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    posted a message on Cosmetic Smelteries

    Tinker's Construct is a good enough mod to be in most mod packs. It's a staple few can live without. But aren't you tired to staring at that same stack of seared bricks day-in and day-out? I am.


    Someone needs to make a mod that adds some variety to the smeltery blocks, beyond the simple carvings available to us. Let's break away from dark gray.

    Posted in: Requests / Ideas For Mods
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    posted a message on Batch Hopper

    Proposal: Batch Hopper


    Like a regular hopper, the Batch Hopper is controlled by redstone, however the functionality is reversed: applying a redstone signal allows the hopper to move items into its target, no signal prevents it from doing so.


    The Batch Hopper has two rows of slots instead of one. The bottom row behaves similar to a regular hopper—items entering the hopper arrive there and are later sent out. The top row is used to set a pattern. These top slots can actually hold stacks of items or only be "ghost" slots as seen in many other mods. The exact type and quantity of the items in the top row tell the hopper what it is waiting for before it will output items—even if given a redstone signal. Once the bottom row has at least the items listed in the top row, and the Batch Hopper is receiving a redstone signal, then it will output the exact number and types of items in its pattern and stop. This may mean excess items in the lower row remain behind. Even if it has enough materials to match the pattern more than once, it needs to have the redstone signal turned off to reset the hopper before it will output another batch.


    Extra Credit One: Each item in the top row instantly locks the slot immediately below it to only accept that item type, acting as an input filter as well.

    Extra Credit Two: Have the appearance of the hopper change (a colored stripe?) depending on whether it's A) waiting for items, B) has the needed items but is waiting for a redstone signal, C) is outputting items, D) is done outputting items and is waiting for the redstone signal to end.

    Extra Credit Three: More than a regular hopper's five slots. Perhaps several tiers of Batch Hoppers with additional slots each.


    This hopper would be invaluable for interfacing with other mods' crafting mechanics where several items (some may be duplicates) need to be provided in an all-or-nothing fashion. (Think Botania, Actually Additions, Draconic Evolution, etc.) Sticking a clock next tot he Batch Hopper would have it continue to output batches of items as soon as it has a complete set. Using more complicated redstone, batches could be limited to only when the crafting system is ready for them.

    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for Underground Strata Formation Terrain Gen

    I'm looking for a mod that can replace the ubiquitous below-ground stone with many undulating strata of different rock types. Mods like Rockhounding add dozens of different stone variants but only distribute them in clusters and patches. In reality, the subterranean world is made up layers upon layers.


    You can picture the result by removing all stone below ground and turning the world over. Then start dropping soft pancakes of different stone types into the dirt-lined hollow. Differing sizes and random placements make the layers fold and flop over each other, filling in all available space. Once everything is full, level it off, apply the bedrock, and turn the whole thing back over. Ta-da! (This should not be the actual algorithm used...)


    I have an immediate need for such a mod, but further development could force all ores to generate in long veins that run along these strata or the boundaries between them.

    Posted in: Requests / Ideas For Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks

    This suggestion could also be a separate add-on to C&B.


    Concept: Pocket Bit Shredder


    Use Case: Shift-right-click the Shredder in the air to put up to a stack of a single block type inside it. It has a second slot that can only hold one of that block type. As you need bits, the Shredder systematically removes them from that single "working" block. When it is used up, it moves a new block from the stack into the working slot. Likewise, when you break down blocks into bits of that type, the Shredder re-attaches them (layer by layer, row by row) to the working block until its full, then (when more bits of that type are collected) it shifts the block back into the stack and starts a new block in the working slot. Multiple Shredders could be held, each with a single block type inside. The first available empty Shredder will adopt the next bit picked up that has nowhere to go and lock itself to that type until empty. The Shredder can be used like a bit for placement and removal.


    Appearance: A mixture of the block icon and some sort of overlay like a box with teeth. When empty, just the box with teeth. The GUI would have just the two slots and whatever surrounding decoration is desired—perhaps themed as an industrial shredder.


    Admittedly, the "shredder" analogy doesn't really fit the bit-collecting function, but I couldn't think of any real-world device that both shreds and automatically reassembles parts like that. :)

    Posted in: Minecraft Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks

    I've been happily using FCB (on its own and in conjunction with C&B) for the last few days since it was added to our pack, but now that I'm ramping up to a very large project, I found an issue I hadn't noticed before.


    When crafting a color that requires two dyes, it also takes two cobblestone, but only gives one output FCB. I'm guessing that this is a bug and the two cobblestone is to make up for using two dyes and should be outputting two FCBs.


    I'd also like to make a suggestion: allow the creation tool to be placed in a crafting table with dye(s), the cobble/glass/glowstone, and a previously-crafted target FCB. The output would be one more FCB that normal (due to the input FCB) and the tool wouldn't be consumed, of course. This would allow for auto-crafting of the FCBs in a simple and mod-compatible way.


    I couldn't tell you how much I'd like being able to auto-craft these—it took six manually-crafted inventories full just to do the ceiling of this build. :)


    I'm not where I can check, but I'm curious if the dye cost is configurable? I'm using insane amounts of dyes! (Luckily, I'm non-sane, so making insane amounts of things comes naturally.). ;)

    Posted in: Minecraft Mods
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    posted a message on The Agricultural Revolution (ver 0.9.1) Reinventing Cooking and Farming, Power of Crystals Update

    We've got a playability problem with Agricultural Revolution on our server.


    The mod was added recently, very late into the server's run. A massive amount of world has been explored and generated. But AR has so many things that can only be found in the three generated structures and which can't be crafted. This appears as a huge problem for us, since for everyone on the server to progress in the mod, they all have to start exploring like mad out beyond the bounds of the world.


    I can see this exploration-based progression limiter working in most cases—where the mod has been there from day one and abandoned farmhouses are everywhere—but it doesn't work all the time. It would be beneficial to those servers that would be harmed (low TPS while generating land, excessive world save sizes, etc) by the additional exploration of its members to have crafting recipe options (config-enabled perhaps) for all the items. And for items where a recipe doesn't make sense, some alternate method of acquisition... like getting the mod's seeds from breaking tall grass.


    The mod seems like a fun and engaging one, but the whole server-full of players here is shackled by server performance before they can even get started.

    Posted in: WIP Mods
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    posted a message on Chisels & Bits + Flat Colored Blocks

    Optimization question: If I make a full-cube striped wallpaper block from two different materials, does the material mix have a polygon cost in the form of separate geometry for each stripe? Or does the mod combine the textures and apply that to a simple cube?

    Posted in: Minecraft Mods
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    posted a message on [1.12.2][1.7.10] Galaxy Space [Addon for Galacticraft]

    Suggestion: Upgrade space station core block to make it mobile. Add more blocks for engines and control. Space stations become space ships and can orbit any planet/moon after traveling there. (Just change the sky and what it links to when you fall.)

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]

    Feature suggestion:


    As Waypoints can be named, I suggest adding the same feature to Adapters. As it stands, Adapters get a new UUID whenever broken and replaced. When making a general-use program that needs more than one adapter attached to the same block type, like a comparitor, there's no way from the code to tell which is which without requiring the user to enter at least some of the non-user friendly UUID. If the user could instead name the Adapters when placing them, like the Waypoints, a program could automatically find and correctly assign them. This would replace the user having to use WAILA or a special tool to identify each Adapter.


    This doesn't add any new functionality, per se, but it would make shared code a good bit easier for non-programmers to use.


    This would also allow for a form of remote data entry if an Adapter's tag is changed on the fly. Code could note the change and, for example, change how it interacts with the external component—in situ calibration, of a sort.

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Nonsanity»

    Is there a known bug when it comes to Java 1.8—possibly only on Macs—where the screen's text is in a scrambled font? This is what I'm seeing in the FTB Horizons 2 Daybreaker pack, version 1.0.2...



    Restarting the client results in a different-looking set of randomized texture characters. This started happening when the FTB Launcher forced an update to Java 1.8 for the pack, even though I didn't upgrade the pack itself on the client or server. That suggests it's Java 1.8 specific—possibly only on a Mac (10.10.4), possibly only with the NVIDIA GeForce GT 750M 2048 MB drivers.


    If anyone else gets the problem, here's a fix: Once the game is open and running, hit F3 and t at the same time. This is one of the many debug keys in vanilla Minecraft, but this one reloads all the textures. The game will pause for a bit, unresponsive—longer if you have a lot of mods installed—but when it comes back all the "scrambled" textures and the computer font will be fixed.


    (The other command I use frequently is F3+a which reloads the world around you—handy when network issues leave a hole in the world when connected to a server.)

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]

    Is there a known bug when it comes to Java 1.8—possibly only on Macs—where the screen's text is in a scrambled font? This is what I'm seeing in the FTB Horizons 2 Daybreaker pack, version 1.0.2...



    Restarting the client results in a different-looking set of randomized texture characters. This started happening when the FTB Launcher forced an update to Java 1.8 for the pack, even though I didn't upgrade the pack itself on the client or server. That suggests it's Java 1.8 specific—possibly only on a Mac (10.10.4), possibly only with the NVIDIA GeForce GT 750M 2048 MB drivers.

    Posted in: Minecraft Mods
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    posted a message on DT mods - EssentialCraft 3,Thaumic Bases, Essential Thaumaturgy, Buffed Tools, TerraArts, DifficultLife

    I can't find any information on how to use the Magical Activator and the GUI doesn't explain much with the stick and dye (?) ghost icons in the slots. How does it work? What do the different upgrades (?) do? Can it shoot a bow? Use a wrench on a machine?


    Also, there's a bug that needs fixing with it that I've written up on GitHub. Finding the bug didn't require getting the thing to work—I found it by flailing about.

    Posted in: Minecraft Mods
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    posted a message on DT mods - EssentialCraft 3,Thaumic Bases, Essential Thaumaturgy, Buffed Tools, TerraArts, DifficultLife
    Quote from Modbder»

    Has been fixed ~week ago in 4.5.1710.223.

    EDIT: Here is the .git commit, which shows, that it has been fixed(In case you need additional proof ;))


    Good that it's fixed! :) I didn't think to check since we had recently updated the server, but I know the mod is under active development, so I should have.


    Quote from Modbder»

    As to the fight - it is supposed to be extremely tough and nearly impossible untill you figure it out. The idea is, that you are supposed to attack the boss while it is not doing anything - since it is the onlytime he is vulnerable to damage. Can be done either by melee or ranged,though melee is more effective. However - do too much damage at a time -and he will go invincible again, doing another random attack. You are supposed to be dodging everything he creates - those spheres are what debuffs you, and the rays... you better not touch those rays ;) Also, the flight is disabled for the fight, since it makes it too easy. Also you are supposed to stay near him, since if you don't - he teleports youback into fight.


    Here is the deal - the boss is supposed to be something you should die fighting again first couple of times, untill you manage to get the strategy behind him. It is not your regular bossfight, like the Wither one.


    I've got to say that I dislike any gameplay that requires you to die to progress. When I play survival Minecraft, I survive—I never die. I know some players will jump off cliffs just to save themselves the walk home, but I always play as if it's Hardcore. Speaking of which, that means no one can possibly beat your boss in Hardcore mode. You might want to think about that—there are always other options.


    For example, you could replace death—when fighting the Hologram—with a loss of material and/or progress. Make summoning the boss very expensive and if the player fails to beat it, they don't die (because the fight was "virtual"—it IS a hologram after all ;) ) but they lost their summoning materials and have to start from scratch. This way you can make it as hard as you like without making it impossible in Hardcore mode (and distasteful to true survival players, like me ;) ).


    Actually, it looked like one of the waves was an attack by minions. I'd say keep their damage "real" and death from them real too. That's the sort of attack players expect and so they had better be ready for it. The massive, instant damage from the boss itself though... That's another story. I had two additional rows of hearts from Tinker's Construct heart canisters, but I was still getting knocked down to half a heart or killed with a single blow—the source of which I never saw. Making all THAT damage "virtual," ending the battle if it "kills" you, would be a cool gimmick to the boss fight. And it would still require you to fight it multiple times in order to learn from your (non-lethal) mistakes. :)

    Posted in: Minecraft Mods
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    posted a message on DT mods - EssentialCraft 3,Thaumic Bases, Essential Thaumaturgy, Buffed Tools, TerraArts, DifficultLife

    I'm "fighting" the Hologram in Hoanna, and keep getting a server crash [pastebin] when I log back in.


    How tested is this boss fight? Knowing nothing about the combat, being made blind half the time, and having my health knocked down to half a heart repeatedly for no apparent reason... It seems like a total mess. Things are happening that make no sense and there's nothing to attack but the occasional minion that appears. Most of the time I'm blind, every armor I've tried fails to block any of the damage, I can't fly, multiple simultaneous negative potion effects, unexplained beams and spheres that I assume must be avoided (but maybe you are suppose to go into them?) and basically nothing to do but run around in circles with a blacked-out screen (did I mention the near-constant blindness?).


    The fact that the "EntityArmorDestroyer" seems to be crashing the server ever time I log back in just makes it more clear that this battle hasn't been tested much for stability or playability. I'm sure the devs are quite good at defeating the boss by now, but they know what needs to be done. To make this battle better, it needs to either A) ramp up the danger in stages, giving the player enough time to learn their way through it, or B) separate the dangers so that only one is in play at a time (like the blindness—don't combine it with cluster bomb dodging, that's unfair).


    But the crash is the big thing right now. I can't continue with my EC3 let's play as long as logging in kills the server. Is there a quick fix?

    Posted in: Minecraft Mods
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    posted a message on DT mods - EssentialCraft 3,Thaumic Bases, Essential Thaumaturgy, Buffed Tools, TerraArts, DifficultLife

    I plan on providing a more in-depth and detailed report on EC3 when I'm done going through all the tiers in my server Let's Play series, but I wanted to mention something that keeps tripping me up in the videos: the acronyms.


    When trying to explain what I'm doing to the viewers, it is VERY difficult to keep all the MRU, MRUCU, MRUCUEC, UBMRU, ESPE, and all the other acronyms straight. They aren't easy to say or remember—try reading the previous line out loud. It would go a long way to make the mod more understandable to new players if more memorable names were given to these things. It could also help the magic feel as ancient as the descriptions and the state of Hoanna suggest it to be. The ancient world didn't use many acronyms. :)


    I'm sure the community can help come up with appropriate names. There's lot of alternate names out there for Mana, so you can go with an existing one or make up your own, like mixing "ley" (magic) with "farad" (science) to make "leyrad." The MRUCU could be renamed "fissures" or "tears" or "tangles," etc. There's a lot of room for creativity here, and it would help the mod so much.


    Anyone agree with me here? Anyone have suggestions?

    Posted in: Minecraft Mods
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