planetguy Posted June 5, 2014 Author Share Posted June 5, 2014 New version, with the reworked hardcore algorithm and an optional fallback renderer. Link to comment Share on other sites More sharing options...
BakermanLP Posted June 6, 2014 Share Posted June 6, 2014 Thank you and yes, that was the last version until yesterday :-) Link to comment Share on other sites More sharing options...
nexfwall Posted June 6, 2014 Share Posted June 6, 2014 Can you add please some integration with OpenComputers? For example, push an event(signal) every time, the carriage moves. Because there is no other way to know, if carriage is already done moving, or not. Link to comment Share on other sites More sharing options...
planetguy Posted June 7, 2014 Author Share Posted June 7, 2014 (edited) New version incoming! 1.1.7 a creative-only block, the transduplicator. Edited June 7, 2014 by planetguy Link to comment Share on other sites More sharing options...
planetguy Posted June 9, 2014 Author Share Posted June 9, 2014 Oops, 1.1.7 doesn't work. Fixed and reuploaded as 1.2.0, to maintain port.content.tweak version numbers. Link to comment Share on other sites More sharing options...
AnodeCathode Posted June 10, 2014 Share Posted June 10, 2014 Hardcore mode still does not consume energy in 1.2.0. energyStored fills but does not drain with motion. Using config: #################### # Hardmode #################### Hardmode { B:"Hardmode is activated"=true I:"Power capacity of carriages"=10000 D:"Power consumption factor"=100.0 } Link to comment Share on other sites More sharing options...
planetguy Posted June 12, 2014 Author Share Posted June 12, 2014 Finished the 1.7 port, hooray! TheBytemaster and masterzh 2 Link to comment Share on other sites More sharing options...
DJGoo Posted June 12, 2014 Share Posted June 12, 2014 can someone help me set this up i desperatly need this to work and i know nothing about computercraft coding, ive got the code running but it gets stuck on searching for telemetry http://turtlescripts.com/project/gjdhjh-ElevatorJockey Link to comment Share on other sites More sharing options...
planetguy Posted June 12, 2014 Author Share Posted June 12, 2014 can someone help me set this up i desperatly need this to work and i know nothing about computercraft coding, ive got the code running but it gets stuck on searching for telemetry http://turtlescripts.com/project/gjdhjh-ElevatorJockey I'm not sure how that script is supposed to work, sorry. You'll have to ask its author. Link to comment Share on other sites More sharing options...
masterzh Posted June 12, 2014 Share Posted June 12, 2014 Congrats to 1.7! Great work. Few things... I cant see carriages in motion.(movement) They simple disappear until they are on place. Template carriage does not have right click "ghost" view. Link to comment Share on other sites More sharing options...
planetguy Posted June 12, 2014 Author Share Posted June 12, 2014 I cant see carriages in motion.(movement) They simple disappear until they are on place. Template carriage does not have right click "ghost" view. The network handling is still broken, but I'm trying to fix it. I rushed to get a 1.7 port out because it's been so long, but there are still a few issues to work on. Another one is carriages will move through existing blocks. Link to comment Share on other sites More sharing options...
planetguy Posted June 13, 2014 Author Share Posted June 13, 2014 (edited) Network handling is fixed (meaning carriages' fancy rendering works) and the new build is up. There's a bug with carriages being perfectly happy to move through blocks. I'd recommend staying on 1.6 for now, unless you're dying to play with the new 1.7 stuff. Edited June 13, 2014 by planetguy Link to comment Share on other sites More sharing options...
DJGoo Posted June 13, 2014 Share Posted June 13, 2014 well thanks anyway ive made a script of my own to tide me over the idea was to have several monitors on different levels to call the elevator but for now im just using some wireless redstone controllers Link to comment Share on other sites More sharing options...
george_____t Posted June 13, 2014 Share Posted June 13, 2014 Noticed since updating (on 1.6 version, still waiting for other mods to update to 1.7), that translocators wont work if they are adjacent to more than one frame block. I may be wrong but I dont think this was previously the case. Anyway, not sure if its feature or bug but it breaks the compactness of some of my designs... Any help much appreciated Link to comment Share on other sites More sharing options...
planetguy Posted June 14, 2014 Author Share Posted June 14, 2014 IIRC that's how it's always worked, only one carriage can be moved at a time by each moving machine (engine, motor, translocator, or transduplicator). I can hopefully change that, but not for a bit over a week, since I'm traveling. Link to comment Share on other sites More sharing options...
george_____t Posted June 14, 2014 Share Posted June 14, 2014 Fair enough, after checking I realise it has always been like this. For some reason I thought translocators could only move the block on top, so they'd ignore the other sides... Anyway, what would be great would be if engines etc. ignored carriages whose facing sides were closed, or, even better, if the sides on the engine/translocator itself could be toggled (as this would also allow for template carriages). An another note, do you ever intend to make it so that translocators display their label visually on the block itself? (would be very helpful though not sure how it would work on ones with multiple colours...) Link to comment Share on other sites More sharing options...
planetguy Posted June 14, 2014 Author Share Posted June 14, 2014 (edited) Translocators are supposed to display the colours on their side, in the form of some tiny icons in the black square. It was planned to switch recolouring over to a GUI system, but I didn't get around to it yet. Edited June 14, 2014 by planetguy Link to comment Share on other sites More sharing options...
george_____t Posted June 14, 2014 Share Posted June 14, 2014 Oh, cheers, I hadn't noticed that, had to turn the brightness up a lot for them to be at all visible but they're there... Not the prettiest but I guess it works Link to comment Share on other sites More sharing options...
Overloaded_Wolf Posted June 15, 2014 Share Posted June 15, 2014 There seems to be a tick rate bug when ever I move the frame controller with a button. It crashes after use. here's the crash log. http://pastebin.com/hsBGRRjk Link to comment Share on other sites More sharing options...
planetguy Posted June 16, 2014 Author Share Posted June 16, 2014 There seems to be a tick rate bug when ever I move the frame controller with a button. It crashes after use. here's the crash log. http://pastebin.com/hsBGRRjk Thanks for the error report. I can't look into it now since I'm traveling, but it looks like the way Redstone in Motion moved scheduled ticks might be broken. Link to comment Share on other sites More sharing options...
Banjobeni Posted June 18, 2014 Share Posted June 18, 2014 Thank you for forking and working on this, planetguy. This is fantastic! I have one question concerning 1.7.2 though: With ThermalExpansion/cofh not being updated to 1.7.2 yet, what mod do you suggest to use in order to have a source of power and transportation of RF? Link to comment Share on other sites More sharing options...
Lethosos Posted June 18, 2014 Share Posted June 18, 2014 Have you tried Mekanism? I think their Universal Cables will do the job just fine. Link to comment Share on other sites More sharing options...
planetguy Posted June 18, 2014 Author Share Posted June 18, 2014 Hardcore mode may be broken in the 1.7 port. Carriages will still work, but it seems they don't require power. Link to comment Share on other sites More sharing options...
Banjobeni Posted June 18, 2014 Share Posted June 18, 2014 Have you tried Mekanism? I think their Universal Cables will do the job just fine. Wow, I didn't know that one yet. Thanks! But are you sure it's on 1.7.2 yet? I can't seem to find a corresponding download link, and what I'd consider the authoritative source doesn't explicitly state what version it runs on... Link to comment Share on other sites More sharing options...
Lethosos Posted June 19, 2014 Share Posted June 19, 2014 No idea. Universal Electricity all together may be holding off release until every mod is up to 1.7.2. But do keep it in mind, of course--it's a good alternative. Link to comment Share on other sites More sharing options...
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