So, while im at it, is this SMP supported? (sadly, i'd have to assume with all the dimensions, no)
It should be, although I haven't tested it much. There's no reason for it not to be, unless I made a mistake somewhere.
Pretty much: Try it!
If it doesn't work, please tell me so that I can fix it.
download link is fixed, but, I can't install it because im using a fair ammount of other mods... any chance of a rewrite that DOESNT edit base classes any time?
download link is fixed, but, I can't install it because im using a fair ammount of other mods... any chance of a rewrite that DOESNT edit base classes any time?
No. There's almost no chance of that - I am required to edit based classes for things like Slow Motion and Anti-Gravity.
However, this mod doesn't actually edit a lot of core classes (for forge compatibility) - it may still be compatible with other mods.
If another mod doesn't modify core classes (as in, it goes in the mods folder), then it should be compatible.
What mods are you worried about?
Here's the full listing of base modifications and what mods they might be incompatible with:
// If a mod modifies the options screen, it probably won't be compatible.
net/minecraft/src/GuiOptions
// If a mod modifies networking, it probably won't be compatible.
net/minecraft/src/ThreadMinecraftServer
net/minecraft/src/IntegratedPlayerList
net/minecraft/src/DedicatedServerSleepThread
net/minecraft/src/DedicatedPlayerList
// If a mod modifies Villages, it probably won't be compatible.
net/minecraft/src/VillageCollection
// If a mod modifies the inventory system, it might not be compatible.
net/minecraft/src/ItemStack
// If a mod modifies existing materials, then it might not be compatible.
net/minecraft/src/Material
// If a mod modifies existing pathfinding, then it might not be compatible.
net/minecraft/src/PathFinder
net/minecraft/src/PathNavigate
// If a mod modifies Liquids, Sand, or Pressure Plates, then it probably won't be compatible.
// If a mod adds new Liquids, then it might not be compatible. (If it adds them using Forge, then it probably WILL be compatible.)
net/minecraft/src/BlockFlowing
net/minecraft/src/BlockFluid
net/minecraft/src/BlockSand
net/minecraft/src/BlockPressurePlate
// If a mod modifies Pistons, Chests, or EnderChests, then it probably won't be compatible.
net/minecraft/src/TileEntityPiston
net/minecraft/src/TileEntityChest
net/minecraft/src/TileEntityEnderChest
// If a mod modifies Fireballs, Lightning Bolts, Falling Sand, Fishing, Fireworks, Thrown Items, TNT, XP Orbs, Arrows, or Ender Eyes, then it probably won't be compatible.
net/minecraft/src/EntityFireball
net/minecraft/src/EntityLightningBolt
net/minecraft/src/EntityBodyHelper
net/minecraft/src/EntityFallingSand
net/minecraft/src/EntityFishHook
net/minecraft/src/EntityFireworkRocket
net/minecraft/src/EntityThrowable
net/minecraft/src/EntityTNTPrimed
net/minecraft/src/EntityXPOrb
net/minecraft/src/EntityArrow
net/minecraft/src/EntityEnderEye
// If a mod modifies existing mobs or animals, then it might not be compatible.
net/minecraft/src/EntitySnowman
net/minecraft/src/EntityFlying
net/minecraft/src/EntityIronGolem
net/minecraft/src/EntityEnderman
net/minecraft/src/EntityAgeable
net/minecraft/src/EntityChicken
net/minecraft/src/EntityWolf
net/minecraft/src/EntityAnimal
net/minecraft/src/EntitySquid
net/minecraft/src/EntityBlaze
// If a mod modifies existing effects, then it might not be compatible.
net/minecraft/src/EntityFX
net/minecraft/src/EntityAuraFX
net/minecraft/src/EntityBubbleFX
net/minecraft/src/EntitySnowShovelFX
net/minecraft/src/EntitySuspendFX
net/minecraft/src/EntitySpellParticleFX
net/minecraft/src/EntityCritFX
net/minecraft/src/EntityDropParticleFX
net/minecraft/src/EntitySmokeFX
net/minecraft/src/EntityFlameFX
net/minecraft/src/EntityExplodeFX
net/minecraft/src/EntityLavaFX
net/minecraft/src/EntityCloudFX
net/minecraft/src/EntityNoteFX
net/minecraft/src/EntityHeartFX
net/minecraft/src/EntityLargeExplodeFX
net/minecraft/src/EntityRainFX
// If a mod modifies profiling or screen resolution, then it might not be compatible.
net/minecraft/src/Profiler
net/minecraft/src/ScaledResolution
No. There's almost no chance of that - I am required to edit based classes for things like Slow Motion and Anti-Gravity.
