I heartily approve of this! Regrettably I'm stuck in 1.6.4 because of the modding rift that 1.7 created, but I'll keep this in mind for when FTB packs finally make the jump. It's just so much more elegant and modern than most aesthetic storage, and it has all the ease of use I've come to enjoy from JABBA.
Hmm... I've been using Weather 2 on the Crash Landing FTB modpack, trying to get a setup where it's storming much more frequently and violently than normal, but there are actually calm periods sometimes. So far, I'm just getting constant storms. Those 'hurricanes' are sure fun to watch when they pick up iChun's Mob Dismemberment body parts lol! But the constant lightning is a bit much for my tendency to get headaches. D:
Part of it might just be biome. The map's all Ocean in version 1.1.1 and earlier, and the area near the ship is all Ocean I think in 1.1.2 (but there's a new 'Dust World' biome for the rest of the world, not sure what biome type it registers as). But I'd like suggestions on how to tweak the config so I have frequent storms, but spread out between shorter calm weather.
This is probably not the best way to start out a post providing suggestions on a realism mod. If you don't want realism mods, I'm really unsure why you're even here. EnviroMine is a realism mod to the extent that 'realism' is right there in the thread title. While some of your ideas would have merit if we all owned supercomputers, it's hard not to read the entire thing as a snarky, lambaste of a dismissal of something you never would have liked in the first place.
Camel packs in real life only carry about 3L of water and that is usually plenty for an average Minecraft day provided you don't spend too much time in hot areas sweating it all out (that's why Crash Landing makes the camel pack seem ineffective).
It's still a work in progress but I'll update it from time to time and include any suggested information if need be.
Yeah, Crash Landing keeps you in a burning hot biome for a little over 10 real-time minutes of each Minecraft day. It should last through the day itself if it's filled before dawn, what people complain about is the fact that the camel pack never improves alongside water generation and storage technology in the modpack. Since it can't interact directly with blocks, they're stuck crafting it alongside water bottles to refill it. Now, plenty of people have posted solutions using Steve's Factory Manager to make automatic camel pack refill, but on long journeys it's definitely the same amount of work as when you start to put down a tank, refill 1-4 water bottles from it, and craft them together with the camel pack. Honestly, though, you only have to do it after extended periods, and you can even carry/refill multiple camel packs. As I said, I don't see it as a problem. Right clicking an armour piece has hard-coded functionality in Minecraft, so I'm sure it wouldn't be easy to implement an ability to refill off of fluid containers via right-clicking the item on them.
So according to the wiki, being out of direct sunlight does help with temperature? I have torches out most places, I should really lay down some glowstone and see if I can notice a temperature drop when I get far enough away from any doors/windows. :3 Oh, and a bathhouse. Definitely need some water to cool off in.
It's not as easy to refill the camel pack in Crash Landing, which is where the tedium comes in. Because the player's ability to do many other tasks improves over time, but the camel pack does not, some players feel cheated by the lack of 'upgrade'.
Personally, I think it's fine as it is. You can make a drum pretty early on, this will hold enough water for very lengthy expeditions, and it's not so much trouble to plop it down once or twice a day and fill a stack of water bottles off of it.
How does hydration work with regards to the environment? What factors aside from day/night cycle and biome can affect the buildup/loss of heat? I don't notice any difference from shade/shelter, although I see something in the configuration for armour that can make a different effect in shade. I've also heard (but not been dumb enough to try) getting into water at night is unwise in cold biomes.
Heya! Sorry if I've been absent/silent for a really long time. I haven't been able to play Minecraft the way I want to because of my older PC not being able to keep up with performance requirements. But I've really been enjoying some EnviroMine again thanks to the Crash Landing pack on FTB.
Did you ever add heat to glowstone in mod defaults? I remember pointing out the reasons why it made sense a long time ago, and someone in the Crash Landing thread was asking about whether or not it was a heat source.
Also thanks for that update to fix the issues with tracking stats after respawning. I've been looking forward to that coming down the pipeline.
The deep tank controller needs to be on the bottom layer of the structure, in the centre of one of the sides.
I actually just started using this mod after 'planning to play with it eventually' for quite some time. Toops, please come back soon! Cookies would like to nom you again, especially now :3
I'm just going to post over here in addition to poking you on #TinkersConstruct and on the FTB Crash Landing thread. You are SoSexy™. Thanks for fixing the delicious but overdone scent entities with Forge fake players. I still haven't died, so no weather yet. But I'm sure it'll happen eventually. Either that or I'll survive so long I get bored and turn on the block destructive storms.
But that particular aspect bothers me, I don't buy an axe should take damage for the number of blocks (at most it should be a little bit extra just to account for a imagine width increase a larger tree would normally have) certainly not a metal one...
If axes simply knocked a tree down, and then you still had to chop each wood block individually before being able to pick them up and use them, that would make sense. But that's not what the lumber axe, Treecapitator, Axe of the Stream, etc. do. What you are asking for is durability-free harvesting, which is not going to happen.
Everyone is entitled to their opinion, but I wish you would at least provide reasons for such a provocative blanket statement. I know you're trying to be conservative so as to not start a pointless argument, but I would like to better understand your viewpoint.
I didn't say it was either mod's fault. I was simply asking for a little help, and hoping by chance that someone else had seen this before.
And don't try to dictate what other people should already know--everyone has to start somewhere and I have only dealt with a couple ID conflicts so far. I'm asking so I can learn. No need to patronize me.
Responding to negativity with negativity will only make the situation worse. Try a little honey next time, people are very unlikely to help you on forums if you come across as adversarial.
