When I first saw this I thought it was dumb, I mean why use wire to light things up, whats wrong with torches? The I downloaded it, and wow, was I suprized how many things I could do. My favorate use is lighting the space beside a minecart track, it looks so pretty ro have some glowstone wire runnung next to my tracks.
May i please use this mod in my modpack? i will provide credit as needed, including a link to this forum. thank you in advance
I have absolutely no information on this modpack, or what it will include other than glowstone wire, so for now I won't give permission. If you have more info you can PM me and we can discuss something.
When I first saw this I thought it was dumb, I mean why use wire to light things up, whats wrong with torches? The I downloaded it, and wow, was I suprized how many things I could do. My favorate use is lighting the space beside a minecart track, it looks so pretty ro have some glowstone wire runnung next to my tracks.
Glad you enjoyed it. I guess the colors compliment the tracks.
If you were to implement gunpowder, then I would see it as a fuse, although it may need some advantage over a redstone dust trail setting it off. As for the orangedust/bluedust idea, perhaps you could make it so that the orangedust/bluedust could only interact with each other and redstone through a special 'circuit' (kinda like the repeater) and would otherwise run alongside redstone/bluestone/orangestone completely unaffecting each other.
A thought just occured to me - Imagine this in redpower! Glowstone-alloy-wires!
Anyway, nice little mod, so simple and yet so ingenius! I love it!
Orangestone/bluestone is definitely not supposed to interact with redstone, but that's for the future. I should probably try to get config files working on the raw and modloader versions, first.
I have GSwire config'd to 4045. It's trying to load using ID 92.
you have a problem with your code.
public static uk lightStoneDust = new ItemGlowstone(92).b(9, 4).b("yellowDust").a(th.l);
You do realize that it explicitly says ItemGlowstone, yes? That's the glowstone dust item, which I have to directly override with my own code, unless you want me to make base edits to the code. 4045 would now be the glowstone wire block.
right. but, when trying to load this mod, it attempts to overrwrite block ID 92. no the config file.
besides, 92 is cake. not glowstone.
Items have a 256 ID offset. 92 + 256 = 348, the ID for glowstone dust. If it tried to override cake, your client would crash upon loading, which it clearly isn't.
In the mcmod.info and the zip itself i had to change "logo.png" to "GrygrFlzr_GlowstoneWire.png" ... Mo'Creatures also used the default name of logo... so your mod was showing the logo for mo creatures... i also changed the logo name in it and will cross post there
Gunpowder wire needs a little bit more thought in it, though. Currently other than a longer timer I can't think up of advantage
I think gunpowder wire should be another way to set off TNT, leave a trail of gunpowder and light the end of it, the trail of gunpowder burns along from one end to another and sets off TNT if it is touching when a particular block of gunpowder is burning
I sent the creator a PM and he read it today, haven't got a reply though. So we'll just have to wait.
Gotcha.
Glowstone Wire for 1.4.6/1.4.7 (Forge) Released!
Vanilla version may come soon, Modloader version might not come depending on demand (which I've put up a poll for).
Sorry for the really late update, I was busy with other things...
On another note, vanilla version will definitely be replaced by MC API version when it becomes available, unless there are compatibility problems (there shouldn't be as I'm just overriding glowstone and adding a block). The Forge and Modloader versions might be removed as both should be compatible with all API plugins.
I have a German Youtube channel with 43.000 subscribers.
Id made a video of your Minecraft modification. -video snipped-
My question is: “can you connect this video with your thread?”
this video is in German.
In this Video I show the most of the things your modification can do.
with friendly greetings from germany.
My Channel Link: -link snipped-
Added all of them to OP. (in a spoiler because it's long enough as it is...)
