Some of these textures are a bit too HD for my liking... Would you like me to throw together some textures that are closer default?
If you'd like to sure, I can put a link to them on the main post for those that want lower res textures.
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Well I have far too many mods for my own good, I bet that has something to do with it. 240+ I believe... But I will try to get some screens at least, video doesnt seem to work for me, its just too slow atm...
Well I have far too many mods for my own good, I bet that has something to do with it. 240+ I believe... But I will try to get some screens at least, video doesnt seem to work for me, its just too slow atm...
I think there may be something I can do to help alleviate the problem in the next version - what is SOUNDS like is happening is a desync between the server and client's NBT data for the prospector. I'm sending the bare minimum amount of data packets atm just to keep the network load as light as possible, but I can try adding in a sync during the scanning process (it'll add about 1-2 bytes of network data per tick) instead of just before and after and that may solve the problem. I can't personally test it because I currently have no issues, but I'll put it in the next version (which is probably a week and a bit away unless a major issue comes up) and hopefully that will help.
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Development of my mods is made possible by Full Effect Hosting
Okay 0.7.x is going to completely rework prospectors along with including an (currently secret) awesome add-on to the game that I'll be detailing in a few days when the release is ready. To Sigma85 directly, the new implementation should completely remove the issue you're having because prospectors are now instant-use instead of "channeled" as they were (I decided that the scan time was just tedious and added no real gameplay or balancing factors apart from it made it hard to scan when you were being attacked - but you don't really want to search for ores then anyway... <_<).
Basically the new behaviour does a much better job of encouraging the player to actually move up the tiers of prospectors, instead of carrying around a low-tier for area density scans and then swapping to a higher tier just for a specify scan.
All prospectors now scan in a 5x5 shaft around your target, with no changeable operating modes or sizes. Instead, the depth (distance, range, etc.) of the scan is dependent on the tier of prospector (Stone: 8, Iron: 16, Diamond: 32, Hardened: 64) and the feedback you get is also dependent on the tier of the prospector (Stone tells you if any ore was found, iron says the old density info, diamond has the old varieties info, and hardened is now the only way to get the old specify info).
Another nifty new feature is that prospectors can now scan horizontally and vertically upwards instead of just downwards, this means that using a stone prospector (which has a range of 8) while at the surface will generally only help you find coal or iron, whereas using that same stone prospector to scan sideways in caves or your mines will let you find deeper ores. It adds more dynamic gameplay to the tools while keeping them very useful.
Finally, markers now no longer cost coloured powder and they're always enabled - also instead of marking columns in which ores reside, they now mark the ores themselves and are visible through walls. The colours of the particles indicate how far away the ore is from you, up to 64 blocks with a hardened prospector.
If you want to see some screenshots I highly recommend hopping over to my twitter profile as I've posted some screenshots and will be posting a few more.
Look for the next update coming within the next week or so, I have a new feature to add along with polishing up what's been changed!
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Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Okay 0.7.x is going to completely rework prospectors along with including an (currently secret) awesome add-on to the game that I'll be detailing in a few days when the release is ready. To Sigma85 directly, the new implementation should completely remove the issue you're having because prospectors are now instant-use instead of "channeled" as they were (I decided that the scan time was just tedious and added no real gameplay or balancing factors apart from it made it hard to scan when you were being attacked - but you don't really want to search for ores then anyway... ).
-snip-
*blush* Dont I feel special... I already really liked this mod, and I will be ecstatic to have these working for me again. I use custom ore gen and gregtech so finding ores has been a pain:
As of right now, I have been stuck in the tool age, barely even made my first 2 bronze machines, which was only the boiler and steam powered forge hammer, I've run out of iron, tin and copper. I have been blasting through mountains, taigas and forests with industrial tnt and other mod explosives with no luck in finding ores. Just to make sure everything was alright I added Block Seeker for 10 minutes and went to a far corner of my world using 3rd party cheats and checked for all the ores. They are all there, I am just having bad luck. Greg's Prospecting isn't working and I find it somewhat OP personally, and as such, I made the recipe incredibly hard anyway.
Your blocks will help immensely. As for the markers and brushes, just AMAZING. <3 love it all. Good job.
The morph brush is one of our favorite tools now. Thanks a bunch.
