What about make the GUI appear/hide with a key?
And I think the values in not neccesary, players will know how to estimate over time.
Any way, really love the survival kind mod.
Not a bad idea, I will see what I can do for a key binding. And values will have a show/hide function as its planned. The text was originally for debugging.
Check the front page for a list of some of the upcoming features!
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Hello everyone, as much as I'd like to continue on other projects it seems that due to popular demand that this mod is in need of an update so me and GenDeathrow have been working on it for the last couple of days in order to get things rolling again for you guys.
so is there a eta on server side performance improvement? would be nice to have on my server. but currently its impossible to run it properly on my server
We have that planned for the next update and in fact it has already been done. Massive performance improvements have been made with the tracking system however severe landslides can cause some momentary lag spikes (these can be disabled in the event it becomes too much).
wow! this mod really rocks! I like the way it brings realism into MC, but I have serious problems with overheating...
after only 2 minutes of mining I'm starting to burn and there's no way out or anything good to save my life.
are there any possibilities to reduce the heat-damage because it makes mining on level 9-12 almost impossible?
The overheating system is being overhauled and you won't actually catch fire from it any more, instead there will be a heat stroke side effect and that will slowly kill you over a long period of time. Camel Packs should also help in the next version to keep you hydrated and cool.
Why should my CampCraft tent blocks fall ? Like ever ? they are tents...
I should probly mention that the tents cant be deployed unless they are on flat ground that accomodates the appropriate size of each tent, thus only the roof of the tent would EVER be effected, thus my desire for them to not fall. Adding to the annoyance, the tents are a pre-defined shape, to maintain logic and balance, the tents *must* stay in the EXACT same shape block per block or they will not re-pack.
The next update should fix this problem by default but if not you can use the new configs to change it.
Just a thought here. But in the updated configs don't you think it would make sense to allow you to include a degree of hydration when eatting certain foods? Many mods add a wide variety of edible products, especially Harvestcraft. It would be nice to see Enviromine allow for some foods to influence hydration and body temperature.
For example, would it be wise to eat ice-creams all the time when in the Arctic? Certainly not. But cool and refreshing meals in the Desert would be very beneficial. Likewise it would be unwise to drink alcohol as it increases the rate of dehydration.
Already working on that as we speak.
Later on when you guys start making custom config files for other mod we'll consider making a download section for them so you can throw them into you EnviroMine config directory and instantly have all the compatibility for the mod done. And yes, in case someone hasn't mentioned it yet, configs are not a set of pre-defined files any more. All you need to do is make your own with the right format (an example will be provided later) and throw it in EnviroMine's config directory and the mod will do the rest for you, it's that easy now. This is so you can mix, match and share EnviroMine preferences for other mods with ease and not have to manually add them block by block to a single file.
Could you add everything from the BlockPhysics mod? That mod is dead, and the author said anyone was allowed to pick up on it. It had extra features, like shifting sand and dirt.
I personally added landslides and block impact damage for you. It's nowhere near as common as BlockPhysics had it though. Sand and gravel can slide downhill at any time when updated but dirt can only do that if it's exposed to rain (in other words a mudslide)(Grass does not do this because the roots should hold the soil from breaking away)
I personally added landslides and block impact damage for you. It's nowhere near as common as BlockPhysics had it though. Sand and gravel can slide downhill at any time when updated but dirt can only do that if it's exposed to rain (in other words a mudslide)(Grass does not do this because the roots should hold the soil from breaking away)
So if you start terraforming rain can cause mudslides taking your buildings with it, mwahaha!
I found a serious problem about this mod. Since it adds the physics system, which is awesome to restrict peopel building above the sea, the ice blocks would all break suddenlly if one block of ice was broken. After that, the calamity happened. The tps became really really low beacuse there is a huge area ice lake there and my server crashed in the end.
I found a serious problem about this mod. Since it adds the physics system, which is awesome to restrict peopel building above the sea, the ice blocks would all break suddenlly if one block of ice was broken. After that, the calamity happened. The tps became really really low beacuse there is a huge area ice lake there and my server crashed in the end.
