I believe that suggestions geared primarily toward making non-useful things / entities useful is not something that is generally considered.
this mod is all about that. lapis was turned from *ugh* a dye to a key ingredient in detection technology. wolves were turned from *ugh* pets! * ugh* to useful dung producers which in turn allows leather-tanning. and yes leather was relatively useless. not 100% but not uber-useful like now either.
this mod is all about making useless stuff useful. in a disbelief-suspending (XD) way.
when i started my legit playthrough two weeks ago, it felt very weird to be mining gold like crazy whereas normally i'd skip it and mine as much iron and diamond as possible. i find myself dumping diamonds in a chest and hoarding iron, hoarding gold. in stead of surviving on bread, i find myself mass-producing cows, replenishing my own food supply of beef and using the rest for wolves.
hell, i actually was scared for my wolves when traversing the desert at night.
this is all about making useless stuff useful. and of course a lot of other things too.
anyway, i just liked the idea of it. although, given the track record of Flowerchild, he'll probably do something awesome i didn't expect.
I dunno. Sailboats were one of the first things I though of when I saw this mod. Right after 'Great holy squid, this thread would be a criminal psychologist's dream!'
yes it would be awesome to have one. i have a sea with tons of clay next to my base, but it's too deep to reach (a one-way ticket), and too big to sail across in this tiny boat
Brief summary: This idea is a block which is designed to increase the automation of things in cauldrons and crucibles, as well as automation of anything that uses a block dispenser as a collection device. It does this by removing blocks from inventories with storage, and moving them/shooting them out of the opposite end when powered.
This has also been posted on the better than wolves forums.
I'm sure has been brought up before, but here it is.
To help in automation of certain aspects of better than wolves current possibilities, I believe that a block that can remove an item from the inventory of another block is the logical next step in automation. This would allow for Cauldrons that are automatically emptied and put in chests, automating anything made in a cauldron or crucible, this allows for a stone generator, a cobblestone generator with a block dispenser than then sends its items to a crucible which is then emptied and moved to a chest. The possibilities are much greater for automation. I do not use this mod with any other mods that allow for automation, since I feel that most of those take something away from minecrafts feel of progressing and this mod has never done that. I love that this mod forces you to progress from your humble beginnings into higher levels of technology and automation, nothing like it in minecraft so far.
The specifics of how I believe this should work are as follows. It is placed under/next to any item that can store an object. (I believe next to is optimal) It is essentially a stone hopper, using soul urns in the same way a block dispenser does to suck out items from another storage device. When powered, it sends its items out the opposite side of the receiving end, the receiving end will be facing you when you place it, sending end is opposite you.
I believe the optimal way to make this would be on an anvil using 8 smooth stone top and bottom 4 soul urns in the middle, 2 hoppers on the left side, 2 block dispensers on the right side.
Visual (s = stone, h = hopper, u = soul urn, b = block dispenser)
ssss
huub
huub
ssss
This item would be expensive because it offers a high level of automation. Depending it may also require a metal version of the current axle to effectively remain powered so close to the fire under a crucible or pot. I appreciate the time you've spent reading this, thanks alot.
A little about me in closing
The only mods I currently run with this mod are Mo Creatures, somnia, kaevators super slopes/timber framing, and MAtmos.
Since I've always picked better than wolves first and never used another building or automation mod this would be much appreciated, and I believe it will slightly improve the best mod in minecraft.
this mod is all about that. lapis was turned from *ugh* a dye to a key ingredient in detection technology. wolves were turned from *ugh* pets! * ugh* to useful dung producers which in turn allows leather-tanning. and yes leather was relatively useless. not 100% but not uber-useful like now either.
Actually, no, he's right. I implement features for the functionality they provide. Fitting them into the tech-tree, and coming up with the recipes are secondary considerations that follow that.
So, in other words, I'm generally not receptive to ideas along the lines of "we need a use for 'x' useless item". That kind of thing comes naturally with time as I develop other features, and it's never an incentive for me to put a feature in to begin with.
