RFTools - Support and Suggestions

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Golrith

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I was thinking, if you can't get a dynamic perlin noise skybox generator working, stick to a "simple" fixed texture, but have 16 texture sets, matching the minecraft colour system.

Just imagine future modpacks using RF Tools to make a custom dimension to start with, and supplying a unique texture for each skybox. Somone could make a material energy type of map but using dimensions instead of spatial storage.


As to the teleporter system, does your system allow for teleporting entities? That's basically the only difference with Mystcraft, plus your teleporters are "1 block" compared to a "gate".
I don't know if there's any way of making the dial device GUI interface a little more clearer/friendly? With a lot of teleporters, it becomes a long unwieldy list.
Was a bit confused to start with on how to use, eventually my clicking resulted in a connection.
 

Yusunoha

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Well RFTools already has a RF-based teleportation system. Are you aware of that? It is actually needed to use that as it is the only way to get into the created dimensions. Together with this teleportation system you have a dialing device where you can dial a transmitter to a receiver (teleportation in rftools is one-way).

Also I recently added Open Computers support to the dialing device so you can use Open Computers to setup a big screen with destinations to pick from.

I also have plans for making a chargable teleporter that you can link to a receiver and can do a single teleportation on full charge back to where it was linked. This can be handy for emergency situations or if you don't want to bother bringing a full teleportation set to your new dimension if you don't plan on staying there for long.

yes, I was already awware of that. but the teleportation functions are blocks, not portals.
with portals you could for example also teleport other entities instead of yourself, for example it'll be a tad difficult to ask a cow if he could right click a block and teleport to another dimension for you :p

and I didn't know about the open computers support, but I'm quite bad at coding, but it'd be great if there already was a block in the mod that could do this instead of hoping if someone would write a script for this and release it
 

McJty

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yes, I was already awware of that. but the teleportation functions are blocks, not portals.
with portals you could for example also teleport other entities instead of yourself, for example it'll be a tad difficult to ask a cow if he could right click a block and teleport to another dimension for you :p

and I didn't know about the open computers support, but I'm quite bad at coding, but it'd be great if there already was a block in the mod that could do this instead of hoping if someone would write a script for this and release it

Actually the teleporters can in theory also teleport other entities. I did not enable this at the moment but the teleportation doesn't work by activating the block. It works by stepping into the beam. At this moment I disallow teleportation for non-players but that should be relatively easy to change.
 

McJty

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Extracting blood out of a cow to make a cow dimension. Brutal isn't it? But just try this on an iron golem :)


XLMpYo2.png
 

Golrith

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RFTools has a shield system? Damn, how did I miss that?

This mod contains an amazing amount of content developed in a very short time. Congrats!
 
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Someone Else 37

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Soon in RFTools. Large and transparent screens:

5uc9DER.png



a4BDSXd.png
Nifty floating screen is nifty. Also, that shield thing looks nice, too- I'll have to mess with that sometime.
I also thought your screenshot looked like a portal. I agree with the people who've been suggesting some way to teleport entities other than players, akin to Mystcraft's portals. If you're still opposed to actual portals, a setting in (an upgraded version of?) the matter transmitter would do it. Maybe once a transmitter has gone through the machine upgrader enough times and been imbued with enough dimensional shards, it adds a button or a tab to the GUI to select what types of things can go through it (similar to the interface in your shield projector thingy), and after some more shards, a redstone-control feature.

Also, why is the text on the dimension with no RF in it green? I'd like it to be red for a dead dimension, unless that color is selected in the monitor's GUI.

Any thoughts on keeping players from messing with the matter receiver auto-generated in RFTools dimensions? I suggested making it unbreakable/not drop anything and draw power from the dimension itself a while back.
 

McJty

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The text is green because it is showing the RF/tick difference and not the RF. So it shows that there is 0 RF/tick incoming.

About the matter receiver in the dimensions I actually forgot about that but yes. I might do some things with that. I don't want to make it unbreakable as it should be possible to relocate your spawn platform elsewhere (I have done that in my own rftools world). But perhaps I can make it a version that can only take power from the dimension that it is in or so. Not sure yet.
 

