Refined Relocation

Refined Relocation

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Various issues and bugs

Dynious opened this issue ยท 21 comments

commented
  • A wireless block extender with empty whitelist will not allow items through, which should not be the case. Unable to reproduce (did you set it to blacklist?)
  • Players randomly fall through relocators (Happens when standing on relocators). FMP bug
  • http://imgur.com/STyP4Pj This image shows that relocators disappear when not being directly looked at. Kind of hard to see on right of screen.
  • Stock modules can be placed not on inventory connection, and while that is great, it does not work. This applies to all modules and is a design choice
  • Redstone module does not stop already in transfer items. Fixed
  • When an inventory is broken with a block extraction module attached, a extraction (regular) module is returned. Doesn't happen with any other modules, as far as I can tell. Fixed
  • Linker coordinates should be separated like this: (x, y, z) not like this: (x:y:z) Fixed
  • Linker tooltip could have the word 'Linked' removed. (This is a preference thing, though) I prefer otherwise :P
  • The relocation controller's blocks that it shows should not flash, and should (if possible) be semi transparent.
  • When the block the linker is connected to is broken, I think that the block's name should be 'None', instead of the current ''. Fixed
  • The sneaky upgrade for the relocators has a graphical error, the text is too large in the UNKOWN case. Not sure why there even is an unknown location to be inserted into. Fixed
  • The sneaky upgrade's UI could also use a title and better spacing on the sides of the text on the button. Perhaps you could use the block extender's layout, instead of this text button. (The layout of the sides of the block, with simple on/off, kind of like radio buttons)
  • The sneaky upgrade's tooltip is missing a period. Could also be changed to: 'The side into which items will be inserted'; that seems a little better than the current text. Fixed
  • The placing of relocator modules could be improved by allowing placing on the center piece. This would have the same effect as putting it on the side where items enter.
  • The relocator pipes should probably only have one connector between them, not 2 like they do right now. Impossible (or very hard) to realize, Minecraft blocks cannot be 'combined'
  • The redstone block module should probably have either a partner or a GUI which allows setting it to allowing items through with redstone signal (The opposite of the current functionality) Please add this to #105
  • http://pastebin.com/yLACEY4c Crash report from me putting an item into a relocator loop with a buffer in between, and then breaking the input inventory. I'm guessing the crash involves there not being an inventory to send items to. Will now no longer corrupt the world, but only crash once, need further imrovements
  • The Relocator portal block should be removed from NEI.

I will be updating this list as I fix the issues.

commented

Quote: This applies to all modules and is a design choice ;

This doesn't apply to the redstone block module.

commented

Err, Redstone Block modules can be placed on any connection AFAIK. I have not coded anything to block modules from being placed.

commented

I meant that stock modules don't work if not placed on inventory, while Redstone Block modules do. And that since stock modules don't work if not placed on inventory, perhaps they shouldn't be placeable not on inventory.

commented

For the first one about empty whitelist, this is my setup:
64 Stone in the hopper, Extender linked to chest.
Empty blacklist allows items through, empty whitelist does not.

2014-06-17_10 10 40
2014-06-17_10 10 46

commented

Oh.. I see your logic, and agree with it. Ok then.

commented

About the modules, you can put extraction modules between Relocator connections too (that doesn't do anything either). I want this to be as open as possible and not block things that might work, but in a different way I didn't think about.

commented

Ok, great.

commented

I don't see the problem, nothing in the whitelist means nothing is accepted, nothing in the blacklist means nothing is rejected, that seems logical to me.

commented

Another issue: Player Relocator, when right clicked should probably give a chat message that it was linked.

A feature that could be added: Linking two Relocator Controllers together, and when you stand in one, you get teleported to the other. Perhaps a 5 minute cooldown, and both Relocator Controllers cannot be linked to with a Player Relocator, and if they are cross-dimensional, both need to be built with diamond blocks.

commented

Still in snapshot 70:

  • When shift-clicking a blocked extraction module, I (still) get a extraction item back.
  • When a redstone module tries to stop an item, the item goes slightly past. Not sure if this really is a bug, just slightly annoying visually.
commented
  • Player Relocator now shows a message when linked.
  • That's actually not a bad idea, but the will be be added in 1.0.5.
  • Shift-clicked really fixed now
  • It will check when trying to output to the next relocator/inventory, too much work to do 100% perfect
commented

@Dynious Umm.. I think you broke power limiters completely, I can't get the GUI to show anything but dashes. They also send 20 RF of power through, can't be changed. The redstone control is also broken, although since they used to be buggy, it's hard to tell what is new and what isn't.

commented

Made some more changes, it looks like it's fixed for me.

commented

Hmm, I'm very bad at GUIs, I need @squeek502 back D:

commented
  • db4b5b8 Fixes this
  • I forgot the tick box :S Will fix now

I'm unable to run TE in dev environment (it doesn't deobfurscate correctly) and I can't find any other mod with such a long tab name, so I couldn't test it :P

commented

Can't you create a dummy mod for this purpose? Or just increase Refined Relocation to The Really Long Title That Is Refined Relocation :)

Testing slow updating now.

commented

Updating not really fixed, but don't worry about it, since it updates fairly fast (and looks cool, since it kind of animates)..

The whole long title thing is now completely broken..
2014-06-19_07 22 23

Also moved redstone block module to #105.

commented

Putting this here because we have too many issues, @Dynious :
462e8f5 << This commit fixed the bug where relocators wouldn't connect without a block update, but now they seem to do it really slowly. (Although it looks cool ๐Ÿ˜„), perhaps you can see what the reason there is.. could cause issues in the future.

017facf << This supposedly fixed the width, but it's still slightly too long:
2014-06-19_06 11 36

commented

Commit 1c6af25 fixes the long title thing.. great!

commented

@Dynious This issue is almost done, moving not done items below for easier tracking; copied from your post above. The first three are more so enhancements than bugs.

  • http://imgur.com/STyP4Pj This image shows that relocators disappear when not being directly looked at. Kind of hard to see on right of screen.
  • The relocation controller's multiblock blocks should (if possible) be semi transparent. (The ones that appear before you finish the multiblock).
  • The sneaky upgrade's UI could also use a title and better spacing on the sides of the text on the button. Perhaps you could use the block extender's layout, instead of this text button. (The layout of the sides of the block, with simple on/off, kind of like radio buttons)
  • http://pastebin.com/yLACEY4c Crash report from me putting an item into a relocator loop with a buffer in between, and then breaking the input inventory. I'm guessing the crash involves there not being an inventory to send items to. Will now no longer corrupt the world, but only crash once, needs further imrovements
  • Hoppers and relocators (maybe others) go outside the relocator when rendered as an item flowing through relocator. Modules go outside relocators as well.
commented

Most (if not all) bugs listed here have been fixed. I'm gonna close this chaotic issue list.