how can i disable physics? ive turned off everything relating to physics i can find in the configs and set the time it takes for physics to kick in to 50000 but still blocks keep physicis.
First: I do need a blacklist for food that can not spoil.
Second: I do need ability to add food like a source of water. For example, watermelon should raise the hydration. Harvest craft adds a lot of cocktails, they should raise the hydration as well.
Third: could you add a custom items (via ID) like a drop from the leaves?
Can you do it for me and for the mod getting better?
First: I do need a blacklist for food that can not spoil.
Second: I do need ability to add food like a source of water. For example, watermelon should raise the hydration. Harvest craft adds a lot of cocktails, they should raise the hydration as well.
Third: could you add a custom items (via ID) like a drop from the leaves?
Can you do it for me and for the mod getting better?
You can completely configure food spoiling and hydration from foods already.
Is there anyway to obtain the numeric mob ID's for other mods mobs? None of the info dumps for NEI are showing them and I'm not sure where else to find them.
You can completely configure food spoiling and hydration from foods already.
Nope. For example, I want a potato spoils for 5 days, but bread for 10 days.
The same with hydration. I can't add a watermelon like a source for raising the hydration.
Nope. For example, I want a potato spoils for 5 days, but bread for 10 days.
The same with hydration. I can't add a watermelon like a source for raising the hydration.
No, you can totally do that, and you can do it from within the game.
Or from the config folder.
Before playing in the config is an option to generate all defaults which will create an editable file, otherwise you can add items in one at a time with a command in game that I forget, I always use the config to generate all items because I mess with it so much.
In game press M to open the settings, then go to Custom Editor
Go to Custom Configs
Select the modname.cfg or minecraft.cfg(for vanilla)
select spoiling for changing the rotting times for each item one at a time.
For hydration instead of spoiling just click on items and you can modify the either the ambient or passive changes on an item, including air quality, sanity, temp, as well as the active effect(when item is used/eaten) on air quality, sanity and hydration, and how much it fills up the camelpack by.
I've given all fruits that I can recall a hydration bonus, and by default melon and apple and carrot have a very slight hydration bonus already(5 compared to potion and water bottle's 25).
after you're done editing press Shift+K and be prepared to wait a minute or so if you've made a lot of changes and it will be update without even quitting the game.
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Hi, I've been using this mod for quite a while, huge fan, however today it seems physics decided it wasn't coming in to work today. I build a pillar, punch out all but the top, and the top block falls, and then continues to repeatedly fall indefinitely. I don't know if this can be attributable to some RAM issue or not because I've not changed anything since I first started using it, and it seems to happen without fail under every circumstance.
Hi, I've been using this mod for quite a while, huge fan, however today it seems physics decided it wasn't coming in to work today. I build a pillar, punch out all but the top, and the top block falls, and then continues to repeatedly fall indefinitely. I don't know if this can be attributable to some RAM issue or not because I've not changed anything since I first started using it, and it seems to happen without fail under every circumstance.
Any thoughts?
I've had blocks in indefinite fall when there was a ladder occupying the ground space, for example. Is there something odd about the space it's supposed to end on?
Hi, I've been using this mod for quite a while, huge fan, however today it seems physics decided it wasn't coming in to work today. I build a pillar, punch out all but the top, and the top block falls, and then continues to repeatedly fall indefinitely. I don't know if this can be attributable to some RAM issue or not because I've not changed anything since I first started using it, and it seems to happen without fail under every circumstance.
Any thoughts?
Strange, I have no idea why its doing that. Enviromine's physics system hasn't really been changed or edited for along time.
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No, you can totally do that, and you can do it from within the game.
Or from the config folder.
Before playing in the config is an option to generate all defaults which will create an editable file, otherwise you can add items in one at a time with a command in game that I forget, I always use the config to generate all items because I mess with it so much.
In game press M to open the settings, then go to Custom Editor
Go to Custom Configs
Select the modname.cfg or minecraft.cfg(for vanilla)
select spoiling for changing the rotting times for each item one at a time.
For hydration instead of spoiling just click on items and you can modify the either the ambient or passive changes on an item, including air quality, sanity, temp, as well as the active effect(when item is used/eaten) on air quality, sanity and hydration, and how much it fills up the camelpack by.
I've given all fruits that I can recall a hydration bonus, and by default melon and apple and carrot have a very slight hydration bonus already(5 compared to potion and water bottle's 25).
after you're done editing press Shift+K and be prepared to wait a minute or so if you've made a lot of changes and it will be update without even quitting the game.
>will create an editable file
Nope.
I didn't find in the wiki how exactly to do all this things. Could you please help me with it? I will be grateful. Thank you so much.
I actually have wanted to add an "analyser" of sorts. Its a good idea, may be a while before we cant get too it though.
Just as a suggestion: An "analyser" tool wouldn't have to be fully-featured at the get-go---a simple item that merely outputs to chat either "Stable" or "Unstable" when right-clicking a block (i.e. whether the block is currently at risk of falling) would be incredibly useful. From there, a player can figure out the stability of various materials (by, say, seeing how far out from a pillar you can build before the blocks become "Unstable").
as for the earthquakes, they are suppose to make all blocks drop. If they dont, than its possible the mod block prevented it some how. Earthquakes are a little too destructive, even tough they look super cool.
Hmm, you can see in my screenshot (spoiler tags, below) that there's a vanilla Chest (presumably from a dungeon) suspended in the air. So that may be a bug, unless some mod's "air-not-air" blocks are fuffing things up.
I do agree that earthquakes are a bit too devastating, but not necessarily due to the destruction itself---it's that there's no build-up to it, and little warning given (beyond the sound effects, which don't help when you happen to be away from your base when the quake hits): My base went from "buried deep in the heart of a solid mountain" to "gone", with no steps in between. But I do like the destruction, so perhaps instead of toning that down, you could add more warnings for the player? Maybe smaller fissures begin to appear before "the Big One" hits, and/or a new block type, "Weakened Stone", begins to replace vanilla Stone in the same area? Even cooler would be if your animals became hostile to you as a quake approached---it would be a clever way to capture the idea of animals being able to sense quakes.
Lastly: Ravine generation following an earthquake does weird things to liquid blocks like water. That waterfall you can see to the left in my screenshot used to be the surface of an underground sea; the chasm cut away the water blocks too, creating those nightmarish flowing-water problems generally only seen from BuildCraft Quarries
Rollback Post to RevisionRollBack
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{
item_lemonchicken_lemon_chicken {
S:01.ID=harvestcraft:lemonchickenItem
I:02.Damage=-1
# Set blank to rot into nothing
S:"03.Rotten ID"=enviromine:rottenFood
I:"04.Rotten Damage"=0
# Set this to -1 to disable rotting on this item
I:"05.Days To Rot"=2
}
}
I don't get how to make it works. Seriously. Can someone help me?
I have a question: Does playing on peaceful have any effect on this mod? In other words, does things like physics, temperature, hydration, sanity, and air quality still need to be considered while playing in Peaceful?
I have a question: Does playing on peaceful have any effect on this mod? In other words, does things like physics, temperature, hydration, sanity, and air quality still need to be considered while playing in Peaceful?
Yes. if you want to dissable a certain feature, you have to do it in the config, and it isn't to hard, you just set say, Sanity, to false in the config.
Yes. if you want to dissable a certain feature, you have to do it in the config, and it isn't to hard, you just set say, Sanity, to false in the config.
You can also change it from Minecraft's main menu. Just go to "Mods", scroll down to "Enviromine", click config, and it'll pull up a set of configuration options. This method's a little easier to deal with than messing with the configuration files, though file-editing's a bit faster for people who know where everything is.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
I don't want to change it, but I did know if it worked in Peaceful or not. Having a modpack peaceful modpack with enviromine is useless if it the effects are off on peaeceful mode. Thank you.
Hey EnviroMine Devs, seems like i got some problem here...
I got my minecraft enviromine, buildcraft, minefactory and Thermal Expansion installed. but some of the items its glitchy
when u pick water from a ocean/beach you'll get a salt water, but if you pick water (from beach/ocean)with bucket then put it on BuildCraft Tank, and then you pick water with glass bottle, you can get a normal water... This also happens with MineFactory Reloaded's Plastic Tank, MineFactory Reloaded's LiquiCrafter, Thermal Expansion's Portable Tank...
err nvm... ignore the rest plz and thx :/
how can i disable physics? ive turned off everything relating to physics i can find in the configs and set the time it takes for physics to kick in to 50000 but still blocks keep physicis.
First: I do need a blacklist for food that can not spoil.
Second: I do need ability to add food like a source of water. For example, watermelon should raise the hydration. Harvest craft adds a lot of cocktails, they should raise the hydration as well.
Third: could you add a custom items (via ID) like a drop from the leaves?
Can you do it for me and for the mod getting better?
You can completely configure food spoiling and hydration from foods already.
Is there anyway to obtain the numeric mob ID's for other mods mobs? None of the info dumps for NEI are showing them and I'm not sure where else to find them.
Nope. For example, I want a potato spoils for 5 days, but bread for 10 days.
The same with hydration. I can't add a watermelon like a source for raising the hydration.
No, you can totally do that, and you can do it from within the game.
Or from the config folder.
Before playing in the config is an option to generate all defaults which will create an editable file, otherwise you can add items in one at a time with a command in game that I forget, I always use the config to generate all items because I mess with it so much.
