Hello! Yours of modes is very good but I found 1 bug. Example: you lay down the used torch in a chest (for example 50:3754), then you take a new torch and you set fire, you lead up it for example to 50:6345, you open a chest in which 50:3754, you clamp shift and you click the left mouse button on a torch in the stock (50:6345), you receive 2 torches on 50:3754.
Really great mod! It would be awesome if you updated it for 1.7.2 for use in adventure maps.
thanks i plan to update it past 1.6, but i'm still deciding whether or not to update to 1.7.2. right now, i think i'm gonna stick with 1.6.4 for a while and wait til forge and minecraft become stable again
I love this mod! But I have, however, a major suggestion. Do please separate kind of "eternal" lantern (possible only through creative) - is required for some sites (shops, spawn, etc.). This lantern would not exhausted.
i'll see what i can do. i'm currently rewriting the mod from scratch (almost) and i've been meaning to put out "light" versions of the mod for those who just want it for aesthetic purposes for quite a while now
I absolutely adore this mod, however the items that spawn in dungeons are excessive and just killjoy me finding a dungeon. The last two I've found have been filled with damaged lanterns, bottles of oil, and...four lantern handles. No music discs, no diamonds, no loot from other mods such as steel, and armor. It would be nice if you could add loot percentages to the config files. Personally I would like to turn it off completely due to the fact that lanterns are extremely easy to make, and you only actually ever really need one. As for the four handles in two dungeons...I will only ever use one.
I think that would be a great idea, but a magical-ghostly purple/green lantern. It would be absolutely lovely to have the blocks bathed by green or purple light. EDIT: Possibly different colors with different "effects" obtainable through the respective "areas". Such as: -Desert temples -Jungle temples -Dungeons -Ect..? -
yeah, the loot thing was new so i wasn't entirely sure if i made it generate just the right amount. i was hoping to get feedback about it actually. so thanks! i'm currently rewriting the mod and i might just take that part out for a while 'til i get it right.
regarding the colored lanterns radiating colored light.. that's a bit (or a lot) out of my depth. so no can do, sorry :/
This mod seems like a natural supplement to Terrafirmacraft, but I've had limited success integrating them:
Creating torches via a firepit creates unlit torches. I can't find a way to have it create lit torches via the Unlit mod config. I tried setting both DropsUnlit and OverrideTorchRecipe to false, but this did not change it.
I added the firepit block ID to Igniters-TorchHeld and Igniters-TorchSet but right-clicking the firepit with an unlit torch just opens the firepit menu, of course.
I added the firestarter item ID to Igniters-TorchHeld and Igniters-TorchSet but using a firestarter on a unlit torch that is set down on a block does not light the torch, nor does any combination of crafting light the torch.
The only way I've found to light an unlit torch is right clicking them on the fire block of a pit kiln, or then lighting one with a torch already lit that way.
Unfortunately TFC has no relevant config options. Does anyone have suggestions for these mods playing well together?
EDIT: A reply on the TFC forums let me know I need to add 256 to the IDs in the Unlit config, which should make the Firestarter work correctly as a held igniter!
sorry i couldn't help before. real life intervened so i only read this now. i'm guessing you got things to work then?
i dont have a crash log but it crashes when i try to place a torch, regardless of lit or unlit. but im not looking for a reason i know its the multipart bug. what im asking is there anyway i can disable the new torches? i mainly want the lanterns of this mod because they look realy great and they work really well. if i could just disable the new torches from my game i should be fine. can anyone give me any advice on this? thank you for your time regardless. oh and ps, awesome mod! love the rustic feel of the lanters. the torches is a really sweet idea, would be perfect for someone lookingto do a more realistic playthrough or it would be perfectly coupled with a hardcore overhaul mod like terrafirmacraft because it fits the same spirit. keep it up.
i'm currently rewriting the mod and separating the lanterns actually the lanterns will be a separate mod after the update and you can download that one only if you don't want the torches. and thanks! glad you like the mod
Hello! Yours of modes is very good but I found 1 bug. Example: you lay down the used torch in a chest (for example 50:3754), then you take a new torch and you set fire, you lead up it for example to 50:6345, you open a chest in which 50:3754, you clamp shift and you click the left mouse button on a torch in the stock (50:6345), you receive 2 torches on 50:3754.
not a bug. it's designed that way so lit torches don't eat up too much space. unless actually want a buttload of stacks of torches that you can't combine unless you craft them together?
