Like in real mines, there is usually a big fan at the top of a mine that sucks the noxious gases like Carbon Monoxide and Methane. (just to name a few) These usually come from generators, blasting or even the ore body itself (Coal is notorious for producing methane). With the fan on the surface sucking the noxious gases from the mine, I imagine this creates a sort of vacuum that drags air down the main shaft and into the mine's workings. This is called Flow-through ventilation (I think). You could possibly find a way that simulates this in Minecraft (Would be very difficult I presume). Pipes or tubes or something could work.
Or could just use something similar to scuba diving gear like oxygen tanks and a rebreather lol.
This is almost exactly what I have in mind however I'm thinking of making the ventilation a little more simple because the processing involved with doing it realistically would be too much for Minecraft to handle.
Hey can someone help me with the configs of this mod? I'm trying to disable all by vanilla physics. I can disable the physics however when I do that vanilla blocks like sand and gravel don't fall. If I try to enable physics in enviromine.cfg and disable all but "sand like" in stabilitytype.cfg, I willl then have physics again but it is applied to every block again. Anyway to make this work properly?
Yeah I thought it was working, but apparently it still isn't, I have to wait a short amount of time until block physics actually are taken into account, so if I build something immediately after loading up the world it works, simply because there are no physics yet. But once physics are properly used the holding up doesn't work
This is almost exactly what I have in mind however I'm thinking of making the ventilation a little more simple because the processing involved with doing it realistically would be too much for Minecraft to handle.
Perhaps some variation of Buildcraft Pipes? Air can only be collected from a location with a view of Sky or a large volume of clean air underground (greenhouse?). Once collected it could be piped to where it's needed and an outlet could behave as a point source of clean air. Add in redstone signaling (pipe wires?) to toggle outlets open/closed to maintain pressure in the system. Higher pressure might translate to a larger clean zone.
Perhaps some variation of Buildcraft Pipes? Air can only be collected from a location with a view of Sky or a large volume of clean air underground (greenhouse?). Once collected it could be piped to where it's needed and an outlet could behave as a point source of clean air. Add in redstone signaling (pipe wires?) to toggle outlets open/closed to maintain pressure in the system. Higher pressure might translate to a larger clean zone.
TimbuckTato and I both are trying not to add a lot of additional blocks and items because we want the mod to focus purely on the gameplay aspect of the mod. This however does not rule out the possibility of a filtration block which will clear out any harmful gases around it. Piping is not a planned feature though compatibility for Glenn's Gases pipes may be added.
Just want to suggest making damage from thrist/heatstroke/frostbite configurable and make them "true dame"(eg. bypasses armor), because in a multimod environment there are too many stuff that can keep you alive even without drinking water and having a body temprature like 80°C or so...
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Just starting using a modpack using this and came by to try and get some more information.
Is there a description some where of how a hot/cold item/block affects a players temperature? What's the range that it affects a player? Is there an in game way to see the temp of a item/block? Can fluids have a custom temperature?
Looking forward to glowstone helping hold up blocks. Physics is off for the pack, but there is good access to glowstone, and I'd try playing with physics on when that works.
Is it possible that you can overhaul the GUI because the body temp hydration etc. bars are very intrusive and there is no way to change this especially when other mods with guis are installed. And about the body-temp can you add an option in the config that would make any light source emit heat?
Just want to suggest making damage from thrist/heatstroke/frostbite configurable and make them "true dame"(eg. bypasses armor), because in a multimod environment there are too many stuff that can keep you alive even without drinking water and having a body temprature like 80°C or so...
It should already bypass armour but yes, I can add customizable lethality if you wish (even instant death if that's your kinda thing).
Just starting using a modpack using this and came by to try and get some more information.
Is there a description some where of how a hot/cold item/block affects a players temperature? What's the range that it affects a player? Is there an in game way to see the temp of a item/block? Can fluids have a custom temperature?
Looking forward to glowstone helping hold up blocks. Physics is off for the pack, but there is good access to glowstone, and I'd try playing with physics on when that works.
Custom block/item properties are done through custom configs (see the defaults in the config folders for how to layout your own) which can be generated by using the ctrl+j keyboard shortcut when looking/holding an item/block. The range of effect is 5 blocks (not configurable) and there is a debug option if you need precise statistics when you're testing them. There isn't anything stopping fluids having custom properties though the shortcut won't work on them so you will need to find the block ID and manually make the config yourself.
