brian hatley Posted December 18, 2013 Posted December 18, 2013 Your frames dissapeared? Could I use bc kinetic pipes as a replacement? And would that apply to the transceivers as well?
brian hatley Posted December 18, 2013 Posted December 18, 2013 And unfortunatly I dont have a log to show, it happened overnight and the game didnt crash. The age is fine nothing is corrupted or laggy. Its just gone. Not even carriage spectres.
jakj Posted December 19, 2013 Author Posted December 19, 2013 Is there an interface tile entities or blocks can implement to know when they're being moved? At this time, the only real way to find out you're being moved is to pull the call chain out of your stack trace and look for a method invocation from my mod's namespace. You can do that in validate/invalidate, and in writeToNBT/readFromNBT, or even the constructor.
masterzh Posted December 21, 2013 Posted December 21, 2013 Heya jakj any news about power system(or hard mode if i remember correctly) for RIM?
jakj Posted December 21, 2013 Author Posted December 21, 2013 Heya jakj any news about power system(or hard mode if i remember correctly) for RIM? Minecraft stuff's been pretty "back burner"ed while I'm working on this other project, but I'll get back to it eventually. Going to have to overhaul the whole frickin' thing anyway for 1.7 which hasn't even settled into a workable state yet, so probably at that point I'll just do a refactor and then backport to 1.5/1.6 once I see how I can abstract things to not be difficult to maintain with this Gradle foolishness.
jakj Posted December 22, 2013 Author Posted December 22, 2013 i missed it, whats the other project? A secret, for now. But it's not related to Minecraft, so you're not missing anything. (It may eventually be useful for Minecraft, though...possibly. We'll see.) It's a personal project that I'll open-source release when it's working.
masterzh Posted December 22, 2013 Posted December 22, 2013 May i ask about your opinion of (modded)world preservation with new mod id-system/change? Will we be able to save map/blocks or possible use some kind of ID convertor? There are some msgs in loading-console that some items will not survive transmission to 1.7... I know not much is known about this but i suppose you have more knowledge how things work or may work...
jakj Posted December 22, 2013 Author Posted December 22, 2013 May i ask about your opinion of (modded)world preservation with new mod id-system/change? Will we be able to save map/blocks or possible use some kind of ID convertor? There are some msgs in loading-console that some items will not survive transmission to 1.7... I know not much is known about this but i suppose you have more knowledge how things work or may work... They added some sort of block registry to forge for 1.6 that mimics the one for 1.7 and they're using that to establish a mapping. I'm sure somebody will also make a world-converter tool that lets you specify block id/meta -> new mapping, once 1.7's forge actually exists.
masterzh Posted December 22, 2013 Posted December 22, 2013 They added some sort of block registry to forge for 1.6 that mimics the one for 1.7 and they're using that to establish a mapping. I'm sure somebody will also make a world-converter tool that lets you specify block id/meta -> new mapping, once 1.7's forge actually exists. Wow thx for such quick answer for kind of offtopic question. You truly are very kind(and fast). I am very thankful for this mod which i use a lot in my project.
planetguy Posted December 26, 2013 Posted December 26, 2013 I thought a list of blocks that RiM works with would be useful, so I've started one. More in this thread.
Alexander0507 Posted December 27, 2013 Posted December 27, 2013 I have an AE-System moving with template Frames but when it moves it says controller conflict. It is like the controller would also be on the old position.
Shade25 Posted December 27, 2013 Posted December 27, 2013 I have an AE-System moving with template Frames but when it moves it says controller conflict. It is like the controller would also be on the old position. What version of minecraft, redstone in motion and AE are you using? Unless it has cropped up again in a more recent version that issue was fixed a long while ago
Alexander0507 Posted December 27, 2013 Posted December 27, 2013 minecraft 1.6.4, RiM und AE the newest (just downloaded them) Got a bit of a fix going when i place a block where the old position would be it works cause this block takes the position
XartaX Posted December 31, 2013 Posted December 31, 2013 Came across this, and it looks bloody amazing. Is it compatible with Tekkit (new frontier) 1.1.10? And if so how would I go around applying it to my server?_+ Sorry for the kinda basic questions. Not that long ago since I put up the server just for the purposes of playing with a few people, so I'm not really that knowledgable about Minecraft modding in general.
ANormalMinecraftNerd Posted December 31, 2013 Posted December 31, 2013 I have very awesome news which I am really happy about, and thought I'd post here: Thermal expansion Terrain Smashers + Itemducts do work on Carriages just fine now... some guys in here may remember me and my problems... so I wanted to say, that it's all fine now, thanks to Forge Multipart
Paintpauller Posted January 1, 2014 Posted January 1, 2014 I have very awesome news which I am really happy about, and thought I'd post here: Thermal expansion Terrain Smashers + Itemducts do work on Carriages just fine now... some guys in here may remember me and my problems... so I wanted to say, that it's all fine now, thanks to Forge Multipart Terrain Smashers always worked, it was the Itemducts causing the crash, i have made a working TB with Terrain Smashers, chests, and the Factorization Item Router. tho now that Itemducts are working im going to have to change it out for them as it will be faster that way! thanks for the heads up!
Alexander0507 Posted January 1, 2014 Posted January 1, 2014 Terrain Smashers always worked, it was the Itemducts causing the crash, i have made a working TB with Terrain Smashers, chests, and the Factorization Item Router. tho now that Itemducts are working im going to have to change it out for them as it will be faster that way! thanks for the heads up! The Itemducts shouldn't be a loop ! When you build a loop some Itemducs will just dissapear ! Learned it on the hard way :D
Tobilibias Posted January 5, 2014 Posted January 5, 2014 Hello everybody, i wanted to use this very cool mod but i have run into a Problem than i can´t solve. When i install the mod minecraft stops loading saying "Congratulations, you have been waiting Long enough. Have a cake." no chrash, no errot log. Just stoping there. I tried different Versions but i keep having the same Problem. I´m a bit confused and searching the Internet did´nt help me either. I hope somebody can help me. Greetings and thank you Tobi
planetguy Posted January 5, 2014 Posted January 5, 2014 Hello everybody, i wanted to use this very cool mod but i have run into a Problem than i can´t solve. When i install the mod minecraft stops loading saying "Congratulations, you have been waiting Long enough. Have a cake." no chrash, no errot log. Just stoping there. I tried different Versions but i keep having the same Problem. I´m a bit confused and surching the Internet did´nt help me either. I hope somebody can help me. Greetings and thank you Tobi What's your mod list?
Tobilibias Posted January 5, 2014 Posted January 5, 2014 i`m using 183 mods. here´s a list. Chicken Bones Mods except wirelessredstone Condensed Potions MouseTweaks bspkrsCore StatusEffectHUD TreeCatitator MoreEnchantmentsMod AdditionalPipes AdvancedMachines AdvancedThaumaturgy AdvancedRepulsionSystem ArsMagica2 AppliedEnergitics AtomicSience AutoUtils backpacks BasicComponents BetterSprinting BigReactors binnieMods Biomes-o-Plenty BoodMagic Buildcraft AdditionalBuildcraftObjects ChlashSoftApi CoFHCore ComnpactSolars CompactWindmills Computercraft CustomUUMvalues Defense Electrodynamics EmasherResource EnchantingPlus EnderIO EngineersToolbox EVOC ExtrabiomesXL ExtraCells ExtraUtilities Factorization Portalgun Forestry ForestryExtras GasCraft GregTech HeldCore NuclearControl IC2Stuff Immibis Core Immibis Microblocks ForgeMultipart IC2 InfernalMobs IventoryTweaks IronChests JABBA KeithyUtils Levelstorage LogisticPipes luacs1998core magicbees Mekanism ansd all submods Metallurgy MeteorsMod MFFS MineChem MFR MiscPeripherals MobiusCore AdvancedSolars GraviSuit ModularPowerSuit MoreMineralsMod Mystcraft MystcraftNEIPlugin Natura NEIaddons NEIPlugins Networkanchor NEI Numina OpenBlocks Opis PlayerAPI PoerCrystalCore ProjectRed and all submods QuarryPlus Railcraft Redlogic Redstone in Motion RemoteIO slickUtil Soulshards2 StevesCarts TinkerersConstruct Thaumcraft ThaumcraftExtras ThaumcraftGates ThaumicTinkerer TermalExpansion TinkerersMechworks Transducters Translocators twilightforest Unidye UniversalElecticity iChunUtil Waila WirelessRedstone and addons Witchery XACT mod I could´nt figure out ho to use a Spoiler sorry for that. I´m rinnung MC 1.6.4 and forge 965. Thank you for helping
planetguy Posted January 6, 2014 Posted January 6, 2014 Today I found out that qCraft quantum portals keep working and remain connected even when moved by RiM.
mr_engino Posted January 15, 2014 Posted January 15, 2014 um, i appear to be having difficulties in trying to make my airship move up and down. how exactly do i accomplish this since pistons get stuck from pushing redstone blocks and carriges do not have any redstone signal capabilities?
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