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  1. Last week
  2. A new update is now available for Robbit (version 27.0.0-DEV9.2, revision 5100). Patch notes for this version follow. Robbit "Fondant Fancy" Patch 27, Development Preview 9.2 (17 January 2019) Bug Fixes and General Changes Fixed an issue where the Steam Turbine would not connect to the IC2 energy net. Reporting Bugs If you find any bugs, please report them on the Robbit issue tracker. This will help us to weed out and fix bugs faster and more efficiently. Thank you.
  3. Alright, some more digging! Railcraft tile entities themselves do not implement any IC2 API functions. This is so that the TE classes can be instantiated without IC2 being present. Instead, it uses delegates for IC2 functionality, and whenever add-to-enet and remove-from-enet are called, it passes them through to the delegate. Normally this works fine because all of the delegates added/removed from the e-net implement IEnergyTile (and where necessary either IEnergyAcceptor or IEnergyEmitter). In the case of the Steam Turbine though, Railcraft can't do this as-is, because the turbine is a multi-block structure. IC2 uses a "meta-delegate" to wrap multiple energy tiles together in the case you have a machine implemented as a multi-block structure and that must also be used here. The implementation of this provided by Railcraft for Steam Turbine is "TileIC2MultiEmitterDelegate". IC2 asks this implementation to return a list of all of the IEnergyTile subtiles it is encapsulating - and it attempts to do this by returning an unmodified list of all turbine component tiles. The problem is that none of of the turbine component tiles implement IEnergyTile because this behaviour is normally delegated. Consequently none of the subtiles get added to the energy-net, and no power gets generated. Even if the subtiles get modified to implement IEnergyTIle this is STILL not enough because the cable connection relies on the subtile implementing IEnergyAcceptor or IEnergyEmitter and either of those interface implementations allowing a cable connection in that direction. I modified the component tiles to implement IEnergyAcceptor/IEnergyEmitter where necessary... and while this did make the Steam Turbine work correctly, the RC delegation system ended up broken. Looking to see if there is a better solution before pushing ahead with this one.
  4. Looks like IEmitterDelegate and ISinkDelegate are not implementing IEnergyTile (maybe a development oversight by CJ?). In addition to the Steam Turbine, this may also break the energy-net cable connections for the Electric Feeder, Energy Loader, and Energy Unloader (although right now it seems confined to Steam Turbine so I'm thinking this is broken somehow due to the turbine's multi-block nature)
  5. Earlier
  6. Railcraft steam boiler housing not connecting to IC2 EU Power cables. Steam boiler not functional as result.
  7. A new update is now available for Robbit (version 27.0.0-DEV9.1, revision 5097). Patch notes for this version follow. Robbit "Fondant Fancy" Patch 27, Development Preview 9.1 (27 November 2018) Bug Fixes and General Changes Fixed an issue where the Ender Chest was usable on Chimerion when it wasn't supposed to be. Fixed a sync glitch with the restriction of leaping potions in dim 12. Fixed an issue where the fall damage from jumping was incorrectly calculated in dim 12. Reporting Bugs If you find any bugs, please report them on the Robbit issue tracker. This will help us to weed out and fix bugs faster and more efficiently. Thank you.
  8. A new update is now available for Robbit (version 27.0.0-DEV9, revision 5090). Patch notes for this version follow. Robbit "Fondant Fancy" Patch 27, Development Preview 9 (15 November 2018) The primary focus of this patch is to backport more features from Vanilla 1.8 and later to Robbit 1.7. As a result, there is not really any new content for those of you who are used to those later versions of Minecraft. However, from the context of Robbit, they are new It is kinda nice to be able to have these features (and to continue to demonstrate how pointless most of Mojang's refactoring over the last 3-4 years has been) I started working on these backports quite a long time ago so I'm pretty happy that I can finally roll out a patch that includes them. In the future, I intend to backport even more stuff from newer versions of Vanilla. Please ask in the Discord server for access to the tracking spreadsheet if you want to follow that work. Backported Features and Changes The following features have been backported from Vanilla Minecraft as part of this patch (using version 1.12.2 as a base source): Zombie "Husk" variant Skeleton "Stray" variant Polar Bears Llamas Parrots Tipped arrows Lingering potions The "Dragon's Breath" item The "Dragon's Head" item Area of effect cloud Spit particle The following general purpose changes were also applied: Skeletons now keep their arms down by default, raising them only when about to fire. Villager subtypes are now explicitly named in the GUI and tooltip. Zombie Villagers now retain their villlager types and have type-specific skins and names. Rabbits now spawn in Desert biomes. Rabbits spawning in Desert and Snow biomes now have a high chance of spawning with matching colour. Heads now render in 3D in the inventory (including with player-specific skins). Refactored the way the Horse is built to allow for backporting of Llamas. Refactored the pathfinding system a little to allow for backporting of Parrots. Mobs using the pathfinding system now have an extra AI routine to avoid walking into water. Villages now generate with grass paths. Villages generating in Savanna biomes now generate with acacia based blocks instead of oak. Please note: For the purposes of using tipped arrows, since 1.7 does not have any off-hand slot, the bow will simply fire arrows based on the order you have them stored in your inventory. This is a compromise which enables the tipped arrows to be usable in some fashion, but I am aware it is not ideal. There might be further updates in future in this area - please keep watch if this interests you. Bug Fixes and General Changes Fixed issue with Dim 12 displaying "null" owner in infobox. Fixed issue with the shopping GUI not showing the coin symbols in the correct places. Fixed placed weapon dummy having no language string for its name. The entity registration system was internally refactored. Non-mob entities are now forced to be registered in local space in order to preserve entity ID space for mobs. Placed player heads now have a WAILA tooltip indicating whose head you are hovering over. Fixed some issues where mobs that were swimming in non-water harmless fluids (e.g. oil, diesel, creosote, etc) would not pathfind correctly. Fixed issue with IC2 rubber wood log not being in ore dictionary.
  9. Fixed in r5043. I also backported the Dragon Head for good measure Inventory heads: In game WAILA tooltips and the placed down dragon head:
  10. Apparently the rubber wood log is not registered in the ore dictionary. You can't make creosote wood blocks from it either, nor is it smeltable
  11. Presumably IC2 wood is probably missing in other places I am unaware about
  12. Tinytimrob

    More uses required for Lead

    Resolved in 27 DEV8.
  13. Tinytimrob

    More uses required for Lead

    Gonna close this for 27 DEV8 because I've added lead to some more stuff
  14. Tinytimrob

    /plot clear scatters items everywhere

    Resolved in 27 DEV8.
  15. Tinytimrob

    Many bugs with IC2 alcohol

    Resolved in 27 DEV8.
  16. Tinytimrob

    ExtrabiomesXL Dyes don't work with Banners

    Resolved in 27 DEV8.
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