RFTools: new RF based utility mod for 1.7.10

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McJty

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I was first considering to wait with 1.04 until the new teleporter system was ready but that would keep the RF Monitor too buggy for too long so I decided to do a new release anyway. The only notable change in this version is a fix for the RF Monitor GUI which would sometimes cause Minecraft to crash if you opened/closed the window. Other then that you'll see several new WIP blocks (work in progress) for the upcoming teleporter system. The crafting recipes have been disabled for this as it is not usable yet.[DOUBLEPOST=1413548605,1412923696][/DOUBLEPOST]Hi all,

I just uploaded a major new version of RFTools with the following changelog:


1.10:
  • Added a new in-game manual for all items and blocks in this mod.
  • The major new addition is the teleportation system. This is the very first release of this part of the mod so it is likely that it still contains bugs. Let me know if you find any things that you think are bugs and I'll see how I can fix them. The in-game book as well as the wiki contains information on how to use the new teleportation system. Also note that it is not 100% ready yet. The major thing that is currently still missing is a way to control access to the teleporters. Also my graphics/modelling skills are not that nice so I still would like to see a better teleportation beam.

As the teleportation system is very very new I'd like to hear all bug reports that you can give me so that I can make it worth smooth. Also I'm looking for someone who knows how I can make a nice looking teleportation beam. The one that is currently in the mod isn't very good. Additionally I'm also looking for a nice soft humming sound for an active teleporter and a more intense sound that plays during teleportation. Thanks!
 
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pc_assassin

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I just got nothing to say I watch the thread though

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McJty

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I just uploaded a new version of RFTools with the following changelog:


1.11:
  • Implemented access control for both the transmitter and the receiver. See the manual for information on how it works.
  • When a destination analyzer block is placed next to a transmitter then the transmitter will also be able to check the status of the receiver and if there is a problem (like insufficient energy) the teleportation beam will be colored red. You can then use the dialing device to check the actual problem.
I think this mostly completes the teleportation system. Let me know if you find any bugs and issues. I still haven't added sound or better graphics but that isn't top priority right now.[DOUBLEPOST=1413873042,1413802320][/DOUBLEPOST]Small bugfix update:

1.12:

  • Bugfix with the in-game manual in case a mod adds custom recipes that have no recipe output. This caused opening the manual to cause an exception.
  • Endergenic Block (WIP) added. More on this later when it is out of WIP status.
[DOUBLEPOST=1414157016][/DOUBLEPOST]Just a heads-up. I'm currently working on a (innovative I hope?) new way to generate RF based on enderpearls. Not going to tell to much right now but the idea is that this will be able to generate a lot of power but is rather complicated to set up right (timing is crucial). In one part I'd like to work on this to offset the many 'boring' ways to generate RF that already exist (i.e. add fuel to generator -> rf).
 
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Pyure

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Your post in another thread just reminded me of this mod, which I've never had a chance to check out.

If you haven't already, its critically important that you add an RF-powered tool or block that performs soil samples. Specifically, it scans the chunk(s) around you, and produces some useful output:
Scan initiated...
...retrieving sample
...analyzing sample
...processing data
...processing data
...processing data
...analysis complete

* minute traces of diamond detected
* moderate traces of coal detected
* large traces of apatite detected

Why, you ask? So that I can add this to GT Ore Generation worlds and giggle to myself whenever I find large veins of things. This is highly important, you understand.

PS: No I don't really expect you to do any of this.
 

McJty

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Your post in another thread just reminded me of this mod, which I've never had a chance to check out.

If you haven't already, its critically important that you add an RF-powered tool or block that performs soil samples. Specifically, it scans the chunk(s) around you, and produces some useful output:
Scan initiated...
...retrieving sample
...analyzing sample
...processing data
...processing data
...processing data
...analysis complete

* minute traces of diamond detected
* moderate traces of coal detected
* large traces of apatite detected

Why, you ask? So that I can add this to GT Ore Generation worlds and giggle to myself whenever I find large veins of things. This is highly important, you understand.

PS: No I don't really expect you to do any of this.

You know that a kind of mob/ore/whatever scanner is already in my mind? Maybe I'll do something along those lines eventually. I have some nifty ideas but not sure if I'll be able to implement them.
 

Pyure

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Pimpin if you do.

Block is probably simpler if you want to defer the execution over a period of time, plus it gives you the context of "scooping" soil to analyze it somehow. Not sure how I'd do it as a tool unless its actually possible to do a block-scan over a long period of time whilst holding right-click (I have no idea)

I also don't really see it being useful in "standard ore generation" scenarios at all. Every chunk is going to have essentially identical results.
 

McJty

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I just uploaded version 1.20 of RFTools with the following changelog:

1.20/1.21:

  • Visual improvements of the teleportation beams.
  • Important bugfix that could cause the matter receiver and transmitter blocks to sometimes cause crashes when the GUI was opened.
  • The in-game manual recipes look a lot nicer now.
  • Many other small improvements and bugfixes.
  • Three new logic blocks. Two of them are usable in general redstone situations but one is specific for the power generator. All three are added to help set up the power generator.
  • The most important new feature of this release is a new (and rather involved) power generation system using enderpearls. Check out the wiki for more information on how it works and be prepared for a challenge.
Especially the power generator is an important change in this release. It adds a new and challenging way to generate RF. In theory it should be capable of generating a lot of RF but the challenge will be for you to actually achieve that. There is also an interesting balance between waste of fuel (ender pearls in this case) or trying to design the generator as efficiently as possible.

