Just found a serious bug with frostbite.
When player drops something under this effect, item dropped will lose all of it's data.
For example if the item is bonemeal, it will become ink sac when picked up again.
And if you drop a TE leadstone energy cell on the ground, you will get a creative cell instead...
*camp fires: you can craft them by using rocks, and then you can place sticks over them that consume over time, you can cook on them and they will raise the temperature depending on the amount of sticks it have.
bear grills himself said that campfires help with the morale (aka sanity)
*Smoke signals: you will never lose your buddies with this, once you have a camp fire you right click with leather/wool on your hand charge it up and then release, the smoke will go up to the sky revealing your position(imagine this as a trap on smp)
*something like the keffiyeh (the thingy on the desert´s people head) crafted with wool
Hmm... there's a mod, which I use in my pach what gives textil stuff, made by cotton... I'll look at it, but I'm sure, there's something what you could use for making clothes.
*being able to start the camp fire with the classic 2 sticks method, you can craft 2 sticks together and then right click the camp fire with those like crazy until the fire starts
Most of your ideas aren't enviromental things.
I think, those things should move to other mods, because they have different goals.
The Camping Mod
Mo' Creatures - fur/hide armor
The Camping Mod - fur armor
Hmm... there's a mod, which I use in my pach what gives textil stuff, made by cotton... I'll look at it, but I'm sure, there's something what
Camping, like before.
The Camping Mod
TCM like before
Yes, there's a lot of cool ideas in TCM except half of those are filled with DUP bugs that author hasn't fixed yet, even those that were in 1.5.2, so yeah, not really an option...
I second the motion that we could use an automatic detection of armors: it's a pain to have to enter them manually, especially when the configuration is so complicated to extend to multiple IDs.
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Yes, there's a lot of cool ideas in TCM except half of those are filled with DUP bugs that author hasn't fixed yet, even those that were in 1.5.2, so yeah, not really an option...
I second the motion that we could use an automatic detection of armors: it's a pain to have to enter them manually, especially when the configuration is so complicated to extend to multiple IDs.
I have previously pointed out that I cannot detect the type of armour something is from another mod especially if it uses modded materials. Do you or any other modders know of a way of detecting a modded armour's properties in most mod 'dynamically'? If you do I'm all ears..
I am eventually going to add support for ID ranges in the config if that helps.
Just found a serious bug with frostbite.
When player drops something under this effect, item dropped will lose all of it's data.
For example if the item is bonemeal, it will become ink sac when picked up again.
And if you drop a TE leadstone energy cell on the ground, you will get a creative cell instead...
It's on my todo list for this weekend when I get time to push another build. A fix for this and a sleep related incompatibility is planned for this weekend.
Most of your ideas aren't enviromental things.
I think, those things should move to other mods, because they have different goals.
The Camping Mod
The physics part would be cool, yeah.
Mo' Creatures - fur/hide armor
The Camping Mod - fur armor
Hmm... there's a mod, which I use in my pach what gives textil stuff, made by cotton... I'll look at it, but I'm sure, there's something what you could use for making clothes.
Camping, like before.
Yup, backpack-like thing is nice if you mustn't have armor on. Other ways it's just not cool.
Wood in some cases, but ceramic jug (Terrafirmacraft) could be better.
This needs 3rd party mods, like hazmat suit from IC2. You can solve that oxygen problem with vents.
The Camping Mod
TCM like before
Handcart.
Like well fed? (Hunger overhaul maybe)
Good idea.
i don't want a metric ton of mods in my minecraft, plus a fireplace for surviving is a must irl. so why not ? I personally consider that this mod is way more promising and satisfactory. also downloading and installing a full mod for just an item or feature is nonsense ,some mods even conflict with each other or brake the balance of the game when put together so, nope.
Yes, there's a lot of cool ideas in TCM except half of those are filled with DUP bugs that author hasn't fixed yet, even those that were in 1.5.2, so yeah, not really an option...
