About this mod:
This mods adds colored water. In 16,777,216 colors.
Why? Because it's fun.
You could create something like poisonous springs:
~ HowTo ~
Craft the Color Mixer:
Row 1: Glass - Glass - Glass
Row 2: Stone - Cauldron - Stone
Row 3: Stone - Stone - Stone
Use the Color Mixer:
To change the color values you can either:
Use the arrows (left and right of each color value) to de-/increase by one (single arrows) or by ten (double arrows) where left side decreases and right side increases
Click on a value and type in a value
Only numbers are allowed
Hit enter or click outside the value field when you are done editing
Hit backspace (above enter) to delete the right-most number
If you want to fill a bucket now, you have to do some things:
Fill the slots for dyes (they have a colored border) with the respective item:
Red border: Rose Red
Green Border: Cactus Green
Blue Border: Lapis Lazuli
Note: Dyes are only needed when their respective color value is above 0. If a value is set to 0, no item is needed and no item would be consumed for that color. If the value is above 0, a single item will be consumed, regardless of the color value.
Fill the slot for a bucket. You can put in either a Water Bucket or a Bucket of Colored Water. Note: The color mixer only overwrites color values. So putting in a Bucket of Colored Water with a potion effect will not modify or delete the potion values. Only the color values are changed.
Now hit the FILL button. If anything went wrong or something is missing, look in your chat. The block will tell you what's wrong.
Craft the Potion Mixer:
Row 1: Glass - Glass - Glass
Row 2: Stone - Color Mixer - Stone
Row 3: Stone - Brewing Stand - Stone
Use the Potion Mixer:
Potion Mixer GUI:
This is the Potion Mixer GUI. It starts off with 2 slots (top), one has a roman 1 (the big I) and the other a roman 2 (II) shown in their background. These are the slots for ingredient 1 and ingredient 2, respectively.
Beneath them is a slot with a red border and one with yellow/golden border. These are the slots for modifier items. The show pictures of a clock and a barbell (so for time-modifiers and strength-modifiers) but you can put modifiers for both time and strength in both slots, regardless if their modifying properties match the background image or not.
And then there's the slot for the bucket to be filled (left) and the output (right). Oh, and a inconspicuous FILL button.
Now here's a table, showing what you need to put in where to get a result:
There are currently four modifiers implemented:
Glowstone Dust: +0.25 Strength
Glowstone (Block): +1.1 Strength
Redstone Dust: +1 Time
Redstone (Block): +10 Time
Now these values won't tell you anything, they are just here for reference. And to show that it is more effective to use blocks instead of dusts.
Internally, the mod calculates the end values from your items.
Putting in 64x Glowstone Dust will result in a strength value of 16 (64 * 0.25).
This value is compared to predefined minimum values (Tier 1 is the standard strenth):
Tier 2 - Minimum Strength: 4
Tier 3 - Minimum Strength: 16
Tier 4 - Minimum Strength: 32
Tier 5 - Minimum Strength: 64
So putting in 64x Glowstone dust will give us a Tier 3 potion effect.
Time is simply math:
If only one of the stacks in the slots modify time, this formula is used:
Using two full stacks of redstone dust would yield us 10s + 6.4s + 6.4s = 22.8s
So our potion would now last for 16.4 seconds.
And yes, this all sounds pretty weak. But remember, this liquids won't be consumed so it's basically an unlimited potion which shouldn't be too strong.
Combining all this knowledge, a filled GUI will look like this:
Notice how the effect is shown? I hope you like that.
Also, if time or tier is modified, the text will be displayed green. Unmodified values are white.
Description & changelog for version 2:
Version 2.1.0 BETA 2:
"This is just a little update. (That's why it's called 'beta2') It's some preparation work. Feel free to test it and please report bugs =)"
- Changed the behaviour of "Instant Potions": They are now instant
- Mixing Mechanic Changed: You can now freely modify the tier and time of potions
- New Ingredient: Block of Redstone: quadruples the duration of potions
- New Ingredient: Block of Glowstone: enables Tier III
- You can now stack time-modifying ingredients
- New GUI! (Preparation for 2 different mixing tables and for alpha-values / particles)
- Mixing Tables can be filled by hoppers and hopefully other mods blocks
- Mixing Table can be forced to mix by applying a redstone signal
Version 2.0.4:
- Fixed a bug which caused the client to crash (some weird things could happen when water flew over the mixing table and mixing table leaving their tileentity behind when being destroyed)
- Added a experimental detection to detect if another mod overrides my IDs
- Set the effect duration of the harming water to 10t (instead of 100t) so it is as "instant" as "heal"
Version 2.0.3:
- Creative Mixing: Players in Creative Mode no longer need to place any dyes or a bucket in the slots and will no longer use any ingredient to mix a bucket
- Updated to 1.6.4
- Please leave some feedback!
Version 2.0.2:
- Fixed a bug which causes server to crash on load
- Added water-mixing (Liquids now mix their with neighbour liquids) (be carefull! this will not stop at 1 block ;D)
- You should be able to place liquids where already liquids are
Version 2.0.1:
- Fixed a bug where the client crashes if there is no dye in the slot on bucket fill
- Added config-options for IDs
- Fixed a bug which causes the GUI to add offsets to the item-slots
- Added the ability to recolor buckets (just place a colored bucket in the input slot instead of a water bucket)
- Fixed a bug which caused a crash if there is just one item in the enchantment slots on bucket fill
Version 2.0:
- Now with 16,777,216 colors instead of 16
- Introduced the Mixing Table
- Replaced crafting in the crafting grid with the Mixing Table
- Added 27 effects
<strong>Everything about the new Mixing Table:</strong>
Well, first off: Howto craft it?
Now you may want some instructions: (because the GUI could be confusing)
To craft a new colored water, change the color settings and place a water bucket (NOT a colored water bucket) in the slot with the "I" as background.
If a color value is >0, you need one dye of that type.
Example:
If the red value on the right side is 129, you need 1 rose-red (the red dye) in the slot with the red background on the top left.
Effects
With the new version 2.0 you can also add effects to your waters:
This might be confusing. So here are some examples:
You place a "Golden Carrot" in the lower slot (Ingredient-Slot 1). This would give you the effect "Night Vision" Tier 1 with a duration of 5 seconds, as soon as you step into the placed water block.
Now add "Redstone" to the upper slot (Ingredient-Slot 2). This will double the duration to 10 seconds.
If you add Glowstone instead it will do nothing. However, place "Sugar" and "Glowstone" into the two slots, which will give you "Swiftness" Tier 2 (which doubles the effectiveness) and a duration of 5 seconds.
If you replace "Glowstone" with a "Fermented Spider Eye" it will give you the effect "Slowness" Tier 1 with a duration of 5 seconds.
Have fun!
DOWNLOAD:
Version 3:
Version 3.01 Build 580 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 579 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 578 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 577 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 576 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 572 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 2:
Version 2.1.0 BETA 2 for Forge 9.11.1.965: >>LINK<<
Version 2.0.4 for Forge 9.11.1.965: >>LINK<<
Version 2.0.3 for Forge 9.11.1.965: >>LINK<<
Version 2.0.2 for Forge 9.10.0.804: >>LINK<<
Version 2.0.1 for Forge 9.10.0.804: >>LINK<<
Version 2.0 for Forge 9.10.0.804: >>LINK<<
Version 1:
Version 1.0 for Minecraft 1.5.2 (and the latest stable forge release for Minecraft 1.5.2): >>LINK<<
CHANGELOG:
Version 3.01 Build 580:
- Fixed an issue regarding shift-left-clicking, where it either would not work, crash or clone the itemstack
Version 3.01 Build 578 and Build 579:
- Fixed multiple render glitches when using NEI or TMI
- Fixed an issue which caused the game to crash when a 'ghost itemstack' is displayed (like in NEI or TMI when viewing a recipe)
- Removed some debug functions
Version 3.01 Build 577:
- Fixed the translator returning empty texts
Version 3.01 Build 576:
- Fixed an error where color values were not stored right
- Fixed an error where potion values were not stored right
- Fixed a bug which would caused the rendering to mess up
- Fixed a bug which caused the colored water bucket to render wrong after liquid was picked up
- Fixed a bug where potion effects were not applied
Version 3.01 Build 572:
First release of the completely re-written mod. Nearly everything changed so it is completely incompatible with the old version. Yes, the re-write was necessary
ABOUT SPOTLIGHTS:
If someone wants to make a spotlight, do it! I'm glad about it!
And if you want, send me the link and I will add it here:
Guntexs' little spotlight (first one eva! ):
USE IN MODPACKS:
Everyone is allowed to use this in a modpack under these restrictions: First: This mod is not includeable in modpacks with commercial use. (In fact, it isn't legal to sell modpacks) Second: You can definitely use this mod in a pack and I will be glad if you do! But you are not allowed to upload the mod anywhere. Please use my links.
TERMS AND CONDITIONS:
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
One of the great things about this mod is it's simplicity; most liquid mods make difficult to obtain and overly complicated liquids where as this mod cuts it down to the basics and makes building with water and liquids really neat! I like it!
The Meaning of Life, the Universe, and Everything.
Join Date:
4/16/2011
Posts:
45
Member Details
Never mind adding affects, what about when 2 different waters meet up? If 2 different colored moving waters meet and changed, now that would be really cool.
Other ideas:
Colored lava?
Invisible water / lava? - that would make awesome traps, you'd have to listen for it.
Being able to change the color of any liquid from another mod?
Being able to change how opaque the liquid is? ie how much light passes through it.
And the changing of colors when 2 liquids meet is a feature I'm working on.
Sorry, but I will not implement invisible liquids. Would be to OP (in my opinion). Also, I don't that changing the color of liquids implemented by other mods is a good idea. They would lose their own abilities, I think.
And i will think on the opaque value
@iAura:
What actually crashed? If you want me to link the review, send me the link
This is an awesome idea, but it crashed for me too.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to D:\Documents\minecraft\crash-reports\crash-2013-04-28_11.15.11-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT c66569aa --------
Full report at:
D:\Documents\minecraft\crash-reports\crash-2013-04-28_11.15.11-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 4/28/13 11:15 AM
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 467097144 bytes (445 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.21.652 Minecraft Forge 7.7.1.652 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
ColoredWater [ColoredWater] (ColoredWater.zip) Unloaded->Constructed->Errored
LWJGL: 2.4.2
OpenGL: GeForce GTS 450/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.ArrayIndexOutOfBoundsException: 4097
at net.minecraft.block.Block.<init>(Block.java:338)
at net.minecraft.block.BlockFluid.<init>(BlockFluid.java:22)
at net.minecraft.block.BlockStationary.<init>(SourceFile:10)
at cyphrags.coloredwater.LiquidStillColored.<init>(LiquidStillColored.java:18)
at cyphrags.coloredwater.ModColoredWater.preInit(ModColoredWater.java:129)
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:515)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:407)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6bc616b9 ----------
Ah yes, the ID 4095 Bug (Yep, it has his own name!)
Forge somehow gives my mod the ID 4095 as the first free ID. The problem is, my mod need 33 IDs.
Just go into the config-folder, open the ColoredWater.config and replace "4095" with any ID which is followed by 32 unused IDs
I think this would be a great mod to include in a larger biome or dimension mod since you can just add the coloured water to the generation. Nice job and I would definitely hope to see you permit people to use this in larger mods.
This is sweet, maybe you could make a version where the liquids have different properties, instead of them just looking different. Like you said green could be poisonous and could give you a poison effect when you go in it. Just a thought, awesome mod nonetheless!
Two words: Command Blocks
It's AMAZING how far you can extend a mod with some nice placement of command blocks...
Pretty nice mod, i had ID 4095 conflict too, so i changed it to 3595 to make it compatible with other mods, works fine now.
also it have 1 little problem, when water is spreading it color changes to white fir a second, and when it becomes steady it returns to its normal color. i dont have much problem with that, just to let you know...
...also colored lava would be nice to have
This is crashing for me. I must admit, I have a giant mod list, but other things could be at fault. I'll edit in my mod list later. For now, i'm just posting this in case there are other bugs than the ID one.
I aplaud this mod. So simple (in a really good way) but still has so many posibilities. IF you decide to add any more to this mod, can i add one suggestion: To create a "basic form of this mod, (only adding the colored water) separate from any advanced form this mod might take.
There will be an auto-assign in the next version. Please remember, if you already have set an ID, it may change so change it back. (Auto-Assign only appears one time). Also in the next version, there will be liquid-mixing! Like, if yellow and red meet, the color changes to orange (not all blocks, just the meeting point).