The Ice Issue is being addressed as we speak. So the next update will have that bug fixed.. And you can build above see.. but you have to be more cautious on how strong your structure is. There is a little overhaul of the system. But thanks for addressing the Ice issue.. find those bugs.. tell us!
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I'd really like to see an option to make blocks update when you step on them (or perhaps only land on them from a jump). This way, you might accidentally cause a cave-in when walking on thin overhangs.
You'd make more money by having a dedicated Enviromine server with an active admin team running events and building a community, but giving special privileges to only people who donate £1/$1 every month. People would be more willing to give a small amount of money for entertainment than a lot of money for novelty clothing.
That does seem like a good idea but (it could just be me) i dont understand your statement completely, could you please elaborate?
Thaumcraft Golems are dying from dehydration. Anyway to prevent this?
22.01 06:46:18 [Server] INFO EntityGolemBase['Thaumium Golem'/11903, l='world', x=-706.38, y=60.00, z=1798.47] was killed by null (dehydrate)
22.01 06:46:14 [Server] INFO EntityGolemBase['Thaumium Golem'/11943, l='world', x=-705.08, y=64.50, z=1824.80] was killed by null (dehydrate)
22.01 06:46:14 [Server] INFO EntityGolemBase['Thaumium Golem'/11919, l='world', x=-687.30, y=65.00, z=1810.20] was killed by null (dehydrate)
22.01 06:46:10 [Server] INFO EntityGolemBase['Thaumium Golem'/11941, l='world', x=-707.54, y=64.50, z=1825.71] was killed by null (dehydrate)
22.01 06:46:10 [Server] INFO EntityGolemBase['Thaumium Golem'/11904, l='world', x=-704.66, y=60.00, z=1799.54] was killed by null (dehydrate)
22.01 06:46:10 [Server] INFO EntityGolemBase['Thaumium Golem'/11889, l='world', x=-692.50, y=65.00, z=1782.83] was killed by null (dehydrate)
22.01 06:46:07 [Server] INFO EntityGolemBase['Thaumium Golem'/11944, l='world', x=-704.07, y=64.50, z=1825.85] was killed by null (dehydrate)
22.01 06:46:07 [Server] INFO EntityGolemBase['Thaumium Golem'/11942, l='world', x=-705.26, y=64.50, z=1825.94] was killed by null (dehydrate)
This mod is a great idea and I'd like to donate (not much, say $20 at least) in return for your continued efforts! I'm tired of Minecraft being "too easy" with my personal/private modded server
Specifically I am waiting for server performance, and the ability to turn things off for NPC's (since I use ancient warfare, I don't want them all to die of dehydration!).
When you get a PayPal account/donation system set up, be sure to let us know!
EDIT: Another idea for future. Oxygen tanks/masks to retain some air quality for cavern exploring and such - this is a mid-late game thing. Would be entirely possible via Mekanism and Universal Electricity (both are opensource and have an API) - they have a Hydrogen/Oxygen generator and currently there is no use for Oxygen. Of course the oxygen tanks/masks would have to be super expensive On that note, Galacticrafts' oxygen generators could also possibly be made to generate oxygen bubbles for underground bases - but I don't think Galacticraft is opensource, so that's a more distant future idea.
I'd really like to see an option to make blocks update when you step on them (or perhaps only land on them from a jump). This way, you might accidentally cause a cave-in when walking on thin overhangs.
I'll try to implement the landing from fall updating physics. As for walking on a block that's a much harder system to do without causing too many block updates. I'll experiment with the concept later and see how things go from there.
You really are adding my (and cpypcy) HUD idea? Awesome!
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Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
This's a pretty nice mod , thought that the block updating part doesn't sound so good for me. I also like the way you have to drink water to be hydrated , and i was thinking about some stuff you could add to the mod . For example if you carry water bottles while going through a big desert the water would get hotter and would restore less hydration points than the cold water until you cool it down , or when you are in a tundra biome at night the water will freeze making it undrinkable until you warm it up , so you could create some special water bottles that maintain the same temperature .
Let me know what you think about this idea .
As much as that sounds like a good idea I don't want to risk having too many tick updates checking player's inventories. Plus I'm almost on the bug fixing side of the update so I don't feel like going back and adding more.
