To all who may try: Do NOT use a Deforestator in a Jungle biome. I have an excellent computer, and my game was lagging so much it was as good as frozen. Even the might of the Fire Extinguisher could not stop the madness.
To all who may try: Do NOT use a Deforestator in a Jungle biome. I have an excellent computer, and my game was lagging so much it was as good as frozen. Even the might of the Fire Extinguisher could not stop the madness.
It respects the doFireTick gamerule, so if you have cheats on you can turn it off. The Deforestator is probably one of the most dangerous things in Gizmos, so you probably have a big mess to clean up.
It respects the doFireTick gamerule, so if you have cheats on you can turn it off. The Deforestator is probably one of the most dangerous things in Gizmos, so you probably have a big mess to clean up.
Yeah, I sure do. Once imgur starts co-operating I'll post the before and after photos.
Can someone help me? This isn't showing up in forge mods.
MC version: 1.5.2
Download version: Latest
I dragged it to the mods folder.
EDIT: I saw latest build and I fixed it and now I get random lag, help?
I don't have lag issues with Gizmos except when I use a deforestator in a jungle biome (in which case you can fix it with /gamerule doFireTick false). You might try adding Optifine?
I'm working on it. The only breakage as far as I know was in the textures, and I'm getting through fixing them.
Update: I have Gizmos working just fine on 1.6.x in my development environment, but it goes to pieces if I take it to MC+Forge running in the vanilla launcher.
Update 2: Mojang pushed a new launcher and all of a sudden Forge wouldn't load mods from the mods folder anymore. I'll try again later, hopefully Mojang and/or Forge will sort out whatever it is that is wrong. In the mean time, I can't do testing in an everyday Minecraft system, so I'll work on the explosive system rework in my development environment.
With the gizmos 2 explosive making system, would you consider adding a "Anarchists cookbook" aspect to it? Like you have metal pots that you can melt some minecraft day-to-day items together in and make "unprofessional" explosives? That would be cool.
Good idea. Maybe have the explosive lab be an expensive multiblock structure, but have no chance of failure. Explosives could be improvised in a crafting table, in which case there would be a chance that the table would explode as the bomb under construction would.
The explosive system is still very much a work in progress, but so far it is used by placing a base block and right-clicking it with items that add powerups.
One artifact of the explosive system is that bombs are tile entities, meaning they can't be pushed by pistons. Sorry if anyone does this; if you do you may want to check out this mod for a workaround (and because it's awesome).
Is there a config file to change ID's? I can't seem to find one. (I'm using 1.1 for mc 1.5.2)
Yes. It's called planetguy_Gizmos.cfg since I was worried Gizmos might not be unique enough. Also, try using Gizmos 1.0 (1.1 says [BROKEN] because it's broken and doesn't work.)
I don't know, since additions to Gizmos tend to start from "hey, that's an interesting function, let's call it and see what happens." Ideas?
Wait, what?
Wait, what?
It respects the doFireTick gamerule, so if you have cheats on you can turn it off. The Deforestator is probably one of the most dangerous things in Gizmos, so you probably have a big mess to clean up.
Yeah, I sure do. Once imgur starts co-operating I'll post the before and after photos.
Wait, what?
FYI, it's "GizModPak_1.1.zip".
EDIT: Just noticed latest build... oops, trying now. I'll post my results later.
MC version: 1.5.2
Download version: Latest
I dragged it to the mods folder.
EDIT: I saw latest build and I fixed it and now I get random lag, help?
I don't have lag issues with Gizmos except when I use a deforestator in a jungle biome (in which case you can fix it with /gamerule doFireTick false). You might try adding Optifine?
I'm working on it. The only breakage as far as I know was in the textures, and I'm getting through fixing them.
Update: I have Gizmos working just fine on 1.6.x in my development environment, but it goes to pieces if I take it to MC+Forge running in the vanilla launcher.
Update 2: Mojang pushed a new launcher and all of a sudden Forge wouldn't load mods from the mods folder anymore. I'll try again later, hopefully Mojang and/or Forge will sort out whatever it is that is wrong. In the mean time, I can't do testing in an everyday Minecraft system, so I'll work on the explosive system rework in my development environment.
Good idea. Maybe have the explosive lab be an expensive multiblock structure, but have no chance of failure. Explosives could be improvised in a crafting table, in which case there would be a chance that the table would explode as the bomb under construction would.
The explosive system is still very much a work in progress, but so far it is used by placing a base block and right-clicking it with items that add powerups.
One artifact of the explosive system is that bombs are tile entities, meaning they can't be pushed by pistons. Sorry if anyone does this; if you do you may want to check out this mod for a workaround (and because it's awesome).
“Two things are infinite: the universe and human stupidity; and I'm not sure about the universe.”
Yes. It's called planetguy_Gizmos.cfg since I was worried Gizmos might not be unique enough. Also, try using Gizmos 1.0 (1.1 says [BROKEN] because it's broken and doesn't work.)