amadornes / framez Goto Github PK
View Code? Open in Web Editor NEWTaking block movement to the next level!
License: GNU General Public License v3.0
Taking block movement to the next level!
License: GNU General Public License v3.0
So I grabbed IntelliJ and java 8 sdk, followed the tutorial for setting up in forge, I have unresolved symbols for some vector library and I think trajectory. Basically I just wanted to see if I could help fix some things and maybe create an addon for this mod because it's the most stable feature rich version of frame related mods I've found. Tried the latest of RiM and FunkyLocomotion funky is very stable but doesn't have everything this does and RiM has lots of bugs in comparison. Also the block textures in this version are quite a bit better as well as the way it handles multipart is quite a bit better as well. The last time I modded anything for minecraft is back when server/client were separated and you had to use MCP and forge separately to set things up. I have followed the latest tutorial by diesieben07 to set up my intelliJ workspace and like I said i'm running into a wall when it comes to resolving everything to build.
World will immediately shutdown when you move the capacitor bank with only the frame motor. However if you move the capacitor with a frame attached to it. The crash is absolutely permanent till the motor stops running.
Tested with Dimensional tranceivers and Energy Conduits. No crash happened when moving those. further testing will be done.
http://pastebin.com/DrTs4feR Not exactly sure how it was set up.
frame machine will only move once ? then it wont ? or some times it wont move at all ?
then it also wont move frames that are more then 2 blocks think ? or am i just doing somthing really wrong ?
This is an amazing mod. The first, true Redpower-like mod I have seen in years and thank you. I do however have a suggestions.
In Redpower, frame motors when moved by other frames, would hold onto the frame that was in front of their movement direction face. In Framez, a frame motor that was moved would simply let the frame in front of its movement direction face slip past. Could the behavior the redpower frame be put into Framez? With this change, you could build things with Framez that would easily dwarf even Redpower's creations.
Thanks again.
I would like it if you added BluePower Tube Frames
I think I have found a bug. Here it goes.
Below is my setup, there is a rotatory and a slide motor. the switch on the brick panel is turned on.
So if I turn on and leave on the rotatory motor, the structure would turn clockwise (to the left) so that the outcome would be:
However, if I do what I mentioned above, the structure ends up like this:
It seems that the slider motor did move the structure and the rotatory motor stops rotating the structure. Though, visually and literally, some of the blocks disappear; some become those "ghost" blocks where you cannot walk into them.
There is no crash that occurs, even when chunks reload via pause menu or save and quit.
What I have:
Forge 10.13.4.1614-1.7.10
CodeChickenCore 1.7.10-1.0.7.47-universal
ForgeMultipart-1.7.10-1.2.0.345-universal
Framez2-1.7.10-0.1.1-hotfix-universal
NotEnoughItems-1.7.10-1.0.5.120-universal
Trajectory-1.7.10-0.1.2-universal
Though if I only turn on and then turn off the rotatory motor, the outcome is what you would expect. The structure rotates and then is moved by the slider motor.
Using "Framez 0.2-23 Beta"
I was trying to move RC blocks. Some blocks of RC actually work, others doesn't...
Crash report: http://pastebin.com/sNNwJbBz
This crash was caused by the "Friction Heater" (unpowered, never tested powered)
A "Gasoline Engine"(unpowered and powered) was moving fine, but with power and shafts connected it wasn't and crashed with the same crash report.
I actually have now idea in which pattern it crashes, but luckily it doesn't cause world corruption(sometimes I was getting an error saying "Connection Lost Client multipart @(-483, 57, -858) not found" I checked the coordinates and it was the coordinate of the frame carrying the running "Gasoline Engine", after this error(not crash) I could reload the world).
After the crash, when I reloaded the world, the Frames (with running engines) is moved.
After further testing I discovered that RC things sometimes crash and sometimes doesn't and the error on world loading after a crash sometimes appears.
