when it rains can the water re fill?
lol that would be awesome!!!! post a reply or pm me
It's planned. Rain is planned. People can stop posting about rain now.
Rain, rain, and in other news, snow. :3 anyways, would it be possible to make like a water bottle? drinkable water that restores mabye half a heart? it would work well with this mod b/c the water is finite, and if you carry 2 buckets you dont have inf hp. (the water bottle is part of plastic craft, but is buggy b/c of that) whereas in your mod, the water would run out. :3
Rollback Post to RevisionRollBack
Dad?: Ssssssssso how was your day Sssssssonn?
Son: 0_0
It's really good, but I kinda miss the animated textures of the original water, is there a way that they new magma and water could be animated still, but in a different way then the originals?
I'm not sure if this has been said already, but I could you possible make pumps able to pump both ways? You could also add lights to the texture and make them correspond to the pumping mode. Red for off, Green for normal and Blue for reverse. The reverse pump function could be used to push liquids through a pipe from the source, as opposed to the normal operation of pulling it from the end of the pipeline.
Would it be possible to add a subtle engine/pump motor sound effect to the pumps? And maybe add a armor item like a scuba helmet that lets you breathe underwater.
Something that You should also change is that this water destroy doors, and spiderwebs, it is bugging me cause i am making a sub and if i break somethin, it doesnt end well, so make doors resistable to this water Atleast but if possible also make spiderwebs resistable to this water, other than that awsome mod!
First off to the poster above me it is compatible IndustrialCraft. You just have to change some block id's
1. delete all your text in your IndustrialCraft config file
2.copy all of this into it
#All comments must be made after a '#', obviously. To prevent mistakes, blank lines should start with #, as well.
#
#enableNano=true
#Remove the # from the front of the line above, if you have installed the Experimental Nano file into your minecraft.jar, as well.
#If you enable this, without having that file, Minecraft could crash.
#If you have that file, without having this enabled, Minecraft WILL crash upon loading a world.
#
#
#addMineableOres=true
#Remove the # from the front of the line above to make IndustrialCraft load the new Industrially advanced Pickaxe from the respective file.
#Enabling this WITHOUT using the new aj.class WILL cause crashes.
#As well, i cannot guarantuee that the effect will apply to pickaxes created BEFORE you enabled this.
#
#
#disableLight3=true
#Remove the # from the front of the line above to disable Lightbulbs burning stuff (while eating a lot of EU)
#
#
#disableEnergySaving=true
#Remove the # from the front of the line above to disable some user-friendly effects:
#-HV Transformers will always emit energy upon receiving current and will NEVER get anything returned
#-As well, current lost due to cut cables will not be returned to Transmitters, as well
#-Least, energy loss on uneven splits will not be returned and needs to be prevented by adequate usage of wires and MFEs turnable output
#
#doubleEnergyConsume=true
#quadroubleEnergyConsume=true
#Removing one of the # from the front of the lines above will increase the energy hunger of all machines, by either 2 or 4.
#As well, Electric tools will have their uses cut in half upon enabling the quadrouble option
#
renderPipes=true
#Removing the # from the front of the line above activated fence-like (pole-like) rendering for Mining Pipes. However, the textures look semi-crappy and the display in inventory will look like a fence.
#Thus, this can be activated OPTIONALLY
#
#generatorDropAll=true
#Removing the [...] will cause Generators to drop ALL Batterys they charge into a nearvy chest / into the world. NO battery will remain in the result slot, not even a single charged one.
#
#disableCableHiding=true
#For the case you've lost track of where your obscured cables are running: Removing the # will cause all cables, regardless whether they're obscured or not, too display their normal texture. This does NOT "delete" their "hiding" texture. It will just disable it for the time being.
#
#disableNuclear=true
#Mainly meant for server owners: Remove the # to disable crafting of Nukes and Nuclear Reactors.
#
#
#BLOCK ID's
#IF there is incompatibility due to ID matches, you'll most likely need to change these IDs.