In the mcmod.info and the zip itself i had to change "logo.png" to "GrygrFlzr_GlowstoneWire.png" ... Mo'Creatures also used the default name of logo... so your mod was showing the logo for mo creatures... i also changed the logo name in it and will cross post there
Thanks, the new version uses that filename now and shouldn't use the mo' creatures logo. (or any other default logo.png mods)
You have 2 choices. Do this:
glowstone dust musn't be self-powered
make so that regular levers can power it, or AT LEAST make glowstone levers
make glowstone torches, like redstone torches except with yellow overlay and they emit glowstone power, and turn off on glowstone power
make glowstone repeaters
make a glowstone lamp, like redstone lamp but colored yellow, crafted from 9 glowstone dust
and have an AWSUM mod, or do this:
make it only turn on on light lvl>=10
and have a very good mod
I'm not sure what all of those would be for other than pretty aesthetics, as the glowstone wire signal is endless and doesn't need repeating. Making it not self powered gets rid of its main use (redstone-less lighted wires). Redstone lamp is already colored yellow, unless you want colored light, which will require modifying the lighting engine (and thus making it a lot less compatible with other mods).
I think gunpowder wire should be another way to set off TNT, leave a trail of gunpowder and light the end of it, the trail of gunpowder burns along from one end to another and sets off TNT if it is touching when a particular block of gunpowder is burning
Well that came out of nowhere lol, thank you! I'm trying it out right now.
edit: It's working fine, thanks for the update.
What is the ID assigning in the config for? Seeing as it overrides 348, the standard Glowstone ID
The ID assignment is for the block ID (the wire itself), not the item ID. Stone occupies Block ID 1, Dirt occupies 2, etc.
Glowstone Wire by default occupies block ID 254 (hardly ever used in any kind of mod).
Ah i see, well the first time i ran MC after i installed your mod Forge was complaining about your Block ID being below 256 (and it conflicted with BuildCrat oil) so it decided to change it to 4095.
I like my ID's to be kind of organized so i changed it to 810 myself.
I don't exactly know why i'm telling you this but i already typed it so i might as well post it lol. Thanks again for the update, this is gonna look sweet with the Runic Dust mod. ^^
Well, if you need a 1.5 update, here you go.
Glowstone Wire 1.5.x for MC Forge Released!
Now supporting Forge's Runtime Deobfuscation! Should hopefully work with 1.5.2 and even 1.6, unless major changes occur.
Minecraft has crashed. It seems to be an ID conflict with multi-page chest. There might be some other error I missed.
I installed Multi-page Chest first.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Anon\AppData\Roaming\.minecraft\crash-reports\crash-2013-05-09_20.28.23-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 940e3e68 --------
Full report at:
C:\Users\Anon\AppData\Roaming\.minecraft\crash-reports\crash-2013-05-09_20.28.23-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.IllegalArgumentException: Slot 4090 is already occupied by grygrflzr.mods.glowstonewire.BlockGlowstoneWire@4e7a4839 when adding cubex2.mods.multipagechest.BlockMultiPageChest@3e1bbe6f
at net.minecraft.block.Block.<init>(Block.java:340)
at net.minecraft.block.BlockContainer.<init>(SourceFile:9)
at cubex2.mods.multipagechest.BlockMultiPageChest.<init>(BlockMultiPageChest.java:33)
at cubex2.mods.multipagechest.MultiPageChest.load(MultiPageChest.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor6.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:447)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ae89eb21 ----------
Could you make it run on walls, and perhaps ceilings too?
I'm pretty sure it's a repurpose/tweak of redstone, which means it uses redstone's code, which means (I think) he would have to pretty much entirely rewrite the code for glowstone wire, because the only way redstone works is if it sits on top of a block and occupies that block. Maybe. I could totally be talking out my ass on that one. I don't know a whole lot about coding. That's just what makes sense to me.
I think a neat addition to this mod (or the camo lights mod) would be to make it so that you can craft glowstone with armor to make it glow when equipped. If that's even possible. Mining helmets, anybody? Or, uh...have you ever heard of the Runic Dust Mod? You could make it so that you can draw, pixel by pixel, on blocks with glowstone. Like maybe create a crafting recipe for a "Glowstone Chalk" or something, so that regular glowstone dust would still place a wire. You could make some really intricate decoration like that.
you have a problem with your code.
I have absolutely no information on this modpack, or what it will include other than glowstone wire, so for now I won't give permission. If you have more info you can PM me and we can discuss something.
Glad you enjoyed it. I guess the colors compliment the tracks.
Orangestone/bluestone is definitely not supposed to interact with redstone, but that's for the future. I should probably try to get config files working on the raw and modloader versions, first.
You do realize that it explicitly says ItemGlowstone, yes? That's the glowstone dust item, which I have to directly override with my own code, unless you want me to make base edits to the code. 4045 would now be the glowstone wire block.
Glowstone Wire | MCF Modlist
besides, 92 is cake. not glowstone.
Items have a 256 ID offset. 92 + 256 = 348, the ID for glowstone dust. If it tried to override cake, your client would crash upon loading, which it clearly isn't.
Gunpowder wire needs a little bit more thought in it, though. Currently other than a longer timer I can't think up of advantage
Glowstone Wire | MCF Modlist
I think gunpowder wire should be another way to set off TNT, leave a trail of gunpowder and light the end of it, the trail of gunpowder burns along from one end to another and sets off TNT if it is touching when a particular block of gunpowder is burning
Gotcha.
Sorry for the really late update, I was busy with other things...
On another note, vanilla version will definitely be replaced by MC API version when it becomes available, unless there are compatibility problems (there shouldn't be as I'm just overriding glowstone and adding a block). The Forge and Modloader versions might be removed as both should be compatible with all API plugins.
Added all of them to OP. (in a spoiler because it's long enough as it is...)
Thanks, the new version uses that filename now and shouldn't use the mo' creatures logo. (or any other default logo.png mods)
I'm not sure what all of those would be for other than pretty aesthetics, as the glowstone wire signal is endless and doesn't need repeating. Making it not self powered gets rid of its main use (redstone-less lighted wires). Redstone lamp is already colored yellow, unless you want colored light, which will require modifying the lighting engine (and thus making it a lot less compatible with other mods).
I'll try to work on that, if the time allows.
Thanks!
Glowstone Wire | MCF Modlist
The ID assignment is for the block ID (the wire itself), not the item ID. Stone occupies Block ID 1, Dirt occupies 2, etc.
Glowstone Wire by default occupies block ID 254 (hardly ever used in any kind of mod).
Glowstone Wire | MCF Modlist
Well, if you need a 1.5 update, here you go.
Tested working on 1.5.2 with same file!
Glowstone Wire | MCF Modlist
The same mod file will work for all 1.5 versions - 1.5, 1.5.1 and 1.5.2.
Glowstone Wire | MCF Modlist
I installed Multi-page Chest first.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Anon\AppData\Roaming\.minecraft\crash-reports\crash-2013-05-09_20.28.23-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 940e3e68 --------
Full report at:
C:\Users\Anon\AppData\Roaming\.minecraft\crash-reports\crash-2013-05-09_20.28.23-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 5/9/13 8:28 PM
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_13, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 574289760 bytes (547 MB) / 674693120 bytes (643 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.2.684 Minecraft Forge 7.8.0.684 24 mods loaded, 24 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{5.2.2.684} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge{7.8.0.684} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_Invedit{Copyright 2013 mister_person. All rights reserved.} [mod_Invedit] (All-U-Want inventory editor 1.08.zip) Unloaded->Constructed->Pre-initialized->Initialized
CarpentersSlope{v1.2} [Carpenter's Slope] (Carpenter's Slope v1.2 - MC 1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
CraftableSpawners{1.5} [CraftableSpawners] (CraftableSpawners-G2-1513.zip) Unloaded->Constructed->Pre-initialized->Initialized
craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
zolandre_extraDoors{1.2.1} [Extra Doors] (Extra Doors for MC 1.5.1 by Zolandre[Forge][v1.2.1].zip) Unloaded->Constructed->Pre-initialized->Initialized
GrygrFlzr_GlowstoneWire{build 108} [Glowstone Wire] (GSWireUniversal-1.5.x-srg-b108Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_InstantWMansion{1.0.0} [mod_InstantWMansion] (Instant Mansion Jasononce [1.5.1]) Unloaded->Constructed->Pre-initialized->Initialized
mod_Barn{1.0.0} [mod_Barn] (Jasononce Mods [1.5.1]) Unloaded->Constructed->Pre-initialized->Initialized
mod_Castle{1.0.0} [mod_Castle] (Jasononce Mods [1.5.1]) Unloaded->Constructed->Pre-initialized->Initialized
mod_Fset{1.0.0} [mod_Fset] (Jasononce Mods [1.5.1]) Unloaded->Constructed->Pre-initialized->Initialized
mod_HouseV3{1.0.0} [mod_HouseV3] (Jasononce Mods [1.5.1]) Unloaded->Constructed->Pre-initialized->Initialized
mod_Nset{1.0.0} [mod_Nset] (Jasononce Mods [1.5.1]) Unloaded->Constructed->Pre-initialized->Initialized
mod_SpawnZom{1.0.0} [mod_SpawnZom] (Jasononce Mods [1.5.1]) Unloaded->Constructed->Pre-initialized->Initialized
mod_Tower{1.0.0} [mod_Tower] (Jasononce Mods [1.5.1]) Unloaded->Constructed->Pre-initialized->Initialized
mod_waterbase{1.0.0} [mod_waterbase] (Jasononce Mods [1.5.1]) Unloaded->Constructed->Pre-initialized->Initialized
MultiPageChest{1.2.3} [Multi Page Chest] (multiPageChest_1.2.3_Universal.zip) Unloaded->Constructed->Pre-initialized->Errored
Mystic Ores{0.1} [Mystic Ores] (Mystic Ores [1.5].zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystic Ruins{0.1} [Mystic Ruins] (Mystic Ruins [1.5].zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystic Stones{0.1} [Mystic Stones] (Mystic Stones [1.5].zip) Unloaded->Constructed->Pre-initialized->Initialized
Slabcraftmod{1.2a} [Slabcraft] (Slabcraftmod 1.2 - 1.5.1 Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
Staircraftmod{1.2a} [Staircraft] (Staircraft 1.2a - 1.5.1 Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6520G GL version 4.2.11931 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.IllegalArgumentException: Slot 4090 is already occupied by grygrflzr.mods.glowstonewire.BlockGlowstoneWire@4e7a4839 when adding cubex2.mods.multipagechest.BlockMultiPageChest@3e1bbe6f
at net.minecraft.block.Block.<init>(Block.java:340)
at net.minecraft.block.BlockContainer.<init>(SourceFile:9)
at cubex2.mods.multipagechest.BlockMultiPageChest.<init>(BlockMultiPageChest.java:33)
at cubex2.mods.multipagechest.MultiPageChest.load(MultiPageChest.java:58)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor6.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:447)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ae89eb21 ----------
I'm pretty sure it's a repurpose/tweak of redstone, which means it uses redstone's code, which means (I think) he would have to pretty much entirely rewrite the code for glowstone wire, because the only way redstone works is if it sits on top of a block and occupies that block. Maybe. I could totally be talking out my ass on that one. I don't know a whole lot about coding. That's just what makes sense to me.
I think a neat addition to this mod (or the camo lights mod) would be to make it so that you can craft glowstone with armor to make it glow when equipped. If that's even possible. Mining helmets, anybody? Or, uh...have you ever heard of the Runic Dust Mod? You could make it so that you can draw, pixel by pixel, on blocks with glowstone. Like maybe create a crafting recipe for a "Glowstone Chalk" or something, so that regular glowstone dust would still place a wire. You could make some really intricate decoration like that.