make the nether more better, theres only reason to go there once(you wont need a large quantity of the stuff in the nether and even if you do theres nothing useful there that is in large quantity), i say more mobs, and more block types i'll leave the specifics up to you
Rollback Post to RevisionRollBack
Quote from homedawg68 »
just burned to the ground in front of me and there was nothing I could do because fire spreads like wildfire
Quote from gabe2011 »
Vewy dangurus! it liek wen da US of A dropped nukez on Japan City 1 and Japan City 2... evaryting go KABOOM... nofin lef...
The implementation of wolves to this game created this mod. Therefore I have no choice but to love wolves.
Also your boosters are getting an unofficial official implementation to the game. So even if Notch spends his time making worthless features like wolves and achievements at least we know Jeb is getting work done.
The implementation of wolves to this game created this mod. Therefore I have no choice but to love wolves.
Lol! I love the twisted logic of that one :smile.gif:
Quote from nightblighter »
Also your boosters are getting an unofficial official implementation to the game. So even if Notch spends his time making worthless features like wolves and achievements at least we know Jeb is getting work done.
True enough. I'm keeping my fingers crossed that this trend at Mojang continues.
Quote from devilkingx2 »
i'd like to make a suggestion,
make the nether more better, theres only reason to go there once(you wont need a large quantity of the stuff in the nether and even if you do theres nothing useful there that is in large quantity), i say more mobs, and more block types i'll leave the specifics up to you
Honestly, I think it unlikely that I'm going to modify world-generation either in the main world or the nether. So far, I've been focusing on player craftable items (some of which require trips to the nether to make...giving it a purpose), and I think that's a good direction for me to continue in.
Also, I'm not too keen on making more mobs as I'm quite happy with the ones already in the game. They're simple, and I'm one of those few that think they serve their purpose well in the early game as is (challenging the player to survive). By mid-game they cease to be relevant (except as fodder for traps) unless you are spelunking, and I think that's a good overall progression to the game (at least to my tastes). You start out fearing the night, and eventually master it, and that makes the mid to late game feel very different from the early giving a sense of accomplishment and progression. There are plenty of mods out there already that extend that aspect of the game if you like that kind of thing, but it just isn't my cup of tea.
More block types (player crafted anyways) is a given :wink.gif:
Quote from TheMagicalCake »
I know you like the title but its misleading
Nope, sorry, but it's not misleading. People may misread it, but the name in no way implies that the mod has anything to do with wolves (other than being better THAN them).
Well, I certainly understand your concerns (and it's something I actively try to avoid with new ideas), but think you'll need to try it before deciding whether it breaks the mod.
Fair enough, I'll withdraw my opinions on it 'till I see it in action.
Quote from FlowerChild »
We already have "magical" elements in objects like the minecart boosters, it's simply that I've provided some rationale through the use of soul sand (which is in itself rather magical).
Yes.. but soul sand is already something in-game, and it already has slowing properties for whatever reason. I guess my use of the word "magical" was a poor choice lol. The fact that you put a much needed function into the game, using logic already in-game, makes it fit well.
Quote from FlowerChild »
In terms of the dispensers, I'm trying to provide similar rationale through the use of mossy cobble. Monster spawners themselves are rather magical, and have the ability to bring creatures into existence out of nowhere. I've decided that the mossy cobble that surrounds them may retain some of those properties, and it's brought forth when you apply a redstone current to it.
That's actually a really neat backstory. And since mossy is only found in those rare dungeons, it's also very balancing. You're good..
Quote from FlowerChild »
Also, the player himself has the ability to create blocks out of nowhere, and then suck them back in when he breaks them. This is really nothing new. What is new is simply transferring this ability to a device so that the player does not have to do it manually.
This is precisely the point of my comparison to E2 in Garrysmod (I dunno if you've played the game or not). Basically, in gmod, the stock game is just a physics sandbox, interfaced FPS style. The Wire team improved on this setup with their addon/mod, by extending the interface to all the physics toys, through the usage of "wires". In some ways, it's really similar to redstone. Continuing, they then created the Expression chip, allowing the controlling of those wires remotely and automagically, without the usage of Gates (think redstone repeaters). This was done through a homemade scripting language and an in-game editor. But where they went wrong (in some peoples opinions), is the Expression2 chip. It's able to manipulate the physics and properties of objects directly, without wires or physics toys or anything. Meaning no more complicated setups, no more difficulty making things fly or move. Just program the chip, throw it on, and you're done. Totally bypasses most of the "Sandbox" and construction, portions of the game. And out of the box, there is no way to disable that functionality (without knowing lua). Meaning servers can have plain old "stock" gmod, or they can have their extended toys along with E2. Most go the Wire route, and it's effectively changed the history of the game.
