Reika.... can we haz craftable survival mode 'Magic Wand' plz?
It can be disabled by default in configs and even with 10/100/1000 uses (maybe even in tiers? :O) it would still be worth it. Of course player's wouldn't get drops, it's just for building the massive underground bases of player's dreams without having to install BC for a quarry or something like that.
Realism factor could come from the fact that there exist bridges of light and borers of sonic, and that who the hell knows how a minecraft player can hold 640m*3 of gold ore in a single inventory without being crush-edd by all the weight.
Yeah it was from my own in-development mod. Looking at your CaveControl code it's basically the same thing but formatted completely differently which of course makes it seem different.
My suggestion still stands though, which is that wherever you call the function to generateOre(mininimumSize, maximumSize, minY, maxY, etc.) to try putting
if(!world.isRemote)
in front of it, which basically says to only do it server side and not client side. Again, completely a shot in the dark but is my two cents.
Edit:
Just read your edit and ah, okay too bad that it won't work. Hope you find the solution, regards.
Just shooting in the dark here Reika, but depending on your world genning method (there are like 500 different ways people do this) you could maybe change the code from the class:
@Override
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
switch (world.provider.dimensionId) {
case 0: GenerateOverworld(random, chunkX * 16, chunkZ * 16, world); break;
case 1: GenerateEnd(random, chunkX * 16, chunkZ * 16, world); break;
case -1: GenerateNether(random, chunkX * 16, chunkZ * 16, world); break;
}
}
private void GenerateNether(Random random, int x, int z, World world) {
}
private void GenerateEnd(Random random, int x, int z, World world) {
}
/**
*
* This method adds our block to the world.
* It randomizes the coordinates, and does that as many times, as defined in spawnChance.
* Then it gives all the params to WorldGenMinable, which handles the replacing of the ores for us.
*
* @param block The block you want to spawn
* @param world The world
* @param random The Random
* @param blockXPos the blockXpos of a chunk
* @param blockZPos the blockZpos of a chunk
* @param minVeinSize min vein
* @param maxVeinSize max vein
* @param chancesToSpawn the chance to spawn. Usually around 2
* @param minY lowest point to spawn
* @param maxY highest point to spawn
*/
public void addOreSpawn(Block block, World world, Random random, int blockXPos, int blockZPos, int minVeinSize, int maxVeinSize, int chancesToSpawn, int minY, int maxY )
{
WorldGenMinable minable = new WorldGenMinable(block, (minVeinSize + random.nextInt(maxVeinSize - minVeinSize)), Blocks.stone);
for(int i = 0; i < chancesToSpawn; i++)
{
int posX = blockXPos + random.nextInt(16);
int posY = minY + random.nextInt(maxY - minY);
int posZ = blockZPos + random.nextInt(16);
minable.generate(world, random, posX, posY, posZ);
}
}
private void GenerateOverworld(Random random, int x, int z, World world) {
this.addOreSpawn(powerfulBases.powerfulBasesBlocks.getBlock(0), world, random, x, z, 10, 15, 1, 0, 16);
}
hey reika, just want to thank you for all the time you've invested in your mods. i know you dont support 1.6 anymore, but i really enjoyed my world there and thanks to you it became just that much more super frickin awesome. your boring machine is anything but boring, its revolutionary.
quitting minecraft - again, and i'll be deleting my mojang account - again, but first i wanted to let you know how much i appreciate your hard work. best of luck on 1.7.
Really sorry you're having this much trouble on this stupid gradle BS. I tried using it myself and wanted to pull my hair out. I didn't even know where to start. Forge is gunna eff themselves hard if they can't get a LOT of support out for the modders of big mods like yourself.
You may or may have not tried it already, but I would suggest trying to contact big name modders like AlgorithmX2 and King Lemming who have been working with 1.7 for a while now and might be able to offer some insight to your problem.
If my hate of it wasn't clear before - **** forge gradle.
Edit; Thanks Reika, udabomb! Best of luck, and know you got our full support!
Reika! Man you should be just relaxing and taking a long break to celebrate the end of 1.6.4. You deserve it after all the hard work in the mod and questions on the forums you've answered. You Rock!
not sure if it's been brought up already but can't the fact that your pipes have infinite storage capacity be abused so that players don't need to store any liquids they can just use a tesseract and a pipe
*cry* Well I guess it isn't all bad, I'll just stock up on ethanol crystals and HSLA steel before updating from the FTB version.
On a side note, the change log is pretty huge for v25. If you don't mind us asking, what do you mainly balance rotarycraft around? Like you used to use boring machines to get bedrock, and now they can't anymore, or hydro's needing far more lubricant, etc.
Sorry if it's already been asked/answered, but any word on if magnetizing units (magnetizers?) will get a buff in v25 when magnetizing tier 2 upgrades for magnetostatics? Or if the microtesla count will be lowered by any?
And this is why I refuse dependencies and add my own version of everything, even if it is inferior to alternatives in other mods (like my pipes vs liquid pipes in applications other than extreme volume).
*cough* can't wait for you to absorb some of AE's functionality in 1.7 tho. I think I might gag if I can't autocraft
A story some people might like (can be found in text here)
I am also apparently a time traveler, given that edit timestamp.
That actually is really pretty fricking cool. I took java 1 & 2 in highschool and have always been fascinated by programming, so I will probably be trying to start modding soon lol.
My dream is to create an ultra-end game mod. The scale would be huge, by comparison your own fusion reactor and world setup would be considered, mid-game. An end game setup with machines using something crazy like 10,000 water blocks/tick (equivalent to 10 million liters btw). Machines that require regular maintenance and actually dangerous mobs that you always have to be careful to avoid no matter how much armor you have.
Tis' all just a fantasy and may never become, but I can dream about it at least lol.
0
It can be disabled by default in configs and even with 10/100/1000 uses (maybe even in tiers? :O) it would still be worth it. Of course player's wouldn't get drops, it's just for building the massive underground bases of player's dreams without having to install BC for a quarry or something like that.
Realism factor could come from the fact that there exist bridges of light and borers of sonic, and that who the hell knows how a minecraft player can hold 640m*3 of gold ore in a single inventory without being crush-edd by all the weight.
Please!
0
My suggestion still stands though, which is that wherever you call the function to generateOre(mininimumSize, maximumSize, minY, maxY, etc.) to try putting
if(!world.isRemote)
in front of it, which basically says to only do it server side and not client side. Again, completely a shot in the dark but is my two cents.
Edit:
Just read your edit and ah, okay too bad that it won't work. Hope you find the solution, regards.
0
@Override
public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
switch (world.provider.dimensionId) {
case 0: GenerateOverworld(random, chunkX * 16, chunkZ * 16, world); break;
case 1: GenerateEnd(random, chunkX * 16, chunkZ * 16, world); break;
case -1: GenerateNether(random, chunkX * 16, chunkZ * 16, world); break;
}
}
private void GenerateNether(Random random, int x, int z, World world) {
}
private void GenerateEnd(Random random, int x, int z, World world) {
}
/**
*
* This method adds our block to the world.
* It randomizes the coordinates, and does that as many times, as defined in spawnChance.
* Then it gives all the params to WorldGenMinable, which handles the replacing of the ores for us.
*
* @param block The block you want to spawn
* @param world The world
* @param random The Random
* @param blockXPos the blockXpos of a chunk
* @param blockZPos the blockZpos of a chunk
* @param minVeinSize min vein
* @param maxVeinSize max vein
* @param chancesToSpawn the chance to spawn. Usually around 2
* @param minY lowest point to spawn
* @param maxY highest point to spawn
*/
public void addOreSpawn(Block block, World world, Random random, int blockXPos, int blockZPos, int minVeinSize, int maxVeinSize, int chancesToSpawn, int minY, int maxY )
{
WorldGenMinable minable = new WorldGenMinable(block, (minVeinSize + random.nextInt(maxVeinSize - minVeinSize)), Blocks.stone);
for(int i = 0; i < chancesToSpawn; i++)
{
int posX = blockXPos + random.nextInt(16);
int posY = minY + random.nextInt(maxY - minY);
int posZ = blockZPos + random.nextInt(16);
minable.generate(world, random, posX, posY, posZ);
}
}
private void GenerateOverworld(Random random, int x, int z, World world) {
this.addOreSpawn(powerfulBases.powerfulBasesBlocks.getBlock(0), world, random, x, z, 10, 15, 1, 0, 16);
}
at this point
this.addOreSpawn(powerfulBases.powerfulBasesBlocks.getBlock(0), world, random, x, z, 10, 15, 1, 0, 16);
if(!world.isRemote)
this.addOreSpawn(powerfulBases.powerfulBasesBlocks.getBlock(0), world, random, x, z, 10, 15, 1, 0, 16);
0
0
quitting minecraft - again, and i'll be deleting my mojang account - again, but first i wanted to let you know how much i appreciate your hard work. best of luck on 1.7.
0
You may or may have not tried it already, but I would suggest trying to contact big name modders like AlgorithmX2 and King Lemming who have been working with 1.7 for a while now and might be able to offer some insight to your problem.
If my hate of it wasn't clear before - **** forge gradle.
Edit; Thanks Reika, udabomb! Best of luck, and know you got our full support!
0
0
0
*cry* Well I guess it isn't all bad, I'll just stock up on ethanol crystals and HSLA steel before updating from the FTB version.
On a side note, the change log is pretty huge for v25. If you don't mind us asking, what do you mainly balance rotarycraft around? Like you used to use boring machines to get bedrock, and now they can't anymore, or hydro's needing far more lubricant, etc.
0
0
*cough* can't wait for you to absorb some of AE's functionality in 1.7 tho. I think I might gag if I can't autocraft
0
That actually is really pretty fricking cool. I took java 1 & 2 in highschool and have always been fascinated by programming, so I will probably be trying to start modding soon lol.
My dream is to create an ultra-end game mod. The scale would be huge, by comparison your own fusion reactor and world setup would be considered, mid-game. An end game setup with machines using something crazy like 10,000 water blocks/tick (equivalent to 10 million liters btw). Machines that require regular maintenance and actually dangerous mobs that you always have to be careful to avoid no matter how much armor you have.
Tis' all just a fantasy and may never become, but I can dream about it at least lol.
0
Lulz, I thought it was the RF powered jet pack. O-darn again xD
0
Yeah, messed up on that one.
I saw a High-Pressure turbine build tutorial and immediately thought it was a large multi-block gas turbine. O-darn. :/
0
Oh sh*t! You are gunna make people soooooo flippin happy with dat one!
Btw, glad to see multi-block Gas generators finally made it to fruition. That'll be fun to play around with xD