Have any bugs that you would like to report? Submit them here: (Ensure we haven't already fixed them in the commits before submitting an issue): https://github.com/Funwayguy/EnviroMine/issues
Hey guys, just wanted to say great job for the work you guys have been putting into the mod! This was exactly what I felt like the game was missing and it ties in so well! I actually updated all my mods from 1.6.2 just to play this on 1.6.4! I'm relieved to hear you guys putting work into the project and was wondering if the new update will be under 1.6.4 or 1.7.2 format? Hopefully 1.6.4? Don't have too many mods I use updated so hopefully it follows suit. But either way ill find some type of workaround. Keep up the good work!
Hey guys, just wanted to say great job for the work you guys have been putting into the mod! This was exactly what I felt like the game was missing and it ties in so well! I actually updated all my mods from 1.6.2 just to play this on 1.6.4! I'm relieved to hear you guys putting work into the project and was wondering if the new update will be under 1.6.4 or 1.7.2 format? Hopefully 1.6.4? Don't have too many mods I use updated so hopefully it follows suit. But either way ill find some type of workaround. Keep up the good work!
It's still going to be 1.6.4. we're leaving 1.7.4 for when we have a lot of spare time to do it because the major amount of changes that brings, especially with biomes and item IDs, would require a few weeks worth of work just to get it functioning let alone add anything new.
ATTENTION!!! We're looking for a motivated mod testers with trained eyes to spot functional and interface issues in our mod.
Description: Testers are responsible for checking that the mod works, is easy to use, has actions that make sense, and contains fun gameplay.Testers need to write accurate and specific bug reports, and if possible providing descriptions of how the bug can be reproduced.Testers may be assigned to a single duty during its entire production, Assist in test execution, record test results, and work with developers to diagnose issues
Play a critical role in our pre-production, production, and release processes and execution
Please PM me if you are interested. Please send the following information:
- Minecraft Username
- Age
- Location / TimeZone
- Hours per week/day you can test the mod
- List any experience with mod testing/game testing
- Also if you have helped test any mods make sure to list contact information of mod developer
- Description of your self and why you would like to help.
We will choose who best fits our needs. We appreciate hearing from ya.
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Not a bad idea, I will see what I can do for a key binding. And values will have a show/hide function as its planned. The text was originally for debugging.
Check the front page for a list of some of the upcoming features!
We have that planned for the next update and in fact it has already been done. Massive performance improvements have been made with the tracking system however severe landslides can cause some momentary lag spikes (these can be disabled in the event it becomes too much).
The overheating system is being overhauled and you won't actually catch fire from it any more, instead there will be a heat stroke side effect and that will slowly kill you over a long period of time. Camel Packs should also help in the next version to keep you hydrated and cool.
The next update should fix this problem by default but if not you can use the new configs to change it.
Already working on that as we speak.
Later on when you guys start making custom config files for other mod we'll consider making a download section for them so you can throw them into you EnviroMine config directory and instantly have all the compatibility for the mod done. And yes, in case someone hasn't mentioned it yet, configs are not a set of pre-defined files any more. All you need to do is make your own with the right format (an example will be provided later) and throw it in EnviroMine's config directory and the mod will do the rest for you, it's that easy now. This is so you can mix, match and share EnviroMine preferences for other mods with ease and not have to manually add them block by block to a single file.
I personally added landslides and block impact damage for you. It's nowhere near as common as BlockPhysics had it though. Sand and gravel can slide downhill at any time when updated but dirt can only do that if it's exposed to rain (in other words a mudslide)(Grass does not do this because the roots should hold the soil from breaking away)
So if you start terraforming rain can cause mudslides taking your buildings with it, mwahaha!
The Ice Issue is being addressed as we speak. So the next update will have that bug fixed.. And you can build above see.. but you have to be more cautious on how strong your structure is. There is a little overhaul of the system. But thanks for addressing the Ice issue.. find those bugs.. tell us!
That does seem like a good idea but (it could just be me) i dont understand your statement completely, could you please elaborate?
22.01 06:46:18 [Server] INFO EntityGolemBase['Thaumium Golem'/11903, l='world', x=-706.38, y=60.00, z=1798.47] was killed by null (dehydrate)
22.01 06:46:14 [Server] INFO EntityGolemBase['Thaumium Golem'/11943, l='world', x=-705.08, y=64.50, z=1824.80] was killed by null (dehydrate)
22.01 06:46:14 [Server] INFO EntityGolemBase['Thaumium Golem'/11919, l='world', x=-687.30, y=65.00, z=1810.20] was killed by null (dehydrate)
22.01 06:46:10 [Server] INFO EntityGolemBase['Thaumium Golem'/11941, l='world', x=-707.54, y=64.50, z=1825.71] was killed by null (dehydrate)
22.01 06:46:10 [Server] INFO EntityGolemBase['Thaumium Golem'/11904, l='world', x=-704.66, y=60.00, z=1799.54] was killed by null (dehydrate)
22.01 06:46:10 [Server] INFO EntityGolemBase['Thaumium Golem'/11889, l='world', x=-692.50, y=65.00, z=1782.83] was killed by null (dehydrate)
22.01 06:46:07 [Server] INFO EntityGolemBase['Thaumium Golem'/11944, l='world', x=-704.07, y=64.50, z=1825.85] was killed by null (dehydrate)
22.01 06:46:07 [Server] INFO EntityGolemBase['Thaumium Golem'/11942, l='world', x=-705.26, y=64.50, z=1825.94] was killed by null (dehydrate)
This mod is a great idea and I'd like to donate (not much, say $20 at least) in return for your continued efforts! I'm tired of Minecraft being "too easy" with my personal/private modded server
Specifically I am waiting for server performance, and the ability to turn things off for NPC's (since I use ancient warfare, I don't want them all to die of dehydration!).
When you get a PayPal account/donation system set up, be sure to let us know!
EDIT: Another idea for future. Oxygen tanks/masks to retain some air quality for cavern exploring and such - this is a mid-late game thing. Would be entirely possible via Mekanism and Universal Electricity (both are opensource and have an API) - they have a Hydrogen/Oxygen generator and currently there is no use for Oxygen. Of course the oxygen tanks/masks would have to be super expensive On that note, Galacticrafts' oxygen generators could also possibly be made to generate oxygen bubbles for underground bases - but I don't think Galacticraft is opensource, so that's a more distant future idea.
Thanks again!
I'll try to implement the landing from fall updating physics. As for walking on a block that's a much harder system to do without causing too many block updates. I'll experiment with the concept later and see how things go from there.
OcD Simple Add-On!
Already done and I love the look of them.
As much as that sounds like a good idea I don't want to risk having too many tick updates checking player's inventories. Plus I'm almost on the bug fixing side of the update so I don't feel like going back and adding more.
And will mobs from MoCreatures be affected by it?
How to keep them hydrated anyway?
just drop a dirty/salt water bottle in furnace
New update coming out next will have more options to interact with other mods like MoCreatrues.
All you have to do is have them fenced in with a small pond near them. they will drink from that water..
https://github.com/Funwayguy/EnviroMine/commits/master
Have any bugs that you would like to report? Submit them here: (Ensure we haven't already fixed them in the commits before submitting an issue):
https://github.com/Funwayguy/EnviroMine/issues
It's still going to be 1.6.4. we're leaving 1.7.4 for when we have a lot of spare time to do it because the major amount of changes that brings, especially with biomes and item IDs, would require a few weeks worth of work just to get it functioning let alone add anything new.
Description: Testers are responsible for checking that the mod works, is easy to use, has actions that make sense, and contains fun gameplay.Testers need to write accurate and specific bug reports, and if possible providing descriptions of how the bug can be reproduced.Testers may be assigned to a single duty during its entire production, Assist in test execution, record test results, and work with developers to diagnose issues
Play a critical role in our pre-production, production, and release processes and execution
Please PM me if you are interested. Please send the following information:
- Minecraft Username
- Age
- Location / TimeZone
- Hours per week/day you can test the mod
- List any experience with mod testing/game testing
- Also if you have helped test any mods make sure to list contact information of mod developer
- Description of your self and why you would like to help.
We will choose who best fits our needs. We appreciate hearing from ya.