Not sure if you solved this yet, but i noticed in the first demo video that you said you didnt know why the half blocks, stacked half blocks, and pressure plates didnt work. Thats actually because the item number for all the half steps are the same, but using different damage values, and pressure plates work the same way. It would be pretty easy to fix if you want, since im pretty sure the fact that it discerns fluid source blocks from non source blocks means its checking values other than item number
you don't even know what he is 'copying'. if you're referring to MADS, then that's incorrect because MADS replaces blocks with air. not with other blocks
next time don't embarrass yourself by being stupid and not remembering to look up the differences.
have i mentioned this before? don't be stupid
just makin' sure
oh and op good mod! now i can get diamonds with this.... >:biggrin.gif:
Hey look buddy, I'm a builder. That means I build custom maps. Not maps like "Escapecraft 3", because that would fall within the purview of your idea of most puzzle maps. I build adventure maps. For instance, how am I going to allow some big old forum user to enjoy adventure to the fullest? The answer? Use a pyramid. And if that don't work, use more pyramid. Like this big, old, dusty pyramid designed by me. Built by me. And you'd best hope... being played by you.
Not sure if you solved this yet, but i noticed in the first demo video that you said you didnt know why the half blocks, stacked half blocks, and pressure plates didnt work. Thats actually because the item number for all the half steps are the same, but using different damage values, and pressure plates work the same way. It would be pretty easy to fix if you want, since im pretty sure the fact that it discerns fluid source blocks from non source blocks means its checking values other than item number
Actually, I figured this out just now, and it's not the same as fluid sources for pressure plates, but it's basically the same for single- and double-steps. Fluid sources are distinguished from non-sources by their metadata - a value which is technically part of the world (actually the chunk) rather than the block itself - and this is why source and non-source liquids have the same blockID.
Single-steps have the same blockID regardless of material and so do double-steps, and they are also distinguished by metadata when in block form (when in item form they're distinguished by damage). Unfortunately, the underlying material doesn't depend on the amount of damage it's taken or its metadata, so all single-steps and double-steps count as being made of "rock".
For pressure plates, they actually have different blockIDs so the only reason that they don't register properly is that Notch decided that pressure plates couldn't have their material specified the way other blocks could, so all pressure plates count as "rock" as well. This would be very easy to fix, but it requires a modification of the BlockPressurePlate class and the Block class, and I doubt people would be willing to suffer the potential for a mod conflict for such a small and almost invisible change.
In either case, I could add in special case exceptions for these, or people could just include additional effects in their blocks.
For example wood+3 turns all things made of "wood" into dirt. in order to have this also apply to wooden pressure plates, include 72+3 as a separate effect. Unfortunately, with the current version you can't distinguish wooden from stone single- and double-steps, but the next version will allow you to specify the metadata of blocks to replace as well, so you could add 43:2+3 and 44:2+3 to affect them.
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My mods page.
I am not a ♠ but I play one on the internet.
This is a really neat mod and I love that you can customize it. Terraformer (in the options) seems like a neat name but then again I'm a bit partial to it's reference to the grey goo scenario... Maybe call it Grey Goo: Terraformer?. As a side note: Would it be possible to set some sort of optional timer on how long it effects blocks (whether distance, amount of blocks changed or time) as a safe guard to the doomsday scenarios? (I don't code so ignore this question if it's stupid)
Also I wanted to know how 82 translates into being A clay block surrounded by Wool blocks I know there item ID(S) I just don't understand the recipe.
EDIT:I figured out the grass problem
But now I can't seem to find a way to add more than one goo type to the properties file
Would anyone be willing to paste there properties as a quick spreadsheet of how it should be done?
I've never looked at MADS, so if this does some of the same stuff, I'm sorry I wasn't aware of that - I made this entirely by myself (with the help of MCP, ModLoader, and oracle.com's JavaDocs).
also how do you craft it?
and if you can make 1 without the diamond and clay part i will download it
Were you find the blocks, can you make them and how you select their purpose?
You craft it by using 8 wool with another item in the center - which item depends on which block you're making. Also, the video uses 9 different blocks (even though they all look the same) and you can specify what each block does (as well as which ingredient to use and what it looks like) in the properties file. Also, you're not limited to 9 blocks, that's just the number I needed to demonstrate all the mod's abilities. These details and more are part of the (long) instructions at the MMC through the link.
The default block does lava to obsidian and water to dirt, but doesn't spread.
i have one possible gripe; you mentioned that the blocks it creates are "grey goo" blocks and aren't able to be destroyed by the mod. Does this mean that the blocks that the mods places (obsidian for example in your vid) aren't harvestable with a second application of another grey goo block for this purpose (&94)?
I may have been a little unclear on this part - the "grey goo" blocks it creates are copies of itself, so that the effect can spread. Those "grey goo " blocks can't be harvested, but they will automatically replace themselves with the specified block (or air) once they are surrounded by blocks they don't affect. Once they've changed into the other block, there is no difference between that and a normal block.
