Reaperguy666 Posted March 28, 2014 Posted March 28, 2014 I have a suggestion. I would like to know if it's possible to make a carriage motor or engine that can rotate blocks. There was a mod out for 1.5+ that could do this, but the mod author had trouble working out the bugs. If you need some inspiration, here's a video explaining it all.
NightKev Posted March 28, 2014 Posted March 28, 2014 (edited) I have a suggestion. I would like to know if it's possible to make a carriage motor or engine that can rotate blocks. There was a mod out for 1.5+ that could do this, but the mod author had trouble working out the bugs. If you need some inspiration, here's a video explaining it all. We've been over it several times here, but here goes. Rotating blocks is no easy thing: there's no standard as to what metadata value corresponds to each direction, so each mod block would need its own. Additionally, if you want to rotate in 3D, there's a problem with, for example, furnaces: they don't come in sideways. You'd have to fix every vanilla block that does this (off the top of my head, torches, chests, furnaces, ladders, beacons, crops... the list goes on) and a majority mod blocks too. Edited March 28, 2014 by NightKev
Kortako Posted April 4, 2014 Posted April 4, 2014 So I wasn't really expecting this to work, but I updated to CC 1.6 and carriage controllers no longer work with the new API. The peripheral.wrap just returns nil. Are there any plans to update this mod to work with CC 1.6? Just imagine, carriages controlled by pocket computer!
planetguy Posted April 4, 2014 Posted April 4, 2014 The original developer of Redstone in Motion seems to be absent or inactive. Someone else might need to take over. (Maybe me?)
planetguy Posted April 5, 2014 Posted April 5, 2014 So I wasn't really expecting this to work, but I updated to CC 1.6 and carriage controllers no longer work with the new API. The peripheral.wrap just returns nil. Are there any plans to update this mod to work with CC 1.6? Just imagine, carriages controlled by pocket computer! Done in >my fork (since I don't see anyone else continuing the mod and JAKJ hasn't been on since January). masterzh and Kortako 2
Kortako Posted April 5, 2014 Posted April 5, 2014 Done in >my fork (since I don't see anyone else continuing the mod and JAKJ hasn't been on since January). Wow, what? I go away for a few hours and not only did you respond to my question but you went ahead and did it! Awesome man! I'll have to try this out as soon as I can wrench myself away from Diablo III haha.
dwwojcik Posted April 5, 2014 Posted April 5, 2014 The original developer of Redstone in Motion seems to be absent or inactive. Someone else might need to take over. (Maybe me?) Well, I don't know. The RiM Lisence seems to be a little restrictive.
NightKev Posted April 5, 2014 Posted April 5, 2014 Apparently some other people are working on a fork as well in irc.esper.net/openframes
vyross Posted May 23, 2014 Posted May 23, 2014 So, I've solved the problem of "I have a CC computer and it sometimes reboots, but sometimes only turns itself off after each movement" problem. Using Tekkit (Thermal Expansion, Computercraft, and RiM), here's what you do: To solve the reboot problem, as others have done, simply save your program state ("variables") using the file system API (Fs) and read them later. Clunky, but it works To solve the turning itself off sometimes (the inconsistency), I discovered that Thermal Expansion's Autonomous Activator works perfectly. Just stick one next to your computer (make sure it's facing the computer) and it'll handle the cases where sometimes it'll get turned off and not rebooted. Also, I was wondering if anyone knew if the ChickenChunks chunk loaders and EnderStorage work with these (in SMP). I'd like to set up a fire-and-forget stripminer in a mystcraft dimension.
flaghacker Posted June 4, 2014 Posted June 4, 2014 Every time a carriage moves within my render distance, my client insta-closes. I tried it without optifine, but I still crashed. I play on a small (4 people) server, and i'm the only one who crashes. Log: https://www.dropbox.com/s/jyn57xau4olvyk9/ForgeModLoader-client-0.log Log.lck: https://www.dropbox.com/s/g8pqj7k65jlwday/ForgeModLoader-client-0.log.lck Error: https://www.dropbox.com/s/eybqntnsaiub0gb/hs_err_pid6360.log Hope you can fix this issue! Thanks
planetguy Posted June 5, 2014 Posted June 5, 2014 Hmm, a native crash... Maybe update your graphics card drivers?
flaghacker Posted June 5, 2014 Posted June 5, 2014 (edited) Hmm, a native crash... Maybe update your graphics card drivers?In my computer there are 2 GPU's: One from Intel, and one from AMD. Minecraft always crashed, until I forced the Intel driver to overwrite and disable the AMD GPU. Now my Minecraft works. Updating my drivers would maybe let carriages work, but prevent Minecraft from starting. It would error with "bad video card drivers" and "please update them", witch is what I just did, stupid error message! I'll try to play around with this a bit more, to see if I can find a solution. Edited June 5, 2014 by flaghacker
planetguy Posted June 5, 2014 Posted June 5, 2014 Could be your GPU doesn't support display lists? That's how RiM renders moving carriages...
flaghacker Posted June 5, 2014 Posted June 5, 2014 (edited) Here is a picture showing everything about my GPU'S and their drivers: https://db.tt/8oqWW5lv Edited June 5, 2014 by flaghacker
planetguy Posted June 5, 2014 Posted June 5, 2014 (edited) Remain In Motion version 1.1.6 includes a fallback renderer, available through a config property. If it's an issue I might be able to hack something into Redstone in Motion, but I'd rather keep the action in my own fork. Edited June 5, 2014 by planetguy
flaghacker Posted June 6, 2014 Posted June 6, 2014 (edited) I'll test that tonight, not at my computer right now... Is that version for 1.6.4? EDIT: Derp, I just read "REDSTONE in motion" instead of "REMAIN in motion"! Thanks a lot, I'm testing it right now! Edited June 6, 2014 by flaghacker
Lethosos Posted June 6, 2014 Posted June 6, 2014 Well, technically it IS "Redstone In Motion," we're just changing a word to keep it in line with Jakj's original terminology without claiming credit for it.
redsector Posted July 24, 2014 Posted July 24, 2014 (edited) Hello there guys, is there any way to speed up carriages from the 1 block/second default? It's probably been asked before, but I couldn't find any definitive answer, only assumptions and workarounds. What I did find was an option in the config file... I:"Duration of motion in ticks"=20 .. but changing it to a lower value doesn't seem to do anything at all. Increasing it, on the other hand, resulted in weird things happening such as carriages going through solid blocks, no interaction possible with blocks within the frame etc.. so the mod does apparently recognize the variable in some way. Am I missing something here? Is there a hardcoded speed cap of 20 ticks per motion? I had planned to use the whole thing for an elevator of sorts (and I guess I'm not the only one), but it's pointless at such a slow pace. Edited July 24, 2014 by redsector
planetguy Posted July 24, 2014 Posted July 24, 2014 Do you have the same config setting shared across both client and server? The client config controls how fast the client sees the blocks move, and the server config changes how fast they actually move. You'll have visual glitches if they don't match up. If you're playing on singleplayer, or have the same config distributed to servers and clients, there's a bug. It most likely won't be fixed by JAKJ since he hasn't logged in since January, but my fork Remain in Motion is still in active development.
furest Posted August 4, 2014 Posted August 4, 2014 Hi, It seems that the frame carriages won't work with the dark blocks of thaumcraftextras. If I use dark wool block for example, the camo will be blue wool... An idea of what causes this? Furest
DewieTheDurian Posted December 9, 2014 Posted December 9, 2014 (edited) This modification looks interesting. I'll be downloading it in a moment to test it for myself. Great job so far Edited December 9, 2014 by Neowulf Annoying large red text for no reason
dulled_edge Posted February 20, 2015 Posted February 20, 2015 (edited) Heyo, great mod. Wouldn't play without it. But... I was wondering if anyone has found a way to get a signal to all 6 sides of an engine. As far as i know thare needs to be at least 1 Carriage block attached to the engine, to get successful motion. I've found that this initial block prevents the redstone signal from getting the engine from that side. I.E. if your initial block is on the right, you cannot power the right side of the engine. It's wierd because the Carriage blocks seem to react to redstone in the same manner and any other block. Yet, the engine cannot take a signal through a block like a piston would. I know there has to be a way. Has anyone succeeded in powering all 6 sides of an engine? Edited February 20, 2015 by dulled_edge
planetguy Posted February 21, 2015 Posted February 21, 2015 As far as I know, you can't - things that accept indirect signals don't know which direction the signals are coming from.
Lethosos Posted May 30, 2015 Posted May 30, 2015 Right, being the guy who keeps it around even though he's not quite finished with it, I still need to poke at the new texture for RIM. Anyways, last good version right here.
myrace Posted December 20, 2015 Posted December 20, 2015 I am using a 1.5.2 version of this, and I have a problem. For some reason, if I put a block under a stack of frames, and get a motor carriage to move it upwards, then nothing happens, but if I remove the block, then it works. This means that if I want to make giant hangar doors, I need to make an excessively complicated door system, where 20 motors will be needed, instead of 1 or 2. Now think about wiring all of those to work automatically. Is it possible to have frame motors work even if there is something behind them? I know that maybe in original redpower, it was not like this, but it would make it much easier to automate. Also, every time I try to put a lever under a engine motor (the motor that moves with the frames), it destroys the lever (or the red alloy wire under it). This renders automation of frame motors via a computer sending redstone signals impossible, as you need to place the block every time for it to work. Is there a fix to this?
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