I would like to revisit one suggestion though... After using the morph brush extensively it would be really cool if it had some of the same functionality as the Layout blocks as far as clicking on the side of the block and placing/morphing blocks. Since it destroys the block its morphing I think that would negate any OPedness. Even if it were a config option to turn on or off. Plus being able to lay them out thru water would be nice too. I know we would use the heck out that option, then the Layout blocks and Morphbursh would have no equal (not that they already do).
Just a few pictures to brag on the mod.
Barn yard with XP Tower
The beginnings of the boat docks.
The underworks, never would be done with out the layout and morphbrush.
OMG ! I finally used the layout blocks in my actual survival game. OMG they are SOOOO AMAAAAZING ! BLAAAAH !!! IDK how we ever lived without them ! Its like creative mode without cheating ! It makes things SO much easier...If only Carpenters Blocks were somehow waaay easier to setup now...Oh well...The worlds not perfect...I will likely never use regular scaffolding ever again ! P.S.: Wreckage, your barn looks great ! I Built one almost just like that !
The morph brush is one of our favorite tools now. Thanks a bunch.
I would like to revisit one suggestion though...After using the morph brush extensively it would be really cool if it had some of the same functionality as the Layout blocks as far as clicking on the side of the block and placing/morphing blocks. Since it destroys the block its morphing I think that would negate any OPedness. Even if it were a config option to turn on or off. Plus being able to lay them out thru water would be nice too. I know we would use the heck out that option, then the Layout blocks and Morphbursh would have no equal (not that they already do).
First, those pictures are awesome and I'll definitely highlight them on the OP when I upload the next version!
In terms of those features I could probably implement those without much difficulty, the morphbrush working like chaining layout blocks would be disabled by default just because I don't want people to be able to instadig with the morphbrush (it could make mining a little too easy). Right now layout blocks are programmed to only replace air (purely so they never accidentally destroy your gardens, lakes, etc. that you worked hard on) but I can add a "destructive" toggle in the config that will make layout blocks able to replace anything that's considered replaceable (tall grass, water, vines, etc.).
OMG ! I finally used the layout blocks in my actual survival game. OMG they are SOOOO AMAAAAZING ! BLAAAAH !!! IDK how we ever lived without them ! Its like creative mode without cheating ! It makes things SO much easier...If only Carpenters Blocks were somehow waaay easier to setup now...Oh well...The worlds not perfect...I will likely never use regular scaffolding ever again ! P.S.: Wreckage, your barn looks great ! I Built one almost just like that !
The reason carpenter's blocks don't work with Layout Blocks is that every carpenter's block is a tile entity. ATM I've just blacklisted all tile entities cause a lot of them gather data based on how players place them, or open a GUI on placement (think stuff like signs) and the layout blocks just don't provide the required data for them. I may eventually add a config option that excludes certain tile entities from the check (ie you could say, "if it's block id 1234 I don't care if it's a tile entity, let me use it anyway!" because some tile entities (basic carpenter's blocks are a good example) are fine when placed via layout blocks. The reason I'd add a config instead of manually adding them in is cause one, I have no idea about the vast majority of blocks added by other mods and two, people seem to like config options anyway.
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Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
I uploaded the latest 0.7.1 dev build to the dropbox folder (normal download link in the OP) for those of you that want to get your hands on the new prospectors. I also updated the changelog on dropbox and I've posted a blog entry on the development log page that you should read before updating!
This isn't an official release so I'm not going to update the OP or post changelog info here, I just wanted to get a small update out since it's been a while and I'm still working on the next version's features.
Any of you that have had problems with prospectors in 0.6 and prior should find them fixed in 0.7.x. Like I said though please read the changelog before updating! There have been quite a few updates in the config file and the way the new prospectors work causes pre-existing ones to be glitchy (ie any you made before 0.7.x). I'll hopefully provide some kind of auto-update fix for prospectors once I release the actual version, but that's not in yet!
Feel free to ask any questions you have, and enjoy! (also I'd like to recommend again that you follow me on twitter for info - that's where basically all my dev info gets posted!)
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Your mod looks fascinating and incredibly useful, but I'm on 1.7.2. I'm curious, what mods do you use that haven't been updated to 1.7.2 yet? Not, that is to say, that there's any rush on you to suddenly re-code everything, but I do wonder since you cited that as your main reason.
