The Meaning of Life, the Universe, and Everything.
Join Date:
10/5/2012
Posts:
473
Minecraft:
Black_Hole
Member Details
Finally a backpack for every occasion!
This mod is an addon for Forestry, and adds a bunch of new backpacks, each on crafted just like the vanilla forestry ones.The Backpacks!
Redstone Engineer's Backpack - holds redstone dust, torches, repeaters, levers, buttons, and pressure plates. Special Item: Block of Redstone
Farmer's Backpack - holds plant materials like seeds and wheat, as well as netherwart, cacti, reeds, and if you have Industrialcraft 2 installed, it holds seed bags, the cropnalizer, fertilizer and hydration cells. Special Item:Seeds
Survivalist's Backpack - holds food! Lots of food! All cooked meats (not raw), bread, mushroom soup, apples, forestry honey pots, and if you have Industrialcraft 2, it can hold full and empty food cans, and if you have Thaumcraft 3 it can hold meat nuggets and the triple meat treat. Special Item: Cooked Porkchops
Artist's Backpack - holds all dyes registered with Forge, decorative blocks such as wool, stone bricks, bricks, slabs, stairs, torches, lamps, glass, ect: Industrialcraft 2 painters, iron fence, scafold. Special Item: Yellow Dye
Magician's Backpack - holds anything related to magic, from bottle o' enchanting, enchanted books, to Thaumcraft 3 golems, jars, essences, wands and more. Special Item: Enchanted Books
Metallurgist's Backpack - Hold (nearly) all metal nuggets, ingots, blocks, dusts, small dusts and plates. Special Item: Gold Ingot
Hydraulic Engineer's Backpack - Holds all liquid containers registered with Forge, as well as liquid transport and storage devices. Special Item: Empty Buckets
Jewler's Backpack - Holds any items from the Ore Dictionary that start with "gem" such and diamonds, emeralds, Redpower and Gregtech rubies, sapphires and others. Special Item: Emeralds
Logistical Engineer's Backpack - Holds anything relating to item transport, from hoppers, rails and carts to Buildcraft Pipes.
Electrician's Backpack - Holds anything related to energy or power, from MJ to EU. Special Item: If IC2 is installed it will be copper cables, if Buildcraft it will be gold power pipes and if neither it will be redstone dust.
Nuclear Engineer's Backpack - REQUIRES Indusrtrialcraft 2: Holds all nuclear reactor components, as well as the reactor and reactor chambers. Can hold all GregTech reactor components as well. Special Item: Coolant cells
You MUST have Forestry installed first: Get Forestry Here.
Install Red Gear Core*.
Toss the More Backpacks.jar into your mods folder.
In the config you can easily enable or disable any backpacks you like, and change the item ID's if necessary.
*Must be version 2.0.2 or higher
Adding Items To Backpacks
If you want to configure the items a backpack holds, go into the config folder located in config/redgear/morebackpacks. Inside you'll find a series of .json files for each backpack. Open the one you want to edit with a text editor. There are only two values in these files.
-The first value; backpackKey, is the name of the backpack.
-The second value; items, is a list of approved items using the new 1.7 item registration system. You can find the values for these in the fml-client logs.
--The syntax for these entries is "modId:itemName@meta" where "@meta" is optional and leaving it empty will allow any meta value. Save and restart minecraft to see your changes effects.
Deleting one of these files will replace it with the default.
What Happens when two backpacks hold the same thing?
Forestry already handles this, since it is possible to have two of the same backpack. What happens is first it will look at your hot bar, and fill any backpacks from left to right. So if your hot bar has a miners and a redstone backpack, it will put any redstone into the left-most.If your hot bar has no backpack space, it will go to the top row of your inventory and fill from left to right, and then down to the next row and so on.Hopefully this picture will help make it clearer.
Change Log:
2.2.0
1.7.2 update
New configuration system. scripts have been replaced with .json files.
The first value; backpackKey, is the name of the backpack.
The second value; items, is a list of approved items using the new 1.7 item registration system. You can find the values for these in the fml-client logs.
THe syntax for these entries is "modId:itemName@meta" where "@meta" is optional and leaving it empty will allow any meta value.
2.1.9
Fixed fatal crash bug.
2.1.8
Red Gear update.Getting ready for 1.7
2.1.7
Minor changes and fixesFixed Null Pointer Exception for null ore dict references.
2.1.6
Updated for new buildcraft pipes.Updated for new IC2 Experimental branch (Build 60).Forestry is out and everything works great.
2.1.5
Updated to Minecraft 1.6.2. As of the time of upload, Forestry is not yet updated. As long as Forestry does not change the backpack API, this release should work fine for it. I can't promise anything though.Requires Chemcraft Core 1.4.2 or higher. (aka the 1.6.2 version)
2.1.1
Edited the names used for scripts. Should remove any use of "item.null" or "tile.null". Shouldn't affect anything that already worked, but does allow some things to be added that couldn't before. Still not perfect, there could be other non-unique items.Also added my own system to print the log. Set "printItemRegistry" to true in the configs and it will print the new id - name mappings to a text file in the Minecraft root. See script section for more details.
