Here are step by step instructions to compile the mod in Windows. It's actually quite easy, and you can use this method to compile any Github mods you might be interested in.
1. Install Github for Windows and Apache Ant, making sure to set the Ant environment variables as the Ant setup instructions say (to get to these, right click Computer/My Computer, click Properties, click Advanced System Settings on the left, then Environment Variables at the bottom.) Make a login for Github for Windows. Also, obviously, you need Java for this to work, but you should have it already if you have Minecraft.
2. Open the Github page for the mod with your web browser. Click the button on the bottom right that says "Clone in Desktop". This will open Github for Windows and download the files.
3. Click the newly downloaded repo in the Github for Windows screen and pick "Open in Explorer." Open a windows command prompt (type "cmd" in the box at the bottom of the Windows Start menu)
4. Navigate to the directory you see in the explorer window you opened in step 3. You will need to type something like:
cd My Documents/Github/Openblocks (you can probably just copy/paste that, unless your path looks different)
5. Type ant and hit enter - the mod will start compiling. It takes a while, so let it run and dont mess with it until it says "Build complete!!" or whatever.
6. The compiled mod will be in the subdirectory /build/dist of wherever you ran the script from.
Hope that helps.
I did exactly that, got the missing scalac error as well, then in the end build.xml failed because it couldn't find a /minecraft/openblocks folder inside something relating to forge, mcp and deobf in the roject folder (can't remember exactly right now). Creating an empty folder like that made the mod compile, but the resulting .jar file doesn't get loaded by Forge.
...I guess I'll have to wait for an official release.
Can I use this for my modpack itll b a public one based on elements magic and medieval warfare there will be a massive building showing off the mod on the modpacks official server and I will provide a link here and credit you in the list of modders for the modpack and give you high ranks on the server thanks P.S If I'm allowed do I have permission to retexture the angel wings to look like angel wings if not thats cool thanks again
I don't know if you're ever looking for ideas for new additions to you're mod, and if you aren't sorry if this is innapropriate. But while I was exploring today I found myself getting a little annoyed constantly needing to throw down a bed and break it every time I needed to sleep, as well as it reseting my spawn point. Would it be possible to add a "sleeping bag" to your mod that lets you sleep from using it in your inventory and doesn't move or reset your spawn point?
It could also have an added function for servers to broadcast when someone is trying to sleep with their sleeping bag so everyone carrying one knows to use it real quick without needing to go back to their bed.
I've got a quest relating to the tanks. It could be handy.
Would it be possible to make it so that tanks can give properties related to the liquid inside? For example. If a tank containing water touches lava, it would turn it to obsidian? Or if a tank with lava touches a mob it can be made to burn?
That would have some fun uses. Even if it is a special type of tank.
All in all an epic mod that is definitely going into my personal pack!
I saw no reply to this - was there any idea for a "monitor" to the tanks to know how much are in them? Sure you can do the math, but it would be nice to know an exact amount...
Also, any plans to add functionality into the Open Peripherals mod? Maybe with that you could just plug in a computer next to the tanks and read it out that way?
I'm going to try a liquid sensor card from IC2's Nuclear Control on one of the tanks and see if I can get a readout from it. It that thing can read how much MJ is in a TE REdstone Energy Cell, it just might read how much liquid is in a tank. But probably just that tank.
On the flip side, if you really need to know how much liquid is in a tank, just break it and look at it. It retains its liquid.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
Nice plugin and on my server I am trying to use it to stop the Hecate spawns (Ars Magica 2) as they are completely ruining the game for the players. I would like to keep Ars Magica so after seeing your Reddit posts I modified the Open Blocks config file as follows:
# List any mob names you want disabled on the server
But when I start the server the Hecate mobs spawn and after stopping the server the Open Blocks config file is back to default state. Any ideas? Thanks!
I noticed you weren't happy with the pull and push terms and were trying to brainstorm some ideas. How about just "(auto-)import" and "(auto-)export"? I think that would be the most readily understood. "Fetch" and "push" might work too.
Is there a known bug with graves? I'm running gravestone mod so I set enableGraves in the open blocks config to false, but the head on a fence post still spawns.
Just in case someone else made the same stupid mistake I did... The head on a fence post I was referencing wasn't from open blocks at all. It was forge essentials after life module. That's what I get for having 3 mods in my modpack that all make graves
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Argue not with dragons for thou art crunchy and go well with brie