I love how the acacia desk looks I love the acacia furniture can you add something tht can restore armour and uses of other materials and wwhat is the printer used for ? and how do you use it ?
Hello! I've made a modpack with one (or more) of your mods. It's called Hekkit and its goal is to combine machinery with adventuring. The topic can be found here.
The Meaning of Life, the Universe, and Everything.
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12/15/2013
Posts:
52
Member Details
As fun as this mod is currently, I am crazy excited to see what you have coming down the pipe next. Keep making it great. And it's great fun to watch the Mindcrack guys use it in Attack of the B-team
So, I LOVE this mod. I'm a huge fan of having furniture in game, and especially functional furniture.
However, I'm also a fan of TerraFirmaCraft, and the way it makes the game more difficult and makes resource aquisition more . . . verismilitudious, for lack of a smaller word.
I'm not very experienced with modding, but I'd love to learn how to create a compatibility patch for this mod and TerraFirmaCraft. I would greatly appreciate any help towards that. From what I can see, the main issue is with crafting recipes, as TFC eliminates certain blocks.
@vp21ct, a mod called Minetweaker can be used to change recipes if that's all that needs to be done. It's more of a kludge than a real solution, but it works.
Very nice mod. Here are some suggestions on improvements:
--- snipt ---
Edit - nice features from other posts:[list][list]
[/list]
You really should learn some forum manners (or is that etiquette), You have only made 4 post and then you say "very nice mod", and proceed to slam it by coming up with a large list of suggestions for improvements.
A number of which are already available in the mod if you had bothered to experiment with it a little. I'm not a "coder" but I've talked to enough of them to know that some of what you are asking isn't the easiest thing to do.
Combined that with some of the things Nuchaz has already stated in previous post (which you obviously haven't read), you wouldn't have made over 2/3's of the "suggestiions you made.
oh yea
Nuchaz:
I think I've already said this before but if not
GREAT MOD, I use about 70% of your items in my main base and i'm still experimenting with them so haven't tried the rest yet. Keep up the good work man.
List tags are malformed.
Thanks everyone! I've been real busy on the next feature set. I've got most all of what I wanted to do implemented and now just down to some localization stuff, a hand full of bugs and some smaller tweaks/adjustments. I'll be putting up the new localizations on my github as soon as I finish them with at least a week in advance of the release. I'll make an official announcement on my website at that time with a few teaser screenshots. I'm as anxious as anyone to get this stuff done because I wants to play with it too!
Hi, me again. I've been busy, but I'm back with what you requested!
Crash Report's under the cut!
Time: 4/22/14 9:50 PM
Description: Initializing game
java.lang.StringIndexOutOfBoundsException: String index out of range: -1
at java.lang.String.substring(Unknown Source)
at net.minecraftforge.common.Configuration.load(Configuration.java:599)
at net.minecraftforge.common.Configuration.(Configuration.java:100)
at jds.bibliocraft.Config.init(Config.java:90)
at jds.bibliocraft.BiblioCraft.preInit(BiblioCraft.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.String.substring(Unknown Source)
at net.minecraftforge.common.Configuration.load(Configuration.java:599)
at net.minecraftforge.common.Configuration.(Configuration.java:100)
at jds.bibliocraft.Config.init(Config.java:90)
at jds.bibliocraft.BiblioCraft.preInit(BiblioCraft.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:520)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 249372776 bytes (237 MB) / 422576128 bytes (403 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.35.938 Minecraft Forge 9.11.1.938 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.35.938} [Forge Mod Loader] (minecraftforge-9.11.1.938.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.938} [Minecraft Forge] (minecraftforge-9.11.1.938.jar) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.5.5} [BiblioCraft] (BiblioCraft[v1.5.5].zip) Unloaded->Constructed->Errored
Launched Version: 1.6.4-Forge9.11.1.938
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 7560D GL version 4.2.12422 Compatibility Profile Context 13.152.1.1000, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (UK)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Thanks again for the help!
Sorry for the somewhat late response here, been really busy lately. But anyway, it looks like there must be something wrong in the config file. I would recommend deleting it and letting it regenerate itself. That should fix the problem. Let me know if it doesn't and post a fresh crash log and I'll investigate further.
Im making an adventure map, and ive got bibliocraft installed on my client. the map now wont load without biblocraft being there, even though there's no item from the mod in the map. I dont want people to have to download biblocraft just to run a map with nothing bibliocraft in it. How do I get the map to work without the mod installed?
Unforchantly, this is a newer "feature" of forge. I'm not sure if there is a way to disable the checks forge does for other mods on loading. In a way it helps prevent accidental loading of a world that was saved with a certain mod so you can't accidentally mess up a world with mod stuff, but then situations like this it is a little troublesome. It is possibly there was serious issues with loading a world saved with a mod when that mod wasn't present so they added this kind of road block to prevent worlds from just being corrupted or something.
I'm just guessing here, but maybe running your world through MCEdit and saving it out could fix it?, That might be worth trying anyway.
I saw your disclaimer about the languages available for your mod. I notices that some are not up to date with your latest release. I made a google spreadsheet to facilitate the translation of a mod. I just made it public so other people can use it and I tought you might appreciate it.
If you want, I can help you for the initial setup of the file to have sheets for your main mod and for the addons.
If you are interested, let me know.
As I saw that you will be working on updating your addons in the near future, I am wondering if you are open to create an addon for different mod. I play Terrafirmacraft and I would love (as many other TFC players) to have access to Bibliocraft storage. TFC is a complete rewrite of MC and we do net even have vanilla wood... instead we have 17 different colors of wood. Someone is working on a 1.7 port of the mod so there is plenty of time to plan the addon if you decide to do it.
Interesting spreadsheet idea. I'll have to check it out sometime. The github approach does work quite well from my end, but there is only a handful of folks who do keep languages updated. I think maybe sometimes I just need to get the word out there better when I need new translations.
As far as TFC, I am a fan of that mod as well and do really enjoy playing it. Someone else asked about this as well and I'm going to respond in a little more detail down below, so scroll down and you should see more of my thoughts on this.
the website isn't working anymore for me,I got this : Error establishing a database connection
I hope it'll be fixed soon
Yeah, this is an issue I've been having off and on for the last couple of months. I found out is what is happening is my server is running out of memory (only 1gb on my VPS) and linux tries to be smart and clean up memory usage by closing the mysql database. Doh! I pretty much have to restart the server at that point and everything is fine. I'll likely update to the 2gb memory version server sometime in the near future.
It would be nice if for now linux could just auto-restart when it runs out of memory, then the site would only be down for about 2 min. As it is right now, I have to manually restart it and if it goes down right after I goto bed (like it did the other day) then it's not until I wake up the next day that it gets fixed. I'm pretty much a newbie at linux, but i think I've gotten by pretty good and I keep learning as I go.
I'm looking for a glass table where part of the center is transparent. I build multistory buildings with glass skylights running from top to bottom to let in light. The table should cover the skylight zone but still let light through. Is this feasible?
I think, technically since all my blocks are custom models, they let light through as they are. Even a table with a tablecloth and all will let light through.
I might experiment more with transparent colored glass stuff (for looks) after my next big release. I think I kind of figured out a way to do transparency pretty easily with my custom models (though I haven't really tested this yet, just going off some stuff I figured out when rendering in a gui). I will admit though, colored glass tables would be kind of cool.
Multiblock versions of: Bookcase x2, Potion Shelf x2, Tool Rack x2-x4, Wooden Label x2, Desk x2, Printing Press x2, Seat x2-x4 (sofa), (maybe only have the large version), Signs x2-2x4 (vanilla).
Change between multiblock/singleblock version with screw gun tool (or some other tool). Should work on Tables too.
Alternative style of: Desk (2 whide legs - default, 4 legs), Table (1 middle leg, 2 whide legs - default, 4 legs), Seats (1 middle leg, 4 slanting legs - default, 4 straigt legs).
Jar should be able to show some other items (but only one at a time).
New item like: Candle - without support, Candlestick - gold/metal with 1-3 candles, Candelabra - gold/metal with 5 candles, Chandeliers - chrystal+gold/metal with 7 candles, Stool (seat without whool, where a multiblock makes a bench), Wall cloth (carpets hanging on walls), metal rod (that you can set a lamp on/under - example haning down lamp from roof), Book Stand (displaying one opened book), Bookend item (able to insert into Bookcase), Globe (wood - maybe squared instead of round?), Movable ladder.
Book stack: Be able to place books in a ever growing stack on another block (up to 16 per pile, up to 3 piles).
Book color: Be able to change the cover color of a book - old version variants?
Advanced books: Better book features like in some other mods, with images, clickable page links and so on.
Show correct color of book in Bookcases, and Desks.
Edit - nice features from other posts:
Glass table (with or withour wood/metal border).
Wood pedistal you can place lamps on.
Horisontal Tool Rack.
Thanks for the suggestions. Some of this stuff are things I have been working on or have wanted to do anyway and you may find some in my next release.