2.1.0
scripts can now be in folders inside the script folder. Likely useful for script packs.A bunch of code cleanup and whatnot.You must have Chemcraft Core 1.2.0 or higher.
2.0.1
Fixed Metallurgist's Backpack Ore Dictionary transmutation.
Fixed Scripts to allow adding and item with ONLY meta 0.
Added '!' symbol to scripts. Read script section for more details.Fixed Scripts failing to read one file causing other files to be ignored. Now if one file causes a problem it will be skipped but the rest of the files will be read.
2.0.0
Major changes!Removed many backpacks and consolidated several more.
Removed RedPower compatibility. It will be readded when RedPower updates.
Added more things to more backpacks.
Updated Metallurgy compatibly for Metallurgy 3 Betas.
Completely rewrote large areas of code.Added scripting system.
A ton of things I've forgotten.
More Backpacks now requires Chemcraft Core. Link in installation section.This version is NOT compatible with version 1.x
Take your items out of the backpacks before upgrading. Backpacks will likely change with update. I recommend just throwing them out and cheating them back in after update.I also recommend throwing out the config. Not only have the default IDs changed but so have backpack names.
1.4.0
Added tons of blocks to the Artist's Backpack, probably making it one of the most useful. It should now hold anything "decorative".
Added Pipist's Backpack
Added Railer's Backpack
Added Buildcraft support
Added Steve's Carts support
Added Railcraft support
Changed the Metallurgist's Backpack: It can now transmute different metals through the Forge Ore Dictionary. Meaning that if you have say, Thermal Expansion copper ingots in the backpack and you pick up some Industrialcraft copper ingots off the ground, the IC2 ingots will be transformed into TE ingots automatically (it does this right before picking it up, so you can actually see it change). As long as no mods you're using abuse the Ore Dictionary there shouldn't be any problems.I also added "dust", "dustSmall" and "plate" to the acceptable prefixes for the Metallurgist's Backpack, and a few new metal names as well.There is still both a 1.4.7 and a 1.5+ version.
1.3.1
Fixed crash bug with ComputerCraft
1.3.0
Ported to 1.5+ There is also a 1.4.7 version. They are the same other than different Minecraft versons.
Added Bucketeer's Backpack
Added Jewler's Backpack
Added ComputerCraft support
Major under-the-hood code changes cut file size to a quarter and improve compatibility, load time, time it takes to change code.
1.2.0
Added: Demolitionist's Backpack - Thanks to AnonTheMouse
Added: Merchant's Backpack - Thanks to AnonTheMouse
Added: Metallurgist's Backpack
Added: Piston and sticky piston to Redstone Backpack - Thanks to AnonTheMouse
Added: Redpower Blulectric Engine to Blulectric Backpack
Added: Metallurgy Compatability! HE and LE TNT in demolitionist, coins in merchant, added Utility Ore drops to miner's backpackBugfix: Backpacks now work with Redpower 2 packages separatly.
1.1.0
Added: Redpower compatablitly
Added: Programmer's Backpack
Added: Tube Enthusiast's Backpack
Added: Blulectrician's Backpack
Added: Redpower items to Redstone Backpack, with alt recipe to backpack if it's installed
Bugfix: Backpack crafting recipes now correctly respect metadata. Aka, Artist backpack was crafted with black dye and now it's fixed and uses yellow dye
Change: Thaumaturge's Backpack is no longer disabled when Thaumatic Bees is installed. (I thought having two backpacks with the same name would cause problems, but it looks like it doesn't. Let me know if I was wrong.)
Version 1.1.0 is up. Added Redpower integration and a few backpacks to go with it. Redpower will easily be the hardest mod to integrate with, so adding other mods should be a cake-walk after what I had to go though to get Redpower items. Check the change log for all the changes.
Any ideas on what I should code next? I'm thinking either Buildcraft of Computercraft, but I'm more than open to suggestions.
I strongly suggest that you combine both your mods into one.... It would make handling both your mods much easier for you and for us.....btw, 'An awesome Mod!!!'
I strongly suggest that you combine both your mods into one.... It would make handling both your mods much easier for you and for us.....btw, 'An awesome Mod!!!'
With the two mods being so very different, I felt it was more fair to the user to keep them separate. Yes, I could pull Refined Biofuel into this mod and just add a config for it, but I like to keep them separate. I don't like it when a mod I like adds random things that don't fit the scope of the mod. This mod adds backpacks, and that's it. The only reason I put that link there is to help get some more traffic for my both my mods. Is it really so hard to download two different things? And it's not hard for me, since I don't expect to do much changing to Refined Biofuel unless Buildcraft or Forestry change things, and I don't think that will happen often.
