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Last active Sat, Feb, 14 2015 18:28:09
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Aug 27, 2013Posted in: General Gaming
It took a long time, but I've done it. Blooprent is all wrapped up, and ready to go. 'Version one' has been uploaded for the public to enjoy.
Blooprent features over thirty different levels to challenge you, twenty-nine different entities to play around with, and a full featured level editor that allows you to upload your level for others to play without ever having to leave the game. In Blooprent, you are graded on your performance according to how many entities you used, how many dots you lost, and the time it took for the dots to reach the goal. The concept is simple and fun.
Blooprent is completely free, give it a try! If you enjoy it and would like to fund future indie game development feel free to donate. If I receive a significant amount of donations I'll put together a free expansion pack with new features and levels as a way to thank those who have supported me.
Any feedback you have would be great to hear, spreading the word would be great too
Aug 27, 2013Posted in: Minecraft ModsQuote from Radlo42
Basically, I put it in order: modloader first, finiteliquid second, then forge
Finite Liquid is incompatible with forge at the moment.
Quote from pvt. Pirate
I'm posting this to all "water physics mods":
for the goal of having rainwater and evaporation equaling eachother, you could script a counter for evaporated (or used up by plants) water per chunk and let it rain whenever a certain value is reached within the majority of loaded chunks. that way the world shouldnt go completely dry or flooded.
3 chunks loaded
summed up EvaporationTotal=97 divided by the amount of active chunks = 32.333
it will rain and count the created water, until EvaporationTotal=RainTotal, then stop and start evaporating again.
it cant rain in unloaded chunks, so this solves many possible issues.
maybe it would have to restart this calculation whenever a new chunk gets loaded or unloaded, maybe just have it decrease the EvaporationCounter for every fallen amount of rain immediately so it actually can recalculate when the loaded chunks change.
I actually had rain water tied to evaporation at one point. I think I lost the feature during the porting process. That's a pretty good idea and way to go about it by the way :]
Now that I've finished and released my first game, porting finite liquid is my current priority.
I don't know exactly when I'll have it done, as college has started back up. But I'll make as much progress as I can.
In the meantime, you can download Blooprent for free
I want to get it out to the masses.
Click here to learn more about it.
Aug 15, 2013Hey guys,Posted in: Requests / Ideas For Mods
So I'd love to see the Spider Queen working again as well. Trust me, I'm a fan too.
I just haven't had the time to do it myself, and porting it at this point is going to be a gigantic task.
I wish you guys the best of luck.
Any modifications to the Spider Queen should link to the original website wherever they are posted.
I'm willing to keep the links on my website up to date if anyone is willing to keep the mod up to date.
The Spider Queen concept and artwork was created by Pullahoko.
The code was written by djoslin
Edit-- I believe that the mod actually belongs to Pullahoko. He might have some additional restrictions in mind, but I'm sure he'd love to see it revived.
Jul 14, 2013Posted in: Minecraft ModsQuote from JoshzPruitt
I got an error that I can safely say that I've never seen before
--- BEGIN ERROR REPORT b455b1cc --------
Generated 7/14/13 3:03 PM
-- System Details --
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_13, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 131543512 bytes (125 MB) / 161546240 bytes (154 MB) up to 1398145024 bytes (1333 MB)
JVM Flags: 1 total; -Xmx1500M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: TileEntityDJPacket, TileEntityFSpecial, BaseMod, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 1
java.lang.IllegalArgumentException: URI is not hierarchical
at java.io.File.<init>(Unknown Source)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 8546190b ----------
Hmm, that is really strange. For a second I thought URI might be related to URL, and therefore could have been my update system. But after doing some googling it seems that the error you posted happens when trying to access files inside of a jar. In which case, my code works the same way as the rest. I'd try reinstalling and see what happens.
Jul 13, 2013Posted in: Minecraft ModsQuote from BemaJinn
Spotlight in a minute!
That's a great video. Thanks for the spotlight!
Quote from Bublme
Why did you make it work with modloader and not with forge? Otherwise, great mod.
FiniteLiquid was created first. I've attempted porting FiniteLiquid to ModLoaderMP, Bukkit, Forge, and another thing that I forget the name of.
Quote from JT`
FiniteWater has existed since long before Forge existed.
Last I checked, nope. But I checked a very, very long time ago.
