Great! I am actually looking to spotlight this mod and I would love to work with you or anyone else working on the mod as to when would be the best time to create a spotlight.
Great! I am actually looking to spotlight this mod and I would love to work with you or anyone else working on the mod as to when would be the best time to create a spotlight.
I'm actually needing a good spotlight of the new version so feel free to hit me up. I'd love to help you out
New spotlight video in the main post. But I really wanted to let you guys in on something cool.
First off. I plan on continuing this mod for a long time. After thinking about that, I realized that if I want to do that I will have to be updating this mod at some point to further versions. After seeing where Mojang is going with 1.9 the changes made in 1.8 are not going away. I've done a mod in 1.8 (NeoTech) with Dyonovan but that never really got anywhere. We both just kinda got bored.
So here is what is happening and what the future holds.
First: I'm updating the Bookshelf API to 1.8. I'm actually pretty far into it. Also, it is in Scala. I really like Scala and if you are looking to make a 1.8 mod and want to use our API, I think you'll find it is pretty cool. I know a lot of modders don't want to go to 1.8 because they don't want to deal with the whole .json thing and not being able to access the world or tile entity on the block render. To that I say, you're wrong. It is totally doable. Whats more, you can even use the same block rendering code for the item. I encourage you to see how we are doing things and the ISmartBlock and ISmartIItem model classes in forge. You don't have to define the models beforehand. I'll go into detail about that more once the API is further on but essentially you do this:
Register the icons (as that is usually done in the models), the API gives you a familiar way to do that from the block class
Bake all models, this means that for every state the block can be in, you need to have a defined model. This comes from the BlockStates. Those are new and are meant to 'replace' metadata. Though they don't really do much different. If your model doesn't really care about state, make sure you block only has one state and vary the model using an extended property. The model will only be called for the state it is in
Register the inventory models. Same as above but it will only ever be in one state as its an item now.
That is just a bit of a rant to those saying 1.8 limits what you can do. It doesn't. It is different, but not necessarily worse.
Second: When that is done, Modular Systems will be updated to 1.8. That is the main goal is to get this updated and out there. I think 1.8 needs a mod like this. We have a lot of content compared to most 1.8 mods and I think getting out there before other mods will give this on a little more attention. It can be done and we think we can do it pretty easily. Since we rely on the Bookshelf API, that is the hardest part of the update. By changing that, most of the updating is just translating to new methods. We also plan to convert Modular Systems to Scala.
Third: Since I'm working on 1.8 right now, content will probably slow as we catch the 1.8 version up the current 1.7.10 version. Now, before you get mad that I'm not developing in version 'X' exclusively, that doesn't mean either is stopping. We plan to continue 1.7.10 (in Java most likely) and also develop 1.8 (in Scala for sure). Since we are using two different versions, and two different languages, we will be a little slower to add content. Not by much but the pace will lessen. Which is good because we have the main few systems down. But honestly, it isn't that hard to translate from Java to Scala and 1.7.10 to 1.8.
I know a lot of you have used my code as a way to learn how to code, so if you used this to learn Java unfortunately it seems that time is over. There will still be some Java as there are a few things it just does better (easier) than Scala. But on the flipside, Scala does a LOT better than Java in many ways. At least for this purpose. So moving forward, development will continue in Scala
After playing around with it some more there are two things I really miss with the storage system.
1: Integration with inventory tweaks so I can hold space and dump my whole inventory.
2: Sorting options. Now it seems to do some mod based sorting but it would be nice to be able to sort on size and name.
Those features are on the way at some point. However, sorting by amount isn't really an option. The most the sorting algorithm can see at one instance is comparing a single stack to another stack. I can bring back name based, but to bring in a features like size, isn't really something that is doable. In order to make that happen, you would starting seeing performance drops. The storage is difficult to optimize and still give all those features. I can agree it would be nice and I've thought about it myself, but I just can't think of an easy way to get it done. Id really have to sit down and think about it and test a few ideas. And I will say I will at least try, but no promises
Progress is being made in 1.8. The storage system is almost done, the core functions are all there it's just a matter of adding back all the expansions. The furnace is in a state where it will form and do all it is supposed to. It just needs fuel providers (the next task). One benefit of 1.8 is the ability to add block models to existing blocks. I am pleased to say that our multiblock will not only retain the texture of the block it represents, but it will also copy the model. This means that there are no model jsons and it will do even more than the last version. Going forward, this version will probably get the most attention. We will develop on it, test it, and port back to the 1.7.10 version as long as it is still in demand.
