We're still working on what to do next, and I don't want to get anyone's hopes up because I'm not sure if a couple of the things are totally possible, but among these things are major API updates and a lot more flexible potion system. That won't really do much feature-wise, though. Not sure about where exactly we're going next, but I know some improvements and fixes are in order with the Sprayer.
Customizable potions are a huge maybe, because previously they weren't possible at all, but now with a somewhat recent Forge update, it may have become possible. So, don't expect anything of this just yet, we'll see what we can do and if there's a chance of it working.
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Oct 6, 2014Enosphorous posted a message on [1.7.10/1.7.2/1.6.4] Brewcraft | 1.2.0 | Industrial brewing, fluid potions!Posted in: Minecraft Mods
Oct 5, 2014Enosphorous posted a message on [1.7.10/1.7.2/1.6.4] Brewcraft | 1.2.0 | Industrial brewing, fluid potions!Oh, it actually kicks you? That's mod-breaking, so sorry about that.Posted in: Minecraft Mods
This has to do with our packets that determine what particles and such to display when a potion hits that ground. We're getting packet leakage which causes players to be kicked and servers to have issues. I'll be fixing that as soon as I can. Thanks again for reporting that.
Oct 5, 2014Enosphorous posted a message on [1.7.10/1.7.2/1.6.4] Brewcraft | 1.2.0 | Industrial brewing, fluid potions!Alright, thanks! Tell me if you find any bugs or issues!Posted in: Minecraft Mods
Oct 5, 2014The Netty errors aren't causing any real disruptions in the game, aside from the errors actually being there. I'll see what I can do about it, which should only take a few days. RedGear Core should be compatible with CoFH. . . I'm not totally sure what those issues are, LordBlackHole would know a lot more about that than me.Posted in: Minecraft Mods
I don't mind at all, go ahead and use it!
Oct 5, 2014Okay, everyone, the new 1.2.0 version of Brewcraft is out! This version does NOT address the Netty errors mentioned by MCTalen, those will be fixed shortly in a 1.2.1 patch. However, we do have a bunch of new features for you! The download for this new version is still being analyzed by curse.com, and may not be available for the next half an hour to an hour, redirecting you to the 1.7.2 download for one of our old versions.Posted in: Minecraft Mods
This version of Brewcraft will automatically install RedGear Core, so you don't have to worry about that.
Firstly, we have a couple new villagers for you, the Witch and the Warlock. They aren't hostile towards you, as they've developed a more civilized approach to witchcraft and wizardry. They live in villages, and buy/sell potions and potion ingredients. Any given village will have either a witch or a warlock, and very rarely both. They appear around village Witch Huts, a new feature in 1.2.0.
We've also added Big Potions and Vials! These are alterations of regular potions, which hold different amounts of fluid and cause proportionately different amounts of damage. Vials hold 250 mB of fluid, and inflict 1/4 the punch of a regular potion, and Big Potions hold 2000 mB of potion, inflicting double the damage as a vanilla potion. There are Big Potion and Vial variants for every type of potion, both vanilla and Brewcraft.That isn't all, though! We've also introduced Kegs into Brewcraft! These single-block fluid tanks not hold hold 8000 mB worth of fluid, but are also aesthetically pleasing! There are several different types of Keg, some that can hold molten fluids, some that can hold gaseous fluids, and some that can hold all kinds of fluids!And finally, we've also streamlined the Brewery's user interface. There are no more slots, but now you can right-click the Brewery with a potion to empty it into the Brewery, and right-click it with an empty bottle to fill the bottle! There are also new creative tabs and such for better organization of items and other minor graphical improvements.A patch for 1.2.0, containing Netty error fixes with splash potions and fixing possible incompatibility with certain mods will be out soon, hopefully. Hang in there while we fix those things!Enjoy!
Oct 5, 2014Okay, I'm not sure about the string length thing, but I might have an idea.Posted in: Minecraft Mods
Yeah, the 1.7.10 version will be able to work with 1.7.2.
