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    posted a message on Grim Pack
    Quote from grim3212

    I have no clue if any of these things happen. Why not just test the mod real quick. But, their is one bug I am aware of that cuts off the end (I think. could be beginning) like half of a second early or something like that.


    I just tried it out, and indeed, the three bugs I listed (not properly connecting redstone wire, failing to depower when one-tile-long wire is removed, and only being able to play up to four sounds simultaneously -- even if it's the same sound) are all still present in the current version. Thus, I would greatly appreciate it if they were fixed (at bare minimum, the sound limit). I don't care about the sound cutting off early; I can just tack on a little bit of silence to the end of my .ogg files to compensate. I can deal with the wonky redstone connections as it's just a matter of reserving enough space and redstone wire for it, and wiring the speakers in a specific way. But I can't work around the four sound limit... not if I want music playing around an area far too large for just one speaker block.

    Also, an idea for another feature to add is perhaps a config file setting that'll change how far sound reaches from the block? e.g. "speakerRange=512", perhaps with a value of -1 indicating unlimited range -- the music will be heard at full volume from any distance, so long as the block is powered. That setting would solve my overworld music problems, as I'd only need to install one speaker for an entire area.
    Posted in: Minecraft Mods
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    posted a message on Grim Pack
    Hey, can someone confirm or deny something about SpeakerBlocks? In the old Peronix version I had, there were some serious problems with the blocks. I don't know if they're still present or not, and would like to know. The bugs are as follows:
    Problem #1: Redstone doesn't recognize the block as a powerable block, meaning that when wiring SpeakerBlocks up, the last connection has to be a straight line. Also you can't power it with an adjacent redstone torch; you need a wire between the two.
    Problem #2: If only one segment of wire separates a power source from the speaker block, removing the wire will NOT depower the block. Only removing the torch will.
    Problem #3: Only four SpeakerBlocks can be playing simultaneously. If five blocks are switched on, only the first four to receive power will play.
    Can someone let me know if these bugs are still present? And if they are, can you by any chance fix them? Detailed information about these problems can be found in my old post here. #3 is my biggest gripe because I want to set up a rather expansive sound system that'll play music all over a tremendous area whenever I step outside; however, the four-speakers-at-once limit ruins those plans.

    I'd rather not switch to something like Boombox, because I don't think it can be redstone-controlled and I'd rather create impressive redstone circuitry in a large room.

    Thanks.
    Posted in: Minecraft Mods
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    posted a message on Peronix's mods - Discontinued
    Odd. Looks as if the first post got chopped off arbitrarially, like the forums ate it or something.

    However I still had the SpeakerBlock download in Chrome's history, so here's a link until the original post is repaired:
    http://adf.ly/4mavG

    As for the other mods, I don't have links. Sorry. Hope this is helpful though.
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Okay, something bizarre. I just updated Custom Stuff to the latest version (I think I was using 2.13 beforehand). But my custom sword item (with block=true) that I had from before the update... whenever I right-click, it makes the item into a stack of swords and increases the quantity by 1, with no apparent upper limit. When I hold down the right mouse button to block, my sword repeatedly copies itself over and over again (by increasing the item's quantity).

    It doesn't do this for any of my other custom tools. Just the sword (probably because of block=true).
    Posted in: Minecraft Mods
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    posted a message on Peronix's mods - Discontinued
    Urgh. I love the Speaker Block mod, but it has a few glaring issues that need to be addressed:

    1. Speaker Blocks won't automatically connect to adjacent Redstone Wires or other power sources, meaning three things:
    1a. The last Redstone Wire of a powered connection must be a straight line; it cannot and will not curve or branch to connect to the block. In other words, Redstone Wire doesn't think the Speaker Block is a powerable block. See the bottom of the post for examples of working and non-working redstone connections.
    1b. Power sources (redstone torches, wireless receivers from the Wireless Redstone mod, etc.) cannot power a directly adjacent Speaker Block; there must be at least one redstone wire between the two.
    1c. Eloraam's RedPower Red Alloy Wires cannot connect to Speaker Blocks at all (although they connect to the aformentioned Wireless Receivers just fine, and since you can connect wires to redstone dust... you can still use them in circuits involving Speaker Blocks so long as the last block connecting to the Speaker Block itself is made of redstone dust)
    2. There seems to be an upper limit of playing sounds; if too many speaker blocks in the world are simultaneously active (about 4 or so seems to be the limit), newly-powered Speaker Blocks will not play.
    3. Another issue is that if you have a power source connected to a Speaker Block by a single block of redstone wire (naturally, in a straight line), it'll power the block. But when you remove the wire, the block stays powered (and continues to emit its sounds, regardless of the "Finish" setting) until you remove the power source. This doesn't happen if you have it connected from two blocks away (and thus use two blocks of redstone dust).

    Example diagrams of redstone connections (fire = power supply, log = speaker block, gunpowder = redstone dust; all diagrams assume everything is at the same altitude):
    Working:
    :VV: :GP: :log:
    ---
    :VV: :GP:
    :: :GP:
    :: :log:
    ---

    These work because the Redstone Dust's last connection automatically goes straight ahead since it can't find a connection point, leading it directly to the Speaker Block; and it thus sends power into the block.

    Nonfunctional:
    :VV: :log:
    ---
    :VV: :GP:
    :: :log:
    ---
    :VV: :GP: :GP:
    :: :: :log:
    ---
    :VV: :GP: :log:
    :: :GP: ::

    These don't work because either: (1) Direct connection of a redstone power source doesn't work; (2 and 3) The redstone doesn't detect the Speaker Block as a valid, power-able block and thus the wire extends straight ahead (instead of pointing towards the Speaker Block) automatically; (4) the redstone dust detects a connection, making it curve away from the Speaker Block.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] [v1.4] AddOres - Anyone can add new ores! [Open Source Modloader Plugin]
    theayin321: Open your .xml files in Windows Notepad or a similar program. If you don't know how to do that, you probably don't know much about your OS. For Windows, this can be done many ways (assuming XP or higher):

    - Right-click the XML file, go to "Open With", and then select "Choose Program"; when the dialog box appears, select Notepad out of the list. If it's not there, click Browse, and search for the program; on XP, it should be in C:\Windows\.
    - Create a shortcut to Notepad on your desktop if it's not there already. You can create a shortcut on your desktop by going through the start menu, and going to Accessories, and finding the Notepad in there; drag it onto the desktop with the right mouse button and when the menu appears, select 'copy here' or 'create shortcut here'. Once this is on your desktop, find your .xml file and drag-and-drop it over the Notepad icon.

    XML files are kinda dumb, if you want to think about it; they're just glorified text documents, yet Windows treats them specially, they open in Internet Explorer with all this pretty formatting, when in reality they're nothing special. FritzC could've probably programmed his mod to easily open .txt documents instead of .xml files, because other than the extension, it's the exact same thing. Either way, not a big deal -- just open them in your favorite text editor and get working!
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] [v1.4] AddOres - Anyone can add new ores! [Open Source Modloader Plugin]
    Only problem is, now, I get saving chunks errors when the mod tries to populate a new chunk... and ModLoader still says it's version 1.3.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] [v1.4] AddOres - Anyone can add new ores! [Open Source Modloader Plugin]
    I like what you've added, this mod is well on its way to becoming a mod that'll allow you to produce just about any kind of block you want. It could EASILY expand into making more than just metal ores and gems! Don't feel no pressure, but I just want you to hear my ideas, and maybe they'll give you some inspiration:

    Defining what type of block an ore can appear in. So for example, you might want to make an ore that can be found in sand or dirt, or a Nether ore that can be found in Netherrack. Or possibly even another ore you've created previously with this mod.

    I would reccomend such a field being allowed to accept either a BlockID (83, 212, etc.), a constant that stands for one of the Vanilla Minecraft blocks (obsidian, stone, mossstone, dirt, sand, sandstone, netherrack, soulsand, etc.), or the name of one of your previously defined ores in the list (Opal, Magmite, Jade, Silver, AwesomeOre, whatever you've made).

    And then another idea could be to make two more drop types: "roughrock", which would give you a different placeable block that can be used for tools (if tools are accepted), and disables Condensed blocks. If you stick that block in the furnace, you get the "ore" block back (which itself can't be smelted. In this way it would behave like Stone/Cobblestone. And then, "nosmelt", which would just give you the placeable ore block that can't be smelted, but can be used directly in crafting recipies if tools are enabled.

    Then perhaps a 'cluster' flag that makes the ore generate in clusters (like dirt does in the middle of stone) instead of veins. Maybe even an 'effectivetool' field that would define what tool is effective at breaking the block (axe, shovel, pick, nothing). Also, a 'blastproof' field, which allows you to define the blast resistance of a block (might need a separate value for raw ore and condensed block).

    Basically, these additions would allow you to make practically any type of block, reproducing most of the natural terrain blocks in Minecraft. You could make ores hidden in dirt, you could make many different colors and variety of stones (like the ones found in the Mystic Modpack) with differing hardness... and even better, you could make Nether-specific ores! Heck, you could even make ores that appear in the middle of lava or lakes, as crazy as it sounds. Or small veins of ore appearing in larger clusters of specific rock.

    Maybe even an oredamage and blockdamage which makes the ore/condensed block damage entities that touch it, like cactus does (but with a variable damage value).

    Also I reccomend clarifying whether fields can be safely deleted from the XML file if they're not applicable. (For example, can you get rid of the lightemitted if doeffectonhit is false? If not, I would reccomend making it so that you can omit these values, or that omitted values will be given a default value.)

    Again, no pressure. I just think this mod has a TON of potential, and if it was possible to expand this to include these features, the number of possibilities would approach infinity.

    EDIT: BUGS.

    The ore blocks are called "X of Block" (where X is the item name), shouldn't it just be "X Block"? Also, whenever you break a condensed block with the pick, it drops a random amount of condensed blocks (probably the same amount of blocks as the ore block drops ores), allowing you to multiply your ore by dropping and mining the blocks.

    Also, ingots still aren't working for me. I can get gems which have toolset set to true to work, but ingots with toolset set to true still won't make tools... If it matters, the ingots were smelted back when I had v1.1, but that shouldn't make a difference.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] [v1.4] AddOres - Anyone can add new ores! [Open Source Modloader Plugin]
    Quote from FritzC

    Thanks again, I really need this kind of feedback. 1.3 should be out tomorrow or the day after.


    I look forward to it. This mod is extremely helpful to people like me (or it will be once the bugs are worked out, at least). While I have some programming experience, I don't want to have to jump through all the hoops and clutter of getting a Java development environment set up on my computer just to add some ore.

    Well, at least I can put the ores in my game, and gen a world up, and the ores will at least be there in the ground when this mod gets updated to make things fully workable.

    Another thing to consider (in addition to armor) is metal/gem blocks. Like how you can turn 9 iron into an Iron Block, that should be something you can add to the ores made with this mod. It really gets annoying when I load up ore mods that don't allow you to compact these ores down into solid blocks, especially common ores like Veridite from the Mystic Modpack. (I'm a pack rat...)

    And maybe, for the 'long long term', consider alloys. AKA you can define combinations of metal ingots that will produce new materials (ex. 1 copper + 1 tin = 2 bronze) with shapeless recipies.

    UPDATE: Redstone also doesn't seem to be dug through at lightspeed using uber picks from this mod. How annoying.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] [v1.4] AddOres - Anyone can add new ores! [Open Source Modloader Plugin]
    Some problems I've identified. Even if I give a material a HarvestLevel of 4, it still can't get obsidian. Additionally, I cranked the Efficiency of the tools up to 60F (and you say diamond has an efficiency of 8), but against ores created with this mod and obsidian, it's typically worse at breaking them than a diamond pick. However, I did see a noticeable difference in mining all vanilla substances, and my 60F pick mines...well, it cuts through stone, and even diamond in tenths of a second, making it hard to control, lol. But against ores with a hardness of 1.5, it still takes a few seconds... against my uber-ore with 20F hardness, it takes about as long to mine as it does with a diamond pick.

    But I really want my uber-materials to be able to cut through obsidian like diamond can, and in fact, cut through it FASTER than diamond.

    I may also reccomend raising the number of harvest levels above 4 so that you can add higher and higher tiers of ore (Need a diamond pick to mine ore A; make ore A into a pick, and you need that ore to mine ore B, and so on).

    Perhaps some kind of guide on how the calculations between hardness and efficiency work together would be in order.

    Also, whacking an ore with a lightemitted value above 1.0F seems to cause a crash. But the readme says that valid values go from 0 to 2.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] [v1.4] AddOres - Anyone can add new ores! [Open Source Modloader Plugin]
    This would be even more awesome if armors could be added. Doubly awesome if we could modify not just the durability but also what base percentage of damage the armor is capable of negating. (What if we want to have a set of armor that absorbs 75% of damage, not just half? Or an indestructible armor that absorbs only 25% of oncoming damage?)
    Posted in: Minecraft Mods
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    posted a message on [REQ][IDEA] Dwarf Fortress world structure?
    Let me just make this perfectly clear: I'm well aware that DF MC mods have been requested and plotted numerous times in the past, but each time, people have wanted a different aspect especially. But what I propose is something very simple, down-to-earth, and somewhat plausible: Just adding all the ores, stones, metals, and the like to Minecraft. Not mobs. Not invasions. Not civilizations, injury systems, poisons, or procedurally-generated weirdos that randomly come out of nowhere to murder you. Not even fully-active Hidden Fun Stuff (although it would really be cool eventually, save that for total conversion projects!)

    No. What I just want is to be able to dig down through the grass, white sand and peat, pockets of orthoclase and olivine suspended in layers of granite, schist, and basalt... digging out veins of copper and tin, maybe even smelting them together to make some bronze... and finally coming across the vast magma seas (and moronically burning myself to death, forcing myself to download Ellian's MaterialDetector to avoid that situation again), and underneath it, an impenetrable layer of Semi-Molten Rock. Added bonus if I can utilize all the stones and ores I've come across thus far, in all their colorful glory, to build a beautiful multi-colored castle. I want to be able to explore a world filled with more types of ore and stone than I can count. I want to marvel when I strike some strange, unfamiliar-looking gemstone embedded deep in the rock.

    Oh yeah, and I also hope that magma-safe items can be implemented (items that can't be destroyed by fire, and if dropped in magma, will sink to the bottom but remain unharmed. Possibly also that items won't despawn while immersed in magma!)

    I think it's possible to replace the plain old boring dirt, stone, and limited ore types of Minecraft with this wide and vast array of materials from Dwarf Fortress. I think it'd also need Minecraft Extended, but still. Is anyone willing to take on this behemoth task?

    A mod like this would also be one more step in the direction of creating a total conversion mod. Which I don't think I need to tell you would be awesome.
    Posted in: Requests / Ideas For Mods
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