Oooo now my wheat farm will have a purpose other then sitting there and looking pretty :biggrin.gif: I was going to goto sleep when I got home but now I'll have to play with the millstone!
You plan to reduce the number of modified standard classes? Each new updates of their becoming more and more. =(
I've worked a great deal towards trimming down the number of base classes I modify in the past. The scope of the mod just forces me to make tough choices at certain points.
And this update didn't increase the number at all BTW.
Quote from Axor`dm »
BTW 1.70 -> XieFarming = Everything works except the hibachi.
This is a known issue and has already been discussed on this thread, and with Xie.
Quote from Axor`dm »
In version 1.70 found a bug, a broken model leaver. After the restart world bug disappeared.
I really have no idea what you're trying to say here, or what the screesshot means. You seem to be trying to hook-up Hand Cranks to a Hibachi or something, which will not work, and is not a bug.
Quote from Axor`dm »
By the way, Lighter block in mod SDKguns works with any xg.class. =)
Well, I seriously doubt it functions like this one. For example, does it stay lit in the rain? Is it set not to spread fire to blocks adjacacent to the Hibachi?
Unless it's functionality is 100% identical, then the comparison really isn't a fair one, and I am really not willing to have devices in the mod that "just kinda work" because I don't want to modify a base class.
There are a lot of subtle aspects to making devices work absolutely right. I had it "just working" in previous versions without modifying the .xg class, and it was lagging slower machines (due to the fire supression method I was forced to use on neighboring blocks), and sputtering in the rain.
Thanks for technical comparison to another mod though. I've discussed modifying base-classes, and how seriously I take it many times in this thread. Guess you didn't notice that and felt the need to point it out.
Quote from Thalmane »
Oooo now my wheat farm will have a purpose other then sitting there and looking pretty :biggrin.gif: I was going to goto sleep when I got home but now I'll have to play with the millstone!
Hehe...yeah, I figured having wheat associated with a stackable food-item would finally give it a use. It may be a minor benefit that came out of this release, but it definitely is one :smile.gif:
The mill-stone really isn't all that exciting at the moment IMO, but it will be shortly. I view this as probably the least exciting release I'm going to be doing for awhile, but it was an unfortunate necessity in order to lay the ground-work for what is to come. Well, either that or wait and release a huge mass of stuff all at once, but I'd rather not do that if I can avoid it :smile.gif:
Quote from Grateful42 »
Impressive Flower! I look forward to checking this out
Hehe...yup, that would be a good way to put it :smile.gif:
I won't respond to your individual ideas though. While they are all good, the direction this is going to take is already part of a large design with a definite direction. You can get an idea of just how large from all the "loose ends" I've left in terms of items that currently serve no purpose but which are obviously intended for additional crafting recipes.
So please forgive me if I don't want to give anything away by confirming or denying specific guesses as to where this might be going :wink.gif:
Quote from Quesoman »
I'm rambling now, thank you for the update!
You're most welcome! I'm very excited about what's coming in the next 2-3 releases :smile.gif:
Quote from Quesoman »
Oh, one more thing, is the et.class still used for minecart plates only, and safely removed, or with the new updates is again needed? I have other mods that want to use this class :tongue.gif:
Nah, it's used by the Detector Block now (the minecart plate code has been totally removed, and only the block itself remains in a non-functional state...that will be going soon too). I had a long bout of soul-searching in this thread before making that particular base-class modification, but as this mod moves forward, I just couldn't see any reasonable way around it (the alternative was to modify 15 or so other base classes instead, and if I did so, there's no way the Detector Block would have recognized stuff from other mods properly). You can *probably* safely overwrite it, keeping in mind that the detector block will not function properly if you do so.
I tried to talk to the ModLoader guy about possibily putting in some hooks to provide access to the stuff I need so that the base-class wouldn't have to be modified, but I think it's been over a week now and he's yet to respond to me. I'll continue looking for alternatives, but I think it's rather doubtful that I'll be able to avoid modifying the world.class (et.class when obfuscated) with this mod given its scope :\
Quote from logorouge »
Oh oh, another major update. Many new items to play around with and the introduction of mechanical power. Interesting, very interesting.
