Hey there Col6y,
I really enjoyed playing your mod! I just finished QC and I was about to post my idea for a mod like this and it seems you have beat me to it!
Awesome work! I can't wait to see some of the improvements that you will make later on.
Oh, here is a video that I made to promote your mod by the way!
Hey Col6y, I REALLY, really loved your mod, sincerely, and I have some ideas, if you want to refresh your mod (previously sorry for the bad english)
-Make trapdoors affected by Antigravity dimension (I don't know if is it possible);
-Make a properties archive in /mods folder. With it we can adapt the mod to what we want.;
-Enable sand/gravel to fly in antigravity (or make this a option in the mod's configuration);
-I don't know if it's possible, but make some conveyor-belt;
-Some robots, probably using minecart rails;
-Create some blocks that change the texture in every dimension, or just change the normal blocks;
-And finnaly, make lasers and/or light beams.
Thanks for reading!
Well, I'm back from vacation a day early!
I should get this mod updated to 1.3 once Modloader and MCP are updated, although that may take a few days.
Development will be stopped until then, as I will probably have to rewrite the mod completely.
Hey there Col6y,
I really enjoyed playing your mod! I just finished QC and I was about to post my idea for a mod like this and it seems you have beat me to it!
Awesome work! I can't wait to see some of the improvements that you will make later on.
Oh, here is a video that I made to promote your mod by the way!
Hey Col6y, I REALLY, really loved your mod, sincerely, and I have some ideas, if you want to refresh your mod (previously sorry for the bad english)
-Make trapdoors affected by Antigravity dimension (I don't know if is it possible);
What do you mean?
Trapdoors aren't affected by normal gravity, are they?
-Enable sand/gravel to fly in antigravity (or make this a option in the mod's configuration);
Actually, I tried this.
The problem: Sand only falls when an adjacent block updates. This allows for floating sand.
When the dimension is switched to Anti-Gravity, they don't get updated. So all sand doesn't fall until a block next to it changes.
This makes it worthless for maps, as you'd need to manually update the sand.
I could update all the sand in the world when the dimension switches to Anti-Gravity, but that would be very slow.
And, it would be annoying and laggy if all the sand in the world flew off into the sky.
If you can you should make normal blocks float up and slow down, maybe add a config file in /mods?
So we can choose which blocks float up / slow down, just some advice though
Well, all blocks currently slow down in Slow-Mo. Or at least they should. Slow-Mo is supposed to affect EVERYTHING besides the player.
Also, why would blocks float up?
Blocks don't fall down in normal minecraft.
Also, I realized a potential problem with the current way that dimensions work:
If you have multiple rooms in a puzzle map, then Anti-Gravity will affect the other rooms even when you're not in them.
Should I just force map makers to make their maps work with lots of gravity changes, or should I try to implement a way to limit the space where dimensions affect things?
What do you mean?
Trapdoors aren't affected by normal gravity, are they?
I mean, if you're in Antigravity dimension, the trapdoors goes up. And if you're in the normal dimension, they goes down. Maybe this could be adjustable in /config.
Good idea. Maybe in /config, though. Any specific settings that I should add?
Things like:
-What block(s) can break with fluffy;
-Set the slowmo velocity;
-Set on/off the trapdoor affected by antigravity dimension;
-Set the lasers damage.
These things, maybe
Actually, I tried this.
The problem: Sand only falls when an adjacent block updates. This allows for floating sand.
When the dimension is switched to Anti-Gravity, they don't get updated. So all sand doesn't fall until a block next to it changes.
This makes it worthless for maps, as you'd need to manually update the sand.
I could update all the sand in the world when the dimension switches to Anti-Gravity, but that would be very slow.
And, it would be annoying and laggy if all the sand in the world flew off into the sky.
You could make it configurable in the /config file. This setting starts inactive, then the player can set if sand, gravel or both should fly.