Oct 5, 2014No problem, I'm glad I saw your post so quickly.Posted in: Minecraft Mods
If possible, seeing any logs you have would be great. Also, I won't be able to squeeze a fix for that into 1.2.0, but rather into 1.2.1, which I'll release as soon as possible, probably in a couple days. I don't want it to be released with such prominent errors, but it has to because of an issue with the most recent release of RedGear Core.
Oct 5, 2014All of the splash potions? That's interesting. . . I apologize for letting something that big through to the release, I wasn't aware of any Netty issues with the potions. I'll get that fixed as soon as possible.Posted in: Minecraft Mods
The Remedy potions have recently been fixed, and a new release that handles that will be released at some point today. That was also a coding error on my part.
Oct 5, 2014Alright, so there's something I'm missing. . . I'll go through them again and try to get that fixed as soon as possible. However, I'm very sorry, there's been an issue with the new release of Core and I have to rush out 1.2.0 today. This issue will be addressed in 1.2.1, which should be finished and out within a few days, depending on how quickly I can find and fix the issue.Posted in: Minecraft Mods
I do have one more question, though - the screenshots you provided don't show the actual creative tab for Brewcraft (i.e. all of our items and blocks, etc.) Does everything render correctly in the actual creative tab list? If not, then I suggest you go into our config file and change the unconventional creative tab value to false if you haven't already, which disables any changes we're making to the creative inventory screen. Whether this fixes it or not, I'd like to hear the results.
Oct 4, 2014Posted in: Minecraft Mods
There are many things which could be done to bring Brewcraft buckets into line with what could be considered fair usage.
Ultimately though it comes down to one simple question; Who has the right to decide for the player what is overpowered? You, or them?
Wow, long hiatus there, sorry for making everyone wait. I believe the player has this choice. However, because of a recent situation with Brewcraft and RedGear Core and such, I'm going to release Brewcraft 1.2.0 very soon with a bunch of new features and things, not including bucketed potions.
Fair usage and buckets have obviously been a controversial subject between LordBlackHole and myself, and has been essentially dropped from recent conversation until we reach a final decision about it. It may happen, and it may not. The configurable side of all of this brings the whole thing into much better proportion, seeing as if someone didn't like it or want it they could easily remove it. So, once again, we'll consider it, and if such a feature were to be implemented, we'd balance it out to the best of our ability, to what we think is the most rational and fair usage for the game.
Individually, none of the mods you've listed cause such issues with Brewcraft. If you're playing with a modpack, can I have a link to it? It might be the circumstances of the altered configuration files in the modpack, or specific versions of mods that are causing problems. As of now, no, the problem hasn't been able to be replicated or fixed.
Sep 18, 2014Yeah, placing the fluids in the world would be relatively difficult to do, because we have to keep a balance in the mod. Significant amounts of thought would have to go into creating place-able fluids. The plausible solutions we currently have aren't enough to implement flowing fluids and keep the balance between them and drinkable potions.Posted in: Minecraft Mods
Perhaps an issue in Forge. . . I'll still look into it, in the case that it is something we're doing.
Sep 17, 2014Does this only happen with Brewcraft fluids? I'm familiar with MooFluids, and how it works. There shouldn't be any way that our potions are the only ones doing this; MooFluids has their own fluid pickup handlers, and we have a delay before the potion is actually used. I'll look into it, and fix it if there's anything we can do.Posted in: Minecraft Mods
Thanks for reporting it!
Aug 31, 2014Huh, that's really weird.Posted in: Minecraft Mods
I'll download all of them and see what's causing the problem.
Aug 30, 2014Is it a mod, then, that changes the creative inventory screen? Those don't look like the vanilla tabs. . .Posted in: Minecraft Mods
Can I have a list of mods you're using?
Aug 28, 2014Posted in: Minecraft ModsQuote from Crazy_Orpheus_Telos
here, sorry for the very late reply because i keep forgetting to upload this:
Okay, so it's not showing up at all, but Bibliocraft's are. . . but you are using a resource pack that modifies the creative inventory screen, correct? I don't see how that would have any effect on it, but I'm curious whether or not it works without the resource pack.