Nice, I like the backpack ideas. Just a question - the Thaumcraft backpack says it holds shards, but the vanilla Forestry backpack: the miner's backpack can also do this. So which backpack will take priority when they are both empty, and shards are mined?
Ah, I was curious about that too, so I tested it right after making the Redstone backpack, since the miner's backpack holds redstone dust too. It works by the position of the backpacks in your inventory. First it will look at your hot bar, and fill any backpacks from right to left. So if your hot bar has a miners and a redstone backpack, it will put any redstone into the right-most.
If your hot bar has no backpack space, it will go to the top row of your inventory and fill from right to left, and then down to the next row and so on.
The same thing would happen if you had two of one kind of backpack. I might have to make a picture explaining how that works.
LordBlackHole, very nice addition! I have a question: do you have any plans to add a backpack that picks up anything? I particularly dislike the Adventurer's Backpack's default setting. Mr. Sengir, I am sorry, but I am not pleased with this, as Pahimar's bags aren't done yet and Eloraam's bags are not configurable. I have had to resort to using ender pouches with the config set to double size, or adding the Backpacks mod, which are nice, but inferior. Perhaps I am lost as to how to accomplish this, but messing with the Adventurer's backpack's config file is something I feel is too complicated, difficult, and/or time-consuming to customize for this type of setting (any item, any block, etc.). I feel that I shouldn't have to tell my "normal" backpack what to pick up. I very much do enjoy Forestry's backpacks' design and functionality, however. I am quite pleased with how they all work... except for the one. X( ....This is why I am asking, I can wait for Pahimar, but I'm just curious as to what your answer would be. Thank you for your time.
By the way, there should be an update later tonight or tomorrow. Depends on how long it takes to squash a few bugs.
102... working on getting another 1 installed though... XD
Rollback Post to RevisionRollBack
-submitted by ButtonPusher, original designer of proof-of-concept Alpha Omega 1.6.4 modpack (400+ mods)-
title screen at 10 minutes into video - http://www.twitch.tv/button_pusher_/v/49042838
LordBlackHole, very nice addition! I have a question: do you have any plans to add a backpack that picks up anything? I particularly dislike the Adventurer's Backpack's default setting. Mr. Sengir, I am sorry, but I am not pleased with this, as Pahimar's bags aren't done yet and Eloraam's bags are not configurable. I have had to resort to using ender pouches with the config set to double size, or adding the Backpacks mod, which are nice, but inferior. Perhaps I am lost as to how to accomplish this, but messing with the Adventurer's backpack's config file is something I feel is too complicated, difficult, and/or time-consuming to customize for this type of setting (any item, any block, etc.). I feel that I shouldn't have to tell my "normal" backpack what to pick up. I very much do enjoy Forestry's backpacks' design and functionality, however. I am quite pleased with how they all work... except for the one. X( ....This is why I am asking, I can wait for Pahimar, but I'm just curious as to what your answer would be. Thank you for your time.
My first thought was "Not possible." Then I thought "Wait, maybe it is." but then I thought "No, no, it can't be done." and then I thought "well ..... maybe it is" then I tested it. Now I can say this: it is possible ...... but I'm not going to do it. Yes, I could make a "Cheater's Backpack" and I thought about it, but it just sort of defeats the whole point of More Backpacks.
If you REALLY want infinite portable storage, I suggest combining Enderchests with Logistics Pipes.
This is pretty darned cool. I'm not much of a backpack fan in general, just because it feels a bit cheaty to be able to have every storage slot replaced with an entire inventory, but Forestry's specialized approach has actually won my grudging respect since, even though it does the same thing, it limits things a little more. These differently specialized bags fit that perfectly, and I like the way you've integrated some common tasks with your mod support.
I think that if I could make some requests, it would be for some Metallurgy support, with End, Nether, and Fantasy Miner's Backpacks (Hoarder's Backpack for Precious? Metallurgist's for catalyst ores?), maybe a "Demolitionist's Backpack" to handle the special explosives that IC2, Metallurgy and others add, or an "Illuminator's Backpack for various light sources and kinds of glass (maybe firestarters and fireworks too), and perhaps a "Trader's Backpack" to handle Coins/moneybags/bullion, Emeralds, Industrial Credits, and a few items commonly used in Testificate trades. Hope that's not begging too terribly much.
Actually, to finish off, a question: Why doesn't the Redstone Engineer's Backpack hold pistons? I would have thought that tended to be an important element in many pieces of redstone logic.
This is pretty darned cool. I'm not much of a backpack fan in general, just because it feels a bit cheaty to be able to have every storage slot replaced with an entire inventory, but Forestry's specialized approach has actually won my grudging respect since, even though it does the same thing, it limits things a little more. These differently specialized bags fit that perfectly, and I like the way you've integrated some common tasks with your mod support.