I was planning this, maybe by changing texturepacks dynamically. I'll see if that's even possible, though.
It might turn out to not be.
You could put it in the /config file, like "If the dimension is (dimension name), then block is (block id)". Or, also, something like "If the dimension is (dimension name), then texture pack is (texture pack name)"
I mean, if you're in Antigravity dimension, the trapdoors goes up. And if you're in the normal dimension, they goes down. Maybe this could be adjustable in /config.
I see what you mean, but I'm not sure I want to change that.
Maybe I can add a special block that looks similar to a trapdoor but does this?
Things like:
-What block(s) can break with fluffy;
-Set the slowmo velocity;
-Set on/off the trapdoor affected by antigravity dimension;
-Set the lasers damage.
These things, maybe
You could put it in the /config file, like "If the dimension is (dimension name), then block is (block id)". Or, also, something like "If the dimension is (dimension name), then texture pack is (texture pack name)"
I'll look into changing texture packs dynamically.
Great!
I should get something basic working by tomorrow, hopefully.
EDIT: Speaking of which: THIS BUILD IS NOT COMPLETE! READ BELOW BEFORE DOWNLOADING! Build 8 for 1.3.1
Keep in mind that this build is NOT COMPLETE!
Build 8 contains a partially ported version for 1.3.1
This version contains:
IDS Batteries
IDS Containers
Dimension Switching
This version does not contain:
Dimensions having any effect whatsoever
IDS Gloves and IDS Linkers
Because of the omissions, this build will not be put in the Op.
I just wanted to put up something to show that I'm working on it.
If you do end up trying this build out, please tell me about any bugs you find!
Speaking of which: Build 9 (See disclaimer for Build 8 above)
This contains Build 8 + Configuration, Fluffy, and Heavy.
Note: I cannot guarantee that old saves will still work, but they should.
Also, I'm probably out of time for working on this today, so don't expect another build until tomorrow.
EDIT: Quick development update:
Anti-gravity is implemented.
Slow-mo is coming along, but it's going to use a different system this time, so it could take a few days to get it to work.
Also, hugobdesigner, how's the configuration in Build 9? I'm using Modloader's configuration loading system.
EDIT 2: Another quick update:
Slow-mo is doing pretty well, I've written the code for the Entity/Block/TileEntity infrastructure to be slowed down, but the specific Entities, Blocks, and TileEntities are not yet slowed.
EDIT: Quick development update:
Anti-gravity is implemented.
Slow-mo is coming along, but it's going to use a different system this time, so it could take a few days to get it to work.
Also, hugobdesigner, how's the configuration in Build 9? I'm using Modloader's configuration loading system.
EDIT 2: Another quick update:
Slow-mo is doing pretty well, I've written the code for the Entity/Block/TileEntity infrastructure to be slowed down, but the specific Entities, Blocks, and TileEntities are not yet slowed.
The configurations are good, but a bit confusing. Also, Heavy dimension is still buggy. You can still pick up items in the floor. An idea: make dropped items activate stone pressure plates in Heavy dimension. Also, when you create the DOLLIs, you could make them show the "tongue" sometimes, randomly.
I'm working in a texture pack of this mod. Take a look: http://www.minecraft...t-texture-pack/
It's still Work-in-progress, but also look to the "To do" list.
Also, when you create the DOLLIs, you could make them show the "tongue" sometimes, randomly.
I'm working in a texture pack of this mod. Take a look: http://www.minecraft...t-texture-pack/
It's still Work-in-progress, but also look to the "To do" list.
Nice! I'll put a link in the first post.
EDIT: Build 10 is out!
The disclaimer for Builds 8 and 9 still applies.
This build has Anti-Gravity, Heavy items not being able to be picked up, and part of Slow-Mo.
EDIT 2:
Blocks are now slow-mo'd properly!
Build 11!
This now contains Slow-Mo, but not IDS Gloves yet.