#Please refrain from adding some irregular sign stuff in here, it will most likely make Minecraft's engine very, very sad :_(
IDblockAdvFurnaceOff=250
IDblockAdvFurnaceOn=249
IDblockElecFurnaceOff=248
IDblockElecFurnaceOn=247
IDoreTin=229
#Lolz, while coding i forgot to assign a new ID to tin... now it gets an unfitting on ^^'
IDoreCopper=246
IDblockCompressorOff=245
IDblockCompressorOn=244
IDblockMaceratorOff=243
IDblockMaceratorOn=242
IDblockMachine=241
IDcopperWire=240
#Uhm, i probably should have added a "block" in front of it while coding... meh, now it's too late
IDblockExtractorOff=239
IDblockExtractorOn=238
IDblockGenOff=237
IDblockGenOn=236
IDblockWaterGenOff=235
IDblockWaterGenOn=234
IDblockLavaGenOff=233
IDblockLavaGenOn=232
IDblockSolarGenOff=231
IDblockSolarGenOn=230
#ID 229 can be found above, oreTin
IDblockCannerOff=228
IDblockCannerOn=227
IDblockAlloy=226
IDglassAlloy=225
IDblockRecyclerOff=224
IDblockRecyclerOn=223
IDoreUran=222
IDblockReactorOff=221
IDblockReactorOn=220
IDblockItnt=184
IDblockNtnt=185
IDblockMinerOff=186
IDblockMinerOn=187
IDblockPipe=254
IDblockCryGenOff=253
IDblockCryGenOn=252
IDblockTerraOff=212
IDblockTerraOn=211
IDblockAdvMachine=210
IDblockTransmitOff=209
IDblockTransmitOn=208
IDcopperWireRed=207
IDblockWindGenOff=206
IDblockWindGenOn=205
IDblockLight0=204
IDblockLight1=203
IDblockLight2=202
IDblockLight3=201
IDblockdoorStone=200
IDblockTransformer=251
IDblockTesla=198
IDblockBoomPipe=197
IDblockDPipe=196
IDblockWaterPipe=195
IDblockStorage=194
IDblockKeyChest=193
IDblockItemomat=192
IDblockSellomat=191
IDblockEnergyomat=190
IDblockEnergyomatR=189
IDblockMatterGen=188
#
#ITEM ID's
#As there are 32000 different numbers for items, compatibility errors due to item-ID matches will be rare...
#I'll add the irridicolous long list of item IDs here, though.
IDingotAdvIron=30000
IDakkuFull=29999
IDakkuEmpty=29998
IDingotTin=29997
IDingotCopper=29996
IDdustTin=29995
IDdustCopper=29994
IDdustIron=29993
IDdustGold=29992
IDdustCoal=29991
IDpartElecCircuit=29990
IDcopperCable=29953
#Same as with the oreTin here
IDpartRubber=29989
#Uhm... I think i can't count from 29989 to 29987 *faceclaw*
IDitemTreetap=29987
IDpartPlantball=29986
IDitemUFuel=29985
IDitemFuel=29984
IDitemPlantFuel=29983
IDitemUPlantFuel=29982
IDwetdustCoal=29981
IDpartComPlants=29980
IDpartComCoal=29979
IDpickaxeDrill=29978
IDpickaxeDrillUncharged=29977
IDitemCharger=29976
IDpickaxeDDrill=29975
IDpickaxeDDrillUncharged=29974
IDpickaxeDrill=29978
IDpickaxeDrillUncharged=29977
IDaxeSaw=29973
IDaxeSawUncharged=29972
IDitemSuperFuel=29971
IDdustBronze=29970
IDingotBronze=29969
IDshovelBronze=29968
IDpickaxeBronze=29967
IDaxeBronze=29966
IDswordBronze=29965
IDhoeBronze=29964
IDhelmetBronze=29963
IDplateBronze=29962
IDlegsBronze=29961
IDbootsBronze=29960
IDtincan=29959
IDtincanNew=29958
IDtincanMeal=29957
IDcoalball=29956
IDcoalblock=29955
IDcoaldiamond=29954
#29953 is occupied by copperCable
IDfakediamond=29952
IDhelmetNano=29951
IDplateNano=29950
IDlegsNano=29949
IDbootsNano=29948
IDhelmetNanoE=29947
IDplateNanoE=29946
IDlegsNanoE=29945
IDbootsNanoE=29944
IDhelmetNanoA=29943
IDplateNanoA=29942
IDlegsNanoA=29941
IDbootsNanoA=29940
IDhelmetNanoAE=29939
IDplateNanoAE=29938
IDlegsNanoAE=29937
IDbootsNanoAE=29936
IDcarbonForm=29935
IDcarbon=29934
IDpartMixPlate=29933
IDpartAlloy=29932
IDarmorAlloy=29931
IDitemBatteryBox=29930
IDitemOneBattery=29929
IDpartScrap=29928
IDitemScrapBox=29927
IDarmorJetpackFull=29926
IDarmorJetpackEmpty=29925
IDitemUran=29924
IDingotUran=29923
IDitemMiningLaser=29922