I think that if I could make some requests, it would be for some Metallurgy support, with End, Nether, and Fantasy Miner's Backpacks (Hoarder's Backpack for Precious? Metallurgist's for catalyst ores?), maybe a "Demolitionist's Backpack" to handle the special explosives that IC2, Metallurgy and others add, or an "Illuminator's Backpack for various light sources and kinds of glass (maybe firestarters and fireworks too), and perhaps a "Trader's Backpack" to handle Coins/moneybags/bullion, Emeralds, Industrial Credits, and a few items commonly used in Testificate trades. Hope that's not begging too terribly much.
Actually, to finish off, a question: Why doesn't the Redstone Engineer's Backpack hold pistons? I would have thought that tended to be an important element in many pieces of redstone logic.
I've never actually used Metallurgy, it does look pretty cool though. I'll look into it, shouldn't be to hard.
Demolitionist's Backpack is totally going in now, good idea. Illuminator's Backpack ....... I kinda like the idea, but I'm not a fan of the name. Maybe. Trader's Backpack is good, I'll do that.
AH! I knew I missed things! Pistons will defiantly fit in Redstone Backpacks in my next update, which will probably be in a few days.
Perhaps a backpack for anything Twilight Forest, if you are still looking for ideas, as well as perhaps Ars Magica?
Although if you thought RP2 was hard, you will probably cry at Ars Magica. Considering how he uses a random damage value system to randomize spells every world.
i want to use this but steves carts 2 keeps glitching and not working everytime i install a new mod which is really affecting my lets play series im trying to start up and my friend made a "rewards" age in mystcraft and needs me to use a few mods and this is one of them
EDIT: list of mods are as folows
ftb ultimate
timber
optifine
tukmc
this
metalurgy(all plugins)
and rotary craft when the beta is released
so if someone can help fix this i will send a error log (also btw its not a i,d thing i have id resolver installed)
Perhaps a backpack for anything Twilight Forest, if you are still looking for ideas, as well as perhaps Ars Magica?
Although if you thought RP2 was hard, you will probably cry at Ars Magica. Considering how he uses a random damage value system to randomize spells every world.
I'm always open to new ideas, just understand that the longer my to-do list gets, the longer it takes to get to the ones one the bottom.
As for Twilight Forest and Ars Magica, I don't use either of them, so all I can say for sure is that I'll look at them and see what backpacks they might need.
Ah, and Redpower 2 is hard because Eloraam uses a different configuration style than any other mod. Meta's are easily handled with brute-force for loops.
The "Special Item" is the item used to craft the backpack. Other than that item, all the recipes are the same. Four string in the corners, two wool on the top and bottom, a chest in the middle, and two "special items" in the sides. All woven backpacks are the normal backpack in the middle, a diamond on top, and woven silk all around, in a carpenter with a bucket of water.
i want to use this but steves carts 2 keeps glitching and not working everytime i install a new mod which is really affecting my lets play series im trying to start up and my friend made a "rewards" age in mystcraft and needs me to use a few mods and this is one of them
EDIT: list of mods are as folows
ftb ultimate
timber
optifine
tukmc
this
metalurgy(all plugins)
and rotary craft when the beta is released
so if someone can help fix this i will send a error log (also btw its not a i,d thing i have id resolver installed)
That's funny, I have Steve's Carts installed and it's fine. Does it work with just More Backpacks? Otherwise it's not REALLY my problem .......... and um, I think that not everything likes Id resolver, so it COULD be that. Eh, go ahead and post the crash log I guess. Just do it in "spoiler" tags (or pastebin link) so it doesn't clutter up my thread too much.
Oh, and I'm looking at Metallurgy right now, and I don't feel like it needs it's own backpack. Instead, what I feel like it needs is to have it's ores added to the Miner's Backpack, and it made me feel like I should have a "Metallurgist's Backpack" not for the Mod Metallurgy, but for all metals in all mods. Perhaps I could even make it transmute ingot types with the Forge Ore Dictionary. So it could, for example, turn any copper ingots into ..... Redpower copper ingots for example. Maybe it could even compress nuggets into ingots and ingots into blocks.
I'm also going to toss the coins into the new "Trader's Backpack" (which I'm also thinking of calling the "Merchant's Backpack").
One last thing I'm considering is adding any blocks that would only be used for decoration into the "Artist's Backpack". The tricky bit is how to decide what counts as decoration blocks and what doesn't.
