Hello. Great mod but as VIvaGabe stated i have the same issue as him. Blocks that i break refuse to stack with the blocks i crafted ( per example a cable that i created won't stack after i placed it and removed it. It does not matter what tool i use, ( yes i have also tried this with fsp tools and without and both will create this odd issue. ( i do like your armour so much that i prefer it over flux armour etc. One thing can you make an upgrade so it can use oxygen containers from Galacticraft. because i can't really use your armour outside of the overworld and the nether and i would like to do. keep up that great work.
Please sit tight and use the fix I have stated to use in the other post. It will not be a problem with the FSP Steam Tools or your bare hand. I hope to have a new version out soon once I fix a few other bugs.
Thanks for huge update. Unfortunately, Terafirmacraft fresh nor ocean water still cannot be poured into boiler, neither using wooden bucket or archimedes screw. Right click with bucket open GUI instead filling boiler, archimedes screw start to spin but stuck when full, as described before.
Yep, this has been reported. The boiler expects water specifically, and doesn't handle fresh or salt water.
Hi, I had some suggestions regarding the steam tools. I was thinking that the drill and saw would be better served as multi-tools, the drill mining dirt and stone while the saw acts as a hybrid axe/weapon/hoe (it looks like a rototiller to me, just my opinion though). The saw could deal small amounts of damage at a much faster rate than a sword, with its speed dependent on how fast it's spinning. Just some thoughts...
Ehhh... I don't really feel like rewriting the majority of the steam tool code again
I have an odd issue I think FSP may be causing. When I break blocks, I get one block that refuses to stack with others of the same type. Removing or using an older version of FSP seems to resolve the problem. Its not a huge deal but might be worth looking into.
Are you using an FSP tool? What blocks are you breaking? Do you have anything else installed that might be causing issues, like Cauldron?
The wait is finally over! Flaxbeard's Steam Power 0.29.0 for Minecraft 1.7.10 has been released!
Here is an absolutely enormous changelog:
INFO: New issue and pull request templates on GitHub repository.
INFO: Welcome Lance5057 (of Tinkers' Defense) and DoopPatrol
to the Aesthetics Team! Also welcome DivineAspect to the Testing Monkeys
team. Divine also helps out a lot with game design, and Lance
helps out a lot with development and game design. These new team members
have been crucial to this release, and many more to come! <3
NEW: Steam Tools can now be upgraded in the Engineering
Table. Each tool has a head slot, and a core slot. Some upgrades can be
placed into the core slot of any tool!
NEW: Exosuit steam will now automatically power the steam tools if they run out.
NEW: Steam Cells. Empty Steam Cells can be charged in the
Steam Filler to produce Full Steam Cells, which can be used to charge
the Exosuit and the Steam Tools with a right click, or automatically
with the Steam Cell Filler bauble.
TWEAK: Gilded Iron Ingots are now registered in the OreDictionary as ingotGildedIron
TWEAK: Entries opened through shift or control clicking now
open to their first page, rather than the page that contains their
recipe (#377).
TWEAK: SU amount now only shows up in the Exosuit's tooltip if it actually has a tank installed.
TWEAK: Valve Pipe redstone control is enabled by default now.
TWEAK: The Valve Pipe's redstone control is much more
consistent now. When the signal is applied, it closes the pipe, and when
it turns off, it opens the pipe. This change does not sacrifice the
existing manual system (#263).
REFIX: Server crash caused by shift-right clicking things with the Esteemed Innovation journal (#168#347#362).
FIX: Improve tool tick/speed saving. These values are no
longer saved with the player, but with each individual tool. This fixes
rendering weirdness when there are multiple tools on the screen.
Unfortunately, this also brings a new issue that will not be fixed until
post-1.7.10, where the reequip animation plays a few times when winding
up the tools.
FIX: Pages in the Esteemed Innovation journal no longer
overlay on top of each other when the book is opened through in-world
shift clicking or in-inventory control clicking (#287).
FIX: Exosuit Chestpiece properly loses its charge when its tank is removed (#185).
FIX: Exosuit Chestpiece (and really any other thing that had
this issue) no longer spins around when charging on the Steam Charger
with ItemPhysic installed (#357).
FIX: The Rock Smasher API is actually used now.
FIX: Vacuums, Fans, and Steam Hammers render on the right side of Item Frames now (#163, #51)
FIX: Improve performance of Steam Exosuit, Survivalist's Toolkit, and Steam Tool events (#354).
FIX: Improve performance by dynamically setting needed villager fields accessible only once, instead of every tick.
FIX: Improve performance by not using unneeded Java
reflection in the following areas: pre-initialization, Extendo Fist
range extending/checking, Steam Whistle sound playing/checking, villager
updates, Blood Magic integration, Botania integration (#353).
FIX: Piton Deployer uses the use keybind rather than the right mouse button (PR #350).
FIX: Greatly improve networking/packet code. We now use the
SimpleImpl system rather than an ancient packet sending/handling system.
