"Seeds are now found in tall grass, using a hoe on the ground no longer works"
After reading the whole changelog, I think the only 2 things that annoy me is the above change (because it messes with BTW) and this: "Severely nerfed fire so it spread slower, and doesn’t spread infinitely". But apart from that, the gargantuan list of bugfixes is very very nice.
By the way, dividing the functions of the dispenser between redstone and mechanical power is an idea I like a lot. It certainly allows for more precise and complex operations.
Rollback Post to RevisionRollBack
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
If I didn't came up with the same idea, I woudl have said IT'S BRILLIANT, but it would sound a bit egocentric now ^^
Lol! Ok, cool! Glad we're thinking in the same direction, even if spookily so
I'll try to cram that one into the next release, but it may be the one after as I already have a nice feature planned for next and want to focus on that
Quote from Battosay »
Oh, and since I'm talking about the dispenser : One more exception for it : You shall not swallow fire ^^
Found it by accidently setting fire to a three leaf before it was swallowed by the dispenser.
Woops! Ok, will take a look at that
Quote from Battosay »
Well, actually I started mine on my second (IRL) day in Minecraft, after seeing Kiershar's vid on youtube (the first Minecraft vid' I've seen). But I'm probably the exception that confirms the rule.
Yikes, ok, yeah, that's a major exception
Quote from Battosay »
On another topic, what are you in the mood to do for the mod today, if I may ask ?
Hehe...I got plans man. I *maybe* (and that's a BIG maybe) actually be able to get out another release tonight because I have a nice simple little new toy in mind that should be a lot of fun to play with. Unfortunately, with like what happened with the Hopper, these things tend to get a little more complex as I add to them:
"Hey! I should dump into chests!"
...a short time later...
"Hey! I should create a 3D display of how much stuff is in the Hopper built into the 3D model!"
...gets that part done...
Hey! What about Minecarts?!"
...a short time after that...
"Hey! I should dump into EVERYTHING!!!!!"
As a clue to what's coming next, this time, I'll tell you which song I'm planning on using for the demo video:
Hehe...yes, I tend to plan things out in weird ways, and my clues are becoming even more indecipherable
Found the first issue 1.6 will cause for this mod:
"Seeds are now found in tall grass, using a hoe on the ground no longer works"
Among the many that I'm sure there will be V.V
I read the whole bugfix list, this next release is gonna be sweet when it comes to being less buggy.
Yeah, I just read it myself, and it certainly looks like Notch is starting to do more constructive stuff with his time...
...than wolves.
I'm looking forward to seeing what the tall grass will be like actually, and switching the seed thing won't be a problem. Probably 10 minutes max.
Looking over the change log, the only thing I'm vaguely concerned about are the fixes to the Dispenser since the Block Dispenser currently inherits directly from its class.
I was planning on making it totally separate anyways, so I guess I'll just bump up that task to before 1.6 comes out so I don't have to deal with any weird effects the changes might have with the BD.
No worries. As I say, I post rarely and read everything, cannot expect you to remember with the number of people following this mod now (again congratulations!).
Thanks man! Yeah, it's going quite swimmingly. I may get rather annoyed at times with the wider range of players of "varying degrees of intellect" that the mod is now attracting, but overall I am quite pleased
By the way, dividing the functions of the dispenser between redstone and mechanical power is an idea I like a lot. It certainly allows for more precise and complex operations.
Excellent! Glad you're down with it too! Yeah, I think this is a concept I'm going to start upgrading a lot of the old devices with. In general, they should still behave the same way when redstone is applied, but I think there's a lot of room to provide alternate functionality (without even using another BlockID!) when mechanical power is applied
EDIT: I'm also really interested to see what this "hatch" thing is. Anyone have any info on it?
EDIT 2: NM...just checked the tweets. Horizontal door but water can't pass through? Lame...
EDIT 3: And I just looked at the wild-grass screen-shot. Is it just me, or does that look bad to anyone else?