It is indeed interesting, and I'm sure you're beginning to get a glimpse of the potential of what I am working on here :smile.gif:
As I've mentioned though, I'm kinda dissapointed that the release doesn't contain more that is *immediately* useful to the player (Donuts, while tasty, only go so far :wink.gif: ). It's been a couple of releases now that have been like that (like, the hemp still doesn't have a real use in place), but unfortunately, given the scope of my design here, it was a necessity to first lay this groundwork.
I'm kinda at a decision point right now about what to work on and release next. I've got two alternatives: one that is immediately useful to the player, and one that isn't, but which is far more impressive and lays the groundwork for even more future stuff.
The more I think about it, the more it seems like the right choice to tackle the immediately useful one next lest I perpetuate the trend of increasingly "theoretical" releases. I can get back to the crazy grand-design stuff in the release that follows :smile.gif:
Does the doughnut have a cookie image or is it just me? Ha! :tongue.gif:
Hehe....yeah, for now. You know me, I implement functionality first, then come back and redo the graphics when I'm in an "artistic mood" (which is usually when I'm too tired or drunk to code :wink.gif: ).
I try to take advantage of the times when I'm at my most intellectually productive to get the tough stuff done, and leave the details for later :wink.gif:
I've got a long list of visual changes I want to make when I get around to it. Everything from a proper icon for Hemp, to a custom texture for the Hand Crank. All that to say...don't worry, it'll get changed :smile.gif:
As I've mentioned though, I'm kinda dissapointed that the release doesn't contain more that is *immediately* useful to the player (Donuts, while tasty, only go so far :wink.gif: ). It's been a couple of releases now that have been like that (like, the hemp still doesn't have a real use in place), but unfortunately, given the scope of my design here, it was a necessity to first lay this groundwork.
It's understandable that you have to do that kind of release, so you can build the foundations for the future features. Although I won't complain if the next one include some ready-to-use feature *cough*lens*cough*. Anyway, this release isn't bad at all. I can now bake some bread instead of using a hammer and a backsaw to craft some wheat into bread. :wink.gif:
Rollback Post to RevisionRollBack
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
It's understandable that you have to do that kind of release, so you can build the foundations for the future features. Although I won't complain if the next one include some ready-to-use feature *cough*lens*cough*. Anyway, this release isn't bad at all. I can now bake some bread instead of using a hammer and a backsaw to craft some wheat into bread. :wink.gif:
Lol...yeah, having the Lens in there partially implemented is driving me nuts too. I wanted to take a step back from it to consider some technical details of how it should work, and now that I'm on this mechanical path, I don't want to leave that hanging until it bears fruit either. No choice but to push forward until I get to the other side :smile.gif:
Don't worry, I'll get back to it. I just want to make sure these huge systems I'm putting in place have their use first, because I consider that more of a priority than a block that basically works in isolation.
Bread is so passe man. You'll be much happier to have doughnuts around once your hemp harvest comes in :wink.gif:
Hehe...but why would you want to go home when I have this lovely stew brewing?
...don't mind the bones. Chickens grow huge around here....
You're right. Just because you happen to have a portal to hell and screams of agony can be heard from the walls of your house doesn't mean you can't be trusted. Now, if you'll excuse me, I'm gonna run away.
Rollback Post to RevisionRollBack
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
You're right. Just because you happen to have a portal to hell and screams of agony can be heard from the walls of your house doesn't mean you can't be trusted. Now, if you'll excuse me, I'm gonna run away.
Wait! Don't you want to tour my 'plantation'?
"Better Than Wolves: Explaining why Steve lives alone one feature at a time..."
I personally use a lot of glass in my builds, at the moment I'm building a 1km long mine track in the nether and don't want Gasts messing it up. So its a Glass tunnel with an obsidian floor.
Also, this way sandstone can be a type of storage medium for sand along with an early game building material :biggrin.gif:
So, I have Xie's Farming mod, and the way to make this mod work is to download yours after his?
(That would make his trees invincible to fire, as you said a few pages ago.)
Please confirm that I'm correct!
(Thanks in advance ;P)
Rollback Post to RevisionRollBack
Quote from The Great Radio »
Quote from Crysis »
Quote from Hafk »
Fixed
Fixed.
Fixed.
Gosh guys, it was fine the way it was.
Quote from Awsomedude101101 »
Hey I'm am 11 plz ignore laungue THATS SO ****ING AWESOME AGHHHHHHHHHH I want but I am totally broke
P.S no homo but r u a girl?
So, I have Xie's Farming mod, and the way to make this mod work is to download yours after his?
(That would make his trees invincible to fire, as you said a few pages ago.)
Please confirm that I'm correct!
(Thanks in advance ;P)
Actually, as Battosay said, you want Xie's xg.class file. It doesn't really matter what order you install, just as long as you make sure that his either overwrites mine, or you don't copy mine over.
The trade off is that the Hibachi won't work 100% right, but if you use my xg.class with Xie's mod, it will cause a crash. As I mentioned before though, this is hopefully something he'll be changing shortly on his end.
Quote from Battosay »
Wow, I'm out two days, and already a new release :smile.gif:
So, the first device using mechanical power ! Bit borring to do it by hand, but I'm sure steam (or the thing you came along with) is gonna help us speed things up.
Hehe...yes, you can rest assured that you're not going to have to crank everything by hand (although it will be required to start this whole process, and will still be a useful device later on for certain specific applications). It's just the beginning of an overall system, although I won't give any hints at present as to what form it's going to take. I will say that steam is still a long way off however...that's not where this is going right now, but that's as far as I'm willing to go :smile.gif:
Quote from Battosay »
Seeing how you seem to be interested in the middle age 'technology' (dunno how to say that, you get the point :tongue.gif:), I think you're heading towards something really realistic and that will bring some more depth into the game. I'm sure I'll love it.
I hope so man. I'm very excited to see this all in game myself :smile.gif:
Quote from Battosay »
Regarding the 1.70 : Didn't had that much time to play with it, I just tried out the device we mentionned earlier, and there's still a problem : the dispenser won't spill out the item now ... it just gets destroyed :/
I'll have more time tomorrow to test it a bit more :smile.gif:
Arg! That's what I get for "fixing" a bug when I'm dead tired and just trying to last long enough to get a release uploaded :sad.gif:
Will fix of course.
Quote from Battosay »
Don't be. Your mod is already amazing as it is, don't forget it, Sure, we get used to it, but that's a good sign : to me, playing minecraft isn't even possible without your mod for me, it's part of the game, no, it's the game itself, that's how it should be actually. So you don't need to blow our head with every new release, we're already headless ghouls now ^^
Wow, thanks man. That put a big smile on my face :smile.gif:
Quote from Battosay »
My 'I-wanna-play-right-now' side would like the immediatly usefull release, but my 'Damn-I-wanna-know-what-he's-hiding' side prefers the second alternative ^^
Well, I've already begun on the "immediately useful" stuff, so don't worry about it. The next release should see the first practical use for hemp (there will be several...this is just the beginning) and at least two different block types.
The functionality of the next release won't tie immediately into the mechanical system, but the two will connect over the next few releases after that.
Enjoying this mod quite a bit lately, just wanted to mention the only bug I've found so far. Snow blocks don't seem to work in the block dispenser. when they retract (for lack of a better term) they turn into snowballs in the machine.
Loving this mod though, especially the Detector blocks, brilliant idea. I never bothered to even mine much redstone till now, so many cool uses for it with the Detectors and Hibachis and Block Dispensers. I actually ran out !
I've worked a great deal towards trimming down the number of base classes I modify in the past. The scope of the mod just forces me to make tough choices at certain points.
And this update didn't increase the number at all BTW.