There are 5 fewer packets being sent, so you should see a huge
improvement in the client/server bandwidth usage. This also included
fixes for potential, but never noticed/reported, bugs involving
modifying NBT data on the client instead of the server. The five packets
that were removed were the SpacePacket (sent to server every tick that
the player was using the jump key), NoSpacePacket (sent to server every
tick that the player was not using the jump key), RocketJumpHackyPacket
(sent to client every time the player used the rocket launcher and a
rocket exploded), ExplodePacket (sent to client never), and
GrapplePacket (sent to server every time the player used the Piton
Deployer) (#344, #183, PR #350).
FIX: Replace all references of getEntityId or getEntityById
with an IExtendedEntityProperties class (one for players, one for
villagers). This should improve performance, predictability and
reliability of the code (PR #343, and inadvertently PR #350).
FIX: Slightly improved performance of some API stuff. You might see performance boosts when loading the game, or viewing the book.
FIX: ClassCastException error spam that typically occurred on Cauldron servers during networking (#173).
FIX: Monocle keybind is now translatable (PR #342)
FIX: Fixed the Exosuit rendering bug in which the arms would
stay in place as if they were constantly aiming a bow, typically
occurring after using a Flintlock Weapon, although that is not
necessarily relevant to the bug aside from testing (#305).
FIX: Rocket Launchers can now shoot through the correct blocks, like tall grass (#338).
FIX: Fixed all Steamed Food APIs and what-not, allowing for metadata items to be output as steamed food easily (#141).
REMOVE: Config options to toggle blocks without effect ore
generation no longer exist, because they caused too many problems for no
gain. What I mean by this, is that the existence of the ores is not
dependent on the generation of them, thus this config just overly
complicated the ore code. This lazily fixes a crash bug, too. (#330, #358, #381)
FIX: Better integration code by actually using the variables that were added in the cross mod refactor.
FIX: Flash Boiler now properly updates the heat countdown (#272).
FIX: Boiler heat countdown no longer stays at 0 (#272).
FIX: Boiler heat countdown no longer resets when the GUI is exited (#272).
FIX: Fix crash that occurred when looking at the ore page in Esteemed Innovation (#321) (jaredlll08).
'FIX: Steam Heaters from Steam Workshops are no longer orphaned/duplicated (#294).
API: New addSteam method in ISteamChargable to add an amount
of steam to the item. This should expect negative values used to remove
steam.
API: New constructor in BookPageItem for string formatting.
API: New ISteamTool interface. It contains an isWound(ItemStack), hasUpgrade(ItemStack, Item), and toolClass() methods.
API: New ISteamToolUpgrade interface. It contains a
renderPriority(), getToolSlot(), getInformation(), getIIcons(), and
isUniversal() methods.
API: New SteamToolSlot enum containing all of the valid steam
tool slots (Note: tool integer -1, used by TOOL_CORE, is valid for all
tools).
API: New UtilSteamTool method to assist in working with steam
tools. It contains hasUpgrade(ItemStack, Item), getUpgrades(ItemStack),
getUpgradeStacks(ItemStack), and getHarvestLevelModifier(ItemStack).
API: New AnimalTradeEvent, fired when a player trades with an animal using the Frequency Shifter
API: Proper method in UtilPlates to remove a plate from an Exosuit piece
API: ExosuitSlot enum now uses CONSTANT_CASE, so please update your upgrade code.
API: Clean up a lot of methods and add docs to a lot of
things to help out other developers. You will probably need to update
your code to use the new stuff, but chances are, the things that were
removed were not even used by you.
API: Remove IEnhancement#cost and IEnhancement#getEnhancementName and document the IEnhancement interface (#356).
API: Renamed a lot of things in the SteamcraftRegistry, and added a bunch of new methods for adding/removing things (#327).
API: You can now actually add molds without having to
implement ICrucibleMold. The SteamcraftRegistry molds field didn't
really do much because you were required to implement ICrucibleMold in
your item. Blank molds are now considered molds instead of standard
items.
API: addCarvableMold takes an Item instead of an ICrucibleMold.
API: New removeMold method to remove an item from the list of valid molds.
API: Rocket Launcher shots now post an ArrowLooseEvent to the Minecraft Forge Event Bus, like the Firearm shots.
ArchimedesScrew is placed correctly, see attachment, but there is issue due to fact, that there is no normal 'vanilla' water in terrafirmacraft, only salt water, fresh water and hot springs water.
It is rotating, taking water into, but when full, stop instead pouring it into boiler, regardless of TFC water type.
Once vanilla water is placed instead of TFC water, it works fine. I have no idea, how to convert TFC fresh water into vanilla water.
Ah, okay. I'll put at ticket up for that. Thanks for the report.
Hello, I'm trying to minetweak this mod to use TerraFirmaCraft resources and tools, for example change musket recipe to use TFC tuyeres.
Unfortunately, I have no clue, what is Id name for Flintlock, barrel or woodstock - I didn't found any candidates in mnetweaker names dump.