java.lang.NullPointerException
at ur.<init>(SourceFile:54)
at vswe.stevescarts.Upgrades.AssemblerUpgrade.getItemStack(AssemblerUpgrade.java:263)
at vswe.stevescarts.Upgrades.AssemblerUpgrade.addRecipe(AssemblerUpgrade.java:250)
at vswe.stevescarts.Upgrades.AssemblerUpgrade.addRecipe(AssemblerUpgrade.java:255)
at vswe.stevescarts.Upgrades.AssemblerUpgrade.init(AssemblerUpgrade.java:45)
at vswe.stevescarts.StevesCarts.load(StevesCarts.java:244)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:458)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:746)
at java.lang.Thread.run(Unknown Source)
thats what i continue to get and its REALLY annoying lol and i like your ideas
java.lang.NullPointerException
at ur.<init>(SourceFile:54)
at vswe.stevescarts.Upgrades.AssemblerUpgrade.getItemStack(AssemblerUpgrade.java:263)
at vswe.stevescarts.Upgrades.AssemblerUpgrade.addRecipe(AssemblerUpgrade.java:250)
at vswe.stevescarts.Upgrades.AssemblerUpgrade.addRecipe(AssemblerUpgrade.java:255)
at vswe.stevescarts.Upgrades.AssemblerUpgrade.init(AssemblerUpgrade.java:45)
at vswe.stevescarts.StevesCarts.load(StevesCarts.java:244)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:458)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:746)
at java.lang.Thread.run(Unknown Source)
thats what i continue to get and its REALLY annoying lol and i like your ideas
Looks like an ID conflict to me. Steve's Carts is trying to access an object, but isn't finding it, probably because that other item was never registered because some other item took it's ID. Try your set up when it works, then add each new mod on one at a time until you find the one that caused the issue, then check it's configs with Steve's Carts.
1.2.0 Is live!
Metallurgy now has compatibility, and I fixed the Redpower 2 detection to work with any combination of the Redpower packages.
I added the Metallurgist's backpack, which uses the Forge Ore Directory and should store (nearly) any metal nugget, ingot and block that is CORRECTLY registered with the Ore Directory. It should handle all metals from Metallurgy and Gregtech, which to my knowledge have the most complete lists of metals. If there is anything I missed, let me know.
I also added two more backpacks, check the change log for full details.
Moving on, I just downloaded Twilight Forest, so that's the next mod on my list. I also have an idea for a new backpack for IC2, and I am planing on giving the Metallurgist's Backpack the ability to transmute metals though the Ore Directory as well as automatically compress nuggets into ingots and ingots into blocks.
Stay tuned for even more backpack goodness, and as always if you don't like a backpack, you can disable it, and if you have an idea for a new mod, backpack or item to fit into a backpack, don't hesitate to let me know.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/5/2012
Posts:
473
Minecraft:
Black_Hole
Member Details
1.3.0 is out! Get it while it's hot!
This version comes with a HUGE code rewrite. To make a long story short .... before, I using other mod's APIs had them, and then reading from their config files if they didn't. It was a pain, and since RedPower has a completely different config file format, I had to write more code to read from RedPower than all other mods combined! So I completely rewrote the entire system that gets items from other mods for the backpacks. Now, they work by accessing the other mods variable directly, and use that. It's still not perfect, since well, Greg Tech stores it's items in arrays, which while I admit is a good idea, was harder to code, so there is still a Greg tech API. Still, I didn't have to write it, so it was a lot easier. Plus, this method makes adding things FAR easier to for me to do, and that means I can get more stuff done in the same amount of time, so everybody wins. I also added more helping functions for adding things to backpacks, and reorganized a lot of code that should help to reduce load times, although people with hundreds of mods likely won't notice.
Next, it looks like the Forestry API isn't changing in the beta versions so far, so I was able to use the EXACT same code to make a 1.4.7 version and a 1.5+ version. And I mean that +. From now on, no matter what Minecraft does, More Backpacks won't need to update, unless Forestry changes it's backpack API, and as I said, Sr Sengir hasn't done that.
So pick your poison! Whether you're still on 1.4.7 or moved on to 1.5+, this update is for you!
I try to install a clean minecraft using multiMC with:
last forge for 1.4.7 (534)
buildcraft 3.4.3
forestri 2.0.0.11
computercraft 1.5
edit:
removed computercraft and now it works...
can you fix it?
thanks
Ah, yes, sorry about that, I posted a bugfix. Thank you for posting the crash log and giving other details that made it really easy for me to find the problem and fix it.
This mod is an addon for Forestry, and adds a bunch of new backpacks, each on crafted just like the vanilla forestry ones.The Backpacks!
Farmer's Backpack - holds plant materials like seeds and wheat, as well as netherwart, cacti, reeds, and if you have Industrialcraft 2 installed, it holds seed bags, the cropnalizer, fertilizer and hydration cells. Special Item:Seeds
Survivalist's Backpack - holds food! Lots of food! All cooked meats (not raw), bread, mushroom soup, apples, forestry honey pots, and if you have Industrialcraft 2, it can hold full and empty food cans, and if you have Thaumcraft 3 it can hold meat nuggets and the triple meat treat. Special Item: Cooked Porkchops
Artist's Backpack - holds all dyes registered with Forge, decorative blocks such as wool, stone bricks, bricks, slabs, stairs, torches, lamps, glass, ect: Industrialcraft 2 painters, iron fence, scafold. Special Item: Yellow Dye
Magician's Backpack - holds anything related to magic, from bottle o' enchanting, enchanted books, to Thaumcraft 3 golems, jars, essences, wands and more. Special Item: Enchanted Books
Metallurgist's Backpack - Hold (nearly) all metal nuggets, ingots, blocks, dusts, small dusts and plates. Special Item: Gold Ingot
Hydraulic Engineer's Backpack - Holds all liquid containers registered with Forge, as well as liquid transport and storage devices. Special Item: Empty Buckets
Jewler's Backpack - Holds any items from the Ore Dictionary that start with "gem" such and diamonds, emeralds, Redpower and Gregtech rubies, sapphires and others. Special Item: Emeralds
Logistical Engineer's Backpack - Holds anything relating to item transport, from hoppers, rails and carts to Buildcraft Pipes.
