I also have a suggestion. Go a step beyond manifactoid.. Manifactoid is somewhat lame.
A dispenser that "creates a block" in the direction it is facing.
it has a push effect much like a piston. It would be loaded up like a dispenser.
Doesn't work.
java.lang.IllegalArgumentException: Slot 101 is already occupied by Piston@26659db7 when adding BlockPusher@59556d12
at to.<init>(SourceFile:243)
at BlockPusher.<init>(BlockPusher.java:10)
at mod_ManufactoidCraft.<init>(mod_ManufactoidCraft.java:20)
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:201)
at ModLoader.readFromClassPath(ModLoader.java:1061)
at ModLoader.init(ModLoader.java:741)
at ModLoader.AddAllRenderers(ModLoader.java:120)
at sd.<init>(sd.java:60)
at sd.<clinit>(sd.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:282)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
Rollback Post to RevisionRollBack
You can go ahead and move at the speed of light, But i will move at the speed of darkness.
I also have a suggestion. Go a step beyond manifactoid.. Manifactoid is somewhat lame.
A dispenser that "creates a block" in the direction it is facing.
it has a push effect much like a piston. It would be loaded up like a dispenser.
Doesn't work.
java.lang.IllegalArgumentException: Slot 101 is already occupied by Piston@26659db7 when adding BlockPusher@59556d12
-snip-
You have pistons mod installed. There are 2 solutions:
1) Delete pistons mod.
2) Change Ids that pistons mod uses.
My mod uses same IDs as pistons. In next version IDs will be customizable.
I'm going to add that block.
I already said about that in To do section:
A dispenser-like block that can place blocks.
Quote from bfree380 »
Don't suppose this is SMP compatible? :biggrin.gif: That would be awesome. But great for SSP still :smile.gif: Thanks, and keep up the great work!
It shouldn't work. But I haven't tested it.
Quote from Oliversnap »
Hey! The ID 100 is using by plasticcraft I think, Modloader says the ID 100 by Blockpusher is there and he will put blockplastic in there... I dont know if there more IDs that are the sames between plasticcraft and this, but I only want to say that. :smile.gif:
Yes, there are more IDs. I'll make Ids customizable in thenext version.
PS. I can't work on this mod right now: my mother spilled coffee on my keyboard. Less than a half of buttons are working :smile.gif: I'm writing this from another computer.
Why is it that blocks seem to remain sticky instead of it wearing off after touching another block? It might be happening because i'm using the handheld sprayer, but it should still wear off.
Otherwise, this is a great mod, even though you used the piston from the piston mod.
may i suggest that u seperate the mods so i can download just one of them i dont want the sprayer or pistonds i just want the conveyer that be super great if you could thanks
Rollback Post to RevisionRollBack
Then you fall into a hole and its 127 hours all over again
may i suggest that u seperate the mods so i can download just one of them i dont want the sprayer or pistonds i just want the conveyer that be super great if you could thanks
Of course you can suggest :smile.gif:. But most of files are used by several blocks. If I remove a block, it will not affect the size of a mod very much.
Quote from platoonsgt1 »
Why is it that blocks seem to remain sticky instead of it wearing off after touching another block? It might be happening because i'm using the handheld sprayer, but it should still wear off.
Otherwise, this is a great mod, even though you used the piston from the piston mod.
I am currently using the pistons mod. If I wanted to give this a go would I need to start from a fresh .jar or will this overwrite the piston?
Also are you the dude who made the Unofficial update for 1.4? Because the inventory Icon looks like the one I slapped together for him?
None the less I downloaded it, and will have to check it out after work. (It's going to be a long day, because I'm very excited to give this a test run)
Non the less this is very cool and I'll post a video when after I give it a go. Peace
I realize it's in the credits section, but Pistons 1.5 can push other pistons.
And Minefactory has working conveyor belts (that move UNLIMITED entities simultaneously).
It seems to me that you've just tweaked others' mods and and put your own (single) mod with it.
I hope you have permission to edit those mods (and release them).
I realize it's in the credits section, but Pistons 1.5 can push other pistons.
And Minefactory has working conveyor belts (that move UNLIMITED entities simultaneously).
It seems to me that you've just tweaked others' mods and and put your own (single) mod with it.
I hope you have permission to edit those mods (and release them).
1) In this mod pushers could push pushers in 1.4_01, before than in pistons mod.
2) Pistons can move only contracted pistons.
3) Conveyors in this mod move unlimited entities and up to 16 blocks.
4) What about sprayers? Where do you think I stole them?
I have just finished sensors. They provide power when there is a movable block in front of them. They will be in 0.6
Now I'm working on movemment of unsolid blocks (torches, redstone, etc.).