Let's put it this way, would you rather I be motivated in creating a feature because of the cool things it does, or because it clears out the rubbish in your chests?
To help in automation of certain aspects of better than wolves current possibilities, I believe that a block that can remove an item from the inventory of another block is the logical next step in automation.
Extraction is something I plan on handling on a case by case basis, as opposed to with a general purpose solution.
It's much the same way I approach automated crafting. Individually tailored solutions are always much more interesting from a gameplay and automation perspective than a universal block that takes care of it all for you.
But yes, it is something I already have plans for.
Extraction is something I plan on handling on a case by case basis, as opposed to with a general purpose solution.
It's much the same way I approach automated crafting. Individually tailored solutions are always much more interesting from a gameplay and automation perspective than a universal block that takes care of it all for you.
But yes, it is something I already have plans for.
:biggrin.gif: Glad to hear it I look forward to it!
Let's put it this way, would you rather I be motivated in creating a feature because of the cool things it does, or because it clears out the rubbish in your chests?
i understand your point. i wasn't saying you should add stuff for the sake of adding it. i meant that making useless stuff useful is definitely a thing in this mod. although based upon your reply, it is more of a side-effect than i thought.
i thought it went more like:
"i want to make X"
"what stuff can be used to make it, that is *relatively* scarce and unused"
Extraction is something I plan on handling on a case by case basis, as opposed to with a general purpose solution.
It's much the same way I approach automated crafting. Individually tailored solutions are always much more interesting from a gameplay and automation perspective than a universal block that takes care of it all for you.
But yes, it is something I already have plans for.
in terms of emulating steve's behaviour, it is one of the most crucial pieces missing. the Block dispenser already emulates picking up and placing blocks, the detector block his ability to perceive, the buddy block his ability to perceive change, the hopper his ability to gather and store and deposit.
so an "allocator", or inverted hopper (suck out objects from inventories and drop them as an item) would be one logical thing.
This would allow for Cauldrons that are automatically emptied and put in chests, automating anything made in a cauldron or crucible,
fill your cauldron with something like cobblestone untill 1 slot remains. put in whatever you want to cook or render. keep this slot filled with fresh material. now, the produced material is ejected out of the top.
since cauldrons pick up stuff quite fast, you can put a water stream over it, drop the food in the first part of the flow, the cauldron sucks it in and cooks/renders it, and then ejects the rendered/cooked stuff out into the waterflow after which it continues to, say, a hopper.
*has a eureka moment*
of COURSE. i should use dispensers, not hoppers attached to horribly complex machinery to make it drop 28 pieces.
*slaps himself*
Yup, just like Glass, sidings, panels, or any kind of non-opaque block, you can't place torch on it.
Hm. Except the Pedestal block does go to the full height of the block, like fences. And we can now place torches on fences, so.. I see it as a good suggestion actually. :smile.gif:
Hm. Except the Pedestal block does go to the full height of the block, like fences. And we can now place torches on fences, so.. I see it as a good suggestion actually. :smile.gif:
No, fences are a specific exception case in the Mojang code, which I would prefer not to modify for this, as it also relates to a number of other blocks that can only stick to solid ones, and I'd have to modify that as well.
For comparison, the Forge modifies 13 different base-classes for that functionality, and that was a contributing factor towards me leaving it.
No, fences are a specific exception case in the Mojang code, which I would prefer not to modify for this, as it also relates to a number of other blocks that can only stick to solid ones, and I'd have to modify that as well.
For comparison, the Forge modifies 13 different base-classes for that functionality, and that was a contributing factor towards me leaving it.
Darn. I did not realize it was such a specific exception in the code. I thought it would be as simple as adding "torch" to a list of 'acceptable blocks' somewhere :/ That's why I thought it would be a good suggestion.
Darn. I did not realize it was such a specific exception in the code. I thought it would be as simple as adding "torch" to a list of 'acceptable blocks' somewhere :/ That's why I thought it would be a good suggestion.
