Backporting a mod takes more work than forward porting, especially in 1.6-1.7. And in some times it's completely impossible due to a mod making use of new features. Whereas that time could be used doing something not as frustrating such as adding new features.
That's a good point. Honestly, I'd rather see 1.7.2 versions of the other mods I use than a 1.6.4 version of this, but a lot of mods have yet to get out of 1.6.4.
I know you already said that you would rather work on more features for the mod and not downgrade it to 1.6.4 but I honestly think you should for the popularity. I think this mod is great. I don't mean great in just being awesome but this mod is actually right between something that isn't too high-tech but yet something that could still be lore-friendly. There are a lot of mods that aren't 1.7.2 ready because of many changes to the Minecraft coding so there are a lot more modpack owners that don't have their mod updated to 1.7.2. As a modpack owner, I would absolutely LOVE to have this mod have an addition to my modpack (of course with your permission). I have yet to see anyone properly make anything as awesome as this mod does in terms of the Industrial Age or Steampunk. I would have a full on support in downgrading this mod! Please reconsider about downgrading to 1.6.4!
I know you already said that you would rather work on more features for the mod and not downgrade it to 1.6.4 but I honestly think you should for the popularity. I think this mod is great. I don't mean great in just being awesome but this mod is actually right between something that isn't too high-tech but yet something that could still be lore-friendly. There are a lot of mods that aren't 1.7.2 ready because of many changes to the Minecraft coding so there are a lot more modpack owners that don't have their mod updated to 1.7.2. As a modpack owner, I would absolutely LOVE to have this mod have an addition to my modpack (of course with your permission). I have yet to see anyone properly make anything as awesome as this mod does in terms of the Industrial Age or Steampunk. I would have a full on support in downgrading this mod! Please reconsider about downgrading to 1.6.4!
If downgrading was simple, I would love to, but this is not the case. Downgrading would essentially double the time it takes me to add things, and currently the mod is very lackluster feature-wise. I'd need to code in 1.7, downgrade to 1.6, code in 1.7, repeat. It would also tack on a massive amount of time to port what I already have. It's simply way too much work to keep the mod updated for two MC versions.
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I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
Is there a way to automatically provide water to a boiler just using this mod? I'm using Thaumcraft as well, so I suppose I could get a decanting golem, but I'm pretty far away from getting that.
Is there a way to automatically provide water to a boiler just using this mod? I'm using Thaumcraft as well, so I suppose I could get a decanting golem, but I'm pretty far away from getting that.
If there isn't, I'd like to suggest a steam-driven pump. Steam should have plenty of power to pump up the water necessary to feed a boiler for more steam generation -- or lava to fuel it.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
I am really interested with this mod. I really believe it has potential. Will there ever be a connection between Thaumcraft in mod? Because that would fulfill my Thaumpunk dreams. I would also like to make suggestions for this mod. Suggestions:
Airships (I sense you might be making this at some point anyways, but I just had to suggest it)
Clockwork weaponry/machines
Steampunk goggles (merely for appearance)
Steam/Clockwork powered humanoids (you create them, they obey you)
I've been gone a week, so I didn't get too much done... But that doesn't mean you don't get a new prerelease, with new content! A pump and a misc gadget that is quite useful when paired with the steam hammer.
Prerelease 17:
ADDITION: Survivalist's Toolkit
ADDITION: Archimedes Screw
CHANGE: Config added for passive steam consumption on the exosuit
CHANGE: Exosuit recipe includes pistons
BUGFIX: Fixed sync issues with the mold
BUGFIX: Fixed issues with the mold eating metal or outputting incorrect results
BUGFIX: Steam pipes no longer crash when adjacent to other mod's pipes, when fluid steam is not added.
BUGFIX: More fixes that I can't remember.
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I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
I am really interested with this mod. I really believe it has potential. Will there ever be a connection between Thaumcraft in mod? Because that would fulfill my Thaumpunk dreams. I would also like to make suggestions for this mod. Suggestions:
Airships (I sense you might be making this at some point anyways, but I just had to suggest it)
Clockwork weaponry/machines
Steampunk goggles (merely for appearance)
Steam/Clockwork powered humanoids (you create them, they obey you)
Street Lamps (Also for appearance)
That's all for now.
There's at least a Thaumium version of the exo-suit, dunno if Flaxbeard has anything else planned.
I know you want to focus on the steam power aspect of the mod FB, but I feel like some astronomy might fit in (or at least as an addon) something about steampunk always makes me think of orreries and such, and I don't think there's any mod that utilizes the night sky to its full potential (besides Galacticraft, but that's too silly and high-tech for my liking)
There's at least a Thaumium version of the exo-suit, dunno if Flaxbeard has anything else planned.
