• 0

    posted a message on [64x][1.6.2]UniQraft

    Sorry to bring this forum topic back from the dead, but this to inform you that UniQraft has found a new home. UniQraft has been donated to Minecraft Mod Development, who is now the owner and license holder of UniQraft under a CC BY-NC-SA license.


    Here's a link to the new project page.

    Posted in: Resource Packs
  • 7

    posted a message on Literal Ascension: Intuitive solutions for vertical mobility

    Literal Ascension adds intuitive solutions for vertical mobility.


    Stepladders. Place a Stepladder and climb it to clear a vertical obstacle or to get something out of reach, then instantly pick up your Stepladder with a right click.

    Carving Tools. Make your environment climbable by carving notches and chutes in stone and wood with a Carving Tool.

    Climbing Rope. Feed your Climbing Rope from above to safely descend anywhere.

    Posted in: Minecraft Mods
  • 0

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    Quote from Caervec»

    Forgive me if this is already stated or posted somewhere, but searching has yet to yield anything for me:

    Is there someplace that has a guide or repository for custom Gas Furnace recipes, per the .json file in the config folder? There does not appear to be any on-board documentation (unless I missed it) and I don't know the syntax required for adding them, and I would like very much to be able to put a few more exclusive recipes for that furnace type in a small modpack I'm working on.



    Hey, sorry that you had to go through the trouble of searching for a piece of documentation that I had forgotten to make. There is no documentation on the subject at all and I had completely forgotten how it works. Here's the jist of it.

    Here's an example of a configuration that adds a recipe to smelt a stack of coal to a diamond, and a diamond to a stack of coal (coal to diamond is already in Glenn's Gases). It follows the JSON syntax we all know and love/hate.
    time is 200 by default, which is a normal furnace recipe. The actual time it takes depends on the current smelting speed of the Gas Furnace, of course.
    Both input and output are item representations, meaning they have a name, an amount (1 by default) and metadata (0 by default, not shown in example). In retrospect, the metadata is a little unfortunate since there is no way to specify smelting of an item where metadata is ignored (the ore dictionary wildcard value is unfortunately ignored).

    I have made a improvement to the metadata handling, but it's up to Trent to push a new update that adds the improvement.

    Posted in: Minecraft Mods
  • 1

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    Quote from Morpheus1101»

    How well will Glenns Gases go with changes in latest versions of MC to actually be workable in updating the mod?


    I am in the process of updating Gases Framework for 1.9/1.10 right now as a complete rewrite, a version 2.0 if you will. New features will be brought to this new version while mostly bugfixes will be done for 1.7.10.
    Posted in: Minecraft Mods
  • 0

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    Quote from LakMoore»

    Probably doing something wrong, please advise?


    snippet from my config:

    ignition {
            # A list of block names for blocks that will be added to the gas ignition block registry [default: []]
            S:"Added blocks" <
                minecraft:brewing_stand
                minecraft:fire
                minecraft:flowing_lava
                minecraft:lit_furnace
                minecraft:lava
                harvestcraft:pamcandleDeco8
                harvestcraft:pamcandleDeco9
                witchery:brazier
                witchery:candelabra
                witchery:distilleryburning
                witchery:witchesovenburning
             >



    snippet from my log:


    [23:20:20] [Client thread/ERROR]: Failed to parse the default value '' of configuration field Gases.Ignition.Added blocks[1] in config file /ModPacks/instances/EdgeOfDeath/minecraft/config/gasesFramework.cfg
    [23:20:20] [Client thread/ERROR]: Failed to parse the default value '' of configuration field Gases.Ignition.Added blocks[2] in config file /ModPacks/instances/EdgeOfDeath/minecraft/config/gasesFramework.cfg
    
    ...
    
    [23:20:20] [Client thread/ERROR]: Failed to parse the default value '' of configuration field Gases.Ignition.Added blocks[43] in config file /ModPacks/instances/EdgeOfDeath/minecraft/config/gasesFramework.cfg
    [23:20:20] [Client thread/ERROR]: Failed to parse the default value '' of configuration field Gases.Ignition.Added blocks[44] in config file 

    I have checked the code you use to read the config file and cannot see an option for specifying a default, nor what that default may mean or do. The error message doesn't appear to be coming from your code but it is a result of me altering your config. Any clues what is going on?