Electrician's Backpack - Holds anything related to energy or power, from MJ to EU. Special Item: If IC2 is installed it will be copper cables, if Buildcraft it will be gold power pipes and if neither it will be redstone dust.
Nuclear Engineer's Backpack - REQUIRES Indusrtrialcraft 2: Holds all nuclear reactor components, as well as the reactor and reactor chambers. Can hold all GregTech reactor components as well. Special Item: Coolant cells
Programmer's Backpack - REQUIRES ComputerCraft: Holds computers, cables floppy disks, turtles. Special Item: Cables
Installation
Install Red Gear Core*.
Toss the More Backpacks.jar into your mods folder.
In the config you can easily enable or disable any backpacks you like, and change the item ID's if necessary.
*Must be version 2.0.2 or higher
Adding Items To Backpacks
-The first value; backpackKey, is the name of the backpack.
-The second value; items, is a list of approved items using the new 1.7 item registration system. You can find the values for these in the fml-client logs.
--The syntax for these entries is "modId:itemName@meta" where "@meta" is optional and leaving it empty will allow any meta value. Save and restart minecraft to see your changes effects.
Deleting one of these files will replace it with the default.
What Happens when two backpacks hold the same thing?
Change Log:
1.7.2 update
New configuration system. scripts have been replaced with .json files.
The first value; backpackKey, is the name of the backpack.
The second value; items, is a list of approved items using the new 1.7 item registration system. You can find the values for these in the fml-client logs.
THe syntax for these entries is "modId:itemName@meta" where "@meta" is optional and leaving it empty will allow any meta value.
2.1.9
Fixed fatal crash bug.
2.1.8
Red Gear update.Getting ready for 1.7
2.1.7
Minor changes and fixesFixed Null Pointer Exception for null ore dict references.
2.1.6
Updated for new buildcraft pipes.Updated for new IC2 Experimental branch (Build 60).Forestry is out and everything works great.
2.1.5
Updated to Minecraft 1.6.2. As of the time of upload, Forestry is not yet updated. As long as Forestry does not change the backpack API, this release should work fine for it. I can't promise anything though.Requires Chemcraft Core 1.4.2 or higher. (aka the 1.6.2 version)
2.1.1
Edited the names used for scripts. Should remove any use of "item.null" or "tile.null". Shouldn't affect anything that already worked, but does allow some things to be added that couldn't before. Still not perfect, there could be other non-unique items.Also added my own system to print the log. Set "printItemRegistry" to true in the configs and it will print the new id - name mappings to a text file in the Minecraft root. See script section for more details.
2.1.0
scripts can now be in folders inside the script folder. Likely useful for script packs.A bunch of code cleanup and whatnot.You must have Chemcraft Core 1.2.0 or higher.
2.0.1
Fixed Metallurgist's Backpack Ore Dictionary transmutation.
Fixed Scripts to allow adding and item with ONLY meta 0.
Added '!' symbol to scripts. Read script section for more details.Fixed Scripts failing to read one file causing other files to be ignored. Now if one file causes a problem it will be skipped but the rest of the files will be read.
2.0.0
Major changes!Removed many backpacks and consolidated several more.
Removed RedPower compatibility. It will be readded when RedPower updates.
Added more things to more backpacks.
Updated Metallurgy compatibly for Metallurgy 3 Betas.
Completely rewrote large areas of code.Added scripting system.
A ton of things I've forgotten.
More Backpacks now requires Chemcraft Core. Link in installation section.This version is NOT compatible with version 1.x
Take your items out of the backpacks before upgrading. Backpacks will likely change with update. I recommend just throwing them out and cheating them back in after update.I also recommend throwing out the config. Not only have the default IDs changed but so have backpack names.
1.4.0
Added tons of blocks to the Artist's Backpack, probably making it one of the most useful. It should now hold anything "decorative".
Added Pipist's Backpack
Added Railer's Backpack
Added Buildcraft support
Added Steve's Carts support
Added Railcraft support
Changed the Metallurgist's Backpack: It can now transmute different metals through the Forge Ore Dictionary. Meaning that if you have say, Thermal Expansion copper ingots in the backpack and you pick up some Industrialcraft copper ingots off the ground, the IC2 ingots will be transformed into TE ingots automatically (it does this right before picking it up, so you can actually see it change). As long as no mods you're using abuse the Ore Dictionary there shouldn't be any problems.I also added "dust", "dustSmall" and "plate" to the acceptable prefixes for the Metallurgist's Backpack, and a few new metal names as well.There is still both a 1.4.7 and a 1.5+ version.
