Something I noticed is that the GUI gets cut off if you're using a small resolution, like 854x480 (which I assume to be the default windowed resolution, as I have never touched it before).
I think you could save some space by not using the entire name for (most) aspects. For example, Ae/Aq/Ig/Or/Pe/Te could work better (and make the whole table more uniform), as the huge icons at the top being in the same order should let anyone understand what these abbreviations are supposed to mean (and if not, a hover tooltip or another thing like what you did for the node types could be useful). Curse you aer and aqua for both starting with A.
I LOVE this idea completely, remembering about nodes you've scanned previously and where they are is a bit frustrating! Can I use this in a semi-public modpack on the FTB Launcher?
I LOVE this idea completely, remembering about nodes you've scanned previously and where they are is a bit frustrating! Can I use this in a semi-public modpack on the FTB Launcher?
Any chances you can add the Helmet of Revealing (and possibly other Headgear) to the List of Headgear that can show you an arrow?
It doesn't seem to work for me when i have those equipped.
Thanks and thumbs up for the mod!
Mod looks cool. Thought I'd drop a suggestion based on the above post though.
Config option to determine what items can track down nodes, a whitelist of sorts. You want a node dowsing stick? Go for it. How about making players on a server find a whole block of emeralds before they can track nodes? Sure. Etc, etc.
This would allow addon items that are similar to the goggles to work with this mod through whitelisting, and won't force players to wear that weak headgear
Mod looks cool. Thought I'd drop a suggestion based on the above post though.
Config option to determine what items can track down nodes, a whitelist of sorts. You want a node dowsing stick? Go for it. How about making players on a server find a whole block of emeralds before they can track nodes? Sure. Etc, etc.
This would allow addon items that are similar to the goggles to work with this mod through whitelisting, and won't force players to wear that weak headgear
As above, make sure you are on the latest version. It works with any head piece that extends Google of Revealing including other mod helmets like Blood Magic. As for other items, I want to keep it a Client Side only mod, and once i start adding Items, I cant do that.
If you integrate your mod with minimap mods it will be awesome aspects on node list should look exactly like when you are scanning the node not only primals. Anyway it's really cool for now.
I will be adding Compound Aspects to the list in the next release.
The Meaning of Life, the Universe, and Everything.
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Is it possible that this mod would ever be backported to 1.6.4? My current server is still on that version. If not, I understand. This is an amazing mod and I'll definitely use it once our server updates to 1.7.x!
Something I noticed is that the GUI gets cut off if you're using a small resolution, like 854x480 (which I assume to be the default windowed resolution, as I have never touched it before).
I think you could save some space by not using the entire name for (most) aspects. For example, Ae/Aq/Ig/Or/Pe/Te could work better (and make the whole table more uniform), as the huge icons at the top being in the same order should let anyone understand what these abbreviations are supposed to mean (and if not, a hover tooltip or another thing like what you did for the node types could be useful). Curse you aer and aqua for both starting with A.
I have been fighting with the whole default resolution thing for a while. Too much information, not enough screen space. I will see what I can do to crunch it down even more. I do want to start showing Compound Aspects as well.
Apart from the (D)ark to (S)inister remark above, I also noticed that pressing the key used to bring up the list couldn't be used to hide it again. Perhaps it would be better to use the key as a toggle? Pressing the Esc key works, obviously, but pressing the same key again just feels more natural to me. Note that it might be linked to the fact that I had to change the keybinding as it was colliding with another keybind.
Is it possible that this mod would ever be backported to 1.6.4? My current server is still on that version. If not, I understand. This is an amazing mod and I'll definitely use it once our server updates to 1.7.x!
The Thaumic Horizons Scholar (auto-scan what you look at with your goggles on) lens doesn't trigger the event that adds a node to the list. Any possibility of compatibility?
Rollback Post to RevisionRollBack
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The Thaumic Horizons Scholar (auto-scan what you look at with your goggles on) lens doesn't trigger the event that adds a node to the list. Any possibility of compatibility?
I looked into the code and as far as I was able to tell, there is no way I can hook into it. I will see if I can contact the developer and see if we can work together to add something to hook between the 2.
how do i use this mod?. I have it installed with FTB Infinity. And when i scan it does nothing, and in the original post there is not a single piefe of information on how to use the mod. How did you guys managed to make it work?.
how do i use this mod?. I have it installed with FTB Infinity. And when i scan it does nothing, and in the original post there is not a single piefe of information on how to use the mod. How did you guys managed to make it work?.
When you scan a node with a Thaummeter it adds it to the list of nodes (Default Keybind 'i').If the keybind has changed or is conflicting with something else, you can change it in the Keybinds screen.
You can go to that list and mark a node to display an arrow to get back to it if you are wearing Goggles of Revealing.
Hey Dyonovan, love the mod! It has been really helpful and I'm glad you maked it
However, it saddens me to say that your mod crashes my client (ctd's / crash to desktop) if used in Infinity 1.4.0 which has the latest Mystcraft (Mystcraft 0.11.3.00);
Here is the pastebin of the crash; http://pastebin.com/pzbnrdVg
Thanks again for the mod and my gratitude if you would manage to fix the issue
Hey Dyonovan, love the mod! It has been really helpful and I'm glad you maked it
However, it saddens me to say that your mod crashes my client (ctd's / crash to desktop) if used in Infinity 1.4.0 which has the latest Mystcraft (Mystcraft 0.11.3.00);
Here is the pastebin of the crash; http://pastebin.com/pzbnrdVg
Thanks again for the mod and my gratitude if you would manage to fix the issue
I started using this mod recently in the Resonant Rise 4 modpack, and while I have found some use for it, I have been unable to use it in its entirety because of what I believe to be a resolution issue.I apologize for the poor image quality, but as may or may not be visible, the edges of the GUI are cut off by the screen. I am using the latest version of the mod, and I was wondering if there was anything I could do to fix this? Preferably without altering the resolution of my PC, as for some reason it's very finicky when it comes to resolution.
