planetguy Posted April 5, 2014 Posted April 5, 2014 (edited) Since JAKJ has been rather scarce lately and Redstone in Motion is too good to let die and open source, and no one else has stepped up to develop it further, I've decided to continue it. Out of respect for JAKJ's request that forks don't use the same name, I'll call my version "Remain in Motion". Original thread, with documentation: '?do=embed' frameborder='0' data-embedContent>> More documentation: Hollow carriages: They are exactly like, and interchangeable with, frame carriages, except that you can put ForgeMultipart parts down the middle. Hard mode: In the configs, you can enable energy use. RiM uses the RF API for energy. The config properties available are: Power capacity: This simply controls the amount of RF an engine/drive/etc can hold. Power consumption factor: Power use is calculated by adding up the hardnesses of the blocks being carried, multiplying by the config property, and rounding up to the nearest whole number since RF goes around in whole numbers. Changes: Remain In Motion 1.1.7 -> 2.0.1-EXP2: Port to Minecraft 1.7.10, fixing the resulting bugs Remain In Motion 1.1.2 -> 1.1.7: Added transduplicators, which function much like translocators but copy blocks instead of moving them. Remain in Motion 1.0.3 -> 1.1.2: Implemented hollow carriages. They work just like frame carriages, except that you can run wires/conduits/etc through them. They are crafted by putting 8 frame carriages in a crafting table, like a chest or furnace. Added recipes to dye carriages one at a time and revert them to their un-dyed forms Fixed sidedness bug that broke multiplayer As of version 1.1.3 and up, there are optional features that depend on ForgeMultipart. If you have it installed, RemIM will add hollow carriages that you can run wires, ducts, etc through. If not, there's nothing you miss by using frame carriages instead. Redstone in Motion 2.4.0.0 -> Remain in Motion 1.0.3: Fixed ComputerCraft 1.6 integration Created primitive carriage debug messages (they only work if the carriage motor has just been placed) implemented part of hardcore mode (carriages can be set to require RF power and have limited strength) Download: https://www.mediafire.com/folder/nx48d9udpfpln/RemainInMotion Source code: https://github.com/planetguy32/RemainInMotion Edited September 15, 2014 by planetguy Sangar, Mattabase, theprolo and 4 others 7
planetguy Posted April 6, 2014 Author Posted April 6, 2014 New version! This one actually fixes CC 1.6 integration.
planetguy Posted April 6, 2014 Author Posted April 6, 2014 Yet another new version! Version 1.0.3 reduces unnecessary error messages. It should be compatible with clients/servers running any RemainInMotion 1.0.x build.
Rseding91 Posted April 12, 2014 Posted April 12, 2014 Did you manage to fix the bug when moving AE systems where it says "Controller conflict"? Using the 1.5 version it never had this issue but in 1.6 with the same version (but for 1.6) it bugs out.
planetguy Posted April 12, 2014 Author Posted April 12, 2014 (edited) Probably not, since this is the first time I've heard of it. How would I go about replicating this? A screenshot would be very helpful, since just moving an AE system worked for me. Edited April 12, 2014 by planetguy
Mattabase Posted April 13, 2014 Posted April 13, 2014 I am very glad to see someone pick the mod up. I did have a feature request though. I know that FMP blocks covers can already be placed on them and everything,but I was wondering if you could add support for FMP conduits/piping ect to be ran down the middle of them.
planetguy Posted April 13, 2014 Author Posted April 13, 2014 I'll see what I can do about FMP support. I'm pretty sure there's not any support for combining FMP parts and carriages as-is, the decoration system is custom. Moving to FMP will break compatibility with existing carriage blocks, so it'll have to be maintained separately from the vanilla-based version. In other news, the 1.7 port is starting to work. It partially moves blocks, but it duplicates them, kicks the player twice in the process and crashes the game at the end, and all the block items are invisible.
Lethosos Posted April 14, 2014 Posted April 14, 2014 In other news, the 1.7 port is starting to work. It partially moves blocks, but it duplicates them, kicks the player twice in the process and crashes the game at the end, and all the block items are invisible. In other words, working as intended? Keep it up. You're doing fine; I do recommend continuing to use 1.6.4 as a test bed for the engines/FMP since you know it works anyways.
planetguy Posted April 16, 2014 Author Posted April 16, 2014 snip Fully FMP-compatible carriages are in version 1.1.
TheBytemaster Posted April 17, 2014 Posted April 17, 2014 This looks really nice, and I can already think of about a bajillion uses for hollow carriages. Thanks!
Shrooblord Posted April 17, 2014 Posted April 17, 2014 (edited) Since JAKJ has been rather scarce lately and Redstone in Motion is too good to let die and open source, and no one else has stepped up to develop it further, I've decided to continue it. Out of respect for JAKJ's request that forks don't use the same name, I'll call my version "Remain in Motion". Fixed ComputerCraft 1.6 integration Ooohhh you beautiful person. I almost cried when RIM 'died', especially because my roommate was a 'co-creator' (I think he helped set it up, but how far into the actual coding that went, I don't know) but didn't seem to want to continue supporting it either... Hey, does this CC integration fix this problem? : If so, you are all the more glorious. ;D PS I can't wait to see this get to 1.7 - AE2, CC 1.7, RemIM 1.7 ... it will be a good day come! Edited April 17, 2014 by Shrooblord
Razorskills Posted April 18, 2014 Posted April 18, 2014 I know that this was originally open source, So I am just wondering about your opinions for modpacks.
planetguy Posted April 18, 2014 Author Posted April 18, 2014 I know that this was originally open source, So I am just wondering about your opinions for modpacks Use it however you want. That's what it was made for. TheBytemaster, _Mataroyale_Modpacker_ and Lethosos 3
masterzh Posted April 21, 2014 Posted April 21, 2014 I get crash with latest RemainIM on server when i try to put down new hollow carriage. http://pastebin.com/1GTuNNEB
planetguy Posted April 21, 2014 Author Posted April 21, 2014 I get crash with latest RemainIM on server when i try to put down new hollow carriage. http://pastebin.com/1GTuNNEB Thanks for the error log, sorry for the crash. I've gotten it working without a problem on a server, but it may be leaking client code (which would show up as some minor inefficiency).
masterzh Posted April 21, 2014 Posted April 21, 2014 Thanks for the error log, sorry for the crash. I've gotten it working without a problem on a server, but it may be leaking client code (which would show up as some minor inefficiency). No need to be sorry. Glad you made the effort to make this mod live or even bring up some new features.
asiekierka Posted April 22, 2014 Posted April 22, 2014 This version adds a hard dependency on ForgeMultipart. [...] If that's a problem, please tell me and I'll see what I can do. It, uh, kind of is a problem. I'm one of the last people not to use Forge Multipart and that's not likely to change - is there a chance for making the FMP-specific changes optional? (If needed, I can do the necessary work myself). Also, this fork would really use an integration with OpenFrames - a RiM fork done by the OpenComputers community.
planetguy Posted April 22, 2014 Author Posted April 22, 2014 (edited) The hollow carriage is only really useful with ForgeMultipart, since if you can't put stuff inside it it's basically a frame carriage. Other changes I've made should be possible to separate out. (Edit: Done. Grab the latest version.) I found OpenFrames on Github. It looks like they've done some neat work with OpenComputers integration, but nothing has happened in their repo for a month. If they're interested I'd be happy to work with them. Do you know where I can contact them? Edited April 22, 2014 by planetguy
planetguy Posted April 23, 2014 Author Posted April 23, 2014 New release, 1.1.3, works without ForgeMultipart, if you don't need it.
NightKev Posted April 23, 2014 Posted April 23, 2014 irc.esper.net #openframes is where you'll find them.
Mattabase Posted April 23, 2014 Posted April 23, 2014 This version adds a hard dependency on ForgeMultipart. [...] If that's a problem, please tell me and I'll see what I can do. It, uh, kind of is a problem. I'm one of the last people not to use Forge Multipart and that's not likely to change - is there a chance for making the FMP-specific changes optional? (If needed, I can do the necessary work myself). I must ask,what reason do you have for not using FMP?
rienafairefr Posted April 23, 2014 Posted April 23, 2014 Hey planetguy, Thanks for the fork, it's greatly appreciated work! I was wondering, is it a bug or intended feature: A platform carriage moves a bunch of block, then a block that is moved by the carriage goes in contact directly or indirectly with an immovable/blacklisted block such as bedrock, the result is a stuck carriage, impossible to move away from the immovable block. The only solution is to break a block between the carriage and the immovable block, et voilà the carriage can move again. Maybe the platform carriage should include in its "blocks to move" the blocks from it to air in a straight line, like designed, but also stop before blocks in the blacklist? Keep up the good work !
asiekierka Posted April 23, 2014 Posted April 23, 2014 I must ask,what reason do you have for not using FMP? You're the eleventieth person to ask. Watch my blog for a post which I'll eventually write on it. Overall, it comes to a matter of preference, lightweightness, a dislike of the mechanics FMP introduces and CB being slow at updates.
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