1.3.1
Fixed crash bug with ComputerCraft
1.3.0
Ported to 1.5+ There is also a 1.4.7 version. They are the same other than different Minecraft versons.
Added Bucketeer's Backpack
Added Jewler's Backpack
Added ComputerCraft support
Major under-the-hood code changes cut file size to a quarter and improve compatibility, load time, time it takes to change code.
1.2.0
Added: Demolitionist's Backpack - Thanks to AnonTheMouse
Added: Merchant's Backpack - Thanks to AnonTheMouse
Added: Metallurgist's Backpack
Added: Piston and sticky piston to Redstone Backpack - Thanks to AnonTheMouse
Added: Redpower Blulectric Engine to Blulectric Backpack
Added: Metallurgy Compatability! HE and LE TNT in demolitionist, coins in merchant, added Utility Ore drops to miner's backpackBugfix: Backpacks now work with Redpower 2 packages separatly.
1.1.0
Added: Redpower compatablitly
Added: Programmer's Backpack
Added: Tube Enthusiast's Backpack
Added: Blulectrician's Backpack
Added: Redpower items to Redstone Backpack, with alt recipe to backpack if it's installed
Bugfix: Backpack crafting recipes now correctly respect metadata. Aka, Artist backpack was crafted with black dye and now it's fixed and uses yellow dye
Change: Thaumaturge's Backpack is no longer disabled when Thaumatic Bees is installed. (I thought having two backpacks with the same name would cause problems, but it looks like it doesn't. Let me know if I was wrong.)
1.0.0Initial release!
Download Page
I've got 70 mods on. How many do you have?
By the way, there should be an update later tonight or tomorrow. Depends on how long it takes to squash a few bugs.
Bam!
Version 1.1.0 is up. Added Redpower integration and a few backpacks to go with it. Redpower will easily be the hardest mod to integrate with, so adding other mods should be a cake-walk after what I had to go though to get Redpower items. Check the change log for all the changes.
Any ideas on what I should code next? I'm thinking either Buildcraft of Computercraft, but I'm more than open to suggestions.
Second, can u add suport for ic2 canned food in the food pack?
With the two mods being so very different, I felt it was more fair to the user to keep them separate. Yes, I could pull Refined Biofuel into this mod and just add a config for it, but I like to keep them separate. I don't like it when a mod I like adds random things that don't fit the scope of the mod. This mod adds backpacks, and that's it. The only reason I put that link there is to help get some more traffic for my both my mods. Is it really so hard to download two different things? And it's not hard for me, since I don't expect to do much changing to Refined Biofuel unless Buildcraft or Forestry change things, and I don't think that will happen often.
Yes, they all have woven counterparts. And the Survivalist's Backpack already stores full and empty IC2 cans.
Ah, I was curious about that too, so I tested it right after making the Redstone backpack, since the miner's backpack holds redstone dust too. It works by the position of the backpacks in your inventory. First it will look at your hot bar, and fill any backpacks from right to left. So if your hot bar has a miners and a redstone backpack, it will put any redstone into the right-most.
If your hot bar has no backpack space, it will go to the top row of your inventory and fill from right to left, and then down to the next row and so on.
The same thing would happen if you had two of one kind of backpack. I might have to make a picture explaining how that works.
102... working on getting another 1 installed though... XD
-submitted by ButtonPusher, original designer of proof-of-concept Alpha Omega 1.6.4 modpack (400+ mods)-
title screen at 10 minutes into video - http://www.twitch.tv/button_pusher_/v/49042838
My first thought was "Not possible." Then I thought "Wait, maybe it is." but then I thought "No, no, it can't be done." and then I thought "well ..... maybe it is" then I tested it. Now I can say this: it is possible ...... but I'm not going to do it. Yes, I could make a "Cheater's Backpack" and I thought about it, but it just sort of defeats the whole point of More Backpacks.
If you REALLY want infinite portable storage, I suggest combining Enderchests with Logistics Pipes.
I think that if I could make some requests, it would be for some Metallurgy support, with End, Nether, and Fantasy Miner's Backpacks (Hoarder's Backpack for Precious? Metallurgist's for catalyst ores?), maybe a "Demolitionist's Backpack" to handle the special explosives that IC2, Metallurgy and others add, or an "Illuminator's Backpack for various light sources and kinds of glass (maybe firestarters and fireworks too), and perhaps a "Trader's Backpack" to handle Coins/moneybags/bullion, Emeralds, Industrial Credits, and a few items commonly used in Testificate trades. Hope that's not begging too terribly much.
