Unable to reproduce the bug. Can you specify the biome and Y height of the block of water you are collecting?
I'll change the colour in the next version.
I will add configs for custom block warmth values in the next version.
Sure, I'll add it in the next update
.
I'll look into mod compatibility at a later date but as long as the mod assigns a temperature value like vanilla biomes at generation I see no reason it shouldn't work however I will add in a config for custom biome temperatures which could be usable to assign other mod's biome temperatures too.
I'm playing with BOP, and I've noticed that the biomes generally have appropriate temperatures applied to them.
yea, the temperatures seem quite right! However, the drinking mechanics are a bit off, as i can drink poison water and be relatively ok (water added by other mod). This isn't really a big deal however. Also i use Lycanites mobs mod, and i notice that other creatures sweat too, is this a bug?
Some suggestions i have is temperatures based off light level, and water immersion. So you can cool down in a hot desert by getting under a tree or in a building, or by taking a nice swim! Also, is it possible to carry a hot-rock with you (or maybe a bucket of lava) so you can warm yourself up while walking in a frigid environment, same with carrying an ice pack with you in a hot environment (hopefully it doesnt melt!)
I wonder where this mod will go next. For instance mob wise I could totally see mobs added that attack the four bars added. Like a horrific love craftian mob that decreases your sanity constantly (I haven't checked yet if ender men do this) when around it or a ice monster who gives you frost bite.
I'll look into mod compatibility at a later date but as long as the mod assigns a temperature value like vanilla biomes at generation I see no reason it shouldn't work however I will add in a config for custom biome temperatures which could be usable to assign other mod's biome temperatures too.
How does temperature work?
Does it assign temperature based on biome ID or is there more to it?
yea, the temperatures seem quite right! However, the drinking mechanics are a bit off, as i can drink poison water and be relatively ok (water added by other mod). This isn't really a big deal however. Also i use Lycanites mobs mod, and i notice that other creatures sweat too, is this a bug?
Some suggestions i have is temperatures based off light level, and water immersion. So you can cool down in a hot desert by getting under a tree or in a building, or by taking a nice swim! Also, is it possible to carry a hot-rock with you (or maybe a bucket of lava) so you can warm yourself up while walking in a frigid environment, same with carrying an ice pack with you in a hot environment (hopefully it doesnt melt!)
Compatibility liquids from other mods isn't complete, I'll see what I can do in the next version but I make no guarantees. Yes other creatures sweat over time due to the heat (and most tend to die of dehydration or frostbite). As for light level based temperature changes, it already works like that however I made it very minimal. Swimming in water cools you down faster but it can only bring your temperature down so far. I may revise these two things to make a more noticeable difference. I will try and put in a mechanic for holding hot/cold items too.
I did see it but as I mentioned earlier I am not working on compatibility as of yet. Also the author of Seasons does not have any visible code available to work off of, therefore I would have no way of telling what the current season was at any given time.
I wonder where this mod will go next. For instance mob wise I could totally see mobs added that attack the four bars added. Like a horrific love craftian mob that decreases your sanity constantly (I haven't checked yet if ender men do this) when around it or a ice monster who gives you frost bite.
How does temperature work?
Does it assign temperature based on biome ID or is there more to it?
Endermen and Zombies are currently the only two mobs that directly affect sanity upon attacks. I haven't done compatibility for custom mob effects yet and for the moment I don't intend to as they don't play a large part in the mod.
Temperature works by retrieving a temperature value from the current biome's definition. This value is given between -2 and +2 so it has to be scaled appropriately before it can be used in anything else. Minecraft used to use the temperature value in world generation so hot biomes would never be near cold ones but since 1.8 beta up to 1.7 it has mainly been used only for determining rainfall. Other mods still need to assign this value for their custom biomes to generate correctly with the appropriate rainfall therefore the theory is that this mod should have no problem determining the temperature in custom biomes.
please put in whatr i said:cant you put in seeing things(when the player is insane) like pets,pepole,eyes,
herobrine(herobrine is a rare one)
eyes is uncommon
pepole&pets are common
Does this mod affect furnaces? I noticed furnaces and other similar blocks like metallurgy's crushers go really fast, and upon removing this mod they returned to their normal speeds
The Meaning of Life, the Universe, and Everything.
Join Date:
5/11/2013
Posts:
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Minecraft:
Myelecor_Fireson
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I love every bit of this mod, (even though I brutally died of frostbite, (remind me NOT to drink cold water in a Taiga forest!), and have nearly suffocated in my mines), but there's one thing I noticed: hostile mob spawning almost completely died out. Even modded hostiles. Zombies, Skeletons, Creepers, are now rare, spiders are a little more common, being that of spawners, Endermen have not been seen at all, even on my minimap. And then, with other mods, Daleks, Cybermen, Weeping Angels, and other hostile mob spawning rate has diminished as well. Is that part of the mod or a bug? I've even used difficulty Hard! If this is a bug, it's not a major problem (I have NEI if I need to fight that bad), I'll just wait for an update. I love this mod, I intend to use it in my Doctor Who Survival Series, and cannot wait to see the continuation of this mod! I'm sure this will make it into the Great Mods of 2014! Cheers!
I did see it but as I mentioned earlier I am not working on compatibility as of yet. Also the author of Seasons does not have any visible code available to work off of, therefore I would have no way of telling what the current season was at any given time.
Just PM him...
Sorry about the re-posting, people who don't acknowledge a post, I tend to think that they didn't see it...
This mod looks promising! Especially there air/temperature thingy. However i have one question, did physics optional? Can it be disabled via config of some sorts? And how its scans objects? I thinking about AtomicStryker's Ruins mod which adds flying islands/hot air balloons and other mods with flying structures, even vanilla floating islands.
How do you build a roof in this mod? Anyway, blocks should be able to hold more than 1 blocks. Bricks should hold a lot or make it 1 block but ignore check if let's say support beam (fence, forge dictionary fences) to ignore in 7x7x1 area. Make support beams actually support stuff. Like it's in terra firma craft, they have excelent physics.
Maybe in configuration file you will have what blocks to include or exclude from physics? So i could set all - some items or, none + some items.
Anyway if you build in 2x2x2 it seems to work without any support, but not all blocks work like that.
some blocks are more stable than others, IE making a dirt roof is gonna be a whole lot harder than making a plank roof.
New v1.0.11 update with a MASSIVE amount of customisation available. Every block can be overridden in the configs to have almost any combination of physical and environmental effects. Custom entities can be registered to ignore various parts of the environment and all armour equipment properties can be edited. Other than that a few tweaks to temperatures underground and within the shade has been made as well as a fix for potted plants.
I'm playing with BOP, and I've noticed that the biomes generally have appropriate temperatures applied to them.
Some suggestions i have is temperatures based off light level, and water immersion. So you can cool down in a hot desert by getting under a tree or in a building, or by taking a nice swim! Also, is it possible to carry a hot-rock with you (or maybe a bucket of lava) so you can warm yourself up while walking in a frigid environment, same with carrying an ice pack with you in a hot environment (hopefully it doesnt melt!)
Re-post so the mod author sees it...
It basically adds seasons to minecraft...
AND YOU SHOULD TOO!
[1.6.2] SURVIVALIST MOD ALPHA V1.3 CHALLENGING SURVIVAL MODE/SMP SUPPORT!
which contain similar idea with this mod!
Its idea like "weight" and "people will get stronger" is also pretty great.
How does temperature work?
Does it assign temperature based on biome ID or is there more to it?
Compatibility liquids from other mods isn't complete, I'll see what I can do in the next version but I make no guarantees. Yes other creatures sweat over time due to the heat (and most tend to die of dehydration or frostbite). As for light level based temperature changes, it already works like that however I made it very minimal. Swimming in water cools you down faster but it can only bring your temperature down so far. I may revise these two things to make a more noticeable difference. I will try and put in a mechanic for holding hot/cold items too.
I did see it but as I mentioned earlier I am not working on compatibility as of yet. Also the author of Seasons does not have any visible code available to work off of, therefore I would have no way of telling what the current season was at any given time.
Endermen and Zombies are currently the only two mobs that directly affect sanity upon attacks. I haven't done compatibility for custom mob effects yet and for the moment I don't intend to as they don't play a large part in the mod.
Temperature works by retrieving a temperature value from the current biome's definition. This value is given between -2 and +2 so it has to be scaled appropriately before it can be used in anything else. Minecraft used to use the temperature value in world generation so hot biomes would never be near cold ones but since 1.8 beta up to 1.7 it has mainly been used only for determining rainfall. Other mods still need to assign this value for their custom biomes to generate correctly with the appropriate rainfall therefore the theory is that this mod should have no problem determining the temperature in custom biomes.
herobrine(herobrine is a rare one)
eyes is uncommon
pepole&pets are common
I can't seem to do it again either, maybe it was just a one time thing. Just in case, the biome was a jungle, and the y cord was 62.
BTW, this mod is awesome! The low sanity is actually pretty creepy, especially in the dark.
It's better for different blocks to have different adhesive values.
http://www.minecraft.../#entry25569777
Increase my reputation, i'll be glad.
Just PM him...
Sorry about the re-posting, people who don't acknowledge a post, I tend to think that they didn't see it...
AND YOU SHOULD TOO!
Also will it work with modded wood/fences?
some blocks are more stable than others, IE making a dirt roof is gonna be a whole lot harder than making a plank roof.
try making arches too
awesome, keep it up man!