I've been thinking. I love this mod. It's been the mod that got me into modding in the first place and its been my brain child since then. I want to really do it justice and I don't feel like I am at the moment. It has been difficult with my professional projects lately and I won't be able to give this the work I want for a little bit.
So. Here is my plan. Once again, I am going to rewrite this mod. I know a lot of you want to see new things soon and I can bring that to you. It may just be a while. I've learned a lot over my time modding and I've been using my playground mod as a testing ground for some new ideas. I promise you, this will be so much better. I have some very cool plans and I can't wait for you guys to see it. It will be fun. I can't promise it'll be soon, but it'll happen. If at that time modding has moved to a new version, I will start there as I will have to anyway. If not, it will be 1.7.10.
Hey Paul, I saw the mod review on youtube and it looked amazing, great job. However, I have come across a problem with the 1.7.10 version of the mod. I dragged the .jar file into my mods folder, launched minecraft 1.7.10 Forge and it crashed before the main menu of minecraft opened. Here is the report:
Put your spoiler here.
// I bet Cylons wouldn't have this problem.
Time: 6/27/15 3:19 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: com.teamcos.modularsystems.ModularSystemsAPI
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:76)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
at sun.reflect.GeneratedMethodAccessor8.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: com.teamcos.modularsystems.ModularSystemsAPI
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:42)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
That was the report if you could fix the bug that would be great thank you.
That is very strange. That issue should not be happening at all.
Before I start looking into it, will you go to the curse project site and download the latest version. It is in my signature. That way I know that specific file is having issue. The file seems to be missing my api which on its own is kinda a mod but is bundled with the mod itself. I'll still play around with it to see
I have started to rewriting. Things are going well. I think you guys will really like what comes with it. It will not only behave better, but I plan on making this mod look great. Maybe even some sounds.
That brings me to my question, if you have any input on this please say something as it is very important. I love that this mod has dynamic textures. I plan on keeping that in the new version but a little different. For instance, special blocks will have custom textures. Just like the storage, some blocks just have to be unique. However, the vanilla or modded blocks that make up the furnace will adjust to your resource pack just like usual. Now for the main question. This mod has used the hopper top to show that the structure is built for ages now, does anyone really like that? The reason I ask, I plan to remove it. Think the old XYCraft tanks, they had that almost wire texture going around the structure. I want something like that to layer over the top. I plan on making it color-able so you can choose what color you want it to overlay. It won't be super invasive like the ore processor was, but something that shows you what is going on. The furnace and ore processor will have different patterns but will still have the same design behind them. As will the storage. This way you can color systems to tell them apart if they are next to one another.
It is just an idea, I want to really bring this mod to what I have in mind and I feel that this time around the rendering should be top of the list as most of the functions will be easy to redo.
Just some thoughts. If you have any ideas going forward feel free to post them here. This project will take time and may not be ready for testing for another month or so but I will have something for you guys
I would also like to give a general update. The update is going well. As I went back and started doing a little work setting up the base I've found I can do things very cleanly. I can't explain how much better this will make things. Trust me on this one it'll be great. It has also brought up a conversation with Dyonovan about making a mod library. If we do, it will be available for all of you to use and will have some of our enhancements.
Progress is actually going pretty well. I'm working with Dyonovan to make a library that everyone can use and it will include code I've developed in Modular Systems. The rewrite is very important as already things are going to be much cleaner. I have a system in place that will allow me to rapidly put out more content once this is up and running.
As a bit of proof, here it is. The core in game. Doesn't do much yet, but the under the hood stuff to get this here makes it a very clean block from the ground up
Good to see you updating the mod again! Can't wait to see any changes
I'm glad you're excited. There will be significant improvement updates and by making my code cleaner I can make the mod even more powerful.
As for visual changes, you may not see much. Besides working more smoothly, I don't plan on add too much to the visuals of the mod. I have a few ideas. First off, the boxy overlay on completed structures is going to go. I want a style kinda like the XYcraft tanks. That kind of idea. I also plan on making the GUIs a lot cleaner. Aside from that, it won't look too different honestly.
It'll actually be kindof cool if you could pour lava inside the Modular furnace and it will cook stuff for quite a while, and have glass as an addition to the furnace so you could see the inside.
The furnace is up and running. It isn't a multi-block yet, but I have been working on a method to return a list of blocks and it has been tested to work very easily. Hopefully adding those functions will be very simple. What may take some time is reworking the config system. I'm going to make it easy and simple to use. I may even write an HTML script to help people create the values. Not sure yet. Once the furnace is up and running with the multi-block the ore processor will be quick to join. I hope to have a functional test version up within the week. I can for sure have a normal furnace working but having it adapt as it is supposed to may take time to reimplement. We shall see, the original version took quite some time so hopefully I can use what I learned then to progress even easier this time.