For example with the obsidian in the vid, when it's changing there's a sort of "wave" of grey that spreads through the lava and turns it into obsidian - that "wave" is the grey goo blocks and they can't be harvested. Once it's turned to obsidian though, it's normal obsidian and can be harvested in any manner that it normally could. You could even have the same block turn lava into obsidian and harvest the obsidian after if you like (lava+49 49&).
The reason I didn't want the grey goo blocks themselves to be harvestable is that this would essentially just clutter the world with innumerable grey goo block items whenever you use one.
Just need one parameter.be able to specify a min-max layer level.
To make some Water World or other without replace all "Air" cube.
That's a good idea, I'll make sure to include it in the next version.
You made good enhancements. No need to lie about it. This is an update to UltraMoogleMan's mod. No need to lie, he's one of the best modders there is. It has the exact same name, too.
It would be cool if you added an | operator which "melts" downwards.
IE;
3| would just melt through the dirt underneath the block placed on
3|49 would do the same as above but turn the affected blocks into obsidian on its way down.
Would be epic since you can just specify in the properties file:
Use the Melter to make a gap between the to be excavated area and the rest of your world; then drop the Miner block on the freestanding area and 2 minutes later collect the loots :smile.gif:
Likewise an ^ operator could do the same but rise upwards, this is trickier since the "top" is less defined in the overworld; maybe add a maximum Y check for the operator or just make it stop when encountering an air block?
The melter would be so useful to have, please consider it :smile.gif:
I'm not quite sure if I understand you correctly - do you mean just goes down in a straight line? If so, wouldn't you need to use it on every block in a square(/circle/whatever) around the area you want to clear?
If I can figure out how to get the direction in which the player faces when placing the block then I can make it, for example, make 10 of itself in that direction then they all go down to the bottom, which would save a bunch of time.
In the next version, there's a distance limiter (you can specify the maximum distance the block will affect from the spot you placed the first), a height limiter (it'll only affect blocks between specified heights) and an option for it to begin by ascending/descending to a relevant height, the latter two can be used together to mimic the effect of digging straight down, but the item would be at the bottom of the shaft it dug (and almost definitely irretrievable without a lot of work).
Your suggestion did give me the idea of allowing blocks to spread only in a specified direction, though, which I think I'll add in.
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My mods page.
I am not a ♠ but I play one on the internet.
Well, yeah, it's not exactly the same as this grey goo, but it's under the same name. Maybe you should change it since he made it first? I know, they're different, but still. Great mod, though.
OMG i was just going to request a limit for how far it goes :ohmy.gif:
you read my mind >.<
and i got another suggestion :tongue.gif:
a block that changes into another block every <customizable> amount of time.
or the goo will take over some stuff and change it into other blocks switching the whole time.
i don't know if you get me but... that would be awesome >.<
You mean after a certain amount of time all versions of block A turn into block B, then later into block C then back to block A?
I'm not quite sure how to do that in anything even remotely resembling an efficient manner (which, consider I usually don't care much about efficiency, is saying something).
Quote from The Flare »
Well, yeah, it's not exactly the same as this grey goo, but it's under the same name. Maybe you should change it since he made it first? I know, they're different, but still. Great mod, though.
Yup, that's why I put up the poll.
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My mods page.
I am not a ♠ but I play one on the internet.
Could you post the source code you used for replacing things? i've been trying ti get this one block i made to replace ALL material.ground (grass, dirt) with itself. i just can't seem to get it right....
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public void AddRecipes(CraftingManager craftingmanager)
craftingmanager.addshapelessrecipe(skittle) new Object[]{
new ItemStack(Item.dyepowder, 1 , 1), new Itemstack(Item.sugar, 1)
}
modding for fun
Click that ^^^^
Could you post the source code you used for replacing things? i've been trying ti get this one block i made to replace ALL material.ground (grass, dirt) with itself. i just can't seem to get it right....
I think what you're looking for is this sort of thing:
Suppose we're looking at the block at position i,j,k (all of type int) in world (of type World). if its material is Material.ground then we want to replace it by block #blockID (int) with metadata m (byte), and we want to drop the item of the destroyed block if it would normally drop.
int b = world.getBlockId(i,j,k);
byte m = world.getBlockMetadata(i,j,k);
if ( world.getBlockMaterial(i,j,k) == Material.ground ) {
world.setBlockAndMetadataWithNotify(i,j,k,blockID,m);
Block.blocksList[b].dropBlockAsItem(world,i,j,k,m);
}
Were you looking for something more than that?
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My mods page.
I am not a ♠ but I play one on the internet.
Terraformer is also a copied name, Industrialcraft made Terraformers last week :tongue.gif: Until you change it again ( :tongue.gif: ) I still say parts of it are copied.
Terraformer is also a copied name, Industrialcraft made Terraformers last week :tongue.gif: Until you change it again ( :tongue.gif: ) I still say parts of it are copied.
You couldn't have pointed that out before the poll closed?
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My mods page.
I am not a ♠ but I play one on the internet.
