Small bug discrepancy. Ice blocks, when broken as a result of instability, leave water no matter what. In vanilla minecraft, when an ice block breaks with an air block below it, it does not produce a water source tile. I discovered this earlier, mucking around with Smart Moving and climbing over Biomes o Plenty ice tree formations.
Sorry for my newbie question but I have looked through your source code and saw where the temperature rise and drop rates are hard-coded in. However, I can't figure out how to re-compile the sources. TimbuckTato, what do you use to compile the sources on github?
I'm eventually going to add an option myself very soon so that can be changed and for clarification I'm the one that handles the code side of things in the mod.
Hello, i'm getting 1 second lag spikes every 6-7 seconds with latest 1.1.4, but 1.1.3 is smooth no lag, i have double checked to test this lots, maybe something in 1.1.4 changed that causes it, i found out by throwing snowballs they stop for second every 6-7 seconds and tps goes bad when it happens and this is SSP but im sure it will be the same for SMP, might wanna look into it.
Thanks.
Yes I noticed that too and I've fixed that post release.
Hello, I've been having some trouble setting up my minecraft server. I have 2 mods MinecraftComesAlive and Enviromine on 1.6.4. My issue is that the NPCs created by MCA are killed by enviromines thirst and weather attributes. After doing some research I found out that the config file for enviromine allows you to disable those affects for speciffic NPCs. I have modified this config file, but no matter what I put into the config file it will still kill the NPCs.
...
What version are you using? That format is the old config system and would never work anyway. Please try using the newest version and best to try the Shift+J shortcut (empty hand) on the entities to generate a config for them in MyConfig.cfg
I added some custom entries to MyCustom.cfg (via the Shift-J route), but they don't seem to be having any effect.
For example, I added Sludge and Sewage from MFR and poison water from BoP. All are set to reduce ambient air quality and reduce ambient sanity.
Likewise, I'm not sure if red/yellow flowers are having any positive effect on sanity. My sanity bar dropped due to playing with mob spawn eggs, placed a load of flowers, no increase in sanity.
The Shift+J shortcut doesn't work for liquids as of yet though if you managed to add them to the config manually (and correctly) it should theoretically work the same. Try looking up the block ID for the liquids and add them manually if you haven't already and if the problem persists then send me a link the the config and I'll have a look and see what I can do.
Small bug discrepancy. Ice blocks, when broken as a result of instability, leave water no matter what. In vanilla minecraft, when an ice block breaks with an air block below it, it does not produce a water source tile. I discovered this earlier, mucking around with Smart Moving and climbing over Biomes o Plenty ice tree formations.
Didn't notice that, thanks for pointing that out. I'll fix it soon.
New 1.1.5 debug version has a few new tweaks such as effect speed multipliers, extended potion ID range and some minor fixes here and there. Feel free to try it out and report any bugs you find.
I really love the realism this mod adds and i wonder if it would be possible to add a sort of "wears of time" effect?
what i mean by this is over time buildings will begin to sort-of decay. cobble slowly becomes mossy, bricks mossy and then cracked. the current stability of bricks could be heightened, but structures built with it crumble after time of not up-kept. rain would accelerate the rate of decomp, and in contrast if the buildings are built properly, with sturdy support beams, the rate will lessen
i would also like to know if it is possible to add a natural effect? there was a mod called nature overhaul once, but it was discontinued far as i know. essentially it would cause trees from forests to creep in, replenishing naturally. perhaps also a way to make trees fall on their sides when chopped?
hope you liked these
edit: i also forgot to ask if there was a way to make snow a bit more dangerous? as in it will eventually pile up and bury you if not cleared away.
@DcNdrew
You'll need to be more specific about what blocks are around you for instance snow and ice would significantly be colder than what a torch could counter. The mod also doesn't distinguish interior and exterior spaces as buildings, it simply uses the blocks, biomes. clothing and hot bar to determine what temperature it is at that point. Enable the debug text option in the config and experiment with different blocks to see what is causing your problem.
As for the camping mod's camp fires, as long as the lit fire has a different block id or meta data it should be possible to determine a custom config to define it's temperature when running.
Whoops, sorry for not replying!
Well, the Camping Mod's problem is that the difference between working campfire and the other is only the level of the fuel...
The Shift+J shortcut doesn't work for liquids as of yet though if you managed to add them to the config manually (and correctly) it should theoretically work the same. Try looking up the block ID for the liquids and add them manually if you haven't already and if the problem persists then send me a link the the config and I'll have a look and see what I can do.
Well, I realised I made a mistake with using shift-J. Had the items in my hand, so were classed as Items, not blocks.
Now Natura Heat Sand adds temperature, and Fibrous Taint causes insanity quite nicely.
Insanity seems to be very very slow to restore, so I may see about adding in some rarer flowers or some other mod block that gives a bigger sanity boost.
As to the liquids, how will I be able to identify the name? I tried obtaining the liquid name of MFR sludge via Minetweaker, but it didn't seem to have any affect (told it to be have like sand/gravel and reduce air quality/sanity).