Any work been done on the mod, or was the last word heard back in October?
i'm alive! lol. i've been busy so i haven't been able to work on the mod on a while, sorry. but i've started it up again and i'm rewriting the mod. if things go as planned, i should have an update up in a few weeks. or at the very least a beta version
Could you add something to the config? I would like a x/100 chance that a torch can break if it dies out.
well, since i'm rewriting it, i'll see what i can do. but, chances are i won't add it in. i've been making the mod so configurable already that it's becoming pretty complex on my end that it's almost not worth the work anymore. sorry, man
*sob* I guess that means no 1.6.4 version anytime soon But i can wait as i understand the need for rewrites (have done several myself, code gets messy on "version 1" of a project very fast and more often than not it can not be simply refactored). Take your time and clean it up
i've had it updated for almost 2 weeks now actually. i just haven't been able to update the thread and upload it because i've been busy and been having internet problems (mostly the latter), but i'm hoping to get it up by this week!
In 1.6.4 whether this is the only mod installed or not when I look up the recipe using NEI it doesn't show anything, yet it is craftable with the normal 1 coal + 1 stick = 4 unlit torches.
However if I try to use MineTweaker to remove 50 and even 50:1 the normal recipe still works.
I also tried it as tile.torch (which is ID 50) and item.ut_torchLit (ID 50:1) and still it doesn't stop it from being craftable.
In 1.6.4 whether this is the only mod installed or not when I look up the recipe using NEI it doesn't show anything, yet it is craftable with the normal 1 coal + 1 stick = 4 unlit torches.
However if I try to use MineTweaker to remove 50 and even 50:1 the normal recipe still works.
I also tried it as tile.torch (which is ID 50) and item.ut_torchLit (ID 50:1) and still it doesn't stop it from being craftable.
i've decided that from now on i will be ignoring irritating posts like this. first of all, the thread's topic clearly states the supported minecraft versions (of which 1.6.4 is not included). if you bothered to read the thread you also would've read that there is no 1.6.4 version uploaded yet. second, what exactly is the issue? you want the recipe to show up on nei? or that the recipe doesn't work properly? or you want the torches not to be craft-able?
The problem is that despite that I have MineTweaker remove the recipe it keeps working anyway.
The fact it doesn't show up in NEI is a bit of a problem as well.
I also tried this in 1.6.2 and 1.5.2 and the result: the recipe still works instead of being removed.
And yes I know it's not fully supported for 1.6.4. I knew that going and when I posted. Part of my point was to point out some problems with the mod as it is now.
Thanks for the update! I was just testing it out, and ended up with a crash on torch placement. The crash seems to be related to Forge Multipart. Any chance for a compatibility fix? Would it be possible for your mod to block the vanilla torch recipe and add in your torches as their own unique block with their own unique behavior, rather than overwriting vanilla torch behavior?
The problem is that despite that I have MineTweaker remove the recipe it keeps working anyway.
The fact it doesn't show up in NEI is a bit of a problem as well.
I also tried this in 1.6.2 and 1.5.2 and the result: the recipe still works instead of being removed.
And yes I know it's not fully supported for 1.6.4. I knew that going and when I posted. Part of my point was to point out some problems with the mod as it is now.
i can probably do something about the nei thing, but the minetweaker thing maybe a bit complicated. i will have to see if something can be done on my end to be compatible. the 1.6.4 version is already out and i tweaked some stuff that might make it compatible. but if it doesn't work, most likely it will be something on their end that will need to be added/changed.
Thanks for the update! I was just testing it out, and ended up with a crash on torch placement. The crash seems to be related to Forge Multipart. Any chance for a compatibility fix? Would it be possible for your mod to block the vanilla torch recipe and add in your torches as their own unique block with their own unique behavior, rather than overwriting vanilla torch behavior?
Edit: crash log
yeah, the multipart thing is a known issue. i'll whip up a fix.. eventually. the reason i haven't gotten to it yet is multipart's coded in scala, not java, and i don't have much time to learn scala and understand the multipart's code. from what i've seen though, overriding the part where it edits torches doesn't seem possible, meaning i can't make it compatible. i'll have to take a good look at it first to see if i can find a workaround.
regarding making a unique torch of my own instead of overriding the vanilla ones.. i've contemplated it. and i'm 50-50 with it, but i decided to stick with the old way for now. originally, i overrode the vanilla torches to make the transition from vanilla worlds smoother. so once you enter a vanilla world, all the torches would become the modified torches. and if you ever decide to remove my mod, they would simply revert to vanilla torches. but that way seems to be prone to incompatibilities. if i make a new torch block like you suggested, the incompatibilities would be gone, but straggler vanilla torches would be all over the place. and if you remove my mod, the torches would disappear instead of reverting to vanilla torches. anyway, i'll think about it more.
Now it's all coming together.
While the recipe still doesn't show up with NEI, but at least now when I tell Minetweaker to remove the new ID (as well as the the vanilla) you set for unlit torches the recipe is removed, thus allowing me to make my new recipe.
Thanks for the update.
