probably shouldn't be able to swim in methane don't recall if thats possible but felt it warranted mentioning.
also, methane should VERY QUiCKLY cause suffocation.
There should also be an option in the configs to make methane completely invisible.
If you've seen buildcraft or galacticraft, they've made theirs the same as water. It might be a feature that's impossible.
Rollback Post to RevisionRollBack
I have my own Youtube Channel, Steam ( |NC10|Bassdrop1 ) and a whole plethora of other accounts.
Nobs 4 lyf
Hey, I'm working on bringing back Neo Melaphyre, under Project Melaphyre. This is going to be my best attempt at recreating the wonderous burning of stone for ore.
I don't got it pushed out to anything yet because I'm still in early stages.
"Dangit, why do people keep dying!"
-Beta tester for Molecular Energy
Bugs I've seen: any attempt to make a waterfall on ocean blocks causes a whole 1x1 line to disappear. Well, it's more diagonal 1x1 lines. ( I had a screenshot, but I can't use the image extension because i'm not allowed)
I have my own Youtube Channel, Steam ( |NC10|Bassdrop1 ) and a whole plethora of other accounts.
Nobs 4 lyf
Hey, I'm working on bringing back Neo Melaphyre, under Project Melaphyre. This is going to be my best attempt at recreating the wonderous burning of stone for ore.
I don't got it pushed out to anything yet because I'm still in early stages.
"Dangit, why do people keep dying!"
-Beta tester for Molecular Energy
You could try using a ChunkEvent.Load listener to convert infinite liquid blocks to finite ones. It might be pretty rough on the user's computer (depending on how much logic you need to do), but if you made it an option that the user can switch on and off, they could just run around and convert any chunks they need converted, then switch it back off again.
Bugs I've seen: any attempt to make a waterfall on ocean blocks causes a whole 1x1 line to disappear. Well, it's more diagonal 1x1 lines. ( I had a screenshot, but I can't use the image extension because i'm not allowed)
I'm not sure I know what you mean?
---
I've posted some new videos of a game I've been working on forever.
(be sure to set the quality to high definition or it will look terrible, full screen too).
I've been posting news on my website every weekend, so be sure to check it out. http://djoslin.info
Thank you for your quick reply.
I have found the problem that was interfering with your mod and have since then found a remedy for the situation.
Oh, I forgot to mention something I found while cave diving it may be a small bug or not. The bug is that naturally occurring water doesn't seem to put out lava most of the time making it possible to be killed by lava while swimming underwater. It is nothing big or game breaking just a thing that you might be interested in knowing about.
I wish you luck on your creations.
Regarding the people saying the forge version doesn't work at all, I've got finiteliquid running alongside 17 other mods in forge now. So the forge version isn't broken.. anyway, I've noticed something a bit odd and I don't know what is causing it. But in certain areas snow will cause rain puddles, which will then glitch back and forth between water and snow because of the biome. It may just be that I have some custom biomes, but I'm not sure.
Edit: Just spawned in a taiga biome, which is a default biome, and the snow was causing rain puddles still. So it must not be the extra biomes. ^.^
First of all this is an amazing mod that that actually does something to "mod" minecraft by targeting core functions rather than just adding new ores and items. I would like to know however if there was a stable way of making the finite area of effect larger or if it is possible to have the entire world with the finite effect. I have played with the config file and I always have mixed results usually on the bad side. Also I am using the forge version with about ten or so other mods and it works flawlessly so keep it up and thank you for the great mod.
First of all this is an amazing mod that that actually does something to "mod" minecraft by targeting core functions rather than just adding new ores and items. I would like to know however if there was a stable way of making the finite area of effect larger or if it is possible to have the entire world with the finite effect. I have played with the config file and I always have mixed results usually on the bad side. Also I am using the forge version with about ten or so other mods and it works flawlessly so keep it up and thank you for the great mod.
The finite liquid should affect all water that isn't ocean water, within a certain range of course depending on your config.
I got it to work on forge, but all the water is invisible with optifine installed... Also would It later (or currently) be possible for finite liquid to work with the shaders mod? I don't know how any of these things work so I'm not sure.
java.lang.IllegalArgumentException: Slot 702 is already occupied by net.minecraftforge.common.MinecraftForge$1@1c1fcb5 when adding drzhark.mocreatures.block.MoCBlockTallGrass@b5d935
at net.minecraft.block.Block.<init>(Block.java:341)
at net.minecraft.block.BlockFlower.<init>(BlockFlower.java:18)
at drzhark.mocreatures.block.MoCBlockTallGrass.<init>(MoCBlockTallGrass.java:38)
at drzhark.mocreatures.block.MoCBlockTallGrass.<init>(MoCBlockTallGrass.java:45)
at drzhark.mocreatures.MoCreatures.InitItems(MoCreatures.java:700)
at drzhark.mocreatures.MoCreatures.load(MoCreatures.java:378)
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.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: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.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
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)
It kinda conflicting with something that I don't even know, any idea?
Wow I'm so happy to see an update for this mod especially with the block physics mod progressing, although I believe they are incompatible right now I would love for them to become compatible. id_miner just added impact force to his falling blocks and I thought wow if you two talk to each other a little bit a lot of cool stuff could be added like waves from falling blocks and perhaps tides. I was gonna ask if connecting poodles flow off of edges and fill ponds and lakes? I was thinking you could add water vapor and have like 16 densities of water vapor depending on how many combine that could create clouds and clouds could clump together to some extend and when certain conditions are met create rain under the clouds that would basically release some or most of their water. Light levels on the water could determine how much water evaporates and becomes water vapor, or temperature if a system is there or is created for temperature. Then determining how or at what temperature certain densities of cloud could release their water/or snow. Melting snow would be interesting too. That brings to mind the better snow mod i haven't really tried it yet but compatibility might be fun. So in essence you would be adding a precipitation system into the game the could make it rain more often but shorter periods of time and more limited areas based on where the clouds are. Do finite liquids work with pipes and pumps from RP2 or do they not preserve the correct amount of water? Maybe add something from lava being so hot that it creates a clear wavy "cloud" of heat that could damage players over time and possibly ignite methane if hot enough, with block physics this could lead to sinkholes in mines and collapsed mines. The heat could cool off faster if not near lava or other heat, maybe different intensities as well becoming more wavy the hotter it is. This would make ventilation necessary in caves and mines near lava. I don't know what your plans for methane are but perhaps other mods may utilize it at some point. There's nothing wrong with that less work for you if they do . Great work djoslin! Thank you and many more thanks if this mod becomes compatible with block physics and maybe a few others if not already. I like sharing ideas feel free to use or change any of these ideas they are for you to consider. It would be mindblowing to have precipitation in minecraft and no better mod to incorporate that than yours, if you do wind I would make it pretty slow or it will never really rain depending on the range of evaporation.
The better snow mod has snow melting based on light level, so if you like the precipitation idea, light level would work well with perhaps biome modifiers to account for hot and cold biomes. It also has 16 layers to the snow idk how many layers are in the water but if a partial water block was to freeze you could transfer it into so many snow layers or even have your own ice with layers, which would make the mod look better on it's own. The layers of ice could also work on top of lakes and stuff where the ice can get really thick or really thick maybe even break if it really thin cracking ice and jumping is worse lol make people swim slower in water based on biome maybe and take longer to get out onto ice and take like a quarter of the damage as you would from lava Could use the same modifiers as with evaporation a dessert you swim faster in water if any is left Even having it affect speed of fluid flow would be nutz too, not so noticeable with water but maybe with lava. You could always make it configurable too if some people don't like all of it. It would be fun I hope you like the ideas, I love thinking of fun ways to die in minecraft. It would be crazy to make an automated farm that traps moisture that "condenses" or rains down onto the soil to water the plants, or a sprinkler block that just needs water pumped into it that would be neat, and smoke detectors lol that would be awesome.
