so I made some rum in the distillery but how do I get it in 2 bottles?
You must hold a stack of 16 empty glass bottles in your hand, then right-click the distillery.
The reason is the level in a block is encoded in metadata. That is not large enough to hold a fraction. So you can empty beer or wine from a carboy with either 64 empty glass bottles, or 13 bottles at a time. Each batch of 13 bottles will remove 1 gallon from the carboy. Note if you remove 13 at a time, you end up with 65 bottles, instead of 64. That represents the extra care you put in. It's also a programming thing: if carboy level == 5 and you're holding a full stack of empty bottles, then replace the bottles with full bottles, and set carboy level to zero. If you're holding less than a full stack, but 13 or more empty bottles, and carboy level is not empty, then replace 13 bottles with full bottles, and reduce carboy level by one. Distillation will reduce the quantity, so you get fewer bottles after distilling. I worked out the numbers. So you must hold 16 empty glass bottles to get your rum. It will empty the distillery.
poncjusz: I believe I've explained this before. When designing a mod there are several factors to consider. You must maintain game balance; breaking balance would destroy the game. Durability of tool/weapon materials in Minecraft has a huge gap between iron and diamond, a lot of people have commented on the need to fill that gap. One purpose of the Mithril mod is to do that.
Another factor is to adhere to the character of the original game. Minecraft does not have seasons, and it doesn't have wind. This is a key design factor, many player houses/bases would be affected if wind blew rain horizontally through an open window. Or if wet wool of a bed made it soggy, uncomfortable to sleep in, and wet wool can rot. But Minecraft doesn't have that. Similarly arsenic gas could billow around the furnace, with wind blowing it away. That would require smelting on a day with wind, designing your base so wind could blow through or building a furnace outside, and always standing upwind. That would be realistic. But Minecraft doesn't have wind. So to keep within the character of Minecraft, toxic gas has been coded to use the exact same flow algorithm as water. The only difference is it flows up instead of down. Notice lava also uses the same algorithm, it just flows a lot slower. A single source block of water can result in a raging torrent; not exactly realistic, but that's how the algorithm works. Same with lava. Since I use the same algorithm, that also works with toxic gas. The point is to adhere to the character of Minecraft.
Another reason for gas is game balance. Adding a weapon material that's more durable and does more damage than iron must have some cost. The ores are harder to find than iron ore, but not as difficult as diamond. That's on purpose, and I put a lot of effort to make it so. Mining is more dangerous, but not overly so. And smelting is more involved, with additional danger, but not overly so. The toxic gas is deliberate to add a plot twist, to make it more involved, more dangerous. But the danger is fairly easy to overcome; design something around the furnace to contain or re-direct the gas. It's not hard, but does require a bit more attention than smelting iron. That's on purpose, that's for game balance.
When a player steps into water, the "breath" bar appears. When breath reaches zero, the player starts to receive damage. That represents drowning. Stepping into a toxic gas will not do that. However, stepping into toxic gas will trigger the "poison" potion effect. This is the same as cave spider poison. Toxic gas will not kill you, but will reduce you to one point of health: half a heart. I didn't actually code that, instead just triggered the "poison" potion effect. This again adheres to the character of the game. This isn't a "realism vs fantasy" thing, it’s a Minecraft thing.
You must hold a stack of 16 empty glass bottles in your hand, then right-click the distillery.
The reason is the level in a block is encoded in metadata. That is not large enough to hold a fraction. So you can empty beer or wine from a carboy with either 64 empty glass bottles, or 13 bottles at a time. Each batch of 13 bottles will remove 1 gallon from the carboy. Note if you remove 13 at a time, you end up with 65 bottles, instead of 64. That represents the extra care you put in. It's also a programming thing: if carboy level == 5 and you're holding a full stack of empty bottles, then replace the bottles with full bottles, and set carboy level to zero. If you're holding less than a full stack, but 13 or more empty bottles, and carboy level is not empty, then replace 13 bottles with full bottles, and reduce carboy level by one. Distillation will reduce the quantity, so you get fewer bottles after distilling. I worked out the numbers. So you must hold 16 empty glass bottles to get your rum. It will empty the distillery.
