• 18

    posted a message on [FORGE] Quadrum v0.8.1 for MC 1.12 - Simplified block/item addition for the average user

    Because Minecraft needs more stuff!

    This mod has been updated from 1.7 to 1.10/1.11! As a result, much of the documentation and file format information has changed. Please be aware of this and read all the available documentation before reporting any issues/bugs!


    In these days of MineTweaker and other mods that allow mod-pack creators to customize mods to their heart's content, there's one glaring gap in the tool-set that these authors have. Try as they might, the ability to simply add new items and blocks without knowledge of Java is something that has simply been lacking. Fortunately, that's exactly where Quadrum comes in. By itself, it provides a simple method to add blocks/items with custom properties. Combined with other tweak mods that exist, you have some endless possibilities.


    THIS MOD CURRENTLY REQUIRES ResourceLoader!


    Usage:
    Full usage of this mod can get a little complex, so I encourage you to refer to the documentation on the wiki (Links bellow). In short though, upon first running your game, a block and an item directory can be found in your config folder inside the 'Quadrum' folder. Everything to do with Quadrum happens here.

    Inside those block and item folders, you will store your JSON files that dictate what blocks/items should be created (info on that below)

    If any part of this or the provided documentation is confusing, please, let me know!


    Documentation: PLEASE READ THIS FIRST!


    I also have a Trello board setup for Quadrum! Come take a look at where we're headed

    Have issues or suggestions? The GitHub Issue Tracker is the place for you!


    Installation:

    To install the mod simply have forge installed and add it to the mods folder. Load up Minecraft and then look in the config folder to which you should see a 'Quadrum' folder in there is everything you need to start adding your own blocks and items. Need help doing so? Look at the documentation.


    Changelog:


    0.8.0
    Initial update for 1.12

    0.7.2
    Fixed creative tab definition crashing servers (#35, no, really)

    0.7.1
    Temporarily disable ability to define custom creative tab. (#35)

    0.7.0

    Additions:


    Added Block Trait for defining Item drops
    Added Block Trait for defining required Harvest Level (Tool type and Tool strength)


    0.6.0

    Additions:


    Added Redstone Trait for Blocks
    Added Visual Trait for Blocks
    Added Particle Trait for Blocks


    0.5.0:

    Additions:
    Added Visual trait for Items
    Added gravity tag to Block's Physical trait, allowing it to fall like Sand or Gravel


    Changes:
    Edible is now Consumable, and supports more generic options like whether it's a food source, and what Item it returns after consumption


    0.4.0:

    Additions:
    Added the edible trait for items, to allow for creating new food sources


    Changes:
    Re-wrote the internal trait system, again. No changes to file format, but traits can have a defined directly with no variants instead of explicitly defining the default tag. Check the wiki for information

    Expanded the Bounding Box trait, now allows for setting both the collision bounding box and the selection bounding box


    0.3.0:

    Changes:
    Behind the scenes changes on how traits are handled, shouldn't affect end user experience
    Removed the hard dependency on ResourceLoader as it was causing issues


    0.2.0:

    Additions:
    Added Lore support to blocks
    Added Ore Dictionary support to blocks and items


    Changes:
    File format changes, documentation can be found on the GitHub Wiki
    Changed Lore to be an actual trait, with support for variations


    0.1.0:
    * Initial release


    Download for MC1.10

    Download for MC1.11
    Download for MC1.12


    Downloads: The latest version can be found here



    Mod Packs:
    * Inclusion in mod packs is allowed by default. I only ask for a link back to this thread.


    Like what I do here? You can support me in many ways!
    * Follow me on Twitter (@dylantweets)
    * Support me on Patreon

    Posted in: Minecraft Mods
  • 12

    posted a message on Impractical Storage - v1.4.3 - Because really, who can fit 1728 gold blocks in a chest!?
    While the core features of this mod are implemented, there is still much I want to do with it, so don't be surprised if things changes!

    One of my biggest issues with Minecraft, specifically modded Minecraft, is how we begin to lose our sense of scale very easily. The general theme these days is essentially magic blocks that can do anything and everything we desire of them, without taking much in the way of space. There's no incentive to create vast factories, or massive warehouses, simply because the bulk of it would end up being empty space.

    With Impractical Storage, I aim to change all that. See, Impractical Storage adds another method of storing your vast quantities of Blocks and Items, but does so in a very different way. Instead of supplying you with a GUI and Slots, which manages to stuff all your gold into a one block space, Impractical Storage makes the World your storage space, and ensures you can only store as much as you have room for.

    Mod Details


    Everything in this mod centers around the 'Storage Controller', crafted like so



    When placed in the world, it designates a defined space in front of it as the 'zone' used to store any Blocks or Items. By default (defaults changeable in the config), a 9x8x8 area is designated. By right-clicking the block, the config GUI will appear, which allows for a couple options, including changing the zone boundaries, and zone offset



    The top three numbers designate the zone's X, Y, and Z values respecively

    The bottom three numbers designate the zone's X, Y, and Z offset


    Other options in this GUI including toggling the visability of the zone boundaries (useful for debugging), and changing the sorting mode of the controller.



    The sorting mode handles how blocks are visually stored when in the world. Currently, there are four options, which are ROWS, COLUMNS, PYRAMID, and MESSY, shown here from left to right



    Generally, when blocks are placed in the world, they'll look exactly the same as they would if you placed them yourself. There are some differences though. Essentially, the blocks plaed in the world aren't real blocks. They're unable to be broken (unless in creative mode), and won't interact with any other blocks.


    Items function the same, but visually will show up as a marked crate, and unlike blocks, can store up to 16 items in one crate (block space).




    So how do you interact with the block? Same way you interact with any other inventory. Blocks and items can be piped in and out the same way you'd interact with a chest, using whatever means you desire. Not only that, but blocks in the world can be shift-right-clicked to retrieve them, and any blocks placed inside the controller's zone will be added to the inventory


    If you find yourself needing more sides in which to interact with your controller, or want a spot that works better with your setup, you can craft a Controller Interface



    The Controller Interface, when placed next to an existing Controller's zone, will directly interface with that Controller's inventory, placing any items/blocks inserted into it into the zone, same as would happen when interacting directly with the controller


    When placed properly, the interface will glow green! If it's not placed adjacent to a controller's zone, it will remain gray, and if it's next to more than one controller zone, it will glow red


    Utility Blocks
    Impractical Storage also adds several utility blocks to make item transportation and storage more fun, while still keeping with the overall style of the mod

    First one is the Blockvayor, which, as the name suggests, functions the same as a standard conveyor belt, but moves blocks physically throughout the world. When placed, it faces towards the player

    Next, we have the Gravity Inducer. Any block placed in front of it (or moved, say, with a piston or Blockvayor) will drop, as though it were a Sand or Gravel block

    Finally, we have the Itemizer. Any block placed in front of it will drop as an Item in the world, ready to be picked up by a Player or Hopper (or any other block)

    Config Options
    Impractical Storage also comes with a fair amount of config options, in order to make things more to your liking, and to help out server owners

    blockUpdateBatchCount: How many blocks should be placed each time an update is triggered (based on blockUpdateRate). If set to -1, blocks will simply be set as they're added to the inventory
    blockUpdateRate: How often (in ticks) should new blocks be placed. If set to -1, blocks will simply be set as they're added to the inventory
    dropBlocks: Whether the controller should drop all stored blocks when broken, or whether it should keep them placed in the world
    zoneUpdateRate: How often (in ticks) should new Blocks placed in a Controller's area (by player, machine, etc) be added to the inventory

    Images/Videos:





    Really, the best way to experience and understand this mod is to play with it! I'll be providing more information here soon, as I flesh out some of the upcoming mechanics

    Changelog

    1.5.0 (for MC 1.12):
    Initial port

    1.4.3:
    Fixed crash when extracting items from controller
    Fixed crash when rendering blocks in world

    1.4.2:

    Fixed mod not functioning properly on servers

    1.4.1:
    Fixed crash when itemizing block (#40)
    Fixed blocks not using metadata when rendering
    Fixed items being lost when extracted (#35)