This is what I fear may happen with your mod, if you automate too many of the tasks you'd normally have to manually do. Albeit by a much lesser extent. I'm sure I overreacted now keke (we're talking about just a simple block dispenser thingy right now). I'm looking too far into the future.
Quote from FlowerChild »
Same here man, and I believe we are of like mind on this stuff. All the structures you see in the background of my demo videos and screenshots were built totally ligit (never on peaceful) despite the massive amount of work many of them entailed (and I've only shown a small portion of my built-up areas).
The last thing I want to do is include features that break the feel of the game.
That seriously is awesome. IMO there's a lot of players out there missing out by simply taking the easy button approach. And the amount of easy button mods on this forum, or complete game changing mods.. craziness!
Quote from FlowerChild »
Thanks for bringing this stuff up man. It's an ongoing concern for me as well, and I enjoy discussing these kinds of topics. I won't know for certain about the dispensers until I have a working version in my own game, and at that point, you can rest assured that I'll pull the plug on them if they break the overall feel of the game.
:smile.gif:
Also, I noticed the above posts discussing slimes... I LITERALLY just found my first Slime ever, less than an hour ago. I only play on hard difficulty, have many game worlds, and have started 3 in just the last couple weeks.. And I've been playing minecraft since just before alpha. But this is the first slime I've ever come acrossed, so I guess for some people they are pretty rare.
Slime story is kinda off topic, so I hided it. ^^
Heard something strange behind a wall while deep mining.. never heard that sound before. Tore open the ceiling, had lava dumped on me.. Finally discovered him.. big ole 3x3 monster slime. After a failed attempt to trap him (him landing on my head instead), him and his later underlings chased me down unlit hallways and stair cases, back to my fortress, then through my fortress lol. I walked away with 8 slime balls, and some half eaten leather armor. I took screenshots of whole ordeal if anyone wants to laugh at'em, I'll send you a private message with the link to the screenies upon request.
Say what you want about how the title doesn't directly say "THIS IS A WOLF IMPROVEMENT MOD" and "OPEN THIS PAGE AND READ x AMOUNTS OF POSTS ABOUT HOW THIS MOD GOT ITS NAME" but you still are kinda merching off of peoples respects for other implementations into this game. Saying this is "Better than Wolves" in your opinion, and then when people say it is misleading because it directly includes wolves in the name of the mod itself is much more reasonable then you say it is trolling. Imagine a weight-training program says you will be "Better than your Old Self" and you it makes you take these pills where it slowly changes you into the opposite sex because of someones sexist opinions on something(not directly implying you to be sexist, as that has not been shown in ANY of your posts). Now, your not changing anything when people click on the link to your mod but the views that the mod has, and the more something is viewed, the more popular it is likely to come. However you first intentions were to strictly say: This is BETTER then Wolves, people still will read this: Better WOLVES mod. While I like your enthusiasm to make a point, it does lead off into a shady direction. Not saying you are a bad person for naming this how it is, or that you must change the name. But in all honesty, mine and yours, the BEST decision in the majority of peoples opinions would be to change the name of the mod. While you could argue that this is throwing this argument spiraling into another direction, or that it is adding nonsense to the argument, the argument still remains. If I were you, I would make a poll on whether or not the name should be changed. But don't change it because people say it should be, but because it is BETTER than misleading. Call me a troll, and call me insane. But don't deny my words. Honestly, this is a VERY good mod, and I would like to see you work more on it. And I can't wait to see any changes you might make in the future.
I won't call you a troll.. you're being polite. Insane.. maybe a little keke. Aren't we all. But your comparison is a slogan saying "Better than your old self", when instead it gives you pills that change you from male to female or vice versa, because some 3rd party thinks the other is better. That's totally not a good comparison xD.
The name is "Better Than Wolves Mod!", because he's poking fun at a thread he created which was centered around Wolves possibly not being a good dev decision. He's saying "This mod is better than spending time making Wolves!". And, correct me if I'm wrong, everything he's adding in this mod is stuff he would have liked to have seen be put into the game INSTEAD of Wolves.
Yes, the fact that the topic has the words "Better" and "Wolves", in the same sentence, may cause some unintended clicking out of curiosity. I'm guilty of it. However, that's all it is. And if you read the name carefully, you can clearly see that it's not the name at fault. It be our eyes and minds playing trixies on us O.O
It's not the name that's misleading, it's our initial assumption that's misleading us.
It's not the name that's misleading, it's our initial assumption that's misleading us.
It's not misleading but it's a hook. Like the evening news uses to try to make you watch.
And it's not descrptive to what his mods actually do. His choice, of course.
Personally I would never install these mods. I'm not a fan of wolves but I don't like the idea of having to install a bunch of unrealted mods simply because the creator doesn't want to spllit them up due to the work involved. Plus, the only orginal mod he has is the concrete. All others can be individually downloaded. A fact I pointed out to him (per his request) in the original flaming wolf thread.
It's not misleading but it's a hook. Like the evening news uses to try to make you watch.
Well, in that I will agree with you. However, I think all good names are a hook, and that practically every mod author out there tries to make there name as compelling as possible.
In other words, I don't see this as being a negative about the name, but rather a positive attribute of it.
If it plays on people's perceptions, so much the better.
Quote from paganjames »
Personally I would never install these mods. I'm not a fan of wolves but I don't like the idea of having to install a bunch of unrealted mods simply because the creator doesn't want to spllit them up due to the work involved. Plus, the only orginal mod he has is the concrete. All others can be individually downloaded.
It's not just the work involved. As was my argument with the wolves originally, it's what I could be doing *instead* with the time I'd have to invest in splitting them up and maintaining them. In other words, the decision not to do so means more features for the mod, and for all the folks that are enjoying using it.
I decided to bite the bullet and put in ML support despite the fact that it probably resulted in at least one less other feature in the mod, because so many people were requesting it. Also, it was a one time investment for me, as opposed to the ongoing work requirement that splitting them up would require (having to update each individually every time a new version of the game came out). So far though, in terms of splitting up the mod, you're very much in the minority in terms of desiring that functionality.
I also don't agree that these mods are unrelated. In terms of functionality I am aiming towards creating a unified package that fills in the design gaps left in the vanilla game. In terms of how those objects are crafted, and the resources they require, I am also creating consistent in-game justifications so they all work well together. As is becoming more and more apparent, there are definitely people enjoying the mod that very much appreciate that aspect of it and the care I'm putting into how that fits into the game.
If that's not for you, that's cool. But there are definitely advantages to having a unified package of this kind, and players that are appreciating it for that. They allow me to perform a kind of balancing that I just couldn't attain with individual one-offs.
Quote from paganjames »
A fact I pointed out to him (per his request) in the original flaming wolf thread.
If you're still thinking the thread was "flaming", then you really never got the point.
Will respond to the other recent posts later on. I'm neck deep in the despenser code right now :wink.gif:
honestly there's nothing in these mods that I haven't seen done before ( or done better)
plenty of circuit mods and lighting mods, - sure these are great but not worthy of being called "better than" anything in my opinion.
nice stuff, but pretty much useless as is compared to other stuff already made - but I'll give a benefit of a doubt and bookmark it. Maybe then it could live up to the title, maybe.
honestly there's nothing in these mods that I haven't seen done before ( or done better)
plenty of circuit mods and lighting mods, - sure these are great but not worthy of being called "better than" anything in my opinion.
nice stuff, but pretty much useless as is compared to other stuff already made - but I'll give a benefit of a doubt and bookmark it. Maybe then it could live up to the title, maybe.
Don't let the door hit your vestigial tail on the way out :smile.gif:
Quote from paganjames »
For the record I wasn't trying to imply that you were flaming...just that the thread generated a lot of flames :biggrin.gif:
Hey flower I was looking to get this mod to work with "Industrial Craft", but it seems there is an incompatibilty with the block IDs I think (im not really sure), it happened the same thing when I tried the "Portal mod" and "Industrial Craft" but I corrected that one because the portal mod came with an archive so you can assign a different ID number.
Maybe you can look into that problem, would be really nice to have this mod working with Industrial... I´ll leave you the log that modloader dropped if you´re interested.
This are great mods that you have here...and the title of it sends a good message
Regards
-----------------------------
12/04/2011 09:49:05 PM ModLoader init
FINA: ModLoader Beta 1.4_01 Initializing...
12/04/2011 09:49:05 PM ModLoader readFromClassPath
MÁS FINA: Adding mods from C:\Users\Andrew\AppData\Roaming\.minecraft\bin\minecraft.jar
12/04/2011 09:49:05 PM ModLoader readFromClassPath
MÁS FINA: Zip found.
12/04/2011 09:49:06 PM ModLoader addMod
FINA: Mod Loaded: "mod_Floodgate Beta 1.4_01" from mod_Floodgate.class
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteIronTop.png,30)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteIronSide.png,38)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteIronBottom.png,39)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBlueSide.png,40)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBlueBottom.png,54)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBlueHole.png,55)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBatOn.png,56)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBatOff.png,63)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Compressor_1.png,76)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Compressor_2.png,77)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Extractor_2.png,78)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Miner_2.png,79)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/mfe.png,84)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/pipe.png,85)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/pipe2.png,100)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/AdvancedFurnace_2.png,101)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/AdvancedFurnace_1.png,106)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/ElecFurnace_2.png,107)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/ElecFurnace_1.png,108)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Macerator_1.png,109)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Macerator_2.png,110)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Macerator_3.png,111)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Extractor_1.png,125)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Extractor_3.png,126)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Extractor_4.png,127)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Generator_1.png,136)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Generator_2.png,137)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/WaterGenerator_1.png,138)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/LavaGenerator_1.png,139)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/LavaGenerator_2.png,141)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/SolarGenerator_2.png,142)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/SolarGenerator_3.png,143)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/SolarGenerator_1.png,148)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Canner_1.png,153)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Canner_2.png,154)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Canner_3.png,155)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Recycler_1.png,156)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Reactor_1.png,157)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Reactor_2.png,158)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Reactor_3.png,159)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Miner_1.png,163)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/CryGen_2.png,166)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/CryGen_1.png,167)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/terra_1.png,168)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/WindGenerator_1.png,169)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/transformer.png,170)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/blockDoorStone_1.png,171)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/blockDoorStone_2.png,172)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/teslacoil.png,173)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/gui/items.png,/IndustrialSprites/ingotAdvIron.png,38)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/gui/items.png,/IndustrialSprites/akkuon.png,46)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/gui/items.png,/IndustrialSprites/akkuoff.png,60)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/oreTin.png,174)
12/04/2011 09:49:06 PM ModLoader addMod
FINA: Failed to load mod from "mod_IndustrialCraft.class"
12/04/2011 09:49:06 PM ModLoader addMod
MÁS FINA: THROW
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:162)
at ModLoader.readFromClassPath(ModLoader.java:887)
at ModLoader.init(ModLoader.java:687)
at ModLoader.AddAllRenderers(ModLoader.java:83)
at ps.<init>(ps.java:58)
at ps.<clinit>(ps.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:277)
at net.minecraft.client.Minecraft.run(SourceFile:638)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: Slot 229 is already occupied by li@4d2af2 when adding kk@3e97df
at ra.<init>(SourceFile:237)
at ra.<init>(SourceFile:250)
at kk.<init>(SourceFile:11)
at mod_IndustrialCraft.<clinit>(mod_IndustrialCraft.java:595)
... 15 more
12/04/2011 09:49:16 PM ModLoader addMod
FINA: Mod Loaded: "mod_Shelf Beta 1.4_01" from mod_Shelf.class
12/04/2011 09:49:16 PM ModLoader addMod
FINA: Mod Loaded: "mod_SpawnerGUI Beta 1.4" from mod_SpawnerGUI.class
12/04/2011 09:49:16 PM ModLoader addMod
FINA: Mod Loaded: "mod_FCBetterThanWolves 1.1" from mod_FCBetterThanWolves.class
12/04/2011 09:49:16 PM ModLoader AddAllRenderers
FINA: Initialized
the pure amount of pretentiousness from the mod maker is amazing to say the least.
I appreciate your correct use of the word, but you forgot to capitalize your sentence.
Quote from Zyxxy »
Maybe you can look into that problem, would be really nice to have this mod working with Industrial... I´ll leave you the log that modloader dropped if you´re interested.
Yeah, that's definitely a conflict with the IDs. Not much I can do about that short of having a config file where you guys can assign your own. It's on my todo list, but I'll probably wait a few days until I recover from the whole ModLoader incident. It's always far more fun to be implementing new features than to be wrestling with this kind of stuff :wink.gif:
Quote from jitzul »
This are great mods that you have here...and the title of it sends a good message
Thank you sir! Glad you're enjoying it :smile.gif:
Quote from Mechanos »
*sigh* My IQ just dropped 10 points.
Lol! Don't let it get to you man. The trolls can actually be quite entertaining when you poke them with a properly sharpened stick :smile.gif:
Sorry I haven't responded yet to your earlier post btw. I know it's going to be a long one, and I'm trying to stay focused on these despensers :smile.gif:
Very very nice mod/s and overall philosophy. I think the title is perfectly appropriate, all you have to do is read a tiny bit (painful for some, I know) to figure out its meaning, heaven forbid you need to hit the back button if it's nothing you're interested in.
As for a suggestion (I wouldn't call it that, closer to brainstorming) I wonder how complicated some sort of thruster block would be. I'm sure this is a popular topic, or thought at least (I haven't put any time into reading around or figuring out the proper search terms). To elaborate, a block which when placed on one side of, for example, a floating chunk of material, causes said chunk to move in the opposite direction when introduced to redstone current. Obviously it would somehow be powered by coal or some other finite material, but that's not really my point in bringing this up. I know very little about coding but my guess is that this is a huge undertaking considering you probably need to change much more in the game than just a new kind of block.
What do you, FlowerChild the Gloriously Pretentious, think about this idea? Any sort of input (on your part) is welcome, whether or not you think it is for minecraft, how you think it could work, etc...
Here's a little teaser video to spark your appetite and imagination :smile.gif:
Everything is working great, I just have to take care of dispensing the minecarts and boats and we should be good to roll.
This thing works with just about everything you can throw at it. I've tested it with a wide range of block types from cobble, to note blocks, to ladders, to mine cart tracks, and it all works as you would expect. There are a couple of exceptions at the moment, like redstone relays which still eject as an item, but those should be easy enough to take care of :smile.gif:
Oh yeah, please excuse the experimental jazz in the background. It was just what I happened to be listening to as I recorded the video :wink.gif:
EDIT: Boats and minecarts are now properly dispensed as well. Got a few last tid-bits to take care of (like the relays), and it should be done. For now, it's time for me to call it a night.
Quote from Ahdaymz »
What do you, FlowerChild the Gloriously Pretentious, think about this idea? Any sort of input (on your part) is welcome, whether or not you think it is for minecraft, how you think it could work, etc...
Lol! Well, since you asked so nicely... :smile.gif:
I think I'd really like to see moving objects in minecraft (I love the piston mod thing), but I'd rather not touch them with a ten foot pole :smile.gif:
From what I understand of the minecraft code, I suspect how the piston guy got it to work was to convert individual blocks into entities (minecarts are entities for example...basically anything that moves around in the game is some form of entity), move them forward, then convert them back to blocks. In other words, in transit, I don't think they're actually blocks at all anymore.
If I'm right about that (and it's the only way of moving blocks that occurs to me from what I know of the code), it sounds like a huge bug-fest waiting to happen. It's basically one huge exception case where in-game objects are temporarily no longer what they normally are, so basically, any code that's written to deal with them in their block form, doesn't necessarily work on them during that time.
Don't get me wrong, I think it's possible, and I'm HUGELY impressed with the piston mod, but I think the amount of time required to debug such a feature would be huge, and is probably beyond the scope of this mod. The last I checked, the piston guy wasn't even updating his mod anymore and the bug reports were rolling in like crazy. It's another one of those cases where I'd rather get 5 other features in than get tied up in something like that :wink.gif:
Well, I decided to forgo sleep for a little while, as I hate to leave things unfinished:
Block Dispensers are done! They work with every darn block in the game I could think to test, even all the redstone stuff opening up for a possibility I hadn't even anticipated: self-modifying circuits!
I'll run it through some last tests tomorrow, and hopefully release a version once I'm done, but until then, here's another little teaser video :smile.gif:
Quote from Insane Chalky »
OH WOW, i was gonna request a cement mod and expected it would look like that! Thanks for making it, although you could make it so the recipe was clay, gravel, sand and water to be a bit more real?
Recent scientific studies have proven beyond a shadow of a doubt that in worlds occupied by giant cubes of silme capable of self-propelled locomotion, the goo secreted by these creatures, combined with gravel and water, creates buckets of infinite cement far superior to anything we can find in our world.
I am simply adhereing to recent scientific findings in order to produce the most realistic simulation possible.
make the nether more better, theres only reason to go there once(you wont need a large quantity of the stuff in the nether and even if you do theres nothing useful there that is in large quantity), i say more mobs, and more block types i'll leave the specifics up to you
Also your boosters are getting an unofficial official implementation to the game. So even if Notch spends his time making worthless features like wolves and achievements at least we know Jeb is getting work done.
Lol! I love the twisted logic of that one :smile.gif:
True enough. I'm keeping my fingers crossed that this trend at Mojang continues.
Honestly, I think it unlikely that I'm going to modify world-generation either in the main world or the nether. So far, I've been focusing on player craftable items (some of which require trips to the nether to make...giving it a purpose), and I think that's a good direction for me to continue in.
Also, I'm not too keen on making more mobs as I'm quite happy with the ones already in the game. They're simple, and I'm one of those few that think they serve their purpose well in the early game as is (challenging the player to survive). By mid-game they cease to be relevant (except as fodder for traps) unless you are spelunking, and I think that's a good overall progression to the game (at least to my tastes). You start out fearing the night, and eventually master it, and that makes the mid to late game feel very different from the early giving a sense of accomplishment and progression. There are plenty of mods out there already that extend that aspect of the game if you like that kind of thing, but it just isn't my cup of tea.
More block types (player crafted anyways) is a given :wink.gif:
Nope, sorry, but it's not misleading. People may misread it, but the name in no way implies that the mod has anything to do with wolves (other than being better THAN them).
Fair enough, I'll withdraw my opinions on it 'till I see it in action.
Yes.. but soul sand is already something in-game, and it already has slowing properties for whatever reason. I guess my use of the word "magical" was a poor choice lol. The fact that you put a much needed function into the game, using logic already in-game, makes it fit well.
That's actually a really neat backstory. And since mossy is only found in those rare dungeons, it's also very balancing. You're good..
This is precisely the point of my comparison to E2 in Garrysmod (I dunno if you've played the game or not). Basically, in gmod, the stock game is just a physics sandbox, interfaced FPS style. The Wire team improved on this setup with their addon/mod, by extending the interface to all the physics toys, through the usage of "wires". In some ways, it's really similar to redstone. Continuing, they then created the Expression chip, allowing the controlling of those wires remotely and automagically, without the usage of Gates (think redstone repeaters). This was done through a homemade scripting language and an in-game editor. But where they went wrong (in some peoples opinions), is the Expression2 chip. It's able to manipulate the physics and properties of objects directly, without wires or physics toys or anything. Meaning no more complicated setups, no more difficulty making things fly or move. Just program the chip, throw it on, and you're done. Totally bypasses most of the "Sandbox" and construction, portions of the game. And out of the box, there is no way to disable that functionality (without knowing lua). Meaning servers can have plain old "stock" gmod, or they can have their extended toys along with E2. Most go the Wire route, and it's effectively changed the history of the game.
This is what I fear may happen with your mod, if you automate too many of the tasks you'd normally have to manually do. Albeit by a much lesser extent. I'm sure I overreacted now keke (we're talking about just a simple block dispenser thingy right now). I'm looking too far into the future.
That seriously is awesome. IMO there's a lot of players out there missing out by simply taking the easy button approach. And the amount of easy button mods on this forum, or complete game changing mods.. craziness!
:smile.gif:
Also, I noticed the above posts discussing slimes... I LITERALLY just found my first Slime ever, less than an hour ago. I only play on hard difficulty, have many game worlds, and have started 3 in just the last couple weeks.. And I've been playing minecraft since just before alpha. But this is the first slime I've ever come acrossed, so I guess for some people they are pretty rare.
Slime story is kinda off topic, so I hided it. ^^
I won't call you a troll.. you're being polite. Insane.. maybe a little keke. Aren't we all. But your comparison is a slogan saying "Better than your old self", when instead it gives you pills that change you from male to female or vice versa, because some 3rd party thinks the other is better. That's totally not a good comparison xD.
The name is "Better Than Wolves Mod!", because he's poking fun at a thread he created which was centered around Wolves possibly not being a good dev decision. He's saying "This mod is better than spending time making Wolves!". And, correct me if I'm wrong, everything he's adding in this mod is stuff he would have liked to have seen be put into the game INSTEAD of Wolves.
Yes, the fact that the topic has the words "Better" and "Wolves", in the same sentence, may cause some unintended clicking out of curiosity. I'm guilty of it. However, that's all it is. And if you read the name carefully, you can clearly see that it's not the name at fault. It be our eyes and minds playing trixies on us O.O
It's not the name that's misleading, it's our initial assumption that's misleading us.
It's not misleading but it's a hook. Like the evening news uses to try to make you watch.
And it's not descrptive to what his mods actually do. His choice, of course.
Personally I would never install these mods. I'm not a fan of wolves but I don't like the idea of having to install a bunch of unrealted mods simply because the creator doesn't want to spllit them up due to the work involved. Plus, the only orginal mod he has is the concrete. All others can be individually downloaded. A fact I pointed out to him (per his request) in the original flaming wolf thread.
Well, in that I will agree with you. However, I think all good names are a hook, and that practically every mod author out there tries to make there name as compelling as possible.
In other words, I don't see this as being a negative about the name, but rather a positive attribute of it.
If it plays on people's perceptions, so much the better.
It's not just the work involved. As was my argument with the wolves originally, it's what I could be doing *instead* with the time I'd have to invest in splitting them up and maintaining them. In other words, the decision not to do so means more features for the mod, and for all the folks that are enjoying using it.
I decided to bite the bullet and put in ML support despite the fact that it probably resulted in at least one less other feature in the mod, because so many people were requesting it. Also, it was a one time investment for me, as opposed to the ongoing work requirement that splitting them up would require (having to update each individually every time a new version of the game came out). So far though, in terms of splitting up the mod, you're very much in the minority in terms of desiring that functionality.
I also don't agree that these mods are unrelated. In terms of functionality I am aiming towards creating a unified package that fills in the design gaps left in the vanilla game. In terms of how those objects are crafted, and the resources they require, I am also creating consistent in-game justifications so they all work well together. As is becoming more and more apparent, there are definitely people enjoying the mod that very much appreciate that aspect of it and the care I'm putting into how that fits into the game.
