no need for crash reports about forge multipart. i've known about it for quite a while now and i finally got around to working on it. the next update will be compatible with multipart
I have a few ideas as to how a campfire might work:
Campfires may be crafted by placing sticks (or if that would be too hard to implement without overriding base files, a crafting recipe that fits in a 2x2 area?)
Campfires cannot smelt ores or other minerals.
Campfires cook foods twice as fast
Configurable cooking recipes
Can burn even if nothing's cooking
Items burn twice as long if nothing's being cooked
Breaking it gives back the items that were used to make it (recyclable)
Scares off the undead when lit
Can only use small items as fuel (saplings, sticks, etc) (maybe?)
hmm.. would be interesting to be able to build a campfire simply by placing the materials down. but, i'm not really sure if and when i'm going to make a campfire mod, but i'll keep these ideas in mind thanks
Pretty soon. the fix for multipart is already done actually. i'm just attacking other parts of the mod, refining the code and getting rid of other bugs/incompatibilities.
I'm not completely sure what is going on but I've got everything in the configs set to that the torches don't break, burnout, etc (see below) and yet I'm still hearing torches break as if there was a zombie or something that broke it and yet when I go to look there's nothing there.
I also checked this in a copy of my world while in creative mode. The only thing I haven't done, yet, is try it in the creative world and on peaceful just to make sure it's not a mob. Keep in mind it's random torches in areas that are already well lit and had been for a good while with this suddenly happens.
Also I don't know if it's glass bells, that I mentioned before, or something with this mod. When I place a torch in the bell it's just fine and gives off light as it should. If I leave the area or restart the game and come back the torches are still lit in the bells but not giving off light like before.
Config settings:
ChanceToDestroy=0
ChanceToRandomlyBurnOut=0
DropsUnlit=true
MaximumAge=32000
MinimumAge=16000 <--going to try changing this to 32000
SingleUse=true <-- going to try changing this to false
TorchUpdates=false
hmm.. do they actually burn out/break? or do you just hear stuff like torches breaking? but then, you've got "torchupdates" set to false. with it set to false, the torches would basically be vanilla torches except that they contain extra data (remaining lifespan) with them, so those other settings for dying out and stuff shouldn't actually matter. one thing that could cause them to burn out would be mobs. did you set the config to stop mobs from touching torches?
i've tested ee3 with and without any of my mods, and it seems the glass bell acts a bit weirdly. it does the same thing you described even for vanilla torches, glowstone, or (i'm assuming) anything that gives off light.
I hear a break sound and go to investigate and find 1 or more random torches are out. And it's random if they are dropped or just burned out. Sometimes completely missing which I assume is caused by the fact they are dropped and despawn over time.
Yes mobs can put the torches out but there were no mobs around. While in my test/clone world I heard a break sound coming from an area I had just left, went back and found a burned out torch and no mobs.
And yes I know that the setting makes them like vanilla torches, that is what I want. The only reason for the use of the mod in the pack I'm working with is for the extra step to light the torches and that mobs can put them out.
Side question: I thought in a previous version, in MC1.5.2, that rain on exposed torches would put them out at least that's what I think I remember seeing in a mod spotlight video.
As for the glass bell I guess I know need to go let the author of EE3 know about the problem then, if it's not reported already.
huh. dropped torches? that's.... baffling. the only reason i could think of now is if you happen to use my other mod, mctweaks, as well. if you do, it could be that a skeleton shoots them down and it just despawns or walks away before you see it. could you give me a list of the mods you're using?
and yes, the torches still do die out in the rain, but if you set "torchupdates" to false, they won't. also, i already reported the ee3 bug to the developer
edit: also, thought you might like to know, the update which i'll most likely upload soon makes it easier to light the torches. right-clicking on them will ignite them if you have an igniter in your inventory. no more switching back and forth between items
Nope not using that mctweaks with the skeletons shooting them, but I think that did happen anyway .....I think, I might have to try to do a control test to see if that did happen or if it was something else going on at the time that might have caused that.
I also made a reply in the EE3 topic about the glass bell.
To the igniter update; I think I'll have to wait to see it to fully understand but it sounds interesting.
The idea of unending torchlight bugged me enough to prioritize this mod over others. No, really. I removed all Multipart-using mods. Free, endless light should be something you work toward, in my opinion. An accomplishment. At least in my opinion. It's not for everyone.
I've built my collection of mods around three axioms: (1)Permantent Light is difficult to achieve, (2)Surplus of food should be difficult to get, and (3)A light level of 0 should be impossible to see in.
It's quite the experience. A difficult, but not too difficult survival experience. I do await impatiently for multipart support, though. It's been hell without Thermal Expansion.
The idea of unending torchlight bugged me enough to prioritize this mod over others. No, really. I removed all Multipart-using mods. Free, endless light should be something you work toward, in my opinion. An accomplishment. At least in my opinion. It's not for everyone. I've built my collection of mods around three axioms: (1)Permantent Light is difficult to achieve, (2)Surplus of food should be difficult to get, and (3)A light level of 0 should be impossible to see in. It's quite the experience. A difficult, but not too difficult survival experience.
i agree, but yeah, it's not for everyone number 3 sounds interesting. do you happen to know any mod that does that? i'd probably use it
I'm confused, did the new version come out and the change log is lying, or did you not get to uploading it or something?
by "new version" do you mean version 2.0.0? if yes, what's the problem? i see 2.0.0 in the downloads just fine. i doubt you mean 2.1.0 because you posted this yesterday and i just edited the stuff for 2.1.0 today..
by "new version" do you mean version 2.0.0? if yes, what's the problem? i see 2.0.0 in the downloads just fine. i doubt you mean 2.1.0 because you posted this yesterday and i just edited the stuff for 2.1.0 today..
The OP looked different before. XD thanks for making the mod
i agree, but yeah, it's not for everyone number 3 sounds interesting. do you happen to know any mod that does that? i'd probably use it
I had to use MC Patcher and a texture pack called "Augmented Native" for the effect. Aside from adding some fancy connected textures, it also changes the lightmap a bit so that a light level of 0 is pitch-black.
Alternatively you can change your gamma settings in the options configuration file (not in game).
A gamma setting of -0.40 should make it impossible to see in the dark. It may also make it impossible to see in dim light, too, so be warned.
Alternatively you can change your gamma settings in the options configuration file (not in game).
A gamma setting of -0.40 should make it impossible to see in the dark. It may also make it impossible to see in dim light, too, so be warned.
Would it be possible to do this for a FTB pack too? Because I'm working on one and I think this would be a nice addition. The Modpack is based on the following ideals:
1. Food is easy to get, but you get hungry FAST (Time Management Nao)
2. Early Game Takes an in-game day or two to get out of (Don't Death)
3. If you die before you can set your spawn, you respawn elsewhere (Scary Death)
4. Beds are hard to get (Insert Witty Comment Here)
5. No Skipping the Night (Fear the Dark)
6. It's hard to leave a tool tier (Grind it Baby!)
7. Mobs are scary (2HKO Zombies FTW)
8. Armor is a Privilege (OH COME ON! YOU JUST HAD TO REPLACE DIAMONDS WITH THEIR BLOCK FORM DID YOU???)
9. Torches are impossible to get early on, but gets easier as time goes on (I can't see!)
10. Automation costs a lot to reach, you have to really try to get free ores (IC2 Miner? Good Luck)
no need for crash reports about forge multipart. i've known about it for quite a while now and i finally got around to working on it. the next update will be compatible with multipart
hmm.. would be interesting to be able to build a campfire simply by placing the materials down. but, i'm not really sure if and when i'm going to make a campfire mod, but i'll keep these ideas in mind thanks
in that case, i'll look into the mod and see what can be done. thanks! in the mean time, disabling the villager interactions should suffice.
Kill two stones with one bird whenever possible
I also checked this in a copy of my world while in creative mode. The only thing I haven't done, yet, is try it in the creative world and on peaceful just to make sure it's not a mob. Keep in mind it's random torches in areas that are already well lit and had been for a good while with this suddenly happens.
