I'm not going to quote those last two posts, they're way to long :P.
I think I've heard of Roughin' It, though I am yet to play it. I'll look into it so I don't end up stepping on anyone's toes. I'm already working with Paleoneos to try and get our featuresets to match up well, as his mod (I don't think it has a name yet) will sort of extend the Terrafirmacraft-like aspects of gameplay a bit further, as well as provide some integration with other mods.
I do believe I already implemented bones and shards dropping from zombies and skeletons (though I think that zombies don't drop bone shards). These options are already configurable. The configuration for it was probably in 0.8.4, but again I'm not sure.
Pick/Hatchet swap? You got it. I just need to do some texturing and refactoring.
I really like how the infusion system turned out, I think it alleviates a lot of the grind while maintaining balance when it comes to repairing tools.
I am already trying to figure out a way to obtain gravel from cobblestone without adding a one-purpose block (*cough* MFR Composter *cough*). Once 1.8 comes out I might add the ability to grind the other stones up into gravel as well, or be able to use them outright in the smelters.
Also, any idea how to upgrade forge from 1180 to 1221? I tried following Pahimar's tutorial of changing the string in build.gradle an then running the gradlew stuff, but it's still at 1180.
All you do is take the file named "src" from your "forge-lotsojunk-1180" folder and put it in the corresponding "forge-lotsojunk-1221" folder. That's it. After that, take the stuff from the "build.gradle" file that you want and put it in the new "build.gradle" file.
I think I've heard of Roughin' It, though I am yet to play it. I'll look into it so I don't end up stepping on anyone's toes.
The entire point of my "I'm not stingy with ideas" was to ensure that you don't think this way about stealing ideas from my mod proposal(s).
Because similar mods tend to focus on different aspects of the same experience, and often have aspects I prefer to avoid (that is, not being a 100% overlap of exactly what I want), I favor more variants with similar mechanics.
I happen to think my ideas are pretty good, and would like to see them used more widely, especially in mods trying to make a more low-tech progression experience in the early part of the game (which helps me recapture those halcyon days when I was hiding in a tree every first night because I couldn't make a pickaxe fast enough).
While I've attracted some very welcome coders and artists to my various proposals, all of my projects move slow and I have doubts about any of my mod proposals getting actually made, so it may well be that I get to choose between (a) nothing and (b) someone else's mod. Thus, getting other people to adopt part of my ideas may be the only way I actually see those ideas get properly coded in the first place.
So yes, step on my toes! Borrow away! All my ideas and every part of my ideas are up for grabs, and you will never hear me complain about someone "stealing" my ideas, because I am actively trying to propose my ideas into every mod that could possibly hit close to the experience I'm after. Again, borrow away!
As far as quoting, you might experiment a bit and figure out how to split a quote up so you can reply to different parts or have just a small part quoted in your reply. The BB button helps if you're at all good at figuring out forum code. Plus, I've noticed that when people post a lot of posts around the forum, they often don't realize someone replied to them unless you quote them (which makes the forum notify you that quoting happened). I periodically do a quick check through my active threads and such, but that screen does get clogged with threads that are active but that I haven't been interested in for a long time, so it's not a perfect solution to keeping track of who's replied to me.
documented prehistoric tools, which were indeed made from bone or animal horn.
Oh, I have no beef with them being made from bone; I have questions about bone being able to break stone. I could definitely see a bone hoe and bone weapon of some sort. I'd love to see a full set of bone tools and of flint tools, though when I say "full set" I don't mean just making one of each type of vanilla Minecraft tool, I mean thinking through what the materials are capable of doing, how they should fit in the tech tree, and making just those items that are appropriate to the feel of stone-age tools and weaponry.
Actually, one of my beefs with Minecraft has always been the initial tree-punching step, where you then use wood soft enough to break with your fists to break stone. Kind of feels the same here. But then again, bone is pretty tough stuff, so I'm questioning my assumption that it's too weak to break stone.