I also tried other Frame-mods (Remain in Motion, Truss mod, Funky Locomotive) and they didn't crash (I tested with a small RC setup (powered and unpowered) involving a "Bevel Gear", "Gasoline Engine", "Diamond Shafts" and a "Friction Heater" heating a furnace.), but Truss and FL had graphical issues (Framez and RiM doesn't have).
PS: There's no crafting recipe for the AE2-engine!
BTW: Merry Christmas!
This could be a compatibility issue with another mod, I'm not 100% sure what's going on.
Mod Version 0.2-12, Minecraft Version 1.7.10, Forge version supplied in screenshots.
Attempting to power a frame structure with an RF motor drops my FPS to around 20.
Any size structure does it. As soon as I throw any RF power into it, the FPS tanks.
Before, normal FPS with vsync on:
After applying power, tanked FPS:
I don't need a new toaster, I have a modern rig
Any other info needed, I'll be happy to supply.
The game crashes when ever I place the motor.
Here's my crash log: http://pastebin.com/tuhQKiYD
Built a cardinal drive see screenshot all sides are the same with the exception of frame wire colors,
Drive facing west will stop all the other drives from operating without that drive the other directions are all working so its not an issue with north south as that works wonderfully.
Also the dimensional transceiver needs to be replaced anytime a new device is added to the machine.
They say third time is a charm :D
Can you please add world gen config option for the Metamorphic stone? So I can forcefully disable the generation of the stone and use soloely the crafting recipe?
Also i think retrogen option would be nice for those different from me :D
There is only en_US.lang
Files like de_DE.lang are missing.
Not my fault. I was forced to close this >_>
ull 747
Sorry i've been testing your mod like crazy against Ender-IO lately. Anyway I noticed a odd quirk regarding powering the RF-Frame motor. After the initial move the frame motor appears to stop accepting power. I tested this to see if it was a block-update issue. Nope the motor drains power. But one the move is done power will not flow into it. I tested this with Dimensional Transceivers and energy conduits, even tried with sterling generators.
The power just stops working. But the internal buffer in the motors works fine till it goes dry. Btw props to you for the animated bolt showing power lvl. really nice touch.
I open book and crash the client.
without your mod everything is OK.
http://hastebin.com/ojolapahaj.xml
http://paste.feed-the-beast.com/view/916fcbe7
Doesn't crash the game, just kicks you out of the world. If you load back into the world, it appears to have moved the frames fine.
Like the title says. This feature would be absolutely awesome if it was done.
I don't have a lot of info on this one.
I had a frame machine with 1 motor on it and about 16 frames. Then I go and check it and all of the frames had disappeared from the world. So I then reloaded the world and got this crash: http://pastebin.com/n0cPsZYD
Then when I loaded the world back up the frames were back. It is probably just minecraft derping. But if i see it again I will tell you.
Server wont start for me.
Crash Log
http://pastebin.com/weY5BrqA
Crashed when I moved wisp spawn block from Thaumcraft.
It seems to happen when I move the block in success, not to happen with just one movement.
Like the title says. If you move a conduit that has a connection to another that is not moved and it results in a break. The blocks do not visually update and appear showing their connecting faces with no real connection. Functionality of the conduits do however remain intact.
When I tired adding framez 2 version 2 0.1.1 and Trajectory 0.1.2 to my modpack I get a crash with the latest BC build 7.1.11. Here is the crash report:
Happened while testing a working frame tunnel bore design. Moved a Immibis Dimensional anchor and boop went the MC instance.
I have no idea how to summarize this issue so here are the steps to reproduce:
I was just breaking some wooden frames on a motor and got this crash on my client (was on a server): http://pastebin.com/bwh2j394
Edit: I logged back in and I can't destroy this frame: http://i.nentify.me/uUWjoAcd.png
Edit 2: Nvm, they disappeared when I right clicked them.