Someone Else 37

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The text is green because it is showing the RF/tick difference and not the RF. So it shows that there is 0 RF/tick incoming.
Ah. That makes sense. So the zero there means it's most likely either completely full (and being kept topped off) or completely empty (and not being powered at all), but it's not clear which.

About the matter receiver in the dimensions I actually forgot about that but yes. I might do some things with that. I don't want to make it unbreakable as it should be possible to relocate your spawn platform elsewhere (I have done that in my own rftools world). But perhaps I can make it a version that can only take power from the dimension that it is in or so. Not sure yet.
So you can move the spawn platform. Did not know that. Might've helped on that dimension I posted about a while back with the massively glitched terrain, where a hundred meters or so around the spawn platform was all molten steel ocean with cobblestone islands, while surrounding it was normal-looking terrain but with biomes and ground cover that better matched the nearby cobble-and-steel terrain. I could've just moved the receiver away from the boundaries... Hmm.

But yeah, that's a good reason to not make the receivers unbreakable. Maybe instead have it permanently tied to the dimension it was generated in, so if you try to take it back home and use it somewhere else, it just won't work?
 

McJty

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It is time for another public test version again.

A thing that RFTools has been struggling with for a while is the famous dimlets.cfg and me having to yell at people occasionally for deleting that file when they shouldn't. That has to stop. So first a bit of history and explanation on how things used to work and how they will work from now on:

First you need to know that all dimlets have numbers (id's). These numbers are assigned dynamically based on presence of other mods (for the biome and liquid dimlets), and based on user blacklisting of certain dimlets. So that basically means that (for example) the dimlet 'Dimlet Plains Biome' can be number 102 on one client and 110 on another. This number is fairly important and should remain constant for a given world. Otherwise that 'Dimlet Plains Biome' can suddenly become a 'Dimlet Liquid Lava'. All these numbers are written in 'dimlets.cfg'. When a new mod is added and that mod has new liquids or biomes then new dimlet ids will be assigned automatically and added to dimlets.cfg. If such a mod is removed then the dimlet ids that belong to things from that mod will no longer be used and they will also not be reused for new dimlets. So that part is ok.

These numbers have to be known on both the client and the server so that means that both the client and the server will have to calculate these numbers based on their config and whatever mods are present. Because the server is the master you really want to have the same numbers for a given dimlet on the client as well as on the server.

There are two major problems with this approach:
  • dimlets.cfg contains the important mapping so if you remove that file the client or server will calculate it again. If things have changed (new biomes/liquids/...) that can mean that dimlets will get different ids. So suddenly the dimlets you already had will become different dimlets. Not good!
  • dimlets.cfg can differ between server and client because maybe the client only got updated from modpack version A to version C while the server got updated from A to B and then from B to C. That means numbers can be differently allocated. In this case what appears to be a certain dimlet on the client will actually be something else since the server is supposed to be the master.
The second problem was fixed in version 2.30. From that version on the server sent over information about the dimlet ids to all clients that connect. The client corrected its internal ids to the new values it got from the server.

The first problem should now be fixed in the dev release that I just made. Basically in this new version dimlet ids will now be stored with the world itself. dimlets.cfg will only be used to let people blacklist dimlets (set them to -1). When using an older world with this new version of rftools the ids from dimlets.cfg will be converted to the new map that is stored with the world. From that point on the numbers in dimlets.cfg will no longer be used. This is a fundamental change. I did a test on single player and with a local test server and things appear to work. A good way to test this is to first start up your world (single player and/or server) and fill a chest with all kinds of dimlets. Remember what you put in there. Then put the dev version of rftools in it and see if the chest is still containing the same dimlets.

If this works then the problem with dimlets.cfg being outdated and/or removed will be a thing of the past. Forever :)

The latest dev build can be downloaded from:

https://drone.io/github.com/McJty/RFTools/files
 
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Golrith

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Is it possible to blacklist an entire mod from the dimlet system, without changing every single entry?
Recently added MineChem, so that naturally adds a ton of liquid elements.
 
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