Another issue - archimedes screw start to pump water, but cannot put it into boiler.
MineTweaker: All the simple crafting components (Brass Piston, Brass Turbine, Flintlock, Wood Stock, Iron Barrel, and Blunderbuss Barrel) share the same ID, but have different metadata. So, they are all either under steamcraftCrafting or steamcraft:crafting, I can't quite remember how MineTweaker and GameRegistry stuff works. Look for one of those.
And just to make your life easier, here's the metadata for each thing:
0: Brass Piston
1: Wood Stock
2: Iron Barrel*
3: Blunderbuss Barrel*
4: Flintlock
5: Brass Turbine
*I may have gotten the barrels wrong, as they are referred to in the code as "gunBarrel" and "gunBarrel2"
Archimedes Screw: Can you provide a screenshot of your setup? You may have it backwards or something.
0
Please sit tight and use the fix I have stated to use in the other post. It will not be a problem with the FSP Steam Tools or your bare hand. I hope to have a new version out soon once I fix a few other bugs.
0
It does need to be installed on the server. It works SSP though. If you can get your server admin to add it it'll work as well.
0
0
Yep, this has been reported. The boiler expects water specifically, and doesn't handle fresh or salt water.
0
I've fixed it for the next version. For now, just use an item that already can't stack (like the steam tools perhaps), or your hand, to mine stuff
0
Ehhh... I don't really feel like rewriting the majority of the steam tool code again
Are you using an FSP tool? What blocks are you breaking? Do you have anything else installed that might be causing issues, like Cauldron?
2
2
Here is an absolutely enormous changelog:
team. Divine also helps out a lot with game design, and Lance
helps out a lot with development and game design. These new team members
have been crucial to this release, and many more to come! <3
placed into the core slot of any tool!
the Exosuit and the Steam Tools with a right click, or automatically
with the Steam Cell Filler bauble.
describe how this system works, so please read the wiki article about
it.
modifier can be charged in the Steam Charger (Issue #307, PR #369) (Lance5057).
recipe (#377).
it turns off, it opens the pipe. This change does not sacrifice the
existing manual system (#263).
rendering weirdness when there are multiple tools on the screen.
Unfortunately, this also brings a new issue that will not be fixed until
post-1.7.10, where the reequip animation plays a few times when winding
up the tools.
shift clicking or in-inventory control clicking (#287).
with ItemPhysic installed (#357).
range extending/checking, Steam Whistle sound playing/checking, villager
updates, Blood Magic integration, Botania integration (#353).
There are 5 fewer packets being sent, so you should see a huge
improvement in the client/server bandwidth usage. This also included
fixes for potential, but never noticed/reported, bugs involving
modifying NBT data on the client instead of the server. The five packets
that were removed were the SpacePacket (sent to server every tick that
the player was using the jump key), NoSpacePacket (sent to server every
tick that the player was not using the jump key), RocketJumpHackyPacket
(sent to client every time the player used the rocket launcher and a
rocket exploded), ExplodePacket (sent to client never), and
GrapplePacket (sent to server every time the player used the Piton
Deployer) (#344, #183, PR #350).
villagers). This should improve performance, predictability and
reliability of the code (PR #343, and inadvertently PR #350).
occurring after using a Flintlock Weapon, although that is not
necessarily relevant to the bug aside from testing (#305).
gain. What I mean by this, is that the existence of the ores is not
dependent on the generation of them, thus this config just overly
complicated the ore code. This lazily fixes a crash bug, too. (#330, #358, #381)
steam.
isUniversal() methods.
tools).
getUpgradeStacks(ItemStack), and getHarvestLevelModifier(ItemStack).
your code to use the new stuff, but chances are, the things that were
removed were not even used by you.
really do much because you were required to implement ICrucibleMold in
your item. Blank molds are now considered molds instead of standard
items.
0
0
0
actual loot more frequently, and will often have more than a single
item.
0
This is the final bug fix version for Minecraft 1.7.10.
as the issue was seen while testing for a potential 1.8 port.
hurting the player.
player when they rejoin a world.
0
Ah, okay. I'll put at ticket up for that. Thanks for the report.
0
MineTweaker: All the simple crafting components (Brass Piston, Brass Turbine, Flintlock, Wood Stock, Iron Barrel, and Blunderbuss Barrel) share the same ID, but have different metadata. So, they are all either under steamcraftCrafting or steamcraft:crafting, I can't quite remember how MineTweaker and GameRegistry stuff works. Look for one of those.
And just to make your life easier, here's the metadata for each thing:
0: Brass Piston
1: Wood Stock
2: Iron Barrel*
3: Blunderbuss Barrel*
4: Flintlock
5: Brass Turbine
*I may have gotten the barrels wrong, as they are referred to in the code as "gunBarrel" and "gunBarrel2"
Archimedes Screw: Can you provide a screenshot of your setup? You may have it backwards or something.
0
Did you look in the navbox? I've described literally everything in the mod, even how to use its API...