Once I have the IDS Gloves, I'll put up Build 12 in the first post.
This Build is very good actually. Every dimension is working very well and all the bugs are fixed. But when you're in Slow-Mo dimension and place sand/gravel in mid-air, they desappear before fall down. Anyway, the dimensions are going very nice. Including water is in Slow-Mo. Good job!
This Build is very good actually. Every dimension is working very well and all the bugs are fixed. But when you're in Slow-Mo dimension and place sand/gravel in mid-air, they desappear before fall down. Anyway, the dimensions are going very nice. Including water is in Slow-Mo. Good job!
I think I found the bug with the sand, and it's fixed for build 12.
EDIT: One thing that I just figured out is that the IDS Gloves will break if you upgrade from build 7 to build 12. Delete them first.
I couldent find out how to post banners on here so i posted it to my blog
http://temple98.tumblr.com/post/27349756511/a-banner-i-made-for-quantum-craft
you should add in ike
Please do!
If you post it here, I'll put it in the title post.
How?
If it's for a puzzle map, I could add a spawner for him.
Or did you mean just a random occurrence?
EDIT:
Also, I'm going to be gone on vacation for the next week or so. I should be back by Tuesday, July 31st.
I really enjoyed playing your mod! I just finished QC and I was about to post my idea for a mod like this and it seems you have beat me to it!
Awesome work! I can't wait to see some of the improvements that you will make later on.
Oh, here is a video that I made to promote your mod by the way!
-Make trapdoors affected by Antigravity dimension (I don't know if is it possible);
-Make a properties archive in /mods folder. With it we can adapt the mod to what we want.;
-Enable sand/gravel to fly in antigravity (or make this a option in the mod's configuration);
-I don't know if it's possible, but make some conveyor-belt;
-Some robots, probably using minecart rails;
-Create some blocks that change the texture in every dimension, or just change the normal blocks;
-And finnaly, make lasers and/or light beams.
Thanks for reading!
I should get this mod updated to 1.3 once Modloader and MCP are updated, although that may take a few days.
Development will be stopped until then, as I will probably have to rewrite the mod completely.
Thanks! I'll put that in the first post shortly.
What do you mean?
Trapdoors aren't affected by normal gravity, are they?
Good idea. Maybe in /config, though. Any specific settings that I should add?
Actually, I tried this.
The problem: Sand only falls when an adjacent block updates. This allows for floating sand.
When the dimension is switched to Anti-Gravity, they don't get updated. So all sand doesn't fall until a block next to it changes.
This makes it worthless for maps, as you'd need to manually update the sand.
I could update all the sand in the world when the dimension switches to Anti-Gravity, but that would be very slow.
And, it would be annoying and laggy if all the sand in the world flew off into the sky.
Good idea, I'll stick that on the Todo list.
Maybe. This might end up rather complicated, but I'll see what I can do.
I was planning this, maybe by changing texturepacks dynamically. I'll see if that's even possible, though.
It might turn out to not be.
That might be difficult, but, again, I'll see what I can do.
Well, all blocks currently slow down in Slow-Mo. Or at least they should. Slow-Mo is supposed to affect EVERYTHING besides the player.
Also, why would blocks float up?
Blocks don't fall down in normal minecraft.
Also, I realized a potential problem with the current way that dimensions work:
If you have multiple rooms in a puzzle map, then Anti-Gravity will affect the other rooms even when you're not in them.
Should I just force map makers to make their maps work with lots of gravity changes, or should I try to implement a way to limit the space where dimensions affect things?
For what?
I thought you got the mod to work...?
I'll be releasing smaller updates as I rewrite the mod for 1.3
That is, once Risugami's Modloader is updated.
I mean, if you're in Antigravity dimension, the trapdoors goes up. And if you're in the normal dimension, they goes down. Maybe this could be adjustable in /config.
Things like:
-What block(s) can break with fluffy;
-Set the slowmo velocity;
-Set on/off the trapdoor affected by antigravity dimension;
-Set the lasers damage.
These things, maybe
You could make it configurable in the /config file. This setting starts inactive, then the player can set if sand, gravel or both should fly.
You could put it in the /config file, like "If the dimension is (dimension name), then block is (block id)". Or, also, something like "If the dimension is (dimension name), then texture pack is (texture pack name)"
Take a look in this "properties file" example that I've made: quantum_conundrum_mod.txt
Thanks for have accepted my ideas before, and again thanks for reading.
I see what you mean, but I'm not sure I want to change that.
Maybe I can add a special block that looks similar to a trapdoor but does this?
Good idea.
Still one question: Should I try to make sand and gravel be automatically triggered?
I'll look into changing texture packs dynamically.
Interesting.
That format looks hard to parse, but I like the different settings.
I have nothing better to do.
Great!
I should get something basic working by tomorrow, hopefully.
EDIT: Speaking of which:
THIS BUILD IS NOT COMPLETE! READ BELOW BEFORE DOWNLOADING!
Build 8 for 1.3.1
Keep in mind that this build is NOT COMPLETE!
Build 8 contains a partially ported version for 1.3.1
This version contains:
I just wanted to put up something to show that I'm working on it.
If you do end up trying this build out, please tell me about any bugs you find!
I'm fixing a few more bugs, and then I'll have an update with Fluffy, Heavy, and a configuration file added.
Speaking of which:
Build 9 (See disclaimer for Build 8 above)
This contains Build 8 + Configuration, Fluffy, and Heavy.
Note: I cannot guarantee that old saves will still work, but they should.
Also, I'm probably out of time for working on this today, so don't expect another build until tomorrow.
I do not use skype.
EDIT: Quick development update:
Anti-gravity is implemented.
Slow-mo is coming along, but it's going to use a different system this time, so it could take a few days to get it to work.
Also, hugobdesigner, how's the configuration in Build 9? I'm using Modloader's configuration loading system.
EDIT 2: Another quick update:
Slow-mo is doing pretty well, I've written the code for the Entity/Block/TileEntity infrastructure to be slowed down, but the specific Entities, Blocks, and TileEntities are not yet slowed.
The configurations are good, but a bit confusing. Also, Heavy dimension is still buggy. You can still pick up items in the floor. An idea: make dropped items activate stone pressure plates in Heavy dimension. Also, when you create the DOLLIs, you could make them show the "tongue" sometimes, randomly.
I'm working in a texture pack of this mod. Take a look: http://www.minecraft...t-texture-pack/
It's still Work-in-progress, but also look to the "To do" list.
Alright, I'll try to get them looking better once I have slow-mo.
Thanks, I forgot about that.
Nice idea.
Nice! I'll put a link in the first post.
EDIT:
Build 10 is out!
The disclaimer for Builds 8 and 9 still applies.
This build has Anti-Gravity, Heavy items not being able to be picked up, and part of Slow-Mo.
EDIT 2:
Blocks are now slow-mo'd properly!
I don't know yet, but actually you can give me ideas and/or screnshots from the game.
Thanks, man! It makes me really happy! The Build 10 is very good actually. Except by the slow-mo, everything is good enought to me!
This now contains Slow-Mo, but not IDS Gloves yet.
Once I have the IDS Gloves, I'll put up Build 12 in the first post.
This Build is very good actually. Every dimension is working very well and all the bugs are fixed. But when you're in Slow-Mo dimension and place sand/gravel in mid-air, they desappear before fall down. Anyway, the dimensions are going very nice. Including water is in Slow-Mo. Good job!
I can try.
I'm thinking maybe the ZXCV keys by default, as I can't remember Quantum Conundrum's mappings.
I think I found the bug with the sand, and it's fixed for build 12.
EDIT: One thing that I just figured out is that the IDS Gloves will break if you upgrade from build 7 to build 12. Delete them first.