Ported to 1.11 - there appears to be a slight rendering issue with transparent needles but not enough for me to care. If someone knows his GL11 and can fix this, shoot me a PM on how to.
Really hope someone is able to help you with the transparency issue. Definitely usable, but it'd be nice to not have that issue.
Quick question...are you still able to remove the default red needle?
Spoiler tag below has a portion of the config file with me edits. The needles seem to work and be correct colors, just...the default red needle bugs me and NoDefaultNeedle doesn't seem to do anything.
Minecraft: 1.11
Forge: 1.11-13.19.1.2189
Finders Compass: 1.11
//
//
Setting:Working Man's Mineables
//
NoDefaultNeedle
NoEnderEyeNeedle
//
// - gold
gold_ore:255:255:0:10:1:1:255:0
//
// - iron
iron_ore:179:179:179:10:1:1:255:0
//
// - coal
coal_ore:51:26:0:5:1:1:255:0
//
// - nether quartz
quartz_ore:192:192:192:15:1:1:255:0
//
//
Setting:Adventuring
//
NoDefaultNeedle
// NoEnderEyeNeedle
//
// this is Mob Spawners with a needle color of {26,255,26}, 60 width and 60 depth, from 1-100 height, big scan every 15 seconds
mob_spawner:26:255:26:60:60:1:255:0
//
// this is Chest (for Adventuring) = block id 54, with a needle color of {184,138,0}, 60 width and 60 depth, from 1-100 height, big scan every 15 seconds
chest:184:138:0:60:60:1:255:0
//
//
No. I am merely drawing on top of the compass, not replacing it, anymore. You might want to grab some texture pack that replaces the compass with a static image?
Doesn't work for me for some reason. I can't see the texture for some reason. Using latest 1.11.2 and did try 1.11 on MC 1.11.2. Doesn't work for either mod version.
1. Are you still maintaining it? (I.e., will you be updating it to 1.12? :-))
2. Would you consider making it a craftable item or requiring some sort of "fuel" or something to make it work? This would make it feel less like cheating I think.
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Join Date:
5/13/2011
Posts:
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Member Details
Attempting to configure this for Thermal Foundation ores (copper, nickle, lead, etc.) and I have issues... The ores are right in my face, and no needles pop up. Item id's are fine, I use the damage amount for variations after the boolean as directed, colors are for each respectively, scanning is equal to iron's method, and they're in their own set, yet no needles. Perhaps a working example config would help me? For reference, the pack I have it in is FTB Beyond, and Thermal Expansion's Copper Ore ID is 9248 in my pack. Tin is :1, Lead is :3, Aluminum is :4, and Nickle is :5. Could it be the names of the ore? I first had it set to oreDictionary's naming scheme (oreCopper), but that didn't work. Tried setting them all to Copper Ore (seeing as they're all the same ID as copper, using damage to differentiate), but no avail.
Fixed it. After sifting through a few separate iterations of logs, I came across the registered block thermalfoundation:ore. I thence plugged this into my config and simply used the damage to specify copper from tin, nickle, etc. The needles appeared! I then mined over a stack of tin, around 20 copper, 10 lead, and a few spare silver along the way as well from lucky finds.
TL;DR: If at first you fail while putting a modded ore into FinderCompass, check the log and see which blocks it has registered, and see if yours is there. Helped me tons.
Also, great mod you have, sir! Been using this since my beta days.
Forge finally updated to 1.10. Any idea of this mod will be upgraded, and if so when?
Im told 1.9.4 mods work for 1.10 out of the box in almost all cases
EDIT: And that is a wrong statement. I will update soonish.
Ported and working in 1.10.2
Crash with forge 2066 and the 1.10.2 version:
http://pastebin.com/SQgHvkY5
Thanks for the report, a fixed version with appendix "a" to the version number is online.
This mod is SOOOO HELPFUL!!!!!! I LOVE THIS MOD
Nice mod, AtomicStryker! I would love to see this mod made available for 1.11!
Ported to 1.11 - there appears to be a slight rendering issue with transparent needles but not enough for me to care. If someone knows his GL11 and can fix this, shoot me a PM on how to.
Love the mod, been using if for years.
Really hope someone is able to help you with the transparency issue. Definitely usable, but it'd be nice to not have that issue.
Quick question...are you still able to remove the default red needle?
Spoiler tag below has a portion of the config file with me edits. The needles seem to work and be correct colors, just...the default red needle bugs me and NoDefaultNeedle doesn't seem to do anything.
Minecraft: 1.11
Forge: 1.11-13.19.1.2189
Finders Compass: 1.11
//
//
Setting:Working Man's Mineables
//
NoDefaultNeedle
NoEnderEyeNeedle
//
// - gold
gold_ore:255:255:0:10:1:1:255:0
//
// - iron
iron_ore:179:179:179:10:1:1:255:0
//
// - coal
coal_ore:51:26:0:5:1:1:255:0
//
// - nether quartz
quartz_ore:192:192:192:15:1:1:255:0
//
//
Setting:Adventuring
//
NoDefaultNeedle
// NoEnderEyeNeedle
//
// this is Mob Spawners with a needle color of {26,255,26}, 60 width and 60 depth, from 1-100 height, big scan every 15 seconds
mob_spawner:26:255:26:60:60:1:255:0
//
// this is Chest (for Adventuring) = block id 54, with a needle color of {184,138,0}, 60 width and 60 depth, from 1-100 height, big scan every 15 seconds
chest:184:138:0:60:60:1:255:0
//
//
No. I am merely drawing on top of the compass, not replacing it, anymore. You might want to grab some texture pack that replaces the compass with a static image?
Mhh yes. Sadly i implemented 0 as "any", or rather, never bothered to implement a wildcarded value such as -1
Updated for 1.11.2
Doesn't work for me for some reason. I can't see the texture for some reason. Using latest 1.11.2 and did try 1.11 on MC 1.11.2. Doesn't work for either mod version.
http://www.youtube.c...fyKirbyOfficial
Come to my youtube page! I am doing a lets play and mod reviews of WIP/small mods! =)
I tested those myself. Check your log for having the "needle parsed" entries. Do you get messages when swinging (left clicking) the compass?
This is a great mod! Two questions:
1. Are you still maintaining it? (I.e., will you be updating it to 1.12? :-))
2. Would you consider making it a craftable item or requiring some sort of "fuel" or something to make it work? This would make it feel less like cheating I think.
Thanks!
Fixed it. After sifting through a few separate iterations of logs, I came across the registered block thermalfoundation:ore. I thence plugged this into my config and simply used the damage to specify copper from tin, nickle, etc. The needles appeared! I then mined over a stack of tin, around 20 copper, 10 lead, and a few spare silver along the way as well from lucky finds.
TL;DR: If at first you fail while putting a modded ore into FinderCompass, check the log and see which blocks it has registered, and see if yours is there. Helped me tons.
Also, great mod you have, sir! Been using this since my beta days.
I was poked with update requests to 1.12.2 somewhere. Except the 1.12.1 version runs just fine?
I don't suppose anyone still has a copy for beta 1.7.3? The dropbox link for 1.7_01 / 1.7_02 / 1.7.3 is dead.
https://github.com/AtomicStryker/github.io/tree/master/files/archive
Thanks!