Is it possible that you can overhaul the GUI because the body temp hydration etc. bars are very intrusive and there is no way to change this especially when other mods with guis are installed. And about the body-temp can you add an option in the config that would make any light source emit heat?
A GUI overhaul is in the works including some choice of styles.
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Is there a detailed description of how how the custom properties affect the player?
Like the: difference between Ambient & Effect. What counts as Shade. The math for how temp changes. etc
Is there a detailed description of how how the custom properties affect the player?
Like the: difference between Ambient & Effect. What counts as Shade. The math for how temp changes. etc
There is a lot of dynamic calculation that goes into this. As much as I would like to explain how these systems work that it would basically mean me reading out the code and explaining what each of the 1000+ lines does piece by piece. But as a brief explaination:
Ambient - The effect the item has just being in your hotbar
Effect - The effect the item has on consumption (eating/drinking)
Shade - If your character is in direct line of sight of the sun.
Math for Temperature - A lot... I can't even explain all of it here, but if you can read code, here is the code for the calculations
Build 53 released. Lethality of effects increased, side effects for low air was added and a fix for data being reset after leaving the End has also been made.
hey funaway, just started messing around with your mod with ichuns sync installed, and it seems when you die and "resync" to another shell, it gives a "no environment data" message on the readout
I don't know if you are already aware of that as a thing (and im not sure if here is the best place to put it) but near as i can tell, would a key that recalculates environment data be able to be a thing, or is it a bit more complex an issue than that?
What version are you using because I think I already fixed this indirectly. Even if it isn't fixed this would be quite a difficult and complex event to predict.
How about adding weight? It would force players to use minecarts for mining. You might consider also replacing diamond stuff with steel, and making creating weapons and tools harder.
weight - iguana tweaks
replacing diamond with harder to find material - TICtweaks
tools and weps harder to make - TICtweaks
search a little
^ That... Me and TimbuckTato aren't going to go take other mod concepts and make this an 'all-in-one' mod. It's just makes for a lot of unnecessary work and frankly would put a lot more pressure on me to keep things stable. (Gases is another matter though, we found the existing ones somewhat unrealistic or missing some functionality)
Automatic generated configs for all other mod armors are really nice!
Just have one question about configs and temperature:
In my modpack with machines and so, I would like to add other temperature behaviour for active and for inactive machines (similar as furnace / burning furnace ), is that possible ? And can be detected by your mod, that these machines are active?
I can add it to configs (furnace and also that machines) but I can set its behaviour only once by looking on it and pressing the shortcut....and then even it is burning, I cannot change the values for temperature of burning furnace nor machine...
however, on defaults, burning furnace gives more heat than idle...(what is good )
Active furnaces can have different temperature values but only if it uses a different block idea or metadata to switch states (I know some mechanical mods use tile entity data in which case they won't work)
Currently using 49, which i believe is the most up to date?
if it isn't a simple fix don't worry about it; its difficult to gauge how complex things are as a non modder , its only a minor inconvenience really and relogging seems to fix it,
Yea I fixed this in the Beta builds. I'm up to build 54 as of today. The main link on the front page is just the most recently stable version. I make builds about every 2 days to resolve issues and tweak things.
I suggest that if you die (epecially with /kill or /suicide , you will start with only 50% of sanity. (or configurable) I quite don´t like that people can just kill themself to refill all....any chance to get configurable the starting values after death? Thanks
That is actually a lot harder to detect than you'd think.
Well seeing as you have a lot of interest in food spoiling then I'll be sure to look into methods of getting this to work. Thanks for the thread link, gives me ideas of how to go about making it work.
Wow, makes Minecraft much better (harder I suppose.) But try this with hardcore. -.-
I've tried this with hardcore, it's very challenging to say the least. Sometimes, despite knowing the ins and outs of the mod's works, I still die from horribly unlucky situations that not even I could predict.
Well seeing as you have a lot of interest in food spoiling then I'll be sure to look into methods of getting this to work. Thanks for the thread link, gives me ideas of how to go about making it work.
some people is already interesting in the idea, i will try to post there a much polish idea in order to make you easy to try to make it real, now i am try to set some main features and see people opinions about. a spoil food sistem can make farming and having livestock more interesting without the need to hardcore the game to much.
thanks for your interest , and if you have some time to talk there to say what kind of things you see more viable or not from the ideas would be very appreciated
I wonder if it would be possibkle to make cauldrons infinite water sources. Having to fill them up every time you take three sips is ridiculous. Also can you use lava instead of fire under a cauldron? Server I am playing on has a mob that spawns from open flame.
