[MC 1.8.9-1.12.2] Plethora
vico 25 Feb 2017
SquidDev, on 23 February 2017 - 08:37 AM, said:
Whilst train linking is a useful thing, I don't feel it fits within the scope of Plethora - it would be much better suited to a mod which just adds this feature. Knowing the modded community, there is probably something out there already.
I asked several times in modding circlejerks (mainly MMD) and the only answer i've got was: "Get Railcraft".
SquidDev 26 Feb 2017
What's this old boy? Is this another Plethora update. Oh how absolutely spiffing!
I've just released Plethora 1.1.1. This isn't a big release, with the most notable "feature" being a beta release of Plethora for Minecraft 1.11.2. As always, there will probably be bugs so please report them as soon as possible.
For those who aren't on Minecraft 1.11.2, there are still some useful changes and additions:
Changelog
- Fire chat_message event for all chat messages, now contains the entity's name and UUID.
- Add Baubles support to neural interface: can now be placed in the head slot.
- Change several methods to have no delay - allowing most note programs to run correctly.
- Allow keyboard to be mounted as a module. It monitors all key presses a player makes (so you don't have to open the keyboard or computer GUI).
- Fix key repeat events not being triggered when using JEI.
Edited by SquidDev, 26 February 2017 - 07:22 PM.
SquidDev 14 Mar 2017
I've just pushed Plethora 1.1.2. This really isn't anything to get excited about, it just fixes a couple of bugs and crashes people were having.
Changelog (1.8.9, 1.10.2)
Edited by SquidDev, 15 March 2017 - 07:50 AM.
Changelog (1.8.9, 1.10.2)
- Fix keyboard not working on multiplayer
- All of the above
- Fix crashing with block scanner
- Fix keyboard text not being translated on multiplayer
Edited by SquidDev, 15 March 2017 - 07:50 AM.
SquidDev 02 Apr 2017
I've just released Plethora 1.1.3. There are a couple of minor adjustments and improvements which I thought I'd share:
Fall damage
Firstly, the kinetic augment will adjust your "fall distance" after launching you, meaning you won't die from fall damage if your velocity is sufficiently low. This allows some rather interesting things: I wrote a silly little program which allows you to fly, slowing you down as you come near to the ground. Yes, Plethora is rather OP.
Minecart Computer upgrades
You can now place a cohort of modules and peripherals on the minecart computer. It has four slots (top, left, right and back) which should be highlighted when you mouse over. Do note that this is rather flakey at the moment: sometimes it looks like it should register but doesn't. Sorry about that, Minecraft doesn't make complex entity interactions easy.
Full changelog
Fall damage
Firstly, the kinetic augment will adjust your "fall distance" after launching you, meaning you won't die from fall damage if your velocity is sufficiently low. This allows some rather interesting things: I wrote a silly little program which allows you to fly, slowing you down as you come near to the ground. Yes, Plethora is rather OP.
Minecart Computer upgrades
You can now place a cohort of modules and peripherals on the minecart computer. It has four slots (top, left, right and back) which should be highlighted when you mouse over. Do note that this is rather flakey at the moment: sometimes it looks like it should register but doesn't. Sorry about that, Minecraft doesn't make complex entity interactions easy.
Full changelog
- Add support for CCTweaks' custom roms.
- Fix lasers not obeying the doTileDrops gamerule.
- Fix lasers sometimes breaking their manipulator.
- Reset fall damage after being launched by the kinetic augment.
- Allow adding upgrades to the minecart computer.
- Add command API to command computer minecarts.
- Add propel(velocity) method to the kinetic augment for minecarts.
- [1.10.2] Add .setActive() method to elytra item.
Bomb Bloke 02 Apr 2017
SquidDev, on 02 April 2017 - 01:18 AM, said:
Firstly, the kinetic augment will adjust your "fall distance" after launching you, meaning you won't die from fall damage if your velocity is sufficiently low. This allows some rather interesting things: I wrote a silly little program which allows you to fly, slowing you down as you come near to the ground. Yes, Plethora is rather OP.
