jakj Posted May 25, 2013 Share Posted May 25, 2013 Release 126.96.36.199 is out and ready to go! And I really wish this thread weren't still the top Google hit for my mod. http://forums.technicpack.net/threads/1-5-x-redstone-in-motion-redpower-frames-1-0-0-0-june-23.47048/ Bugfix patch: [url]http://j-a-k-j.com/RedstoneInMotion_testing9.1.zip[/url] (Prevents a crash when the server is slow sending rendering information to the client.) ===== *) Drives now make sure they won't move things above/below the height/depth limit of the world. *) Fixed screwdriver propagating from client instead of from server (meaning it didn't actually work). *) Implemented support carriages: These will let you make a flat platform in any shape and in any direction: N/S/E/W or Up/Down. Use the screwdriver or sneak with empty hand to change which side is open: All of the same side must be open for any particular support carriage (so you can't have some up and some down on the same one.) Pictorial demonstration: [url]http://imgur.com/a/xHEeh[/url] *) Implemented structure carriages: These will let you move entire cuboid areas of the world. Place the structure carriages in a wireframe box around whatever you want to move (8 corners, 12 edges), then use the screwdriver on the CORNERS to open/close the carriage sides appropriately, place the engine/motor on the CORNER, and boom: Your house just moved. Pictorial demonstration: [url]http://imgur.com/a/jFySc[/url] Note 1: Planned for the future is fixing structure carriages so you can attach drives to edges as well as corners. *) Implemented balancing features: There are now four tiers of drive and four tiers of carriage. Each successive tier of drive can move more carriages at the same time, and each successive tier of carriage can move more blocks at the same time. You can mix and match carriages of the same type at will (so you can mix tier 2 and tier 4 support carriages but you can't mix support and platform carriages). Tooltips tell you how much of what they can handle. Note 2: The names are not final and will change. Note 3: Textures are very fucked right now (as in I haven't done them yet) so just remember what you put where. Note 4: My code is pretty inefficient in places, but even so, that inefficiency is dwarfed by Minecraft's inefficiencies, especially in that physically moving the blocks is still the most expensive part of the operation. Over time, I expect to tweak the code to make it better, but for now, on my machine at least and in singleplayer, it works pretty frickin' well. Features yet to be implemented before beta release: *) In-transit block rendering. *) Textures. *) Recipes. Percentage completion of first beta release: 88%. Taking a short break (a day or two) to work some on the soul-shards mod so I don't burn out. That mod is actually really small so it shouldn't take nearly as long as this to get into a beta state. In the mean time, go-go-Gadget bugtesters! *) 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. Known bugs: Carriage drives do not yet check to make sure they're not trying to move things below or above the depth (Y=0) or height (Y=255) limits. Still to be implemented before first beta release: Structure carriages, support carriages, textures for drives, drive balancing factors, recipes, rendering of vanilla blocks in-transit. Estimated completion of first beta release: 70%. To be implemented in future beta releases: ComputerCraft peripheral, wiring (like the old red-alloy wire), rendering of (some) mod blocks in-transit. Features I have decided to not implement: Blutricity (balance will be done by building materials rather than power), utility blocks like block-breakers and deployers (use turtles), red-alloy furnace (will use crafting and regular furnace recipes for stuff). Don't forget to report bugs, especially any blocks (especially mod blocks) that don't get moved right! Small update: 1) Creative tab once again populates itself, so you don't have to use NEI. 2) Added textures for frame/platform/structure carriage (open and closed) and the placeholder for unrecognized blocks in transit. (Currently all blocks are still rendered as placeholder.) 