ID conflicts occur in Minecraft versions prior to 1.7 due to all blocks and items being stored as numerical values in a limited range of IDs. If two blocks have the same ID, Forge will halt the Minecraft process to prevent world corruption. You will need to go to the configuration file of one of the conflicting mods and change block IDs so they no longer conflict.
The 'Not Enough Items' miss by Chickenbones will report every single ID conflict at once, along with telling you all the unused block IDs, when it is present at launch. You can safely remove NEI after that if you don't want it, so it's a helpful tool.
The game won't crash, however, when item ID conflicts are present. Be sure to check your Forge logs whenever installing new mods.
Edit: Almost forgot. If you have already been playing in worlds with one of the mods, it is safer to change the IDs of the new mod. This is because the blocks of the older mod may already exist in your world, in the form of data stored as that conflicting block ID. Minecraft doesn't know to change the ID to keep the same block, so you could really end up breaking things.
Yep, back in the early days of maids I had this little robotic maid that followed me everywhere, placing torches and just keeping me company. I made sure she always had plenty of sugar and kept her safe from creepers.
As someone who suffers merely from numeric dyslexia, you have my sympathy. I work with numbers every day, and it's a lot of extra work getting help with reading.
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Part of it might just be biome. The map's all Ocean in version 1.1.1 and earlier, and the area near the ship is all Ocean I think in 1.1.2 (but there's a new 'Dust World' biome for the rest of the world, not sure what biome type it registers as). But I'd like suggestions on how to tweak the config so I have frequent storms, but spread out between shorter calm weather.
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This is probably not the best way to start out a post providing suggestions on a realism mod. If you don't want realism mods, I'm really unsure why you're even here. EnviroMine is a realism mod to the extent that 'realism' is right there in the thread title. While some of your ideas would have merit if we all owned supercomputers, it's hard not to read the entire thing as a snarky, lambaste of a dismissal of something you never would have liked in the first place.
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Yeah, Crash Landing keeps you in a burning hot biome for a little over 10 real-time minutes of each Minecraft day. It should last through the day itself if it's filled before dawn, what people complain about is the fact that the camel pack never improves alongside water generation and storage technology in the modpack. Since it can't interact directly with blocks, they're stuck crafting it alongside water bottles to refill it. Now, plenty of people have posted solutions using Steve's Factory Manager to make automatic camel pack refill, but on long journeys it's definitely the same amount of work as when you start to put down a tank, refill 1-4 water bottles from it, and craft them together with the camel pack. Honestly, though, you only have to do it after extended periods, and you can even carry/refill multiple camel packs. As I said, I don't see it as a problem. Right clicking an armour piece has hard-coded functionality in Minecraft, so I'm sure it wouldn't be easy to implement an ability to refill off of fluid containers via right-clicking the item on them.
So according to the wiki, being out of direct sunlight does help with temperature? I have torches out most places, I should really lay down some glowstone and see if I can notice a temperature drop when I get far enough away from any doors/windows. :3 Oh, and a bathhouse. Definitely need some water to cool off in.
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Personally, I think it's fine as it is. You can make a drum pretty early on, this will hold enough water for very lengthy expeditions, and it's not so much trouble to plop it down once or twice a day and fill a stack of water bottles off of it.
How does hydration work with regards to the environment? What factors aside from day/night cycle and biome can affect the buildup/loss of heat? I don't notice any difference from shade/shelter, although I see something in the configuration for armour that can make a different effect in shade. I've also heard (but not been dumb enough to try) getting into water at night is unwise in cold biomes.
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Did you ever add heat to glowstone in mod defaults? I remember pointing out the reasons why it made sense a long time ago, and someone in the Crash Landing thread was asking about whether or not it was a heat source.
Also thanks for that update to fix the issues with tracking stats after respawning. I've been looking forward to that coming down the pipeline.
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I actually just started using this mod after 'planning to play with it eventually' for quite some time. Toops, please come back soon! Cookies would like to nom you again, especially now :3
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Bingo. Here's a shortcut. And here's the relevant snippet:
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Everyone is entitled to their opinion, but I wish you would at least provide reasons for such a provocative blanket statement. I know you're trying to be conservative so as to not start a pointless argument, but I would like to better understand your viewpoint.
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Responding to negativity with negativity will only make the situation worse. Try a little honey next time, people are very unlikely to help you on forums if you come across as adversarial.
ID conflicts occur in Minecraft versions prior to 1.7 due to all blocks and items being stored as numerical values in a limited range of IDs. If two blocks have the same ID, Forge will halt the Minecraft process to prevent world corruption. You will need to go to the configuration file of one of the conflicting mods and change block IDs so they no longer conflict.
The 'Not Enough Items' miss by Chickenbones will report every single ID conflict at once, along with telling you all the unused block IDs, when it is present at launch. You can safely remove NEI after that if you don't want it, so it's a helpful tool.
The game won't crash, however, when item ID conflicts are present. Be sure to check your Forge logs whenever installing new mods.
Edit: Almost forgot. If you have already been playing in worlds with one of the mods, it is safer to change the IDs of the new mod. This is because the blocks of the older mod may already exist in your world, in the form of data stored as that conflicting block ID. Minecraft doesn't know to change the ID to keep the same block, so you could really end up breaking things.
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As someone who suffers merely from numeric dyslexia, you have my sympathy. I work with numbers every day, and it's a lot of extra work getting help with reading.
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I guess he didn't test it all that well before he compiled or something.