Your mod looks fascinating and incredibly useful, but I'm on 1.7.2. I'm curious, what mods do you use that haven't been updated to 1.7.2 yet? Not, that is to say, that there's any rush on you to suddenly re-code everything, but I do wonder since you cited that as your main reason.
o:
Quite honestly I haven't checked since I started working on the mod. At the time it was like... 80% of the mods I used, now I'm not sure. I'll probably update whenever most of the major mod packs go to 1.7.x (which so far I've only heard chatter about).
edit: or, obviously, if I get frequent posts in here about wanting 1.7.x
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Quite honestly I haven't checked since I started working on the mod. At the time it was like... 80% of the mods I used, now I'm not sure. I'll probably update whenever most of the major mod packs go to 1.7.x (which so far I've only heard chatter about).
edit: or, obviously, if I get frequent posts in here about wanting 1.7.x
Major modpacks are sort of 'eh' about going to 1.7.x because some 'major' mods are dropped off by then, plus each time there's a big round of updates there's a bit of a copyright/permissions hullabaloo. There are experimental 1.7.2 versions of FTB, although they don't get quite so much attention. Besides, mods like Industrialcraft, Thaumcraft, Buildcraft (i'm noticing a pattern here) have been updated. Forestry hasn't, though. And we all know how much the FTB crowd loves bees.
Major modpacks are sort of 'eh' about going to 1.7.x because some 'major' mods are dropped off by then, plus each time there's a big round of updates there's a bit of a copyright/permissions hullabaloo. There are experimental 1.7.2 versions of FTB, although they don't get quite so much attention. Besides, mods like Industrialcraft, Thaumcraft, Buildcraft (i'm noticing a pattern here) have been updated. Forestry hasn't, though. And we all know how much the FTB crowd loves bees.
The first phrase is a good example as to why I haven't updated yet. Also personally I don't really follow FTB much, they seem to have more issues with permissions in there packs than packs using the AT Launcher do - so I'm kinda just watching them for when a good update timing would be. I have some other reasons too that are better not to share on the forums, lol.
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Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
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Development of my mods is made possible by Full Effect Hosting
Okay 0.7.0 has been released for MC1.6.4, this is going to be the final launch for this version of Minecraft. If you're confused about why the dev was "0.7.1devA", I've removed some unfinished features that won't be seeing the light of day in MC1.6.4, so I only felt right releasing it as 0.7.0. The next version will be 0.7.1 and made for MC1.7.2. Now that we're through with that...
Download is in the normal place in the OP, and here's a brief look at the changes in 0.7.0 - if you want the full changelog, it's available in the OP or over at my sourceforge page. (please note that the screenshots, along with the video in the OP for the prospectors are now outdated. I'm currently working on updating those but I ran out of time today - so they'll be up tomorrow!)
!!!IMPORTANT!!! Prospectors created prior to 0.7.0 will no longer function correctly, and may crash your world or server on use (they won't corrupt your world, you'll just have to reboot). I highly suggest discarding the old ones prior to updating to be sure that won't happen. Also the config file has been completely re-vamped due to a structure change in the code, you'll have to re-customize most of your settings. I apologize for the inconvenience, and this shouldn't happen again!
Changelog:
All textures have been remade to be 16x due to popular request:I will release a separate pack with the old 32x and 64x textures soon, and feel free to make your own as well! For now the overwhelming majority wanted 16x textures so I went with that. Screenshots below!
Prospectors have been entirely reworked:They're now 120% different, read the "how to use" and "info" sections for prospectors on the OP to see how the new ones work - keep in mind the screenshots are outdated.
Underworld Prospector Recipe:7 quartz blocks, 1 blaze rod (top left), 1 eye of ender(center)
Layout block textures now have unique dot patterns on them to help those with colour blindness:It's not perfect, I do realize some patterns are somewhat difficult to distinguish - but I'm hoping between the patterns and different saturation levels those with colour blindness will have a much easier time using the blocks than before
Here are those screenshots I promised, look in the hotbar if you want to see what the new item textures look like!