It's probably not entirely realistic to be able to mine with it, but it's more so than the vanilla wood tools, and saves going the Terra Firma Craft route of strewing loose rocks to knap tool heads out of at worldgen.
Might consider using something like MC+'s Loose Stone (which was based on my proposal for Unstable Stone, though it doesn't turn into cobble when it hits the ground as I proposed, nor does it pull down adjacent blocks). You could have it be obvious instead of disguised, and you'd hit it with something or wedge a tool in there to get it to fall down, at which point it'd pop off as an item you could pick up, which'd be something like cobble or busted rocks. Actually, though, you could also have regular cobble spawn on the ground as though it had fallen or been cracked from exposure or something, and allow you to gather it earlier in the tech tree than you could get resources from regular stone. Because being able to pick up rocks is basic tech, and cobblestone is already a collection of rocks, so why not?
That's if you for sure didn't want to add in a rock item that appears on the ground. Which I would actually be in favor of, as it would add to the decoration of the world. Heck, I'd love to see a mechanic that let you pile up rocks to make walls, not by making blocks themselves (which'd be later tech), but by adding rocks to a pile that slowly became bigger... kinda like the cake eat-away mechanic but in reverse, and visually more like, well, slowly building a cobblestone wall from individual rocks. Could see doing that with bricks and mortar later, too. Let me know if that description is confusing because I'm not sure I just explained well the image that is in my head.
Cobblestone to Gravel: Check out Ex Nihilo's Hammer, which turns cobble to gravel to sand to dust (which can be turned into clay). I find the progression quite satisfying, plus it could conceivably give you a way to let players get gravel a while before they were actually able to get stone, if you cared to do that (that is, breaking stone or cobblestone with your Hammer-like tool could give you gravel, and you'd need better tech to gather actual stone... might even have the tiers be "gather stone as broken bits (gravel); gather stone as big rocks (cobble); gather giant hunks of stone" without needing to get silk touch).
Equivalent Knives: I don't think there's need to make Flint Knife and Bone Knife be different mechanically; I have no preference at whether they should be equivalent or tiered. But it might be reasonable to make them equivalent and let players discover sharp-blade technology based on whatever material they encountered first. You could make them both the same item (two different recipes, one icon, one set of stats), but the different pictures avoids breaking the realistic feel (two recipes, two icons, one set of stats).
Flux: Hmmm. My first thoughts include many mods that add flux components to the game: Metallurgy gives Potash, Biomes o' Plenty gives Limestone (though I have yet to see it in nature, just from creative, so it shouldn't be counted on as a common component), and the Underground Biomes mod gives various types of stone that could be used in such a way if desired. But, you shouldn't need basics to come from other mods. I'd say add a Potash spawn.
Then you can have your mod detect the presence of Metallurgy's Utility Ores, and if it sees it in the mod build and sees that you haven't yet done this step, it can ask if you want to switch your potash blocks and items into Metallurgy versions. That way, you're not sporting two types of potash (like how I've been running around with three variants of mutton lately). You might also want to look through the other utility ores (phosphorus, particularly; also saltpeter, magnesium, sulfur, and bitumen) to see if they might be useful additions to your build in much the same way. (Look up Bituminous Coal, which I ran across while looking at Anon's links there, and see what you make of it.)
Charcoal v. Coal: Okay, quick skim says that the charcoal isn't being used as a fuel but as an additive that helps the melting metal get to the right state. That makes sense; objection withdrawn.
Mod Compatibility: I would love to use your mod in a set including Underground Biomes, Metallurgy, Ex Nihilo, and HarvestCraft, with some config tweaking. Now, Underground Biomes has varying hardnesses for its stones, so it might be neat for you to make your early pick/pickaxe tiers able to dig some of their stones but not others, thus letting me get a handle on the softer and harder stones from experience instead of data charts. You could have the softer stone break into one kind of item (craftable into the base Underground Biomes cobblestones in some fashion), the medium stone into another and the hard stone into a third (or unbreakable until you get to a tier where it's harvested in the normal Minecraft fashion).