    Thanks



    Configuration seems to be having a hiccup. Looking into it.


    EDIT: Everything should be in order with the newest releases. The error messages you see should be harmless so there is no problem to wait with updating.

    Posted in: Minecraft Mods
  • 1

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    Quote from Overjay»

    So yesterday I've discovered laaaarge ravine system in my world. And I've noticed naturally generated pipe systems. Limited time did not allow me to investigate it further, but am I correct to suppose that it is just some naturally generated pipes, to add on to the atmosphere? 'cause they do it pretty well))


    That is correct. They should be appearing in all caves.
    Posted in: Minecraft Mods
  • 3

    posted a message on [1.9.4][Forge] Automatically generate default JSON files for blocks and items with Gradle

    I found it pretty tedious to make tons of JSON files when making simple new blocks and items. Therefore, I made a snippet of Groovy code you can add to build.gradle in your project that will let you automatically generate default JSON files for blocks and items. I documented the procedure of making this script here. It's part of an ongoing documentation of converting Gases Framework from 1.7.10 to 1.9.4.


    Generating JSON for an item: Open a command prompt in your project root directory and run the following

    ./gradlew generateItemModel itemName=item_name

    item_name: the registry name of your item. The script also assumes this is the name of a texture that will be used for the item.


    The following files will be created with default content, and will also override any existing files.

    • src/main/resources/assets/modid/model/item/item_name.json

    Generating JSON for a block: Open a command prompt in your project root directory and run the following

    ./gradlew generateBlockModel blockName=block_name

    block_name: the registry name of your block. The script also assumes this is the name of a texture that will be used for the block.


    The following files will be created with default content, and will also override any existing files.

    • src/main/resources/assets/modid/blockstate/block_name.json
    • src/main/resources/assets/modid/model/block/block_name.json
    • src/main/resources/assets/modid/model/item/block_name.json

    Installation: Download the templates here, and copy the templates folder into your project's root directory. Look through the folders and rename the modid folders according to your assets.

    The final step is to add the following snippet to the bottom of your build.gradle

    ext.args = [:]
    
    ext.requireArgument = {String property, String displayValue ->
        def value = args[property]
        if (value == null) {
            throw new InvalidUserDataException("$property must be set with \'$property=$displayValue\'")
        }
        return value
    }
    
    tasks.addRule("Pattern: <property>=<value>: Passes arguments to the scripts") { String taskName ->
        def match = taskName =~ /(.*?)=(.*?$)/
        if (match) {
            def property = match[0][1]
            def value = match[0][2]
            ext.args[property] = value;
            task(taskName) << {
                println "Passes value \'$value\' to args[\'$property\']"
            }
        }
    }
    
    import org.apache.tools.ant.filters.FixCrLfFilter
    
    class CopyJsonTemplate extends DefaultTask {
        @Input
        def template
    
        @Input
        def arguments
    
        @Input
        def jsonRename
    
        @TaskAction
        def build() {
            def args = arguments()
            project.copy {
                from("templates/${template}") {
                    expand(args)
                    filter(FixCrLfFilter, eol: FixCrLfFilter.CrLf.newInstance('crlf'))
                }
                into 'src/main/resources'
                rename { String filename ->
                    def match = filename =~ /(.*)\.json/
                    if (match) {
                        def prevFilename = match[0][1]
                        def newFilename = jsonRename.call(prevFilename)
                        return "${newFilename}.json"
                    }
                    else {
                        return filename
                    }
                }
            }
        }
    }
    
    
    task generateBlockModel(type: CopyJsonTemplate) {
        template 'block'
        arguments {
            def blockName = requireArgument('blockName', 'block_name')
            return ['modid':archivesBaseName, 'block_name':blockName]
        }
        jsonRename {
            return args['blockName']
        }
    }
    
    task generateItemModel(type: CopyJsonTemplate) {
        template 'item'
        arguments {
            def itemName = requireArgument('itemName', 'item_name')
            return ['modid':archivesBaseName, 'item_name':itemName]
        }
        jsonRename {
            return args['itemName']
        }
    }


    Customization: It's a build script, so you can do whatever you want! Simply change the JSON files in the templates if you want different indentation or something else.