New 16x marker block textures:
New 16x condensed coloured powder textures:
Still transparent, but a bit less so (still blocks 14 light levels):
New 16x layout block textures along with colour-specific patterns:
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Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
If you'd like to sure, I can put a link to them on the main post for those that want lower res textures.
Usually it's good practice for modders to keep their default textures default 16x16 res for performance reasons (at least that's the reason people state). That being said one little mod with a few >16pix blocks/ items shouldn't hurt performance that much, it's only an issue in modpacks when the number of mods gets past the 100 mark.
Everything on the dropbox link from the main thread is for 1.6.4 - I'm working on the 1.7.2 release right now.
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Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Fantastic mod, we use the layout blocks, morph brush(my favorite), lighting and the marker blocks all the time. We are still on 1.6.4 and probably will be until something more stable comes along, so I hope the 1.7 version doesn't get more cool stuff .
I was thinking that since this mod has brushes/wand and is a builders helper. Would a brush that would make blocks unbreakable be something to consider? Kinda like the wand of warding from thaumcraft. but you could do it in chunks, painting them with a barrier or something.
I love this mod. Finding Ores is a pain when there is no dungeon to raid. Building a template of something before finalizing it is even more so amazing. And sparkling aesthetic dust's? Wow. Just wow. Small and simple things that make the game more "alive" and fun.
Thanks for it and I'll be anticipating for the 1.7.2 update! I too am refusing to move past 1.6.4 until most of my favorite mod's are updated to 1.7.2, including this mod. But now that your going to update to 1.7+ next, I think I can move past *shed's a tear* 1.6.4 because I hate trying to sniff out ores by blindly digging in 1 random direction in hopes I'll find something rarer than cobblestone or coal.
Some of these textures are a bit too HD for my liking... Would you like me to throw together some textures that are closer default?
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Basically the new behaviour does a much better job of encouraging the player to actually move up the tiers of prospectors, instead of carrying around a low-tier for area density scans and then swapping to a higher tier just for a specify scan.
All prospectors now scan in a 5x5 shaft around your target, with no changeable operating modes or sizes. Instead, the depth (distance, range, etc.) of the scan is dependent on the tier of prospector (Stone: 8, Iron: 16, Diamond: 32, Hardened: 64) and the feedback you get is also dependent on the tier of the prospector (Stone tells you if any ore was found, iron says the old density info, diamond has the old varieties info, and hardened is now the only way to get the old specify info).
Another nifty new feature is that prospectors can now scan horizontally and vertically upwards instead of just downwards, this means that using a stone prospector (which has a range of 8) while at the surface will generally only help you find coal or iron, whereas using that same stone prospector to scan sideways in caves or your mines will let you find deeper ores. It adds more dynamic gameplay to the tools while keeping them very useful.
Finally, markers now no longer cost coloured powder and they're always enabled - also instead of marking columns in which ores reside, they now mark the ores themselves and are visible through walls. The colours of the particles indicate how far away the ore is from you, up to 64 blocks with a hardened prospector.
If you want to see some screenshots I highly recommend hopping over to my twitter profile as I've posted some screenshots and will be posting a few more.
Look for the next update coming within the next week or so, I have a new feature to add along with polishing up what's been changed!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
*blush* Dont I feel special... I already really liked this mod, and I will be ecstatic to have these working for me again. I use custom ore gen and gregtech so finding ores has been a pain:
Your blocks will help immensely. As for the markers and brushes, just AMAZING. <3 love it all. Good job.
I would like to revisit one suggestion though... After using the morph brush extensively it would be really cool if it had some of the same functionality as the Layout blocks as far as clicking on the side of the block and placing/morphing blocks. Since it destroys the block its morphing I think that would negate any OPedness. Even if it were a config option to turn on or off. Plus being able to lay them out thru water would be nice too. I know we would use the heck out that option, then the Layout blocks and Morphbursh would have no equal (not that they already do).
Just a few pictures to brag on the mod.
Barn yard with XP Tower
The beginnings of the boat docks.
The underworks, never would be done with out the layout and morphbrush.
First, those pictures are awesome and I'll definitely highlight them on the OP when I upload the next version!