You write about your vision. You are talking about assumptions. I ask, why do not you let the server administrator to customize this mod to his needs. It's a very simple question. Why the problem is for you, when an administrator in the config option turns off the gas? After all, this is a mod for the people. People like to customize things. Your mod can not be configured, it is not user friendly.
BTW: You say that the gas is there to be balance. As already noticed, you can freely use the furnace standing a few squares from him. This bypasses your assumption of balance. Besides, as admin, I can sell mithril armor from adminshop for almost free. It also bypasses your assumption of balance. So you see, your perfect vision will be destroyed anyway. So is not it better to just let the normal configuration?
It is easy to see that you are very dedicated to mods and modding, poncjusz. I for one much prefer this mod as it is now - the gas adds to the game play in a very good way. As you say, you can set up some admin shop on your own server if that is how you want to manage this. Or perhaps set up an alternative crafting recipes using Custom NPCs. But that sounds sad to me, and you are really degrading the mod by doing so.
I think its a good idea to move everything about the mod to the main post. People would think that the only mod in your MODS is the mithril mod (people tend to overlook stuff)
It is easy to see that you are very dedicated to mods and modding, poncjusz. I for one much prefer this mod as it is now - the gas adds to the game play in a very good way. As you say, you can set up some admin shop on your own server if that is how you want to manage this. Or perhaps set up an alternative crafting recipes using Custom NPCs. But that sounds sad to me, and you are really degrading the mod by doing so.
At least we got to the point of the whining. It would probably have been far more constructive to say "Hey Rbdyck, any chance you'll put some config options in? Maybe one to turn off the poison gas that, while it's an interesting concept, if left uncontained, flows up to max build height and lags my server?"
Then you could get a simple "yes/no" answer, and be on your merry way.
Want mythril, but don't want to deal with it? Get Metallurgy, which includes a large number of other semi-useless materials that span the gap between iron and diamond, and one or two that meet or go beyond diamond's durability.
Lag? Is it causing lag? I could limit gas expansion. Now how to find maximum build height?
And Glenn, of Glenn's Gasses, has coordinated his mod with mine. He offered to have his mod provide the gas. I have considered taking him up on that, as a configuration option. Not to disable toxic gas all together, but a different toxic gas. A pocket of toxic gas that he generates as an ore, has limited volume. So once it passes, it's gone. And he has fire generate smoke. Could have a furnace generate toxic gas that way, as it smelts. Not sure how different that would be from current. Arsenic oxide, arsenic trisulphide, and sulphur dioxide gasses are not flammable, so the flammability feature of his gas would not be used. He has different gasses, some flammable, some not. Yet another mod for which to code compatibility. Again, a lot of work, but not sure how different it would be. Or whether it would solve anything.
::Edit:: I shouldn't act naive. He wants to use this mod to sell stuff on his server. I imagine that's mithril swords, armour, tools, and even ingots. If we wants to do that, fine. But the mod was written to be a fun game: survival mode. I'm not going to code it just to provide stuff to sell with no game purpose. As XombyCraft said, you can use Metallurgy to do that.
Lag? Is it causing lag? I could limit gas expansion. Now how to find maximum build height?
And Glenn, of Glenn's Gasses, has coordinated his mod with mine. He offered to have his mod provide the gas. I have considered taking him up on that, as a configuration option. Not to disable toxic gas all together, but a different toxic gas. A pocket of toxic gas that he generates as an ore, has limited volume. So once it passes, it's gone. And he has fire generate smoke. Could have a furnace generate toxic gas that way, as it smelts. Not sure how different that would be from current. Arsenic oxide, arsenic trisulphide, and sulphur dioxide gasses are not flammable, so the flammability feature of his gas would not be used. He has different gasses, some flammable, some not. Yet another mod for which to code compatibility. Again, a lot of work, but not sure how different it would be. Or whether it would solve anything.
::Edit:: I shouldn't act naive. He wants to use this mod to sell stuff on his server. I imagine that's mithril swords, armour, tools, and even ingots. If we wants to do that, fine. But the mod was written to be a fun game: survival mode. I'm not going to code it just to provide stuff to sell with no game purpose. As XombyCraft said, you can use Metallurgy to do that.