    Posted in: Mapping and Modding Tutorials
  • 2

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    Quote from Overjay»

    This video from reddit reminded me of some cool mod I saw way back in 2013... THIS ONE :)


    So yeah, I'm glad mod is alive and flourishing! I've watched some reviews on Youtube and read some info on off-site. Dude, you've done a great job!


    And retrogen-feature? This is damn awesome, because it is rare gem in the caves of modding community :)


    I have only one question - mod compatibility. Yes, I see that all machinery is RF-based which is cool. But can I use tanks from RailCraft to store gas in there? Will your pipes be recognized by tanks and vice versa? If there is a complete list of mod compatibility somewhere? 'cause I'm installing this mod tonigt anyway :)


    Actually, the machinery is not RF-based, it all runs on its own without energy. There are Gas Dynamos that convert combustible gases into RF for use with other mods. Fracking is currently in the backlog, which likely will be a new procedure that will requires RF.

    I hate to disappoint, but in short, there is pretty much no mod compatibility. Our gases are not registered as Forge Fluids, and thus cannot interact with mods that use them.

    This is because we want to preserve the volume of gases in the world, which Forge Fluids can not. As a result, gas as a resource is very immobile. I actually kind of like how that emerged as I can't really think of any other resource that does the same. This is also why the stack limit of Gas Bottles is 16.
    Posted in: Minecraft Mods
  • 1

    posted a message on TickrateChanger - Change the speed that your game will run

    Awesome mod! I made a little video with it.


    Posted in: Minecraft Mods
  • 2

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6

    I just made a little video that some of you might enjoy!


    Posted in: Minecraft Mods
  • 0

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6

    I know, it's pretty annoying. I hope I can push out a new version soon to push them back down. Maybe I'll remove the old versions. Not sure.

    Posted in: Minecraft Mods
  • 2

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6

    So I just released a small update (GG 1.6.4 and GF 1.2.1) which fixes the retrogen bug. I am ashamed that problem came to existence in the first place, that was some sloppy work.


    This update also adds a temporary fix to a sound bug some streamers have been experiencing. Duct tape to the rescue!

    Posted in: Minecraft Mods
  • 0

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    Quote from PONYFOX»

    Hello,

    I have some questions about config.

    So, I'm testing your mod to install it on a private server and i have some issues with the "control" of the gases. I want to easily remove gases from the world in case of problem but i don't realy know how :/

    I want to disable explosion damages from the gas too.

    Finally, how can i enable smoke from fire?

    Thanks by advance!


    The following applies to the configurations file of Gases Framework:

    The mod allows you to enable retrogen for one session, so you can add gases in an existing world.
    Look for the option "world generation"/retrogen/enable

    The only way to remove the gases is to uninstall Gases Framework and Glenn's Gases. This will leave bubbles of air underground, but it shouldn't be too much of a problem.

    You can adjust the effect of explosions in the configurations, though I don't know what happens if you turn it down completely.
    Look for the option gases/"Explosion factor"

    You can adjust the amount of smoke generated when fire consumes a block and when gases burn in the configurations.
    Look for the option gases/smoke/"Fire smoke amount"
    Posted in: Minecraft Mods
  • 0

    posted a message on Glenn's Gases - Cool guys don't look at Gas Explosions 1.6.6
    Quote from TooDAMNMuch»

    we had to disable finine gas in the end to stop server crashes by setting the config value for amount of it to 0.


    http://paste.ubuntu.com/15331573/


    not entirely sure what causes it, i think a player falling into finine gas.


    Updating should fix this issue.
    Posted in: Minecraft Mods
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