In terms of those features I could probably implement those without much difficulty, the morphbrush working like chaining layout blocks would be disabled by default just because I don't want people to be able to instadig with the morphbrush (it could make mining a little too easy). Right now layout blocks are programmed to only replace air (purely so they never accidentally destroy your gardens, lakes, etc. that you worked hard on) but I can add a "destructive" toggle in the config that will make layout blocks able to replace anything that's considered replaceable (tall grass, water, vines, etc.).
The reason carpenter's blocks don't work with Layout Blocks is that every carpenter's block is a tile entity. ATM I've just blacklisted all tile entities cause a lot of them gather data based on how players place them, or open a GUI on placement (think stuff like signs) and the layout blocks just don't provide the required data for them. I may eventually add a config option that excludes certain tile entities from the check (ie you could say, "if it's block id 1234 I don't care if it's a tile entity, let me use it anyway!" because some tile entities (basic carpenter's blocks are a good example) are fine when placed via layout blocks. The reason I'd add a config instead of manually adding them in is cause one, I have no idea about the vast majority of blocks added by other mods and two, people seem to like config options anyway.
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
This isn't an official release so I'm not going to update the OP or post changelog info here, I just wanted to get a small update out since it's been a while and I'm still working on the next version's features.
Any of you that have had problems with prospectors in 0.6 and prior should find them fixed in 0.7.x. Like I said though please read the changelog before updating! There have been quite a few updates in the config file and the way the new prospectors work causes pre-existing ones to be glitchy (ie any you made before 0.7.x). I'll hopefully provide some kind of auto-update fix for prospectors once I release the actual version, but that's not in yet!
Feel free to ask any questions you have, and enjoy! (also I'd like to recommend again that you follow me on twitter for info - that's where basically all my dev info gets posted!)
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
o:
Quite honestly I haven't checked since I started working on the mod. At the time it was like... 80% of the mods I used, now I'm not sure. I'll probably update whenever most of the major mod packs go to 1.7.x (which so far I've only heard chatter about).
edit: or, obviously, if I get frequent posts in here about wanting 1.7.x
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
The first phrase is a good example as to why I haven't updated yet. Also personally I don't really follow FTB much, they seem to have more issues with permissions in there packs than packs using the AT Launcher do - so I'm kinda just watching them for when a good update timing would be. I have some other reasons too that are better not to share on the forums, lol.
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Download is in the normal place in the OP, and here's a brief look at the changes in 0.7.0 - if you want the full changelog, it's available in the OP or over at my sourceforge page. (please note that the screenshots, along with the video in the OP for the prospectors are now outdated. I'm currently working on updating those but I ran out of time today - so they'll be up tomorrow!)
!!!IMPORTANT!!! Prospectors created prior to 0.7.0 will no longer function correctly, and may crash your world or server on use (they won't corrupt your world, you'll just have to reboot). I highly suggest discarding the old ones prior to updating to be sure that won't happen. Also the config file has been completely re-vamped due to a structure change in the code, you'll have to re-customize most of your settings. I apologize for the inconvenience, and this shouldn't happen again!
Changelog:
Here are those screenshots I promised, look in the hotbar if you want to see what the new item textures look like!
New 16x marker block textures:
New 16x condensed coloured powder textures:
Still transparent, but a bit less so (still blocks 14 light levels):
New 16x layout block textures along with colour-specific patterns:
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Usually it's good practice for modders to keep their default textures default 16x16 res for performance reasons (at least that's the reason people state). That being said one little mod with a few >16pix blocks/ items shouldn't hurt performance that much, it's only an issue in modpacks when the number of mods gets past the 100 mark.
g
Everything on the dropbox link from the main thread is for 1.6.4 - I'm working on the 1.7.2 release right now.
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
I was thinking that since this mod has brushes/wand and is a builders helper. Would a brush that would make blocks unbreakable be something to consider? Kinda like the wand of warding from thaumcraft. but you could do it in chunks, painting them with a barrier or something.
Thanks for it and I'll be anticipating for the 1.7.2 update! I too am refusing to move past 1.6.4 until most of my favorite mod's are updated to 1.7.2, including this mod. But now that your going to update to 1.7+ next, I think I can move past *shed's a tear* 1.6.4 because I hate trying to sniff out ores by blindly digging in 1 random direction in hopes I'll find something rarer than cobblestone or coal.