Because the existing "source water" must remain so to avoid grinding your computer to a halt. Imagine trying to figure out how to handle "the edge of the world" -- where the system hasn't loaded any terrain yet -- and processing water flow there. Obviously the only proper solution is either to create infinite water or to load the additional terrain. When you begin to imagine trying to load the thousands upon thousands of chunks in an ocean... well... that's why the infinite water remains. ;-)
That said, I could foresee a configuration flag similar to Thaumcraft 3's that allows "regeneration" on existing worlds to allow you to scan for old water exactly as if it were being created on the fly, using the same rules that DJoslin already applies: if it's small enough, it would be converted into finite water. This would however require a lot of work, since it would need FiniteWater to save a flag for every. single. chunk. to know whether it has generated it or not.
This guy knows what's up.
Quote from NameDollars
No 1.6 version yet? I'll wait.
Not yet, I tried earlier this week and failed.
I'll be doing my best to port this mod next week. I've also been contacted by a few people that have offered to port it to Forge. If done correctly, I should be able to upkeep it from there. I'll let you guys know what happens.
In the meantime, I'm giving away 40 free copies of my game Blooprent. I'm very close to finished with it.
I've also uploaded a new video for my other game .
Sorry for the shift in focus, I'll try to update my Minecraft stuff soon.
Jun 7, 2013Posted in: Minecraft ModsQuote from Biscuit0912
Hey, me again. You may not remember me, but I pop in once an update... Just examined the work, and it seems to be pretty stable... I already got a head start on my Palace de Agua. (with a very functioning and highly complex [and annoying] plumbing system!)
As stated before ( way before this message ) let me know in a PM or some form of reply when multiplayer is functioning and useable!
With high hopes and regards, bisc.
I'm gald that this version has become pretty stable.
Trust me, I'd love to have SMP support and Forge support. It just isn't an easy task to accomplish. I'll try to get back into learning Forge again soon, it's just frustrating when I've already wasted so much time on it without being able to get a Forge compatible version out of it.
If anyone has experience in porting ModLoader mods to Forge and wants to help me out here, PM me please.
Jun 3, 2013Posted in: Minecraft ModsQuote from Nadaur
Hey Djoslin! Could you please update Vertical Redstone next? cause I really need it! Thanks in advance!
That would be the next one that I'll try to update. But unfortunately the code for redstone has changed significantly even though it appears to have no actual effect on the game. This will force me to rewrite it from scratch, something I'm not too excited to do as I have already written it 3 times before. So I'm not sure when it will happen to be honest
Jun 3, 2013Well if someone wants to offer help in porting it to Forge that would be great.Posted in: Minecraft Mods
At the moment, I'm way too frustrated to figure it out again. I set up everything like I did before, spent hours porting it, and ended up with a mod that wouldn't load. I don't know why it won't load, and the documentation for Forge is scattered and hasn't been too helpful so far. I just don't want to dedicate a whole week or more to figuring out the quirks. If someone can port it Forge properly, I'm sure I'd be able to upkeep it from there.
You guys have to understand, I've been porting these mods for like two years now. It wears you out, especially when you haven't even played Minecraft in a long time. I got used to the process so I can continue to port this way, but it is a lot to ask for me to learn an entirely new framework in my spare time for free.
Jun 3, 2013Updated!Posted in: Minecraft Mods
Unfortunately I had to drop Forge support. I did all the work to port it twice, both to ModLoader and Forge. But no matter what I did the Forge version kept crashing. I just don't have the patience to figure it out, I've ported this mod so many times I'm completely tired of the process.
But I'll keep the main version up to date when I get the time. Enjoy!
Jun 2, 2013Posted in: Minecraft ModsQuote from OGNaes
Hey DJoslin! I think your InstaWire Mod is awesome, thank you for making redstone circuits a lot easier!But I found a bug and I wonder if anybody has been confronting you about that...The AND-gate has only a one-time use! It works like it should only for one time, after one of the inputs is set to 'off' and back 'on' again, the output will not trigger to 'on' anymore! Even replacing with a new and-gate doesnt fix it. Also replacing with other in-/output directions does't work...Any clue or trick to make it work?It turned out that all gates have this problem!!
Hmm, I haven't been able to get this to happen, let me know if it's still a problem in the new release.
Quote from Asphyxious
I have a good new for you, I separate the Djoslin'sModTexture from my TexturePack,
you can post this link in your thread if you want...
Oh that's cool, those are some nice textures.
Be sure to link to my website, and credit me, wherever you post these. Good work though!
Good news, I've updated a bunch of mods.I'm gonna start working on FiniteLiquid tomorrow.
Also, I'm giving away copies of Blooprent. There are still a few free copies left if you want one.
Or you could donate any amount of money to get a copy as well.
Expect more stuff soon
Jun 1, 2013I totally forgot about this topic, bump. So much stuff has been added and changed.Posted in: General Gaming
New music, new graphics, new menus, new GUI, more optimized, etc.
Click here for news.
Post here for a free copy (while they're still around)
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