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Small suggestion: Perhaps make this compatable with Thaumic Horizon's Scholarly Lens (Which scans stuff you're looking at without having to hold a Thaumometer)
Alternately, perhaps add a node to the tracker whenever you come within 5-10 blocks of it? (This seems easier than trying to figure out the methods the Lens uses)
Could you perhaps also automatically remove nodes if they're jarred/destroyed, and/or scan for nodes in range (Only nodes already in tracker) and remove/update them with new status (Vs the current behavior of only ever updating when re-scanned, and only ever removing when the delete button is pressed)
Small suggestion: Perhaps make this compatable with Thaumic Horizon's Scholarly Lens (Which scans stuff you're looking at without having to hold a Thaumometer)
Alternately, perhaps add a node to the tracker whenever you come within 5-10 blocks of it? (This seems easier than trying to figure out the methods the Lens uses)
Could you perhaps also automatically remove nodes if they're jarred/destroyed, and/or scan for nodes in range (Only nodes already in tracker) and remove/update them with new status (Vs the current behavior of only ever updating when re-scanned, and only ever removing when the delete button is pressed)
I tried to make it compatible, even tried to contact the author of Thaumic Horizons as we would need to work together as he does the scanning his own way.
As to your other suggestions, I don't want to automate it. There has to be some manual interaction imo.
I think you could save some space by not using the entire name for (most) aspects. For example, Ae/Aq/Ig/Or/Pe/Te could work better (and make the whole table more uniform), as the huge icons at the top being in the same order should let anyone understand what these abbreviations are supposed to mean (and if not, a hover tooltip or another thing like what you did for the node types could be useful). Curse you aer and aqua for both starting with A.
Go for it
Thank you kindly
Mod looks cool. Thought I'd drop a suggestion based on the above post though.
Config option to determine what items can track down nodes, a whitelist of sorts. You want a node dowsing stick? Go for it. How about making players on a server find a whole block of emeralds before they can track nodes? Sure. Etc, etc.
This would allow addon items that are similar to the goggles to work with this mod through whitelisting, and won't force players to wear that weak headgear
Make sure you are using the latest version. It works with any helmet that extends the Goggles of Revealing including the Helmet of Revealing.
As above, make sure you are on the latest version. It works with any head piece that extends Google of Revealing including other mod helmets like Blood Magic. As for other items, I want to keep it a Client Side only mod, and once i start adding Items, I cant do that.
I will be adding Compound Aspects to the list in the next release.
I have been fighting with the whole default resolution thing for a while. Too much information, not enough screen space. I will see what I can do to crunch it down even more. I do want to start showing Compound Aspects as well.
Fixed in next release.
Sorry, but I will not be backporting.
I looked into the code and as far as I was able to tell, there is no way I can hook into it. I will see if I can contact the developer and see if we can work together to add something to hook between the 2.
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how do i use this mod?. I have it installed with FTB Infinity. And when i scan it does nothing, and in the original post there is not a single piefe of information on how to use the mod. How did you guys managed to make it work?.
When you scan a node with a Thaummeter it adds it to the list of nodes (Default Keybind 'i').If the keybind has changed or is conflicting with something else, you can change it in the Keybinds screen.
You can go to that list and mark a node to display an arrow to get back to it if you are wearing Goggles of Revealing.
Hey Dyonovan, love the mod! It has been really helpful and I'm glad you maked it
However, it saddens me to say that your mod crashes my client (ctd's / crash to desktop) if used in Infinity 1.4.0 which has the latest Mystcraft (Mystcraft 0.11.3.00);
Here is the pastebin of the crash; http://pastebin.com/pzbnrdVg
Thanks again for the mod and my gratitude if you would manage to fix the issue
Hmm ok. Will def take a look at it right now.
Sorry for the delay in getting a new version out. Have added some new features and hopefully fixed any bugs. Change log is on the first post.
Latest version should be available now. 1.0.5
Heya
I started using this mod recently in the Resonant Rise 4 modpack, and while I have found some use for it, I have been unable to use it in its entirety because of what I believe to be a resolution issue.I apologize for the poor image quality, but as may or may not be visible, the edges of the GUI are cut off by the screen. I am using the latest version of the mod, and I was wondering if there was anything I could do to fix this? Preferably without altering the resolution of my PC, as for some reason it's very finicky when it comes to resolution.
n.
Small suggestion: Perhaps make this compatable with Thaumic Horizon's Scholarly Lens (Which scans stuff you're looking at without having to hold a Thaumometer)
Alternately, perhaps add a node to the tracker whenever you come within 5-10 blocks of it? (This seems easier than trying to figure out the methods the Lens uses)
Could you perhaps also automatically remove nodes if they're jarred/destroyed, and/or scan for nodes in range (Only nodes already in tracker) and remove/update them with new status (Vs the current behavior of only ever updating when re-scanned, and only ever removing when the delete button is pressed)
I tried to make it compatible, even tried to contact the author of Thaumic Horizons as we would need to work together as he does the scanning his own way.
As to your other suggestions, I don't want to automate it. There has to be some manual interaction imo.