I think you're on to something here, actually. You know the Biomes'O'plenty Clouds/Ash Clouds/Sulfurous clouds? Perhaps if the furnace generated some of those... You would have to remove them... but maybe you could figure out some degradation time where the blocks end up removing themselves. It's a bit more advanced, perhaps... but the alternative is akin to making water/lava only "fall" a certain distance, and then stop.
I've been digging around this topic for a half hour and can't find anything about any license or public/private mod-pack permissions. what's your stance on using this in a modpack?
The Booze mod has modified flower pots. It replaced the vanilla flower pot, but the new one has the same texture, the same name, appears the same in creative menu, and has the same crafting recipe. So it's the same.
Issue we've been running into with this... recipes that require the vanilla flower pot such as MFR break because they only work with the vanilla flower pot.
Possible fixes:
- Add a crafting recipe to switch back and forth between your an vanilla flowerpot
- Make garlic/etc work with the vanilla pot
Rollback Post to RevisionRollBack
public void main(String args[]) { while(true) { System.out.println("Problem solved"); }
Issue we've been running into with this... recipes that require the vanilla flower pot such as MFR break because they only work with the vanilla flower pot.
Possible fixes:
- Add a crafting recipe to switch back and forth between your an vanilla flowerpot
- Make garlic/etc work with the vanilla pot
That's frustrating. And strange. The reason I did it this way was to ensure the new flowerpot has exactly the same item ID number. And by doing so, replaces it in the master item list. So it should work with crafting recipes. Since I use the same item ID number, there's no way you can have both a vanilla flowerpot and my modified fowerpot in the same game. This is the way to make garlic and heather work with the vanilla pot. There is error trappiing code (try/catch) to create a new item if replacing the vanilla flowerpot fails. Do you see a Development Console message that says "mod_Booze.load: failed to override itemFlowerPot, creating new item"?
Um, your flower pot shows up as item id 646 in NEI while the vanilla one is 390... Are you talking about a different id number?
Are you using idfix, or have you modified the cfg file in any way?
Though I don't see "flowerpot" in either the booze or kitchen mods' cfg files.
As an observation: 646 is a 256 offset from 390 -- something I know some mods do (or forge maybe, but I know at least one of the bigwig mods have issues along those lines).
Ah, you know what it is. We were trying to fix id conflicts and the only way to fix them was to change the BaseItemID config b/c we couldn't change the id's of the items individually. My fault. It would be nice to have the ability to change individual id's however.
Rollback Post to RevisionRollBack
public void main(String args[]) { while(true) { System.out.println("Problem solved"); }
There's a very minor glitch between pam's flowers and the booze mod's wet grain. The brown vine texture seems to over ride the texture you use when they're placed down. Not quite sure how but, like I said, it's very minor unless someone is irritated by the wrong texture showing. Other than that i find myself enjoying the mod quite a bit so far.
Time: 02/03/14 20:44
Description: Exception in server tick loop
java.lang.ArrayIndexOutOfBoundsException: -1
at mithril.WorldGenMithrilOre$prescanChunk.checkForLavaWater(WorldGenMithrilOre.java:80)
at mithril.WorldGenMithrilOre.generate(WorldGenMithrilOre.java:151)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:103)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:259)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1253)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:294)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:119)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:142)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
If I had to guess, further down the error log is probably something about "javaHeap", which would mean you need to allocate more RAM at least during the initial worldgen process.
Lag? Is it causing lag? I could limit gas expansion. Now how to find maximum build height?
And Glenn, of Glenn's Gasses, has coordinated his mod with mine. He offered to have his mod provide the gas. I have considered taking him up on that, as a configuration option. Not to disable toxic gas all together, but a different toxic gas. A pocket of toxic gas that he generates as an ore, has limited volume. So once it passes, it's gone. And he has fire generate smoke. Could have a furnace generate toxic gas that way, as it smelts. Not sure how different that would be from current. Arsenic oxide, arsenic trisulphide, and sulphur dioxide gasses are not flammable, so the flammability feature of his gas would not be used. He has different gasses, some flammable, some not. Yet another mod for which to code compatibility. Again, a lot of work, but not sure how different it would be. Or whether it would solve anything.
::Edit:: I shouldn't act naive. He wants to use this mod to sell stuff on his server. I imagine that's mithril swords, armour, tools, and even ingots. If we wants to do that, fine. But the mod was written to be a fun game: survival mode. I'm not going to code it just to provide stuff to sell with no game purpose. As XombyCraft said, you can use Metallurgy to do that.
Yea, it causes lag (or at least did back in 1.4.7, I didn't use it on my 1.5 server because of conflicts with something or other else... but I had a lot of stupid worldgen issues (still do) with that server, so I dumped a lot of mods I would have liked to keep.
That said, it causes no more lag than lava/water falling unobstructed towards the void.
What you said about the toxic gas... Have you seen how Thaumcraft does their gaseous taint? It's a finite amount of liquid (perhaps the same way Glenn's handling it) but it sticks around and you have to snuff it out like you would water/lava to get rid of it. I haven't tested what it does if left unobstructed to build-height, though...
Another option would be to have it collect upwards (assuming these gasses were not heavier than air like propane, for instance), and dissipate using the "leaf block fall" mechanic over time.
You must hold a stack of 16 empty glass bottles in your hand, then right-click the distillery.
The reason is the level in a block is encoded in metadata. That is not large enough to hold a fraction. So you can empty beer or wine from a carboy with either 64 empty glass bottles, or 13 bottles at a time. Each batch of 13 bottles will remove 1 gallon from the carboy. Note if you remove 13 at a time, you end up with 65 bottles, instead of 64. That represents the extra care you put in. It's also a programming thing: if carboy level == 5 and you're holding a full stack of empty bottles, then replace the bottles with full bottles, and set carboy level to zero. If you're holding less than a full stack, but 13 or more empty bottles, and carboy level is not empty, then replace 13 bottles with full bottles, and reduce carboy level by one. Distillation will reduce the quantity, so you get fewer bottles after distilling. I worked out the numbers. So you must hold 16 empty glass bottles to get your rum. It will empty the distillery.
Another factor is to adhere to the character of the original game. Minecraft does not have seasons, and it doesn't have wind. This is a key design factor, many player houses/bases would be affected if wind blew rain horizontally through an open window. Or if wet wool of a bed made it soggy, uncomfortable to sleep in, and wet wool can rot. But Minecraft doesn't have that. Similarly arsenic gas could billow around the furnace, with wind blowing it away. That would require smelting on a day with wind, designing your base so wind could blow through or building a furnace outside, and always standing upwind. That would be realistic. But Minecraft doesn't have wind. So to keep within the character of Minecraft, toxic gas has been coded to use the exact same flow algorithm as water. The only difference is it flows up instead of down. Notice lava also uses the same algorithm, it just flows a lot slower. A single source block of water can result in a raging torrent; not exactly realistic, but that's how the algorithm works. Same with lava. Since I use the same algorithm, that also works with toxic gas. The point is to adhere to the character of Minecraft.
Another reason for gas is game balance. Adding a weapon material that's more durable and does more damage than iron must have some cost. The ores are harder to find than iron ore, but not as difficult as diamond. That's on purpose, and I put a lot of effort to make it so. Mining is more dangerous, but not overly so. And smelting is more involved, with additional danger, but not overly so. The toxic gas is deliberate to add a plot twist, to make it more involved, more dangerous. But the danger is fairly easy to overcome; design something around the furnace to contain or re-direct the gas. It's not hard, but does require a bit more attention than smelting iron. That's on purpose, that's for game balance.
When a player steps into water, the "breath" bar appears. When breath reaches zero, the player starts to receive damage. That represents drowning. Stepping into a toxic gas will not do that. However, stepping into toxic gas will trigger the "poison" potion effect. This is the same as cave spider poison. Toxic gas will not kill you, but will reduce you to one point of health: half a heart. I didn't actually code that, instead just triggered the "poison" potion effect. This again adheres to the character of the game. This isn't a "realism vs fantasy" thing, it’s a Minecraft thing.
It is easy to see that you are very dedicated to mods and modding, poncjusz. I for one much prefer this mod as it is now - the gas adds to the game play in a very good way. As you say, you can set up some admin shop on your own server if that is how you want to manage this. Or perhaps set up an alternative crafting recipes using Custom NPCs. But that sounds sad to me, and you are really degrading the mod by doing so.
At least we got to the point of the whining. It would probably have been far more constructive to say "Hey Rbdyck, any chance you'll put some config options in? Maybe one to turn off the poison gas that, while it's an interesting concept, if left uncontained, flows up to max build height and lags my server?"
Then you could get a simple "yes/no" answer, and be on your merry way.
Want mythril, but don't want to deal with it? Get Metallurgy, which includes a large number of other semi-useless materials that span the gap between iron and diamond, and one or two that meet or go beyond diamond's durability.
[¬º-°]¬
And Glenn, of Glenn's Gasses, has coordinated his mod with mine. He offered to have his mod provide the gas. I have considered taking him up on that, as a configuration option. Not to disable toxic gas all together, but a different toxic gas. A pocket of toxic gas that he generates as an ore, has limited volume. So once it passes, it's gone. And he has fire generate smoke. Could have a furnace generate toxic gas that way, as it smelts. Not sure how different that would be from current. Arsenic oxide, arsenic trisulphide, and sulphur dioxide gasses are not flammable, so the flammability feature of his gas would not be used. He has different gasses, some flammable, some not. Yet another mod for which to code compatibility. Again, a lot of work, but not sure how different it would be. Or whether it would solve anything.
::Edit:: I shouldn't act naive. He wants to use this mod to sell stuff on his server. I imagine that's mithril swords, armour, tools, and even ingots. If we wants to do that, fine. But the mod was written to be a fun game: survival mode. I'm not going to code it just to provide stuff to sell with no game purpose. As XombyCraft said, you can use Metallurgy to do that.
I think you're on to something here, actually. You know the Biomes'O'plenty Clouds/Ash Clouds/Sulfurous clouds? Perhaps if the furnace generated some of those... You would have to remove them... but maybe you could figure out some degradation time where the blocks end up removing themselves. It's a bit more advanced, perhaps... but the alternative is akin to making water/lava only "fall" a certain distance, and then stop.
[¬º-°]¬
Thanks,
Issue we've been running into with this... recipes that require the vanilla flower pot such as MFR break because they only work with the vanilla flower pot.
Possible fixes:
- Add a crafting recipe to switch back and forth between your an vanilla flowerpot
- Make garlic/etc work with the vanilla pot
mithrilew.zip
That's frustrating. And strange. The reason I did it this way was to ensure the new flowerpot has exactly the same item ID number. And by doing so, replaces it in the master item list. So it should work with crafting recipes. Since I use the same item ID number, there's no way you can have both a vanilla flowerpot and my modified fowerpot in the same game. This is the way to make garlic and heather work with the vanilla pot. There is error trappiing code (try/catch) to create a new item if replacing the vanilla flowerpot fails. Do you see a Development Console message that says "mod_Booze.load: failed to override itemFlowerPot, creating new item"?
Um, your flower pot shows up as item id 646 in NEI while the vanilla one is 390... Are you talking about a different id number?
Are you using idfix, or have you modified the cfg file in any way?
Though I don't see "flowerpot" in either the booze or kitchen mods' cfg files.
As an observation: 646 is a 256 offset from 390 -- something I know some mods do (or forge maybe, but I know at least one of the bigwig mods have issues along those lines).
[¬º-°]¬
If I had to guess, further down the error log is probably something about "javaHeap", which would mean you need to allocate more RAM at least during the initial worldgen process.
[¬º-°]¬
Yea, it causes lag (or at least did back in 1.4.7, I didn't use it on my 1.5 server because of conflicts with something or other else... but I had a lot of stupid worldgen issues (still do) with that server, so I dumped a lot of mods I would have liked to keep.
That said, it causes no more lag than lava/water falling unobstructed towards the void.
What you said about the toxic gas... Have you seen how Thaumcraft does their gaseous taint? It's a finite amount of liquid (perhaps the same way Glenn's handling it) but it sticks around and you have to snuff it out like you would water/lava to get rid of it. I haven't tested what it does if left unobstructed to build-height, though...
Another option would be to have it collect upwards (assuming these gasses were not heavier than air like propane, for instance), and dissipate using the "leaf block fall" mechanic over time.
[¬º-°]¬