It's worth mentioning seats can already be multiblock structures. You use the screw gun and sneak-click a seat, then sneak-click an adjacent seat you want to connect. Two of the back styles will automatically connect as well. You can connect up to all 4 sides to adjacent seats with no limits on how many you can connect together.
Book colors is something I've thought about doing for a long time, at least on bookcases and desks so it is easier to tell what kind of book you are looking at, but it is quite a technical challenge so I can't say I'll ever be able to make this happen. Being the only person working on this mod I try to invest my time best I can so that I maximize the fun to time investment ratio. At the end of the day, I just work on what I am most excited about at the time.
I'll keep some of the ideas in mind though and let them steep awhile and see what happens. I've actually already implemented a low-tech screw gun that will be in the next release. Functionally is it the exact same item, just with a different icon and different, appropriate sounds.
I love how the acacia desk looks I love the acacia furniture can you add something tht can restore armour and uses of other materials and wwhat is the printer used for ? and how do you use it ?
Restore armor? Doesn't the anvil already handle that quite well?
The printer is used in conjunction with the typesetting table to copy books. Both signed vanilla books and enchanted books (as a level cost). While it is true that now it is way easy to copy books in vanilla (thanks for stealing my thunder vanilla 1.7! ) there are certain advantages to using a typesetting table / printer combo such as enchanted book support, written books are saved to your folder as files you can open and edit in wordpad/notepad++ or another text editing program and then copy and share with friends on servers or in other games or whatever. In singleplayer you access the same list of books from any world, so it is also an easy way to transfer books between worlds. Plus it saves you a feather over the vanilla method. I plan to expand support for other types of books sometime in the future as well.
As fun as this mod is currently, I am crazy excited to see what you have coming down the pipe next. Keep making it great. And it's great fun to watch the Mindcrack guys use it in Attack of the B-team
Thanks :D, I know there is some stuff in this next version I am working on that is going to really please some folks. I'm quite anxious to "spill the beans" on it all, but I want to wait until I have some good screenshots and stuff to go along with it. That said, I have snuck out preview pics of a couple of new features on my twitter account. I haven't really advertised or shared links to that account, mainly because I rarely post anything on it, but it seems like more and more folks are finding it so I put a couple sneak peeks on there. I probably should just post a link, but I do find it amusing that people are just finding me on their own so I think I'll leave it up to you or anyone else to have to turn to google to find it, at least for now.
A proper set of preview pics and stuff will be posted on my website, www.bibliocraftmod.com, when stuff is more ready, so keep an eye on that and hopefully it won't take me too much longer before I am ready to make that post.
So, I LOVE this mod. I'm a huge fan of having furniture in game, and especially functional furniture.
However, I'm also a fan of TerraFirmaCraft, and the way it makes the game more difficult and makes resource aquisition more . . . verismilitudious, for lack of a smaller word.
I'm not very experienced with modding, but I'd love to learn how to create a compatibility patch for this mod and TerraFirmaCraft. I would greatly appreciate any help towards that. From what I can see, the main issue is with crafting recipes, as TFC eliminates certain blocks.
I too am a fan of TFC and awhile back I did get started on a TFC addon. The recipe situation made things quite difficult though. At the time, the API for TFC was only working for blocks and not items (or it was the other way around, I forget) so I had to hard code ID's for recipes. I also felt like some things really deserved to be more in the nature of TFC and have plans for the anvil and that kind of good stuff. I have a full set of textures made for most of my stuff for TFC too, but the main issue was with getting recipes to all work and seem fair. Some of my stuff is built on the idea of how easy it is to get some of the stuff in minecraft, but TFC changes everything so a lot had to be rethunk in terms of recipes.
I would like to get back to this eventually. I would like to see TFC update to the minecraft 1.7.x branch too, since that is kind of where all my development is happening now. I don't really want to release a half finished 1.6.x version that I started and never finished. As far as adding a compatibility layer yourself, since I don't have an API or anything, I don't really have an easy way for you to access my blocks and items to make recipes. One of those 3rd party mods that deal with recipe stuff as mentioned above might help at least make the current versions of bibliocraft more playable with TFC for now.
You really should learn some forum manners (or is that etiquette), You have only made 4 post and then you say "very nice mod", and proceed to slam it by coming up with a large list of suggestions for improvements.
A number of which are already available in the mod if you had bothered to experiment with it a little. I'm not a "coder" but I've talked to enough of them to know that some of what you are asking isn't the easiest thing to do.
Combined that with some of the things Nuchaz has already stated in previous post (which you obviously haven't read), you wouldn't have made over 2/3's of the "suggestiions you made.
oh yea
Nuchaz:
I think I've already said this before but if not
GREAT MOD, I use about 70% of your items in my main base and i'm still experimenting with them so haven't tried the rest yet. Keep up the good work man.
Thanks, glad you enjoy it so much.
No worries about EldRoos with all his suggestions. I definitely take it as a complement to see someone so excited as to put together such a list of suggestions. You are correct though in that some of it is technically very difficult and likely won't ever make the mod, but it is fun to think about none the less.
The evil side of me had an idea: Potion laced food. Using a potion (or most likely, a poison) on a plate of food will give the next person to eat from the plate the potion effect. Of course, this could be useful in other ways as well by using something like a speed or strength potion.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
The evil side of me had an idea: Potion laced food. Using a potion (or most likely, a poison) on a plate of food will give the next person to eat from the plate the potion effect. Of course, this could be useful in other ways as well by using something like a speed or strength potion.
actually have had that idea in my brain for a long time, the poison mod, basically would add a plant that lurks in forests and attacks/kills players who get too curious, each dinner that wanders near enough causes it to reproduce an extra block or two.
you'd have to fight it or something probably, well.. as much as you could fight a stationary bush, but it would make ranged attacks at you, and assuming you lived instead of feeding it would be able to harvest bush pieces so you could grow one where ever you want.
finally you'd be able to get fruit from the bushes somehow, i guess just right click or whatever, since if you're able to get close enough to do that, it's not gonna find you as a victim anyway.
from the berries, you'd grind them up into a sort of food additive that would allow you to poison other players food, the problem here was making it not insanely easy to detect poisoned food, so it couldn't have any metadata or anything else visible to players that might tip them off and would have to contaminate a whole stack when a single piece of poisoned food was added to it.
the poison though was, at least, i think the interesting part, it wouldn't be the "oh god why do i have a hunger debuff" sort, but something very much more subtle and easy to repeatedly ingest over moderate periods of time being unaware, until you finally have consumed a lethal dosage (fyi, the intent was to make how much of a dosage you add to anything up to the player poisoning food & their resources, anywhere from it would take literal years to be lethal to a single dose would kill you instantaneously) at which point you'd need treatment, more on that in a second.
always wanted it to be possible to have ways that you could find poison, but never safely and never 100% of the time, unless you were willing to risk a fatal dosage, in short if you think food is poisoned, have someone else try it first and observe the results would be the main way, also considered toasting as a mechanic as the phrase comes from the literal practice of putting a piece of bread into a glass of wine with the hope that it would absorb anything someone might want to harm you with.
figured toast should be able to absorb some, but not all of the poison and only not eating it would be able to nullify it entirely, lower the intensity and delivered dosage, for sure, definitely, but make the food safe, not a chance, just throw that stuff out.
treatment and well this may be a bit too grotesque/realistic for some, but i always thought that the cure for the poison wouldn't just be some magical pill you eat and poof you're safe, no, you'd need a stomach pump, the dosage of poison currently in your system and accumulated would determine how long another player would have to pump your stomach for to remove the poison from your body entirely and best of all, having your stomach pumped would force you to hold your breath the entire time and of course could in and of itself be a fatal procedure if administrated carelessly or just wrongly.
so there, yeah, nuchaz i'm sorry if this is a bit off topic, but i've had.... well.. i can't call that a design document by any stretch, but seeing what auric posted made me want to get it out in the open air and see if anyone wanted to pick it up as their project.
unfortunately, java and i are not friends, in fact, we're bitter enemies, i barely know how to script in one simplistic language and my attempts to learn only enrage, coding, i give up, there i said it, but at least now, the idea in it's entirety and with all the thought i put into making it a good gameplay system are out where maybe someone will make better use of them than i.
so yeah, believe it or not, that's not what i intended to post, i wanted to thank nuchaz for the tip off about his twitter and say that i really like what you showed in the teaser images, got a bit sidetracked on the way, hope you don't mind.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
A full error report has been saved to C:\Users\Administrador\AppData\Roaming\Ultimate\minecraft\crash-reports\crash-2014-05-01_07.52.06-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I wonder who lack the forum manners here . I did not make any requests, yes that could look bad. So what 4 posts? Jonied over a year ago here in this forum if you bothered to look. I have also played this mod for over a year. I go to this forum every other day and read, but I only write in the best mod threads.
I am a coder myself and make a living of it. I love when people give suggestions and ideas on improvements on my projects. Why should Nuchaz take offence of that? And he didn't - he thanked me for the suggestions, as you can read. Yes ok a few of my suggestions where already in the mod, but why could you have not just said that instead of this not so nice post and helped explaing it like Nuchaz did? Why is it an offence to miss something like this? I spent hours trying to find things an old library could have, just to help the developer. What have you done to help him if I may ask? Taking down on members here? Anyway, I just tried to help the dev and come up as many ideas as posible that would fit the theme of this mod. You missinterpet suggestions as if I don't like the mod. If I had not, I would not have bothered with this list. I hope we can be more friendly with eachother in the future. As a dev myself I know good projects can never be compleate or perfect - they can always be improved.
I also love TerraFirmaCraft - they should show themselves more on this forum. They have mentioned that they will make the mod for MC1.7 and it's removal of number Ids (but as they just recently released it for 1.6.4, it will take a while).
Glad you was not offended - was a bit worried with that other reply. Thank you for the explanation of the multiseat - I missed that. Yay for the lowtech tool.
Edit: Found your twitter - cool things coming .
I saw your post and under your icon it said 4 post, I also miss-read your profile and thought it said member since March 19 2014.
I have seen to many new people (who know nothing about coding or the work the coders have to put into a mod) "bad mouthing" mods in their first half dozen post, thought you where just another one. Sorry if I came off to strong, got caught at a bad time, and mistoke you for something else as I just explained. No hard feelings I hope.
As for suggestions to help the mods I follow I wait until I have a valid/reasonable suggestion, then I make them.
Edit - this was supposed to be 2 separate post
Nuchaz
Question for you.
Are the seats designed this way, or am I doing something wrong?
On some of the seats, when I combined them, I can't get the seat backs to merge..
Little confused here.
Edit -
Never mined, just spotted that only 2 styles of seat backs will connect together when joining seats, Never found this mentioned on your website, but noticed it in your response to EldRoos
I too am a fan of TFC and awhile back I did get started on a TFC addon. The recipe situation made things quite difficult though. At the time, the API for TFC was only working for blocks and not items (or it was the other way around, I forget) so I had to hard code ID's for recipes. I also felt like some things really deserved to be more in the nature of TFC and have plans for the anvil and that kind of good stuff. I have a full set of textures made for most of my stuff for TFC too, but the main issue was with getting recipes to all work and seem fair. Some of my stuff is built on the idea of how easy it is to get some of the stuff in minecraft, but TFC changes everything so a lot had to be rethunk in terms of recipes.
I would like to get back to this eventually. I would like to see TFC update to the minecraft 1.7.x branch too, since that is kind of where all my development is happening now. I don't really want to release a half finished 1.6.x version that I started and never finished. As far as adding a compatibility layer yourself, since I don't have an API or anything, I don't really have an easy way for you to access my blocks and items to make recipes. One of those 3rd party mods that deal with recipe stuff as mentioned above might help at least make the current versions of bibliocraft more playable with TFC for now.
For the recipe I could not tell how it work as I am not a coder, however, you can ask on irc on #tfcraft and many people involved can check with you, among others, Bioxx, Dunk, Kittychanley and Emris. If a change to TFC is required to make it easier for addons, I am sure that they can check what can be done.
Assuming you can use anything in recipes, you could change slabs by simgle planks and wool blocks by wool carpet or wool cloth. Right now there is only 1 color of wool cloth, but I can guarantee that if colored wool cloth is required for an addon you make, someone will send a pull request to add them in the game and Bioxx will accept it.
(see edit) I know for sure that one thing that would need to be done is to include the code to make your storage as TFC storage, so hot item stored in it would cool down and food would decay. For that, ask on irc and they can tell you about it. Other thant that I migh require some tweak, like allow alcohol in potion shelve (TFC also disable potion).
And of course, some Bibliocraft items are useless in TFC, as there is no enchantment for example. I also think that we do not have map and compass recipe withtout addon so the items related to maps would be hard to get.
As for the spreadsheet for translation, if you are interested, I can work on the initial setup for you and give you support if needed. Just PM me. If you want to host the file, just make a copy and send me the share link and I will work on it.
Edit
I asked on irc
about ID in recipe :
<Kittychanley> yeah, that was a long time ago
<Kittychanley> before there was a static list of IDs
TFC have "ticking" inventories so hot metal cool down and food decay.
<Kittychanley> if we leave it so the bibliocraft inventories don't tick, you can use them just as display without worrying about the food rotting away unless you take it out
<Kittychanley> if you put the hot ingot in the shelf, when you take it out, it will quickly make up for all of those lost ticks and cool to be the same temperature as if it was stored in your inventory the entire time
I have a problem with the typesseting table .
When I want to save a book that doesn't save it in versions 1.6.3,1.6.2 and 1.6.1 but in 1.6.0 that's work perfectly.
I want to know if there are a solution for this .
However, I'm also a fan of TerraFirmaCraft, and the way it makes the game more difficult and makes resource aquisition more . . . verismilitudious, for lack of a smaller word.
I'm not very experienced with modding, but I'd love to learn how to create a compatibility patch for this mod and TerraFirmaCraft. I would greatly appreciate any help towards that. From what I can see, the main issue is with crafting recipes, as TFC eliminates certain blocks.
You really should learn some forum manners (or is that etiquette), You have only made 4 post and then you say "very nice mod", and proceed to slam it by coming up with a large list of suggestions for improvements.
A number of which are already available in the mod if you had bothered to experiment with it a little. I'm not a "coder" but I've talked to enough of them to know that some of what you are asking isn't the easiest thing to do.
Combined that with some of the things Nuchaz has already stated in previous post (which you obviously haven't read), you wouldn't have made over 2/3's of the "suggestiions you made.
oh yea
Nuchaz:
I think I've already said this before but if not
GREAT MOD, I use about 70% of your items in my main base and i'm still experimenting with them so haven't tried the rest yet. Keep up the good work man.
List tags are malformed.
Sorry for the somewhat late response here, been really busy lately. But anyway, it looks like there must be something wrong in the config file. I would recommend deleting it and letting it regenerate itself. That should fix the problem. Let me know if it doesn't and post a fresh crash log and I'll investigate further.
Unforchantly, this is a newer "feature" of forge. I'm not sure if there is a way to disable the checks forge does for other mods on loading. In a way it helps prevent accidental loading of a world that was saved with a certain mod so you can't accidentally mess up a world with mod stuff, but then situations like this it is a little troublesome. It is possibly there was serious issues with loading a world saved with a mod when that mod wasn't present so they added this kind of road block to prevent worlds from just being corrupted or something.
I'm just guessing here, but maybe running your world through MCEdit and saving it out could fix it?, That might be worth trying anyway.
Interesting spreadsheet idea. I'll have to check it out sometime. The github approach does work quite well from my end, but there is only a handful of folks who do keep languages updated. I think maybe sometimes I just need to get the word out there better when I need new translations.
As far as TFC, I am a fan of that mod as well and do really enjoy playing it. Someone else asked about this as well and I'm going to respond in a little more detail down below, so scroll down and you should see more of my thoughts on this.
Yeah, this is an issue I've been having off and on for the last couple of months. I found out is what is happening is my server is running out of memory (only 1gb on my VPS) and linux tries to be smart and clean up memory usage by closing the mysql database. Doh! I pretty much have to restart the server at that point and everything is fine. I'll likely update to the 2gb memory version server sometime in the near future.
It would be nice if for now linux could just auto-restart when it runs out of memory, then the site would only be down for about 2 min. As it is right now, I have to manually restart it and if it goes down right after I goto bed (like it did the other day) then it's not until I wake up the next day that it gets fixed. I'm pretty much a newbie at linux, but i think I've gotten by pretty good and I keep learning as I go.
I think, technically since all my blocks are custom models, they let light through as they are. Even a table with a tablecloth and all will let light through.
I might experiment more with transparent colored glass stuff (for looks) after my next big release. I think I kind of figured out a way to do transparency pretty easily with my custom models (though I haven't really tested this yet, just going off some stuff I figured out when rendering in a gui). I will admit though, colored glass tables would be kind of cool.
Thanks for the suggestions. Some of this stuff are things I have been working on or have wanted to do anyway and you may find some in my next release.
It's worth mentioning seats can already be multiblock structures. You use the screw gun and sneak-click a seat, then sneak-click an adjacent seat you want to connect. Two of the back styles will automatically connect as well. You can connect up to all 4 sides to adjacent seats with no limits on how many you can connect together.
Book colors is something I've thought about doing for a long time, at least on bookcases and desks so it is easier to tell what kind of book you are looking at, but it is quite a technical challenge so I can't say I'll ever be able to make this happen. Being the only person working on this mod I try to invest my time best I can so that I maximize the fun to time investment ratio. At the end of the day, I just work on what I am most excited about at the time.
I'll keep some of the ideas in mind though and let them steep awhile and see what happens. I've actually already implemented a low-tech screw gun that will be in the next release. Functionally is it the exact same item, just with a different icon and different, appropriate sounds.
Restore armor? Doesn't the anvil already handle that quite well?
The printer is used in conjunction with the typesetting table to copy books. Both signed vanilla books and enchanted books (as a level cost). While it is true that now it is way easy to copy books in vanilla (thanks for stealing my thunder vanilla 1.7! ) there are certain advantages to using a typesetting table / printer combo such as enchanted book support, written books are saved to your folder as files you can open and edit in wordpad/notepad++ or another text editing program and then copy and share with friends on servers or in other games or whatever. In singleplayer you access the same list of books from any world, so it is also an easy way to transfer books between worlds. Plus it saves you a feather over the vanilla method. I plan to expand support for other types of books sometime in the future as well.
Check out my website for details on how to use: http://www.bibliocraftmod.com/?page_id=52#Block9
Thanks :D, I know there is some stuff in this next version I am working on that is going to really please some folks. I'm quite anxious to "spill the beans" on it all, but I want to wait until I have some good screenshots and stuff to go along with it. That said, I have snuck out preview pics of a couple of new features on my twitter account. I haven't really advertised or shared links to that account, mainly because I rarely post anything on it, but it seems like more and more folks are finding it so I put a couple sneak peeks on there. I probably should just post a link, but I do find it amusing that people are just finding me on their own so I think I'll leave it up to you or anyone else to have to turn to google to find it, at least for now.
A proper set of preview pics and stuff will be posted on my website, www.bibliocraftmod.com, when stuff is more ready, so keep an eye on that and hopefully it won't take me too much longer before I am ready to make that post.
I too am a fan of TFC and awhile back I did get started on a TFC addon. The recipe situation made things quite difficult though. At the time, the API for TFC was only working for blocks and not items (or it was the other way around, I forget) so I had to hard code ID's for recipes. I also felt like some things really deserved to be more in the nature of TFC and have plans for the anvil and that kind of good stuff. I have a full set of textures made for most of my stuff for TFC too, but the main issue was with getting recipes to all work and seem fair. Some of my stuff is built on the idea of how easy it is to get some of the stuff in minecraft, but TFC changes everything so a lot had to be rethunk in terms of recipes.
I would like to get back to this eventually. I would like to see TFC update to the minecraft 1.7.x branch too, since that is kind of where all my development is happening now. I don't really want to release a half finished 1.6.x version that I started and never finished. As far as adding a compatibility layer yourself, since I don't have an API or anything, I don't really have an easy way for you to access my blocks and items to make recipes. One of those 3rd party mods that deal with recipe stuff as mentioned above might help at least make the current versions of bibliocraft more playable with TFC for now.
Thanks, glad you enjoy it so much.
No worries about EldRoos with all his suggestions. I definitely take it as a complement to see someone so excited as to put together such a list of suggestions. You are correct though in that some of it is technically very difficult and likely won't ever make the mod, but it is fun to think about none the less.
actually have had that idea in my brain for a long time, the poison mod, basically would add a plant that lurks in forests and attacks/kills players who get too curious, each dinner that wanders near enough causes it to reproduce an extra block or two.
you'd have to fight it or something probably, well.. as much as you could fight a stationary bush, but it would make ranged attacks at you, and assuming you lived instead of feeding it would be able to harvest bush pieces so you could grow one where ever you want.
finally you'd be able to get fruit from the bushes somehow, i guess just right click or whatever, since if you're able to get close enough to do that, it's not gonna find you as a victim anyway.
from the berries, you'd grind them up into a sort of food additive that would allow you to poison other players food, the problem here was making it not insanely easy to detect poisoned food, so it couldn't have any metadata or anything else visible to players that might tip them off and would have to contaminate a whole stack when a single piece of poisoned food was added to it.
the poison though was, at least, i think the interesting part, it wouldn't be the "oh god why do i have a hunger debuff" sort, but something very much more subtle and easy to repeatedly ingest over moderate periods of time being unaware, until you finally have consumed a lethal dosage (fyi, the intent was to make how much of a dosage you add to anything up to the player poisoning food & their resources, anywhere from it would take literal years to be lethal to a single dose would kill you instantaneously) at which point you'd need treatment, more on that in a second.
always wanted it to be possible to have ways that you could find poison, but never safely and never 100% of the time, unless you were willing to risk a fatal dosage, in short if you think food is poisoned, have someone else try it first and observe the results would be the main way, also considered toasting as a mechanic as the phrase comes from the literal practice of putting a piece of bread into a glass of wine with the hope that it would absorb anything someone might want to harm you with.
figured toast should be able to absorb some, but not all of the poison and only not eating it would be able to nullify it entirely, lower the intensity and delivered dosage, for sure, definitely, but make the food safe, not a chance, just throw that stuff out.