Actually, to finish off, a question: Why doesn't the Redstone Engineer's Backpack hold pistons? I would have thought that tended to be an important element in many pieces of redstone logic.
I've never actually used Metallurgy, it does look pretty cool though. I'll look into it, shouldn't be to hard.
Demolitionist's Backpack is totally going in now, good idea. Illuminator's Backpack ....... I kinda like the idea, but I'm not a fan of the name. Maybe. Trader's Backpack is good, I'll do that.
AH! I knew I missed things! Pistons will defiantly fit in Redstone Backpacks in my next update, which will probably be in a few days.
Cool
Although if you thought RP2 was hard, you will probably cry at Ars Magica. Considering how he uses a random damage value system to randomize spells every world.
(Jorge Luis Borges, Evangelio Apocrifo)
EDIT: list of mods are as folows
As for Twilight Forest and Ars Magica, I don't use either of them, so all I can say for sure is that I'll look at them and see what backpacks they might need.
Ah, and Redpower 2 is hard because Eloraam uses a different configuration style than any other mod. Meta's are easily handled with brute-force for loops.
The "Special Item" is the item used to craft the backpack. Other than that item, all the recipes are the same. Four string in the corners, two wool on the top and bottom, a chest in the middle, and two "special items" in the sides. All woven backpacks are the normal backpack in the middle, a diamond on top, and woven silk all around, in a carpenter with a bucket of water.
That's funny, I have Steve's Carts installed and it's fine. Does it work with just More Backpacks? Otherwise it's not REALLY my problem .......... and um, I think that not everything likes Id resolver, so it COULD be that. Eh, go ahead and post the crash log I guess. Just do it in "spoiler" tags (or pastebin link) so it doesn't clutter up my thread too much.
Oh, and I'm looking at Metallurgy right now, and I don't feel like it needs it's own backpack. Instead, what I feel like it needs is to have it's ores added to the Miner's Backpack, and it made me feel like I should have a "Metallurgist's Backpack" not for the Mod Metallurgy, but for all metals in all mods. Perhaps I could even make it transmute ingot types with the Forge Ore Dictionary. So it could, for example, turn any copper ingots into ..... Redpower copper ingots for example. Maybe it could even compress nuggets into ingots and ingots into blocks.
I'm also going to toss the coins into the new "Trader's Backpack" (which I'm also thinking of calling the "Merchant's Backpack").
One last thing I'm considering is adding any blocks that would only be used for decoration into the "Artist's Backpack". The tricky bit is how to decide what counts as decoration blocks and what doesn't.
1.2.0 Is live!
Metallurgy now has compatibility, and I fixed the Redpower 2 detection to work with any combination of the Redpower packages.
I added the Metallurgist's backpack, which uses the Forge Ore Directory and should store (nearly) any metal nugget, ingot and block that is CORRECTLY registered with the Ore Directory. It should handle all metals from Metallurgy and Gregtech, which to my knowledge have the most complete lists of metals. If there is anything I missed, let me know.
I also added two more backpacks, check the change log for full details.
Moving on, I just downloaded Twilight Forest, so that's the next mod on my list. I also have an idea for a new backpack for IC2, and I am planing on giving the Metallurgist's Backpack the ability to transmute metals though the Ore Directory as well as automatically compress nuggets into ingots and ingots into blocks.
Stay tuned for even more backpack goodness, and as always if you don't like a backpack, you can disable it, and if you have an idea for a new mod, backpack or item to fit into a backpack, don't hesitate to let me know.
This version comes with a HUGE code rewrite. To make a long story short .... before, I using other mod's APIs had them, and then reading from their config files if they didn't. It was a pain, and since RedPower has a completely different config file format, I had to write more code to read from RedPower than all other mods combined! So I completely rewrote the entire system that gets items from other mods for the backpacks. Now, they work by accessing the other mods variable directly, and use that. It's still not perfect, since well, Greg Tech stores it's items in arrays, which while I admit is a good idea, was harder to code, so there is still a Greg tech API. Still, I didn't have to write it, so it was a lot easier. Plus, this method makes adding things FAR easier to for me to do, and that means I can get more stuff done in the same amount of time, so everybody wins. I also added more helping functions for adding things to backpacks, and reorganized a lot of code that should help to reduce load times, although people with hundreds of mods likely won't notice.
Next, it looks like the Forestry API isn't changing in the beta versions so far, so I was able to use the EXACT same code to make a 1.4.7 version and a 1.5+ version. And I mean that +. From now on, no matter what Minecraft does, More Backpacks won't need to update, unless Forestry changes it's backpack API, and as I said, Sr Sengir hasn't done that.
So pick your poison! Whether you're still on 1.4.7 or moved on to 1.5+, this update is for you!
Ah, yes, sorry about that, I posted a bugfix. Thank you for posting the crash log and giving other details that made it really easy for me to find the problem and fix it.
1.3.1 Fixes a crash bug with ComputerCraft.