I know you want to focus on the steam power aspect of the mod FB, but I feel like some astronomy might fit in (or at least as an addon) something about steampunk always makes me think of orreries and such, and I don't think there's any mod that utilizes the night sky to its full potential (besides Galacticraft, but that's too silly and high-tech for my liking)
I don't know about astronomy (what would it do for you in this game? a navigation aid, like a beacon?) but a steam-driven rotating orrery would be a nice decorative item. I could see one as the centerpiece of a garden or hedge maze, for example.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
I updated to Pre17 and the following crash happened. Deleted the config to see if it was causing it, but no luck.
EDIT: This was while launching the game.
EDIT EDIT: Nevermind. I'm an idiot and had version p15 in there as well.
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 6/25/14 2:38 PM
Description: Initializing game
java.lang.NullPointerException: Initializing game
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:506)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:506)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1881698624 bytes (1794 MB) / 2058878976 bytes (1963 MB) up to 2058878976 bytes (1963 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms2G -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.213.1133 Minecraft Forge 10.12.2.1133 Optifine OptiFine_1.7.2_HD_D1 15 mods loaded, 0 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar)
FML{7.2.213.1133} [Forge Mod Loader] (forge-1.7.2-10.12.2.1133.jar)
Forge{10.12.2.1133} [Minecraft Forge] (forge-1.7.2-10.12.2.1133.jar)
LittleFix{1.7.2-v1} [LittleFix] (minecraft.jar)
ThaumicTinkerer-preloader{0.1} [Thaumic Tinkerer Core] (minecraft.jar)
ArmorStatusHUD{1.26} [ArmorStatusHUD] ([1.7.2]ArmorStatusHUD-client-1.26.jar)
StatusEffectHUD{1.25} [StatusEffectHUD] ([1.7.2]StatusEffectHUD-client-1.25.jar)
BiomesOPlenty{2.0.1} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.1.891-universal.jar)
Steamcraft{1.0.0} [Professor Flaxbeard's Wonderous Steam Power Mod] (Professor Flaxbeard's Wondrous Steam Power Mod (Pre 15).jar)
Steamcraft{1.0.0} [Flaxbeard's Steam Power] (Professor Flaxbeard's Wondrous Steam Power Mod (Pre 17).jar)
Thaumcraft{4.1.1.14} [Thaumcraft] (Thaumcraft-1.7.2-4.1.1.14.jar)
ThaumicExploration{0.6.0} [Thaumic Exploration] (Thaumic Exploration 0.6.0.jar)
ThaumicTinkerer{alpha-2.3-122} [Thaumic Tinkerer] (ThaumicTinkerer-alpha-2.3-122.jar)
bspkrsCore{6.9} [bspkrsCore] ([1.7.2]bspkrsCore-universal-6.9.jar)
Baubles{1.0.0.16} [Baubles] (Baubles-1.7.2-1.0.0.16.jar)
Launched Version: 1.7.2-Forge10.12.2.1133
LWJGL: 2.9.0
OpenGL: ATI Radeon HD 5800 Series GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
I don't know about astronomy (what would it do for you in this game? a navigation aid, like a beacon?) but a steam-driven rotating orrery would be a nice decorative item. I could see one as the centerpiece of a garden or hedge maze, for example.
I guess navigation, and alignment/moon phase based powered stuff. But that's stepping a bit away from the Steampunk theme of the mod. *shrug*
I guess more than anything I just want an excuse to build a functional observatory. .-.
Not unless some other mod developers pick up the slack
That's a good point. Honestly, I'd rather see 1.7.2 versions of the other mods I use than a 1.6.4 version of this, but a lot of mods have yet to get out of 1.6.4.
Remember to watch your back.
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
Remember to watch your back.
When is a mod truly finished? There are always new features, fixes, optimizations, etc.
How about we just let Flaxbeard work on his awesome mod in 1.7.2 looking towards the future instead of dwelling on the past.
"Well then, let's get awesome!"
"Well then, let's get awesome!"
Suggestions:
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
There's at least a Thaumium version of the exo-suit, dunno if Flaxbeard has anything else planned.
I know you want to focus on the steam power aspect of the mod FB, but I feel like some astronomy might fit in (or at least as an addon) something about steampunk always makes me think of orreries and such, and I don't think there's any mod that utilizes the night sky to its full potential (besides Galacticraft, but that's too silly and high-tech for my liking)
Profile pic by Cheshirette c:
"Well then, let's get awesome!"
EDIT: This was while launching the game.
EDIT EDIT: Nevermind. I'm an idiot and had version p15 in there as well.
I guess navigation, and alignment/moon phase based powered stuff. But that's stepping a bit away from the Steampunk theme of the mod. *shrug*
I guess more than anything I just want an excuse to build a functional observatory. .-.
Profile pic by Cheshirette c:
New build out. Fixes a dumb server crash.
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
EDIT: Also getting massive CPU spikes since pre17.
Infinite water source - Pump - Boiler
With the pump receiving steam power from the top or sides.
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank