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Geochests (v1.2.3) - Take the world with you!
Poll: What major features should I add for version 1.1 of Geochests?
Ended Jan 13, 2015
Ended Jan 13, 2015
Also, has anyone tried using the chests on IC2 or Buildcraft setups? I'd be willing to be the guinea pig and report my findings if no one else has given them a try.
Wild idea for a future update: a Geochest that can be easily exported from one world save to another(similar to Buildcraft blueprints but without their block limitations).
I'm not aware of anyone trying this with IC2 or Buildcraft and I'd love to know the results, so please do let us know how it goes!
And being able to transport chests from one server to another is an amazing idea - I'm definitely adding that to the TO DO list. I'll have to figure some way to handle unknown block types if the two servers have different mod packs, but I'll cross that bridge when I come to it.
This update also adds the ability to set the minimum and maximum spawn height of Geodite as well as the chance of it spawning and the vein size when it does.
This update is completely compatible with existing worlds that have been built on earlier versions of the mod.
It's late, so I'll update the description of the mod (and build it for 1.7.2 and 1.6.4) later in the week.
I think Redstone, Machines, Blocks, and doors.
Click on this spoiler to see mods and ideas that I support!
I really need to make better icons - and probably some text feedback when you switch them on and off. Until then, below is a brief explanation of each:
The Chainmail icon is whether the chest will chain when in the area of another chest. To see a simple example of this in action, place down a white chest then put down another chest just in range of the white chest. When you trigger the white chest, the other chest will also trigger before being sucked into the white chest, if it has chaining set on.
The Compass icon is whether the chest locks its orientation or not. A chest with locked orientation will always face the same way when you put it back down as it did when you pick it up - Useful if you're working with other mods (whose blocks don't rotate with the chest like vanilla blocks do).
The Redstone icon is whether the chest can be triggered by redstone or not. As a simple test, put a lever beside the chest and flick it back and forth to trigger the chest. If the redstone icon is set to on, the chest will swap in and out when you do this.
When the Trapdoor icon is set on, the chest will dig down instead of up - To check this out just place the chest at the base of a hill and observer the difference between what happens when you swap with this option on or off.
The Backpack mod would fill up often.
The Portable base mod costed a lot of wool, and is pretty inferior compared to this.
I can see taking my whole house with me where ever I go, this is going into my survival for sure.
Are you still going to keep and update the 1.6.4 version, I was pretty happy to see that you supported that version.
Very nice, do you think it's possible to capture an end portal, or any non-breakable blocks like bedrock.
Hi Pandaboy55 - If you open the modgeogests.cfg file in your config folder with a text editor, you can change this value. It's called "maxNBTInChain" and since the first version you must have downloaded I've since upped this value a lot to 2000000 - If you're playing locally you can more or less put this as high as you want. If you're running a server, then you can try different values depending on how much lag you're seeing from people using the Geochests.
I'll try to keep 1.6.4 up to date so long as the demand is there - but it's likely to lag a little behind the 1.7.2 and 1.7.10 builds as the codebase is so different in 1.6.4. As for end portals, you can definitely capture them, but not bedrock - I figured there were some very good reasons why that is immovable, so it is just left behind.
Thanks, I will definitely check that out when I come to looking at entities, which is next on my list after I make the options icons/feedback more obvious and bring the older versions up to date.
Although, if I put a geochest down and pick it up with a silk touch pickaxe, I will get two geochests.
Ha - Thanks for letting me know about that bug - I'll look into it - Can't have people creating infinite Geochests!
I've been giving this a fair bit of thought and I'm hesitant to release my source code at the moment. It took a long time (and a fair bit of black magic) to work out how to do what I'm doing and at the moment that's all this mod offers. If I release the source code, someone could include the utility offered by my mod in a mod with actual content and an existing userbase thereby rendering Geochests redundant.
That said, I'm keen to do anything I can to improve the compatibility of my mod with other mods. I've been thinking about adding an interface for custom block types to implement so they can get a notification before I pull them out of the world, and a notification when they are placed back again, with a parameter indicating the new direction. I think that would make full compatability fairly easy for any mod developer who wanted to add it. If this is something that interests you, please PM me and I'll prioritize adding support for it.
Looking forward to the future of this mod!
Sure thing - Just make sure to test that it doesn't have major issues with the other mods you are including it with - and let me know which other mods it combines well with and which it doesn't. At some point I'll compile a master list of everyone's findings for reference.