I'd tried my hand at such a script a while back, and landing was indeed a bit of a problem. My main issue, though, was that the server I was on kept on kicking me for flying. Beats me how that works, as there were plenty of mods that added jetpacks and creative-mode flight options...
That, and presumably due to latency I couldn't actually stay airbourne without frequent high-velocity launches.
SquidDev 02 Apr 2017
Bomb Bloke, on 02 April 2017 - 03:55 AM, said:
I'd tried my hand at such a script a while back, and landing was indeed a bit of a problem. My main issue, though, was that the server I was on kept on kicking me for flying. Beats me how that works, as there were plenty of mods that added jetpacks and creative-mode flight options...
Bomb Bloke, on 02 April 2017 - 03:55 AM, said:
That, and presumably due to latency I couldn't actually stay airbourne without frequent high-velocity launches.
SquidDev 05 Apr 2017
It begins:
Well, I've begun working on something that I've had requested a couple of times: terminal glasses.
I'm currently planning two drawing modes: 2D and 3D. The former will only be available on the neural interface, and will render like a heads-up display. You will be able to render 3D objects from the neural interface, manipulator and any other module owner. These will be rendered in world, allowing you to do a far more effective version of this.
However, I'd really appreciate other people's thoughts on the matter: what features could you see yourself using? What do you feel is missing? Please post your comments here or on the Plethora issue tracker. Thanks!
Well, I've begun working on something that I've had requested a couple of times: terminal glasses.
I'm currently planning two drawing modes: 2D and 3D. The former will only be available on the neural interface, and will render like a heads-up display. You will be able to render 3D objects from the neural interface, manipulator and any other module owner. These will be rendered in world, allowing you to do a far more effective version of this.
However, I'd really appreciate other people's thoughts on the matter: what features could you see yourself using? What do you feel is missing? Please post your comments here or on the Plethora issue tracker. Thanks!
Bomb Bloke 06 Apr 2017
Dunno what you've already got planned for it, but it strikes me that being able to plot text characters into the world would be handy. Even if they just automatically turn to face the viewer, there's a lot that could be done with them, and having the support built in to the mod directly would likely reduce overhead on servers.
What's the deal with the 3D rendering? Vertices? Planes? Solids? Alpha control?
You might even consider implementing Minecraft particle support. We can produce them via command computers but it'd be pretty cool to open them up to non-ops.
Edited by Bomb Bloke, 06 April 2017 - 05:02 AM.
What's the deal with the 3D rendering? Vertices? Planes? Solids? Alpha control?
You might even consider implementing Minecraft particle support. We can produce them via command computers but it'd be pretty cool to open them up to non-ops.
Edited by Bomb Bloke, 06 April 2017 - 05:02 AM.
CinnamonLoaf 07 Apr 2017
Not sure where the best place to post errors would be, but I'm having issues starting my server with this mod. It crashes every time it gets to initializing the actual mod. I've added the crash report below. Any help would be greatly appreciated.
As a note I'm able to run everything on a single player mode. I've also tried removing all other mods excluding ComputerCraft, Unborked and Plethora without any change in the crash. If anyone has an idea of how to make it work for my server that would be awesome.
Launch Options :
Edited by Bomb Bloke, 10 April 2017 - 12:36 AM.
Spoiler
As a note I'm able to run everything on a single player mode. I've also tried removing all other mods excluding ComputerCraft, Unborked and Plethora without any change in the crash. If anyone has an idea of how to make it work for my server that would be awesome.
Launch Options :
java -Xmx7g -Xms7g -d64 -server -jar forge-1.10.2-12.18.3.2254-universal.jar nogui pause
Edited by Bomb Bloke, 10 April 2017 - 12:36 AM.
SquidDev 07 Apr 2017
CinnamonLoaf, on 07 April 2017 - 06:14 PM, said:
Not sure where the best place to post errors would be, but I'm having issues starting my server with this mod. It crashes every time it gets to initializing the actual mod. I've added the crash report below. Any help would be greatly appreciated.
Fully Changelog
- Reset floating time when launching using the kinetic manipulator. This means you will not get kicked for flying when using it. This can be disabled in the config, should you wish to.
