Glenn! Sir! Gentleman scholar! your gases apparently do not appreciate the BoP world generator. And do not spawn in BoP worlds. neither the overworld or nether. They also seem to be... rare? in vanilla worlds that use Underground Biomes? are you looking for mineableReplaceable when you spawn the pockets? or specifically Block.stone?
Glenn! Sir! Gentleman scholar! your gases apparently do not appreciate the BoP world generator. And do not spawn in BoP worlds. neither the overworld or nether. They also seem to be... rare? in vanilla worlds that use Underground Biomes? are you looking for mineableReplaceable when you spawn the pockets? or specifically Block.stone?
I'm not very familiar with Biomes 'o Plenty. Do the underground biomes replace stone with some other kind of material? I did not account for this. It will be fixed in the mechanical update!
Perhaps Biomes 'o Plenty wants to add special gases to specific biomes? I should contact the creator(s).
I'm not very familiar with Biomes 'o Plenty. Do the underground biomes replace stone with some other kind of material? I did not account for this. It will be fixed in the mechanical update!
Perhaps Biomes 'o Plenty wants to add special gases to specific biomes? I should contact the creator(s).
no, I don't think they want to add gases in particular. Biomes'o'plenty is a biome expansion mod that adds many new biomes, it uses a custom World generator and is widely used in the mod community, there are other mods that do the same thing, like EBXL and highlands and mods that add world gen generally try to be compatible with each other, gases is world gen, so I figure it's in best interest to be compatible with custom world generators and other world gen mods.
Underground Biomes does not infact, despite the name, add new biomes, it adds layers of different kind of stone which use the ore dictionary and other methods to bring themselves in line with vanilla stone. Vanilla already makes provision for things like this with the characteristic of genMineableReplacable. And many mods accidently assume that /just/ stone is the only material that can accept ore/underground generation when instead they should be using genMineableReplacable which can be used to direct the generator to replace anything that is stone /like/
Introducing: Filtering! With the mechanical update, you can create gas samplers which can be used to filter gas in pipe systems. Simply right click on a block of gas with the sampler to make a sample of the gas. The sampler can then be used with a pump to filter gas with the setting from the sampler. An including sampler, marked by its white color, will only accept gas of the captured kind. An excluding sampler, marked by its black color, will accept gas not of the captured kind.
I'm still unsure how they should be crafted. Anyone have any ideas?
Is it possible to play with Unlit torches mod? I mean will modded torches and lanterns work properly with gases? Is there a config for things that could set gas on fire?
And will IC2 hazmatsuit made out of rubber protect you from electric gas?
Is it possible to play with Unlit torches mod? I mean will modded torches and lanterns work properly with gases? Is there a config for things that could set gas on fire?
And will IC2 hazmatsuit made out of rubber protect you from electric gas?
If the modded torches use the same block ID as the ordinary torch, it should cause combustion. For it to work with blocks with other mods, a "bridge mod" must be provided. This should be very simple to do once the mod goes open source. I might provide some of those bridges myself if they are requested. There is currently no config for which blocks will set gas on fire, though I might introduce that in the next update. If I made that, the player could specify new combustion blocks themselves using the IDs of the desired blocks.
An IC2 hazmat suit will not provide any protection against electricity, and making it so would make my mod have IC2 as a large dependency. Unless there is a way which makes it possible to do without making IC2 a dependency, it will not happen.
It was requested that I made a 1.5.2 version earlier, and another request dropped in today. I've spent the day converting Glenn's Gases, and it's now avaliable for 1.5.2 in the main post. Be aware that the 1.5.2 version will not recieve full support. Updates might appear later for this version.
If the modded torches use the same block ID as the ordinary torch, it should cause combustion. For it to work with blocks with other mods, a "bridge mod" must be provided. This should be very simple to do once the mod goes open source. I might provide some of those bridges myself if they are requested. There is currently no config for which blocks will set gas on fire, though I might introduce that in the next update. If I made that, the player could specify new combustion blocks themselves using the IDs of the desired blocks.