The entire reason I am pushing into 1.8 is that if this mod is to continue for a while as it has from 1.4, it will need to update. I don't want this mod to die after 1.7.10 as it looks some are. We are going to push forward and into the new versions. We will even go to 1.9 when it is available. You will probably see more mods doing the same but we are taking this chance to be the first big "tech" mod in 1.8.
For those of you who know of NeoTech, it is likely that after we update this mod, we will revisit that one. Since our API has been updated to 1.8, a lot of the hassle of 1.8 modding is handled. We can easily create mods using that API and as such NeoTech can be much better with much higher performance
Hopefully we can get a version for 1.8 out soon. I would say within a couple of weeks it will be ready. Probably soon. We have some cool things planned to keep updated here for the news
The 1.8 version is really coming along. As of now, the furnace and crusher are pretty much done. The storage is good I just need to add all the expansions.
Here are some notable upgrades to the new version
Connected textures on the storage system
A block to increase the chance of a secondary output in the crusher
All expansions has 3d models
It is far from finished. I still have to make the IO blocks, redstone blocks, and a few more things. As well as adding back in the in game config screen for block values. Commands aren't in yet, and a few other bits. Since there isn't an official RF implementation in 1.8, we have decided to change the generator to produce steam that can power your other things. We will be making our own system since there is yet to be a good one in 1.8
Just a heads up, I'm planning on doing some dev streams starting tomorrow. You'll see how to make mods like this and get to see some of the new features as they are being created.
Seeing as dyo and I develop both, hopefully well. Though we do not intend to make the two part of the same idea, we will keep in mind that we will develop the other mod. The two will work together for sure but not much beyond that
The Meaning of Life, the Universe, and Everything.
Join Date:
7/2/2014
Posts:
61
Member Details
Using 1.7.10-2.2.1. I copied my mods and config folder to my server. It starts up no problem and my client starts up fine. However, when I try to connect to the server I get a fatally missing blocks/items error. The client log shows "Missing list: [modularsystems:dustGold, modularsystems:dustIron]." Playing single player works fine. Any help would be appreciated. Thanks.
Edit: I'm an idiot. I was using the Curse Voice client and somehow I managed to hit the disable button next to Modular Systems.
Hey Paul, I saw in your video that you said you wanted feedback, here is mine.
I played an earlier version of this mod in the beyond reality pack in 1.6.4. Im going to download the newest version to see if it will fit what i want it to do. I remember when you first came out with this, people wanted you to make the furnaces super powerful, and you seemed to want to keep things less powerful.
What I am trying to do is find a furnace/ore grinder that i can config to be very weak, as a tier one system for a modpacks progression. Most mods offer furnaces that are faster and/or mroe efficient than a vanilla furnace, and an ore grinder htat basically doubles ores into two dusts. I am looking to remove the vanilla furnace and instead get people to make another type of furnace on day 1. The probelm is, trying to use a modded furnace means you need metal.
Your system looks ideal, you can start with a basic furnace and upgrade it. I am hoping to find something that takes like 1 full piece of coal to smelt an ore, not 1 coal per 8 ores. And then as you upgrade the furnace, you get closer to vanilla ratios. Same with a grinder, I am looking to have something that will just output one dust, then change the recipe for ingots to output only nuggets.
Anyway, as someone who has spent some time making modpacks (just private ones) I would say the best option for any mod is to allow people to configure it how they want, that will get it used by more modpack makers. Right now I am using Ender IO as the foundation of the pack simply because it has machines that have multiple outputs, and lets you configure new recipes right in its own config. The multiple outputs open up a LOT of options, especially if it allows a base chance to have the second or third item appear. Smelt one iron ore and you get one ingot and have a 5% chance to get some other item. (allowing people to config how the furnaces upgrades work is great by the way, if this fits what I want it to do, I will definitely be using that portiion of the config)
anyway, checking out your mod now. I really lliked in 1.6 that the furnaces were not OP, and you had some progression to them.
edit: found your config post on your wiki, it looks like this will do exactly what I want it to do.
You can even configure the block values in-game, using the command: /configureBlockValues. This can allow you to add values for modded blocks as well, such as copper or tin. I really like the way they've made the values so easy to understand
Huge update going out now. Includes the new storage system and generator structures. Changelog as always is on our wiki. Enjoy
https://github.com/TeamCoS/Modular-Systems/wiki/Changelog
Great! I am actually looking to spotlight this mod and I would love to work with you or anyone else working on the mod as to when would be the best time to create a spotlight.
I'm actually needing a good spotlight of the new version so feel free to hit me up. I'd love to help you out
New spotlight video in the main post. But I really wanted to let you guys in on something cool.
First off. I plan on continuing this mod for a long time. After thinking about that, I realized that if I want to do that I will have to be updating this mod at some point to further versions. After seeing where Mojang is going with 1.9 the changes made in 1.8 are not going away. I've done a mod in 1.8 (NeoTech) with Dyonovan but that never really got anywhere. We both just kinda got bored.
So here is what is happening and what the future holds.
First: I'm updating the Bookshelf API to 1.8. I'm actually pretty far into it. Also, it is in Scala. I really like Scala and if you are looking to make a 1.8 mod and want to use our API, I think you'll find it is pretty cool. I know a lot of modders don't want to go to 1.8 because they don't want to deal with the whole .json thing and not being able to access the world or tile entity on the block render. To that I say, you're wrong. It is totally doable. Whats more, you can even use the same block rendering code for the item. I encourage you to see how we are doing things and the ISmartBlock and ISmartIItem model classes in forge. You don't have to define the models beforehand. I'll go into detail about that more once the API is further on but essentially you do this:
That is just a bit of a rant to those saying 1.8 limits what you can do. It doesn't. It is different, but not necessarily worse.
Second: When that is done, Modular Systems will be updated to 1.8. That is the main goal is to get this updated and out there. I think 1.8 needs a mod like this. We have a lot of content compared to most 1.8 mods and I think getting out there before other mods will give this on a little more attention. It can be done and we think we can do it pretty easily. Since we rely on the Bookshelf API, that is the hardest part of the update. By changing that, most of the updating is just translating to new methods. We also plan to convert Modular Systems to Scala.
Third: Since I'm working on 1.8 right now, content will probably slow as we catch the 1.8 version up the current 1.7.10 version. Now, before you get mad that I'm not developing in version 'X' exclusively, that doesn't mean either is stopping. We plan to continue 1.7.10 (in Java most likely) and also develop 1.8 (in Scala for sure). Since we are using two different versions, and two different languages, we will be a little slower to add content. Not by much but the pace will lessen. Which is good because we have the main few systems down. But honestly, it isn't that hard to translate from Java to Scala and 1.7.10 to 1.8.
I know a lot of you have used my code as a way to learn how to code, so if you used this to learn Java unfortunately it seems that time is over. There will still be some Java as there are a few things it just does better (easier) than Scala. But on the flipside, Scala does a LOT better than Java in many ways. At least for this purpose. So moving forward, development will continue in Scala
Great Mod!
I have been looking for something like this for ages. I really liked the storage in AE2 but it always felt like cheating.
I use it together with logistics pipes and jabba for large scale storing in a private low tech mod pack.
I would like to put this mod in my modpack. i'll tell you the name when i finish i'm close to being done
After playing around with it some more there are two things I really miss with the storage system.
1: Integration with inventory tweaks so I can hold space and dump my whole inventory.
2: Sorting options. Now it seems to do some mod based sorting but it would be nice to be able to sort on size and name.
Those features are on the way at some point. However, sorting by amount isn't really an option. The most the sorting algorithm can see at one instance is comparing a single stack to another stack. I can bring back name based, but to bring in a features like size, isn't really something that is doable. In order to make that happen, you would starting seeing performance drops. The storage is difficult to optimize and still give all those features. I can agree it would be nice and I've thought about it myself, but I just can't think of an easy way to get it done. Id really have to sit down and think about it and test a few ideas. And I will say I will at least try, but no promises
Been playing some more and built a crusher but noticed a bug.
When forming the multi block it overwrites the textures for the blocks. It works fine for the generator though.
The furnace and crusher add an overlay
Progress is being made in 1.8. The storage system is almost done, the core functions are all there it's just a matter of adding back all the expansions. The furnace is in a state where it will form and do all it is supposed to. It just needs fuel providers (the next task). One benefit of 1.8 is the ability to add block models to existing blocks. I am pleased to say that our multiblock will not only retain the texture of the block it represents, but it will also copy the model. This means that there are no model jsons and it will do even more than the last version. Going forward, this version will probably get the most attention. We will develop on it, test it, and port back to the 1.7.10 version as long as it is still in demand.