And to Zedner: That is normal. Or, it's a bug in the render class, so i can't change it
Thanks for all your feedback! You are great!
PS: Mystic_Tower, any error logs? Because with out a log, there is no error for me
And nope, not ATM. I'm thinking about making the colors changeable, but as my mod only uses 2 Textures for liquids the colors can't be changed by textures. But you can change the bucket texture
Im a bit confused. I need to change the ids but when i change the "starting id" it keeps saying block ids are used. So my question is, do the block ids go up from the "starting id" or down in number?
About this mod:
This mods adds colored water. In 16,777,216 colors.
Why? Because it's fun.
You could create something like poisonous springs:
~ HowTo ~
Craft the Color Mixer:
Row 1: Glass - Glass - Glass
Row 2: Stone - Cauldron - Stone
Row 3: Stone - Stone - Stone
Use the Color Mixer:
To change the color values you can either:
If you want to fill a bucket now, you have to do some things:
Craft the Potion Mixer:
Row 1: Glass - Glass - Glass
Row 2: Stone - Color Mixer - Stone
Row 3: Stone - Brewing Stand - Stone
Use the Potion Mixer:
Potion Mixer GUI:
This is the Potion Mixer GUI. It starts off with 2 slots (top), one has a roman 1 (the big I) and the other a roman 2 (II) shown in their background. These are the slots for ingredient 1 and ingredient 2, respectively.
Beneath them is a slot with a red border and one with yellow/golden border. These are the slots for modifier items. The show pictures of a clock and a barbell (so for time-modifiers and strength-modifiers) but you can put modifiers for both time and strength in both slots, regardless if their modifying properties match the background image or not.
And then there's the slot for the bucket to be filled (left) and the output (right). Oh, and a inconspicuous FILL button.
Now here's a table, showing what you need to put in where to get a result:
There are currently four modifiers implemented:
Now these values won't tell you anything, they are just here for reference. And to show that it is more effective to use blocks instead of dusts.
Internally, the mod calculates the end values from your items.
Putting in 64x Glowstone Dust will result in a strength value of 16 (64 * 0.25).
This value is compared to predefined minimum values (Tier 1 is the standard strenth):
So putting in 64x Glowstone dust will give us a Tier 3 potion effect.
Time is simply math:
If only one of the stacks in the slots modify time, this formula is used:
10s + ((10s / 100) * (stackSize * timeModifier))
E.g.: Put in 64x Redstone Dust: stackSize = 64 timeModifier = 1 10s + ((10s / 100) * (stackSize * timeModifier)) = 10s + (0.1s * (64 * 1)) = 10s + 6.4s = 16.4s
So our potion effect would last for 16.4 seconds.
If both modifier items modify time, this formula is used:
10s + ((10s / 100) * ((stackSize1 * timeModifier1) + (stackSize2 * timeModifier2))
Using two full stacks of redstone dust would yield us 10s + 6.4s + 6.4s = 22.8s
So our potion would now last for 16.4 seconds.
And yes, this all sounds pretty weak. But remember, this liquids won't be consumed so it's basically an unlimited potion which shouldn't be too strong.
Combining all this knowledge, a filled GUI will look like this:
Notice how the effect is shown? I hope you like that.
Also, if time or tier is modified, the text will be displayed green. Unmodified values are white.
Description & changelog for version 2:
Now you may want some instructions: (because the GUI could be confusing)
To craft a new colored water, change the color settings and place a water bucket (NOT a colored water bucket) in the slot with the "I" as background.
If a color value is >0, you need one dye of that type.
Example:
If the red value on the right side is 129, you need 1 rose-red (the red dye) in the slot with the red background on the top left.
Effects
With the new version 2.0 you can also add effects to your waters:
This might be confusing. So here are some examples:
You place a "Golden Carrot" in the lower slot (Ingredient-Slot 1). This would give you the effect "Night Vision" Tier 1 with a duration of 5 seconds, as soon as you step into the placed water block.
Now add "Redstone" to the upper slot (Ingredient-Slot 2). This will double the duration to 10 seconds.
If you add Glowstone instead it will do nothing. However, place "Sugar" and "Glowstone" into the two slots, which will give you "Swiftness" Tier 2 (which doubles the effectiveness) and a duration of 5 seconds.
If you replace "Glowstone" with a "Fermented Spider Eye" it will give you the effect "Slowness" Tier 1 with a duration of 5 seconds.
Have fun!
DOWNLOAD:
Version 3:
Version 3.01 Build 580 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 579 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 578 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 577 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 576 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 3.01 Build 572 for Minecraft 1.7.10 with Forge 10.13.4.1448: >>LINK<<
Version 2:
Version 2.1.0 BETA 2 for Forge 9.11.1.965: >>LINK<<
Version 2.0.4 for Forge 9.11.1.965: >>LINK<<
Version 2.0.3 for Forge 9.11.1.965: >>LINK<<
Version 2.0.2 for Forge 9.10.0.804: >>LINK<<
Version 2.0.1 for Forge 9.10.0.804: >>LINK<<
Version 2.0 for Forge 9.10.0.804: >>LINK<<
Version 1:
Version 1.0 for Minecraft 1.5.2 (and the latest stable forge release for Minecraft 1.5.2): >>LINK<<
CHANGELOG:
ABOUT SPOTLIGHTS:
If someone wants to make a spotlight, do it! I'm glad about it!
And if you want, send me the link and I will add it here:
USE IN MODPACKS:
Everyone is allowed to use this in a modpack under these restrictions:
First: This mod is not includeable in modpacks with commercial use. (In fact, it isn't legal to sell modpacks)
Second: You can definitely use this mod in a pack and I will be glad if you do! But you are not allowed to upload the mod anywhere. Please use my links.
TERMS AND CONDITIONS:
© 2013-2015 by Cyphrags
Maybe you can add randomly generated colored lakes as well.
Thanks for such a quick and good reply
Other ideas:
Colored lava?
Invisible water / lava? - that would make awesome traps, you'd have to listen for it.
Being able to change the color of any liquid from another mod?
Being able to change how opaque the liquid is? ie how much light passes through it.
And the changing of colors when 2 liquids meet is a feature I'm working on.
Sorry, but I will not implement invisible liquids. Would be to OP (in my opinion). Also, I don't that changing the color of liquids implemented by other mods is a good idea. They would lose their own abilities, I think.
And i will think on the opaque value
@iAura:
What actually crashed? If you want me to link the review, send me the link
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to D:\Documents\minecraft\crash-reports\crash-2013-04-28_11.15.11-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT c66569aa --------
Full report at:
D:\Documents\minecraft\crash-reports\crash-2013-04-28_11.15.11-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 4/28/13 11:15 AM
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 467097144 bytes (445 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.21.652 Minecraft Forge 7.7.1.652 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
ColoredWater [ColoredWater] (ColoredWater.zip) Unloaded->Constructed->Errored
LWJGL: 2.4.2
OpenGL: GeForce GTS 450/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.ArrayIndexOutOfBoundsException: 4097
at net.minecraft.block.Block.<init>(Block.java:338)
at net.minecraft.block.BlockFluid.<init>(BlockFluid.java:22)
at net.minecraft.block.BlockStationary.<init>(SourceFile:10)
at cyphrags.coloredwater.LiquidStillColored.<init>(LiquidStillColored.java:18)
at cyphrags.coloredwater.ModColoredWater.preInit(ModColoredWater.java:129)
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:515)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:407)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6bc616b9 ----------
Forge somehow gives my mod the ID 4095 as the first free ID. The problem is, my mod need 33 IDs.
Just go into the config-folder, open the ColoredWater.config and replace "4095" with any ID which is followed by 32 unused IDs
Two words: Command Blocks
It's AMAZING how far you can extend a mod with some nice placement of command blocks...
also it have 1 little problem, when water is spreading it color changes to white fir a second, and when it becomes steady it returns to its normal color. i dont have much problem with that, just to let you know...
...also colored lava would be nice to have
And to Zedner: That is normal. Or, it's a bug in the render class, so i can't change it
Thanks for all your feedback! You are great!
PS: Mystic_Tower, any error logs? Because with out a log, there is no error for me
is it texture-pack compatible?
And nope, not ATM. I'm thinking about making the colors changeable, but as my mod only uses 2 Textures for liquids the colors can't be changed by textures. But you can change the bucket texture
I see a lot of potential for this mod! Great job!