I can think of two variants offhand, where the first has the premise that it's easier to chip away bits than to break it apart into larger stones, and the second has the premise that the softer stuff breaks into chips easier than the harder stuff:
Using the lowest tech breaks the softest stone into gravel and can't break medium or harder stone. Next tier breaks softest stone into its respective cobblestones, breaks medium stone into gravel, and can't break hard stone. Third tier breaks hard stone into gravel, breaks medium stone into cobblestones, and can gather softest stone as full blocks. Fourth tier breaks hard stone into cobble, medium and soft as full blocks. Last tier gets full blocks from all of them, or maybe you need silk touch to get full blocks directly from the hardest stone types.
Using the lowest tech breaks the softest stone into gravel and medium stone into cobblestone; it can't harvest harder stone. Next tier breaks all three types into cobblestone. Third tier breaks hard stone into cobble but medium and soft stone get harvested as full blocks. Last tier harvests all as full blocks.
So that's something you might try. I do think it'd feel neat to be able to discern the softness through trial-and-error, though if you just want to go the Ex Nihilo route (gather all blocks as cobble, break them into gravel as desired), that's okay too.
And say, Improving Minecraft gives wild animals, where wild sheep have horns and I think wild cows do as well. Might make a Horn drop that in vanilla drops from cows but in Improving Minecraft drops only from wild cows and wild sheep. Thus, a Horn that can be carved into tools much like bone can be.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
It's been a while since I last looked at Minecraft code, but in regards to the GitHub issue I'm wondering if the tile isn't ticking to check it's inventory and if it finds the proper components, it keeps performing "process ticks" (that's what I call it, anyways).
As for ThePhysician2000's issue, I want to say that the furnaces don't force a tick when the chunk is (re)loaded to check the state of the process.
Again, it's been a while since I last looked at Minecraft code, so I could very easily be talking out my rear on this.
In any case, I appreciate the "blanket" modpack permissions as I am currently working on a modpack that will feature BB right at the beginning of the game. Cheers!
So, Tinkers' Construct requires a vanilla crafting bench to create its crafting station. When I make a vanilla crafting bench, it comes up with yours (at least, that's what I think I've figured out now). I can turn two vanilla ones into yours, but not the other way around.
Either make it so you can craft your crafting benches back into vanilla ones or make your crafting benches compatible with TC somehow. The first is definitely preferable, as it prevents a lot of other potential problems from other mods.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
So, Tinkers' Construct requires a vanilla crafting bench to create its crafting station. When I make a vanilla crafting bench, it comes up with yours (at least, that's what I think I've figured out now). I can turn two vanilla ones into yours, but not the other way around.
Either make it so you can craft your crafting benches back into vanilla ones or make your crafting benches compatible with TC somehow. The first is definitely preferable, as it prevents a lot of other potential problems from other mods.
I had thought that the crafting benches were supposed to be registered with ore dictionary. Either that is not the case, or TiC is not using oredict-compatible recipes for their crafting stations - in which case the fault is on their end.
I'll bring it up with them, but regardless, the vanilla-to-special recipes should cycle all the way around, not just be a one-way road. Or at least this should be the default behavior, perhaps to be cancelled through config files if you truly wanted to suppress vanilla crafting benches entirely.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
You know, is the Advance Crafting Table compatible with the Extended Workbench mod?
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You know, is the Advance Crafting Table compatible with the Extended Workbench mod?
Extended workbench is a double-workbench, right? Probably not, but they may be, depending on EW's method. BetterBeginnings uses a special custom workbench that overrides the vanilla recipe. If Extended Workbench does the same, they won't be. If it uses a different method (and if you can get a Vanilla workbench, apparently) you might be able to use Extended Workbench.
