The Meaning of Life, the Universe, and Everything.
Location:
UK
Join Date:
2/7/2014
Posts:
63
Location:
UK
Minecraft:
DuelMonster
Member Details
Hey, thanks for the inquiry.
Took me a little while longer than I'd hoped to sort my PC out. Had to wait for funds to get it fixed up.
But, I've been testing a new version over the last couple of weeks. I'm hoping to get an update released as soon as I'm happy with the results. Still got a few issues and a few things to check, but you can expect it either, later this week or early next week.
- CHANGE: Added code to allow for Third Party mod integration, in an attempt to support as many mod tools as possible.
- Current supported Mod list: Applied Energistics 2, BiomesOPlenty, Industrial-Craft 2, Natura, Thaumcraft, Tinkers Construct, TwilightForest
- CHANGE: Added a new Farming feature. If you hold the Excavator trigger key and right click a Dirt\Grass block while holding a Hoe, Excavator will attempt to convert the land into farm land. Water source required.
- CHANGE: Array variable changes where required to allow Farming feature to work correctly.
- CHANGE: Added third party mod integration support.
- CHANGE: Array variables changed to conform with changes made to Excavator.
- CHANGE: Added third party mod integration support.
- CHANGE: Added Forge OreDictionary support. This should help detect any third party Ores.
I was wondering: would it be possible to unify all the SuperMiner mods into a single mod, then allow us to configure what parts we want through enabling and disabling modules? I would make it less of a hassle for downloading.
I was wondering: would it be possible to unify all the SuperMiner mods into a single mod, then allow us to configure what parts we want through enabling and disabling modules? I would make it less of a hassle for downloading.
Yea, I've been toying with the idea for a while now and have been thinking that I should make that happen pretty soon (maybe next release).
The Meaning of Life, the Universe, and Everything.
Location:
UK
Join Date:
2/7/2014
Posts:
63
Location:
UK
Minecraft:
DuelMonster
Member Details
For those of you that "may" be watching this thread....
I am still alive and haven't abandoned SuperMiner!
I'm currently working on porting version 2 of SuperMiner into MC 1.8.9 and am hoping to get a working version online for next week. This may also include a version for MC 1.9.x as well...
Version 2 is an amalgamation of all SuperMiner mods into a single mod, with few additions and tweaks. Full details will be revealed upon release.
I've been waiting to get a new laptop as my old one decided to refuse to run MC for some unknown reason. This is now in my possession and is having it's softwares installed tonight. It's cost me close to £1300 so I shan't be having any gaming issues for a while...(fingers crossed)
The Meaning of Life, the Universe, and Everything.
Location:
UK
Join Date:
2/7/2014
Posts:
63
Location:
UK
Minecraft:
DuelMonster
Member Details
Quick update for those that may be watching...
I've got a working version for 1.8.9 and have ported that code to 1.9. But 1.9 is causing some crazy crashes and I've yet to get around to looking into the issues.
The new job is keeping me busy and come end of working day time I'm too darn shattered to do anymore coding. But I promise I shall get there soon.
I want to modify the 1.7.10 code to match some of the modified 1.8.9 code, as I feel the changes I've made have been a major improvement. I'm hesitant to release v2 until I've backported 1.8.9 to 1.7.10.
As soon as I have 1.7.10 done I'll release v2 and then I'll release the 1.9 version soon after.
Hi there, I just added your mod to my personal setup, and I have a quick question. Is this basically keybinds, etc, or is there actually blocks installed. I couldn't find anything in JEI (MC 1.9.4), but there was a config generated, so just wanted to ask.
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...and for those that will certaintly take some sort of offense to this comment, please remember, just as your comments are, this comment is my opinion, and I wont flame you for ur opinion, dont flame me for mine.
Hi there, I just added your mod to my personal setup, and I have a quick question. Is this basically keybinds, etc, or is there actually blocks installed. I couldn't find anything in JEI (MC 1.9.4), but there was a config generated, so just wanted to ask.
Hey, is there any way to possibly throw up individual mod downloads for all of the ones in this pack? Just wondering, thanks.
version 2 of SuperMiner is a combining of the separate mods. There is no way to separate out again now. Just disable the ones you don't need using the config.
