Joints aren't going in the mod anytime soon guys (if ever). No point discussing recipes :smile.gif:
Quote from Nike2000 »
Hello and very cool mod, with this i can make light bulb:) (it's easier than the pistons xD)
Can you help me, i tried starting with a fresh jar, i installed modloader, deleted meta inf, i installed your mod and it gives this error:
Did you install by copying the appropriate files into minecraft.jar, as per the instructions in the readme, or did you copy the .zip file into the /mods folder?
The 2nd method is not supported by this mod (or any mod that modifies base classes).
P.S. I'd edit your above post. I think you just posted your Minecraft password to the forums.
EDIT: I'm going to bed guys. Please reference all further support requests to the flying turtle running my help-desk :smile.gif:
I am willing to drop the companion cube point if you are.
Second, I haven't actually gotten around to building an operating mob ginder, so I suppose I do not know just how many drops they can give out. I do however understand your concern about item avalability, and accept it. My concern lies in that there is currently only one limited use for rope/hemp, and if a player does not use that, they may not have any need for growing hemp. So, my main question is, will there be any more uses for rope in the future?
Thanks for the condsideration for my idea. I do hope it gets implemented, but how long would that take/how many other things are you going to do in the mean time?
Ah, I missed a couple of things on that last page. Should've read it more carefully.
Now, though, my mismatched word calling you sadistic rather than, was it sinister? is now substantiated. I suppose you can truly call this mod unique, because if you want to shove living wolf-cube into a meat grinder, while slowly turning the crank and watching as is sheds off layer after layer of skin and muscle, YOU CAN DO THAT. No other mod gives you that capability. The possiblities are endless! :biggrin.gif:
A new use for rope: Hangman's nooses! Bye tying several lenghts of rope togethor, you can make a noose! When hung from an anchor, it dangles menacingly below! For added fun, you can drag zombies to them and dangle the corpses around your base to serve as a warning for others! For even more fun, you can drag faithful dogs to them and string them up, watching as the noose slowly chokes the life from the stupid animal's writhing body! It dosent get better than this!
WAIT! Yes it does!
Next up: The Rack! Built by combining hand cranks and rope, the rack is the classical medieval torture device! It can cause highly controled pain for unparraleled ammounts of time! Comes in configurations for human or canine-sized animals!
These are just some of the uses of ropes! The possibilities are endless!
P.S. THERE IS NEVER ENOUGH STRING. I MUST HAVE MORE!!
We need rope arrows! Fire an arrow and when it hits something (preferably a wall or ceiling) it lets down a rope you can climb! If you lack walls and a ceiling, fell free to shoot wolves - you hobo.
Bow fishing using rope arrows?
Edit:
To those curious, I sometimes ask questions or make statments in such a way that it places emphasis on areas different than what I intended originally. So, disregarding my previous comments, here is what I feel to be closer to what I was acutally asking:
I was under the impression that you (Flower Child) did not actually hate wolves themselves, but rather disliked the development sink that they create and the detrimental effect that has on other aspects of the game. That being the case, why do you choose to include wolf torture impliments such as the companion cube, and the ability to grind it down into raw products?
Hemp can only be made into rope, which has a limited use. Why not make it produce string, for a greater variety of uses?
-Response: Hemp does not produce string, as mob grinders produce large quantites of string, so after a functioning mob grinder is set up, there would be little point to farming hemp.
Given that, hemp currently has only one limited use. Will it be given more uses in the future, to make farming of it more worthwhile?
-Response: Yes, more uses are planed in the future.
Good.
That being said, please disregard my previous comments.
Thank you for your time.
1.You do not hallucinate on weed, unless thats salvia(Some have bad reactions to it, Ive seen it), k2(pm same as salvia), or laced with something.
Man, Salvia is totally unrelated to weed, and IMO is one of the most potent halucinagens known to man if smoked properly (but very short lived. Its main effects only last around 15 minutes).
It requires extremely high temperatures to activate (which is why most people don't halucinate with it...they aren't doing it right), usually through application of a butane lighter. You have to apply the flame just right too. There's a real technique to it.
If you just smoke it in a joint (which is what it sounds like you witnessed), you're basically just wasting it. At most someone will get a mild feeling of euphoria and *maybe* some visual trails off of it. If you do it right, it's the kind of all encompasing experience where you meet god, sleep with Kali, and then have breakfast with Jesus in the space of 15 minutes.
This is all of course from what I've heard. I'd NEVER touch the stuff myself...
ahem
Nah metal pipe and one of those lighters that shoots flame like a jet engine.
He wasn't able to even speak properly and had to go to the hospital because it seamed like he was having a seizure (This is a 38 year old man who's done nearly everything)
Your rope make exploring my vast dungeon network quite fun.
Idea: You think you could be able to jump off the rope? I'm having this problem.
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I cant get off the rope with out falling back down. The anchor is attached to the ceiling. I was thinking if maybe the rope could push you a bit on dismount, or just being able to jump off it would work.
Some more pictures from my game :biggrin.gif:
I really like how this looks.
Edit:
Not really a bug, but would look nicer if the anchor had the rope on it even when it is on top of a block.
Wow. Each day when I wake up the number of overnight posts seems to keep growing. I'm really going to need to hire that turtle on full-time :smile.gif:
Quote from paddystar »
Okay im the guy who had the problem with audiomod:)
I was actualy stupid enough to have an old version of modloader :ohmy.gif:
epic mod:)
Glad you figured it out man!
Quote from Nike2000 »
wew, did i really posted my pass?
I looked at it before posting but it was not:S
I installed the mod by copying the appropriate files into jar, but still didn't worked:(
Sorry, it looked like you did. I didn't want to take any chances in case you had. My mistake :smile.gif:
Ok, first thing to check, like the poster above, is that you have the most recent version of ModLoader and not an old copy. Also, be sure to go over the installation instructions and follow them to the letter. There's really no reason that the mod should have problems on a fresh install of Minecraft.
Quote from Thethingamabob »
I am willing to drop the companion cube point if you are.
I would have been willing to, but it doesn't look like you really did drop it, so we'll unfortunately have to continue this below :wink.gif:
Quote from Thethingamabob »
Second, I haven't actually gotten around to building an operating mob ginder, so I suppose I do not know just how many drops they can give out. I do however understand your concern about item avalability, and accept it. My concern lies in that there is currently only one limited use for rope/hemp, and if a player does not use that, they may not have any need for growing hemp. So, my main question is, will there be any more uses for rope in the future?
I think other have already answered you here (and indeed I did in my last response to you). In the next release, Rope will have a secondary use that will make it a crucial crafting ingrediant. In 2-3 releases rope will then have a primary use that simply can not be ignored.
Quote from Thethingamabob »
Thanks for the condsideration for my idea. I do hope it gets implemented, but how long would that take/how many other things are you going to do in the mean time?
That, I can't really say. In 2-3 releases the mechanical system will be fairly fleshed out and I can start adding devices to it (almost like I did for RedStone devices in the past) until I feel the functionality is properly explored. I see the turn-table as being a potential part of that process.
Obviously, I'm not working on a fixed schedule, so I'd be pulling any time-estimates on that out of my ass.
Quote from Battosay »
Don't forget the feathers, never used to make arrows since there's skellys. And because of you I'm starting to be low on strings, I'm using so much to make a lot of dispensers ^^
Yup, feathers are right up there with strings for overproduction :smile.gif:
True on the Block Dispensers using string. I take it you converted a bunch to wool in the past?
I'm planning on adding the ability to grind wool into string into the next release if it's any help.
Quote from Battosay »
Wow, you've heard a lot ...
Yup...I like to stay well informed :wink.gif:
Quote from Urian »
We need rope arrows! Fire an arrow and when it hits something (preferably a wall or ceiling) it lets down a rope you can climb! If you lack walls and a ceiling, fell free to shoot at wolves - you hobo.
Interesting idea. I'll keep it in mind.
Ok....taking a break from responding. Will get back to it in a bit :smile.gif:
I was under the impression that you (Flower Child) did not actually hate wolves themselves, but rather disliked the development sink that they create and the detrimental effect that has on other aspects of the game. That being the case, why do you choose to include wolf torture impliments such as the companion cube, and the ability to grind it down into raw products?
I don't hate wolves man. I think my Bugs Bunny analogy from earlier applies here too: would you be assuming the creators of Bug Bunny/Road Runner hated Coyotes?
I've explained this before in this thread, but what we have here is a running gag that has taken on a life of its own. When I posted the "Notch: Wolves are a Bad Idea" thread back in the day (which I think is the one you are referring to), I was overwhelmed with trolls that had the knee-jerk response that I just hated wolves for no good reason, while never bothering to actually read and consider the point I was trying to make about development resources and time management.
So, I started having a laugh with playing off of people's perceptions in that. The first thing I did in that regard was change my avatar to what it is now. That image has since practically become a brand-logo that I use in all my videos to demonstrate new features.
This caused the wolfaboos to freak out even more, while people who understood what I was doing got a laugh out of it. It became an "inside joke".
Since then, I've continued to play off of that with more and more extreme versions of the same. People assume I hate wolves (falsely), and I continue to play off that perception to greater and greater effect. To the point now where even guys like you, who obviously understood my original point, are becoming confused as to what my stance really is.
Meanwhile, I've devoted relatively VERY little time to this aspect of the mod. I'd estimate I've probably spent between 250 and 300 hours working on various aspects of this mod (from programming, to answering messages on this forum, to creating videos and textures).
In comparison, I spent maybe an hour working on the Companion Cube, and another hour last night grinding them and making that video to demonstrate the Hand-Crank and Mill Stone in an amusing fashion.
In other words, those features I've put in that you're referring to are BY FAR the easiest I've undertaken on this mod. There's no way I'd invest 10+ hours implementing a medieval torture-wrack as you jokingly suggested in another post just to torture wolves, when I could be spending that same time doing something like the turn-table we've been talking about (which actually adds something to the game).
So man, if I take half an hour on a Friday night after having a couple of beers to make it possible to grind up a companion cube, and another half hour to shoot and edit a video for it, just for a laugh and to promote the mod, where's the harm?
I wasn't in any state to be handling any serious coding anyways. I was tired, had the aforementioned beers, and had a funny idea for how to demonstrate some existing features in an entertaining way. That's it. The fact that I could play that off of our earlier conversation about cubes and string was just an added bonus :smile.gif:
If you check my YouTube page, you'll notice that almost all the demo videos I've shot for this mod have a few thousand views each. I'm obviously doing something right here.
That's all I'll be willing to say about this topic for a LONG time man. I think I've more than adequately explained why I do these things and the method behind my madness. If that isn't enough to satisfy your curiosity over what I'm doing, I don't know what would be, so I'd ask you to stick to what you said earlier and now drop this point so we can move onto issues more significant to the mod.
Quote from Ghouly »
Love your mod, been using it for a while now. Just letting you know your xg.class still crashes when used with Xie's.
Only reason I havent gone through to removes Xie's mod is the cotton plant (always in need of string for dispensers)
Keep up the badass work!
Thanks man! And thanks for checking out the xg.class issue for me!
I'm really at a loss as to what might be causing this now :\
I suspect there's not much more I can do about it, and just hope Xie updates his mod to not modify the fire class in the near future.
Quote from Evolution Zero »
Nah metal pipe and one of those lighters that shoots flame like a jet engine.
He wasn't able to even speak properly and had to go to the hospital because it seamed like he was having a seizure (This is a 38 year old man who's done nearly everything)
Yeah, that's butane, and sounds like the proper method. If you hit it right, it basically looks to those around you like you pass out (meanwhile, you may have a lit source of flame in your hand...so you really need to be watched). You go catatonic and the only perception you have left of the outside world is sound. Meanwhile, your consciousness goes its own way.
Either he had a particularly bad reaction, or those around him really weren't prepared for his reaction. He might not have been prepared either, because this is REALLY heavy even for someone with a lot of halucinagenic experience. It's bascially the equivalent of a forced out-of-body experience (whether that's all in your head or something else entirely).
As I said man, IMO, one of the most potent halucinagens know to man. It's WAY more potent that LSD, Peyote, shrooms, or anything like that. It's not to be trifled with, and I find it really weird how it has become a rather casual thing amongst some young people. I wouldn't recommend it to anyone unless they have a LOT of experience, really know themselves psychologically, and have a very strong philosophical framework to relate the experience to. Also, I think a party is the last place you should ever be taking it. This is basically a shamanistic drug man, not something to keep you dancing all night.
If I were to take a guess, I'd think the guy you saw got locked in his own mind, bad tripped, found himself in his own personal hell, and didn't have the mental control necessary to overcome that. Once you're in there, unlike other halucinagens, you're TOTALLY on your own. Nobody can talk you down.
Anyways, just best to stay the hell away from it unless you REALLY know what you're doing and what you're getting into :smile.gif:
Quote from Grateful42 »
Your rope make exploring my vast dungeon network quite fun.
Idea: You think you could be able to jump off the rope? I'm having this problem.
Hmmm. Let me think about it. It's just using the ladder code to function as a ladder, so unless I start making modifications to the way the player is controlled (which would take some heavy base-class modification), it might be very hard to pull something like this off.
I'll keep it in mind man, and try to figure out a solution.
Glad you're having some fun with the rope :smile.gif:
Quote from Greenma201 »
Quote from FlowerChild »
Joints aren't going in the mod anytime soon guys (if ever). No point discussing recipes :smile.gif:
How come?
Too much development time for too insignificant an impact on the game. It's the kinda thing you look at once, say "cool", and then never bother with again.
In the next release, Rope will have a secondary use that will make it a crucial crafting ingrediant. In 2-3 releases rope will then have a primary use that simply can not be ignored.
Since rope is going to become that vital could you maybe come up with a way to pull the rope back up once its attached to an anchor? a quick idea is to right click on the anchor empty handed causing a rope to pop out of the top of the anchor. the rope has become a rather crucial cave exploration device and if im going to need so much for future creations i dont want to have too leave rope in random forgotten caves that ill never visit again once ive stripped them of everything of value
Since rope is going to become that vital could you maybe come up with a way to pull the rope back up once its attached to an anchor? a quick idea is to right click on the anchor empty handed causing a rope to pop out of the top of the anchor. the rope has become a rather crucial cave exploration device and if im going to need so much for future creations i dont want to have too leave rope in random forgotten caves that ill never visit again once ive stripped them of everything of value
Huh. Good idea man. I'll definitely put that in (or something similar). There's no reason why you shouldn't be able to pull the rope back up, and it's not technically challenging in the least for me to implement that. I can slip that into the next release without a worry in about 15 minutes.
Gold star man. Useful feature AND easy to do. That's what I like to see :smile.gif:
EDIT: With the above idea, and a bunch of other small things I have on my todo list for the next release, I think I'm going to put out a fractional release this afternoon. The next full release is big enough that it will probably be a couple of days before its ready, so I'd like to get this stuff to you guys before then.
If there are any other small tweaks and features you guys would like to see, let me know within the next couple of hours and I'll try to work them in as well.
Glad you like it man! That kind of thing isn't really the focus of the mod, but what the heck? :smile.gif:
I've actually been thinking about the 1/8th block mod (I forget the name) that somebody posted about yesterday.
It's a neat idea, but I think it has a pretty big issue. I've been thinking about the way they'd have to implement it, and the problem is, blocks can't contain enough data to do what they want by default.
See, the blocks in game only have 4 bits of data. This is the reason why the omni-slabs only come in two varieties (wood and stone)
I use 3 bits to store the orientation (0 to 5), then I have 1 bit left. I use this to indicate whether the slab is stone or wood ( 0 or 1 ).
You see evidence of this throughout Minecraft. Redstone current can only travel 15 blocks because it's the maximum value you can store in 4 bits of data (with zero reserved for the off state). Wool comes in 16 colors (0 being white). Etc.
The problem with the 1/8th blocks, is that they require far more than 4 bits of data to store their configuration.
When a block requires more than 4 bits, then you have to create an entity that is attached to it (chests, furnaces, and cauldrons all do that to store inventory). This is a seperate object within the game, takes up storage space AND, more importantly, processing power.
Now, this is fine for chests and such, because you are unlikely to build a massive number of them.
BUT, IMO, the only reason that Minecraft can function at a reasonable frame-rate is that the vast majority of blocks do NOT have an entity associated with them and only work off of 4 bits of data.
So, if you make a block with a tile-entity associated with it (like the 1/8th blocks), and make it something that players will want to build in massive numbers (like they most certainly will with the 1/8th blocks), you're inevitably creating a huge potential performance problem within the game (especially in multiplayer).
So yeah, all that to say...don't count your chickens with that particular mod. I think they're heading for a world of hurt.
As an aside, this is one of the reasons I've spent so much time thinking about the technical design of the lens, and delaying its inclusion in the mod. I want to make sure I can cram all the information the lens requires to function into only 4 bits of data so that it will be capable of being used in massive numbers.
IMO, one of the biggest skills required in effective Minecraft modding is the ability to figure out how to get what you want done while cramming everything into 4 bits of data. At least if you eventually want your mod to be widely used in SMP.
Yes, I realize that's quite a tangent in response to your simple statement, but this was something I had meant to talk about generally on this thread for awhile :smile.gif:
I got one,
Just some extra crafting recipes really, not sure how hard it is to implement,
All tools can be made with sticks or bones.
EDIT:
Oh, maybe if you grind a bone in the mill stone, could you get 4 bone meal instead 3 from the personal crafting area?
I got one,
Just some extra crafting recipes really, not sure how hard it is to implement,
All tools can be made with sticks or bones.
EDIT:
Oh, maybe if you grind a bone in the mill stone, could you get 4 bone meal instead 3 from the personal crafting area?
The first one isn't quick (I'd have to create individual crafting recipes for each possible item...it would be simple, but long and tedious).
The 2nd only really serves the purpose of nerfing the built in functionality of the game.
Neither really adds much to the game. I kinda like the first idea as it gives you an alternative to wood when exploring underground, but like I said, it's a bit too much effort for its effect.
Yes, I realize that's quite a tangent in response to your simple statement, but this was something I had meant to talk about generally on this thread for awhile :smile.gif:
The first one isn't quick (I'd have to create individual crafting recipes for each possible item...it would be simple, but long and tedious).
Ok, but, think about it. This is something Ive wanted for a while.
Quote from Wikipedia »
The primary tissue of bone, osseous tissue, is a relatively hard and lightweight composite material,
Just seems natural to me that bone could be a handy substitute for sticks.
The 2nd only really serves the purpose of nerfing the built in functionality of the game.
well, you put time in to building the mill, I can't imagine grinding bone with your hands is easy, let a lone your end product wont be of high quality.
Joints aren't going in the mod anytime soon guys (if ever). No point discussing recipes :smile.gif:
Did you install by copying the appropriate files into minecraft.jar, as per the instructions in the readme, or did you copy the .zip file into the /mods folder?
The 2nd method is not supported by this mod (or any mod that modifies base classes).
P.S. I'd edit your above post. I think you just posted your Minecraft password to the forums.
EDIT: I'm going to bed guys. Please reference all further support requests to the flying turtle running my help-desk :smile.gif:
Second, I haven't actually gotten around to building an operating mob ginder, so I suppose I do not know just how many drops they can give out. I do however understand your concern about item avalability, and accept it. My concern lies in that there is currently only one limited use for rope/hemp, and if a player does not use that, they may not have any need for growing hemp. So, my main question is, will there be any more uses for rope in the future?
Thanks for the condsideration for my idea. I do hope it gets implemented, but how long would that take/how many other things are you going to do in the mean time?
Thanks for the replys.
I already deleted META-INF and installed modloader.
I judge them by their avatars.
Now, though, my mismatched word calling you sadistic rather than, was it sinister? is now substantiated. I suppose you can truly call this mod unique, because if you want to shove living wolf-cube into a meat grinder, while slowly turning the crank and watching as is sheds off layer after layer of skin and muscle,
YOU CAN DO THAT. No other mod gives you that capability. The possiblities are endless! :biggrin.gif:
A new use for rope: Hangman's nooses! Bye tying several lenghts of rope togethor, you can make a noose! When hung from an anchor, it dangles menacingly below! For added fun, you can drag zombies to them and dangle the corpses around your base to serve as a warning for others! For even more fun, you can drag faithful dogs to them and string them up, watching as the noose slowly chokes the life from the stupid animal's writhing body! It dosent get better than this!
WAIT! Yes it does!
Next up: The Rack! Built by combining hand cranks and rope, the rack is the classical medieval torture device! It can cause highly controled pain for unparraleled ammounts of time! Comes in configurations for human or canine-sized animals!
These are just some of the uses of ropes! The possibilities are endless!
P.S. THERE IS NEVER ENOUGH STRING. I MUST HAVE MORE!!
Bow fishing using rope arrows?
Edit:
To those curious, I sometimes ask questions or make statments in such a way that it places emphasis on areas different than what I intended originally. So, disregarding my previous comments, here is what I feel to be closer to what I was acutally asking:
I was under the impression that you (Flower Child) did not actually hate wolves themselves, but rather disliked the development sink that they create and the detrimental effect that has on other aspects of the game. That being the case, why do you choose to include wolf torture impliments such as the companion cube, and the ability to grind it down into raw products?
Hemp can only be made into rope, which has a limited use. Why not make it produce string, for a greater variety of uses?
-Response: Hemp does not produce string, as mob grinders produce large quantites of string, so after a functioning mob grinder is set up, there would be little point to farming hemp.
Given that, hemp currently has only one limited use. Will it be given more uses in the future, to make farming of it more worthwhile?
-Response: Yes, more uses are planed in the future.
Good.
That being said, please disregard my previous comments.
Thank you for your time.
Only reason I havent gone through to removes Xie's mod is the cotton plant (always in need of string for dispensers)
Keep up the badass work!
Nah metal pipe and one of those lighters that shoots flame like a jet engine.
He wasn't able to even speak properly and had to go to the hospital because it seamed like he was having a seizure (This is a 38 year old man who's done nearly everything)
Idea: You think you could be able to jump off the rope? I'm having this problem.
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I cant get off the rope with out falling back down. The anchor is attached to the ceiling. I was thinking if maybe the rope could push you a bit on dismount, or just being able to jump off it would work.
Some more pictures from my game :biggrin.gif:
I really like how this looks.
Edit:
Not really a bug, but would look nicer if the anchor had the rope on it even when it is on top of a block.
How come?
Glad you figured it out man!
Sorry, it looked like you did. I didn't want to take any chances in case you had. My mistake :smile.gif:
Ok, first thing to check, like the poster above, is that you have the most recent version of ModLoader and not an old copy. Also, be sure to go over the installation instructions and follow them to the letter. There's really no reason that the mod should have problems on a fresh install of Minecraft.
I would have been willing to, but it doesn't look like you really did drop it, so we'll unfortunately have to continue this below :wink.gif:
I think other have already answered you here (and indeed I did in my last response to you). In the next release, Rope will have a secondary use that will make it a crucial crafting ingrediant. In 2-3 releases rope will then have a primary use that simply can not be ignored.
That, I can't really say. In 2-3 releases the mechanical system will be fairly fleshed out and I can start adding devices to it (almost like I did for RedStone devices in the past) until I feel the functionality is properly explored. I see the turn-table as being a potential part of that process.
Obviously, I'm not working on a fixed schedule, so I'd be pulling any time-estimates on that out of my ass.
Yup, feathers are right up there with strings for overproduction :smile.gif:
True on the Block Dispensers using string. I take it you converted a bunch to wool in the past?
I'm planning on adding the ability to grind wool into string into the next release if it's any help.
Yup...I like to stay well informed :wink.gif:
Interesting idea. I'll keep it in mind.
Ok....taking a break from responding. Will get back to it in a bit :smile.gif:
I don't hate wolves man. I think my Bugs Bunny analogy from earlier applies here too: would you be assuming the creators of Bug Bunny/Road Runner hated Coyotes?
I've explained this before in this thread, but what we have here is a running gag that has taken on a life of its own. When I posted the "Notch: Wolves are a Bad Idea" thread back in the day (which I think is the one you are referring to), I was overwhelmed with trolls that had the knee-jerk response that I just hated wolves for no good reason, while never bothering to actually read and consider the point I was trying to make about development resources and time management.
So, I started having a laugh with playing off of people's perceptions in that. The first thing I did in that regard was change my avatar to what it is now. That image has since practically become a brand-logo that I use in all my videos to demonstrate new features.
This caused the wolfaboos to freak out even more, while people who understood what I was doing got a laugh out of it. It became an "inside joke".
Since then, I've continued to play off of that with more and more extreme versions of the same. People assume I hate wolves (falsely), and I continue to play off that perception to greater and greater effect. To the point now where even guys like you, who obviously understood my original point, are becoming confused as to what my stance really is.
Meanwhile, I've devoted relatively VERY little time to this aspect of the mod. I'd estimate I've probably spent between 250 and 300 hours working on various aspects of this mod (from programming, to answering messages on this forum, to creating videos and textures).
In comparison, I spent maybe an hour working on the Companion Cube, and another hour last night grinding them and making that video to demonstrate the Hand-Crank and Mill Stone in an amusing fashion.
In other words, those features I've put in that you're referring to are BY FAR the easiest I've undertaken on this mod. There's no way I'd invest 10+ hours implementing a medieval torture-wrack as you jokingly suggested in another post just to torture wolves, when I could be spending that same time doing something like the turn-table we've been talking about (which actually adds something to the game).
So man, if I take half an hour on a Friday night after having a couple of beers to make it possible to grind up a companion cube, and another half hour to shoot and edit a video for it, just for a laugh and to promote the mod, where's the harm?
I wasn't in any state to be handling any serious coding anyways. I was tired, had the aforementioned beers, and had a funny idea for how to demonstrate some existing features in an entertaining way. That's it. The fact that I could play that off of our earlier conversation about cubes and string was just an added bonus :smile.gif:
If you check my YouTube page, you'll notice that almost all the demo videos I've shot for this mod have a few thousand views each. I'm obviously doing something right here.
That's all I'll be willing to say about this topic for a LONG time man. I think I've more than adequately explained why I do these things and the method behind my madness. If that isn't enough to satisfy your curiosity over what I'm doing, I don't know what would be, so I'd ask you to stick to what you said earlier and now drop this point so we can move onto issues more significant to the mod.
Thanks man! And thanks for checking out the xg.class issue for me!
I'm really at a loss as to what might be causing this now :\
I suspect there's not much more I can do about it, and just hope Xie updates his mod to not modify the fire class in the near future.
Yeah, that's butane, and sounds like the proper method. If you hit it right, it basically looks to those around you like you pass out (meanwhile, you may have a lit source of flame in your hand...so you really need to be watched). You go catatonic and the only perception you have left of the outside world is sound. Meanwhile, your consciousness goes its own way.
Either he had a particularly bad reaction, or those around him really weren't prepared for his reaction. He might not have been prepared either, because this is REALLY heavy even for someone with a lot of halucinagenic experience. It's bascially the equivalent of a forced out-of-body experience (whether that's all in your head or something else entirely).
As I said man, IMO, one of the most potent halucinagens know to man. It's WAY more potent that LSD, Peyote, shrooms, or anything like that. It's not to be trifled with, and I find it really weird how it has become a rather casual thing amongst some young people. I wouldn't recommend it to anyone unless they have a LOT of experience, really know themselves psychologically, and have a very strong philosophical framework to relate the experience to. Also, I think a party is the last place you should ever be taking it. This is basically a shamanistic drug man, not something to keep you dancing all night.
If I were to take a guess, I'd think the guy you saw got locked in his own mind, bad tripped, found himself in his own personal hell, and didn't have the mental control necessary to overcome that. Once you're in there, unlike other halucinagens, you're TOTALLY on your own. Nobody can talk you down.
Anyways, just best to stay the hell away from it unless you REALLY know what you're doing and what you're getting into :smile.gif:
Hmmm. Let me think about it. It's just using the ladder code to function as a ladder, so unless I start making modifications to the way the player is controlled (which would take some heavy base-class modification), it might be very hard to pull something like this off.
I'll keep it in mind man, and try to figure out a solution.
Glad you're having some fun with the rope :smile.gif:
Too much development time for too insignificant an impact on the game. It's the kinda thing you look at once, say "cool", and then never bother with again.
Kinda like wolves :smile.gif:
I think this total conversion would be to your liking
http://www.minecraftforum.net/viewtopic.php?f=1032&t=128281
Since rope is going to become that vital could you maybe come up with a way to pull the rope back up once its attached to an anchor? a quick idea is to right click on the anchor empty handed causing a rope to pop out of the top of the anchor. the rope has become a rather crucial cave exploration device and if im going to need so much for future creations i dont want to have too leave rope in random forgotten caves that ill never visit again once ive stripped them of everything of value
Huh. Good idea man. I'll definitely put that in (or something similar). There's no reason why you shouldn't be able to pull the rope back up, and it's not technically challenging in the least for me to implement that. I can slip that into the next release without a worry in about 15 minutes.
Gold star man. Useful feature AND easy to do. That's what I like to see :smile.gif:
EDIT: With the above idea, and a bunch of other small things I have on my todo list for the next release, I think I'm going to put out a fractional release this afternoon. The next full release is big enough that it will probably be a couple of days before its ready, so I'd like to get this stuff to you guys before then.
If there are any other small tweaks and features you guys would like to see, let me know within the next couple of hours and I'll try to work them in as well.
Glad you like it man! That kind of thing isn't really the focus of the mod, but what the heck? :smile.gif:
I've actually been thinking about the 1/8th block mod (I forget the name) that somebody posted about yesterday.
It's a neat idea, but I think it has a pretty big issue. I've been thinking about the way they'd have to implement it, and the problem is, blocks can't contain enough data to do what they want by default.
See, the blocks in game only have 4 bits of data. This is the reason why the omni-slabs only come in two varieties (wood and stone)
I use 3 bits to store the orientation (0 to 5), then I have 1 bit left. I use this to indicate whether the slab is stone or wood ( 0 or 1 ).
You see evidence of this throughout Minecraft. Redstone current can only travel 15 blocks because it's the maximum value you can store in 4 bits of data (with zero reserved for the off state). Wool comes in 16 colors (0 being white). Etc.
The problem with the 1/8th blocks, is that they require far more than 4 bits of data to store their configuration.
When a block requires more than 4 bits, then you have to create an entity that is attached to it (chests, furnaces, and cauldrons all do that to store inventory). This is a seperate object within the game, takes up storage space AND, more importantly, processing power.
Now, this is fine for chests and such, because you are unlikely to build a massive number of them.
BUT, IMO, the only reason that Minecraft can function at a reasonable frame-rate is that the vast majority of blocks do NOT have an entity associated with them and only work off of 4 bits of data.
So, if you make a block with a tile-entity associated with it (like the 1/8th blocks), and make it something that players will want to build in massive numbers (like they most certainly will with the 1/8th blocks), you're inevitably creating a huge potential performance problem within the game (especially in multiplayer).
So yeah, all that to say...don't count your chickens with that particular mod. I think they're heading for a world of hurt.
As an aside, this is one of the reasons I've spent so much time thinking about the technical design of the lens, and delaying its inclusion in the mod. I want to make sure I can cram all the information the lens requires to function into only 4 bits of data so that it will be capable of being used in massive numbers.
IMO, one of the biggest skills required in effective Minecraft modding is the ability to figure out how to get what you want done while cramming everything into 4 bits of data. At least if you eventually want your mod to be widely used in SMP.
Yes, I realize that's quite a tangent in response to your simple statement, but this was something I had meant to talk about generally on this thread for awhile :smile.gif:
Just some extra crafting recipes really, not sure how hard it is to implement,
All tools can be made with sticks or bones.
EDIT:
Oh, maybe if you grind a bone in the mill stone, could you get 4 bone meal instead 3 from the personal crafting area?
The first one isn't quick (I'd have to create individual crafting recipes for each possible item...it would be simple, but long and tedious).
The 2nd only really serves the purpose of nerfing the built in functionality of the game.
Neither really adds much to the game. I kinda like the first idea as it gives you an alternative to wood when exploring underground, but like I said, it's a bit too much effort for its effect.
And I'm glad you did.
Ok, but, think about it. This is something Ive wanted for a while.
Just seems natural to me that bone could be a handy substitute for sticks.
well, you put time in to building the mill, I can't imagine grinding bone with your hands is easy, let a lone your end product wont be of high quality.