The entire reason I am pushing into 1.8 is that if this mod is to continue for a while as it has from 1.4, it will need to update. I don't want this mod to die after 1.7.10 as it looks some are. We are going to push forward and into the new versions. We will even go to 1.9 when it is available. You will probably see more mods doing the same but we are taking this chance to be the first big "tech" mod in 1.8.
For those of you who know of NeoTech, it is likely that after we update this mod, we will revisit that one. Since our API has been updated to 1.8, a lot of the hassle of 1.8 modding is handled. We can easily create mods using that API and as such NeoTech can be much better with much higher performance
Hopefully we can get a version for 1.8 out soon. I would say within a couple of weeks it will be ready. Probably soon. We have some cool things planned to keep updated here for the news
The 1.8 version is really coming along. As of now, the furnace and crusher are pretty much done. The storage is good I just need to add all the expansions.
Here are some notable upgrades to the new version
It is far from finished. I still have to make the IO blocks, redstone blocks, and a few more things. As well as adding back in the in game config screen for block values. Commands aren't in yet, and a few other bits. Since there isn't an official RF implementation in 1.8, we have decided to change the generator to produce steam that can power your other things. We will be making our own system since there is yet to be a good one in 1.8
Just a heads up, I'm planning on doing some dev streams starting tomorrow. You'll see how to make mods like this and get to see some of the new features as they are being created.
How will your 1.8 version fit in with Neotech?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Seeing as dyo and I develop both, hopefully well. Though we do not intend to make the two part of the same idea, we will keep in mind that we will develop the other mod. The two will work together for sure but not much beyond that
I found a possible crash bug in 1.7.10 (Bookshelf API 1.2.0 and ModularSystems 2.2.1 with Forge 1448)
If there are no internet connection, Minecraft client goes down and outputs following log.
http://pastebin.com/pniPKDHA
And also, Modular Systems' config file (/config/Modular-Systems/General.cfg) lost all text with this crash.
Using 1.7.10-2.2.1. I copied my mods and config folder to my server. It starts up no problem and my client starts up fine. However, when I try to connect to the server I get a fatally missing blocks/items error. The client log shows "Missing list: [modularsystems:dustGold, modularsystems:dustIron]." Playing single player works fine. Any help would be appreciated. Thanks.
Edit: I'm an idiot. I was using the Curse Voice client and somehow I managed to hit the disable button next to Modular Systems.
Hey Paul, I saw in your video that you said you wanted feedback, here is mine.
I played an earlier version of this mod in the beyond reality pack in 1.6.4. Im going to download the newest version to see if it will fit what i want it to do. I remember when you first came out with this, people wanted you to make the furnaces super powerful, and you seemed to want to keep things less powerful.
What I am trying to do is find a furnace/ore grinder that i can config to be very weak, as a tier one system for a modpacks progression. Most mods offer furnaces that are faster and/or mroe efficient than a vanilla furnace, and an ore grinder htat basically doubles ores into two dusts. I am looking to remove the vanilla furnace and instead get people to make another type of furnace on day 1. The probelm is, trying to use a modded furnace means you need metal.
Your system looks ideal, you can start with a basic furnace and upgrade it. I am hoping to find something that takes like 1 full piece of coal to smelt an ore, not 1 coal per 8 ores. And then as you upgrade the furnace, you get closer to vanilla ratios. Same with a grinder, I am looking to have something that will just output one dust, then change the recipe for ingots to output only nuggets.
Anyway, as someone who has spent some time making modpacks (just private ones) I would say the best option for any mod is to allow people to configure it how they want, that will get it used by more modpack makers. Right now I am using Ender IO as the foundation of the pack simply because it has machines that have multiple outputs, and lets you configure new recipes right in its own config. The multiple outputs open up a LOT of options, especially if it allows a base chance to have the second or third item appear. Smelt one iron ore and you get one ingot and have a 5% chance to get some other item. (allowing people to config how the furnaces upgrades work is great by the way, if this fits what I want it to do, I will definitely be using that portiion of the config)
anyway, checking out your mod now. I really lliked in 1.6 that the furnaces were not OP, and you had some progression to them.
edit: found your config post on your wiki, it looks like this will do exactly what I want it to do.
You can even configure the block values in-game, using the command: /configureBlockValues. This can allow you to add values for modded blocks as well, such as copper or tin. I really like the way they've made the values so easy to understand