When using Lumbinator, cutting down a tree removes the logs and the leaves, thus removing a lot of unnecessary durability from the axe. So I figured I would just remove the leaf IDs from the config so that it would only grab the logs and then let the leaves decay on their own. But it seems to just take away the function altogether because now it is acting like Vanilla minecraft. suggestions on what i'm doing wrong?
The Meaning of Life, the Universe, and Everything.
Location:
UK
Join Date:
2/7/2014
Posts:
63
Location:
UK
Minecraft:
DuelMonster
Member Details
Latest Update: 2.1.0
FIX: Fixed an issue that was affecting the Auto Hoe feature of Excavator. Land will now be tiled correctly in Minecraft 1.9 and above.
FIX: Sovled an issue that was causing the configuation default values to report the wrong values once the configuation had been changed from the default values.
CHANGE: Two addtional options have been added to Lumbinator:
- 1. Destroy Leaves: Tells Lumbinator that it should destroy the leaves when chopping down a tree.
- 2. Leaves Affect Durability: This option tells Lumbinator that it should not affect a tools durability when destorying a trees leaves.
NEW FEATURE: Add a new feature to Excavator that allows you to automatically path an area using the Path block. This feature is avaliable for Minecraft 1.9 and above.
When holding the Excavator toggle key (default Grave ' ` ') and right clicking Grass ( or Dirt ) using a shovel, a path will be produced in the direction you are facing. Unlike the vanilla mechanic SuperMiner allows you to turn Dirt into Path blocks as well as Grass.
The 'Path Width' and 'Path Length' can be adjusted using the SuperMiner configuation. Width has a minimum of 1 block and maximum of 16 blocks. Length has a minimum of 3 blocks and maximum of 64 blocks.
The path will be layed up/down hill, depending on the terain, as long as the next block isn't more than 1 block higher or lower.
There seems to be an issue with the current version of Biomes'o'plenty ( 4.1.0.2033 ) where Lumbinator will not cut down trees added in by the mod. Will still cut normal trees, though.
EDIT: May have a solution.
EDIT: Solution found by editing the following in the config file:
While you're at it, it seems that some of the thicker trees ( I.E. Redwoods ) in the BoP mod, when cut with lumbinator, will tend to leave floating pillars of logs.
Hey, thanks for the inquiry.
Took me a little while longer than I'd hoped to sort my PC out. Had to wait for funds to get it fixed up.
But, I've been testing a new version over the last couple of weeks. I'm hoping to get an update released as soon as I'm happy with the results. Still got a few issues and a few things to check, but you can expect it either, later this week or early next week.
Latest Update: Core 1.8
- CHANGE: Added code to allow for Third Party mod integration, in an attempt to support as many mod tools as possible.
- Current supported Mod list: Applied Energistics 2, BiomesOPlenty, Industrial-Craft 2, Natura, Thaumcraft, Tinkers Construct, TwilightForest
Latest Update: Excavator 1.8
- CHANGE: Added a new Farming feature. If you hold the Excavator trigger key and right click a Dirt\Grass block while holding a Hoe, Excavator will attempt to convert the land into farm land. Water source required.
- CHANGE: Array variable changes where required to allow Farming feature to work correctly.
- CHANGE: Added third party mod integration support.
Latest Update: Lumbinator 1.9
- CHANGE: Array variables changed to conform with changes made to Excavator.
- CHANGE: Added third party mod integration support.
Latest Update: Veinator 1.9
- CHANGE: Array variables changed to conform with changes made to Excavator.
- CHANGE: Added third party mod integration support.
- CHANGE: Added Forge OreDictionary support. This should help detect any third party Ores.
I was wondering: would it be possible to unify all the SuperMiner mods into a single mod, then allow us to configure what parts we want through enabling and disabling modules? I would make it less of a hassle for downloading.
Yea, I've been toying with the idea for a while now and have been thinking that I should make that happen pretty soon (maybe next release).
So watch this space and expect it soon.
Thanks
For those of you that "may" be watching this thread....
I am still alive and haven't abandoned SuperMiner!
