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    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Quote from Keybounce

    I tested seeds (wheat and pumpkin) on tilled farmland. They did not plant, just despawned.

    Is special code needed for these?

    Hmm, what about carrots, potatoes, etc ...


    As I stated above, it ONLY works for those blocks listed as of now. seeds, carrots and potatoes are not on that list.

    Quote from Keybounce

    Better Item despawning does not seem to like forestry saplings.

    Forge log: http://paste.minecra...t/view/94b888b0
    Config file:
    [size=medium]# Configuration file[/size]
    
    ####################
    # block
    ####################
    
    block {
    I:blockList <
    6
    37
    38
    39
    40
    50
    76
    295
    361
    362
    2175
    2224
    13384
    >
    }
    
    
    ####################
    # general
    ####################
    
    general {
    B:affectAllBlocks=false
    I:despawnTime=6000
    B:placeStacks=true
    }

    Those odd blocks are EBXL trees, Twilight forest trees, and forestry trees. No issues from EBXL or TF so far. (But those are just blocks with 0-15 meta data; forestry is the oddball.)

    (Ok, why do I have only one of the two EBXL tree saplings, and since EBXL now autoplants it's own saplings, why do I have BID trying to do it as well?)


    I'm not quite sure what causes that error, but it seems that somewhere I call a method which is not compatible with a block id as high as 13384.
    You know which mod this block is from? And if it really is a block or an item?

    Quote from Golrith

    Really like this idea, especially for saplings.
    What happens to items that are spat out of a buildcraft pipe? BC sets those items to despawn after 1 minute (I believe). I really like the idea of spat out items making an actual mess by turning back into block form. An overflowing quarry could make a nice mountain of rubbish :D

    Keybounce, Mr_Rossi did mention that the stacks of items will remove one item from the stack, then throw the remainder in a different direction. That would indicate the timer on the remainder of the stack would be reset.
    From what I can gather reading the posts, you can configure it to destroy the remaining stack contents.


    First of all, your answer to keybounce is 100% correct :D And the option to destroy the remaining stack contents would be placeStacks.

    I can't be sure what really will happen to items coming from a pipe, but my mod should always trigger when there is an item expiring. So if Buildcraft didn't completely rewrite the despawning for items from a pipe, it should work. As for the despawn timing, it will probably use buildcraft's time.
    Safest way to be sure would be some testing, but at the moment I neither have the time nor the inclination to do so.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Hey! Sorry for not being really active.

    Quote from Keybounce

    Any chance that this mod can be taught which saplings want to be in a 4x4 pattern?

    The idea being that if 4 saplings are close enough (or in an item stack), they will be spread out to regrow tall.

    In the overworld, this affects jungle trees.
    In EBXL, they now have smarts to do this themselves.

    But twilight forest, sadly, does not -- and it has several new 2x2's.


    I don't quite know, if that would work that way, but it doesn't really matter since patterns aren't on my list of things I want to do with this mod. Also it would probably be A LOT of work to either implement all the mod's patterns or write the ini in such a way, that people can easily add patterns.
    But if you looked closely at the way item stacks despawn, you will notice that after one item in the stack gets placed on the ground the remaining stack will be flung away in a random direction. So there is a possibility that this will form some patterns, but very rarely.

    Quote from Keybounce

    How do I tell it which items are saplings, which are various plants, which want grass/dirt, which want mycelium/dirt, which want grass/dirt/sand, which want high light level, which want "not too bright", etc?

    Probably most importantly: How do I tell it which items are mod plants to try to plant (instead of just let it go poof)?


    Well, I didn't implement my own rules. I just used the existing rules for plants in minecraft. For your information I will list them here.

    There are actually only 3 basic rules:

    1 (applies to saplings, grass, flowers):
    Must be placed on Grass/Dirt/Farmland AND Light Level must be at 8 or greater

    2 (applies to Cactus, Dead Bush):
    Must be placed on Sand

    3 (applies to Red and Brown Mushroom):
    Light Level must be 12 or lower OR placed on Mycelium

    I only implemented these rules for the standard Minecraft plants as listed above and not for any mod plants. Mod plants will be treated as normal blocks, IF you added them to the block list in the .ini (otherwise they will just go *poof*)
    But while writing this, I just realized that I'm probably going to let people access those 3 categories in the ini (probably in the next update) so you can add mod plants to it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Quote from Count_Chuckula

    This mod is awesome!

    Can I get permission to use it in my modpack? (I didn't see any information about modpack permissions. If you already stated your rules I apologize for missing it.)


    Yeah no problem, just follow the rules stated in my main post (just added them). ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    And there we go, updated the mod to 1.6.2!
    Also now only the configured items (or all if set to affectAllBlocks) get their despawntime changed.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)

    This is just what I need. However, do you have an update in store any time soon?


    Yep, working on it right now, hope I manage to get it through this weekend (lots of IRL stuff keeping me busy).
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Quote from sondrex76

    i found a bug when using this with buildcraft, the items that get dropped by the filler will have the deafult deespawnrate of this mod instead of having the one from the buildcraft config (about 0,5-2 sec) this made it so i had to uninstall this mod since this made the filler basicly an sheap, energy sheap quarry


    I don't know much of buildcraft, but if you leave the despawntime in the config at its default value of 6000 (~5 sec) my mod will not even attempt to change the despawntime. So you should see it's not a bug but rather a misconfiguration issue.
    I will change my code a bit though, so that only the configured items (or all if affectAllBlocks is set to true) get their despawntime changed.
    Posted in: Minecraft Mods
  • 0

    posted a message on Self-planting saplings, maybe?
    If some of you are still interested in this, you could have a look at my mod.
    It's called Better Item Despawning and you can configure it, so that it only affects saplings.
    I could work on the thing with the probabilities of getting placed too and will probably fork the mod into a normal and a saplings-only version (with all that biome and probability stuff) if there is enough demand for it.
    Posted in: Suggestions
  • 0

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Updated to v1.0.4!
    The bug with items getting placed incorrectly near edges should now be fixed.
    Also there are now checks for all the block-type plants (saplings!, dead bushes, grass, cacti) if the block they are going to be placed on meets the requirements (solid top surface, grass/dirt or sand for cacti, appropiate light level - higher than 7 for saplings, lower than 13 for mushrooms).
    I plan to make the next update in the course of the next week, so by the weekend we should have some of the other suggested features implemented too!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Quote from sondrex

    suggestion: make it possible to give different dropped items have different despawnrate, set in the config. i have seen it be done before but that mod is unstable and does not have the place feature, i would love to give some items (all saplings) an fast despawn time and the rest of the items an higher.

    the items not listet could get the deafult value set in the config. i realy hope you implement this, i realy like your mod :)

    it could be like this:
    Despawn time:
    6:20
    626:40


    Well, this sounds like an interesting idea. I would certainly have to rewrite some stuff about the config and all that despawning, but that could be an interesting feature. Definitely going to my to-do list.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Updated to 1.5.2 (no other changes) :D
    Posted in: Minecraft Mods
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    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Quote from ElectroBot4

    Would it be possible to have a config option so that items (either specific ones or all) disappear faster than 5 minutes or don't drop at all?

    I'm trying to find a mod that'll work prevent a player from looting drops from another player. I know there's bukkit plugins that allow this but I'd prefer not to have to run a bukkit server. Thanks.


    Yeah, there is an option in the config file -> "I:despawnTime=6000" which is the amount of ticks it waits before despawning (20 ticks = 1 second). If you set this to a really low value, they will despawn faster. This could be not the right thing for your intentions though as this will cause ALL items to despawn that fast (when mining, cutting trees, etc.)
    Posted in: Minecraft Mods
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    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Main post has been updated with another mod review by SuperMinepod.
    Also added another thing on my to-do list. I won't have time to implement any new features in the next few weeks, though.
    If there is a bug or you have a suggestion, you guys can still post them and I will fix it/add it to the to-do list.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Quote from xXHavvkXx

    how do you install?
    directly into minecraft.jar, or the /mods folder?


    I recommend using the Magic Launcher, but I think both extracting into minecraft.jar, as well as placing into the mods folder should work.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Quote from bomboy2121

    you also should add that bones will be like right click in the ground with bone meal


    I will look into that, when I have some time again, though I would rather add this feature to bonemeal and not to bones.
    This brought me to another idea though. Maybe I will make it so that if bones despawn they have a chance of spawning a skeleton.
    Same would go for Rotten Flesh -> Zombies, Ender Pearls -> Enderman, Gunpowder -> Creeper, Eggs->Chicken (etc.) :D
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Better Item Despawning (1.0.5)
    Quote from telephonekiosk

    Found a bug. When saplings fall near the edge of a grass block on a ledge, sometimes instead of planting itself on the grass block, it will plant itself in the air instead. Same thing happens with other blocks, but with saplings it looks weirdest imo. Other than that, everything with this mod's great :)


    Thanks for the bug report! I did some testing and found a quite nasty bug which actually caused all items with negative coordinates to be misplaced. Not 100% but mostly sure that this was the cause of that bug. Uploading a new version now :)
    Posted in: Minecraft Mods
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