I second the motion that we could use an automatic detection of armors: it's a pain to have to enter them manually, especially when the configuration is so complicated to extend to multiple IDs.
i feel you but automatic detection is kinda hard to pull out, maybe if the author of the mod could label somehow his armors to make automatic detection possible?
anyway do the creators of this mod like any ideas of the ones i already mentioned? ans the banner section is broken :c
I have previously pointed out that I cannot detect the type of armour something is from another mod especially if it uses modded materials. Do you or any other modders know of a way of detecting a modded armour's properties in most mod 'dynamically'? If you do I'm all ears..
I am eventually going to add support for ID ranges in the config if that helps.
Yes ID ranges would help. A more compact, easier to replicate configuration would help even more. Here's an example inspired by CoFH custom worldgen:
CustomArmors = [
# id tempAddAtNight tempAddAtShade tempAddAtDay tempFactorAtNight tempFactorAtShare tempFactorAtDay Sanity Air Comment
298 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 leather_helmet
299 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 leather_chestplate
etc.
]
As for detecting them, they tend to be called "helmet", "chestplate", "legging", "boots".
Some mods can't resist but change the name, but those 4 should already cover a good majority.
" plate" could be added too, just need to check the shaped recipe, if it's a good old chestplate recipe, you should be good.
Another approach would be to add armors found on players while the mod is running.
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Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
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The Meaning of Life, the Universe, and Everything.
Join Date:
12/5/2010
Posts:
932
Minecraft:
Darkmega18
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Hiya. Would I be able to ask what exactly is the incompatibility with the tornado mod? Although I'm savvy with just removing it cause it's more for ambience since the tornado damage is off I'm just curious as to what the collision actually is.
Yes ID ranges would help. A more compact, easier to replicate configuration would help even more. Here's an example inspired by CoFH custom worldgen:
CustomArmors = [
# id tempAddAtNight tempAddAtShade tempAddAtDay tempFactorAtNight tempFactorAtShare tempFactorAtDay Sanity Air Comment
298 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 leather_helmet
299 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 leather_chestplate
etc.
]
As for detecting them, they tend to be called "helmet", "chestplate", "legging", "boots".
Some mods can't resist but change the name, but those 4 should already cover a good majority.
" plate" could be added too, just need to check the shaped recipe, if it's a good old chestplate recipe, you should be good.
Another approach would be to add armors found on players while the mod is running.
I think what you're asking about the detection is simply to add a blank config rather than having to do them in game, that I can do. I originally assumed you wanted me to add things like temperature properties to modded armor without knowing what they are. I'll put it on the todo list for the next big update.
Hiya. Would I be able to ask what exactly is the incompatibility with the tornado mod? Although I'm savvy with just removing it cause it's more for ambience since the tornado damage is off I'm just curious as to what the collision actually is.
According to a bug report someone posted it might not like the custom physics block entities that EnviroMine uses in it's tornados. However it may not be EnviroMine's fault so it's kinda up in the air (bad pun I know, sorry) on who did what and what is actually wrong. If you do intend to use the mod I'd advise caution just in case.
Stupid me made a major oversight in the code involving sleeping in beds after day 1 causing players to wake up with 0% sanity. I'm rolling out a major bug fix very soon to correct this issue. I apologise for any inconvenience caused.
This bug is present in versions v1.1.11 to v1.1.13
I think what you're asking about the detection is simply to add a blank config rather than having to do them in game, that I can do. I originally assumed you wanted me to add things like temperature properties to modded armor without knowing what they are. I'll put it on the todo list for the next big update.
Yes, that and an easier to maintain configuration format
According to a bug report someone posted it might not like the custom physics block entities that EnviroMine uses in it's tornados. However it may not be EnviroMine's fault so it's kinda up in the air (bad pun I know, sorry) on who did what and what is actually wrong. If you do intend to use the mod I'd advise caution just in case.
I've been using EnviroMine-v1.1.3 with Weather-v1.59+ for a month now.
So far the only issue is Weather mod pushing entity away (wind is blowing away entities) but the block will spawn on original position (like if their was no wind). For now it's only a minor visual glitch.
Please note that in my configuration Storm and Tornado aren't 'grabbing' blocks:
B:Storm_Tornado_grabBlocks=false
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Can you make it so items with the same name but different IDs don't override each other? I'm trying to add values to the juices from Harvestcraft and Magical Crops, but, they keep overriding each other.
Can you make it so items with the same name but different IDs don't override each other? I'm trying to add values to the juices from Harvestcraft and Magical Crops, but, they keep overriding each other.
you can change the names in the config and not affect the properties outcome, as long as the block IDs are different it should work fine. The names are only there for readability and distinguishing properties from each other when reading the config. An alternative solution could be to separate the configs of each mod into their own files.
I know not sure what he's doing really. I'm considering restoring the original thread page that I started for EnviroMine so I can update the links and info more often.
is there a way to remove block gravity? it corrupts my world when I see desert
you can turn off the block physics all together, but if you don't want to do that, I suggest getting the ID's for sand and sandstone and increase their hold capability, making them able to stick almost in floating air. Other than that, you might have to avoid deserts and clear them out with MCEdit or something
Also... is there a download for the latest version? or will I be forced to use one of the experimental builds? Because I really love this mod but (I can't remember what version) the older version I was using sucked. It just sucked... mainly because I could stand near lava for hours and hours but still freeze to death in a taiga biome... I could also run thru a 1000 meter desert and only have to drink one bottle of water at the begining (and no, I wasn't wearing a camel pack). same thing with my temperature, I could run thru, just get my body temp down to green and I could run thru without over heating, I did start to sweat, but nothing "life threatining"
So, if you could let me know if I have to use an experimental build, or if you'll fix the download link soon, thanks.
is there a way to remove block gravity? it corrupts my world when I see desert
The next update should contain a fix for this (hopefully) but for now I'd just turn off landslides to fix it. If you want to remove gravity all together, their is an option for that too.
Just recommending that you support an IMC (InterMod communication) API to make it easier for other mods to support your physics and whatnot.
I will eventually make an API for mods to automatically generate configs for their own items as well as control the environmental things. Thanks for the suggestion though.
Awesome mod just wondering if there's a stable version for 1.6.4
There is only versions for 1.6.4 but the actual stable version right now is v1.1.14 available through the beta download link (TimbuckTato hasn't updated the page).
When player drops something under this effect, item dropped will lose all of it's data.
For example if the item is bonemeal, it will become ink sac when picked up again.
And if you drop a TE leadstone energy cell on the ground, you will get a creative cell instead...
I think, those things should move to other mods, because they have different goals.
The Camping Mod
The physics part would be cool, yeah.
Mo' Creatures - fur/hide armor
The Camping Mod - fur armor
Hmm... there's a mod, which I use in my pach what gives textil stuff, made by cotton... I'll look at it, but I'm sure, there's something what you could use for making clothes.
Camping, like before.
Yup, backpack-like thing is nice if you mustn't have armor on. Other ways it's just not cool.
Wood in some cases, but ceramic jug (Terrafirmacraft) could be better.
This needs 3rd party mods, like hazmat suit from IC2. You can solve that oxygen problem with vents.
The Camping Mod
TCM like before
Handcart.
Like well fed? (Hunger overhaul maybe)
Good idea.
Yes, there's a lot of cool ideas in TCM except half of those are filled with DUP bugs that author hasn't fixed yet, even those that were in 1.5.2, so yeah, not really an option...
I second the motion that we could use an automatic detection of armors: it's a pain to have to enter them manually, especially when the configuration is so complicated to extend to multiple IDs.
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
I have previously pointed out that I cannot detect the type of armour something is from another mod especially if it uses modded materials. Do you or any other modders know of a way of detecting a modded armour's properties in most mod 'dynamically'? If you do I'm all ears..
I am eventually going to add support for ID ranges in the config if that helps.
It's on my todo list for this weekend when I get time to push another build. A fix for this and a sleep related incompatibility is planned for this weekend.
i don't want a metric ton of mods in my minecraft, plus a fireplace for surviving is a must irl. so why not ? I personally consider that this mod is way more promising and satisfactory. also downloading and installing a full mod for just an item or feature is nonsense ,some mods even conflict with each other or brake the balance of the game when put together so, nope.
i feel you but automatic detection is kinda hard to pull out, maybe if the author of the mod could label somehow his armors to make automatic detection possible?
anyway do the creators of this mod like any ideas of the ones i already mentioned? ans the banner section is broken :c
Yes ID ranges would help. A more compact, easier to replicate configuration would help even more. Here's an example inspired by CoFH custom worldgen:
CustomArmors = [
# id tempAddAtNight tempAddAtShade tempAddAtDay tempFactorAtNight tempFactorAtShare tempFactorAtDay Sanity Air Comment
298 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 leather_helmet
299 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 leather_chestplate
etc.
]
As for detecting them, they tend to be called "helmet", "chestplate", "legging", "boots".
Some mods can't resist but change the name, but those 4 should already cover a good majority.
" plate" could be added too, just need to check the shaped recipe, if it's a good old chestplate recipe, you should be good.
Another approach would be to add armors found on players while the mod is running.
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
I think what you're asking about the detection is simply to add a blank config rather than having to do them in game, that I can do. I originally assumed you wanted me to add things like temperature properties to modded armor without knowing what they are. I'll put it on the todo list for the next big update.
According to a bug report someone posted it might not like the custom physics block entities that EnviroMine uses in it's tornados. However it may not be EnviroMine's fault so it's kinda up in the air (bad pun I know, sorry) on who did what and what is actually wrong. If you do intend to use the mod I'd advise caution just in case.
If you can submit the bug report using the link on the front page and possibly add more detail I might be able to help with this problem.
This bug is present in versions v1.1.11 to v1.1.13
Yes, that and an easier to maintain configuration format
I've been using EnviroMine-v1.1.3 with Weather-v1.59+ for a month now.
So far the only issue is Weather mod pushing entity away (wind is blowing away entities) but the block will spawn on original position (like if their was no wind). For now it's only a minor visual glitch.
Please note that in my configuration Storm and Tornado aren't 'grabbing' blocks:
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
you can change the names in the config and not affect the properties outcome, as long as the block IDs are different it should work fine. The names are only there for readability and distinguishing properties from each other when reading the config. An alternative solution could be to separate the configs of each mod into their own files.
I know not sure what he's doing really. I'm considering restoring the original thread page that I started for EnviroMine so I can update the links and info more often.
you can turn off the block physics all together, but if you don't want to do that, I suggest getting the ID's for sand and sandstone and increase their hold capability, making them able to stick almost in floating air. Other than that, you might have to avoid deserts and clear them out with MCEdit or something
Also... is there a download for the latest version? or will I be forced to use one of the experimental builds? Because I really love this mod but (I can't remember what version) the older version I was using sucked. It just sucked... mainly because I could stand near lava for hours and hours but still freeze to death in a taiga biome... I could also run thru a 1000 meter desert and only have to drink one bottle of water at the begining (and no, I wasn't wearing a camel pack). same thing with my temperature, I could run thru, just get my body temp down to green and I could run thru without over heating, I did start to sweat, but nothing "life threatining"
So, if you could let me know if I have to use an experimental build, or if you'll fix the download link soon, thanks.
Just recommending that you support an IMC (InterMod communication) API to make it easier for other mods to support your physics and whatnot.
The next update should contain a fix for this (hopefully) but for now I'd just turn off landslides to fix it. If you want to remove gravity all together, their is an option for that too.
I will eventually make an API for mods to automatically generate configs for their own items as well as control the environmental things. Thanks for the suggestion though.
There is only versions for 1.6.4 but the actual stable version right now is v1.1.14 available through the beta download link (TimbuckTato hasn't updated the page).