Hey I'm excited to see your working on a forge version, I was able to run it with forge but it wasn't functioning the way it should water wasn't flowing and I didn't try out the gas. I did get your water buckets to drop puddles and they flowed a tiny bit and then I filled a 2x2 space 1 block deep with water the water did not fill to the brim (wasn't flush) but what looked like vanilla water height, i don't know why, when I tried again shortly after it stopped working although I didn't try a new bucket (the puddles had stopped flowing). To get it to run with forge, zip the folder contents directly into the zip file and put it in the mods folder, instead of the folder containing the contents in a zip file. Wasn't sure if you knew about this but I figured it may give you away to jump in with forge version and test things in case you didn't know about it. Once it works with forge I imagine it will be compatible with a lot more mods and become more popular.
This was awsome. I filled a cave system with water so I didn't have to worry about spawns under my house. Too bad this dosne't work with buildcraft tanks or pumps.
Every time I try to install the mod, I get this error:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 393162456 bytes (374 MB) / 514523136 bytes (490 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: TileEntityDJPacket, TileEntityFSpecial, BaseMod, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 2
ModLoader 1.5.2
mod_Gas v5.92
java.lang.NullPointerException
at mod_Gas.modsLoaded(mod_Gas.java:36)
at ModLoader.init(ModLoader.java:755)
at ModLoader.addAllRenderers(ModLoader.java:205)
at bgy.<init>(RenderManager.java:97)
at bgy.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:261)
at avv.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(SourceFile:507)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT f17172b9 ----------
Minecraft has stopped running because it encountered a problem; ModLoader has failed to initialize.
A full error report has been saved to C:\Users\*\AppData\Roaming\.minecraft\crash-reports\crash-2013-05-10_17.24.19-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 e2035e05 --------
Full report at:
C:\Users\*\AppData\Roaming\.minecraft\crash-reports\crash-2013-05-10_17.24.19-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 5/10/13 5:24 PM
-- System Details --
Details:
Minecraft Version: 1.5.2
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: 390322104 bytes (372 MB) / 514523136 bytes (490 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: TileEntityDJPacket, TileEntityFSpecial, BaseMod, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 2
ModLoader 1.5.2
mod_Gas v5.92
java.lang.NullPointerException
at mod_Gas.modsLoaded(mod_Gas.java:36)
at ModLoader.init(ModLoader.java:755)
at ModLoader.addAllRenderers(ModLoader.java:205)
at bgy.(RenderManager.java:97)
at bgy.(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:261)
at avv.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(SourceFile:507)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 25b56105 ----------
If you've seen buildcraft or galacticraft, they've made theirs the same as water. It might be a feature that's impossible.
Nobs 4 lyf
Hey, I'm working on bringing back Neo Melaphyre, under Project Melaphyre. This is going to be my best attempt at recreating the wonderous burning of stone for ore.
I don't got it pushed out to anything yet because I'm still in early stages.
"Dangit, why do people keep dying!"
-Beta tester for Molecular Energy
Nobs 4 lyf
Hey, I'm working on bringing back Neo Melaphyre, under Project Melaphyre. This is going to be my best attempt at recreating the wonderous burning of stone for ore.
I don't got it pushed out to anything yet because I'm still in early stages.
"Dangit, why do people keep dying!"
-Beta tester for Molecular Energy
Hmm yeah I'll look into that.
Possibly when the Forge support improved the compatibility issues will be resolved.
I'm not supporting compatibility between mods individually.
Did you guys follow the instructions exactly on my website?
Yeah basically it is too difficult to change those settings without issues.
I'm not sure I know what you mean?
---
I've posted some new videos of a game I've been working on forever.
(be sure to set the quality to high definition or it will look terrible, full screen too).
I've been posting news on my website every weekend, so be sure to check it out.
http://djoslin.info
I have found the problem that was interfering with your mod and have since then found a remedy for the situation.
