If you have bspkrsCore installed (even if you don't use any of the mods that depend on it, I would guess), it generates a file in the config folder called "UniqueNames.txt" that lists blocks and items with fully qualified names, and you can use those in the Finder Compass config file. (unless the block/item is named cryptically, uses metadata/NBT tags or such to distinguish itself from other items you don't care about, or does other weird things like the GregTech entities for ore)
Hi, I am using the 1.8 version. What could cause the needles to "stick" in position on the compass. e.g. I am seeing it point right ahead for an ore, but as I turn, the needles turn with the compass? (not the spawn needle, just the finder compass ones.)
Also, when using the compass as item option, the normal compass gets the needles and the finder compass has no texture, but it's the finder compass item that is used to pick the settings?
A screenshot won't show the issue, as the needles are present. The problem is that, as I turn, the needles turn as if in a fixed position on the compass rather than pointing to an ore.
So, starting with the ore right in front of me, the needle pointed at it:
I turn, all present needles (except the vanilla spawn needle) follow the movement of the compass as if glued to it, and no longer point to the ores.
Basically the needles stop being "free-spinning" and will turn as if a stationary part of the compass.
... but if they point at ores, when did they start pointing there? Or: What do you do to unglue them? I have not experienced this issue. Are you running other mods, in particular Optifine?
Maybe similar to what Kola was talking about, but I noticed that the needles only point to the ore if you are looking straight to them. If I turn the the left, the needle turns further left rather than turning right toward the ore.
I turned off all other mods and tried a few different versions of forge and it didn't seem to change things. MC 1.8, FinderCompass 1.7.10, Forge 11.14.1.1405 and .1338
A bug with the ScanrangeVer term: when set to 1, instead of finding what's visible from a 1x2 tunnel, it's off by -1, finding what's inside the tunnel and 2 blocks below, but not what's on the ceiling.
Just tested it out, works perfectly! Need to get used to it, but that won't be a problem!
It will really save a lot of time looking for those rare ore's for sure! Thanks!
So are you folks not getting this bug?
Detecting ores just fine, but...
these ores would be under the floor and hidden, but they still show up, and...
these ores would be perfectly visible, but they're not detected.
Not sure if this is a bug, or just a limitation due to the way compasses are handled: in the nether, finder needles jump all over the place similar to what the default needle does. I'm guessing that the compass nether code has the player's position/rotation randomly change (forcing the needle to reorient), and the finder needles are inheriting this property, forcing the finder needle to jump around as well? Is there any way to make the finder needles useable in the nether?
I kept with vanilla, so no, nether will make them uncontrollable. Sure you can change this, get my sourcecode, remove the nether specific code, recompile.
They are the RGB values for the color. Red Green Blue.
You can use a site like this http://www.colorpicker.com/ to pick color, then use the R, G, B values on the right in the mod's cfg
how do i make it find Cobalt and Ardite fro Tinkers Construct?
i already tried:
Setting: Nether Ores
//
NoEnderEyeNeedle
//
//
SearedBrick:10:0:255:50:50:1:256:1:1
//
//
SearedBrick:255:0:0:50:50:1:256:1:2
(the block ID for Cobalt and Ardite Ore is SearedBrick, the Damage value for Cobalt is 1, ardite is 2)
but that does't work
EDIT: I am dumb. didn't realize it needed the FULL block ID for modded ores. adding TConstruct: to the beginning of each line did the trick
can someone run me through this?
//
// - copper
Thermal_Foundation:copper_ore:255:51:51:15:1:1:100:0
what exactly am i doing wrong?
item id is 478
this works,
1.8
updated for mc 1.8, is now coremod because missing forge render hooks
i would be very surprised if this worked with optifine
Hi, I am using the 1.8 version. What could cause the needles to "stick" in position on the compass. e.g. I am seeing it point right ahead for an ore, but as I turn, the needles turn with the compass? (not the spawn needle, just the finder compass ones.)
Also, when using the compass as item option, the normal compass gets the needles and the finder compass has no texture, but it's the finder compass item that is used to pick the settings?
The first: I'm not entirely sure what you mean. Screenshot maybe?
The second: Because the modmaker was so glad he managed to get his render hook working he did not bother to properly make the "item" version working
A screenshot won't show the issue, as the needles are present. The problem is that, as I turn, the needles turn as if in a fixed position on the compass rather than pointing to an ore.
So, starting with the ore right in front of me, the needle pointed at it:
I turn, all present needles (except the vanilla spawn needle) follow the movement of the compass as if glued to it, and no longer point to the ores.
Basically the needles stop being "free-spinning" and will turn as if a stationary part of the compass.
... but if they point at ores, when did they start pointing there? Or: What do you do to unglue them? I have not experienced this issue. Are you running other mods, in particular Optifine?
OMG I HAVE BEEN LOOKING FOR DUNGEONS EVERYWHERE TO MAKE A DECORATIVE MOB FARM IN CREATIVE AND THIS WILL PROBABLY WORK
watchhhh out for thhhhe sssssssnake. hhhhe willl comme and get youuuuuuu.
Can this be used to find a block from another mod? How so?
Can I just enter the block ID number?
Maybe similar to what Kola was talking about, but I noticed that the needles only point to the ore if you are looking straight to them. If I turn the the left, the needle turns further left rather than turning right toward the ore.
I turned off all other mods and tried a few different versions of forge and it didn't seem to change things. MC 1.8, FinderCompass 1.7.10, Forge 11.14.1.1405 and .1338
OgreSean's Builders
DrZhark's Mo'Creatures
Mr. Okushama's Humans+
Gah, the needles are inverted. Eff openGL and everything it stands for
EDIT: I pushed a fix for you. Redownload and it will be pointing the right ways
Works perfect now. You rock!
OgreSean's Builders
DrZhark's Mo'Creatures
Mr. Okushama's Humans+
A bug with the ScanrangeVer term: when set to 1, instead of finding what's visible from a 1x2 tunnel, it's off by -1, finding what's inside the tunnel and 2 blocks below, but not what's on the ceiling.
So are you folks not getting this bug?
these ores would be under the floor and hidden, but they still show up, and...
these ores would be perfectly visible, but they're not detected.
@zobrux i fixed the offset bug and pushed version 1.8a for you.
Works great, thank you! (Since nobody else noticed, I was starting to think it was a problem with my end.)
Not sure if this is a bug, or just a limitation due to the way compasses are handled: in the nether, finder needles jump all over the place similar to what the default needle does. I'm guessing that the compass nether code has the player's position/rotation randomly change (forcing the needle to reorient), and the finder needles are inheriting this property, forcing the finder needle to jump around as well? Is there any way to make the finder needles useable in the nether?
I kept with vanilla, so no, nether will make them uncontrollable. Sure you can change this, get my sourcecode, remove the nether specific code, recompile.