This is almost exactly what I have in mind however I'm thinking of making the ventilation a little more simple because the processing involved with doing it realistically would be too much for Minecraft to handle.
Fixed in build 52
Perhaps some variation of Buildcraft Pipes? Air can only be collected from a location with a view of Sky or a large volume of clean air underground (greenhouse?). Once collected it could be piped to where it's needed and an outlet could behave as a point source of clean air. Add in redstone signaling (pipe wires?) to toggle outlets open/closed to maintain pressure in the system. Higher pressure might translate to a larger clean zone.
TimbuckTato and I both are trying not to add a lot of additional blocks and items because we want the mod to focus purely on the gameplay aspect of the mod. This however does not rule out the possibility of a filtration block which will clear out any harmful gases around it. Piping is not a planned feature though compatibility for Glenn's Gases pipes may be added.
Is there a description some where of how a hot/cold item/block affects a players temperature? What's the range that it affects a player? Is there an in game way to see the temp of a item/block? Can fluids have a custom temperature?
Looking forward to glowstone helping hold up blocks. Physics is off for the pack, but there is good access to glowstone, and I'd try playing with physics on when that works.
It should already bypass armour but yes, I can add customizable lethality if you wish (even instant death if that's your kinda thing).
Custom block/item properties are done through custom configs (see the defaults in the config folders for how to layout your own) which can be generated by using the ctrl+j keyboard shortcut when looking/holding an item/block. The range of effect is 5 blocks (not configurable) and there is a debug option if you need precise statistics when you're testing them. There isn't anything stopping fluids having custom properties though the shortcut won't work on them so you will need to find the block ID and manually make the config yourself.
A GUI overhaul is in the works including some choice of styles.
Yes, read previous posts on the many times I've mentioned it.
Like the: difference between Ambient & Effect. What counts as Shade. The math for how temp changes. etc
There is a lot of dynamic calculation that goes into this. As much as I would like to explain how these systems work that it would basically mean me reading out the code and explaining what each of the 1000+ lines does piece by piece. But as a brief explaination:
Ambient - The effect the item has just being in your hotbar
Effect - The effect the item has on consumption (eating/drinking)
Shade - If your character is in direct line of sight of the sun.
Math for Temperature - A lot... I can't even explain all of it here, but if you can read code, here is the code for the calculations
Subscribe. You may enjoy what you see.
Yes !
It is the one i am waiting for to complete my bunch of mods !
I can't wait !!
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
What version are you using because I think I already fixed this indirectly. Even if it isn't fixed this would be quite a difficult and complex event to predict.
^ That... Me and TimbuckTato aren't going to go take other mod concepts and make this an 'all-in-one' mod. It's just makes for a lot of unnecessary work and frankly would put a lot more pressure on me to keep things stable. (Gases is another matter though, we found the existing ones somewhat unrealistic or missing some functionality)
Active furnaces can have different temperature values but only if it uses a different block idea or metadata to switch states (I know some mechanical mods use tile entity data in which case they won't work)
Yea I fixed this in the Beta builds. I'm up to build 54 as of today. The main link on the front page is just the most recently stable version. I make builds about every 2 days to resolve issues and tweak things.
That is actually a lot harder to detect than you'd think.
I make modpacks in my free time, its fun.
Well seeing as you have a lot of interest in food spoiling then I'll be sure to look into methods of getting this to work. Thanks for the thread link, gives me ideas of how to go about making it work.
I've tried this with hardcore, it's very challenging to say the least. Sometimes, despite knowing the ins and outs of the mod's works, I still die from horribly unlucky situations that not even I could predict.
some people is already interesting in the idea, i will try to post there a much polish idea in order to make you easy to try to make it real, now i am try to set some main features and see people opinions about. a spoil food sistem can make farming and having livestock more interesting without the need to hardcore the game to much.
thanks for your interest , and if you have some time to talk there to say what kind of things you see more viable or not from the ideas would be very appreciated
I make modpacks in my free time, its fun.
Yeah man, hey if you send me a pm with the series and stuff i might end up featuring it on the front page.