If it's something that I can fix, I'll fix it right away. Thanks for reporting it.
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Jul 4, 2013Been waiting for the chat to be improved.Posted in: News
Also, a list of 0.7.3 features for all of you-
- Furnace crash bug *SEVERE*
- Inventory bug (throwing items in hand while in a gui)
- Glowing Obsidian can yield resources with an Iron pickaxe, but obsidian can only be mined with a Diamond one
- Cameras - At the Minecraft Pocket Edition panel at MineCon 2012, as well as one of Jbernhardsson's livestreams, it was stated that future plans include trying to have a proper use for cameras, perhaps an easier way to take screenshots and share them with others.
- Infinite Worlds - At the Minecraft Pocket Edition panel at MineCon 2012, it was stated that future plans include trying to implement infinite worlds.
- Redstone - At the Minecraft Pocket Edition panel at MineCon 2012, it was stated that future plans include implementing redstone.
- Sky additions - Jbernhardsson tweeted that the changes to the sky in 0.6.0 were only the first iteration, and he has plans to implement more features like sunrise/sunset and stars (to bring it closer to the PC version).
- Customizable Skins - Jbernhardsson tweeted, in response to a question, that customizable skins will be available soon.
- Caves - Jeb stated that caves may be available as an option the user can toggle in later updates.
- Nether - Johan mentioned on the issue tracker that the Nether Reactor may be replaced in the future. However, if the Nether does get implemented, it will most likely be next year because of preparations for the Beta Release.
- Food - Johan mentioned on the Live Stream "Minecraft Pocket Edition MCO Beta" that in a future, more foods will be added.
- Johan mentioned on the 0.5.0 livestream that wolves will possibly be added in the future.
- Breeding - Johan answered a question that Breeding will be added in a no-distant future (possibly this year)
- Music - Johan (Livestream) answered in a question that In-Game Music will be added for the next 4-5 updates more.
- Enchanting - Johan said in the Live Stream Minecraft MCO Beta "I think we will get that in the future", it is planned but he isn't sure if he can implement Enchanting.
- Chat scrolling - Johan said he would keep it in mind for future versions.
Sources - http://www.minecraft...coming_features
Jul 3, 2013Enosphorous posted a message on The New Minecraft Launcher: What Does It Mean For Minecraft?Modding seems to have been nearly eradicated for 1.6.1, with only a few mods surviving. I'm still unsure about how to install mods themselves for 1.6.1, too. Is Mojang trying to stop modding?Posted in: NewsQuote from cathedrals
How to use a modded .jar in the new Minecraft 1.6 launcher
(in text form because my attention span is too short for videos)
Because of the new profiles, you can't tell the game to treat your modded .jar as "1.5.2" or "1.6"--it'll just see that there's something wrong with the .jar and download a whole new copy of the game to fix it. So what you need is a new profile for your edited .jar.
- Create your modded .jar and save it under a different file name--for example "ModsAreCool.jar".
- Go to the "versions" folder in your .minecraft folder.
- Create a new folder inside "versions" and name it "ModsAreCool" (or whatever the name of your .jar is). Place your "ModsAreCool.jar" inside the folder.
- Go into one of the existing versions and copy a .json file into your "ModsAreCool" folder. Rename the .json file to "ModsAreCool" (or whatever).
- Open the .json file in a text editor like Notepad. Edit the first line so that it reads
"id": "ModsAreCool"and save.
- Now open the Minecraft launcher and select "New Profile". Name your new profile something obvious. Then from the dropdown list for "Use Version", you'll be able to select "release ModsAreCool". Save the profile, and then you can load the new profile to play your modded .jar.
But, if one uses a .zip file mod, which goes into the "mods" folder, how would that translate into modding the .jar file?
May 14, 2013Enosphorous posted a message on Community Creations - "Ghost Squadron" PVP Mini-GameNot bad.Posted in: News
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