I'll get that version error in the debug release fixed ASAP along with some other things. When it's fixed the above debug link still work for the new one.
As to the liquids, how will I be able to identify the name? I tried obtaining the liquid name of MFR sludge via Minetweaker, but it didn't seem to have any affect (told it to be have like sand/gravel and reduce air quality/sanity).
The name doesn't matter. It's only their as a reference when reading the config, all you need is to set the block ID right and it should work fine.
Also, is there any way to make leaves a bit stronger? Break one leaf block, and half the tree leaves can be instantly destroyed. With some mod trees, it causes them to break on generation.
Even better, could they just be made to fall, and not break? Adds some danger to chopping down a tree, when all it's branches and leaves can fall on you.
Can someone help me out with the configs ? I'm not %100 sure I understand the syntax, and for adding blocks, there's no defaults, so I have no examples to go by, I see some blocks but they're listed under items in my config so...yeah...I am just wanting to use the fan from OpenBlocks to add air quality, and maybe paintings can add some sanity, things like that. Make sure new drinks like Purple Drink from OpenBlocks add hydration and maybe drop temp, and Fur armor from Project Zulu will keep me warm. Can someone give me some examples to follow please ???
Found a couple of minor bugs with sanity present since v1.1.4. Working on fixing that up now as well as adding some new default for a couple of blocks.
EDIT: There is also a very big bug with held items cooling down the player when they shouldn't. When the fix comes out for them you will need to reset your Defaults.cfg file
Hypothermia seems to be a bit too easy to catch; I increased the BodyTemp speed multiplier to 100 because it wasn't moving otherwise, and I got hypothermia just walking around in a normal biome (it was 32 degrees out). I should note that setting BodyTemp to 100 didn't cause my temperature to snap up and down, but rather put it at a noticeable rate without being too fast. Maybe an option to adjust at what point hypothermia kicks in? Thanks
Edit
Ohhhhh, ok temperature works different from how I thought it did.
For those wondering: "Body temperature" literally means your body temperature. The mod seems to try and simulate your body trying to regulate your temperature, which is why it doesn't drop very fast (personally I am going to increase the speed a bit, but that's me). According to the Hypothermia Wikipedia article, you get hypothermia when your body temperature reaches 35 degrees C, which is exactly when you get it in this mod. I would imagine that over heating works in a similar way.
Hmmm, it appears as though there could be a problem with leaves. I am unable to build structures with them in creative mode when physics is globally enabled, and
"02.Enable Physics"=false
applied to the leaves block in Defaults.cfg doesn't seem to fix the issue Also, they have the habit of disappearing off particularly big trees when I so much as touch them (likely because doing so marked them to be updated by the physics system). Doing a bit of digging, it looks like this is not a new issue, but the previous solution of setting MetaID=0 and DropID=0 doesn't seem to be working anymore, unfortunately.
Hmmm, it appears as though there could be a problem with leaves. I am unable to build structures with them in creative mode when physics is globally enabled, and
"02.Enable Physics"=false
applied to the leaves block in Defaults.cfg doesn't seem to fix the issue Also, they have the habit of disappearing off particularly big trees when I so much as touch them (likely because doing so marked them to be updated by the physics system). Doing a bit of digging, it looks like this is not a new issue, but the previous solution of setting MetaID=0 and DropID=0 doesn't seem to be working anymore, unfortunately.
I am using 1.1.7 build #7.
Try setting the MetaID=-1 (-1 = wildcard and ignores the meta) and running the tests again. I'll check whether it's ignoring the global setting but otherwise that should solve it.
Hey how would you go about to make naturas giant redwood trees fall completly when you remove the lower levels?
Because it's a multi-block structure it would need to have a custom config to lower it's stability but that would probably cause the entire tree to break under it's own weight. Your choice really.
Try setting the MetaID=-1 (-1 = wildcard and ignores the meta) and running the tests again. I'll check whether it's ignoring the global setting but otherwise that should solve it.
That fixed it! Leaves are no longer affected by gravity, thanks for the help
Regarding the global setting ("Enable Physics" in EnviroMine.cfg); it functions correctly, however the per-block setting "02.Enable Physics" in CustomProperties/Defaults.cfg or CustomProperties/MyCustom.cfg does not seem to work at all. I tried setting it to true and false, but the only thing that actually affected the block's physics (as far as turning it on/off) was 03.MetaID.
Hey there,Tim! I'm amazed with your mod, the concept is great and the phisics are really well implemented. Anyway, I have 3 suggestios to make:
1. The falling blocks become really buggy when they touch biomes'o'plenty's quicksand. This is really noticeable because they're both in deserts. The blocks just get caugh like any other entity, and start to shiver arround while stuck in the quicksand.
2. Also related to quicsand: It has no phisics at all, and this makes that all the surrounding sand slide off, and pathes of quicksand are left, floating in the air.
3. Althoug your thirst system is very well done, I prefer Taurun1998's thirst mod, mainly because of the ways of getting water of rain and so on. Is there any chance for you to talk with him and merge your mods/making them work together? I men, like making his water glasses helping you keep fresh, or crafting cold/dirty/salty water in his containers, maybe?
Rollback Post to RevisionRollBack
Sorry if I make mistakes when writing. I'm from Argentina.
I'm eventually going to add an option myself very soon so that can be changed and for clarification I'm the one that handles the code side of things in the mod.
As for what is compiling the mod, I've only just moved to using Gradle here:
https://drone.io/github.com/Funwayguy/EnviroMine
Yes I noticed that too and I've fixed that post release.
What version are you using? That format is the old config system and would never work anyway. Please try using the newest version and best to try the Shift+J shortcut (empty hand) on the entities to generate a config for them in MyConfig.cfg
The Shift+J shortcut doesn't work for liquids as of yet though if you managed to add them to the config manually (and correctly) it should theoretically work the same. Try looking up the block ID for the liquids and add them manually if you haven't already and if the problem persists then send me a link the the config and I'll have a look and see what I can do.
Didn't notice that, thanks for pointing that out. I'll fix it soon.
Download | Change Log
Due to limitation of the free CI host I'm using only the latest debug build will be available, stable or not.
what i mean by this is over time buildings will begin to sort-of decay. cobble slowly becomes mossy, bricks mossy and then cracked. the current stability of bricks could be heightened, but structures built with it crumble after time of not up-kept. rain would accelerate the rate of decomp, and in contrast if the buildings are built properly, with sturdy support beams, the rate will lessen
i would also like to know if it is possible to add a natural effect? there was a mod called nature overhaul once, but it was discontinued far as i know. essentially it would cause trees from forests to creep in, replenishing naturally. perhaps also a way to make trees fall on their sides when chopped?
hope you liked these
edit: i also forgot to ask if there was a way to make snow a bit more dangerous? as in it will eventually pile up and bury you if not cleared away.
Whoops, sorry for not replying!
Well, the Camping Mod's problem is that the difference between working campfire and the other is only the level of the fuel...
Well, I realised I made a mistake with using shift-J. Had the items in my hand, so were classed as Items, not blocks.
Now Natura Heat Sand adds temperature, and Fibrous Taint causes insanity quite nicely.
Insanity seems to be very very slow to restore, so I may see about adding in some rarer flowers or some other mod block that gives a bigger sanity boost.
As to the liquids, how will I be able to identify the name? I tried obtaining the liquid name of MFR sludge via Minetweaker, but it didn't seem to have any affect (told it to be have like sand/gravel and reduce air quality/sanity).
The name doesn't matter. It's only their as a reference when reading the config, all you need is to set the block ID right and it should work fine.
To be honest it was a temporary easter egg that was meant for a friend of mine. It's removed in the debug version.
Also, is there any way to make leaves a bit stronger? Break one leaf block, and half the tree leaves can be instantly destroyed. With some mod trees, it causes them to break on generation.
Even better, could they just be made to fall, and not break? Adds some danger to chopping down a tree, when all it's branches and leaves can fall on you.
EDIT: There is also a very big bug with held items cooling down the player when they shouldn't. When the fix comes out for them you will need to reset your Defaults.cfg file
Edit
Ohhhhh, ok temperature works different from how I thought it did.
For those wondering: "Body temperature" literally means your body temperature. The mod seems to try and simulate your body trying to regulate your temperature, which is why it doesn't drop very fast (personally I am going to increase the speed a bit, but that's me). According to the Hypothermia Wikipedia article, you get hypothermia when your body temperature reaches 35 degrees C, which is exactly when you get it in this mod. I would imagine that over heating works in a similar way.
So nevermind Carry on!
I am using 1.1.7 build #7.
Try setting the MetaID=-1 (-1 = wildcard and ignores the meta) and running the tests again. I'll check whether it's ignoring the global setting but otherwise that should solve it.
Because it's a multi-block structure it would need to have a custom config to lower it's stability but that would probably cause the entire tree to break under it's own weight. Your choice really.
Not sure this was a problem. Is it causing any issues or do you personally dislike it and would like an option to disable it?
That fixed it! Leaves are no longer affected by gravity, thanks for the help
Regarding the global setting ("Enable Physics" in EnviroMine.cfg); it functions correctly, however the per-block setting "02.Enable Physics" in CustomProperties/Defaults.cfg or CustomProperties/MyCustom.cfg does not seem to work at all. I tried setting it to true and false, but the only thing that actually affected the block's physics (as far as turning it on/off) was 03.MetaID.
1. The falling blocks become really buggy when they touch biomes'o'plenty's quicksand. This is really noticeable because they're both in deserts. The blocks just get caugh like any other entity, and start to shiver arround while stuck in the quicksand.
2. Also related to quicsand: It has no phisics at all, and this makes that all the surrounding sand slide off, and pathes of quicksand are left, floating in the air.
02:47:30 [SEVERE] java.io.FileNotFoundException: https://dl.dropboxusercontent.com/s/mcoegkhxnr8ap7o/surprise.txt
What is this? And why does it need to check this file every few ticks?