However, this mod doesn't actually edit a lot of core classes (for forge compatibility) - it may still be compatible with other mods.
If another mod doesn't modify core classes (as in, it goes in the mods folder), then it should be compatible.
What mods are you worried about?
Here's the full listing of base modifications and what mods they might be incompatible with:
// If a mod modifies the options screen, it probably won't be compatible.
net/minecraft/src/GuiOptions
// If a mod modifies networking, it probably won't be compatible.
net/minecraft/src/ThreadMinecraftServer
net/minecraft/src/IntegratedPlayerList
net/minecraft/src/DedicatedServerSleepThread
net/minecraft/src/DedicatedPlayerList
// If a mod modifies Villages, it probably won't be compatible.
net/minecraft/src/VillageCollection
// If a mod modifies the inventory system, it might not be compatible.
net/minecraft/src/ItemStack
// If a mod modifies existing materials, then it might not be compatible.
net/minecraft/src/Material
// If a mod modifies existing pathfinding, then it might not be compatible.
net/minecraft/src/PathFinder
net/minecraft/src/PathNavigate
// If a mod modifies Liquids, Sand, or Pressure Plates, then it probably won't be compatible.
// If a mod adds new Liquids, then it might not be compatible. (If it adds them using Forge, then it probably WILL be compatible.)
net/minecraft/src/BlockFlowing
net/minecraft/src/BlockFluid
net/minecraft/src/BlockSand
net/minecraft/src/BlockPressurePlate
// If a mod modifies Pistons, Chests, or EnderChests, then it probably won't be compatible.
net/minecraft/src/TileEntityPiston
net/minecraft/src/TileEntityChest
net/minecraft/src/TileEntityEnderChest
// If a mod modifies Fireballs, Lightning Bolts, Falling Sand, Fishing, Fireworks, Thrown Items, TNT, XP Orbs, Arrows, or Ender Eyes, then it probably won't be compatible.
net/minecraft/src/EntityFireball
net/minecraft/src/EntityLightningBolt
net/minecraft/src/EntityBodyHelper
net/minecraft/src/EntityFallingSand
net/minecraft/src/EntityFishHook
net/minecraft/src/EntityFireworkRocket
net/minecraft/src/EntityThrowable
net/minecraft/src/EntityTNTPrimed
net/minecraft/src/EntityXPOrb
net/minecraft/src/EntityArrow
net/minecraft/src/EntityEnderEye
// If a mod modifies existing mobs or animals, then it might not be compatible.
net/minecraft/src/EntitySnowman
net/minecraft/src/EntityFlying
net/minecraft/src/EntityIronGolem
net/minecraft/src/EntityEnderman
net/minecraft/src/EntityAgeable
net/minecraft/src/EntityChicken
net/minecraft/src/EntityWolf
net/minecraft/src/EntityAnimal
net/minecraft/src/EntitySquid
net/minecraft/src/EntityBlaze
// If a mod modifies existing effects, then it might not be compatible.
net/minecraft/src/EntityFX
net/minecraft/src/EntityAuraFX
net/minecraft/src/EntityBubbleFX
net/minecraft/src/EntitySnowShovelFX
net/minecraft/src/EntitySuspendFX
net/minecraft/src/EntitySpellParticleFX
net/minecraft/src/EntityCritFX
net/minecraft/src/EntityDropParticleFX
net/minecraft/src/EntitySmokeFX
net/minecraft/src/EntityFlameFX
net/minecraft/src/EntityExplodeFX
net/minecraft/src/EntityLavaFX
net/minecraft/src/EntityCloudFX
net/minecraft/src/EntityNoteFX
net/minecraft/src/EntityHeartFX
net/minecraft/src/EntityLargeExplodeFX
net/minecraft/src/EntityRainFX
// If a mod modifies profiling or screen resolution, then it might not be compatible.
net/minecraft/src/Profiler
net/minecraft/src/ScaledResolution
Just saying dude, you ABSOLUTELY, POSITIVELY NEED TO SWITCH TO FORGE.
I am no modder, but I have used TONS of mods and can code with java, so I understand why people use forge. Forge contains a VERY large number of tools for you to use, you might just be able to do slow-mo and anti-gravity with the tools it provides.
And if that doesn't work, just make it a coremod. I know lots of popular mods that have overloaded base classes have switched to forge with ease (such as NEI, for example).
I'm no modder, so maybe this wouldn't work. But you could always try!
Just saying dude, you ABSOLUTELY, POSITIVELY NEED TO SWITCH TO FORGE.
I am no modder, but I have used TONS of mods and can code with java, so I understand why people use forge. Forge contains a VERY large number of tools for you to use, you might just be able to do slow-mo and anti-gravity with the tools it provides.
And if that doesn't work, just make it a coremod. I know lots of popular mods that have overloaded base classes have switched to forge with ease (such as NEI, for example).
I'm no modder, so maybe this wouldn't work. But you could always try!
I've actually looked at Forge somewhat. As far as I can tell, it doesn't have the tools required for Slow-Mo and Anti-Gravity.
Also - if you think that the list above is bad - you should have seen the listing from before I started trimming it down.
Also - almost every element on that list would require a separate piece of code written, specially designed to hit the right part of the code. The classes that I modify are already lesser-used classes, and I can probably push them out of more builtin classes if need be.
If this wouldn't work with Forge, then it would be a bad idea to try, because that would inhibit updates.
Just because some other mods can transfer smoothly, doesn't mean that this mod can. This is a very abnormal mod in many ways.
Once again, if there are any specific mods that this isn't compatible with that it should be, then please tell me.
What I may do, once I have more time to spend on this, is to separate this mod into two parts - the physics manipulation hooks and the other game mechanics. If I do that, then I would be able to try just transferring one part to forge at a time.
I may also try writing a different mod in forge directly so that I can get comfortable with forge before trying to do something this complicated.
Here's some updated textures for build 39!
Build 39 will probably be a graphics improvement release.
These aren't perfect, but they're much better than the previous textures.
More texture changes to come!
Here's some updated textures for build 39!
Build 39 will probably be a graphics improvement release.
These aren't perfect, but they're much better than the previous textures.
More texture changes to come!
Good job, as always.
Also, an user called Shrinks99 converted my Portal texture pack to the new texture system using a tool provided by Dinnerbone. I'll try to back working on it in the weekend or next week, but, until there, I would like to know if the texture pack works with tool too:
Good job, as always.
Also, an user called Shrinks99 converted my Portal texture pack to the new texture system using a tool provided by Dinnerbone. I'll try to back working on it in the weekend or next week, but, until there, I would like to know if the texture pack works with tool too:
Good job, as always.
Also, an user called Shrinks99 converted my Portal texture pack to the new texture system using a tool provided by Dinnerbone. I'll try to back working on it in the weekend or next week, but, until there, I would like to know if the texture pack works with tool too:
Can you test it for me? It's OK if you don't want, but, if you test, you can report me any error, and I'll fix it. Thanks
I looked at this - most textures look fine. However, mod textures aren't changed, and clocks and compasses are broken (no rotating part).
Also - the pack says that it's for mod version 30.
(new post because the previous one is getting long)
Here's the new Science Juice textures for each dimension! (see previous posts for other new textures)
tile.pressurePlateCeiling.name = Ceiling Pressure Plate = Placa de Pressão de Teto
tile.idsUnlinker.name = IDS Glove Unlinker = Desconector de Luvas IDS
tile.idsRelinker.name = IDS Glove Relinker = Reconector de Luvas IDS
container.relinker = IDS Glove Relinker = Reconector de Luvas IDS (again)
If you need anything else, just ask me
Thanks! These are in for build 39.
Speaking of which: Build 39
This releases includes a fix that should allow Java 6 compatibility, improved graphics, and some missing translations.
I can replace build 38 with this as soon as someone can test it.
Guess what I've spent around twelve hours on so far this weekend?
Quantum Wires!
These aren't redstone wires, which should be obvious because they can go on walls and ceilings.
They also take a small amount of time to propagate the signal when turning on, and can turn off immediately, just like control wires in Quantum Conundrum.
I haven't added peripherals such as doors, buttons, etc yet, but that's coming before I release this. (It's also somewhat buggy right now)
Hopefully, I should be able to release this next weekend sometime. There's too much work to finish it all today.
Guess what I've spent around twelve hours on so far this weekend?
Quantum Wires!
These aren't redstone wires, which should be obvious because they can go on walls and ceilings.
They also take a small amount of time to propagate the signal when turning on, and can turn off immediately, just like control wires in Quantum Conundrum.
I haven't added peripherals such as doors, buttons, etc yet, but that's coming before I release this. (It's also somewhat buggy right now)
Hopefully, I should be able to release this next weekend sometime. There's too much work to finish it all today.
WOW! I've been waiting a lot for this. This is really cool!
Also, I already started working on my texture pack again. I've finished the Mari0 project, so I have this entire week to update the texture pack. Also, just so I can already implement this: what are the name of these textures, and are they inside some folder?
WOW! I've been waiting a lot for this. This is really cool!
Also, I already started working on my texture pack again. I've finished the Mari0 project, so I have this entire week to update the texture pack. Also, just so I can already implement this: what are the name of these textures, and are they inside some folder?
Heh. It requires some fancy programming to do.
Here's a link to most of the new textures (I may add more before the next release): textures.zip
Also - here's some more progress:
That's a redstone converter. It converts quantum electricity into redstone power.
Here's a link to most of the new textures (I may add more before the next release): textures.zip
Also - here's some more progress:
That's a redstone converter. It converts quantum electricity into redstone power.
Thanks! I'm already editing them, and I've already made the Fluffy textures. If I keep the work in the same speed, I'll probably have this texture pack totally redone and adapted in Friday (I hope)
Thanks! I'm already editing them, and I've already made the Fluffy textures. If I keep the work in the same speed, I'll probably have this texture pack totally redone and adapted in Friday (I hope)
That's great! You don't have to finish by Friday if it turns out that you can't. This isn't something along the lines of a job with deadlines.
And more wires!
You can change the number of ticks that a button stays on for! You can also lock a button so that you can't edit it and you only need to right-click the button block to activate (you can click on the button image in the GUI to activate it too).
As you can probably tell, the connector in the middle is an AND gate. The output (top) is on only when the left and right inputs are both on.
In this case, the buttons were set for 60 ticks (3 seconds) to keep them on long enough to trigger both and walk through the door. The maximum time for buttons is currently 10 seconds, and the minimum time is 1 tick (1/20 of a second, about as long as it takes for the signal to go a single block, so it's pretty worthless at this setting, because the signal doesn't even get a single block).
I totally forgot about that key feature in the game.
It's pretty epic that you have gotten further and further at replicating all of the game structures and aspects. =D
Thank you! I mostly get it done by just working on it every weekend, if not more often. It's also a good motivating factor when someone posts who doesn't usually - it makes it feel like someone actually cares. Otherwise any users are just a statistic on the download tracker.
Also - I've been thinking about changing the name of this mod to something more original. There appear to be multiple servers, texturepacks, and possibly another mod also named QuantumCraft.
Does anyone have any input on if I should or shouldn't change the name?
Some current ideas:
QuadwrangleCraft
Quadwrangle Industries Mod
ConundrumCraft
I think that SpiderOak was having server problems. I got the same error. However, I think it's fixed now - try again.
It should be, although I haven't tested it much. There's no reason for it not to be, unless I made a mistake somewhere.
Pretty much: Try it!
If it doesn't work, please tell me so that I can fix it.
No. There's almost no chance of that - I am required to edit based classes for things like Slow Motion and Anti-Gravity.
However, this mod doesn't actually edit a lot of core classes (for forge compatibility) - it may still be compatible with other mods.
If another mod doesn't modify core classes (as in, it goes in the mods folder), then it should be compatible.
What mods are you worried about?
Here's the full listing of base modifications and what mods they might be incompatible with:
Just saying dude, you ABSOLUTELY, POSITIVELY NEED TO SWITCH TO FORGE.
I am no modder, but I have used TONS of mods and can code with java, so I understand why people use forge. Forge contains a VERY large number of tools for you to use, you might just be able to do slow-mo and anti-gravity with the tools it provides.
And if that doesn't work, just make it a coremod. I know lots of popular mods that have overloaded base classes have switched to forge with ease (such as NEI, for example).
I'm no modder, so maybe this wouldn't work. But you could always try!
I've actually looked at Forge somewhat. As far as I can tell, it doesn't have the tools required for Slow-Mo and Anti-Gravity.
Also - if you think that the list above is bad - you should have seen the listing from before I started trimming it down.
Also - almost every element on that list would require a separate piece of code written, specially designed to hit the right part of the code. The classes that I modify are already lesser-used classes, and I can probably push them out of more builtin classes if need be.
If this wouldn't work with Forge, then it would be a bad idea to try, because that would inhibit updates.
Just because some other mods can transfer smoothly, doesn't mean that this mod can. This is a very abnormal mod in many ways.
Once again, if there are any specific mods that this isn't compatible with that it should be, then please tell me.
What I may do, once I have more time to spend on this, is to separate this mod into two parts - the physics manipulation hooks and the other game mechanics. If I do that, then I would be able to try just transferring one part to forge at a time.
I may also try writing a different mod in forge directly so that I can get comfortable with forge before trying to do something this complicated.
Here's some updated textures for build 39!
Build 39 will probably be a graphics improvement release.
These aren't perfect, but they're much better than the previous textures.
More texture changes to come!
Good job, as always.
Also, an user called Shrinks99 converted my Portal texture pack to the new texture system using a tool provided by Dinnerbone. I'll try to back working on it in the weekend or next week, but, until there, I would like to know if the texture pack works with tool too:
HBD's QuantumCraft Texture Pack Build 14 converted
Can you test it for me? It's OK if you don't want, but, if you test, you can report me any error, and I'll fix it. Thanks
I'll try it once I get home!
I looked at this - most textures look fine. However, mod textures aren't changed, and clocks and compasses are broken (no rotating part).
Also - the pack says that it's for mod version 30.
On another note, I have more texture upgrades!
Safes, laser beams, light beams, gravity doors.
EDIT: And more!
IDS Battery Contains (back), IDS Linkers (left), IDS Unlinkers (center), IDS Relinkers (right).
EDIT2: And more...
DOLLIs, Conveyor Belts, and Science Juice.
Here's the new Science Juice textures for each dimension! (see previous posts for other new textures)
Should I add anything else before build 39?
tile.pressurePlateCeiling.name = Ceiling Pressure Plate = Placa de Pressão de Teto
tile.idsUnlinker.name = IDS Glove Unlinker = Desconector de Luvas IDS
tile.idsRelinker.name = IDS Glove Relinker = Reconector de Luvas IDS
container.relinker = IDS Glove Relinker = Reconector de Luvas IDS (again)
If you need anything else, just ask me
Thanks! These are in for build 39.
Speaking of which: Build 39
This releases includes a fix that should allow Java 6 compatibility, improved graphics, and some missing translations.
I can replace build 38 with this as soon as someone can test it.
Quantum Wires!
These aren't redstone wires, which should be obvious because they can go on walls and ceilings.
They also take a small amount of time to propagate the signal when turning on, and can turn off immediately, just like control wires in Quantum Conundrum.
I haven't added peripherals such as doors, buttons, etc yet, but that's coming before I release this. (It's also somewhat buggy right now)
Hopefully, I should be able to release this next weekend sometime. There's too much work to finish it all today.
WOW! I've been waiting a lot for this. This is really cool!
Also, I already started working on my texture pack again. I've finished the Mari0 project, so I have this entire week to update the texture pack. Also, just so I can already implement this: what are the name of these textures, and are they inside some folder?
Heh. It requires some fancy programming to do.
Here's a link to most of the new textures (I may add more before the next release): textures.zip
Also - here's some more progress:
That's a redstone converter. It converts quantum electricity into redstone power.
Thanks! I'm already editing them, and I've already made the Fluffy textures. If I keep the work in the same speed, I'll probably have this texture pack totally redone and adapted in Friday (I hope)
That's great! You don't have to finish by Friday if it turns out that you can't. This isn't something along the lines of a job with deadlines.
And more wires!
You can change the number of ticks that a button stays on for! You can also lock a button so that you can't edit it and you only need to right-click the button block to activate (you can click on the button image in the GUI to activate it too).
As you can probably tell, the connector in the middle is an AND gate. The output (top) is on only when the left and right inputs are both on.
In this case, the buttons were set for 60 ticks (3 seconds) to keep them on long enough to trigger both and walk through the door. The maximum time for buttons is currently 10 seconds, and the minimum time is 1 tick (1/20 of a second, about as long as it takes for the signal to go a single block, so it's pretty worthless at this setting, because the signal doesn't even get a single block).
EDIT: And more!
Pressure plates now also output to quantum wires.
It's pretty epic that you have gotten further and further at replicating all of the game structures and aspects. =D
Thank you! I mostly get it done by just working on it every weekend, if not more often. It's also a good motivating factor when someone posts who doesn't usually - it makes it feel like someone actually cares. Otherwise any users are just a statistic on the download tracker.
Also - I've been thinking about changing the name of this mod to something more original. There appear to be multiple servers, texturepacks, and possibly another mod also named QuantumCraft.
Does anyone have any input on if I should or shouldn't change the name?
Some current ideas:
QuadwrangleCraft
Quadwrangle Industries Mod
ConundrumCraft