Made an account just to comment on this. I wanted to thank you for this one, it's exactly what i've been looking for. Most of the other lantern mods add too much like flashlights and/or leave the vanilla torches which kind of makes those lanterns just for aesthetic.
Just a question regarding the hooks; are they able to be placed on the bottom or sides of fences? If not, would that be something that can be easily added?
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
thanks i plan to update it past 1.6, but i'm still deciding whether or not to update to 1.7.2. right now, i think i'm gonna stick with 1.6.4 for a while and wait til forge and minecraft become stable again
sorry, for the insanely late reply. real life intervened. i'll get to that in just a bit
i'll see what i can do. i'm currently rewriting the mod from scratch (almost) and i've been meaning to put out "light" versions of the mod for those who just want it for aesthetic purposes for quite a while now
yeah, the loot thing was new so i wasn't entirely sure if i made it generate just the right amount. i was hoping to get feedback about it actually. so thanks! i'm currently rewriting the mod and i might just take that part out for a while 'til i get it right.
regarding the colored lanterns radiating colored light.. that's a bit (or a lot) out of my depth. so no can do, sorry :/
sorry i couldn't help before. real life intervened so i only read this now. i'm guessing you got things to work then?
i'm currently rewriting the mod and separating the lanterns actually the lanterns will be a separate mod after the update and you can download that one only if you don't want the torches. and thanks! glad you like the mod
thanks, guys!:)
logs, please. and place them in spoiler tags
not a bug. it's designed that way so lit torches don't eat up too much space. unless actually want a buttload of stacks of torches that you can't combine unless you craft them together?
i'm willing to bet my leg you're using 1.6.4 or a version not included in the title
i'm alive! lol. i've been busy so i haven't been able to work on the mod on a while, sorry. but i've started it up again and i'm rewriting the mod. if things go as planned, i should have an update up in a few weeks. or at the very least a beta version
well, since i'm rewriting it, i'll see what i can do. but, chances are i won't add it in. i've been making the mod so configurable already that it's becoming pretty complex on my end that it's almost not worth the work anymore. sorry, man
i've had it updated for almost 2 weeks now actually. i just haven't been able to update the thread and upload it because i've been busy and been having internet problems (mostly the latter), but i'm hoping to get it up by this week!
thanks!:) it'll be up soon... hopefully
However if I try to use MineTweaker to remove 50 and even 50:1 the normal recipe still works.
I also tried it as tile.torch (which is ID 50) and item.ut_torchLit (ID 50:1) and still it doesn't stop it from being craftable.
i've decided that from now on i will be ignoring irritating posts like this. first of all, the thread's topic clearly states the supported minecraft versions (of which 1.6.4 is not included). if you bothered to read the thread you also would've read that there is no 1.6.4 version uploaded yet. second, what exactly is the issue? you want the recipe to show up on nei? or that the recipe doesn't work properly? or you want the torches not to be craft-able?
edit: NOW it says 1.6.4
The fact it doesn't show up in NEI is a bit of a problem as well.
I also tried this in 1.6.2 and 1.5.2 and the result: the recipe still works instead of being removed.
And yes I know it's not fully supported for 1.6.4. I knew that going and when I posted. Part of my point was to point out some problems with the mod as it is now.
Edit: crash log
i can probably do something about the nei thing, but the minetweaker thing maybe a bit complicated. i will have to see if something can be done on my end to be compatible. the 1.6.4 version is already out and i tweaked some stuff that might make it compatible. but if it doesn't work, most likely it will be something on their end that will need to be added/changed.
yeah, the multipart thing is a known issue. i'll whip up a fix.. eventually. the reason i haven't gotten to it yet is multipart's coded in scala, not java, and i don't have much time to learn scala and understand the multipart's code. from what i've seen though, overriding the part where it edits torches doesn't seem possible, meaning i can't make it compatible. i'll have to take a good look at it first to see if i can find a workaround.
regarding making a unique torch of my own instead of overriding the vanilla ones.. i've contemplated it. and i'm 50-50 with it, but i decided to stick with the old way for now. originally, i overrode the vanilla torches to make the transition from vanilla worlds smoother. so once you enter a vanilla world, all the torches would become the modified torches. and if you ever decide to remove my mod, they would simply revert to vanilla torches. but that way seems to be prone to incompatibilities. if i make a new torch block like you suggested, the incompatibilities would be gone, but straggler vanilla torches would be all over the place. and if you remove my mod, the torches would disappear instead of reverting to vanilla torches. anyway, i'll think about it more.
While the recipe still doesn't show up with NEI, but at least now when I tell Minetweaker to remove the new ID (as well as the the vanilla) you set for unlit torches the recipe is removed, thus allowing me to make my new recipe.
Thanks for the update.
Just a question regarding the hooks; are they able to be placed on the bottom or sides of fences? If not, would that be something that can be easily added?