face of each regular block.
    Step 5: ???
    Step 6: Give up and find something better to do with your time than try to fix Minecraft lighting.
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