An IC2 hazmat suit will not provide any protection against electricity, and making it so would make my mod have IC2 as a large dependency. Unless there is a way which makes it possible to do without making IC2 a dependency, it will not happen.
It was requested that I made a 1.5.2 version earlier, and another request dropped in today. I've spent the day converting Glenn's Gases, and it's now avaliable for 1.5.2 in the main post. Be aware that the 1.5.2 version will not recieve full support. Updates might appear later for this version.
From testing the torch mod I noticed it changes the vanilla torch to an unlit torch, the lit torch uses the same ID but with a data value of 1.
As for industrialcraft you should be able to have IC2 as a soft dependency and detect whether it's present or not.
From testing the torch mod I noticed it changes the vanilla torch to an unlit torch, the lit torch uses the same ID but with a data value of 1.
As for industrialcraft you should be able to have IC2 as a soft dependency and detect whether it's present or not.
Then it's only a matter of figuring out how to make a soft dependency, which I don't really know how to. It applies to both mods, since a torch without Unlit Torches installed will not have a metadata of 1, and it can thus not be used for determining if it combusts.
Does this mod support smp servers? I fantastic and I want to put it on our server but I get the following error when its transferred. Totally fine one a local client, but server hates it...
Looks like its trying to load a client side only class.
2013-10-04 19:12:43 [INFO] [STDERR] java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityClientPlayerMP
2013-10-04 19:12:43 [INFO] [STDERR] at glenn.gases.UpdateChecker.onEntityJoinedWorld(UpdateChecker.java:20)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler_95_UpdateChecker_onEntityJoinedWorld_EntityJoinWorldEvent.invoke(.dynamic)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraftforge.event.EventBus.post(EventBus.java:108)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraft.world.World.func_72868_a(World.java:3749)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraft.world.chunk.Chunk.func_76631_c(Chunk.java:1077)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:150)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:294)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:264)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:187)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
2013-10-04 19:12:43 [INFO] [STDERR] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.entity.EntityClientPlayerMP
2013-10-04 19:12:43 [INFO] [STDERR] at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
2013-10-04 19:12:43 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-10-04 19:12:43 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-10-04 19:12:43 [INFO] [STDERR] ... 12 more
2013-10-04 19:12:43 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-10-04 19:12:43 [SEVERE] [Minecraft-Server] Encountered an unexpected exception NoClassDefFoundError
java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityClientPlayerMP
at glenn.gases.UpdateChecker.onEntityJoinedWorld(UpdateChecker.java:20)
at net.minecraftforge.event.ASMEventHandler_95_UpdateChecker_onEntityJoinedWorld_EntityJoinWorldEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.world.World.func_72868_a(World.java:3749)
at net.minecraft.world.chunk.Chunk.func_76631_c(Chunk.java:1077)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:150)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:294)
at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:264)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:187)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.entity.EntityClientPlayerMP
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 12 more
Caused by: java.lang.NullPointerException
The mod isn't avaliable for SMP yet. It's scheduled to happen in the update after the mechanical update.
And sorry to everyone for the lack of progress updates. As some of you might know, Terraria had a large update...
Universal Electricity could be a good system, providing both elements in crafting and power sources. Then, Steam included in your mod could generate power in Steam engines, also binding this mod with UE. In the meantime, there could be two versions of the mod, so when UE is unavailable, it uses an alternative crafting recipe and a new type of fuel. Just a suggestion, you are the boss, and if you don't want it to be UE-related, that is also fine by me.
Are you from Norway, by any chance? Your accent sounds a little norwegian, see.
Also, CHIMNEYZ!!! I've asked für it before, I know, but come on!! Smoke comes out of the furnaces top, and people gets smoked to death. That would keep the spirit of your mod. Crafting recipe could be a pipe surrounded by bricks, and since you'll need a furnace to make bricks, people will need to smoke themselves before creating a chimney.
Once I was being followed by zombies, I trapped them in a room full of gas, them I lit a torch mwahaha, great mod and btw, its compatible with the "Highlands" mod.
Rollback Post to RevisionRollBack
I used to be a knight, then I took a shrubbery in the Ni.
I tested this last night with Biomes O' Plenty and I can confirm it doesnt work.
Im surprised you havent decided to use buildcraft pipes instead of writing your own pipe code.
Once this is SMP it will be included on my private server mod list! AMAZING WORK!
I tested this last night with Biomes O' Plenty and I can confirm it doesnt work.
Im surprised you havent decided to use buildcraft pipes instead of writing your own pipe code.
Once this is SMP it will be included on my private server mod list! AMAZING WORK!
If the problem is with the BoP world type, try setting the config to spawn BoP's new biomes in the default world gen and see if that makes gases appear.
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Any chance of a config file that allows players to set which blocks produce gases when running? More specifically, smoke. So that when a Furnace is running it produces smoke, or in the case of using it with other mods, IC2 Generators, RC Steam Boilers, BC Combustion Engines and whatnot. It would certainly make people a little wiser when building ugly, messy, clumps of machines.
Any chance of a config file that allows players to set which blocks produce gases when running? More specifically, smoke. So that when a Furnace is running it produces smoke, or in the case of using it with other mods, IC2 Generators, RC Steam Boilers, BC Combustion Engines and whatnot. It would certainly make people a little wiser when building ugly, messy, clumps of machines.
Second this soooo much. Especially if you implement chimneys. I love the idea of being forced to take ventilation into consideration when making builds rather than an entire freaking wall of generators and no side effects.
Universal Electricity could be a good system, providing both elements in crafting and power sources. Then, Steam included in your mod could generate power in Steam engines, also binding this mod with UE. In the meantime, there could be two versions of the mod, so when UE is unavailable, it uses an alternative crafting recipe and a new type of fuel. Just a suggestion, you are the boss, and if you don't want it to be UE-related, that is also fine by me.
Are you from Norway, by any chance? Your accent sounds a little norwegian, see.
Also, CHIMNEYZ!!! I've asked für it before, I know, but come on!! Smoke comes out of the furnaces top, and people gets smoked to death. That would keep the spirit of your mod. Crafting recipe could be a pipe surrounded by bricks, and since you'll need a furnace to make bricks, people will need to smoke themselves before creating a chimney.
It would make little sense to use steam to power things in such systems because it will only be created when water and lava collides. If I were to create any mod cross-compatibility, it would most likely have to be like the way you suggested.
Yes, I am from Norway.
As a matter of fact, furnaces will emit smoke by default. This smoke emission can be controlled by attaching a pipe to the top of the furnace.
I tested this last night with Biomes O' Plenty and I can confirm it doesnt work.
Im surprised you havent decided to use buildcraft pipes instead of writing your own pipe code.
Once this is SMP it will be included on my private server mod list! AMAZING WORK!
Does Biomes O' Plenty replace any world generation, not as in adding something, but replacing something? Does it replace the stone in certain biomes? If so, the issue is fixed but it will not be available before I decide to finish the Mechanical Update.
Any chance of a config file that allows players to set which blocks produce gases when running? More specifically, smoke. So that when a Furnace is running it produces smoke, or in the case of using it with other mods, IC2 Generators, RC Steam Boilers, BC Combustion Engines and whatnot. It would certainly make people a little wiser when building ugly, messy, clumps of machines.
Most likely not. Furnaces will be emitting smoke, but making this customizable like this would be hard and mostly unnecessary. In the final stages of the mod I might add an IC extension which makes this happen, if enough people want it that is.
Just a report, modified 1.5.2 modpack and installing the mod correctly, It does not let me past the Loading Forge status via FTB Launcher. Never loads. I have to STOP it and force-close Java window.
Strange.
Yup, this has already been reported. Seems to be a problem with the the core mod, which I believe can be fixed. But please, upgrade! 1.5.2 is several months old!
And for the next time you publish an error report, please read the opening post on how it should be done.
G'DAY SIR! Always nice to meet my own kind on the internet.
If you are gonna make the mod compatible with powercoded mods, it would be best with UE, because instead of being just a mod with basic stuff, it is actually multiple mods with the same powersystem, containing mods like ICBM, MineChem, Galacticcraft, MMMpowersuits, Resonant Induction and more!
If Buildcraft fans are gonna hate on me, then one thing only: UE and BC are C-O-M-P-A-T-I-B-L-E!!!! They are both open power systems!
Oh, and about the Steam not appearing often, what about making it so that cauldrons when filled with water and placed over a fire will produce it? Naaaa, that's probably too difficult.
The reason for me wanting Steam engines is that it would fit perfectly wit the airships in Complex Machines :3
It would make little sense to use steam to power things in such systems because it will only be created when water and lava collides. If I were to create any mod cross-compatibility, it would most likely have to be like the way you suggested.
Actually a steam generator wouldn't be too much of a bad idea. Just a machine where you would pipe water in one side, lava in another with a steam output and an inventory that fills with obsidian from the cooling lava. It could either be an energy source or a mob trap...
Most likely not. Furnaces will be emitting smoke, but making this customizable like this would be hard and mostly unnecessary. In the final stages of the mod I might add an IC extension which makes this happen, if enough people want it that is.
A config for adding gas emissions would likely be a pain, but you could always just release an API that would show any mod makers how to make gas emitting machines if they wanted to. That way THEY get mobbed with user requests and not you.
Perhaps Biomes 'o Plenty wants to add special gases to specific biomes? I should contact the creator(s).
no, I don't think they want to add gases in particular. Biomes'o'plenty is a biome expansion mod that adds many new biomes, it uses a custom World generator and is widely used in the mod community, there are other mods that do the same thing, like EBXL and highlands and mods that add world gen generally try to be compatible with each other, gases is world gen, so I figure it's in best interest to be compatible with custom world generators and other world gen mods.
Underground Biomes does not infact, despite the name, add new biomes, it adds layers of different kind of stone which use the ore dictionary and other methods to bring themselves in line with vanilla stone. Vanilla already makes provision for things like this with the characteristic of genMineableReplacable. And many mods accidently assume that /just/ stone is the only material that can accept ore/underground generation when instead they should be using genMineableReplacable which can be used to direct the generator to replace anything that is stone /like/
Introducing: Filtering! With the mechanical update, you can create gas samplers which can be used to filter gas in pipe systems. Simply right click on a block of gas with the sampler to make a sample of the gas. The sampler can then be used with a pump to filter gas with the setting from the sampler. An including sampler, marked by its white color, will only accept gas of the captured kind. An excluding sampler, marked by its black color, will accept gas not of the captured kind.
I'm still unsure how they should be crafted. Anyone have any ideas?
Perhaps a glass bottle with either a black or white piece of wool over it.
And will IC2 hazmatsuit made out of rubber protect you from electric gas?
If the modded torches use the same block ID as the ordinary torch, it should cause combustion. For it to work with blocks with other mods, a "bridge mod" must be provided. This should be very simple to do once the mod goes open source. I might provide some of those bridges myself if they are requested. There is currently no config for which blocks will set gas on fire, though I might introduce that in the next update. If I made that, the player could specify new combustion blocks themselves using the IDs of the desired blocks.
An IC2 hazmat suit will not provide any protection against electricity, and making it so would make my mod have IC2 as a large dependency. Unless there is a way which makes it possible to do without making IC2 a dependency, it will not happen.
It was requested that I made a 1.5.2 version earlier, and another request dropped in today. I've spent the day converting Glenn's Gases, and it's now avaliable for 1.5.2 in the main post. Be aware that the 1.5.2 version will not recieve full support. Updates might appear later for this version.
From testing the torch mod I noticed it changes the vanilla torch to an unlit torch, the lit torch uses the same ID but with a data value of 1.
As for industrialcraft you should be able to have IC2 as a soft dependency and detect whether it's present or not.
Railcraft Boiler Calculator
Then it's only a matter of figuring out how to make a soft dependency, which I don't really know how to. It applies to both mods, since a torch without Unlit Torches installed will not have a metadata of 1, and it can thus not be used for determining if it combusts.
The mod isn't avaliable for SMP yet. It's scheduled to happen in the update after the mechanical update.
And sorry to everyone for the lack of progress updates. As some of you might know, Terraria had a large update...
Are you from Norway, by any chance? Your accent sounds a little norwegian, see.
Also, CHIMNEYZ!!! I've asked für it before, I know, but come on!! Smoke comes out of the furnaces top, and people gets smoked to death. That would keep the spirit of your mod. Crafting recipe could be a pipe surrounded by bricks, and since you'll need a furnace to make bricks, people will need to smoke themselves before creating a chimney.
That would be true if GasCraft wasn't a crash-causing train wreck of a mod. As it is I pretty much avoid anything with Emasher's name next to it.
Im surprised you havent decided to use buildcraft pipes instead of writing your own pipe code.
Once this is SMP it will be included on my private server mod list! AMAZING WORK!
If the problem is with the BoP world type, try setting the config to spawn BoP's new biomes in the default world gen and see if that makes gases appear.
Second this soooo much. Especially if you implement chimneys. I love the idea of being forced to take ventilation into consideration when making builds rather than an entire freaking wall of generators and no side effects.
I don't really see the purpose of merging our mods, since we have different ideas for the usage of gas and the way gas works.
It would make little sense to use steam to power things in such systems because it will only be created when water and lava collides. If I were to create any mod cross-compatibility, it would most likely have to be like the way you suggested.
Yes, I am from Norway.
As a matter of fact, furnaces will emit smoke by default. This smoke emission can be controlled by attaching a pipe to the top of the furnace.
Does Biomes O' Plenty replace any world generation, not as in adding something, but replacing something? Does it replace the stone in certain biomes? If so, the issue is fixed but it will not be available before I decide to finish the Mechanical Update.
Most likely not. Furnaces will be emitting smoke, but making this customizable like this would be hard and mostly unnecessary. In the final stages of the mod I might add an IC extension which makes this happen, if enough people want it that is.
Yup, this has already been reported. Seems to be a problem with the the core mod, which I believe can be fixed. But please, upgrade! 1.5.2 is several months old!
And for the next time you publish an error report, please read the opening post on how it should be done.
G'DAY SIR! Always nice to meet my own kind on the internet.
If you are gonna make the mod compatible with powercoded mods, it would be best with UE, because instead of being just a mod with basic stuff, it is actually multiple mods with the same powersystem, containing mods like ICBM, MineChem, Galacticcraft, MMMpowersuits, Resonant Induction and more!
If Buildcraft fans are gonna hate on me, then one thing only: UE and BC are C-O-M-P-A-T-I-B-L-E!!!! They are both open power systems!
Edit: Here is downloads for the API of Universal Electricity:
http://universalelectricity.com/universalelectricity/downloads
Oh, and about the Steam not appearing often, what about making it so that cauldrons when filled with water and placed over a fire will produce it? Naaaa, that's probably too difficult.
The reason for me wanting Steam engines is that it would fit perfectly wit the airships in Complex Machines :3
Actually a steam generator wouldn't be too much of a bad idea. Just a machine where you would pipe water in one side, lava in another with a steam output and an inventory that fills with obsidian from the cooling lava. It could either be an energy source or a mob trap...
A config for adding gas emissions would likely be a pain, but you could always just release an API that would show any mod makers how to make gas emitting machines if they wanted to. That way THEY get mobbed with user requests and not you.