Maxis010 Posted May 31, 2013 Posted May 31, 2013 Im a little confused. Is this the final step in sending redpower to a watery grave? That may be a byproduct but is not the objective AFAIK, the objective is to provide standalone frames Quote
lukeb28 Posted May 31, 2013 Posted May 31, 2013 Im a little confused. Is this the final step in sending redpower to a watery grave? With luck. Frames are the last thing to replace for 1.5.2. Quote
jakj Posted May 31, 2013 Author Posted May 31, 2013 This mod will have frames and wires, other mods have done sickles, volcanoes, logic gates, and the like, basalt and marble are trivial, natura now has flowers that make blue dye...yeah, red power is pretty much divided piecemeal and reimplemented now. I will also include project tables most likely, since buildcraft has decided to fuck up my crafting tables.Wireless Redstone, I will wait and see if chicken bones gives up waiting for Eloraam before touching. Modders are supposed to serve the players, so my goal is to give people frames, not to rip off Eloraam. The fact that I am ripping off Eloraam is just the most efficient means to my end. Quote
Dougman Posted June 1, 2013 Posted June 1, 2013 Someone else has already remade the project tables, LINK, so you don't really need to make them if you don't want to. Unless you want to improve them, or something. Quote
jakj Posted June 1, 2013 Author Posted June 1, 2013 Cool. Needs template support but 90% there, so I can take that off my list. I can just copy/paste the old buildcraft code into a mod to add the old table back in. Quote
planetguy Posted June 1, 2013 Posted June 1, 2013 Crashed when I tried to move the platform carriage. java.lang.RuntimeException: class JAKJ.RedstoneInMotion.PlatformCarriage is missing a mapping! This is a bug! You need to register the tile entity, this adds the mapping. GameRegistry.registerTileEntity(YourTileEntity.class, "Mod.tileEntityName"); //Adds the mappings Quote
jakj Posted June 1, 2013 Author Posted June 1, 2013 I told you to use the carriage engine, silly. That's not implemented yet. Quote
jakj Posted June 1, 2013 Author Posted June 1, 2013 That would do it... I do appreciate detailed bug reports, though, so don't hesitate to continue. :-) I'm doing up a bit more of the code now, putting in skeletal/placeholder entities and renderers and such. I'm going to be able to do this entire mod with exactly one block ID and one item ID, and that's kind of neat. Forge has come such a long way. Quote
jakj Posted June 3, 2013 Author Posted June 3, 2013 First post updated with new version (#5). New features: Frames work, redpower style! Can close/open sides of frame carriages, both engine and motor work (one stays, one goes), collision detection is in. Go Go Gadget Bugtesters! Quote
Markarthian Posted June 3, 2013 Posted June 3, 2013 Haven't found any bugs so far. Now going to test with some more wonky stuff to see if I can break it ;) Quote
jakj Posted June 3, 2013 Author Posted June 3, 2013 Haven't found any bugs so far. Now going to test with some more wonky stuff to see if I can break it Yes, please do the weirdest and most complicated things you can think of, because the only way I'm going to get this thing really reliable is to get lots of eyes on it. I won't be comfortable saying "Release version! Use with your important stuff!" until a lot of people test it. Quote
lukeb28 Posted June 3, 2013 Posted June 3, 2013 Is it SMP test ready? I can do that if you think it's at a point where it might work. Quote
jakj Posted June 3, 2013 Author Posted June 3, 2013 Is it SMP test ready? I can do that if you think it's at a point where it might work. In theory. All the changes to Minecraft and Forge recently have completely obliterated singleplayer, to the point that World.isRemote is actually useful, Forge proxies are less necessary, and EntityPlayer doesn't even have a non-MP version. So it *should* require no changes of any kind for SMP, other than stuff like bukkit and block-access restrictions, which is wayyyyyyyyy down the road if I ever even bother. (I'm 99% sure I'll just say "Hey, if somebody wants to make this public-server safe, go find a coder to do it.".) Quote
Lethosos Posted June 5, 2013 Posted June 5, 2013 Suggestion regarding chest contents: Pull an Ender Chest on it and put the contents somewhere safe before moving it. All you have to do is carry the shared instance of that chest in order for a player to interact with the contents while in motion. Quote
lukeb28 Posted June 5, 2013 Posted June 5, 2013 If its an enderchest theres no need to do that. It's contents store under player data (If its vanilla) or as world data separate from the block i.e. it's contents are stored in a random place that cannon be affected by anything. If it just gets moved as a regular block it should be fine. Quote
jakj Posted June 5, 2013 Author Posted June 5, 2013 I'm not going to allow interaction while in motion. Right now I loop once to record everything, and check the validity of motion and presence of blacklisted blocks (NYI), a second time to clear everything, a third time to notify the world about the change, a fourth time to replace the blocks, and a fifth to again notify the world. Your suggestion would require replacing everything with placeholder blocks instead of air, adding to the complexity of the looping, and a whole lot of back end code for every single mod block to support, including reimplementing interaction with blocks not being moved. Transit takes one second (20 ticks). It's too much work for almost no benefit. Quote
Lethosos Posted June 5, 2013 Posted June 5, 2013 Hrm. That may cause problems with building mobile mining platforms. I'll have to throw some extra mods together to determine whether or not it's doable. Quote
theprolo Posted June 5, 2013 Posted June 5, 2013 Why would that screw up mining platforms? The original frames didn't allow in-motion access and seemed to work fine. Quote
Lethosos Posted June 5, 2013 Posted June 5, 2013 It's more of how it manages item entities that I'm concerned about. In any case, I'm about to throw together a Tech Testing Platform (TTP) modpack for this purpose. Quote
okamikk Posted June 5, 2013 Posted June 5, 2013 It's more of how it manages item entities that I'm concerned about. In any case, I'm about to throw together a Tech Testing Platform (TTP) modpack for this purpose. give us a link! why? beacuse :effort: Quote
Lethosos Posted June 5, 2013 Posted June 5, 2013 Well, I have to make sure this bare minimum modpack functions as I need to. But gimme a few... here! Tech Testing Platform Oh, and Jakj, the creative tab for RiM is flaking out again; it's not showing any blocks in it. Quote
jakj Posted June 5, 2013 Author Posted June 5, 2013 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. Quote
jakj Posted June 5, 2013 Author Posted June 5, 2013 It's more of how it manages item entities that I'm concerned about. 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. Quote
Lethosos Posted June 5, 2013 Posted June 5, 2013 I might have found something peculiar involving redstone blocks, sticky pistons, and frames/carriages. I'll post some pictures later when I have access to the 'pooter tonight. Quote
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