In game press M to open the settings, then go to Custom Editor
Go to Custom Configs
Select the modname.cfg or minecraft.cfg(for vanilla)
select spoiling for changing the rotting times for each item one at a time.
For hydration instead of spoiling just click on items and you can modify the either the ambient or passive changes on an item, including air quality, sanity, temp, as well as the active effect(when item is used/eaten) on air quality, sanity and hydration, and how much it fills up the camelpack by.
I've given all fruits that I can recall a hydration bonus, and by default melon and apple and carrot have a very slight hydration bonus already(5 compared to potion and water bottle's 25).
after you're done editing press Shift+K and be prepared to wait a minute or so if you've made a lot of changes and it will be update without even quitting the game.
Hi, I've been using this mod for quite a while, huge fan, however today it seems physics decided it wasn't coming in to work today. I build a pillar, punch out all but the top, and the top block falls, and then continues to repeatedly fall indefinitely. I don't know if this can be attributable to some RAM issue or not because I've not changed anything since I first started using it, and it seems to happen without fail under every circumstance.
Any thoughts?
I've had blocks in indefinite fall when there was a ladder occupying the ground space, for example. Is there something odd about the space it's supposed to end on?
Check out my survival series, Galaxy Odyssey. You can download the modpack on the Technic launcher here!
My series also incorporates my mods: Village Names, ChocoCraft Plus, Not Enough Pets, and ASMC.
Nope. Regular old ground. I think it might be happening with items, too.
Strange, I have no idea why its doing that. Enviromine's physics system hasn't really been changed or edited for along time.
>will create an editable file
Nope.
I didn't find in the wiki how exactly to do all this things. Could you please help me with it? I will be grateful. Thank you so much.
Shift+J to add one item at a time... bloody hell I can't find the master creation option.
Oh, found it, for some reason it's under profiles -> default_Settings
http://imgur.com/GEixYRG
Generate blank configs and defaults are in there.
Just as a suggestion: An "analyser" tool wouldn't have to be fully-featured at the get-go---a simple item that merely outputs to chat either "Stable" or "Unstable" when right-clicking a block (i.e. whether the block is currently at risk of falling) would be incredibly useful. From there, a player can figure out the stability of various materials (by, say, seeing how far out from a pillar you can build before the blocks become "Unstable").
Hmm, you can see in my screenshot (spoiler tags, below) that there's a vanilla Chest (presumably from a dungeon) suspended in the air. So that may be a bug, unless some mod's "air-not-air" blocks are fuffing things up.
I do agree that earthquakes are a bit too devastating, but not necessarily due to the destruction itself---it's that there's no build-up to it, and little warning given (beyond the sound effects, which don't help when you happen to be away from your base when the quake hits): My base went from "buried deep in the heart of a solid mountain" to "gone", with no steps in between. But I do like the destruction, so perhaps instead of toning that down, you could add more warnings for the player? Maybe smaller fissures begin to appear before "the Big One" hits, and/or a new block type, "Weakened Stone", begins to replace vanilla Stone in the same area? Even cooler would be if your animals became hostile to you as a quake approached---it would be a clever way to capture the idea of animals being able to sense quakes.
Lastly: Ravine generation following an earthquake does weird things to liquid blocks like water. That waterfall you can see to the left in my screenshot used to be the surface of an underground sea; the chasm cut away the water blocks too, creating those nightmarish flowing-water problems generally only seen from BuildCraft Quarries
...trying to understand the config
I don't get how to make it works. Seriously. Can someone help me?
Would you like to add plant diseases? It would be AWESOME!
I have a question: Does playing on peaceful have any effect on this mod? In other words, does things like physics, temperature, hydration, sanity, and air quality still need to be considered while playing in Peaceful?
Yes. if you want to dissable a certain feature, you have to do it in the config, and it isn't to hard, you just set say, Sanity, to false in the config.
You can also change it from Minecraft's main menu. Just go to "Mods", scroll down to "Enviromine", click config, and it'll pull up a set of configuration options. This method's a little easier to deal with than messing with the configuration files, though file-editing's a bit faster for people who know where everything is.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
I don't want to change it, but I did know if it worked in Peaceful or not. Having a modpack peaceful modpack with enviromine is useless if it the effects are off on peaeceful mode. Thank you.
Hey EnviroMine Devs, seems like i got some problem here...
I got my minecraft enviromine, buildcraft, minefactory and Thermal Expansion installed. but some of the items its glitchy
when u pick water from a ocean/beach you'll get a salt water, but if you pick water (from beach/ocean)with bucket then put it on BuildCraft Tank, and then you pick water with glass bottle, you can get a normal water... This also happens with MineFactory Reloaded's Plastic Tank, MineFactory Reloaded's LiquiCrafter, Thermal Expansion's Portable Tank...
Sorry for my bad language.
much love <3