1.12
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1.7.10
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Curse PremiumPack-wise, I've taken care of the elephant in the room.
Forestry pack: http://www.curse.com/mc-mods/minecraft/231147-storage-drawers-forestry-pack
Order with a side of inPureCore if you don't want your NEI spammed up too badly, until such a time I have a config for that in place.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
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Curse PremiumWow! Amazing mod! I have wanted a lot of mods to update to 1.8, but its hard to come by good mods in 1.8, due to lots of code rewriting. This is a great mod for 1.8, and I hope you make more things like it in the future! Keep up the good work!
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Curse PremiumStorage Drawers 1.7.10 branch and all wood packs updated. The terror is over -- you can hide the extra 9000 blocks from NEI or Creative Tabs.
Version 1.5.4:
All Packs:
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Any news on wood pack for ExtraBiomesXL?
Just to clarify 1 detail, I voluntarily choose to create my own modpack without the known technical mods that I've already done and redone and was tired of always doing them the same exact way (AE2, Buildcraft, Minefactory Reloaded or Thermal Expansion and others aren't in my pack by choice wanted a more Vanilla like adventure with some mods to spice up things, and make life a lot easier for storage solution while not that easy at same time (added Spice of Life, Pam's Harvestcraft and Hunger Overhaul)[/p]
Ok, I'm not shy to say that this is entirely out of my Java scope for now. I'll keep working and learning.
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Curse PremiumThe slave does not extend range. Its purpose is to provide additional "surfaces" for the controller, e.g. put one on the edge of your network to attach a pipe, or build some columns of them and cover them in super crafting frames. They're very lightweight so this is preferable to placing multiple controllers, which was previously done.
The 12 block range is already pretty OP, since that encompasses anything within a 25x25x25 cube centered on the controller.
With just a little outside help, you can create multi-bank systems using multiple controllers. It's been demonstrated in the last few pages with hopper ducts on 1.8.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Thanks for the quick informations, now I just have one request, we need some kind of terminal like in AE2 to interact with the stuff in the drawers, search for some stuff, craft items and such, but without the need of power or complex building systems that takes forever to build, just a simple thing to quickly access everything at one spot, this is the only thing I really miss from AE2 or Logistic Pipes.
Another precision, I use the 1.7.10 version, most of the mods I use aren't in 1.8 yet.
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Curse PremiumJaquadro,
Am working on the pack for Ancient Trees...and I have a problem right off the bat:
The API does not expose BlockDrawers or BlockTrim...
To implement the pack, I would have to go outside the API...and bear the risks of volatile code living outside the API. Unless the API is changing, Maybe I should fork SD and add the pack to your repo via pull request?
Also could work out a system for you so that the packs don't have to be separate if you want....
What do you suggest?
S
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Curse PremiumIt's a very complex thing, I don't think I will be adding something like that to this mod.
A new terminal from the Ender-IO mod was demonstrated on ForgeCraft and it's quite powerful like AE2, but it's still beholden to power requirements and stuff. I encourage other authors to step in and try to fill this void.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
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Curse PremiumThe packs were intended to have a hard dependency on the SD base mod, as they extend block classes. Submitting it back to the main repo is fine, as that's where I'll be sticking any of the packs I make.
Though I assume you were intending a standalone addon mod, it wasn't clear from your previous post if you were going to try and create another pack using an existing one as a template, or if you were going to try and integrate it into Ancient Trees. If the later, I could see it being a bit annoying since the mod isn't in Maven anywhere.
The gradle dependency issue is a huge pain right now. I would love to somehow clean up or fix that, because I have to temporarily copy around an SD base jar into each pack to compile it, and then remove it so I can run them all together in dev. I do want the packs to compile separately though, so I don't end up with a meg or more of assets and the risk of chewing up a lot of block IDs and texture space before someone has a chance to work out configs.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Ok, just noticed a real small annoyance, maybe you can do something about it, I use the Ganymedes mods (surface, Nether and End) it creates various types of sticks based on the wood you use to create them, to get vanilla sticks, you must use oak wood which is a pain to get a massive amount, I prefer to generally get some huge jungle trees to get a massive amount of wood quickly, the problem is your crafting recipes don't accept any of his sticks that I was assuming were ore dictionary compatible which doesn't seem its the case, result is I need to absolutely use oak to create sticks, I will do it fine for now, but that would be a great fix to be able to use any sticks in the future, or maybe ganymedes need to do something about it like he did for his chests (chests he creates are based on the type of wood you use, and if for any reasons you need vanilla chests (which are needed for your recipes at the moment) you just put them in a crafting grid and they will turn to vanilla chests... I also suppose the same problems could happen with Natura mods that create some of his own sticks too and maybe other mods could also.
I figure something similar to the logic that Tinker's Constructs' Crafting Station, which looks for chests nearby, could be expanded to hook into whatever API the Controller is using.
Then again, this is all pretty foreign to me.
Again, on 1.7.10, this is all sorted already. It's us 1.8 folks who don't have the option until someone writes something.
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Curse PremiumI understand, but I thought, based on one of your previous replies, that you intended no hard dependencies.
My intention was to have the SD support integrated into Ancient Trees so that it activated when SD was present, just like the support for Garden Stuff currently does.
You could resolve your concerns by having everything in one mod and defaulting to "off" for the packs...and printing a warning to the log and/or console when a relevant mod was detected. Textures could be compressed using TinyPNG to reduce jar size...etc.
Regarding gradle dependencies, you could upload to the local maven cache via the 'install' task (see: https://docs.gradle.org/current/userguide/maven_plugin.html) and have a maven dependency in the packs. As long as SD was in the local maven cache, gradle would pick it up to fulfill the dependency.
I will work on a plugin for Ancient Trees and submit it. Thanks for the help!
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Curse PremiumHey Jaq,
Any chance of getting the ability to set the trim style on the different storage mediums? I know it takes the colour of the last upgrade used. But It might be nice to also be able to shift-right-click with say. A trim block to change the trim to that style.
OR, if thats a bit too much, perhaps using an empty upgrade on it will set it's trim style to its non upgraded colour?
Thanks for reading <3
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Curse PremiumThe upgrade overlay is probably my least favorite part of the mod. There is a config option to not render it, though you will need to remember where you applied storage upgrades, or open the upgrade management UI to check. The trim override is an interesting idea though. If you have other ideas related to styling, I'm also interested to see them.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
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Curse PremiumI gave it some more thought, and if you can wait another day or so, I think it's reasonable to provide an interface for you to implement, and a factory method to get back some block and item objects that you can do with as you need. Then you can copy in the API and provide this in-mod.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Any news on wood pack for ExtraBiomesXL?
Could you add a config option to move where the text is for displaying how many items are in a drawer? My hotbar is in the way so its hard to see how many items I have in the drawer. That or make it show the item icon with number next to it instead.
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Curse PremiumI don't follow. Are you talking about the WAILA display? That can be controlled within WAILA -- somewhere. The only other way to see exact counts is pulling up the GUI, and then it's like any other GUI.
EXBL is on my list, but might be small enough that I don't want to break it out into a dedicated pack.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate