Ah, nice. They fire from dispensers too, so you can set your fireworks up and trigger them with redstone from a distance. Add a diamond to the star recipe and it makes a neat effect. Add a fire charge to the star recipe to create a larger explosion. Adding glowstone dust to the star recipe adds a twinkle effect. You can also add multiple stars to a rocket and they will explode at the same time. Add a gold nugget to the star recipe and you get a star-shaped explosion. *deep breath* Add a feather to the star recipe and the explosion particles scatter randomly in a burst. Wow, they got REALLY detailed with this fireworks thing.
May I suggest adding a signed book to the star recipe so it writes whatever the first line of the book is in the sky. It'd make for an awesome Game Over message at the end of adventure maps.
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Jul 26, 2012DraxisWuf posted a message on 1.3 Pre-Release is Ready Now!Wewt! Of course we'll be lucky if even just Forge, MCP, and ModLoader use this extra week to update.Posted in: News
Most modders are gonna wait till the official patch and/or their user base gripes enough. Actually, most modders are probably going to wait for 1.3.1+ before updating.
Also, I'm getting missing terrain with this update after about an hour of play. Definitely looks like a mem leak.
Oh, and my escape key no longer works. I have to alt+tab to get the menu. - To post a comment, please login.
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It is convoluted, but unfortunately that's the only possible way to get it to work. Formivore's can use schematic files exported from MCEdit, and Recurrent Complex (As well as a few other mods I can't recall. Schematica?) allow you to create structures directly in game and have them generate automatically under predefined conditions.
And you could assign the custom block to do something on world tick, like tell your mod there's something here to add to the map of any nearby player and it uses this icon. Scanning every chunk would definitely be prohibitive.
And I still think it'd be a nifty feature for Survival to add a shared marker. Though probably not as elegant as clicking a theoretical 'Share Waypoints' button on the map itself. But an easy button like that seems kinda cheat-y to me for a mod that makes mapping and waypoint markers feel otherwise more survival-y.
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Cave, mine, big mountain, ruins, tower, castle with wall, big tree, farm, animal pen
3rd party mod support -> Thaumcraft node, oil drum
Also, for those of us using Formivore's walled city, recurrent complex, and any number of other mods which allow for the generation of customized structures, how about a block we can include in the schematic which you can right-click to get an interface for assigning a map icon? So that if such a structure generates, it'll automatically appear on everyone's map who encounters it?
Could potentially also be used in survival if you want to set a marker for your base that everyone who comes across it will see.
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How about a method of breeding wolves that leads to new dog breeds? So wolves you'd find in the wild, no problem. But if you want a collie, you'll need to do some breeding. It adds both a fun mechanic and makes the dogs existence in the magical fantasy block world of Minecraft a bit more "believable". If it's something you're interested in implementing I can assist with some more specific suggestions.
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I freed up 21 biome IDs by pairing them off in this way and now I can have Erebus and Twilight Forest installed with BoP, without disabling any BoP biomes, and not have any non-overworld biomes spawning in the overworld.
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If not, Forge really needs to formalize and standardize how structure generation is done.
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I've noticed similar situations, but I chalked it up to the randomness of RNG and bad luck. Now I'm practically convinced rivers have a higher chance of generating on or near a village. I'd say I've seen at least 3 where the village streets were practically replaced with flowing river.
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java.lang.NoClassDefFoundError: org/apache/commons/lang3/RandomUtils
at hunternif.mc.atlas.core.Tile.randomizeTexture(Tile.java:28)
at hunternif.mc.atlas.core.Tile.<init>(Tile.java:19)
at hunternif.mc.atlas.item.ItemAtlas.func_77663_a(ItemAtlas.java:116)
at net.minecraft.item.ItemStack.func_77945_a(ItemStack.java:381)
at net.minecraft.entity.player.InventoryPlayer.func_70429_k(InventoryPlayer.java:311)
at net.minecraft.entity.player.EntityPlayer.func_70636_d(EntityPlayer.java:538)
at net.minecraft.client.entity.EntityPlayerSP.func_70636_d(EntityPlayerSP.java:287)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1611)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1994)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: org.apache.commons.lang3.RandomUtils
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:106)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 23 more
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SEUS also causes this issue. And likely Botania as well, seeing as it employs shaders. Shaders also cause similar issues in other mods, like the labels for EnderIOs travel anchors being rendered as just white squares. Unfortunately I think it's just how shaders interact with some objects. But if you can find a way around it that'd surely be awesome. Disabling shaders on Psycadelicraft is like disabling half the mod. I'd rather just live with the minor visual artifacts if nothing else can be done.
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I'm pretty sure that for most common ores, TiC is using the ore dictionary. I'm not sure if UB is using ore dict, itself. Though I do recall having similar compatibility issues when last I tried UB, which is why I do not use it. You may want to ask the UB dev if he's using the ore dictionary and if not, to do so. That will fix compatibility issues for both TiC and other mods which smelt ores and rely on the dictionary.
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Any chance you could implement an API so world generator modders can use your flowing water for their own rivers? Ted's RWG comes to mind.
EDIT: Also one thing to note - Mobs don't seem too smart about staying out of these rivers. As a result, if you post up near one for a few Minecraft days you'll eventually end up with 20+ mobs bobbing around where the stream terminates. Kind of a resource hog and definitely dangeous in Survival. Not sure there's much you can do about it, though.
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at streams.block.BlockLiquidExtensions$.getFlowDirection(BlockLiquidExtensions.scala:17)
at streams.block.BlockLiquidExtensions.getFlowDirection(BlockLiquidExtensions.scala)
at net.minecraft.block.BlockLiquid.func_149802_a(BlockLiquid.java)
at weather2.client.entity.particle.EntityWaterfallFX.func_70071_h_(EntityWaterfallFX.java:136)
at net.minecraft.client.particle.EffectRenderer.func_78868_a(EffectRenderer.java:77)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2043)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
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EDIT: It's Recurrent Complex.
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I'm not sure... Vanilla Tinkers makes it a point that you can't use gems for it's tools. IE - diamonds. It would be nice to add other gems as modifiers, though. From Silent's mod and others, like BoP.
EDIT: Actually, looks like Glassmaker has already broken that paradigm. Can we get diamond tool parts while you're at it too, then?
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Here's a fun mechanic if you do decide to include unstable unstable ingots. How about adding them to the smeltery? You'd only be able to input unstable ingot blocks, which would melt down into molten unstable metal. From the moment the first millibucket appears in the smeltery it starts the timer. So you'd need to have all of your casting tables prepared with molds and start the pouring process immediately (Preferably from a distance using redstone.) The tool parts, once cast, are stable. But if any unstable molten metal remains in the smeltery when the timer expires it will explode, leaving nearby blocks untouched but killing any nearby creatures and destroying any remaining molten unstable metal in the smeltery.
Difficult... Perhaps not possible with TC's current API, but it'd certainly make RWTema squeal with delight I think.
EDIT: You could also set it up to where the smeltery accepts a diamond, iron ingot, and activated division symbol, consumes the iron and diamond and produces a single ingots-worth of unstable molten metal. And if you cast an ingot from the smeltery, it would explode the moment you remove it from the casting table - Or as soon as it solidifies.