(BB's system might actually need to be adjusted to reduce compatibility issues, and/or have special compatibility features added for Extended Workbench.)
Tinkers' Construct Flint Hatchet triggers the "why are you punching trees?" thing and hurts me without harvesting the wood. What sort of thing is making these mods incompatible? I'd hate to have to drop Better Beginnings from the build because I do like the content, but I'm just getting used to TC and it's fun too.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Tinkers' Construct Flint Hatchet triggers the "why are you punching trees?" thing and hurts me without harvesting the wood. What sort of thing is making these mods incompatible? I'd hate to have to drop Better Beginnings from the build because I do like the content, but I'm just getting used to TC and it's fun too.
That one is a problem with TiC. For some reason, they handle things differently, and their axes are not registered as axes. It's also a problem with Witchery, and some other mods that add materials that require an axe to break. I honestly have no idea why they do that.
Just chiming in here to help Kilyle out. What do you mean with registering axes as axes? They have the correct harvestlevels, how are you checking for it?
As for the crafting table issue above, replacing default vanilla items with your own items is just asking for incompatibilites with other mods, since there will be (relatively many) code sections depending on the vanilla item. As a modder you should be able to depend on vanilla MC.
replacing default vanilla items with your own items is just asking for incompatibilites with other mods, since there will be (relatively many) code sections depending on the vanilla item. As a modder you should be able to depend on vanilla MC.
They have a thing where you place two of their crafting benches next to each other and they make an advanced crafting bench that lets you add extra "catalyst" items like string to tie things together or iron for rivets. I do love the idea, but... hmm, I'm trying to think of any other mod I've got going that would mess with the vanilla GUI, and I can't think of one, so I could see it just being a change to the GUI. But then, if other mods mess with the GUI, conflict, like you say.
Just spent a bit trying to think up alternate crafting-bench recipes that wouldn't require a crafting bench to begin with. A wooden slab over a wooden plank seems appealing but you can't make planks without a crafting bench. Perhaps two logs next to each other, or a four-log pattern, does anyone use that sort of pattern yet?
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
No. It consumes ores (ingredients) if the chunk it's in becomes unloaded, but doesn't output the items. Same goes for all of the other furnaces.
I assume this is a bug that has to do with #33 (ovens suddenly stop smelting). I don't know how chunk ticks work, and only copied most of my code from the structure set up in the vanilla furnace. Perhaps vanilla has some weird special-case tick thing hidden in the code (like for water and lava), just for vanilla furnace blocks, in which case I'll need to make it tick on my own. Nonetheless, please make an issue on the bug tracker, fill out any details you can think of, and I will link up the two furnace issues (referencing each other).
I don't know much about how ticks work; could somebody point me to a tutorial, or maybe some example code showing the kind of thing I need to do?
Just chiming in here to help Kilyle out. What do you mean with registering axes as axes? They have the correct harvestlevels, how are you checking for it?
As for the crafting table issue above, replacing default vanilla items with your own items is just asking for incompatibilites with other mods, since there will be (relatively many) code sections depending on the vanilla item. As a modder you should be able to depend on vanilla MC.
I fixed the axe bug in an earlier development version. The next release I have will be a big one, featuring compatibility improvements, more tweaks, and a whole lot of bugfixes (including this one).
I don't actually "replace" the vanilla crafting table with my own (I actually don't know if that's even possible in 1.7). Instead, I have my own completely separate crafting table that has the same crafting recipe as the vanilla table, and I remove the vanilla recipe. This way, conflicts are kept to a minimum.
They have a thing where you place two of their crafting benches next to each other and they make an advanced crafting bench that lets you add extra "catalyst" items like string to tie things together or iron for rivets. I do love the idea, but... hmm, I'm trying to think of any other mod I've got going that would mess with the vanilla GUI, and I can't think of one, so I could see it just being a change to the GUI. But then, if other mods mess with the GUI, conflict, like you say.
