planetguy Posted June 20, 2014 Author Posted June 20, 2014 (edited) I think Mekanism's 1.7 port will have a major version number of 7, and it's not done yet. Edited June 20, 2014 by planetguy
nexfwall Posted June 20, 2014 Posted June 20, 2014 Another suggestion: Add support of ForgeMultiParts Covers and Panels for orange carriages. Like it was with RedPower2 frames. Yes, I have nostalgia... //Need only to wait, until all mods with cables/tubes, make support of ForgeMultiPart for that cables/tubes. So we can "frame" every cable/tube in carriage. Banjobeni 1
Banjobeni Posted June 20, 2014 Posted June 20, 2014 Another suggestion: [snip] So we can "frame" every cable/tube in carriage. That would allow some seriously crazy moving machines. On seriously crazy little space. Very cool.
planetguy Posted June 21, 2014 Author Posted June 21, 2014 Another suggestion: Add support of ForgeMultiParts Covers and Panels for orange carriages. Like it was with RedPower2 frames. Yes, I have nostalgia... //Need only to wait, until all mods with cables/tubes, make support of ForgeMultiPart for that cables/tubes. So we can "frame" every cable/tube in carriage. I'll see what I can do about it, but adding that capability might get ugly.
Nevvy Posted June 22, 2014 Posted June 22, 2014 (edited) Before going in too much detail with logs and versions, Carrier Engine moves structure 1 block when it gets signal, then never moves anything again untill I destroy it and re-place it. The other engine that stays put works, just not the one who follows the frame. Am I the first one to experience this? trying it on 1.7.2 Cheers Nev, Edited June 22, 2014 by Nevvy
planetguy Posted June 22, 2014 Author Posted June 22, 2014 snip Yes, I think I've seen this bug. Sorry about all the bugs in 1.7, the 1.7 port was rather rushed and is still a mess. Between having had no functional porting at all for months, and being about to leave on a week-long trip away from my development environment, I felt like it would be best to just get something out.
Andrey73 Posted June 26, 2014 Posted June 26, 2014 Yes, I think I've seen this bug. Sorry about all the bugs in 1.7, the 1.7 port was rather rushed and is still a mess. Between having had no functional porting at all for months, and being about to leave on a week-long trip away from my development environment, I felt like it would be best to just get something out. java.lang.RuntimeException: Could not access field addedTileEntityList: NoSuchFieldException at me.planetguy.remaininmotion.util.Reflection.getImpl(Reflection.java:115) at me.planetguy.remaininmotion.util.Reflection.get(Reflection.java:90) Maybe need to add the line "map("addedTileEntityList", "field_147484_a");" in ReflectionObfuscated.java? planetguy 1
planetguy Posted June 26, 2014 Author Posted June 26, 2014 java.lang.RuntimeException: Could not access field addedTileEntityList: NoSuchFieldException at me.planetguy.remaininmotion.util.Reflection.getImpl(Reflection.java:115) at me.planetguy.remaininmotion.util.Reflection.get(Reflection.java:90) Maybe need to add the line "map("addedTileEntityList", "field_147484_a");" in ReflectionObfuscated.java? I missed that, thank you for finding it.
Morgoth714 Posted July 16, 2014 Posted July 16, 2014 (edited) I get this crash on my dedicated server (1.7.2, bukkit/forge compatible) whenever I try to place any frames in the world. I don't know if you're aware of it or if it's some other mod causing the issue but you may want to take a look. Using version 2.0.1 of RIM. Crash report: http://pastebin.com/syFysjPC Thanks for continuing to update this mod, keep up the good work! Edited July 16, 2014 by Morgoth714
lperkins2 Posted July 25, 2014 Posted July 25, 2014 (edited) Okay, so for anyone having problems as noted above (From the outdated ReflectionObfuscated.class file in the 1.7.2 download, I've placed a patched version of that file here: http://alestan.publicvm.com/bin/ReflectionObfuscated.class. You can get the patched jar here: http://alestan.publicvm.com/bin/RemainInMotion-2.0.1.jar Place ReflectionObfuscated.class in the jar in me/planetguy/remaininmotion/util Edited July 25, 2014 by lperkins2 planetguy 1
planetguy Posted July 25, 2014 Author Posted July 25, 2014 (edited) helpful patch Thanks, more eyes are always helpful. What does this change? Do you have the source code for the patch, so I can include it in RemIM? I'd guess the reflection is broken again by 1.7.10? Edited July 25, 2014 by planetguy
Reaperguy666 Posted August 20, 2014 Posted August 20, 2014 I am seriously missing this mod. Please tell me when we can expect an update.