IDitemMiningLaserE=29921
IDitemCrystal=29920
IDitemCrystalCharged=29919
IDitemScanner=29918
IDitemScannerE=29917
IDprintEmpty=29916
IDprintPlant=29915
IDprintDry=29914
IDprintHumid=29913
IDprintSnow=29912
IDprintCompress=29911
IDprintHollow=29910
IDpartAdvCircuit=29909
IDcarbonForm2=29908
IDitemCounter=29907
IDdustIronsmall=29906
IDprintFlat=29905
IDdoorStone=29904
IDitemWrench=29903
IDitemCablePaint=29902
IDarmorBatPackFull=29901
IDarmorBatPackEmpty=29900
IDitemElectroCart=29899
IDadminWrench=29898
IDcoin=29897
IDcoinstack=29896
IDpartMatter=29895
djoslin I like your mod however the fact that if I flood a cave with watter from the ocean and I can't drain it
due to the fact that all the water blocks in the cave became infinite, is a deal breaker.
Could you possibly script it so that infinite blocks can only be created when the would generates and can't spawn any other way?
The mod was awesome until a unfortunate error in the terrain generation had a section of a cave system open to water.
Now, normally that would flood it, but for some reason, the water would not come down into the cave system, I counted myself lucky...
Well I did up until the point as I was sealing it off, and the water spontaneously decided to come in. Now I have a flooded cave system, and it spawned ocean blocks INSIDE the cave, not allowing me to pump the water out.
And yes, this cave is big.
Is there any way to make this water finite, other than boxing off 8 squares at a time and pumping it out like that?
Is there any way to make this water finite, other than boxing off 8 squares at a time and pumping it out like that?
As far I can tell, the answer is no. I remember djoslin posting about a bugfix that was going to dramatically increase the potential size of "finite" bodies of water - maybe once that is released it will be easier for you to pump out the cave. Even so, you will probably always have to partition large cave systems to some degree before pumping them out. I could be wrong - caves may be a special case - but I wouldn't hold your breath.
@djoslin - sorry for the technical question, but can I ask your reasons are for overriding ChunkProviderGenerate and MapGenCaves rather than using ModLoader's GenerateSurface() hook? I'm interested because I'm looking to modify my own copy of FiniteLiquid to work with the Pheonix Terrain Mod.
I've seen a lot of people -- including myself, initially -- having issues with replacing infinite ocean water once it has flooded an area. Also, I know I had issues trying to simply drain large areas of ocean water for various reasons. I have a tip that should help most people out, though it requires that you have the Single Player Commands mod installed. If you're still interested, continue reading.
I found that Single Player Commands (SPC) wasn't recognizing the new water and lava blocks (both finite and infinite), so placing them within the word became difficult using just this mod. It also made the /set, /paste, and /replace commands useless. For example, "/set [ocean_block_id]" or "/replace [ocean_block_id] air" don't work. The mod can, however, cut ocean blocks out of the world using "/cut" and/or replace ocean blocks with other blocks using the "/set" command.
What this all means is that using SPC you can't directly use any of the commands to drain an area and also maintain the natural shape of the cave/landscape as well. This sucks, but I found a way around it. I recommend saving your game and backing everything up before continuing, just in case.
