Wow, looking good! When I read "liquid potions" I kind of hoped there would be actual free flowing liquid potion that you could transport around with buckets and make pools of, but still, this looks great!
No, you know, we're actually not going to make the potions literal fluids to go dump on other people's houses. I suppose I should say that somewhere in the post. . .
If you're looking for actual liquid potions, I could have sworn I saw another mod out there for that. The name escapes me at the moment, though. Thanks, we really appreciate it, and we hope you can hang in there until the 1.7 update where we reveal a TON of new stuff!
Wow, looking good! When I read "liquid potions" I kind of hoped there would be actual free flowing liquid potion that you could transport around with buckets and make pools of, but still, this looks great!
I've thought about buckets. It could be done and we might. But really there isn't much need. You can use bottles after all.
Free-flowing potion blocks aren't really that easy though. You could only do it in two ways. Either having a unique block for each potion, which would use a ton of IDs, or use TileEntities, which aren't supported by the Forge Fluid system and would mean creating a ton of Tiles for just a single bucket of fluid, even if we cut the spread rate down to only four blocks or so.
It would be cool, and I'll keep thinking up a way to do it, but so far I don't see any feasible way to do it.
That said, you CAN store your potions in tanks and transport them with other mod's transport systems, not to mention automatically producing them.
I have been thinking about other ways to use the potions while in fluid form though. Not going to give any details until I talk with Eno about them and we decide what to try or not.
I've thought about buckets. It could be done and we might. But really there isn't much need. You can use bottles after all.
Free-flowing potion blocks aren't really that easy though. You could only do it in two ways. Either having a unique block for each potion, which would use a ton of IDs, or use TileEntities, which aren't supported by the Forge Fluid system and would mean creating a ton of Tiles for just a single bucket of fluid, even if we cut the spread rate down to only four blocks or so.
It would be cool, and I'll keep thinking up a way to do it, but so far I don't see any feasible way to do it.
That said, you CAN store your potions in tanks and transport them with other mod's transport systems, not to mention automatically producing them.
I have been thinking about other ways to use the potions while in fluid form though. Not going to give any details until I talk with Eno about them and we decide what to try or not.
I know of both of these mods. Let me list all the reasons we won't do what they did.
Liquid Potions:
- Uses Tile Entities in it's blocks. Place a bucket of potion in the wrong spot and you've got a huge number of packets and lag.
- Uses 56 block IDs.
- You can pump and pipe it, but it doesn't render right and often uses the missing texture icon. Oh, and when I looked at it in a fluiduct the tool tip crashed my client.
- You can't empty or fill it's buckets with tanks, fluid transponders, or anything from other mods.
Colored Water
- ........ Isn't even a fluid. You can't pump, pipe, store, fill, place or do anything with the "fluids" except place them with buckets and pick them back up.
- ALSO uses tile entities.
And all for what? The joy of jumping into a lake of liquid regen? I don't really think it'd be all that useful, and certainly not worth sacrificing the efficiency and compatibility we've worked toward. There are better ways to get the same effect, and me and Eno are probably going to try those.
I know of both of these mods. Let me list all the reasons we won't do what they did.
Liquid Potions:
- Uses Tile Entities in it's blocks. Place a bucket of potion in the wrong spot and you've got a huge number of packets and lag.
- Uses 56 block IDs.
- You can pump and pipe it, but it doesn't render right and often uses the missing texture icon. Oh, and when I looked at it in a fluiduct the tool tip crashed my client.
- You can't empty or fill it's buckets with tanks, fluid transponders, or anything from other mods.
Colored Water
- ........ Isn't even a fluid. You can't pump, pipe, store, fill, place or do anything with the "fluids" except place them with buckets and pick them back up.
- ALSO uses tile entities.
And all for what? The joy of jumping into a lake of liquid regen? I don't really think it'd be all that useful, and certainly not worth sacrificing the efficiency and compatibility we've worked toward. There are better ways to get the same effect, and me and Eno are probably going to try those.