    1.4.0:
    Additions:
    Blockvayors: Conveyor belts that move Blocks physically in the world
    Gravity Inducer: Causes any block placed in front of it to fall like Sand or Gravel
    Itemizer: Causes any block placed in front of it to drop as an Item

    Changes:
    Simplified Controller recipe
    Fixed Mods like WAILA/HWYLA displaying incorrect Block names (#38)
    Fixed issues with bad item drops/bad item rendering (#39)

    1.3.4:
    Prevent crashes caused by block rendering (#33, #34)
    Prevent controller offset/boundaries being changed while controller contains blocks

    1.3.3:
    Blocks will now stay in world when Controller bounds/offset/sorting mode are adjusted, only dropping if they can no longer fit

    1.3.2:
    Fixed crash when adjusting controller while blocks are in-world (#31, #32)
    Fixed issue where removing crates from the world would allow for item duplication (#30)

    1.3.1:
    Fixed issue where Refined Storage would display incorrect Item counts when connected to a Controller (#28)

    1.3.0:
    Fixed bug where breaking the controller would cause a crash (#20)
    Fixed more issues with mod interaction (NOTE: Embers Item Pipes currently don't interact properly, a fix is being worked on!) (#21)
    Items now render on the top of crates, as well as the sides (#23)
    Added Pyramid sorting type
    Added ability to offset controller bounds via GUI (#22, #24)
    Added Controller Interface blocks that connect to the controller of any boundary they touch, and provide another block to insert/pull items from (#25)

    1.2.1:

    Fully implemented Crate block and tiers (not yet used)
    Better determination of whether a Block can stack inside a crate or not (plants, hoppers, etc)
    Improved render performance for Blocks placed in world. Should fix reported FPS issues with large amounts of items, among other render issues (#11, #13)

    Fixed more issues with mod inventory interaction (#16)
    Expanded the available localization



    1.2.0:

    Fixed AIOOB exception when setting block bounds to their max (#8)
    Allow for numbers to be typed directly when configuring Controller boundaries (#9)
    Fixed issues with mods being unable to extract items from Controller (#10, #12)
    Give Controller block hardness and resistance values (# 15)

    Added Comparator support (#14)


    1.1.0:
    New config GUI for controller
    Ability to set controller bounds in-game
    Ability to toggle visible bounds
    Ability to set sorting mode in game
    Added new sorting mode, columns

    1.0.0:
    Initial release

    Download for MC1.12

    Download for MC1.10

    Download for MC1.11


    Downloads: The latest version can be found here


    Mod Packs:
    * Inclusion in mod packs is allowed by default. I only ask for a link back to this thread.


    Like what I do here? You can support me in many ways!
    * Follow me on Twitter (@dylantweets)
    * Support me on Patreon

    Posted in: Minecraft Mods
  • 1

    posted a message on Impractical Storage - v1.4.3 - Because really, who can fit 1728 gold blocks in a chest!?

    I've released v1.1.0! Main post has been updated with a better guide on the different features of the mod


    1.1.0:
    [/b]New config GUI for controller
    Ability to set controller bounds in-game
    Ability to toggle visible bounds
    Ability to set sorting mode in game
    Added new sorting mode, columns

    Posted in: Minecraft Mods
  • 2

    posted a message on Impractical Storage - v1.4.3 - Because really, who can fit 1728 gold blocks in a chest!?

    1. Not sure if I'm going to do fluid support or not, since there are other mods that do that, but we'll see


    2. I've thought about it. For the moment, the boundaries will simply be set via GUI, but it's on my list of maybes

    Posted in: Minecraft Mods
  • 1

    posted a message on [FORGE] Quadrum v0.8.1 for MC 1.12 - Simplified block/item addition for the average user

    Oooh, exciting news everyone!

    This mod is now updated for 1.11! As a result, much of the documentation and file format information has changed. Please be aware of this and read all the available documentation before reporting any issues/bugs!