I'm currently working on porting version 2 of SuperMiner into MC 1.8.9 and am hoping to get a working version online for next week. This may also include a version for MC 1.9.x as well...
Version 2 is an amalgamation of all SuperMiner mods into a single mod, with few additions and tweaks. Full details will be revealed upon release.
I've been waiting to get a new laptop as my old one decided to refuse to run MC for some unknown reason. This is now in my possession and is having it's softwares installed tonight. It's cost me close to £1300 so I shan't be having any gaming issues for a while...(fingers crossed)
Quick update for those that may be watching...
I've got a working version for 1.8.9 and have ported that code to 1.9. But 1.9 is causing some crazy crashes and I've yet to get around to looking into the issues.
The new job is keeping me busy and come end of working day time I'm too darn shattered to do anymore coding. But I promise I shall get there soon.
I want to modify the 1.7.10 code to match some of the modified 1.8.9 code, as I feel the changes I've made have been a major improvement. I'm hesitant to release v2 until I've backported 1.8.9 to 1.7.10.
As soon as I have 1.7.10 done I'll release v2 and then I'll release the 1.9 version soon after.
Well here it is... finally... Version 2 has been set free!
Please head back to the main thread for all the info: TOP
Hi there, I just added your mod to my personal setup, and I have a quick question. Is this basically keybinds, etc, or is there actually blocks installed. I couldn't find anything in JEI (MC 1.9.4), but there was a config generated, so just wanted to ask.
Hey, is there any way to possibly throw up individual mod downloads for all of the ones in this pack? Just wondering, thanks.
No extra blocks added.
version 2 of SuperMiner is a combining of the separate mods. There is no way to separate out again now. Just disable the ones you don't need using the config.
Okay, thanks.
i will make a video
When using Lumbinator, cutting down a tree removes the logs and the leaves, thus removing a lot of unnecessary durability from the axe. So I figured I would just remove the leaf IDs from the config so that it would only grab the logs and then let the leaves decay on their own. But it seems to just take away the function altogether because now it is acting like Vanilla minecraft. suggestions on what i'm doing wrong?
Hmm, sounds like a bug to me. I'll look into it and get back to you.
Okay, sounds good. I also tried setting the leaf ranges to 0, which has the same effect of just chopping through one block.
Latest Update: 2.1.0
FIX: Fixed an issue that was affecting the Auto Hoe feature of Excavator. Land will now be tiled correctly in Minecraft 1.9 and above.
FIX: Sovled an issue that was causing the configuation default values to report the wrong values once the configuation had been changed from the default values.
CHANGE: Two addtional options have been added to Lumbinator:
- 1. Destroy Leaves: Tells Lumbinator that it should destroy the leaves when chopping down a tree.
- 2. Leaves Affect Durability: This option tells Lumbinator that it should not affect a tools durability when destorying a trees leaves.
NEW FEATURE: Add a new feature to Excavator that allows you to automatically path an area using the Path block. This feature is avaliable for Minecraft 1.9 and above.
When holding the Excavator toggle key (default Grave ' ` ') and right clicking Grass ( or Dirt ) using a shovel, a path will be produced in the direction you are facing. Unlike the vanilla mechanic SuperMiner allows you to turn Dirt into Path blocks as well as Grass.
The 'Path Width' and 'Path Length' can be adjusted using the SuperMiner configuation. Width has a minimum of 1 block and maximum of 16 blocks. Length has a minimum of 3 blocks and maximum of 64 blocks.
The path will be layed up/down hill, depending on the terain, as long as the next block isn't more than 1 block higher or lower.
There seems to be an issue with the current version of Biomes'o'plenty ( 4.1.0.2033 ) where Lumbinator will not cut down trees added in by the mod. Will still cut normal trees, though.
EDIT: May have a solution.
EDIT: Solution found by editing the following in the config file:
Ah bugger, I thought there was something else I should have done before releasing yesterday.
Thanks for the heads up. I'll make the change and release a new version ASAP.
While you're at it, it seems that some of the thicker trees ( I.E. Redwoods ) in the BoP mod, when cut with lumbinator, will tend to leave floating pillars of logs.
Ok thanks, I'll look into that as well.