First, use the commands "//hpos1" and "//hpos2" to select the entire area you want to drain of infinite water. You don't have to go all the way to the bottom of, say, your cave or ocean, just put the two points on the surface/on the same plane. You'll see why next.
Second, use the command "//expand 100 down"; this will expand the entire section down to the bedrock and engulf the entire ocean/cave you want to drain.
Third, use the command "//set brick"; yes, this will make every single block in this selection turn to brick. This seems crazy, but will make sense in a second. NOTE: I chose brick because it doesn't naturally occur in the world. If you have structures within the selection that are made out of brick, use another block type that doesn't occur naturally and doesn't exist within your structure.
Next, use the command "/undo"; this does exactly what you think it does, so why even set the entire area to brick in the first place? When you "undo," SPC goes through and basically sets everything back to the block type if was before, but when it comes across the infinite water block, it doesn't know what to do with it so it just leaves it alone. What this means is that while everything else goes back to how it was, the infinite water blocks remain as brick. This leads us to our final step:
Finally, use the command "//replace brick air"; this will take all the brick, which was once infinite water, and turn it into air. Congrats! You've now successfully drained the area of infinite water and maintained the structural integrity of the environment.
Some quick notes; after doing this, sand and gravel that was once suspended will now fall. This may open up areas that contain more infinite water and the entire area will reflood. You may have to expand the selected area and start again. Also, if you're using these commands to drain large areas, I recommend using a macro to do it:
//expand 100 down
//set brick
//undo
//replace brick air
Just save this as a .txt file in minecraft > mods > sppcommands > macros and bind "/macro [macroname]" to a key.
TL;DR
1. select the area you want to drain
2. //set brick
3. //undo
4. //replace brick air
Dude you just wrecked my minecraft... it doesn't load up anymore.... I'll have to rebuild all my singleplayer stuff. WTF. GOD DAMN.
I belive theres a saying "I AM NOT RESPONSIBLE FOR ANY DAMAGE DONE TO YOUR ACCOUNTS" on here somehwre. you wrecked your stuff on minecraft. you downloaded the mod. did he FORCE you by GUNPOINT to download this mod? no? i didnt think so. so please go away untill you've realised that.
Rollback Post to RevisionRollBack
Dad?: Ssssssssso how was your day Sssssssonn?
Son: 0_0
I have a feeling there is a conflict somewhere in this mixture, lol.. But this is the error report I got.
Minecraft: Minecraft Beta 1.5_01
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 4200 version 3.3.10524 Compatibility Profile Context, ATI Technologies Inc.
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:207)
at ModLoader.readFromClassPath(ModLoader.java:1135)
at ModLoader.init(ModLoader.java:815)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at sd.<init>(sd.java:58)
at sd.<clinit>(sd.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:282)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: Slot 213 is already occupied by BlockCryGen@ad4d66b when adding BlockNWater@1b49105b
at to.<init>(SourceFile:243)
at to.<init>(SourceFile:256)
at BlockNWater.<init>(BlockNWater.java:14)
at mod_NWater.<clinit>(mod_NWater.java:605)
... 15 more
--- END ERROR REPORT c3b8c4cc ----------
I have managed to get BuildCraft, IndustrialCraft, Wireless Redstone, and Nature overhaul working before adding in this. I have not seen a conflict in item ID so far as configure files state. Please, thank you.
*facepalm*
You did read the important info section right? It requires modloader and property reader.
It's planned. Rain is planned. People can stop posting about rain now.
Sorry, no I don't anymore.
Rain, rain, and in other news, snow. :3 anyways, would it be possible to make like a water bottle? drinkable water that restores mabye half a heart? it would work well with this mod b/c the water is finite, and if you carry 2 buckets you dont have inf hp. (the water bottle is part of plastic craft, but is buggy b/c of that) whereas in your mod, the water would run out. :3
Son: 0_0
Ran into a hilarious issue when I combined this mod and Millénaire.
It spawned a village at the bottom of a lake. XD
Creeper Stew.
Nando's Wolves extended
Baby Animals
Or could you make it possible please ?
1. delete all your text in your IndustrialCraft config file
2.copy all of this into it
djoslin I like your mod however the fact that if I flood a cave with watter from the ocean and I can't drain it
due to the fact that all the water blocks in the cave became infinite, is a deal breaker.