Al good, but one more idea: perhaps throwing a special "contagious" potion that spreads a particle effect across a liquid's surface and spawn an entity. Then, for a while (perhaps adding in like a nether star or something to make it infinite) you get a potion effect in or near the water, and a cool steambath type effect, with the ability to add ingredients to make the particles invisible. It should also work with lava (to give different effects) and perhaps to "purify" minefactory fluids. Oh, and this could be used to make the Hallow, Crimson and Corruption from Terraria, there should be an addon for that, so perhaps just adding the capability to API (spawn in blocks and entities) would be nice.
Al good, but one more idea: perhaps throwing a special "contagious" potion that spreads a particle effect across a liquid's surface and spawn an entity. Then, for a while (perhaps adding in like a nether star or something to make it infinite) you get a potion effect in or near the water, and a cool steambath type effect, with the ability to add ingredients to make the particles invisible. It should also work with lava (to give different effects) and perhaps to "purify" minefactory fluids. Oh, and this could be used to make the Hallow, Crimson and Corruption from Terraria, there should be an addon for that, so perhaps just adding the capability to API (spawn in blocks and entities) would be nice.
Logically, if you put a potion in the ocean. . . we could only possibly do that if it affected blocks in a small radius. Integration (most likely with MineFactory), but, at the moment, MineFactory has no 1.7 version. In fact, the latest version I'm seeing is a 1.5 version.
We may, once we're done with our important features, release a couple addons for the mod, possibly with a Terraria themed one. Thanks for the suggestion.
You mean, spawning in blocks and entities through potion effects? If that is what you mean, this is all done in the potion effect's class, and wouldn't be handled in an API, unless you were thinking of something else.
Logically, if you put a potion in the ocean. . . we could only possibly do that if it affected blocks in a small radius. Integration (most likely with MineFactory), but, at the moment, MineFactory has no 1.7 version. In fact, the latest version I'm seeing is a 1.5 version.
We may, once we're done with our important features, release a couple addons for the mod, possibly with a Terraria themed one. Thanks for the suggestion.
You mean, spawning in blocks and entities through potion effects? If that is what you mean, this is all done in the potion effect's class, and wouldn't be handled in an API, unless you were thinking of something else.
Cool, and yes, you are right about the API, its just im new to potion effects, never actually coded one, im just the dimension guy (I have a strange knack for making cool dimensions.) But thanks for the tip!
Cool, and yes, you are right about the API, its just im new to potion effects, never actually coded one, im just the dimension guy (I have a strange knack for making cool dimensions.) But thanks for the tip!
Potion effects aren't difficult, there are some good examples on the GitHub repo.
Excuse me, but where is the link to the wiki? It doesn't seem to be there. I'm trying to figure out how to use your mod and a wiki woul dbe helpful cuz I'm dumb
Excuse me, but where is the link to the wiki? It doesn't seem to be there. I'm trying to figure out how to use your mod and a wiki woul dbe helpful cuz I'm dumb
I have to say, this mod and redgear core cause A LOT of lag, and I was running just fine without them. I don't think its my PC specs as I can run a 168 mod modpack with no lag, and yet this modpack is only 80 mods, most very small. Any suggestions (it's probably my fault, it always is :D)
I have to say, this mod and redgear core cause A LOT of lag, and I was running just fine without them. I don't think its my PC specs as I can run a 168 mod modpack with no lag, and yet this modpack is only 80 mods, most very small. Any suggestions (it's probably my fault, it always is )
Hmm, I don't know why Brewcraft and RedGear would be causing any lag at all. . .
Hey Enos, long time no see. You probably don't remember me, but if you do, that's great.
Awesome mod you have in the works here, I'm definitely going to try this out in my survival world and investigate more. Going to enjoy messing around with the systems.
No, you know, we're actually not going to make the potions literal fluids to go dump on other people's houses. I suppose I should say that somewhere in the post. . .
If you're looking for actual liquid potions, I could have sworn I saw another mod out there for that. The name escapes me at the moment, though. Thanks, we really appreciate it, and we hope you can hang in there until the 1.7 update where we reveal a TON of new stuff!
Free-flowing potion blocks aren't really that easy though. You could only do it in two ways. Either having a unique block for each potion, which would use a ton of IDs, or use TileEntities, which aren't supported by the Forge Fluid system and would mean creating a ton of Tiles for just a single bucket of fluid, even if we cut the spread rate down to only four blocks or so.
It would be cool, and I'll keep thinking up a way to do it, but so far I don't see any feasible way to do it.
That said, you CAN store your potions in tanks and transport them with other mod's transport systems, not to mention automatically producing them.
I have been thinking about other ways to use the potions while in fluid form though. Not going to give any details until I talk with Eno about them and we decide what to try or not.
A) Mod that adds liquid potions is: http://www.minecraftforum.net/topic/2176690-164dynamic-liquid-tanks-2-store-fluids-in-dynamic-tanks-ftb-horizonsmonster/
You should make liquid potions like this mod: http://www.minecraftforum.net/topic/1788804-164-forge-colored-water-now-version-204-4th-feb-2014/ but actual potionsI wrote B ) (no space) and it became B). Lol
Thank you, that's the mod I was thinking of.
Like Blackhole said before, we need to discuss this a bit more before we know exactly what we're going to be doing.
Liquid Potions:
- Uses Tile Entities in it's blocks. Place a bucket of potion in the wrong spot and you've got a huge number of packets and lag.
- Uses 56 block IDs.
- You can pump and pipe it, but it doesn't render right and often uses the missing texture icon. Oh, and when I looked at it in a fluiduct the tool tip crashed my client.
- You can't empty or fill it's buckets with tanks, fluid transponders, or anything from other mods.
Colored Water
- ........ Isn't even a fluid. You can't pump, pipe, store, fill, place or do anything with the "fluids" except place them with buckets and pick them back up.
- ALSO uses tile entities.
And all for what? The joy of jumping into a lake of liquid regen? I don't really think it'd be all that useful, and certainly not worth sacrificing the efficiency and compatibility we've worked toward. There are better ways to get the same effect, and me and Eno are probably going to try those.
Al good, but one more idea: perhaps throwing a special "contagious" potion that spreads a particle effect across a liquid's surface and spawn an entity. Then, for a while (perhaps adding in like a nether star or something to make it infinite) you get a potion effect in or near the water, and a cool steambath type effect, with the ability to add ingredients to make the particles invisible. It should also work with lava (to give different effects) and perhaps to "purify" minefactory fluids. Oh, and this could be used to make the Hallow, Crimson and Corruption from Terraria, there should be an addon for that, so perhaps just adding the capability to API (spawn in blocks and entities) would be nice.
Logically, if you put a potion in the ocean. . . we could only possibly do that if it affected blocks in a small radius. Integration (most likely with MineFactory), but, at the moment, MineFactory has no 1.7 version. In fact, the latest version I'm seeing is a 1.5 version.
We may, once we're done with our important features, release a couple addons for the mod, possibly with a Terraria themed one. Thanks for the suggestion.
You mean, spawning in blocks and entities through potion effects? If that is what you mean, this is all done in the potion effect's class, and wouldn't be handled in an API, unless you were thinking of something else.
Cool, and yes, you are right about the API, its just im new to potion effects, never actually coded one, im just the dimension guy (I have a strange knack for making cool dimensions.) But thanks for the tip!
Potion effects aren't difficult, there are some good examples on the GitHub repo.
I'll check it out
Cool, just tell us if you need any help.
Edit: Done. Well, it's untested since the recipes are broken right now, but it should work.
Eno had a link to it on the op, not sure where it went.
Ahh, replied a second before I did.
I re-added the link, it must have gotten lost at some point or another.
Sure, feel free to post your pictures here.
Hmm, I don't know why Brewcraft and RedGear would be causing any lag at all. . .
Awesome mod you have in the works here, I'm definitely going to try this out in my survival world and investigate more. Going to enjoy messing around with the systems.
What you expected me to put something here?!?