I'd like to thank you for your hard work on a mod and your support for the game, but I can't help having this underlying feeling that I've seen this somewhere before. That of course would be the piston mod. You claim that you have made many improvements although many are similar to the piston mod. (Also pistons can now push other pistons so don't list that as a difference). You even go as far as using the same skin as the piston. Now I don't want to criticize your hard work too much and just troll your post and I am very happy to see people like you work hard to make a game like Minecraft even better. I just wish you could have been a bit more original. Your blocks other than the piston...I mean "pusher" are great ideas. I just think you shouldn't consider all of the changes to be considered improvements. I personally love the piston mod mainly because it truly has that "Minecraftian" feel. It so simple in a way that it could (and maybe will) be implemented into the game. Just because let's say a gun is cool and would make creepers much less annoying, doesn't mean it should be implemented. The piston on the other hand is simple enough to still make the game challenging and not make giant giga robots possible, but complex enough to let you be creative and make all sorts of cool inventions. That's why I think it shouldn't be compared to the piston mod the way you do it. I guess I am being so harsh because of how on the piston forum you were a bit out of line advertising your mod (which you blatantly based yours off).
spartacuscat wrote:"Pistons- can now push other pistons!"
It begins
No, it continues. It already began when I released ManufactoidCraft 0.3.
In DiEvils defense, He did help Hippoplatimus figure out what was was wrong with the pistons mod by posting his Unofficial update. And The Conveyor belts in this mod are on a whole other level compared to Feanorith, Minefactory mod. While the pistons in this mod are kind of week sause compared to the official pistons mod. I think this kind of stuff is important in a community. It creates competition or fosters a better finished product. You know how may people have been asking for sticky blocks for the piston mod since the day it came out? I do, and to see someone being proactive to active those things is awesome. Granted Dievils inventions are not original at all, but he certainly has a strong grasp of java to be able to push the envelope. Would I be happy to see him exert his talent to make holy unique mods of his own? Certainly. Do I share some of your skepticism? Yes to a degree. But The things that DiEvil dose right, he dose right. Honestly if the pistons in Manufactoid worked as well as Hippo's I would be all over this. But I love using pistons for Mine carts tricks too much to trade up, at least atm.
EDIT: BTW you don't need to credit me for the piston's icon. I just did it because thats what I do.
Not that I disapprove of this mod in any way, mods should be considered open source, but just how are his conveyor belts on a whole other level as mine? :tongue.gif: EDIT: Mainly I see it can move blocks, cudos for that, but I just didn't care for my conveyor to do that. :tongue.gif: I like the mod though, had me some fun testing it.
Yea sorry Feanorith, I wasn't trying to discredit your work. I just thought the ability to move blocks with conveyor belt had many more utilitarian purposes. Maybe I shouldn't have used the phrase "whole other level". But I can find many more uses for conveyors that move blocks then conveyors that move items. After all we still can use water for the same purpose. I was kind of playing devils advocate on this one. I still would rather see Dievil use his talent to make something original tbh. (*nudge nudge* I'm looking at you Dievil) :biggrin.gif:
Updated!
Redstone wires, pressure plates, signs, buttons, flowers, doors, cacti, etc will move with the block it's on!
New properties file. Now uses nbt and allows custom ids and custom block speed.
Added placers and sensors.
Fixed a bug that autoglued block has a 50% chance not to move.
Fixed some small autoglue-related bugs.
Added "Power" tags to properties file. They define how much blocks you can push. You can set it even to 2 billions (only theoretically; practically, this is more laggy than 9000 tnt and will crash almost on every computer).
Overrode world.getBlockId, world.setBlock and world.setBlockAndMetadata. Because of this, compatibility with other mods changed greatly (in any direction)
you should just drop the "pushers" aka Pistons all together and make this mod compatible with the official pistons mod. Because I really like your conveyor belts and the glue gun but the pushers are crap. I was unable to craft the placer block. I used a pusher and a dispenser but not luck. The sensor block has potential but it dosent seem to have any practical use atm because 90% of the time is causes the mechanics to lock up. I don't know how to explain this exactly.
If I had my way, I would get rid of the pushers and get rid of the placer/ sensor blocks and focus on the sprayer and the conveyor. Refine these two things and stream line them because they are very cool and would be great to use with the Official Pistons. Another big reason your mod is hearbreaking. Is that it's not compatible with Hippos mod. Make the mod compatible/reliant on the pistons mod. And rename it Manufactoid "the piston companion mod". I personally think your conveyors are different enough to call your own. And the glue gun is super. But the other things are just meh. Sorry.
Is it normal that when a block is traveling past a sensor on a conveyor belt, the block stops? It is pretty anyoning when I'm trying to build a contraption
In smileys where = conveyor, the block that's traveling on the conveyor and = sensor
-smiley stuff
Oh, I just figured out that the activating redstone, also stops the conveyor from moving. not a bug then.
Is there any way to bypass this though?
It's a bug. Sensor should not power adjacent blocks. It should power only wires
Quote from Drascoll »
you should just drop the "pushers" aka Pistons all together and make this mod compatible with the official pistons mod. Because I really like your conveyor belts and the glue gun but the pushers are crap. I was unable to craft the placer block. I used a pusher and a dispenser but not luck. The sensor block has potential but it dosent seem to have any practical use atm because 90% of the time is causes the mechanics to lock up. I don't know how to explain this exactly.
If I had my way, I would get rid of the pushers and get rid of the placer/ sensor blocks and focus on the sprayer and the conveyor. Refine these two things and stream line them because they are very cool and would be great to use with the Official Pistons. Another big reason your mod is hearbreaking. Is that it's not compatible with Hippos mod. Make the mod compatible/reliant on the pistons mod. And rename it Manufactoid "the piston companion mod". I personally think your conveyors are different enough to call your own. And the glue gun is super. But the other things are just meh. Sorry.
If I make this,
1) I'll need to edit piston mod very much. There is only one file that doesn't need to be changed and that will be used.
2) This will make this mod dependant on pistons mod updates. I'll need to update twice as often.
3) This will not give anything because it will still use my engine. A piston will be just a name, an icon, a separate properties file and a renderer.
The better way would be to reverse-engineer all of it's usefull features and implement them into mine. But this is very difficult. And illegal if he doesn't allow it.
I'll fix the placer block. I already found the bug.
Can i change with this the Power of the pushforce from the Pistons?
Yes, you can change how many blocks it can push.
1) Start the NBTEdit.
2) Open .minecraft/mods/ManufactoidCraft with it.
3) Edit the value of tag Properties.Pusher.Power.
4) Save.
5) Run minecraft.
6) ???
7) Profit.
For now, you can't change how much is throws you into the air.
Quote from Thescorpi0n »
Quote from DiEvAl »
-snip-
I'll fix the placer block. I already found the bug.
Besides that you're unable to craft one, it also crashes when you right click on one (I hacked one in).
Strange. It works for me. Maybe I forgot to include some files.
I think I'll pause the development of this mod soon. Maybe 2 or 3 more updates.
'Thanks, testing.
I also have a suggestion. Go a step beyond manifactoid.. Manifactoid is somewhat lame.
A dispenser that "creates a block" in the direction it is facing.
it has a push effect much like a piston. It would be loaded up like a dispenser.
Doesn't work.
java.lang.IllegalArgumentException: Slot 101 is already occupied by Piston@26659db7 when adding BlockPusher@59556d12
at to.<init>(SourceFile:243)
at BlockPusher.<init>(BlockPusher.java:10)
at mod_ManufactoidCraft.<init>(mod_ManufactoidCraft.java:20)
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:201)
at ModLoader.readFromClassPath(ModLoader.java:1061)
at ModLoader.init(ModLoader.java:741)
at ModLoader.AddAllRenderers(ModLoader.java:120)
at sd.<init>(sd.java:60)
at sd.<clinit>(sd.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:282)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
It is a mod of the piston mod actually.""
Which currently doesn't work.
I was hoping to make some sort of "mover tank" lol.
You have pistons mod installed. There are 2 solutions:
1) Delete pistons mod.
2) Change Ids that pistons mod uses.
My mod uses same IDs as pistons. In next version IDs will be customizable.
I'm going to add that block.
I already said about that in To do section:
It shouldn't work. But I haven't tested it.
Yes, there are more IDs. I'll make Ids customizable in thenext version.
PS. I can't work on this mod right now: my mother spilled coffee on my keyboard. Less than a half of buttons are working :smile.gif: I'm writing this from another computer.
Otherwise, this is a great mod, even though you used the piston from the piston mod.
My Server: No Plugins, Snapshot Server with an interesting respawn gimmick
Of course you can suggest :smile.gif:. But most of files are used by several blocks. If I remove a block, it will not affect the size of a mod very much.
It's a bug. Thanks for reporting.
Also are you the dude who made the Unofficial update for 1.4? Because the inventory Icon looks like the one I slapped together for him?
None the less I downloaded it, and will have to check it out after work. (It's going to be a long day, because I'm very excited to give this a test run)
Non the less this is very cool and I'll post a video when after I give it a go. Peace
Check out my texture pack
You need to use a fresh jar.
Yes, I am. Is it so hard to look in my sig?
Thanks for a video (if
cakevideo is not a lie).Did we had a war?
I just fixed a bug with glued blocks becoming sticky forever. It was just several typos. Bugfix will be in 0.6.
And Minefactory has working conveyor belts (that move UNLIMITED entities simultaneously).
It seems to me that you've just tweaked others' mods and and put your own (single) mod with it.
I hope you have permission to edit those mods (and release them).
1) In this mod pushers could push pushers in 1.4_01, before than in pistons mod.
2) Pistons can move only contracted pistons.
3) Conveyors in this mod move unlimited entities and up to 16 blocks.
4) What about sprayers? Where do you think I stole them?
I have just finished sensors. They provide power when there is a movable block in front of them. They will be in 0.6
Now I'm working on movemment of unsolid blocks (torches, redstone, etc.).
BTW the changes you made to the conveyor belt mod are amazing. But There is still rendering problems if you use an HD texture.
Check out my texture pack
spartacuscat wrote:"Pistons- can now push other pistons!"
It begins
No, it continues. It already began when I released ManufactoidCraft 0.3.
In DiEvils defense, He did help Hippoplatimus figure out what was was wrong with the pistons mod by posting his Unofficial update. And The Conveyor belts in this mod are on a whole other level compared to Feanorith, Minefactory mod. While the pistons in this mod are kind of week sause compared to the official pistons mod. I think this kind of stuff is important in a community. It creates competition or fosters a better finished product. You know how may people have been asking for sticky blocks for the piston mod since the day it came out? I do, and to see someone being proactive to active those things is awesome. Granted Dievils inventions are not original at all, but he certainly has a strong grasp of java to be able to push the envelope. Would I be happy to see him exert his talent to make holy unique mods of his own? Certainly. Do I share some of your skepticism? Yes to a degree. But The things that DiEvil dose right, he dose right. Honestly if the pistons in Manufactoid worked as well as Hippo's I would be all over this. But I love using pistons for Mine carts tricks too much to trade up, at least atm.
EDIT: BTW you don't need to credit me for the piston's icon. I just did it because thats what I do.
Check out my texture pack
Yea sorry Feanorith, I wasn't trying to discredit your work. I just thought the ability to move blocks with conveyor belt had many more utilitarian purposes. Maybe I shouldn't have used the phrase "whole other level". But I can find many more uses for conveyors that move blocks then conveyors that move items. After all we still can use water for the same purpose. I was kind of playing devils advocate on this one. I still would rather see Dievil use his talent to make something original tbh. (*nudge nudge* I'm looking at you Dievil) :biggrin.gif:
Check out my texture pack
Redstone wires, pressure plates, signs, buttons, flowers, doors, cacti, etc will move with the block it's on!
New properties file. Now uses nbt and allows custom ids and custom block speed.
Added placers and sensors.
Fixed a bug that autoglued block has a 50% chance not to move.
Fixed some small autoglue-related bugs.
Added "Power" tags to properties file. They define how much blocks you can push. You can set it even to 2 billions (only theoretically; practically, this is more laggy than 9000 tnt and will crash almost on every computer).
Overrode world.getBlockId, world.setBlock and world.setBlockAndMetadata. Because of this, compatibility with other mods changed greatly (in any direction)
If I had my way, I would get rid of the pushers and get rid of the placer/ sensor blocks and focus on the sprayer and the conveyor. Refine these two things and stream line them because they are very cool and would be great to use with the Official Pistons. Another big reason your mod is hearbreaking. Is that it's not compatible with Hippos mod. Make the mod compatible/reliant on the pistons mod. And rename it Manufactoid "the piston companion mod". I personally think your conveyors are different enough to call your own. And the glue gun is super. But the other things are just meh. Sorry.
Check out my texture pack
It's a bug. Sensor should not power adjacent blocks. It should power only wires
If I make this,
1) I'll need to edit piston mod very much. There is only one file that doesn't need to be changed and that will be used.
2) This will make this mod dependant on pistons mod updates. I'll need to update twice as often.
3) This will not give anything because it will still use my engine. A piston will be just a name, an icon, a separate properties file and a renderer.
The better way would be to reverse-engineer all of it's usefull features and implement them into mine. But this is very difficult. And illegal if he doesn't allow it.
I'll fix the placer block. I already found the bug.
Yes, you can change how many blocks it can push.
1) Start the NBTEdit.
2) Open .minecraft/mods/ManufactoidCraft with it.
3) Edit the value of tag Properties.Pusher.Power.
4) Save.
5) Run minecraft.
6) ???
7) Profit.
For now, you can't change how much is throws you into the air.
Strange. It works for me. Maybe I forgot to include some files.
I think I'll pause the development of this mod soon. Maybe 2 or 3 more updates.