Since this is the first release of the power generator it is possible that the actual power generation values will still be tweaked in future releases to make sure it is balanced enough. So don't depend on things to work 100% exactly as they do in this release.

Edit: hotfix 1.21 for a crash on sequencer gui[DOUBLEPOST=1414435211][/DOUBLEPOST]Again a new release with some fixes:

1.22:

  • Fixed a crash in the RFMonitor when you removed the block that the monitor was monitoring.
  • Fixed several server issues which prevented RFTools to be used on a server. Now it works fine.
I just tried it myself on a server/client and it seems to work now.[DOUBLEPOST=1414660346,1414419804][/DOUBLEPOST]Just uploaded a new version of RFTools (1.23) with the following changes:

1.23:
  • The layout of the RF Monitor, Storage Scanner and Dialing Device is slightly improved so that it is less likely that the coordinates in the lists are cut-off.
  • Implemented general wrench-rotate functionality for all blocks where relevant.
  • Implemented general sneak-wrench functionality to pick up all blocks in RFTools while remembering their settings, energy, contents and so on.
  • Implemented tooltips in the inventory for the blocks that have these remembered so that you can easily see which block will do what when you place it back down again.
  • Some small manual fixes.
  • Added a creative tab for RFTools.
  • Fixed redstone handling for the Power Relay, Crafter, Endergenic Block and Pearl Injector so they no longer react on redstone power that is put into an adjacent block.
  • Implemented logging in the Endergenic Generator (can be enabled in config) to make it easier to debug Endergenic Powergenerator setups.
  • Tweaked the Endergenic Generator settings to make it produce slightly less power with a minimal setup: ideal pearl-hit moment is now set to 10 instead of 8 and in addition age benefits are halved. That means that a pearl that has managed to survive for 20 throws will give maximum bonus (200%).


I also added a tutorial for the powergenerator here:

https://github.com/McJty/RFTools/wiki/RFTools-Powergen-Tutorial

Let me know if you find issues.

Here is a picture of a simple powergenerator setup:

S35sHlU.png
 
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McJty

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Just posted a new version of RFTools with the following changelog:

1.30:
  • Improved redstone handling of the logic blocks and other blocks so they work more consistently now.
  • New shield system. Make a shield projector, give it power and then enable the shield in any shape you want by using shield template blocks adjacent to the projector. Fully functional except for the damage system. That still has to be done.
This new shield system is pretty flexible. It can be invisible or mimic an existing block. You can also select what entities can go through the shield and what not. For example, you can make it so that passive mobs can go through the shield but hostile mobs can't. Or you can enable some players to go through your shield but not everyone.

This is the first version of the shield so bugs are of course possible. Let me know if you find any.
 

McJty

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BTW, I'm looking for people who would be willing to do a mod spotlight or series of tutorials. My forum page already has a spotlight but that was for a rather old version. A lot has been added since then and I'd love to assist anyone in creating a good spotlight for my mod.

Thanks,
 

Pyure

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McJlty: Your tutorial loses me on
"1: Sequencer set to Once2 and 01000... ticks (i.e. a delayed tick)"
Once2? Then some sort of binary or bitmap? What?

Help, I'm stupid.
 

McJty

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Ok, I maybe went a bit too quickly on that :)

But basically the sequencer has several modes of operation:

  • Once1: perform a full cycle as soon as a redstone signal is received. Ignores new signals until the cycle has finished
  • Once2: perform a full cycle as soon as a redstone signal is received. Restarts the cycle if a new signal arrives
  • Loop1: cycle all the time, ignore redstone signals
  • Loop2: cycle all the time, a redstone signal will reset the cycle to the start
  • Loop3: cycle for as long as a redstone signal is present. Stop as soon as the signal goes away
  • Step: proceed one step in the cycle everytime a redstone signal is received
So basically Once2 is the mode that starts the cycle everytime it gets a redstone pulse. When it gets a new pulse it will restart *even* if the cycle was already playing.

Hope that clears this up a bit?
 

McJty

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BTW, Pyure. I value any feedback you might have with regards to my power generator. It is a complicated thing to set up right but I do want it to be worth the effort. Possibly that means that some values may have to be tweaked and so on.
 

McJty

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Ryan Clayton just made a new spotlight for RFTools. This one is up-to-date upto version 1.33 and even explains the power generation in full detail. So I certainly recommend you check it out if you were uncertain about certain parts of the mod. One small mistake is that he mentions the damage in the shield system isn't working but that's not true. It does work:

Enjoy!

 

pc_assassin

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If you can't do it I understand or if you don't have time or whatever I also understand but I was wondering if you could possibly backport this to 1.7.2 cause I would like to use it soooo much but saddly I can't run (or even launch) 1.7.10

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McJty

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If you can't do it I understand or if you don't have time or whatever I also understand but I was wondering if you could possibly backport this to 1.7.2 cause I would like to use it soooo much but saddly I can't run (or even launch) 1.7.10

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First, what is the problem you're having with 1.7.10? Why isn't it launching?

Secondly, maybe my mod works with 1.7.2? I simply never tried it.
 

pc_assassin

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First, what is the problem you're having with 1.7.10? Why isn't it launching?

Secondly, maybe my mod works with 1.7.2? I simply never tried it.

I really should just make a thread to explain it since I have to do it all the time.... Anywho its becuase of mojang updating OpenGL (some graphics thing that I can't explain yet) and it doesn't work on older video cards so I (and some of my friends on the server I play on) can't use anything 1.7.3 and up

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pc_assassin

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I don't know if it will work with the 1.7.2 forge though

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