Terraformer is also a copied name, Industrialcraft made Terraformers last week :tongue.gif: Until you change it again ( :tongue.gif: ) I still say parts of it are copied.
You couldn't have pointed that out before the poll closed?
Well, when I clicked the topic, it was still Grey Goo with the votes open, after I finished posting, it had been decided.
Apparently the answer to this is yes - the mod works just fine with ModLoader v5 as well.
I am not a ♠ but I play one on the internet.
you don't even know what he is 'copying'. if you're referring to MADS, then that's incorrect because MADS replaces blocks with air. not with other blocks
next time don't embarrass yourself by being stupid and not remembering to look up the differences.
have i mentioned this before? don't be stupid
just makin' sure
oh and op good mod! now i can get diamonds with this.... >:biggrin.gif:
THE STRONGEST ODOR BLOCKER IN THE GALAXY
Actually, I figured this out just now, and it's not the same as fluid sources for pressure plates, but it's basically the same for single- and double-steps. Fluid sources are distinguished from non-sources by their metadata - a value which is technically part of the world (actually the chunk) rather than the block itself - and this is why source and non-source liquids have the same blockID.
Single-steps have the same blockID regardless of material and so do double-steps, and they are also distinguished by metadata when in block form (when in item form they're distinguished by damage). Unfortunately, the underlying material doesn't depend on the amount of damage it's taken or its metadata, so all single-steps and double-steps count as being made of "rock".
For pressure plates, they actually have different blockIDs so the only reason that they don't register properly is that Notch decided that pressure plates couldn't have their material specified the way other blocks could, so all pressure plates count as "rock" as well. This would be very easy to fix, but it requires a modification of the BlockPressurePlate class and the Block class, and I doubt people would be willing to suffer the potential for a mod conflict for such a small and almost invisible change.
In either case, I could add in special case exceptions for these, or people could just include additional effects in their blocks.
For example wood+3 turns all things made of "wood" into dirt. in order to have this also apply to wooden pressure plates, include 72+3 as a separate effect. Unfortunately, with the current version you can't distinguish wooden from stone single- and double-steps, but the next version will allow you to specify the metadata of blocks to replace as well, so you could add 43:2+3 and 44:2+3 to affect them.
I am not a ♠ but I play one on the internet.
Also I wanted to know how 82 translates into being A clay block surrounded by Wool blocks I know there item ID(S) I just don't understand the recipe.
EDIT:I figured out the grass problem
But now I can't seem to find a way to add more than one goo type to the properties file
Would anyone be willing to paste there properties as a quick spreadsheet of how it should be done?
You made good enhancements. No need to lie about it. This is an update to UltraMoogleMan's mod. No need to lie, he's one of the best modders there is. It has the exact same name, too.
I'm not quite sure if I understand you correctly - do you mean just goes down in a straight line? If so, wouldn't you need to use it on every block in a square(/circle/whatever) around the area you want to clear?
If I can figure out how to get the direction in which the player faces when placing the block then I can make it, for example, make 10 of itself in that direction then they all go down to the bottom, which would save a bunch of time.
In the next version, there's a distance limiter (you can specify the maximum distance the block will affect from the spot you placed the first), a height limiter (it'll only affect blocks between specified heights) and an option for it to begin by ascending/descending to a relevant height, the latter two can be used together to mimic the effect of digging straight down, but the item would be at the bottom of the shaft it dug (and almost definitely irretrievable without a lot of work).
Your suggestion did give me the idea of allowing blocks to spread only in a specified direction, though, which I think I'll add in.
I am not a ♠ but I play one on the internet.
You mean after a certain amount of time all versions of block A turn into block B, then later into block C then back to block A?
I'm not quite sure how to do that in anything even remotely resembling an efficient manner (which, consider I usually don't care much about efficiency, is saying something).
Yup, that's why I put up the poll.
I am not a ♠ but I play one on the internet.
*facepalm*
craftingmanager.addshapelessrecipe(skittle) new Object[]{
new ItemStack(Item.dyepowder, 1 , 1), new Itemstack(Item.sugar, 1)
}
modding for fun
Click that ^^^^
I think what you're looking for is this sort of thing:
Suppose we're looking at the block at position i,j,k (all of type int) in world (of type World). if its material is Material.ground then we want to replace it by block #blockID (int) with metadata m (byte), and we want to drop the item of the destroyed block if it would normally drop.
Were you looking for something more than that?
I am not a ♠ but I play one on the internet.
Vote totals:
"Grey Goo": 23
"Greyer Goo": 8
"Gray Goo": 9
"Terraformer": 57
"Dark Matter": 2
"Transmogrifier": 1
So it's changing to Terraformer. The new version is currently waiting to be checked at MMC under its new name, with a whole bunch of new features.
I am not a ♠ but I play one on the internet.
You couldn't have pointed that out before the poll closed?
I am not a ♠ but I play one on the internet.
Well, when I clicked the topic, it was still Grey Goo with the votes open, after I finished posting, it had been decided.