I was working on expanding my drink system a lot, ended up running into ingame management issues though. That's when an idea struck me - I could, potentially, turn all my drinks into 'vanilla'-style liquids. That would allow them to interact with other mods a whole lot better, but at the same time restrict me in freedom a lot.
For example, currently my wine transitions progressively (it shows 'steps', but it's actually a completely linear system internally). With fluids, I'd have to have a completely different fluid entry for each step, so I wouldn't be able to afford more than, say, 8 steps (which is what you see currently).
Also, the transition to fluids might take a while and delay the update. I'm not sure if it's worth it, but although I don't play many mods currently, I do know there's an awful lot of them that handle fluids in big ways. This would enable them to interact with Psychedelicraft like never before.
Yay or nay? I'd be happy if you gave your vote on the OP, or maybe some thoughts here in case I forgot anything.
Edit: Scratch that, I just found out a bit more and I simply overlooked some capabilities. Simple decision: Drinks are fluids next update, end of story.
I was working on expanding my drink system a lot, ended up running into ingame management issues though. That's when an idea struck me - I could, potentially, turn all my drinks into 'vanilla'-style liquids. That would allow them to interact with other mods a whole lot better, but at the same time restrict me in freedom a lot.
For example, currently my wine transitions progressively (it shows 'steps', but it's actually a completely linear system internally). With fluids, I'd have to have a completely different fluid entry for each step, so I wouldn't be able to afford more than, say, 8 steps (which is what you see currently).
Also, the transition to fluids might take a while and delay the update. I'm not sure if it's worth it, but although I don't play many mods currently, I do know there's an awful lot of them that handle fluids in big ways. This would enable them to interact with Psychedelicraft like never before.
Yay or nay? I'd be happy if you gave your vote on the OP, or maybe some thoughts here in case I forgot anything.
Edit: Scratch that, I just found out a bit more and I simply overlooked some capabilities. Simple decision: Drinks are fluids next update, end of story.
I know IC2 handles fluids, and as for the drinks like wine, rum, etc. maybe make them like Growthcraft and have them in a barrel and the barrel acts like a custom furnace? Then maybe have them use the Growthcraft tipsy potion effect if Growthcraft is installed? Basically, being drunk does blur the vision, but also makes it really wibbly woobly(used a Markiplier phrase btw).
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I know IC2 handles fluids, and as for the drinks like wine, rum, etc. maybe make them like Growthcraft and have them in a barrel and the barrel acts like a custom furnace? Then maybe have them use the Growthcraft tipsy potion effect if Growthcraft is installed? Basically, being drunk does blur the vision, but also makes it really wibbly woobly(used a Markiplier phrase btw).
Did you even play Psychedelicraft before suggesting this? x)
That is pretty much how it works already - the only different being that I don't have GUI (for the moment).
I don't see a reason for using the 'tipsy' effect though - it's pretty much just confusion + blindness, and I think what Psychedelicraft does visually is just a lot more interesting
Hey, been using Psychedelicraft and I love it, but the peyote is spreading over EVERYTHING, my whole map is covered in it, it just spreads way too much
Did you even play Psychedelicraft before suggesting this? x)
That is pretty much how it works already - the only different being that I don't have GUI (for the moment).
I don't see a reason for using the 'tipsy' effect though - it's pretty much just confusion + blindness, and I think what Psychedelicraft does visually is just a lot more interesting
Well, the screen kinda is blurred, maybe not as interesting, but if someone can't handle the shaders, they can use growthcraft's tipsy effect as a replacement.
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Hey, been using Psychedelicraft and I love it, but the peyote is spreading over EVERYTHING, my whole map is covered in it, it just spreads way too much
Ah, humm... I guess the numbers are set too high then.
I'll tweak and shift a bit for the next update - say, a little bit slower growth and a lot less natural spread might probably suit it best.
Well, the screen kinda is blurred, maybe not as interesting, but if someone can't handle the shaders, they can use growthcraft's tipsy effect as a replacement.
I'd rather work on improving compatibility myself than accepting something like that. Psychedelicraft is hardly just alcohol
about the fluid ...absolutely. I love the wine system so far. I sent you some recommendation already (to put the interval between the wine quality changes in the config file).
Another recommendation that would make your mod even more interesting.
Instead of having a barrel giving you wine chalices directly, a barrel should give you 15 bottles (setting in the config file). AND a bottle, with 3 empty chalices would give you 3 glasses of that wine (while destroying the bottle).
Recipe:
[Empty Chalice][Empty Chalice] -> Result [Wine Chalice x 3]
[Wine bottle][Empty Chalice]
By using only 4 squares, you could pour wine in glasses without having to use a crafting table (you can do it directly in you 4 square crafting zone of the character inventory.
We really love your mod on our server! But having a winery without bottle is kind of weird. Displaying bottles on shelves and pouring wine would be so nice
Is there a way to import structures from world edit into recurrent complex? and maybe from RC to WE?
If you're talking schematic files - yes, there is the /strucImportSchematic command that imports schematics from the /structures/schematics folder. If not, I'm not sure what type of file you're talking about
I'm intentionally not exporting to schematic files, because schematic files suck - they don't support mod blocks, and hardcode to internal game IDs (which are subject to being changed, even per-world). I'd rather they switch to a better format
about the fluid ...absolutely. I love the wine system so far. I sent you some recommendation already (to put the interval between the wine quality changes in the config file).
Another recommendation that would make your mod even more interesting.
Instead of having a barrel giving you wine chalices directly, a barrel should give you 15 bottles (setting in the config file). AND a bottle, with 3 empty chalices would give you 3 glasses of that wine (while destroying the bottle).
Recipe:
[Empty Chalice][Empty Chalice] -> Result [Wine Chalice x 3]
[Wine bottle][Empty Chalice]
By using only 4 squares, you could pour wine in glasses without having to use a crafting table (you can do it directly in you 4 square crafting zone of the character inventory.
We really love your mod on our server! But having a winery without bottle is kind of weird. Displaying bottles on shelves and pouring wine would be so nice
Well, the liquid system will solve the 'wine storing' problems once and for all, since you can store wine in any kind of container you want - be it tanks, chalices or bottles. Speaking of which, bottles are a feature I already implemented, while wine racks are definitely planned alongside them for the next version. So yeah, happy fun times ahead \o/
Hey, I have been trying to instal recurrent complex for minecraft 1.7.10, but it requires the IvToolkit. I tried to instal the toolkit but it keeps running into a problem. There are no other mods installed. This is the game output:
[stuff]
You're trying to run the mod on Java 6 - all of my mods require Java 7 to be installed. As mentioned on the main page, assuming you are an OS X user, you can find a tutorial for migrating to Java 7 here.
i have a problem with psychodelicraft 1.7.2 , when i dive into water the screen of the game start to change wildly into different colors (green, yellow.) , but the bug stop when i get out of the water, and i wonder if you know how to fix it.
Well, yes, but IvToolkit keeps crashing the game when I install it.
Because you're still using Java.6. When you install multiple instances of java. You need to tell your launcher which java to use. Otherwise it will default to the one it 1st started using.
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I see, so I have to set my launcher to use java 6? And how would I go about doing this?
Just set it to use Java 7, after installing it. You just go to 'Edit Profile' in the launcher, and then go right above where it says 'JVM arguments'. There'll be a field where you can select where the java exe you want is located. Make sure to install Java 7, then navigate to where it is installed(for mac, it is in /System/Library/Java/JavaVirtualMachines/<latest Java 7 version>.jdk). Copy that directory into the field I mentioned in the launcher and click save. Then you can run this mod w/o problems.
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Do you allow your mods to be feature din public modpacks? I've seen one or two with your Psychedelicraft mod, but I thought I'd ask to be sure. I couldn't find anything in the post mentioning it
Edit: Nevermind, I read the Curse page and saw your note. :]
So I tried to copy the directory into the field, but it still did not work (I copied it directly from the comment because I could not find Java in the library, even though I just installed the latest version). I had to install java 8, so I used <latest Java 8 version>.jdk. It crashed. I then tried to use seven, but it still crashed and gave the same message (this is the game output):
Exception in thread "main" java.lang.NoClassDefFoundError: /System/Library/Java/JavaVirtualMachines/<latest
Caused by: java.lang.ClassNotFoundException: .System.Library.Java.JavaVirtualMachines.<latest
at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
I found a conflict between Psychedelicraft and Thaumcraft 4. When you have installed both of them some "warp" effects(thaumcraft) wont work properly. For example Eldritch Guardian fog wont even show up.
Hmm... Not sure what would be the cause. Perhaps incompatible coremods?
I'm working on making PRs to gradually get rid of my coremod (or at least the parts I can get rid of), but it's slow progress (especially if LexManos doesn't want to pull them, haha). So in short, no clue, but might be resolved in the future.
I don't know, it might be because I'm using the newest version of ivtoolkit, isn't that what supports the shaders?
Most of the shader work is done by PsychedelicraftCore (contained in the jar). Depending on the computer, other mods installed and who knows what else it may fail setting up everything though. It's not that noticeable usually except for the fact that the effects don't load...
I was working on expanding my drink system a lot, ended up running into ingame management issues though. That's when an idea struck me - I could, potentially, turn all my drinks into 'vanilla'-style liquids. That would allow them to interact with other mods a whole lot better, but at the same time restrict me in freedom a lot.
For example, currently my wine transitions progressively (it shows 'steps', but it's actually a completely linear system internally). With fluids, I'd have to have a completely different fluid entry for each step, so I wouldn't be able to afford more than, say, 8 steps (which is what you see currently).
Also, the transition to fluids might take a while and delay the update. I'm not sure if it's worth it, but although I don't play many mods currently, I do know there's an awful lot of them that handle fluids in big ways. This would enable them to interact with Psychedelicraft like never before.
Yay or nay? I'd be happy if you gave your vote on the OP, or maybe some thoughts here in case I forgot anything.
Edit: Scratch that, I just found out a bit more and I simply overlooked some capabilities. Simple decision: Drinks are fluids next update, end of story.
I know IC2 handles fluids, and as for the drinks like wine, rum, etc. maybe make them like Growthcraft and have them in a barrel and the barrel acts like a custom furnace? Then maybe have them use the Growthcraft tipsy potion effect if Growthcraft is installed? Basically, being drunk does blur the vision, but also makes it really wibbly woobly(used a Markiplier phrase btw).
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Did you even play Psychedelicraft before suggesting this? x)
That is pretty much how it works already - the only different being that I don't have GUI (for the moment).
I don't see a reason for using the 'tipsy' effect though - it's pretty much just confusion + blindness, and I think what Psychedelicraft does visually is just a lot more interesting
Well, the screen kinda is blurred, maybe not as interesting, but if someone can't handle the shaders, they can use growthcraft's tipsy effect as a replacement.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
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Ah, humm... I guess the numbers are set too high then.
I'll tweak and shift a bit for the next update - say, a little bit slower growth and a lot less natural spread might probably suit it best.
I'd rather work on improving compatibility myself than accepting something like that. Psychedelicraft is hardly just alcohol
about the fluid ...absolutely. I love the wine system so far. I sent you some recommendation already (to put the interval between the wine quality changes in the config file).
Another recommendation that would make your mod even more interesting.
Instead of having a barrel giving you wine chalices directly, a barrel should give you 15 bottles (setting in the config file). AND a bottle, with 3 empty chalices would give you 3 glasses of that wine (while destroying the bottle).
Recipe:
[Empty Chalice][Empty Chalice] -> Result [Wine Chalice x 3]
[Wine bottle][Empty Chalice]
By using only 4 squares, you could pour wine in glasses without having to use a crafting table (you can do it directly in you 4 square crafting zone of the character inventory.
We really love your mod on our server! But having a winery without bottle is kind of weird. Displaying bottles on shelves and pouring wine would be so nice
Well, it requires IvToolkit.
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To take the test, check out
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If you're talking schematic files - yes, there is the /strucImportSchematic command that imports schematics from the /structures/schematics folder. If not, I'm not sure what type of file you're talking about
I'm intentionally not exporting to schematic files, because schematic files suck - they don't support mod blocks, and hardcode to internal game IDs (which are subject to being changed, even per-world). I'd rather they switch to a better format
Well, the liquid system will solve the 'wine storing' problems once and for all, since you can store wine in any kind of container you want - be it tanks, chalices or bottles. Speaking of which, bottles are a feature I already implemented, while wine racks are definitely planned alongside them for the next version. So yeah, happy fun times ahead \o/
You're trying to run the mod on Java 6 - all of my mods require Java 7 to be installed. As mentioned on the main page, assuming you are an OS X user, you can find a tutorial for migrating to Java 7 here.
i have a problem with psychodelicraft 1.7.2 , when i dive into water the screen of the game start to change wildly into different colors (green, yellow.) , but the bug stop when i get out of the water, and i wonder if you know how to fix it.
Because you're still using Java.6. When you install multiple instances of java. You need to tell your launcher which java to use. Otherwise it will default to the one it 1st started using.
[Don't let the offline notice fool you.]
I did link you a tutorial, you know...
Just set it to use Java 7, after installing it. You just go to 'Edit Profile' in the launcher, and then go right above where it says 'JVM arguments'. There'll be a field where you can select where the java exe you want is located. Make sure to install Java 7, then navigate to where it is installed(for mac, it is in /System/Library/Java/JavaVirtualMachines/<latest Java 7 version>.jdk). Copy that directory into the field I mentioned in the launcher and click save. Then you can run this mod w/o problems.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Edit: Nevermind, I read the Curse page and saw your note. :]
Once again, please use the tutorial I made specifically for this purpose - http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2167922-jre-list-tool-switching-to-java-7-on-osx. You are doing it wrong.
Hmm... Not sure what would be the cause. Perhaps incompatible coremods?
I'm working on making PRs to gradually get rid of my coremod (or at least the parts I can get rid of), but it's slow progress (especially if LexManos doesn't want to pull them, haha). So in short, no clue, but might be resolved in the future.
I... don't think I turned any effects down. Are you sure the mod's shaders are running correctly?
Most of the shader work is done by PsychedelicraftCore (contained in the jar). Depending on the computer, other mods installed and who knows what else it may fail setting up everything though. It's not that noticeable usually except for the fact that the effects don't load...
Planned and probably coming next update