Keep checking in for updates as I am putting a lot of work into it. Here are some important links, the first is the library that I'm developing along with Dyonovan that this mod will use and the other is the branch I'm working on for this mod.
Good news. The furnace is up and running as a multi-block. It is that much closer to being ready for testing. However, I still need to implement the banned blocks, block values, and other things like that. The multi-block code is complete but this furnace is more than just a big furnace. This part may take some time but stick around and you should see some progress very soon. I'm also going to be trying out some new textures.
Say hello to the new Modular Furnace. This will be the rendering for the furnace, each other system will change what pattern is rendered on the inside. This way I can keep the grid pattern from the hopper texture on all systems then just change the color and pattern on the inside
New block config is up and running. I'm currently mapping all the vanilla block (that will work in the furnace).
Here is what you need to know about the new system:
It is completely new. Nothing about this system is like the old one. Sorry but I think you'll like this better
You can define the function for each trait: speed, efficiency, and multiplicity. They are all separate but can be the same if you wish
There will be an option to configure them in game either via commands or a gui. Probably the first
All functions are built the same. You are just putting values into the function, but that doesn't mean its not configurable
The function is as follows: F(x) = m(x + t)^p + b
For those of you in math, this should make perfect sense. But for those not I'll break it down by parts
F(x) is simply the output. For each block type, this function will be called for the final count. So if the function returns 100 then it will add 100 to whatever value it is slated at
m: this is the factor, it is used to widen or shrink the function
t: this is the x offset, you can use this to move the function left and right
p: this is the power. For example, 2 would be quatratic
b: this is the y offset, this will allow you to move the function up and down
As stated earlier, this is for the one block type.
To illustrate this further here is an example, you have a furnace with 20 redstone blocks and 10 iron blocks. To get the final values, the furnace will call the relevant function for redstone once with the final total, and the same for iron blocks. So if you define each with function those two will be called. That is it.
For speed, the function defines how many ticks are added to the cook time. It can be negative to make the furnace faster
For efficiency, similar to speed but you want it to be positive as that is how many ticks longer items burn
For multiplicity, it is different. This is not ticks but just how many smelting operations to do per time. So keep these way smaller than the others
1. In-game command(s) are generally more SMP friendly, and not having to restart the game for configuration changes will be a welcomed addition
2. The single equation function this time should invite more customization from pack authors.
One suggestion: Definable fuel weighting, as in speed & efficiency offsetting. Shipped by default have two defaults, one for solid fuel and one for liquid that have no offsets, but if someone wants to define let's say Biodiesel or Pyrotheium for example with bonus offsets, its as simple as defining the fuel source offset values that will be applied to the attribute equations.
In addition to having definable fuel source offsets, you could add in an additional variable to the equation function that allows how much the fuel offset is applied, e.g. 0 = 0 percent, 100 = 100 percent. This would allow defining blocks that benefit from certain fuels more than others or have negative attributes when used with certain fuels.
Diamond_block with BC fuel would give 187.5% speed and 2.7% fuel efficiency
(percentages because its too early in the AM to do real math lol)
Also-- If/when RF support is added you could simply use "redstoneflux" or "rf" as the fuel source name potentially and that would allow users to easily define the modifier offset for Solid, liquid, and power fuel sources.
You may or may not have thought fuel weight defining. I know when the original block config changes were made it was discussed and "designed" into the config format, but it never actually got fully utilized I don't believe due to the design complexity the config format allowed.
1. In-game command(s) are generally more SMP friendly, and not having to restart the game for configuration changes will be a welcomed addition
2. The single equation function this time should invite more customization from pack authors.
One suggestion: Definable fuel weighting, as in speed & efficiency offsetting. Shipped by default have two defaults, one for solid fuel and one for liquid that have no offsets, but if someone wants to define let's say Biodiesel or Pyrotheium for example with bonus offsets, its as simple as defining the fuel source offset values that will be applied to the attribute equations.
In addition to having definable fuel source offsets, you could add in an additional variable to the equation function that allows how much the fuel offset is applied, e.g. 0 = 0 percent, 100 = 100 percent. This would allow defining blocks that benefit from certain fuels more than others or have negative attributes when used with certain fuels.
Diamond_block with BC fuel would give 187.5% speed and 2.7% fuel efficiency
(percentages because its too early in the AM to do real math lol)
Also-- If/when RF support is added you could simply use "redstoneflux" or "rf" as the fuel source name potentially and that would allow users to easily define the modifier offset for Solid, liquid, and power fuel sources.
You may or may not have thought fuel weight defining. I know when the original block config changes were made it was discussed and "designed" into the config format, but it never actually got fully utilized I don't believe due to the design complexity the config format allowed.