    Posted in: Minecraft Mods
  • 1

    posted a message on TooMuchRain - More control over Minecraft weather patterns



    For too long, Minecraft worlds have been plagued by inconsistent rain, sometimes going for days, threatening to wash away all forms of life! Well, suffer no longer!

    This simple mod allows players and server owners to have a bit more control over when Minecraft rains/storms, and for how long.

    Config:

     # Configuration file
    
    ####################
    # rain
    ####################
    
    rain {
     I:rainBreakConstant=12000
     I:rainBreakModulator=168000
     I:rainDurationConstant=12000
     I:rainDurationModulator=12000
    }
    
    
    ####################
    # thunder
    ####################
    
    thunder {
     I:thunderBreakConstant=12000
     I:thunderBreakModulator=168000
     I:thunderDurationConstant=3600
     I:thunderDurationModulator=12000
    }

    The settings are simple. By modifying the break/duration constant/modulator, you can get more fine-tuned control over weather, while still keeping a sense of randomness. For example, with the values above, the duration of a rain storm could take anywhere from 12000 ticks to 180000 ticks.

    : In this video, the modulator values were set to 0, and duration values set to 100

    Downloads: All available files can be found here![/i]

    Much thanks to CyanideX for the wonderful art that goes into all my mods!

    Regarding Mod Packs: I've had a lot of people ask me about mod packs lately, so this is my official say on the matter.Permission is automatically granted, unless a mod pack is found to be breaking a mod's license/the author's wishes regarding packs, in which case permission is automatically revoked.

    Feel free to support me on Patreon!
    Posted in: Minecraft Mods
  • 2

    posted a message on RemoteIO v0.0.5 ALPHA - It's Time to Think Outside the Blocks


    THIS IS AN ALPHA! YOU MAY NOTICE VARIOUS ISSUES, AND A COMPLETE LACK OF CRAFTING RECIPES!

    THIS IS PRIMARILY TO GET THE CORE FEATURES OF THE MOD OUT, AND BUG REPORTS COMING IN!


    RemoteIO is BACK!


    Imagine a world where your contraptions aren't limited by the simple six sides to a block, or the fact that your machine is 50 chunks away from your massive mining operation


    Sounds crazy, I know, but RemoteIO makes it possible!


    The mod hinges around two key blocks, the Analyzer, and the Remote Interface.


    By placing the Analyzer under any block in the world, it instantly becomes available anywhere else in the world. By shift-clicking said block, one can also set it to be broadcast along any several thousand frequencies, ensuring no interruptions, and having everything at your finger tips.


    Finally, place down your Remote Interface and connect it to the same frequency. Instantly, your machine becomes accessible, functioning exactly as you would expect the original block to.


    But that's not all, craft yourself a Pocket Gadget, and you can access your machine's interface as though you were standing right next to it. Need to smelt something in a hurry? Store some items? The Pocket Gadget is your friend!


    Changelog:


    v0.0.5:
    More bug fixes!
    Fixed crash on loading
    Fixed crash on server
    Fixed various packet issues

    v0.0.4:
    More bug fixes!

    Overhauled remote block rendering, should fix most if not all of the various rendering issues that have been reported
    Remote interface blocks now capture left-clicks on blocks

    v0.0.3:

    Bug fixes!
    Null checks. Fixes #84
    Temporarily disable particle spawning on remote interfaces. Fixes #83

    v0.0.2:
    Various bug fixes, including fixing pocket gadget not retaining set frequency

    v0.0.1:
    Initial Release

    Downloads: The widget I had here wasn't updating to reflect the latest version, so all available versions can be found here instead.


    All bugs, issues, or other concerns, can be reported on the Issue Tracker!


    Regarding Mod Packs: I've had a lot of people ask me about mod packs lately, so this is my official say on the matter.Permission is automatically granted, unless a mod pack is found to be breaking a mod's license/the author's wishes regarding packs, in which case permission is automatically revoked.

    Posted in: Minecraft Mods
  • 1

    posted a message on Electrodynamics - [UPDATE]
    Ohhhhhh snap!
    Posted in: Minecraft Mods
  • 19

    posted a message on [FORGE] TooMuchTime - v2.5.0 - Control over Minecraft's day/night cycle


    This simple mod allows players and server owners to fine-tuned control over Minecraft's day/night cycle by being able to control how long each cycle lasts, as well as offering the ability to freeze the sun/moon at a certain point.

    Commands are also offered to allow for configuration in-game.

    Not only that, but it ensures that a minimal amount of sync issues to provide a smooth experience for the player, and doesn't interfere with the world tick time. What this means is mods that rely on the world time to be consistent won't break.

    Changelog:
    2.50:
    *
    [AtomicBlom] Fixed crash upon re-joining Overworld

    2.3.2:
    *
    Fix incompatibility with Biomes O' Plenty

    2.3.1:
    *
    Temporarily disabled static sun/moon
    * First attempt at fixing dimension hotload crash

    2.3.0:
    * Bug fixes
    * Bumped Forge version

    2.2.0:

    * Removed client-only references

    2.1.0:
    * Bug fix! Added in-game commands. Added ability to freeze sun/moon at certain point

    Config:
    # Configuration file
    
    general {
     # Constant duration for each Minecraft day
     I:dayDuration=12000
    
     # Constant duration for each Minecraft night
     I:nightDuration=12000
    
     # Statically sets the sun/moon to a specific angle, can be used for infinite day/night. Set to -1 to disable
     I:staticAngle=90
    
     # Whether the moon should be the one affected by staticAngle. Setting this to false will make the sun be static instead
     B:staticMoon=false
    }


    Commands:
     /time set day
    /time set noon
    /time set night
    /time stop 
    /time start
    /time set-day 
    /time set-night 
    /time set-default

    : In this video, the day duration is set to 100 ticks, and the night duration is set to 50 ticks

    Alternate Downloads: The latest version can also be found here if the above widgets haven't updated

    Much thanks to CyanideX for the wonderful art that goes into all my mods!

    Regarding Mod Packs: I've had a lot of people ask me about mod packs lately, so this is my official say on the matter.Permission is automatically granted, unless a mod pack is found to be breaking a mod's license/the author's wishes regarding packs, in which case permission is automatically revoked.

    Like what I do here? You can support me in many ways!
    * Follow me on Twitter (@dylantweets)
    * Support me on Patreon
    Posted in: Minecraft Mods
  • 35

    posted a message on RemoteIO v2.1 - It's Time to Think Outside the Blocks



    Remote IO let's the player think outside the blocks; no longer are you limited to only six sides. The concept is simple... the possibilities endless.

    The Remote IO's can be linked to any block with an inventory... imagine this: four separate quarries all outputting into a unique Remote IO linked to a single chest. Gone are the days of pipes! You are also able to link the Remote IO to machines and even use them with fluids!

    Feel free to leave a comment and share your opinions; what should be changed, added or removed?

    Changelog:
    2.1:
    * Temporarily removed Redstone support

    1.8.1:
    * Fixed core-mod issues

    1.8.0:

    * Added support for CoFH and AE2 wrenches
    * Made location chips stackable + added recipe for clearing
    * Moved static block rendering out of TESR. Should fix FPS impact
    * (#63) Don't open RF GUI with other transfer chips
    * (#59) Get proper machine on block break
    * (#57) Don't try to set RemoteInventory player on client
    * (#62) Null checks galore!

    1.7.1:

    * Fixed server-side crash

    1.7.0:

    * Interface now fully transfer all redstone signals between linked blocks
    * Intelligent workbench now retains its inventory when GUI is closed
    * Remote Inventory is now linked via recipe, to the user bound to the wireless transmitter used
    * Re-added simple camouflage upgrade

    1.6.7:

    * Tweaked active IO block texture for colorblind support
    * Removed main/armor toggle from Remote Inventory (was causing issues)

    1.6.6:

    * Use ME Chest if AE2 Controller is disabled

    1.6.5:
    * Fixed various dependency issues with IC2

    1.6.4:

    * Fixed crash when AE2 wasn't installed. Fixes #52
    * Added explanatory text to RFConfig