No, there are a lot of different parts of the Minecraft code that make specific exceptions for certain block types, which can make modding rather difficult at times without changing around base-classes.
Hopefully this will begin to change once the mod-API comes out, as up until this point, the code base wasn't really designed to accommodate modding.
No, there are a lot of different parts of the Minecraft code that make specific exceptions for certain block types, which can make modding rather difficult at times without changing around base-classes.
Hopefully this will begin to change once the mod-API comes out, as up until this point, the code base wasn't really designed to accommodate modding.
OK, so I just went back and watched that interview video with Battosay.. I had understood some of your reasons for leaving Forge, but I didn't realize that one of the specific examples given related to the Forge's handling of placement of transparent blocks. I feel like a fool now
I believe this would be a good moment to say that I love BTW (and BTB)!
I don't know if it was asked already (I'm NOT going to read 1000 pages), but what about start working on multilanguage support? If you need me for translate anything to spanish, i'm your man. (Just PM to me, i'm not good at keeping track of the posts :smile.gif: )
I don't know if it was asked already (I'm NOT going to read 1000 pages), but what about start working on multilanguage support? If you need me for translate anything to spanish, i'm your man. (Just PM to me, i'm not good at keeping track of the posts :smile.gif: )
Thar?:sleep.gif:
Thar she blows!!!
this mod is all about that. lapis was turned from *ugh* a dye to a key ingredient in detection technology. wolves were turned from *ugh* pets! * ugh* to useful dung producers which in turn allows leather-tanning. and yes leather was relatively useless. not 100% but not uber-useful like now either.
this mod is all about making useless stuff useful. in a disbelief-suspending (XD) way.
when i started my legit playthrough two weeks ago, it felt very weird to be mining gold like crazy whereas normally i'd skip it and mine as much iron and diamond as possible. i find myself dumping diamonds in a chest and hoarding iron, hoarding gold. in stead of surviving on bread, i find myself mass-producing cows, replenishing my own food supply of beef and using the rest for wolves.
hell, i actually was scared for my wolves when traversing the desert at night.
this is all about making useless stuff useful. and of course a lot of other things too.
anyway, i just liked the idea of it. although, given the track record of Flowerchild, he'll probably do something awesome i didn't expect.
yes it would be awesome to have one. i have a sea with tons of clay next to my base, but it's too deep to reach (a one-way ticket), and too big to sail across in this tiny boat
This has also been posted on the better than wolves forums.
I'm sure has been brought up before, but here it is.
To help in automation of certain aspects of better than wolves current possibilities, I believe that a block that can remove an item from the inventory of another block is the logical next step in automation. This would allow for Cauldrons that are automatically emptied and put in chests, automating anything made in a cauldron or crucible, this allows for a stone generator, a cobblestone generator with a block dispenser than then sends its items to a crucible which is then emptied and moved to a chest. The possibilities are much greater for automation. I do not use this mod with any other mods that allow for automation, since I feel that most of those take something away from minecrafts feel of progressing and this mod has never done that. I love that this mod forces you to progress from your humble beginnings into higher levels of technology and automation, nothing like it in minecraft so far.
The specifics of how I believe this should work are as follows. It is placed under/next to any item that can store an object. (I believe next to is optimal) It is essentially a stone hopper, using soul urns in the same way a block dispenser does to suck out items from another storage device. When powered, it sends its items out the opposite side of the receiving end, the receiving end will be facing you when you place it, sending end is opposite you.
I believe the optimal way to make this would be on an anvil using 8 smooth stone top and bottom 4 soul urns in the middle, 2 hoppers on the left side, 2 block dispensers on the right side.
Visual (s = stone, h = hopper, u = soul urn, b = block dispenser)
ssss
huub
huub
ssss
This item would be expensive because it offers a high level of automation. Depending it may also require a metal version of the current axle to effectively remain powered so close to the fire under a crucible or pot. I appreciate the time you've spent reading this, thanks alot.
A little about me in closing
The only mods I currently run with this mod are Mo Creatures, somnia, kaevators super slopes/timber framing, and MAtmos.
Since I've always picked better than wolves first and never used another building or automation mod this would be much appreciated, and I believe it will slightly improve the best mod in minecraft.
Thanks for everything you've created so far.
Actually, no, he's right. I implement features for the functionality they provide. Fitting them into the tech-tree, and coming up with the recipes are secondary considerations that follow that.
So, in other words, I'm generally not receptive to ideas along the lines of "we need a use for 'x' useless item". That kind of thing comes naturally with time as I develop other features, and it's never an incentive for me to put a feature in to begin with.
Let's put it this way, would you rather I be motivated in creating a feature because of the cool things it does, or because it clears out the rubbish in your chests?
Extraction is something I plan on handling on a case by case basis, as opposed to with a general purpose solution.
It's much the same way I approach automated crafting. Individually tailored solutions are always much more interesting from a gameplay and automation perspective than a universal block that takes care of it all for you.
But yes, it is something I already have plans for.
:biggrin.gif: Glad to hear it I look forward to it!
i understand your point. i wasn't saying you should add stuff for the sake of adding it. i meant that making useless stuff useful is definitely a thing in this mod. although based upon your reply, it is more of a side-effect than i thought.
i thought it went more like:
"i want to make X"
"what stuff can be used to make it, that is *relatively* scarce and unused"
in terms of emulating steve's behaviour, it is one of the most crucial pieces missing. the Block dispenser already emulates picking up and placing blocks, the detector block his ability to perceive, the buddy block his ability to perceive change, the hopper his ability to gather and store and deposit.
so an "allocator", or inverted hopper (suck out objects from inventories and drop them as an item) would be one logical thing.
fill your cauldron with something like cobblestone untill 1 slot remains. put in whatever you want to cook or render. keep this slot filled with fresh material. now, the produced material is ejected out of the top.
since cauldrons pick up stuff quite fast, you can put a water stream over it, drop the food in the first part of the flow, the cauldron sucks it in and cooks/renders it, and then ejects the rendered/cooked stuff out into the waterflow after which it continues to, say, a hopper.
*has a eureka moment*
of COURSE. i should use dispensers, not hoppers attached to horribly complex machinery to make it drop 28 pieces.
*slaps himself*
Ne'er mind. Figured it out on my own.Is there any reason why I can't place torches on top of pedestals?
Also check me out on:
WordPress, Etsy, and Spore.
I'm no genius, but i think you're missing ModloaderMP.
It would say No .class found error: BasemodMP or something like that if he was, THIS however is something I haven't seen before
No error report = no help, simple
Hm. Except the Pedestal block does go to the full height of the block, like fences. And we can now place torches on fences, so.. I see it as a good suggestion actually. :smile.gif:
No, fences are a specific exception case in the Mojang code, which I would prefer not to modify for this, as it also relates to a number of other blocks that can only stick to solid ones, and I'd have to modify that as well.
For comparison, the Forge modifies 13 different base-classes for that functionality, and that was a contributing factor towards me leaving it.
Darn. I did not realize it was such a specific exception in the code. I thought it would be as simple as adding "torch" to a list of 'acceptable blocks' somewhere :/ That's why I thought it would be a good suggestion.
No, there are a lot of different parts of the Minecraft code that make specific exceptions for certain block types, which can make modding rather difficult at times without changing around base-classes.
Hopefully this will begin to change once the mod-API comes out, as up until this point, the code base wasn't really designed to accommodate modding.
OK, so I just went back and watched that interview video with Battosay.. I had understood some of your reasons for leaving Forge, but I didn't realize that one of the specific examples given related to the Forge's handling of placement of transparent blocks. I feel like a fool now
I believe this would be a good moment to say that I love BTW (and BTB)!
I won't be supporting translations.
What did you expect? This is FlowerChild we're talking about here.
Yeah, go figure. I actually want to create a mod for THE GAME, instead of all the extraneous ******** that surrounds it
Language support is the kind of annoying grunt-work I have to worry about when I'm getting paid to make games. No way I'm doing it for fun.