Oh, I forgot to mention something I found while cave diving it may be a small bug or not. The bug is that naturally occurring water doesn't seem to put out lava most of the time making it possible to be killed by lava while swimming underwater. It is nothing big or game breaking just a thing that you might be interested in knowing about.
I wish you luck on your creations.
Edit: Just spawned in a taiga biome, which is a default biome, and the snow was causing rain puddles still. So it must not be the extra biomes. ^.^
The finite liquid should affect all water that isn't ocean water, within a certain range of course depending on your config.
java.lang.IllegalArgumentException: Slot 702 is already occupied by net.minecraftforge.common.MinecraftForge$1@1c1fcb5 when adding drzhark.mocreatures.block.MoCBlockTallGrass@b5d935
at net.minecraft.block.Block.<init>(Block.java:341)
at net.minecraft.block.BlockFlower.<init>(BlockFlower.java:18)
at drzhark.mocreatures.block.MoCBlockTallGrass.<init>(MoCBlockTallGrass.java:38)
at drzhark.mocreatures.block.MoCBlockTallGrass.<init>(MoCBlockTallGrass.java:45)
at drzhark.mocreatures.MoCreatures.InitItems(MoCreatures.java:700)
at drzhark.mocreatures.MoCreatures.load(MoCreatures.java:378)
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.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: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.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
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)
N/A
The better snow mod has snow melting based on light level, so if you like the precipitation idea, light level would work well with perhaps biome modifiers to account for hot and cold biomes. It also has 16 layers to the snow idk how many layers are in the water but if a partial water block was to freeze you could transfer it into so many snow layers or even have your own ice with layers, which would make the mod look better on it's own. The layers of ice could also work on top of lakes and stuff where the ice can get really thick or really thick maybe even break if it really thin cracking ice and jumping is worse lol make people swim slower in water based on biome maybe and take longer to get out onto ice and take like a quarter of the damage as you would from lava Could use the same modifiers as with evaporation a dessert you swim faster in water if any is left Even having it affect speed of fluid flow would be nutz too, not so noticeable with water but maybe with lava. You could always make it configurable too if some people don't like all of it. It would be fun I hope you like the ideas, I love thinking of fun ways to die in minecraft. It would be crazy to make an automated farm that traps moisture that "condenses" or rains down onto the soil to water the plants, or a sprinkler block that just needs water pumped into it that would be neat, and smoke detectors lol that would be awesome.
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 393162456 bytes (374 MB) / 514523136 bytes (490 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: TileEntityDJPacket, TileEntityFSpecial, BaseMod, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 2
ModLoader 1.5.2
mod_Gas v5.92
java.lang.NullPointerException
at mod_Gas.modsLoaded(mod_Gas.java:36)
at ModLoader.init(ModLoader.java:755)
at ModLoader.addAllRenderers(ModLoader.java:205)
at bgy.<init>(RenderManager.java:97)
at bgy.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:261)
at avv.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(SourceFile:507)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT f17172b9 ----------
A full error report has been saved to C:\Users\*\AppData\Roaming\.minecraft\crash-reports\crash-2013-05-10_17.24.19-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 e2035e05 --------
Full report at:
C:\Users\*\AppData\Roaming\.minecraft\crash-reports\crash-2013-05-10_17.24.19-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 5/10/13 5:24 PM
-- System Details --
Details:
Minecraft Version: 1.5.2
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: 390322104 bytes (372 MB) / 514523136 bytes (490 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: TileEntityDJPacket, TileEntityFSpecial, BaseMod, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 2
ModLoader 1.5.2
mod_Gas v5.92
java.lang.NullPointerException
at mod_Gas.modsLoaded(mod_Gas.java:36)
at ModLoader.init(ModLoader.java:755)
at ModLoader.addAllRenderers(ModLoader.java:205)
at bgy.(RenderManager.java:97)
at bgy.(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(SourceFile:261)
at avv.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(SourceFile:507)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 25b56105 ----------