    1.6.3:

    * Fixed server-side crash

    1.6.2:

    * Added some missing getAdjustedSide calls
    * Added Waila support (blocks with remote camo upgrade will show up as the linked block)

    1.6.1:
    * Added redstone transfer chip + weak/strong signal transfer (comparator detection now requires this)

    1.6.0:

    * Added AE2 rv2 support (power/networks)
    * Added ability to push RF power out of interface blocks (shift-right click with RF Transfer Chip in hand to configure)
    * Added NBT flag to prevent interaction (boolean: locked)
    * Added support for comparators


    1.5.1:

    * Fixed items not being used when interacting with remote block
    * Tweaks to block interaction code + (hopefully) fixed AIooB exceptions

    1.5.0:

    * Added missing resources
    * Fixed recipe issues
    * Added skylight recipe
    * Added intelligent crafting table
    * Removed simple camouflage
    * Fixed interface block not working in single-player
    * Fixed remote access with transmitter and interface block

    1.4.3:

    * Added ko_KR localization
    * Fixed issues with incorrectly reading machine block meta. Fixes #43
    * Fixed remote interface accessing invalid slot
    * Re-added skylight block

    1.4.2:
    *
    Quick bug fix

    1.4.1:

    * Fixed crash on retrieving overlay texture
    * Fixed crash on dedicated servers

    1.4.0:

    * Re-added reservoir and lava heater (lava heater also acts as ic2 heat source)
    * Removed IFluidHandler from remote inventory. Didn't work very well
    * Hopefully fixed the last of the API issues. Fixes #40
    * Added beautiful overlay renders

    1.3.3:
    *
    Fixed remote block access

    1.3.2:
    *
    Emergency bug fix

    1.3.1:

    * Hopefully fixed ClassDefNotFound crash on certain setups
    * Fixed remote interaction not working if player is out of range. Fixes #36
    * Fixed potential infinite loop when linking two interface blocks together. Fixes #35
    * Hopefully fixed issues with client-side interface interaction. Fixes #30

    1.3.0:

    Better API handling + removed BC support
    Upped Forge dependency to 10.13.0.1207; MARKS THE END OF 1.7.2 SUPPORT!

    1.2.0:

    Tons of bug fixes + proper RF support

    1.1.1:

    Bug fixes

    1.1.0:

    Updated to 1.7.10

    1.0.7:

    Added RF chip recipe + bug fixes

    1.0.6:

    Added RF support

    1.0.5:

    Bug fixes

    1.0.4:

    Properly fixed ore recipe crash

    1.0.3:

    Fixed crash with ore dictionary; Upped Forge dependency to 10.12.2.1121

    1.0.2:

    Fixed crash when missing various mods

    1.0.1:

    Fixed server crash bug

    1.0.0:

    Initial release
    Alternate Downloads: The latest version can also be found here, if the above widget hasn't updated

    Documentation
    Things have changed since 1.6, so READ ME!

    Remote IO is for 1.7.10; grab the files using one of the download link above! I will only be supporting the most current version of Minecraft so please do not ask about updates for 1.5.X/1.6.X.

    Installation notes:

    This is a Forge mod for Minecraft version 1.7.X. Make sure you are using the latest version of Forge for 1.7.X and put the jar file in your mods folder.
    Note: Unexpected things may come from thinking outside the blocks... freedom comes at a price.

    Report back with any bugs.

    Credits:
    Asynchronous: Current maintainer!
    Royalixor: Textures
    CyanideX: Textures

    Regarding Mod Packs: I've had a lot of people ask me about mod packs lately, so this is my official say on the matter.Permission is automatically granted, unless a mod pack is found to be breaking a mod's license/the author's wishes regarding packs, in which case permission is automatically revoked.

    I spend a lot of my free time on these mods when I'm able, and they mean a lot to me. If you wanna show your appreciation and buy me a cup of coffee, it'd be greatly appreciated. If not, no biggie, just continue to show your support! :)

    Alternatively, feel free to support me on Patreon!
    Posted in: Minecraft Mods
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