3) This was changed previously, but opening/closing the carriage supports is now done with sneak-activate (default: shift-rightclick), easiest with an empty hand. I'll add a screwdriver in later for people who don't like that. New feature: Now, instead of the blocks instantly teleporting in the direction of motion, they get put into an invisible placeholder block which smoothly (if your FPS is high enough, anyway) animates them moving over the course of one second. The animation begins when the packet of "stuff to draw" is received by the client, so on singleplayer it's pretty much instantaneous, and on the server, the animation beginning will be delayed according to the travel time between, and the animation will get cut off by the same amount at the other end. Note 1: Right now it just draws untextured cubes; Real rendering code for individual blocks will come next. (Yes, it will draw all vanilla blocks and any mod blocks I decide to handle, and the rest will be drawn with placeholders, just like RP did it.) Note 2: There will be a limit to how big of a structure you can move, because there is a maximum size of packet that Minecraft can send. This limit will be reached more quickly if you are moving chests full of a bunch of shit. (If people start encountering this issue with reasonably-sized carriages, I'll have to implement some sort of system that replaces entire blocks (and their data) with placeholder information when transmitting to the client.) Test away! And remember to give me lists of mod blocks that don't work with my sneaky-set-block code. Redpower-style frames now work! (Not yet implemented: The delay/animation of slowly moving them: They just go instantly.) Carriage Engine: This will move with the frames, so no more need for caterpillar drives. Can move in all 6 directions. Carriage Motor: This will stay put, like the Redpower motor, so you can use it for moving stuff back and forth at your base (or make a caterpillar drive if you just happen to like them). Frame Carriage: These are the Redpower frames: They will move any block directly touching them and no further out. (Additional types of frames to be implemented next.) Platform/Structure Carriage: Not yet implemented. You can open/close the sides of the frames, which works just like the Redpower frames did with panels/covers on them: Activate (right-click by default) the side of a frame to close/open it. (I'll probably change this to sneak-activate later, so it doesn't happen accidentally.) If the side of a frame is closed, it will not connect to a block touching it, which means it won't pick it up and it will just slide along it. The engine/motor will work ONLY if there is exactly ONE side receiving a direct redstone signal and if there is exactly ONE frame touching the engine/motor. It won't work if you're signalling multiple sides or it has multiple frames touching it. All frames must be continugous (meaning the side of one is touching the side of another) to count for the frame structure. If you do [frame][otherblock][frame], they're not continuous. Diagonals don't count. Collision detection is in: If a carriage moves and overwrites existing blocks, that's a bug. [b][i]BUG REPORTING[/i][/b] What is a bug? 1) If a block disappears, gets put in the wrong place, changes the way it's facing, loses its energy/inventory, or in any other way doesn't get put down 100% exactly how it got picked up, that's a bug. 2) If the carriage moves when it shouldn't, or doesn't move when it should, that's a bug. 3) Obviously, if your game crashes, that's a bug. 4) If large carriages are super-painful-slow, that's not actually a bug, but should be reported anyway. SCREENSHOTS AND CRASH LOGS I need screenshots in order to duplicate bugs on my end, where I can insert checks and diagnostics into the code to figure out what's going on. Before-and-after screenshots are preferred. You can take screenshots directly within Minecraft (I think it's F2?). Crash logs: If you see the letters "JAKJ" in the crash log anywhere, that's what I need. (DON'T CROP IT: Paste the whole thing!) Use pastebin, PM it to me, post it in a CODE tag on the forum, or whatever works. And keep the feature/behaviour ideas coming! I'm taking a break (about a day) and then getting back into the other frame types as well as doing the delay/animation. Future features you don't need to suggest: Bluetricity: (won't do it; will probably use IC2/BC power if I use any power at all) Redstone cabling: (will do it, after carriages work fully) Gems/sickles/indigo/volcanoes/basalt/marble/projecttables: (other mods have all that already) Logic gates: (most likely, though later on down the road) WIreless redstone: (if I do logic gates, then yes, unless chickenbones actually updates his) Misc. redpower blocks like deployer: (if I need them yes, but most probably exist in other mods already, so no if I don't have to) Microblocks: (go get them from immibis) Anything I haven't thought of: I'm all ears. Link to comment Share on other sites More sharing options...
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