Posts by GregoriusT

    Obviously all ores related to IC2 are only registered _after_ this part, so colormaps do not apply to them (see attached screenshot).

    Not quite. IC2-Ores are very likely registered before it even loads. Try adjusting the Mod order to place your Mod before IC².

    Since RP does not have these problems, there must be some way to register blocks prior to colormap registering.

    Yes, IC² creates and registers its blocks in "preload" inside the ID-Getter of the Config (what is in both cases very wrong), while every other Mod does it properly in "load".

    Wow ^^ so he has to ask your permission to allow them to work together?

    I just wanted to make sure, that no Typos are happening. I hate it when people like Soaryn decide to misspell OreDictNames (yes, I'm talking about "Aluminum").



    Also I added these OreDictNames to my List long time ago (when I added Thorium and Plutonium Dusts).

    I'm fine with mod authors doing online version checking and getting a cape list off the internet, but if you do it in the main thread, and you don't ffer a way to disable it, you are terrible. Imagine if every mod did this. That's 2.5 seconds of extra startup time for each mod you add. In a heavily modded game, this could mean several minutes spent waiting for mods to grab files off the internet. It already takes FML about 3 minutes to finish loading all the mods I have installed, I don't need that time made even longer because some mod developer wants to give himself a cape.

    I think the Devs should always be hardcoded into the Mod, without needing an Online List, because which Dev would ever play with a seriously outdated Version of his own Mod? Online Lists are only for people who irregularyly join the Capelist. Funny is that cpw and other ForgeDevs are on the same List, instead of just hardcoding it into Forge itself.

    TL;DR Put an option to disable online version checking/grabbing the cape file.

    I have such Option in my Config, just to clear that up once again...

    are you kidding, there is completely no chance to encounter 5 mojang cape holders at once on 99.9914159265359% of servers.


    unlike modpack banlist such "additional" functionality is malicious (violate privacy), you shoud think about it.

    Okay, how is giving people a Cape malicious? Please explain how it violates privacy, if people decided to be public?

    Even if they are the same?

    Yes, Mojang has a Folder for every Player. If they add a Cape for a Player they just put a copy of the Cape into the Playerfolder, so that every Player has another Cape-URL, which causes Minecraft to think all Capes are diffrent.



    If you have for example 5 Minecon-Attendees on a Server, the Minecon-Cape will be downloaded 5 times (as soon as you encounter those people on the Server)

    Minecraft needs 64kBit/sec download (three times as much if you are moving!) and at least 32 kBit/sec Upload, so it needs 100kBit/sec minimum, and 200kBit/sec is the average crappy but still usable Internet Connection. So, 200kBit / 10KByte (80kBit) = 2.5 seconds to load a Textfile. Mojangs Cape-Check is much larger than that, because you have to download all the Capes of all the people you encounter.

    Also,

    are you sure about that? I swear I remember seeing Direwolf20 have the tester cape in one of his let's play series before GregTech was even out.

    Yes I am. I gave DW20 a Cape before the IC²-Capes were out, but then after a long while, DW got an IC²-Cape (which would always conflict, as I depend on IC²), so I removed it. However, Direwolf had GregTech not installed during the SMP-Season, so it wasnt possible to see it in any of his Videos.



    Edit: Btw, the Cape was just because of that "Y DOES TAHG HAVE A CAPE"-Gag.

    The idea that every client has to ping a server to get a text file just to see if the player gets a special cape is pretty weak.

    Note that GregTech did add Capes before RichardG did. But I added the online Variant of mine after him, as I had (and still have) a hardcoded List back then. Now I have an Online List running since a while, and I even provided a Config to turn any Online-Checks off, as Internet sometimes lags terribly when connecting to Dropbox or similar Sites (especially for chinese people as I found out). Some Sites are indeed so terrible, that Minecraft freezes for me at the MOJANG Screen, so that I have to disconnect from the Internet while loading Minecraft, not because my Internet is crappy (It's in fact faster than most Download-Servers), but because some of these Servers are not responding, and Minecraft just waits it out forever and ever and ever and ever and so on.

    Though it could be possible that RichardG wants to take over the world...

    He will fail at my Space Station, so you don't need to worry about that. I would more worry about me having a Space Station.

    2. Java is an EXTREMELY easy-to-hack coding system. People still on 1.7.0_11 (or something like that) or lower can be hacked if they're playing MC.

    But you can only hack MC-related things (Username and Passwords too), not other personal things.

    It matters to some people that have terrible internet, and instead of waiting for an update check they can disable, they MUST wait through a cape check.

    As I said, its not your Internet which makes it slow. It's the Internet of these partially crappy Servers some Devs chose for their Lists. I think SirSengirs checks for a Changelog are terrible at my own location (for example) as it began to refuse to start, when Forestry was updated. But I shouldnt be the one talking, as my Dropbox based List is terrible in China (but configurable).

    As stated above, do not use a relay for every machine only. Instead, use a filter or a sorting machine to enter machines into one huge loop. Inside that loop, redstone tubes touch the machines, inserting the items and the rest that has no place yet goes to a relay inside that loop WITH A RESTRICTION TUBE right where the items enter the relay. This way, all the items which went through the relay try to enter a machine again.


    And for whoever says that I don't have to make a loop here, REDPOWER SYSTEMS CAN GET JAMMED. I don't want my entire tube network to get jammed, but one small part of it ( still it is as much as possible prevented that it jams up with this ).

    Congrats, your Loop causes even more lag than Relays ontop of Machines.