If that's not for you, that's cool. But there are definitely advantages to having a unified package of this kind, and players that are appreciating it for that. They allow me to perform a kind of balancing that I just couldn't attain with individual one-offs.
If you're still thinking the thread was "flaming", then you really never got the point.
Will respond to the other recent posts later on. I'm neck deep in the despenser code right now :wink.gif:
For the record I wasn't trying to imply that you were flaming...just that the thread generated a lot of flames :biggrin.gif:
plenty of circuit mods and lighting mods, - sure these are great but not worthy of being called "better than" anything in my opinion.
nice stuff, but pretty much useless as is compared to other stuff already made - but I'll give a benefit of a doubt and bookmark it. Maybe then it could live up to the title, maybe.
Don't let the door hit your vestigial tail on the way out :smile.gif:
THAT I won't argue with :wink.gif:
Funny how he didn't disagree about the useless part
Ironicly, vestigial organs even have more purpose than these mods.
Mod edit: Warned for flaming.
Maybe you can look into that problem, would be really nice to have this mod working with Industrial... I´ll leave you the log that modloader dropped if you´re interested.
This are great mods that you have here...and the title of it sends a good message
Regards
-----------------------------
12/04/2011 09:49:05 PM ModLoader init
FINA: ModLoader Beta 1.4_01 Initializing...
12/04/2011 09:49:05 PM ModLoader readFromClassPath
MÁS FINA: Adding mods from C:\Users\Andrew\AppData\Roaming\.minecraft\bin\minecraft.jar
12/04/2011 09:49:05 PM ModLoader readFromClassPath
MÁS FINA: Zip found.
12/04/2011 09:49:06 PM ModLoader addMod
FINA: Mod Loaded: "mod_Floodgate Beta 1.4_01" from mod_Floodgate.class
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteIronTop.png,30)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteIronSide.png,38)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteIronBottom.png,39)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBlueSide.png,40)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBlueBottom.png,54)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBlueHole.png,55)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBatOn.png,56)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/spriteBatOff.png,63)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Compressor_1.png,76)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Compressor_2.png,77)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Extractor_2.png,78)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Miner_2.png,79)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/mfe.png,84)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/pipe.png,85)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/pipe2.png,100)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/AdvancedFurnace_2.png,101)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/AdvancedFurnace_1.png,106)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/ElecFurnace_2.png,107)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/ElecFurnace_1.png,108)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Macerator_1.png,109)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Macerator_2.png,110)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Macerator_3.png,111)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Extractor_1.png,125)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Extractor_3.png,126)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Extractor_4.png,127)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Generator_1.png,136)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Generator_2.png,137)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/WaterGenerator_1.png,138)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/LavaGenerator_1.png,139)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/LavaGenerator_2.png,141)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/SolarGenerator_2.png,142)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/SolarGenerator_3.png,143)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/SolarGenerator_1.png,148)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Canner_1.png,153)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Canner_2.png,154)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Canner_3.png,155)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Recycler_1.png,156)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Reactor_1.png,157)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Reactor_2.png,158)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Reactor_3.png,159)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/Miner_1.png,163)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/CryGen_2.png,166)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/CryGen_1.png,167)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/terra_1.png,168)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/WindGenerator_1.png,169)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/transformer.png,170)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/blockDoorStone_1.png,171)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/blockDoorStone_2.png,172)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/teslacoil.png,173)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/gui/items.png,/IndustrialSprites/ingotAdvIron.png,38)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/gui/items.png,/IndustrialSprites/akkuon.png,46)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/gui/items.png,/IndustrialSprites/akkuoff.png,60)
12/04/2011 09:49:06 PM ModLoader addOverride
MÁS FINA: addOverride(/terrain.png,/IndustrialSprites/oreTin.png,174)
12/04/2011 09:49:06 PM ModLoader addMod
FINA: Failed to load mod from "mod_IndustrialCraft.class"
12/04/2011 09:49:06 PM ModLoader addMod
MÁS FINA: THROW
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:162)
at ModLoader.readFromClassPath(ModLoader.java:887)
at ModLoader.init(ModLoader.java:687)
at ModLoader.AddAllRenderers(ModLoader.java:83)
at ps.<init>(ps.java:58)
at ps.<clinit>(ps.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:277)
at net.minecraft.client.Minecraft.run(SourceFile:638)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: Slot 229 is already occupied by li@4d2af2 when adding kk@3e97df
at ra.<init>(SourceFile:237)
at ra.<init>(SourceFile:250)
at kk.<init>(SourceFile:11)
at mod_IndustrialCraft.<clinit>(mod_IndustrialCraft.java:595)
... 15 more
12/04/2011 09:49:16 PM ModLoader addMod
FINA: Mod Loaded: "mod_Shelf Beta 1.4_01" from mod_Shelf.class
12/04/2011 09:49:16 PM ModLoader addMod
FINA: Mod Loaded: "mod_SpawnerGUI Beta 1.4" from mod_SpawnerGUI.class
12/04/2011 09:49:16 PM ModLoader addMod
FINA: Mod Loaded: "mod_FCBetterThanWolves 1.1" from mod_FCBetterThanWolves.class
12/04/2011 09:49:16 PM ModLoader AddAllRenderers
FINA: Initialized
*sigh* My IQ just dropped 10 points.
I appreciate your correct use of the word, but you forgot to capitalize your sentence.
Yeah, that's definitely a conflict with the IDs. Not much I can do about that short of having a config file where you guys can assign your own. It's on my todo list, but I'll probably wait a few days until I recover from the whole ModLoader incident. It's always far more fun to be implementing new features than to be wrestling with this kind of stuff :wink.gif:
Thank you sir! Glad you're enjoying it :smile.gif:
Lol! Don't let it get to you man. The trolls can actually be quite entertaining when you poke them with a properly sharpened stick :smile.gif:
Sorry I haven't responded yet to your earlier post btw. I know it's going to be a long one, and I'm trying to stay focused on these despensers :smile.gif:
As for a suggestion (I wouldn't call it that, closer to brainstorming) I wonder how complicated some sort of thruster block would be. I'm sure this is a popular topic, or thought at least (I haven't put any time into reading around or figuring out the proper search terms). To elaborate, a block which when placed on one side of, for example, a floating chunk of material, causes said chunk to move in the opposite direction when introduced to redstone current. Obviously it would somehow be powered by coal or some other finite material, but that's not really my point in bringing this up. I know very little about coding but my guess is that this is a huge undertaking considering you probably need to change much more in the game than just a new kind of block.
What do you, FlowerChild the Gloriously Pretentious, think about this idea? Any sort of input (on your part) is welcome, whether or not you think it is for minecraft, how you think it could work, etc...
The Block Dispensers are close to complete!
Here's a little teaser video to spark your appetite and imagination :smile.gif:
Everything is working great, I just have to take care of dispensing the minecarts and boats and we should be good to roll.
This thing works with just about everything you can throw at it. I've tested it with a wide range of block types from cobble, to note blocks, to ladders, to mine cart tracks, and it all works as you would expect. There are a couple of exceptions at the moment, like redstone relays which still eject as an item, but those should be easy enough to take care of :smile.gif:
Oh yeah, please excuse the experimental jazz in the background. It was just what I happened to be listening to as I recorded the video :wink.gif:
EDIT: Boats and minecarts are now properly dispensed as well. Got a few last tid-bits to take care of (like the relays), and it should be done. For now, it's time for me to call it a night.
Lol! Well, since you asked so nicely... :smile.gif:
I think I'd really like to see moving objects in minecraft (I love the piston mod thing), but I'd rather not touch them with a ten foot pole :smile.gif:
From what I understand of the minecraft code, I suspect how the piston guy got it to work was to convert individual blocks into entities (minecarts are entities for example...basically anything that moves around in the game is some form of entity), move them forward, then convert them back to blocks. In other words, in transit, I don't think they're actually blocks at all anymore.
If I'm right about that (and it's the only way of moving blocks that occurs to me from what I know of the code), it sounds like a huge bug-fest waiting to happen. It's basically one huge exception case where in-game objects are temporarily no longer what they normally are, so basically, any code that's written to deal with them in their block form, doesn't necessarily work on them during that time.
Don't get me wrong, I think it's possible, and I'm HUGELY impressed with the piston mod, but I think the amount of time required to debug such a feature would be huge, and is probably beyond the scope of this mod. The last I checked, the piston guy wasn't even updating his mod anymore and the bug reports were rolling in like crazy. It's another one of those cases where I'd rather get 5 other features in than get tied up in something like that :wink.gif:
Block Dispensers are done! They work with every darn block in the game I could think to test, even all the redstone stuff opening up for a possibility I hadn't even anticipated: self-modifying circuits!
I'll run it through some last tests tomorrow, and hopefully release a version once I'm done, but until then, here's another little teaser video :smile.gif:
Recent scientific studies have proven beyond a shadow of a doubt that in worlds occupied by giant cubes of silme capable of self-propelled locomotion, the goo secreted by these creatures, combined with gravel and water, creates buckets of infinite cement far superior to anything we can find in our world.
I am simply adhereing to recent scientific findings in order to produce the most realistic simulation possible.