planetguy Posted August 20, 2014 Author Posted August 20, 2014 (edited) 1.7.10 is in progress, mostly crash-free but there is much that doesn't work. I can't give you a hard date, but if you want I can publish a test build of whatever I have. Edit: I put together a build and it doesn't work. Darn it. Edited August 20, 2014 by planetguy
Reaperguy666 Posted August 20, 2014 Posted August 20, 2014 1.7.10 is in progress, mostly crash-free but there is much that doesn't work. I can't give you a hard date, but if you want I can publish a test build of whatever I have. Edit: I put together a build and it doesn't work. Darn it. It's ok dude. Take your time. I don't want to rush you or anything. Whenever you finish it is alright with me. I'm just glad to hear that it's still in development. Thank you.
furest Posted August 22, 2014 Posted August 22, 2014 (edited) Hello, In my config file, I have the line: I: Duration on translocation (in ticks): 160 When i switch it to 0 or 1 (to have no delay) it simply stays at 160 in the game but it's still written 0 or 1 in the config file. Maybe a bug? (I'm in 1.6.4 and the last update of Remain in motion) Edited August 22, 2014 by furest
planetguy Posted August 24, 2014 Author Posted August 24, 2014 (edited) Alright, 1.7 version is getting closer to stability. Version 2.0.1-EXP2 runs on Minecraft 1.7.10, and is less buggy than previous 1.7 builds. (Note: only frame and support carriages are functional.) Edited August 24, 2014 by planetguy
Lethosos Posted August 24, 2014 Posted August 24, 2014 You're doing a good job, mate. Keep it up, I'd like to ensure that I can mount a pair of extending tines for my deathlasercommsarray for my space station project that I have in mind...
planetguy Posted August 26, 2014 Author Posted August 26, 2014 (edited) The port is all done, as of v2.0.2. Everything works again. Changes: Instead of a funky hitbox that's hard to walk around on and glitchy, FMP carriages do not collide with anything. Put a microblock if you want to stand somewhere. Edited August 26, 2014 by planetguy
Reaperguy666 Posted August 26, 2014 Posted August 26, 2014 The port is all done, as of v2.0.2. Everything works again. Changes: Instead of a funky hitbox that's hard to walk around on and glitchy, FMP carriages do not collide with anything. Put a microblock if you want to stand somewhere. YES! Thank you for the port.
Silar Posted August 26, 2014 Posted August 26, 2014 (edited) First of all, great job. But i have some problems with the carriage controller. I can craft it normally, but if i place it, it turn into a carriage motor immediatly. Does anybody know that problem? I use the latest version for 1.6.4 with opencomputer v1.3.3.547 and computercraft 1.63. Edited August 26, 2014 by Silar
planetguy Posted August 26, 2014 Author Posted August 26, 2014 It's possible that CC integration isn't enabled on the server? New version! Better still, new features! v2.1.0 adds: +Support for many mods' wrenches, including Buildcraft, IC2, ProjectRed, UE, and Railcraft. Did I miss some you use? Tell me, it's dead simple to add more! +Support for closing sides of carriage motors/engines/etc. Sneak-clicking them will close the side, after which they will not search for a carriage in that direction. +Carriage adaptors. These function like carriage drives, except instead of requiring redstone or a computer signal, they pick up adjacent carriages when they are moved by RemIM. (Their sides can be closed, like other drives'.) +A texture for transduplicators.
TheBytemaster Posted August 26, 2014 Posted August 26, 2014 +Carriage adaptors. These function like carriage drives, except instead of requiring redstone or a computer signal, they pick up adjacent carriages when they are moved by RemIM. (Their sides can be closed, like other drives'.) What have you done. My free time. It bleeds.
Silar Posted August 27, 2014 Posted August 27, 2014 (edited) Its possible that CC integration isnt't enabled. How can i check it? Edited August 27, 2014 by Silar
Reaperguy666 Posted August 27, 2014 Posted August 27, 2014 More goodies. I MUST have them. Bring me MORE! Muahahahahaha! XD
planetguy Posted October 15, 2014 Author Posted October 15, 2014 New version up! This one fixes structures getting stuck if the server exits while they're moving. It'll even fix existing stuck things. disconsented 1
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