I have considered those options and they will be in yet another config. As those will be handled outside of the formation of the furnace. It shouldn't be too difficult to achieve. One thing that is important to understand is that percentages are no longer the format. It is straight tick time as I believe that is easier for most to understand. The back and forth with different blocks will allow for quite expansive structures.
Also, I hate to say it but because I've moved to a more static time system you can't build an overpowered furnace quite as easily. There are caps on the blocks so it won't give you more than say 50 ticks off the cook time. This is important to how I think the mod should work and I think you'll find it makes a little more sense.
An interesting thing I have found, if you define a value for every stained clay, you can actually get less of a return by using different colors. Let me explain. Each colored clay is a different block. By making the function reward larger numbers with greater yield, when you make it with half and half those two blocks never reach those higher numbers. What could by 50 ticks off could now be 20. I'm pleased with how the config system is turning out and I hope you will agree with me. I should have a version ready to test fairly soon so all you early testers be ready
I think the furnace is ready for testing. I haven't settled on the final functions for each block but I think the furnace itself should work just fine. I also have a little surprise, the stat pane is gone. It is now replaced with nice tabs.
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
thanks.
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Curse PremiumI've been thinking. I love this mod. It's been the mod that got me into modding in the first place and its been my brain child since then. I want to really do it justice and I don't feel like I am at the moment. It has been difficult with my professional projects lately and I won't be able to give this the work I want for a little bit.
So. Here is my plan. Once again, I am going to rewrite this mod. I know a lot of you want to see new things soon and I can bring that to you. It may just be a while. I've learned a lot over my time modding and I've been using my playground mod as a testing ground for some new ideas. I promise you, this will be so much better. I have some very cool plans and I can't wait for you guys to see it. It will be fun. I can't promise it'll be soon, but it'll happen. If at that time modding has moved to a new version, I will start there as I will have to anyway. If not, it will be 1.7.10.
Let me know you thoughts
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Curse PremiumThat is very strange. That issue should not be happening at all.
Before I start looking into it, will you go to the curse project site and download the latest version. It is in my signature. That way I know that specific file is having issue. The file seems to be missing my api which on its own is kinda a mod but is bundled with the mod itself. I'll still play around with it to see
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Curse PremiumI have started to rewriting. Things are going well. I think you guys will really like what comes with it. It will not only behave better, but I plan on making this mod look great. Maybe even some sounds.
That brings me to my question, if you have any input on this please say something as it is very important. I love that this mod has dynamic textures. I plan on keeping that in the new version but a little different. For instance, special blocks will have custom textures. Just like the storage, some blocks just have to be unique. However, the vanilla or modded blocks that make up the furnace will adjust to your resource pack just like usual. Now for the main question. This mod has used the hopper top to show that the structure is built for ages now, does anyone really like that? The reason I ask, I plan to remove it. Think the old XYCraft tanks, they had that almost wire texture going around the structure. I want something like that to layer over the top. I plan on making it color-able so you can choose what color you want it to overlay. It won't be super invasive like the ore processor was, but something that shows you what is going on. The furnace and ore processor will have different patterns but will still have the same design behind them. As will the storage. This way you can color systems to tell them apart if they are next to one another.
It is just an idea, I want to really bring this mod to what I have in mind and I feel that this time around the rendering should be top of the list as most of the functions will be easy to redo.
Just some thoughts. If you have any ideas going forward feel free to post them here. This project will take time and may not be ready for testing for another month or so but I will have something for you guys
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Curse PremiumLooks like a very good pack. Glad to be involved!
I would also like to give a general update. The update is going well. As I went back and started doing a little work setting up the base I've found I can do things very cleanly. I can't explain how much better this will make things. Trust me on this one it'll be great. It has also brought up a conversation with Dyonovan about making a mod library. If we do, it will be available for all of you to use and will have some of our enhancements.
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Curse PremiumProgress is actually going pretty well. I'm working with Dyonovan to make a library that everyone can use and it will include code I've developed in Modular Systems. The rewrite is very important as already things are going to be much cleaner. I have a system in place that will allow me to rapidly put out more content once this is up and running.
As a bit of proof, here it is. The core in game. Doesn't do much yet, but the under the hood stuff to get this here makes it a very clean block from the ground up
Good to see you updating the mod again! Can't wait to see any changes
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Curse PremiumI'm glad you're excited. There will be significant improvement updates and by making my code cleaner I can make the mod even more powerful.
As for visual changes, you may not see much. Besides working more smoothly, I don't plan on add too much to the visuals of the mod. I have a few ideas. First off, the boxy overlay on completed structures is going to go. I want a style kinda like the XYcraft tanks. That kind of idea. I also plan on making the GUIs a lot cleaner. Aside from that, it won't look too different honestly.
It'll actually be kindof cool if you could pour lava inside the Modular furnace and it will cook stuff for quite a while, and have glass as an addition to the furnace so you could see the inside.
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Curse PremiumThe furnace is up and running. It isn't a multi-block yet, but I have been working on a method to return a list of blocks and it has been tested to work very easily. Hopefully adding those functions will be very simple. What may take some time is reworking the config system. I'm going to make it easy and simple to use. I may even write an HTML script to help people create the values. Not sure yet. Once the furnace is up and running with the multi-block the ore processor will be quick to join. I hope to have a functional test version up within the week. I can for sure have a normal furnace working but having it adapt as it is supposed to may take time to reimplement. We shall see, the original version took quite some time so hopefully I can use what I learned then to progress even easier this time.
Keep checking in for updates as I am putting a lot of work into it. Here are some important links, the first is the library that I'm developing along with Dyonovan that this mod will use and the other is the branch I'm working on for this mod.
Library
https://github.com/TeamBR-Modding/BRLib
This branch
https://github.com/TeamCoS/Modular-Systems/tree/ReWrite
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Curse PremiumGood news. The furnace is up and running as a multi-block. It is that much closer to being ready for testing. However, I still need to implement the banned blocks, block values, and other things like that. The multi-block code is complete but this furnace is more than just a big furnace. This part may take some time but stick around and you should see some progress very soon. I'm also going to be trying out some new textures.
Its alive
Science has gone too far.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
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Curse PremiumSay hello to the new Modular Furnace. This will be the rendering for the furnace, each other system will change what pattern is rendered on the inside. This way I can keep the grid pattern from the hopper texture on all systems then just change the color and pattern on the inside
Let me know what you think
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Curse PremiumWow! This is amazing! I like it, it's sexy.
Edit: I've got ideas for some Chisel 2 Modular Furnaces now...
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Curse PremiumNew block config is up and running. I'm currently mapping all the vanilla block (that will work in the furnace).
Here is what you need to know about the new system:
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Curse Premium1. In-game command(s) are generally more SMP friendly, and not having to restart the game for configuration changes will be a welcomed addition
2. The single equation function this time should invite more customization from pack authors.
One suggestion: Definable fuel weighting, as in speed & efficiency offsetting. Shipped by default have two defaults, one for solid fuel and one for liquid that have no offsets, but if someone wants to define let's say Biodiesel or Pyrotheium for example with bonus offsets, its as simple as defining the fuel source offset values that will be applied to the attribute equations.
In addition to having definable fuel source offsets, you could add in an additional variable to the equation function that allows how much the fuel offset is applied, e.g. 0 = 0 percent, 100 = 100 percent. This would allow defining blocks that benefit from certain fuels more than others or have negative attributes when used with certain fuels.
Example:
Defining Diamond_block 150% speed/-25% fuel efficiency/25% fuel weight offset
Defining BC fuel 150% speed&efficiency offset
---
Diamond_block with BC fuel would give 187.5% speed and 2.7% fuel efficiency
(percentages because its too early in the AM to do real math lol)
Also-- If/when RF support is added you could simply use "redstoneflux" or "rf" as the fuel source name potentially and that would allow users to easily define the modifier offset for Solid, liquid, and power fuel sources.
You may or may not have thought fuel weight defining. I know when the original block config changes were made it was discussed and "designed" into the config format, but it never actually got fully utilized I don't believe due to the design complexity the config format allowed.
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Curse PremiumI have considered those options and they will be in yet another config. As those will be handled outside of the formation of the furnace. It shouldn't be too difficult to achieve. One thing that is important to understand is that percentages are no longer the format. It is straight tick time as I believe that is easier for most to understand. The back and forth with different blocks will allow for quite expansive structures.
Also, I hate to say it but because I've moved to a more static time system you can't build an overpowered furnace quite as easily. There are caps on the blocks so it won't give you more than say 50 ticks off the cook time. This is important to how I think the mod should work and I think you'll find it makes a little more sense.
An interesting thing I have found, if you define a value for every stained clay, you can actually get less of a return by using different colors. Let me explain. Each colored clay is a different block. By making the function reward larger numbers with greater yield, when you make it with half and half those two blocks never reach those higher numbers. What could by 50 ticks off could now be 20. I'm pleased with how the config system is turning out and I hope you will agree with me. I should have a version ready to test fairly soon so all you early testers be ready
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Curse PremiumI think the furnace is ready for testing. I haven't settled on the final functions for each block but I think the furnace itself should work just fine. I also have a little surprise, the stat pane is gone. It is now replaced with nice tabs.
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Curse PremiumI think I like this better
ooh fancy!
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH