• 1

    posted a message on Xeno's Reliquary

    The Destruction Catalyst, like pretty much all the other items that have a material cost, now stores its charge internally, rather than drawing from your inventory when you use it. You need to sneak-right-click while holding it to "activate" it, and it will begin absorbing the necessary item from your inventory, and filling up its internal storage. There's a HUD now that shows you how much it's holding, and you can also see its stored charge by holding shift and pointing at it in your inventory.


    In creative, it doesn't require charge. However, it looks like there's a bug where it takes charge anyway, meaning it can go negative.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.16.1] Finder Compass - turns the vanilla item into a configurable search utility
    Found a bug. The code doesn't appear to distinguish between "metadata must be 0", and "metadata can be anything", meaning that a compass setting which specifies a metadata of 0 will incorrectly detect blocks with the same blockID but a non-zero metadata. I believe this worked correctly before, though I don't know when the bug was introduced.
    For example, here's my settings for detecting Thermal Foundation ores:
    Setting:Thermal Foundation
    //
    NoEnderEyeNeedle
    //
    // 0 - Copper
    ThermalFoundation:Ore:255:128:27:15:1:40:96:0:0
    // 1 - Tin
    ThermalFoundation:Ore:177:214:249:15:1:20:55:0:1
    // 2 - Silver
    ThermalFoundation:Ore:228:251:254:15:1:5:30:0:2
    // 3 - Lead
    ThermalFoundation:Ore:124:140:199:15:1:10:35:0:3
    // 4 - Ferrous/Nickel
    ThermalFoundation:Ore:206:205:163:15:1:5:20:0:4
    // 5 - Shiny/Platinum
    ThermalFoundation:Ore:65:199:255:15:1:5:30:0:5
    // 6 - Mana-Infused/Mithril
    ThermalFoundation:Ore:148:252:255:15:1:5:30:0:6

    If I place down some tin ore at Y=60, for instance, the copper needle will show up and point at it. If I place it at Y=50, both the copper and tin needles appear and point at it. This would cause problems with any mod that uses metadata/damage values for its blocks.

    DefaultConfigFilePrinter.java, lines 159-166:
    if (splitString.length > prefixoffset+9)
    {
    configInts[8] = Integer.parseInt(splitString[prefixoffset+9]);
    }
    else
    {
    configInts[8] = 0;
    }
    The config loader code uses a value of 0 for the metadata/damage if it's not specified.

    Then in ThreadCompassWorker.java, lines 90-99:
    if (this.mcinstance.theWorld.getBlock(xIter, yIter, zIter) == blockID)
    {
    if (meta != 0 && mcinstance.theWorld.getBlockMetadata(xIter, yIter, zIter) != meta)
    {
    continue;
    }

    ChunkCoordinates var13 = new ChunkCoordinates(xIter, yIter, zIter);
    resultList.add(var13);
    }
    The block checking code only checks if the metadata matches if the meta being searched for is non-zero. If the meta is 0, then it doesn't care if the block is something else, so it inappropriately detects blocks with the same ID, but a different meta. To fix it, you'd need to differentiate between unspecified meta, and specified 0.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.16.1] Finder Compass - turns the vanilla item into a configurable search utility
    I don't think I've expressed yet just how much I love this mod, and how grateful I am that you've managed to keep it working through some difficult Minecraft updates. One question though:

    Is there a way to support stronghold finding on a server, while also allowing players to define their own needle settings? There doesn't appear to be:

    • Stronghold support requires the mod to be installed on the server.
    • If the server has a config file, it overrides the client config.
    • The mod auto-creates a config file if missing.
    Thus, it would seem impossible to have it running on a server without overriding the client config. Is this an intended consequence, or could it be changed? Perhaps a config option for the server allowing clients to define their own needles? It would be nice if the server could provide a needle config that would be preferred over the default, but still allow the player to define their own. So the client would need a config option as well, whether to prefer the local settings or pull from the server. One config option could cover both: on the server, it would determine whether to force clients to use the server's settings, and on the client, it would determine whether to use the local settings (if the server isn't set to force its own settings on the client) or pull them from the server voluntarily.

    Though for LAN play compatibility, it may be best to have them as separate settings.
    Posted in: Minecraft Mods
  • 0

    posted a message on [v1.1.2] Reliquary
    Quote from einsteinsci

    Looks like this mod requires Sandstone Lib in the 1.7 dev version. Googling it found results, but no downloads. Any idea where I can find it?

    Quote from TheMike

    Reliquary now uses a core library called libsandstone (another library, oh no!). Anyway, within the next hour, the library will be downloaded automagically, and everything will be back to normal.

    I believe the problem is that the dependencies.info file has been misspelled "dependancies.info". Maybe someone should file that as an issue on the github page. For now, the file you want is here.

    Scratch that, apparently "dependancies" is fine. My next guess is that the repo value should have a trailing frontslash.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10] Necromancy - sew your own unholy Minions together
    Getting a bunch of missing texture errors in the log whenever I start Minecraft. Here's a pastebin, but the short of it is that it's producing FileNotFoundException on these files:
    minecraft:textures/blocks/MISSING_ICON_BLOCK_165_Summoning Altar.png
    minecraft:textures/blocks/MISSING_ICON_BLOCK_167_Sewing Machine.png
    minecraft:textures/blocks/MISSING_ICON_BLOCK_168_FlowingBlood.png
    minecraft:textures/blocks/MISSING_ICON_BLOCK_166_Altar Building Block.png
    minecraft:textures/items/MISSING_ICON_ITEM_4099_ItemScytheBone.png
    minecraft:textures/items/MISSING_ICON_ITEM_4098_ItemScythe.png
    minecraft:textures/items/MISSING_ICON_ITEM_4097_Necronomicon.png
    minecraft:textures/items/MISSING_ICON_ITEM_4099_ItemScytheBone.png
    minecraft:textures/items/MISSING_ICON_ITEM_4098_ItemScythe.png
    minecraft:textures/items/MISSING_ICON_ITEM_4097_Necronomicon.png

    This is with Forge 1.7.2-10.12.2.1121 and Necromancy 1.6.9, no other mods.


    Oh, um, AtomicStryker; I was hoping that you could add somewhere in the config an option whether or not to spawn Isaac? My modpack (personal one, I'd ask permission if I was going to upload it) is built to be realistic, and Binding of Isaac just doesn't feel like it fits there... I like the other two mobs, just... especially considering Isaac's texture could use work. :P


    Quote from DepressedWalrus

    set the spawn rate/chance to zero in the configuration file...


    From the config:
        # Randomly, one in THIS many Skeletons will spawn as Isaac instead
        I:rarityIsaacs=30


    It's not a percentage, it's a ratio. Setting it to 0 will cause the game to crash randomly, probably whenever a skeleton spawns. Divide by zero or something.
    Posted in: Minecraft Mods
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    posted a message on [v1.1.2] Reliquary
    Quote from x3n0ph0b3
    The twilight cloak is a throwback to another item, from Castlevania: Symphony of the Night.


    I thought so! Sounds awesome.

    Quote from x3n0ph0b3
    We got rid of Void Satchels because we felt like they were sort of redundant and wonky to use. We left void tears in because they're self explanatory and relatively awesome. We hope this doesn't upset anyone.


    I wouldn't say I'm upset, but I liked the general idea of them and some of the tradeoffs. Admittedly, they were a bit clunky. However, if you implement these changes to void tears you mentioned:

    Quote from x3n0ph0b3
    It would be trivial to make void tears absorb automatically. We can restore that functionality relatively easily. It's just mostly pointless to have an item that's harder and more costly to use than its basic component. Rather than having a bag that is persistent, I would much rather have the tears (which are already reusable) just do what the bags did and be done with it. They're already keyed to a specific item type, there's absolutely no reason for them to not just keep on absorbing while they're in your inventory. It might be ever so slightly overpowered, for the cost, but inventory management is a hassle and I think people enjoy not having to think about their inventory filling up with cobble.


    I think that would maintain the necessary inventory space tradeoffs, while solving the annoyance of your inventory filling up with cobble, dirt, stone, etc. A little less flexible than the satchels, but far simpler to understand and use. Rearranging your inventory to add things to a tear was just unnecessary juggling. However, would there be a way to pull items/stacks out of the tear without completely unloading it? That was the primary advantage of the satchels. What would happen if you opened it without enough spaces in your inventory? If I remember correctly, right now it fills the available slots, and leaves the rest in the tear, but if the tear automatically absorbed items, that doesn't seem like it would work so well.

    The tradeoffs between tears and satchels seemed pretty balanced before. Tears greatly expanded your carrying capacity, without making it infinite for everything, because even though they technically could hold an enormous number of items (infinite? MAX_VALUE?), but it was practically limited by the single-item-type-per-tear restriction, and the loading and unloading mechanics (all the items to be stored had to exist in the same container, so the most they could hold was limited by the size of the container), and the inconvenience of getting items out of them, making them most useful for compacting an inventory that had a lot of a single item in it, or transporting large quantities of a single item from one container to another.

    Satchels traded capacity and cost for the convenience of adding items to them automatically, and being able to pull single stacks out.

    I guess you're talking about just combining the benefits, maybe using the satchel controls? I guess I'd have no complaints about that, there's still some tradeoff, without as much inventory management, and it's not just extra unrestricted capacity -- I like that void tears/satchels are different than all the backpack mods out there. But it would be nice to still be able to pull out single stacks.

    Quote from Scorch238
    A lot of these suggestions (and existing Reliquary items) look like they would pair well with Azanor's new utility accoutrement mod, Baubles. I know I already asked in the irc channel, but here it is for a more permanent record:Are you planning to integrate support for, if not full on require Baubles? I believe you can add some stuff to the base mod and have Baubles automatically download itself, so it wouldn't require players to seek out another mod to make Reliquary work.


    Please don't make it require Baubles. Maybe I'm alone in this, but I'm picky about what mods I install and use. I don't run premade packs, because I don't like the clutter. Compatibility is one thing, but if I've made the conscious decision not to install a mod, I don't want another mod silently downloading it behind my back. It's not just about the 'inconvenience' of having to download another mod, it's about being able to choose what mods I'm playing with.

    Quote from x3n0ph0b3
    The item is supposed to be a nod to Final Fantasy 6, Edgar's autocrossbow, and also kind of a throwback to the Grim Archangel band in EE2 (stream of homing arrows). It would be an alternative to the gun as a ranged weapon, since some people don't want a gun in their magic mod. Also it'd just be fun, I think. We might be able to do some neat things with it.


    I thought the Archangel's Smite was a lot of fun. I suppose you've got an idea how you'd like the autocrossbow to look and function, but I'd like to throw a suggestion out there. I've wanted something like a hand-crank gatling crossbow, with a rotating barrel or magazine. It's something that could be a bit more powerful than a plain bow, while still being pretty low-tech, rather than magical or a modern/futuristic gun. A spin-up time could make for interesting gameplay (start out firing slowly, and accelerate the longer you held it down), giving you some control over how many arrows you're spitting out, so you can moderate your fire depending on number of targets and how much ammo you're carrying, and I think it would also give it some tactile feedback.
    Posted in: Minecraft Mods
  • 0

    posted a message on [v1.1.2] Reliquary
    Quote from Cosmology27

    Hey there, I'm using FTB Monster 1.1.1. I'm trying to make a tome of alkahest, but it doesn't give me a recipe. I remember in MC 1.5 you could make this and it gave a recipe in the NEI, so is the mod just not working yet? Or is there something wrong with my game?
    Thanks for the help!


    From the 1.1.1 release notes:
    • Removed (yes, removed) the Alkahest from it's current implementation. This is to get ready for the new Alkahestry mechanics in v1.2.
    Posted in: Minecraft Mods
  • 0

    posted a message on [v1.1.2] Reliquary
    The altar is deliberately weak, in an attempt to prevent Alkahestry from being as powerful as the system in Xeno's old Equivalent Exchange mod. Using the tome, the Alkahest, and the altar together allows you to create an infinite amount of glowstone, redstone, and anything you can make using the tome, so the return rate has to be slow. The tome isn't supposed to replace farming for specific items, just make some of them a bit easier or more renewable. Using the altar isn't supposed to be faster than going out and collecting items the normal way.

    The whole reliquary mod in general is designed with a philosophy of making tasks easier or providing alternate methods to do things, without eliminating the need to do them completely. The items make it easier to hunt certain mobs, and the tome specifically can't be used to create most mob drops, so you can't just farm redstone and avoid fighting mobs.

    Short version: The tome isn't a more powerful replacement for the altar. They're intended to be used together.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from muzaboz
    How to open the strongbox access your friend? (limited access mode)


    Use the /cofh friend add/remove/gui command to manage your list of friends. Set the strongbox to friend access using the configuration tab in the upper-right corner of the strongbox interface.
    Posted in: Minecraft Mods
  • 0

    posted a message on Quarter-Size Blocks (walls/drywall)
    Notch regrets adding half-blocks because all it did was double the amount of verticality in the game and undermined the overall cube aesthetic.

    While microblocks are popular among a certain segment of the Minecraft community (considering the popularity of various mods that have added them), there's equally a portion of the community that feels breaking the world into smaller pieces goes against the spirit of the game. You may argue about the relative size of those groups, but the fact is, at least Notch and Jeb, if not the rest of the current Minecraft development team, count themselves among the latter.

    Minecraft is fundamentally a game of blocks on a grid. That's deeply rooted in the core philosophy of the game, and also in the code. The chunk format and renderer depend on that being true, in order to be efficient. Each grid position is only capable of storing a block ID and 4 bits of metadata. Block IDs can technically range from 0 to 4095, but in vanilla, they only go up to 255, and there are item IDs in the 255-4095 range. Metadata can only range from 0 to 15. Increasing any of these values would cause the size of worlds to increase proportionally. Blocks that require extra data (tile entities, such as chests) store that extra information separately, to prevent bloating the block array.

    From a gameplay perspective, blocks on a grid make it easy to understand a structure completely, and to replicate it. There's a limited amount of possible variation within a given space, and it's interesting to explore what can be created under those limitations.

    I'd suggest that if you want smaller block sizes in Minecraft, you don't really want to play Minecraft at all, but instead a similar game in the same genre. Those are rather limited, because it was Minecraft that made them popular (though it certainly wasn't the first creative sandbox game). You may want to look into something like TUG, rather than fighting for such a deep change in the nature of Minecraft that you're unlikely to get.
    Posted in: Suggestions
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Hah! I did that a while back, when I was testing Buildcraft Obsidian Pipes. I think I had a 9x9 array of Igneous Extruders outputting into an array of droppers facing downwards, and built my first comparator clock to trigger them all simultaneously, as fast as possible. There must have been gaps in between for the redstone, so it wasn't 81 of each, but it sure could make a nice pile of cobblestone very quickly.

    Just out of curiosity, why do you want it to drop them on the ground?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Anyone have any suggestions on automating the cyclic assembler while using complex recipes? When the recipe only uses one type of item (e.g. chests), you can just hook up a duct on the input side to fill the cyclic assembler's inventory with that one item, and have another duct on the output side to take the crafted item away. But with any recipe that uses more than one kind of input, such as pumpkin pie (egg, sugar, pumpkin), unless your item generation rates are perfectly even, you're eventually going to use up all of one item, fill up the cyclic assembler's inventory with the others, and production will come to a halt.

    I can't even find any discussion on how to solve this, so either I'm searching for the wrong things, it's obvious to everyone but me, or it's not something people try to do with it, even though that seems to me like the intended purpose of such a thing.

    I mean, I think I could probably rig up some hideous mess with hoppers or droppers and some redstone to even out distribution, but it would seem like kind of a kludge in the middle of the system. I'd have itemducts running from the individual farms, into some vanilla stuff to act as a buffer, then have another more ducts to pull it out and transfer to the cyclic assembler.

    Round-robin mode for the itemducts does basically the opposite of what I'm looking for. Instead of evenly distributing items to multiple processors (e.g. ores to pulverizers), I want to evenly pull items from multiple sources.

    Is there currently an elegant way to do this? Could this be a desirable addition to ducts, cyclic assemblers, or some other block?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Quote from skyqula

    Crazy question, but is anny if the materials supposed to go in an inventory that happens to be full? And when it "eats" items, does the output connection "turn red"?

    No, none of the inventories are full, and the ducts are not stuffed. Items are getting deleted when crossing chunk boundaries. It's probably related to chunkloaders. See ticket 673 on the bugtracker.
    Posted in: Minecraft Mods
  • 2

    posted a message on Waypoints
    I'm glad I dug through the 50+ pages of threads necessary to find this one. I'm surprised it hasn't gotten more attention. It very neatly solves the problem of long-distance transportation in Minecraft in a way that:
    • is neither cost-prohibitive nor trivial
    • supplements Minecraft transportation where it is lacking, without removing the need for other forms of transportation
    • does not operate as a global escape mechanism
    • is elegant and user-friendly
    There are plenty of other teleportation mods out there, but most of them are cumbersome, either teleporting the user between two linked points, necessitating the creation of hubs or chains, or teleporting the user from anywhere to a pre-set location using an item, which means travelling between a variety of points involves a lot of item management. Some even link points in a circular fashion, meaning the more destinations you have, the longer it takes to get from a specific one to another specific one.

    This mod allows for rapid travel between any number of established points, from any one to any other, but new users must find those points. I think this is one of the best features, because it makes it convenient to move around a large, developed world, without removing the need for people to explore that world first. Since each user has to discover the waypoints for themselves, and can remove items from their personal list, it allows each user to create as many waypoints as they like, without cluttering up the lists of other players.

    I congratulate the author on taking something that worked well in another game (Diablo), and adapting it so well to the Minecraft world and gameplay.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0
    Alright, itemducts are definitely eating stuff I put through them at random. I've got a small sorting system set up, and occasionally I'll dump some stuff in my sorting chest, the itemduct will pull it out, and none of it will ever arrive in any of the other chests. I have to break and replace some of the ducts to make it start working again. I've been using opaque ducts, but just switched to clear ones in hopes of figuring out what's going on. I'll have to try to narrow it down, but it sure is scary to dump stuff in without being sure that it's not all just going to disappear.
    Posted in: Minecraft Mods
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