Could you possibly script it so that infinite blocks can only be created when the would generates and can't spawn any other way?
The mod was awesome until a unfortunate error in the terrain generation had a section of a cave system open to water.
Now, normally that would flood it, but for some reason, the water would not come down into the cave system, I counted myself lucky...
Well I did up until the point as I was sealing it off, and the water spontaneously decided to come in. Now I have a flooded cave system, and it spawned ocean blocks INSIDE the cave, not allowing me to pump the water out.
And yes, this cave is big.
Is there any way to make this water finite, other than boxing off 8 squares at a time and pumping it out like that?
As far I can tell, the answer is no. I remember djoslin posting about a bugfix that was going to dramatically increase the potential size of "finite" bodies of water - maybe once that is released it will be easier for you to pump out the cave. Even so, you will probably always have to partition large cave systems to some degree before pumping them out. I could be wrong - caves may be a special case - but I wouldn't hold your breath.
@djoslin - sorry for the technical question, but can I ask your reasons are for overriding ChunkProviderGenerate and MapGenCaves rather than using ModLoader's GenerateSurface() hook? I'm interested because I'm looking to modify my own copy of FiniteLiquid to work with the Pheonix Terrain Mod.
I found that Single Player Commands (SPC) wasn't recognizing the new water and lava blocks (both finite and infinite), so placing them within the word became difficult using just this mod. It also made the /set, /paste, and /replace commands useless. For example, "/set [ocean_block_id]" or "/replace [ocean_block_id] air" don't work. The mod can, however, cut ocean blocks out of the world using "/cut" and/or replace ocean blocks with other blocks using the "/set" command.
What this all means is that using SPC you can't directly use any of the commands to drain an area and also maintain the natural shape of the cave/landscape as well. This sucks, but I found a way around it. I recommend saving your game and backing everything up before continuing, just in case.
First, use the commands "//hpos1" and "//hpos2" to select the entire area you want to drain of infinite water. You don't have to go all the way to the bottom of, say, your cave or ocean, just put the two points on the surface/on the same plane. You'll see why next.
Second, use the command "//expand 100 down"; this will expand the entire section down to the bedrock and engulf the entire ocean/cave you want to drain.
Third, use the command "//set brick"; yes, this will make every single block in this selection turn to brick. This seems crazy, but will make sense in a second. NOTE: I chose brick because it doesn't naturally occur in the world. If you have structures within the selection that are made out of brick, use another block type that doesn't occur naturally and doesn't exist within your structure.
Next, use the command "/undo"; this does exactly what you think it does, so why even set the entire area to brick in the first place? When you "undo," SPC goes through and basically sets everything back to the block type if was before, but when it comes across the infinite water block, it doesn't know what to do with it so it just leaves it alone. What this means is that while everything else goes back to how it was, the infinite water blocks remain as brick. This leads us to our final step:
Finally, use the command "//replace brick air"; this will take all the brick, which was once infinite water, and turn it into air. Congrats! You've now successfully drained the area of infinite water and maintained the structural integrity of the environment.
Some quick notes; after doing this, sand and gravel that was once suspended will now fall. This may open up areas that contain more infinite water and the entire area will reflood. You may have to expand the selected area and start again. Also, if you're using these commands to drain large areas, I recommend using a macro to do it:
Just save this as a .txt file in minecraft > mods > sppcommands > macros and bind "/macro [macroname]" to a key.
TL;DR
1. select the area you want to drain
2. //set brick
3. //undo
4. //replace brick air
Area is now diam-- drained!
I belive theres a saying "I AM NOT RESPONSIBLE FOR ANY DAMAGE DONE TO YOUR ACCOUNTS" on here somehwre. you wrecked your stuff on minecraft. you downloaded the mod. did he FORCE you by GUNPOINT to download this mod? no? i didnt think so. so please go away untill you've realised that.
Son: 0_0
I have managed to get BuildCraft, IndustrialCraft, Wireless Redstone, and Nature overhaul working before adding in this. I have not seen a conflict in item ID so far as configure files state. Please, thank you.