Edit 3: They're like 2 ghost frames now. When I right click them they disappear, when I move the frames attached to them the wooden ones re-appear. If I right click them again, I can't place anything.
Edit 4: This error appeared when I crashed (http://pastebin.com/9RppvGUF), so it might just be a KCauldron issue, I'll test a bit more if you can't find anything of use here. It's no problem otherwise, just thought I'd post here.
When using the remote to enable a chickenbones wireless redstone receiver the structure moves but the receiver stays on.
In modsause I am unable to get a 3x3x1 structure of frames to move. If I use unmodified frames it works fine, but connected with clear glass will not move.
Using Redstone Flux Motor
Release the source D: <- Totally edited (not by me)
This is an amazing mod. The first, true Redpower-like mod I have seen in years and thank you. I do however have a suggestions.
In Redpower, frame motors when moved by other frames, would hold onto the frame that was in front of their movement direction face. In Framez, a frame motor that was moved would simply let the frame in front of its movement direction face slip past. Could the behavior the redpower frame be put into Framez? With this change, you could build things with Framez that would easily dwarf even Redpower's creations.
Thanks again.
I am thinking about adding Framez 2 to one of the big future updates opf my modpack. I have however one suggestion/request.
In config I see that you can add Electrum, Enderium and Invar frames. But they get only added if thermal foundation is present. Do you think you could do something that will allow me to have them with GT (GT is adding Electrum, Invar and Enderium as well).
Thank you
Sorry for pressure, but do you know when framez 3 will be released?
crash-2016-03-20_11.06.47-server.txt
as promised here's the crash for ae2 item rotation
When attaching a capacitor bank to a frame and moving the frame with the rotation motor experienced crash also frames and all attached blocks aside from the motor currently involved in movement sometimes disappear all together. Had my entire mining platform disappear when I wired up the motors with projectRED frame cable and attempted to move the device.
Lets assume I put together a frame with a multi-part compatible wire through it ae2 extra utilities etc.
Now lets also assume I wanted to make a drill head like the old ones with tube frames
Can the frame save its multi-part parts as a part of the frame?
So that I can use a block placer/breaker to make a drill arm because I'm upgrading my quarry with rotators and due to the way mining wells work they will block a frame from rotation.
I could just move the frame without rotating it but that would mean creating a platform with breakers or annihilation panes on all sides in some sort of mining cube of death.
The suggested method would allow for somebody to park the drill head then do the rotation and drop it again with the transport pipe still intact. Since this aims to be a replacement to redpower2's frames having tube support would totally rock.
Its not un-doable without this feature just using tesseracts or some other form of wireless item transmission on either end. I state tesseracts specifically only because most modded minecraft players are familiar with them.
Was just testing out the mod on 1.7.10, using version 0.2-12 Beta and Forge 1232. I unintentionally moved a grass block from Biomes O'Plenty and the server crashed. I also tested it with a vanilla rose and got the same crash.
java.lang.NullPointerException: Exception in server tick loop
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:217)
at biomesoplenty.common.blocks.templates.BOPBlockWorldDecor.func_149705_a(BOPBlockWorldDecor.java:39)
at biomesoplenty.common.blocks.templates.BOPBlockWorldDecor.dropIfCantStay(BOPBlockWorldDecor.java:44)
at biomesoplenty.common.blocks.templates.BOPBlockWorldDecor.func_149695_a(BOPBlockWorldDecor.java:54)
at biomesoplenty.common.blocks.BlockBOPFoliage.func_149695_a(BlockBOPFoliage.java:198)
at com.amadornes.framez.movement.MovingStructure.finishMoving(MovingStructure.java:195)
at com.amadornes.framez.movement.MovingStructure.tick(MovingStructure.java:156)
at com.amadornes.framez.movement.StructureTickHandler.tick(StructureTickHandler.java:88)
at com.amadornes.framez.movement.StructureTickHandler.onServerTick(StructureTickHandler.java:58)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_387_StructureTickHandler_onServerTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
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