- Add CCTweaks's wireless bridge as a minecart upgrade.
- Fix crashing server on launch.
Bomb Bloke, on 06 April 2017 - 05:00 AM, said:
What's the deal with the 3D rendering? Vertices? Planes? Solids? Alpha control?
The only other "fancy" thing I'm considering is a way of rendering blocks: either as their item form, or the block model. The former would be mostly useful in 2D GUIs, and I'm sure people could find a use of the block model in world.
Bomb Bloke, on 06 April 2017 - 05:00 AM, said:
Dunno what you've already got planned for it, but it strikes me that being able to plot text characters into the world would be handy. Even if they just automatically turn to face the viewer, there's a lot that could be done with them, and having the support built in to the mod directly would likely reduce overhead on servers.
Bomb Bloke, on 06 April 2017 - 05:00 AM, said:
You might even consider implementing Minecraft particle support. We can produce them via command computers but it'd be pretty cool to open them up to non-ops.
SquidDev 09 Apr 2017
I've just pushed Plethora 1.1.5 with a couple of minor bug fixes.
Changelog
Changelog
- Fix not being able to "swap" items in the manipulator GUI.
- Fix manipulator not being reset on death (again).
- Fix being kicked from a server when using a module and changing modules at the same time.
- Fix incorrect rendering of items in the manipulator on 1.10.2 and 1.11.2.
- Fire chat_message events, even if the chat recorder has no owner.
SquidDev 15 Apr 2017
augiteSoul, on 15 April 2017 - 06:49 PM, said:
You'll hate me, but why not a 1.7.10 version?
A couple of reasons:
- There are a lot of changes between 1.7.10 and 1.8.9+, which makes managing multiple versions hard.
- There are plenty of 1.7.10 peripheral mods already: most of this mod's functionality is duplicated somewhere else.
- Let it go. Please, just let 1.7.10 die.
Edited by SquidDev, 16 April 2017 - 12:01 PM.
D3matt 20 Apr 2017
I'd like to see a mod that adds RFID and Mag Stripe/swipe cards like what ImmibisPeripherals used to have. Would you be willing to add this to Plethora?
SquidDev 22 Apr 2017
D3matt, on 20 April 2017 - 10:17 PM, said:
I'd like to see a mod that adds RFID and Mag Stripe/swipe cards like what ImmibisPeripherals used to have. Would you be willing to add this to Plethora?
Edited by SquidDev, 22 April 2017 - 11:08 AM.
SquidDev 09 May 2017
I've recently updated the 1.10.2 version of Plethora to support the "bleeding-edge" ComputerCraft version. Plethora 1.1.6 requires a recent build of ComputerCraft. Note that if you're using CCTweaks, you will not be able to update.
Changelog
Changelog
- Fix IMedia provider using client side methods.
- Port pocket upgrades to use ComputerCraft's built-in system.
- Move from CCTweaks's IContainerComputer to ComputerCraft's version.
vico 25 May 2017
I've got this error trying to launch a server and I'm dumb enough not to know what the problem is:
Spoiler
SquidDev 03 Jun 2017
vico, on 25 May 2017 - 11:56 PM, said:
I've got this error trying to launch a server and I'm dumb enough not to know what the problem is:
CCcrafter, on 02 June 2017 - 11:29 PM, said:
Seems to be caused by cc tweaks
SquidDev 10 Jun 2017
Plethora 1.1.7-pr0
I've just updated Plethora to work on the latest builds of ComputerCraft. This doesn't add any interesting functionality, just makes sure nothing crashes .
Please note, if you're using Unborked or CCTweaks, you should have a read of this post here.
Changelog
Edited by SquidDev, 10 June 2017 - 01:42 PM.
I've just updated Plethora to work on the latest builds of ComputerCraft. This doesn't add any interesting functionality, just makes sure nothing crashes .
Please note, if you're using Unborked or CCTweaks, you should have a read of this post here.
Changelog
- Update to latest version of ComputerCraft (dan200/ComputerCraft@0f982e6)
- Add speaker peripheral support to neural interface and minecarts
Edited by SquidDev, 10 June 2017 - 01:42 PM.