Just spent a bit trying to think up alternate crafting-bench recipes that wouldn't require a crafting bench to begin with. A wooden slab over a wooden plank seems appealing but you can't make planks without a crafting bench. Perhaps two logs next to each other, or a four-log pattern, does anyone use that sort of pattern yet?
From the beginning, I put in a recipe for vanilla benches, since I saw that as a major compatibility issue. The recipe is this: / P / P L P / P /
where / is a stick, P is a plank (any type), and L is a log (any type).
I'm pretty sure I also added in a recipe to make BB benches craftable back into vanilla benches, in a 1-to-1 ratio.
I assume this is a bug that has to do with #33 (ovens suddenly stop smelting). I don't know how chunk ticks work, and only copied most of my code from the structure set up in the vanilla furnace. Perhaps vanilla has some weird special-case tick thing hidden in the code (like for water and lava), just for vanilla furnace blocks, in which case I'll need to make it tick on my own. Nonetheless, please make an issue on the bug tracker, fill out any details you can think of, and I will link up the two furnace issues (referencing each other).
I don't know much about how ticks work; could somebody point me to a tutorial, or maybe some example code showing the kind of thing I need to do?
I don't actually "replace" the vanilla crafting table with my own (I actually don't know if that's even possible in 1.7). Instead, I have my own completely separate crafting table that has the same crafting recipe as the vanilla table, and I remove the vanilla recipe. This way, conflicts are kept to a minimum.
From the beginning, I put in a recipe for vanilla benches, since I saw that as a major compatibility issue. The recipe is this: "courier">/ P / "courier">P L P "courier">/ P /
where / is a stick, P is a plank (any type), and L is a log (any type).
I'm pretty sure I also added in a recipe to make BB benches craftable back into vanilla benches, in a 1-to-1 ratio.
All you do is take the file named "src" from your "forge-lotsojunk-1180" folder and put it in the corresponding "forge-lotsojunk-1221" folder. That's it. After that, take the stuff from the "build.gradle" file that you want and put it in the new "build.gradle" file.
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And support the ability to add paintings and records!
The entire point of my "I'm not stingy with ideas" was to ensure that you don't think this way about stealing ideas from my mod proposal(s).
As far as quoting, you might experiment a bit and figure out how to split a quote up so you can reply to different parts or have just a small part quoted in your reply. The BB button helps if you're at all good at figuring out forum code. Plus, I've noticed that when people post a lot of posts around the forum, they often don't realize someone replied to them unless you quote them (which makes the forum notify you that quoting happened). I periodically do a quick check through my active threads and such, but that screen does get clogged with threads that are active but that I haven't been interested in for a long time, so it's not a perfect solution to keeping track of who's replied to me.
Oh, I have no beef with them being made from bone; I have questions about bone being able to break stone. I could definitely see a bone hoe and bone weapon of some sort. I'd love to see a full set of bone tools and of flint tools, though when I say "full set" I don't mean just making one of each type of vanilla Minecraft tool, I mean thinking through what the materials are capable of doing, how they should fit in the tech tree, and making just those items that are appropriate to the feel of stone-age tools and weaponry.
Actually, one of my beefs with Minecraft has always been the initial tree-punching step, where you then use wood soft enough to break with your fists to break stone. Kind of feels the same here. But then again, bone is pretty tough stuff, so I'm questioning my assumption that it's too weak to break stone.
Might consider using something like MC+'s Loose Stone (which was based on my proposal for Unstable Stone, though it doesn't turn into cobble when it hits the ground as I proposed, nor does it pull down adjacent blocks). You could have it be obvious instead of disguised, and you'd hit it with something or wedge a tool in there to get it to fall down, at which point it'd pop off as an item you could pick up, which'd be something like cobble or busted rocks. Actually, though, you could also have regular cobble spawn on the ground as though it had fallen or been cracked from exposure or something, and allow you to gather it earlier in the tech tree than you could get resources from regular stone. Because being able to pick up rocks is basic tech, and cobblestone is already a collection of rocks, so why not?
That's if you for sure didn't want to add in a rock item that appears on the ground. Which I would actually be in favor of, as it would add to the decoration of the world. Heck, I'd love to see a mechanic that let you pile up rocks to make walls, not by making blocks themselves (which'd be later tech), but by adding rocks to a pile that slowly became bigger... kinda like the cake eat-away mechanic but in reverse, and visually more like, well, slowly building a cobblestone wall from individual rocks. Could see doing that with bricks and mortar later, too. Let me know if that description is confusing because I'm not sure I just explained well the image that is in my head.
Cobblestone to Gravel: Check out Ex Nihilo's Hammer, which turns cobble to gravel to sand to dust (which can be turned into clay). I find the progression quite satisfying, plus it could conceivably give you a way to let players get gravel a while before they were actually able to get stone, if you cared to do that (that is, breaking stone or cobblestone with your Hammer-like tool could give you gravel, and you'd need better tech to gather actual stone... might even have the tiers be "gather stone as broken bits (gravel); gather stone as big rocks (cobble); gather giant hunks of stone" without needing to get silk touch).
Equivalent Knives: I don't think there's need to make Flint Knife and Bone Knife be different mechanically; I have no preference at whether they should be equivalent or tiered. But it might be reasonable to make them equivalent and let players discover sharp-blade technology based on whatever material they encountered first. You could make them both the same item (two different recipes, one icon, one set of stats), but the different pictures avoids breaking the realistic feel (two recipes, two icons, one set of stats).
Flux: Hmmm. My first thoughts include many mods that add flux components to the game: Metallurgy gives Potash, Biomes o' Plenty gives Limestone (though I have yet to see it in nature, just from creative, so it shouldn't be counted on as a common component), and the Underground Biomes mod gives various types of stone that could be used in such a way if desired. But, you shouldn't need basics to come from other mods. I'd say add a Potash spawn.
Then you can have your mod detect the presence of Metallurgy's Utility Ores, and if it sees it in the mod build and sees that you haven't yet done this step, it can ask if you want to switch your potash blocks and items into Metallurgy versions. That way, you're not sporting two types of potash (like how I've been running around with three variants of mutton lately). You might also want to look through the other utility ores (phosphorus, particularly; also saltpeter, magnesium, sulfur, and bitumen) to see if they might be useful additions to your build in much the same way. (Look up Bituminous Coal, which I ran across while looking at Anon's links there, and see what you make of it.)
Charcoal v. Coal: Okay, quick skim says that the charcoal isn't being used as a fuel but as an additive that helps the melting metal get to the right state. That makes sense; objection withdrawn.
Mod Compatibility: I would love to use your mod in a set including Underground Biomes, Metallurgy, Ex Nihilo, and HarvestCraft, with some config tweaking. Now, Underground Biomes has varying hardnesses for its stones, so it might be neat for you to make your early pick/pickaxe tiers able to dig some of their stones but not others, thus letting me get a handle on the softer and harder stones from experience instead of data charts. You could have the softer stone break into one kind of item (craftable into the base Underground Biomes cobblestones in some fashion), the medium stone into another and the hard stone into a third (or unbreakable until you get to a tier where it's harvested in the normal Minecraft fashion).
I can think of two variants offhand, where the first has the premise that it's easier to chip away bits than to break it apart into larger stones, and the second has the premise that the softer stuff breaks into chips easier than the harder stuff:
And say, Improving Minecraft gives wild animals, where wild sheep have horns and I think wild cows do as well. Might make a Horn drop that in vanilla drops from cows but in Improving Minecraft drops only from wild cows and wild sheep. Thus, a Horn that can be carved into tools much like bone can be.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
You know, I wasn't the one who came up with the idea. I just implemented it. Thank AnonTheMouse for the idea.