What about a filter-block which lets only pass one/several block types. Like you put one of each block you want to pass in its inventory. This could work as the bottom of a water-item-conveyor belt:
for the filter
=> hopper
So while the items are washed over the filters each filter will let pass thru only the valid items so they fall down while the invalid ones remain in the water and get washed to the next filter and so on.
Nah man. I'm really down on including interfaces of this kind in the game.
That's one of my big objections to Buildcraft as opposed to something like a Hopper (since the Hopper accomplishes many of the same things that the base functionality of Buidcraft does).
Not only does the high-tech aspect of that mod break the feel of the game IMO (which is why I'd never use it despite how cool it is), but the complexity of the filtering interfaces does the same thing. It doesn't help either that he included all kinds of contraptions for which there are already at least partial in-game equivalents (like waterflow and Minecarts).
I'll just say that filtering is something I know players want to do, it's something I myself want to do when I play, and as a result, I will likely have a unique solution to the problem coming along at *some point* in this mods development, but it's highly doubtful it will involve anything like the interface you describe above, and will likely occur at a higher-level of Steve's "technological development".
For now, he can collect and distribute items. We'll see what additional discoveries in the future allow him to do with those items
EDIT 3: And I just looked at the wild-grass screen-shot. Is it just me, or does that look bad to anyone else?
Let's just say it's a mod I wouldn't have installed in my game and now it's being implemented officially.
In two words, damn it.
As for the hatch, it would have been surprising if it did let water flow through, since the normal doors don't even interact with water correctly to begin with.
Let's just say it's a mod I wouldn't have installed in my game and now it's being implemented officially.
In two words, damn it.
Hehe...ok, I guess I'm not the only one then
Quote from logorouge »
As for the hatch, it would have been surprising if it did let water flow through, since the normal doors don't even interact with water correctly to begin with.
Yeah, I fully understand that. The thing is, if you're going to build something like this into the game, doesn't it make sense to expend the extra effort to make sure it does one of the primary things that people probably want from it?
Like, I'm all good with that functionality remaining a part of features that the Block Dispenser brings to the game, but man, it's almot like Notch is playing "devil's advocate" with feature requests and giving people the literal interpretation of what they're asking for instead of what they really want.
I suspect his logic is that he doesn't want something like the BD (but then again, he could have just had it dispense one particularly visible block) because he doesn't want invisible trap-doors in SMP, but at the same time, it's so damn easy to dig around and disarm traps in SMP, I think giving the trap creator at least the element of surprise doesn't at all unbalance things.
Anyways, I think he should have just gone with a multi-block solution to this problem: one block being the trap-door itself, and the other its controller into which the trap-door swings (like a big hinge block or whatever). The reason why the water can't flow through it is because the system doesn't allow for two blocks to occupy the same space (in this case, the trap door and the water). If he had done the two block thing: problem solved. When the door swings into the controller, it ceases to exist in terms of the internal game-mechanics, and the water can flow freely.
Anyways, like I said...lame.
EDIT: Oh yeah, one nice thing that does occur to me about the hatches:
Since water doesn't pass through them, I suspect if you put one over a hopper, water and items will flow over the hatch as normal when closed, but items will drop through when it is open (as the water keeps going).
Hook that up to an inverted signal from the Hopper, and you'll have a way to have items pass over one that is filled
I really don't mind this way of doing it either, as it still requires a certain effort on the part of the player to make it work.
Um. For some reason everytime I try to open my Chests the game just fully crashes. It doesn't tell me that it crashes and just exits out of the game. Help?
Um. For some reason everytime I try to open my Chests the game just fully crashes. It doesn't tell me that it crashes and just exits out of the game. Help?
You wouldn't happen to have some minecart pressure plates or booster blocks from an old version of this mod in those chests? If you do, that could be a problem. If you don't, please disregard this post.
Rollback Post to RevisionRollBack
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
FlowerChild: so this change to the block dispensers with a redstone signal placing a block and a mechanical signal shooting it out as an item. Does this mean that if the BD picks up the top half of a hemp plant it will then place it as a block when it gets a redstone signal? Or will the hemp item shoot out?
Is the waterwheel supposed to despawn after the player gets a little ways away?