treatment and well this may be a bit too grotesque/realistic for some, but i always thought that the cure for the poison wouldn't just be some magical pill you eat and poof you're safe, no, you'd need a stomach pump, the dosage of poison currently in your system and accumulated would determine how long another player would have to pump your stomach for to remove the poison from your body entirely and best of all, having your stomach pumped would force you to hold your breath the entire time and of course could in and of itself be a fatal procedure if administrated carelessly or just wrongly.
so there, yeah, nuchaz i'm sorry if this is a bit off topic, but i've had.... well.. i can't call that a design document by any stretch, but seeing what auric posted made me want to get it out in the open air and see if anyone wanted to pick it up as their project.
unfortunately, java and i are not friends, in fact, we're bitter enemies, i barely know how to script in one simplistic language and my attempts to learn only enrage, coding, i give up, there i said it, but at least now, the idea in it's entirety and with all the thought i put into making it a good gameplay system are out where maybe someone will make better use of them than i.
so yeah, believe it or not, that's not what i intended to post, i wanted to thank nuchaz for the tip off about his twitter and say that i really like what you showed in the teaser images, got a bit sidetracked on the way, hope you don't mind.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Hello everyone
I was playing FTB Ultimate when my game crash
Can someone help me?
Log file: http://pastebin.com/TaSL9CQi
What do you expect us to do with a partial crash report?
I saw your post and under your icon it said 4 post, I also miss-read your profile and thought it said member since March 19 2014.
I have seen to many new people (who know nothing about coding or the work the coders have to put into a mod) "bad mouthing" mods in their first half dozen post, thought you where just another one. Sorry if I came off to strong, got caught at a bad time, and mistoke you for something else as I just explained. No hard feelings I hope.
As for suggestions to help the mods I follow I wait until I have a valid/reasonable suggestion, then I make them.
Edit - this was supposed to be 2 separate post
Nuchaz
Question for you.
Are the seats designed this way, or am I doing something wrong?
On some of the seats, when I combined them, I can't get the seat backs to merge..
Little confused here.
Edit -
Never mined, just spotted that only 2 styles of seat backs will connect together when joining seats, Never found this mentioned on your website, but noticed it in your response to EldRoos
There is a TFC branch for 1.7.2 right now : https://github.com/D...ft/tree/Build79
For the recipe I could not tell how it work as I am not a coder, however, you can ask on irc on #tfcraft and many people involved can check with you, among others, Bioxx, Dunk, Kittychanley and Emris. If a change to TFC is required to make it easier for addons, I am sure that they can check what can be done.
Assuming you can use anything in recipes, you could change slabs by simgle planks and wool blocks by wool carpet or wool cloth. Right now there is only 1 color of wool cloth, but I can guarantee that if colored wool cloth is required for an addon you make, someone will send a pull request to add them in the game and Bioxx will accept it.
(see edit)
I know for sure that one thing that would need to be done is to include the code to make your storage as TFC storage, so hot item stored in it would cool down and food would decay. For that, ask on irc and they can tell you about it.Other thant that I migh require some tweak, like allow alcohol in potion shelve (TFC also disable potion).And of course, some Bibliocraft items are useless in TFC, as there is no enchantment for example. I also think that we do not have map and compass recipe withtout addon so the items related to maps would be hard to get.
As for the spreadsheet for translation, if you are interested, I can work on the initial setup for you and give you support if needed. Just PM me. If you want to host the file, just make a copy and send me the share link and I will work on it.
Edit
I asked on irc
about ID in recipe :
<Kittychanley> yeah, that was a long time ago
<Kittychanley> before there was a static list of IDs
TFC have "ticking" inventories so hot metal cool down and food decay.
<Kittychanley> if we leave it so the bibliocraft inventories don't tick, you can use them just as display without worrying about the food rotting away unless you take it out
<Kittychanley> if you put the hot ingot in the shelf, when you take it out, it will quickly make up for all of those lost ticks and cool to be the same temperature as if it was stored in your inventory the entire time
I am a common Korean user.
I make modpack with Bibliocraft.
This is my mod pack that I make
http://blog.naver.com/jester_94/20209971118
...and again we meet. Anyway, you can find Nuchaz' modpack policy here: http://www.bibliocraftmod.com/?page_id=57#modpacks
When I want to save a book that doesn't save it in versions 1.6.3,1.6.2 and 1.6.1 but in 1.6.0 that's work perfectly.
I want to know if there are a solution for this .
PS: sorry if somebody already asked this