You're welcome! (I'm still going to thank you for the implementation, einsteinsci.)
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And support the ability to add paintings and records!
In what way? Is it this?
No. It consumes ores (ingredients) if the chunk it's in becomes unloaded, but doesn't output the items. Same goes for all of the other furnaces.
Please read THIS before making a suggestion
And support the ability to add paintings and records!
As for ThePhysician2000's issue, I want to say that the furnaces don't force a tick when the chunk is (re)loaded to check the state of the process.
Again, it's been a while since I last looked at Minecraft code, so I could very easily be talking out my rear on this.
In any case, I appreciate the "blanket" modpack permissions as I am currently working on a modpack that will feature BB right at the beginning of the game. Cheers!
Either make it so you can craft your crafting benches back into vanilla ones or make your crafting benches compatible with TC somehow. The first is definitely preferable, as it prevents a lot of other potential problems from other mods.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I had thought that the crafting benches were supposed to be registered with ore dictionary. Either that is not the case, or TiC is not using oredict-compatible recipes for their crafting stations - in which case the fault is on their end.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Click on this spoiler to see mods and ideas that I support!
Extended workbench is a double-workbench, right? Probably not, but they may be, depending on EW's method. BetterBeginnings uses a special custom workbench that overrides the vanilla recipe. If Extended Workbench does the same, they won't be. If it uses a different method (and if you can get a Vanilla workbench, apparently) you might be able to use Extended Workbench.
(BB's system might actually need to be adjusted to reduce compatibility issues, and/or have special compatibility features added for Extended Workbench.)
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
That one is a problem with TiC. For some reason, they handle things differently, and their axes are not registered as axes. It's also a problem with Witchery, and some other mods that add materials that require an axe to break. I honestly have no idea why they do that.
As for the crafting table issue above, replacing default vanilla items with your own items is just asking for incompatibilites with other mods, since there will be (relatively many) code sections depending on the vanilla item. As a modder you should be able to depend on vanilla MC.
They have a thing where you place two of their crafting benches next to each other and they make an advanced crafting bench that lets you add extra "catalyst" items like string to tie things together or iron for rivets. I do love the idea, but... hmm, I'm trying to think of any other mod I've got going that would mess with the vanilla GUI, and I can't think of one, so I could see it just being a change to the GUI. But then, if other mods mess with the GUI, conflict, like you say.
Just spent a bit trying to think up alternate crafting-bench recipes that wouldn't require a crafting bench to begin with. A wooden slab over a wooden plank seems appealing but you can't make planks without a crafting bench. Perhaps two logs next to each other, or a four-log pattern, does anyone use that sort of pattern yet?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I assume this is a bug that has to do with #33 (ovens suddenly stop smelting). I don't know how chunk ticks work, and only copied most of my code from the structure set up in the vanilla furnace. Perhaps vanilla has some weird special-case tick thing hidden in the code (like for water and lava), just for vanilla furnace blocks, in which case I'll need to make it tick on my own. Nonetheless, please make an issue on the bug tracker, fill out any details you can think of, and I will link up the two furnace issues (referencing each other).
I don't know much about how ticks work; could somebody point me to a tutorial, or maybe some example code showing the kind of thing I need to do?
I don't actually "replace" the vanilla crafting table with my own (I actually don't know if that's even possible in 1.7). Instead, I have my own completely separate crafting table that has the same crafting recipe as the vanilla table, and I remove the vanilla recipe. This way, conflicts are kept to a minimum.
From the beginning, I put in a recipe for vanilla benches, since I saw that as a major compatibility issue. The recipe is this:
/ P /
P L P
/ P /
where / is a stick, P is a plank (any type), and L is a log (any type).
I'm pretty sure I also added in a recipe to make BB benches craftable back into vanilla benches, in a 1-to-1 ratio.
Look at this guy: http://www.youtube.com/user/TheGrovesyProject101/videos ; he has tutorials on furnaces.
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