This is a known issue and has already been discussed on this thread, and with Xie.
I really have no idea what you're trying to say here, or what the screesshot means. You seem to be trying to hook-up Hand Cranks to a Hibachi or something, which will not work, and is not a bug.
Well, I seriously doubt it functions like this one. For example, does it stay lit in the rain? Is it set not to spread fire to blocks adjacacent to the Hibachi?
Unless it's functionality is 100% identical, then the comparison really isn't a fair one, and I am really not willing to have devices in the mod that "just kinda work" because I don't want to modify a base class.
There are a lot of subtle aspects to making devices work absolutely right. I had it "just working" in previous versions without modifying the .xg class, and it was lagging slower machines (due to the fire supression method I was forced to use on neighboring blocks), and sputtering in the rain.
Thanks for technical comparison to another mod though. I've discussed modifying base-classes, and how seriously I take it many times in this thread. Guess you didn't notice that and felt the need to point it out.
Hehe...yeah, I figured having wheat associated with a stackable food-item would finally give it a use. It may be a minor benefit that came out of this release, but it definitely is one :smile.gif:
The mill-stone really isn't all that exciting at the moment IMO, but it will be shortly. I view this as probably the least exciting release I'm going to be doing for awhile, but it was an unfortunate necessity in order to lay the ground-work for what is to come. Well, either that or wait and release a huge mass of stuff all at once, but I'd rather not do that if I can avoid it :smile.gif:
Cool man. Hope you like it :smile.gif:
Funny fact: Even when I'm away from Minecraft, I still check this thread for updates.
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Hehe...yup, that would be a good way to put it :smile.gif:
I won't respond to your individual ideas though. While they are all good, the direction this is going to take is already part of a large design with a definite direction. You can get an idea of just how large from all the "loose ends" I've left in terms of items that currently serve no purpose but which are obviously intended for additional crafting recipes.
So please forgive me if I don't want to give anything away by confirming or denying specific guesses as to where this might be going :wink.gif:
You're most welcome! I'm very excited about what's coming in the next 2-3 releases :smile.gif:
Nah, it's used by the Detector Block now (the minecart plate code has been totally removed, and only the block itself remains in a non-functional state...that will be going soon too). I had a long bout of soul-searching in this thread before making that particular base-class modification, but as this mod moves forward, I just couldn't see any reasonable way around it (the alternative was to modify 15 or so other base classes instead, and if I did so, there's no way the Detector Block would have recognized stuff from other mods properly). You can *probably* safely overwrite it, keeping in mind that the detector block will not function properly if you do so.
I tried to talk to the ModLoader guy about possibily putting in some hooks to provide access to the stuff I need so that the base-class wouldn't have to be modified, but I think it's been over a week now and he's yet to respond to me. I'll continue looking for alternatives, but I think it's rather doubtful that I'll be able to avoid modifying the world.class (et.class when obfuscated) with this mod given its scope :\
It is indeed interesting, and I'm sure you're beginning to get a glimpse of the potential of what I am working on here :smile.gif:
As I've mentioned though, I'm kinda dissapointed that the release doesn't contain more that is *immediately* useful to the player (Donuts, while tasty, only go so far :wink.gif: ). It's been a couple of releases now that have been like that (like, the hemp still doesn't have a real use in place), but unfortunately, given the scope of my design here, it was a necessity to first lay this groundwork.
I'm kinda at a decision point right now about what to work on and release next. I've got two alternatives: one that is immediately useful to the player, and one that isn't, but which is far more impressive and lays the groundwork for even more future stuff.
The more I think about it, the more it seems like the right choice to tackle the immediately useful one next lest I perpetuate the trend of increasingly "theoretical" releases. I can get back to the crazy grand-design stuff in the release that follows :smile.gif:
Me three (as if that wasn't obvious) :smile.gif:
Hehe....yeah, for now. You know me, I implement functionality first, then come back and redo the graphics when I'm in an "artistic mood" (which is usually when I'm too tired or drunk to code :wink.gif: ).
I try to take advantage of the times when I'm at my most intellectually productive to get the tough stuff done, and leave the details for later :wink.gif:
I've got a long list of visual changes I want to make when I get around to it. Everything from a proper icon for Hemp, to a custom texture for the Hand Crank. All that to say...don't worry, it'll get changed :smile.gif:
It's understandable that you have to do that kind of release, so you can build the foundations for the future features. Although I won't complain if the next one include some ready-to-use feature *cough*lens*cough*. Anyway, this release isn't bad at all. I can now bake some bread instead of using a hammer and a backsaw to craft some wheat into bread. :wink.gif:
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Lol...yeah, having the Lens in there partially implemented is driving me nuts too. I wanted to take a step back from it to consider some technical details of how it should work, and now that I'm on this mechanical path, I don't want to leave that hanging until it bears fruit either. No choice but to push forward until I get to the other side :smile.gif:
Don't worry, I'll get back to it. I just want to make sure these huge systems I'm putting in place have their use first, because I consider that more of a priority than a block that basically works in isolation.
Bread is so passe man. You'll be much happier to have doughnuts around once your hemp harvest comes in :wink.gif:
But...how will I find my way home if I don't have my precious breadcrumbs trail? xP
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Hehe...but why would you want to go home when I have this lovely stew brewing?
...don't mind the bones. Chickens grow huge around here....
You're right. Just because you happen to have a portal to hell and screams of agony can be heard from the walls of your house doesn't mean you can't be trusted. Now, if you'll excuse me, I'm gonna run away.
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Wait! Don't you want to tour my 'plantation'?
"Better Than Wolves: Explaining why Steve lives alone one feature at a time..."
Personally, I am beginning to wonder if the monsters may be the "good guys" in this whole twisted saga...
So guys, no bugs to report? I am beginning to wonder if we're going to need a fractional release or not :smile.gif:
Love the mill stone idea, You going to add a water mill?
Idea: You think the mill stone could grind sandstone back into sand?
Glad you like it man!
As I said earlier, I will neither confirm nor deny such guesses :smile.gif:
I don't see why not. That's probably 10 minutes work on my part and doesn't consume any IDs.
Just out of curiosity, what do you want to use it for? I don't really see many practical applications for it, but maybe I'm missing something.
Also, this way sandstone can be a type of storage medium for sand along with an early game building material :biggrin.gif:
(That would make his trees invincible to fire, as you said a few pages ago.)
Please confirm that I'm correct!
(Thanks in advance ;P)
Gosh guys, it was fine the way it was.
Actually, as Battosay said, you want Xie's xg.class file. It doesn't really matter what order you install, just as long as you make sure that his either overwrites mine, or you don't copy mine over.
The trade off is that the Hibachi won't work 100% right, but if you use my xg.class with Xie's mod, it will cause a crash. As I mentioned before though, this is hopefully something he'll be changing shortly on his end.
Hehe...yes, you can rest assured that you're not going to have to crank everything by hand (although it will be required to start this whole process, and will still be a useful device later on for certain specific applications). It's just the beginning of an overall system, although I won't give any hints at present as to what form it's going to take. I will say that steam is still a long way off however...that's not where this is going right now, but that's as far as I'm willing to go :smile.gif:
I hope so man. I'm very excited to see this all in game myself :smile.gif:
Arg! That's what I get for "fixing" a bug when I'm dead tired and just trying to last long enough to get a release uploaded :sad.gif:
Will fix of course.
Wow, thanks man. That put a big smile on my face :smile.gif:
Well, I've already begun on the "immediately useful" stuff, so don't worry about it. The next release should see the first practical use for hemp (there will be several...this is just the beginning) and at least two different block types.
The functionality of the next release won't tie immediately into the mechanical system, but the two will connect over the next few releases after that.
Loving this mod though, especially the Detector blocks, brilliant idea. I never bothered to even mine much redstone till now, so many cool uses for it with the Detectors and Hibachis and Block Dispensers. I actually ran out !