It always does for me. It could be a side effect of playing with "Fast" graphics, but it seems likely (since the waterwheel is classified as an entity) that its despawning like mobs when the player is too far away.
Is the waterwheel supposed to despawn after the player gets a little ways away?
It always does for me. It could be a side effect of playing with "Fast" graphics, but it seems likely (since the waterwheel is classified as an entity) that its despawning like mobs when the player is too far away.
Anyone else notice this?
No don't think I've had it despawn 0.o my guess is that it isn't despawning but instead the game stops rendering after you get so far away from it to help with performance
Um. For some reason everytime I try to open my Chests the game just fully crashes. It doesn't tell me that it crashes and just exits out of the game. Help?
That probably means you have blocks or items in your chests with invalid ids, and I doubt it's all your chests.
This means that you either have old items and or blocks from an uninstalled mod in those chests, you've reassigned block and item ids for existing objects using config files, or, as someone else pointed out, you still have the old minecart boosters of minecart plates from this mod in your chest.
Then there's always the problem if you're using AutoID, which just breaks things, but hopefully nobody is doing that anymore.
FlowerChild: so this change to the block dispensers with a redstone signal placing a block and a mechanical signal shooting it out as an item. Does this mean that if the BD picks up the top half of a hemp plant it will then place it as a block when it gets a redstone signal? Or will the hemp item shoot out?
Nah man, processed hemp is no more a block than wheat is. It will do nothing with it.
The idea is that it places blocks (and blocks only) when it is powered with redstone, and spits out items (or blocks in item form) when it is mechanically powered.
Is the waterwheel supposed to despawn after the player gets a little ways away?
It always does for me. It could be a side effect of playing with "Fast" graphics, but it seems likely (since the waterwheel is classified as an entity) that its despawning like mobs when the player is too far away.
Anyone else notice this?
Ummm...it should absolutely not despawn and I've travelled a VERY long way (like a couple of kilometers) without having that happen.
Did you bother to just walk back and check if it's still there before posting this as if it were a potential bug?
Nah man, processed hemp is no more a block than wheat is. It will do nothing with it.
The idea is that it places blocks (and blocks only) when it is powered with redstone, and spits out items (or blocks in item form) when it is mechanically
Hmm okay. Thank you. I wanted to be 100% certain of how it will work in the future befor I build my auto hemp farming tower. Now I'll have to do some testing. Hmmm
Ummm...it should absolutely not despawn and I've travelled a VERY long way (like a couple of kilometers) without having that happen.
Did you bother to just walk back and check if it's still there before posting this as if it were a potential bug?
T've tested it several times on multiple worlds, and it happens every time. I'll test with different settings, but it could be a mod conflict, I've got way to many installed.
EDIT: Looks like it was the portalgun mod causing a conflict. Odd.
T've tested it several times on multiple worlds, and it happens every time. I'll test with different settings, but it could be a mod conflict, I've got way to many installed.
EDIT: Looks like it was the portalgun mod causing a conflict. Odd.
Cool cool. That one had me scratching my head man :smile.gif:
T've tested it several times on multiple worlds, and it happens every time. I'll test with different settings, but it could be a mod conflict, I've got way to many installed.
EDIT: Looks like it was the portalgun mod causing a conflict. Odd.
Probably has to do with the portals despawning after a certain distance, the code must be modified to allow all entities to despawn after a certain distance is reached.
I'm no coder but thats all I could think of with my sadly graphics oriented mind.
INB4 I trash flowers thread some useful input:
I found that the use of SP Commands to make snow in my world forced snow to collect on partially opaque objects, so thats what caused my stupidity suggesting image to be posted and my belief that snow could do such a thing V.V
-crawls back to PS, his one and only love-
* Fixed not being able to target blocks when at x or z position 1000
* Fixed fences and stairs sometimes becoming invisible
* Fixed creepers retaining charge level when they can’t see their target
HA! Finally! I had the front of my house there, that was the most annoying ****.
Quote from Notch »
* Fixed minecarts next to each other causing extreme velocities (sorry!)
Think you might look into the cart code with a 10foot pole now flower :tongue.gif:
Also, I was able to fix my odd game crash when i tried to plant a tree, I don't know what was causing it, all i did was get a fresh jar and reinstall all my mods, they all still work without crashing.
Think you might look into the cart code with a 10foot pole now flower :tongue.gif:
Nah man, that's just the "booster glitch" that he fixed. It says nothing about carts warping through each other and all that other nutso stuff. I'll believe the rest is fixed when I see it :smile.gif:
One thing I'm looking forward to though, is that he said he also increased the power to the booster rails. Here's hoping that means that the storage carts don't require a booster rail every 4th block now to maintain maximum velocity :smile.gif:
One thing I'm looking forward to though, is that he said he also increased the power to the booster rails. Here's hoping that means that the storage carts don't require a booster rail every 4th block now to maintain maximum velocity :smile.gif:
Yes doubly agreed. Don't forget that it's 1 booster every other block when going up hill :(So expensive to get those carts out of my mining shaft
Yes doubly agreed. Don't forget that it's 1 booster every other block when going up hill :(So expensive to get those carts out of my mining shaft
Yup. I've actually been putting them on every block going uphill (to maintain top speed), but I had a massive stockpile of gold before the booster rails came out.
I thought he might power them up in the future, which is why I only bothered doing half my rail network. Somehow, I have the sneaking suspicion that he may have intentionally underpowered them to start, so that folks felt like he was doing them a favour when he increased them, to lessen how pissed of they'd be when he ripped the glitched boosters out.
It's something I probably would have done myself in a similar situation, which is why I thought of it
-------
I was pretty tired tonight, so decided to take a break from working on the mod tonight (sorry, not going to have a release two days in a row ) and just play the game with the new stuff in it.
One thing I've got to say: man, do you ever need a LOT of wood to build mechanical contraptions
I hadn't really intended it, but I've got to say, I'm liking it this way. It's giving a purpose to tree-farming which I find to be a good thing, and since this mod already includes the devices necessary to auto-harvest trees (as Battosay has so amply demonstrated), all the better.
Anyways, I'm having a lot of fun with the hoppers. My underground lair is beginning to look like a whacked-out mad-scientist lab with water cannals and mill-wheels everywhere, which I'm quite liking. It definitely brings some life into what was originally a fairly drab, grey, hole in the ground.
Will get back to the modding tomorrow. But it was certainly nice to take an evening just to play around with the new toys
After reading the whole changelog, I think the only 2 things that annoy me is the above change (because it messes with BTW) and this: "Severely nerfed fire so it spread slower, and doesn’t spread infinitely". But apart from that, the gargantuan list of bugfixes is very very nice.
By the way, dividing the functions of the dispenser between redstone and mechanical power is an idea I like a lot. It certainly allows for more precise and complex operations.
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Lol! Ok, cool! Glad we're thinking in the same direction, even if spookily so
I'll try to cram that one into the next release, but it may be the one after as I already have a nice feature planned for next and want to focus on that
Woops! Ok, will take a look at that
Yikes, ok, yeah, that's a major exception
Hehe...I got plans man. I *maybe* (and that's a BIG maybe) actually be able to get out another release tonight because I have a nice simple little new toy in mind that should be a lot of fun to play with. Unfortunately, with like what happened with the Hopper, these things tend to get a little more complex as I add to them:
"Hey! I should dump into chests!"
...a short time later...
"Hey! I should create a 3D display of how much stuff is in the Hopper built into the 3D model!"
...gets that part done...
Hey! What about Minecarts?!"
...a short time after that...
"Hey! I should dump into EVERYTHING!!!!!"
As a clue to what's coming next, this time, I'll tell you which song I'm planning on using for the demo video:
Hehe...yes, I tend to plan things out in weird ways, and my clues are becoming even more indecipherable
Yeah, I just read it myself, and it certainly looks like Notch is starting to do more constructive stuff with his time...
...than wolves.
I'm looking forward to seeing what the tall grass will be like actually, and switching the seed thing won't be a problem. Probably 10 minutes max.
Looking over the change log, the only thing I'm vaguely concerned about are the fixes to the Dispenser since the Block Dispenser currently inherits directly from its class.
I was planning on making it totally separate anyways, so I guess I'll just bump up that task to before 1.6 comes out so I don't have to deal with any weird effects the changes might have with the BD.
Thanks man! Yeah, it's going quite swimmingly. I may get rather annoyed at times with the wider range of players of "varying degrees of intellect" that the mod is now attracting, but overall I am quite pleased
Excellent! Glad you're down with it too! Yeah, I think this is a concept I'm going to start upgrading a lot of the old devices with. In general, they should still behave the same way when redstone is applied, but I think there's a lot of room to provide alternate functionality (without even using another BlockID!) when mechanical power is applied
EDIT: I'm also really interested to see what this "hatch" thing is. Anyone have any info on it?
EDIT 2: NM...just checked the tweets. Horizontal door but water can't pass through? Lame...
EDIT 3: And I just looked at the wild-grass screen-shot. Is it just me, or does that look bad to anyone else?
Nah man. I'm really down on including interfaces of this kind in the game.
That's one of my big objections to Buildcraft as opposed to something like a Hopper (since the Hopper accomplishes many of the same things that the base functionality of Buidcraft does).
Not only does the high-tech aspect of that mod break the feel of the game IMO (which is why I'd never use it despite how cool it is), but the complexity of the filtering interfaces does the same thing. It doesn't help either that he included all kinds of contraptions for which there are already at least partial in-game equivalents (like waterflow and Minecarts).
I'll just say that filtering is something I know players want to do, it's something I myself want to do when I play, and as a result, I will likely have a unique solution to the problem coming along at *some point* in this mods development, but it's highly doubtful it will involve anything like the interface you describe above, and will likely occur at a higher-level of Steve's "technological development".
For now, he can collect and distribute items. We'll see what additional discoveries in the future allow him to do with those items
Let's just say it's a mod I wouldn't have installed in my game and now it's being implemented officially.
In two words, damn it.
As for the hatch, it would have been surprising if it did let water flow through, since the normal doors don't even interact with water correctly to begin with.
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
Hehe...ok, I guess I'm not the only one then
Yeah, I fully understand that. The thing is, if you're going to build something like this into the game, doesn't it make sense to expend the extra effort to make sure it does one of the primary things that people probably want from it?
Like, I'm all good with that functionality remaining a part of features that the Block Dispenser brings to the game, but man, it's almot like Notch is playing "devil's advocate" with feature requests and giving people the literal interpretation of what they're asking for instead of what they really want.
I suspect his logic is that he doesn't want something like the BD (but then again, he could have just had it dispense one particularly visible block) because he doesn't want invisible trap-doors in SMP, but at the same time, it's so damn easy to dig around and disarm traps in SMP, I think giving the trap creator at least the element of surprise doesn't at all unbalance things.
Anyways, I think he should have just gone with a multi-block solution to this problem: one block being the trap-door itself, and the other its controller into which the trap-door swings (like a big hinge block or whatever). The reason why the water can't flow through it is because the system doesn't allow for two blocks to occupy the same space (in this case, the trap door and the water). If he had done the two block thing: problem solved. When the door swings into the controller, it ceases to exist in terms of the internal game-mechanics, and the water can flow freely.
Anyways, like I said...lame.
EDIT: Oh yeah, one nice thing that does occur to me about the hatches:
Since water doesn't pass through them, I suspect if you put one over a hopper, water and items will flow over the hatch as normal when closed, but items will drop through when it is open (as the water keeps going).
Hook that up to an inverted signal from the Hopper, and you'll have a way to have items pass over one that is filled
I really don't mind this way of doing it either, as it still requires a certain effort on the part of the player to make it work.
You wouldn't happen to have some minecart pressure plates or booster blocks from an old version of this mod in those chests? If you do, that could be a problem. If you don't, please disregard this post.
Better Than Wolves Mod WARNING: May cause addiction and/or skull detonation. Handle with care.
It always does for me. It could be a side effect of playing with "Fast" graphics, but it seems likely (since the waterwheel is classified as an entity) that its despawning like mobs when the player is too far away.
Anyone else notice this?
No don't think I've had it despawn 0.o my guess is that it isn't despawning but instead the game stops rendering after you get so far away from it to help with performance
That probably means you have blocks or items in your chests with invalid ids, and I doubt it's all your chests.
This means that you either have old items and or blocks from an uninstalled mod in those chests, you've reassigned block and item ids for existing objects using config files, or, as someone else pointed out, you still have the old minecart boosters of minecart plates from this mod in your chest.
Then there's always the problem if you're using AutoID, which just breaks things, but hopefully nobody is doing that anymore.
Nah man, processed hemp is no more a block than wheat is. It will do nothing with it.
The idea is that it places blocks (and blocks only) when it is powered with redstone, and spits out items (or blocks in item form) when it is mechanically powered.
Ummm...it should absolutely not despawn and I've travelled a VERY long way (like a couple of kilometers) without having that happen.
Did you bother to just walk back and check if it's still there before posting this as if it were a potential bug?
Hmm okay. Thank you. I wanted to be 100% certain of how it will work in the future befor I build my auto hemp farming tower. Now I'll have to do some testing. Hmmm
T've tested it several times on multiple worlds, and it happens every time. I'll test with different settings, but it could be a mod conflict, I've got way to many installed.
EDIT: Looks like it was the portalgun mod causing a conflict. Odd.
Cool cool. That one had me scratching my head man :smile.gif:
Probably has to do with the portals despawning after a certain distance, the code must be modified to allow all entities to despawn after a certain distance is reached.
I'm no coder but thats all I could think of with my sadly graphics oriented mind.
INB4 I trash flowers thread some useful input:
I found that the use of SP Commands to make snow in my world forced snow to collect on partially opaque objects, so thats what caused my stupidity suggesting image to be posted and my belief that snow could do such a thing V.V
-crawls back to PS, his one and only love-
HA! Finally! I had the front of my house there, that was the most annoying ****.
Think you might look into the cart code with a 10foot pole now flower :tongue.gif:
Also, I was able to fix my odd game crash when i tried to plant a tree, I don't know what was causing it, all i did was get a fresh jar and reinstall all my mods, they all still work without crashing.
Nah man, that's just the "booster glitch" that he fixed. It says nothing about carts warping through each other and all that other nutso stuff. I'll believe the rest is fixed when I see it :smile.gif:
One thing I'm looking forward to though, is that he said he also increased the power to the booster rails. Here's hoping that means that the storage carts don't require a booster rail every 4th block now to maintain maximum velocity :smile.gif:
Yes doubly agreed. Don't forget that it's 1 booster every other block when going up hill :(So expensive to get those carts out of my mining shaft
Yup. I've actually been putting them on every block going uphill (to maintain top speed), but I had a massive stockpile of gold before the booster rails came out.
I thought he might power them up in the future, which is why I only bothered doing half my rail network. Somehow, I have the sneaking suspicion that he may have intentionally underpowered them to start, so that folks felt like he was doing them a favour when he increased them, to lessen how pissed of they'd be when he ripped the glitched boosters out.
It's something I probably would have done myself in a similar situation, which is why I thought of it
-------
I was pretty tired tonight, so decided to take a break from working on the mod tonight (sorry, not going to have a release two days in a row ) and just play the game with the new stuff in it.
One thing I've got to say: man, do you ever need a LOT of wood to build mechanical contraptions
I hadn't really intended it, but I've got to say, I'm liking it this way. It's giving a purpose to tree-farming which I find to be a good thing, and since this mod already includes the devices necessary to auto-harvest trees (as Battosay has so amply demonstrated), all the better.
Anyways, I'm having a lot of fun with the hoppers. My underground lair is beginning to look like a whacked-out mad-scientist lab with water cannals and mill-wheels everywhere, which I'm quite liking. It definitely brings some life into what was originally a fairly drab, grey, hole in the ground.
Will get back to the modding tomorrow. But it was certainly nice to take an evening just to play around with the new toys