Also I don't know if it's glass bells, that I mentioned before, or something with this mod. When I place a torch in the bell it's just fine and gives off light as it should. If I leave the area or restart the game and come back the torches are still lit in the bells but not giving off light like before.
Config settings:
ChanceToDestroy=0
ChanceToRandomlyBurnOut=0
DropsUnlit=true
MaximumAge=32000
MinimumAge=16000 <--going to try changing this to 32000
SingleUse=true <-- going to try changing this to false
TorchUpdates=false
i've tested ee3 with and without any of my mods, and it seems the glass bell acts a bit weirdly. it does the same thing you described even for vanilla torches, glowstone, or (i'm assuming) anything that gives off light.
Yes mobs can put the torches out but there were no mobs around. While in my test/clone world I heard a break sound coming from an area I had just left, went back and found a burned out torch and no mobs.
And yes I know that the setting makes them like vanilla torches, that is what I want. The only reason for the use of the mod in the pack I'm working with is for the extra step to light the torches and that mobs can put them out.
Side question: I thought in a previous version, in MC1.5.2, that rain on exposed torches would put them out at least that's what I think I remember seeing in a mod spotlight video.
As for the glass bell I guess I know need to go let the author of EE3 know about the problem then, if it's not reported already.
and yes, the torches still do die out in the rain, but if you set "torchupdates" to false, they won't. also, i already reported the ee3 bug to the developer
edit: also, thought you might like to know, the update which i'll most likely upload soon makes it easier to light the torches. right-clicking on them will ignite them if you have an igniter in your inventory. no more switching back and forth between items
I also made a reply in the EE3 topic about the glass bell.
To the igniter update; I think I'll have to wait to see it to fully understand but it sounds interesting.
I've built my collection of mods around three axioms: (1)Permantent Light is difficult to achieve, (2)Surplus of food should be difficult to get, and (3)A light level of 0 should be impossible to see in.
It's quite the experience. A difficult, but not too difficult survival experience. I do await impatiently for multipart support, though. It's been hell without Thermal Expansion.
planning to upload the update by today or tomorrow!:)
i agree, but yeah, it's not for everyone number 3 sounds interesting. do you happen to know any mod that does that? i'd probably use it
Kill two stones with one bird whenever possible
by "new version" do you mean version 2.0.0? if yes, what's the problem? i see 2.0.0 in the downloads just fine. i doubt you mean 2.1.0 because you posted this yesterday and i just edited the stuff for 2.1.0 today..
The OP looked different before. XD thanks for making the mod
Kill two stones with one bird whenever possible
I had to use MC Patcher and a texture pack called "Augmented Native" for the effect. Aside from adding some fancy connected textures, it also changes the lightmap a bit so that a light level of 0 is pitch-black.
Alternatively you can change your gamma settings in the options configuration file (not in game).
A gamma setting of -0.40 should make it impossible to see in the dark. It may also make it impossible to see in dim light, too, so be warned.
Would it be possible to do this for a FTB pack too? Because I'm working on one and I think this would be a nice addition. The Modpack is based on the following ideals:
1. Food is easy to get, but you get hungry FAST (Time Management Nao)
2. Early Game Takes an in-game day or two to get out of (Don't Death)
3. If you die before you can set your spawn, you respawn elsewhere (Scary Death)
4. Beds are hard to get (Insert Witty Comment Here)
5. No Skipping the Night (Fear the Dark)
6. It's hard to leave a tool tier (Grind it Baby!)
7. Mobs are scary (2HKO Zombies FTW)
8. Armor is a Privilege (OH COME ON! YOU JUST HAD TO REPLACE DIAMONDS WITH THEIR BLOCK FORM DID YOU???)
9. Torches are impossible to get early on, but gets easier as time goes on (I can't see!)
10. Automation costs a lot to reach, you have to really try to get free ores (IC2 Miner? Good Luck)
Kill two stones with one bird whenever possible
The Blood 'n' Bones modpack does this trick, so it's definitely possible in FTB.
Okay, thanks!
EDIT: Um, how do I make it unchangeable by default?
Kill two stones with one bird whenever possible
I am so disappointed. It's not pitch-black in darkness at -0.whatever, just kind of dark
Kill two stones with one bird whenever possible