It's something to consider, as long as I'm not stepping on another modder's toes, since I believe there may already be such a thing out there.
I looked before I suggested it. the only things I could find was this and this.
I suppose it might be similar to mods that add tubes of some sort, but hoppers already kind of do that and this would feel more like vanilla than buildcraft or something.
10 out of 10, this is a brilliant mod. Someone recommended this to me along with your redstone paste mod when I asked about mods that added features commonly found in the mainstream tech ones (i.e. Buildcraft, Thermal Expansion, etc) but with a vanilla feel to it. This feels like it was something Mojang should have thought up. You're awesome for thinking of this and now nobody has to have miles of hoppers to transport items. Once again, you're pretty awesome.
Would I have permission to use this in my public modpack, Monumental?
I only have a mod list that I can show at the moment: https://docs.google....cWc&usp=sharing
Yeah that's fine, I mostly like to know what the packs are called at the very least. And sure, you can use it.
10 out of 10, this is a brilliant mod. Someone recommended this to me along with your redstone paste mod when I asked about mods that added features commonly found in the mainstream tech ones (i.e. Buildcraft, Thermal Expansion, etc) but with a vanilla feel to it. This feels like it was something Mojang should have thought up. You're awesome for thinking of this and now nobody has to have miles of hoppers to transport items. Once again, you're pretty awesome.
Thanks for all the kind words! And it's nice to hear that people are recommending the mods to others, too.
Fun mod that feels very vanilla Minecraft, good times. A perfectly viable (if a tad more convoluted) alternative to Buildcraft pipes - noteworthy because not many mods can make that claim.
It might not be a huge job to make the mod compatible. The downside is that it would then have a mod dependency, whether people wanted that functionality or not. It'd certainly be a lot easier with this mod than when I was looking into it for my Redstone Paste mod, though. And I might could just offer two different versions. So this could be a good reason to finally jump in and learn the multipart interface when I get some spare time.
Hey Fyber! I love the mod!
Did you ever get support going? I would love to cover up all my ducts! I find myself using them more and more, even though I have item ducts from TE.
Is this any simpler than Redstone Paste to port to 1.7?
I have no idea, because I can't even get that far.
EDIT:
After enough dicking around with it, I've finally gotten the proper workspace to build. I'll tell what I did in case anyone else stumbles onto this topic with similar problems.
First of all, I should point out that if you don't have a JAVA_HOME environment variable set, you need to do that first. It doesn't matter if Java is already in your path, which worked fine on the old build tools. Gradle will eventually break during setup if you don't point that to your JDK path. If you don't know how to set environment variables, the quick way is to type this in your console window every time you open it:
set JAVA_HOME="C:\program files\java\jdk1.7.0"
Though your JDK directory may vary of course. You'll want to Google how to make this environment variable permanent for every console window from now on if you don't know how.
Anyhoo, after you've extracted Forge and everything, forget using "gradlew setupDevWorkspace" because this is the one that won't let you see the Minecraft source. For some crazy reason this is the one that you're told to use in the readme. The one you want is "gradlew setupDecompWorkspace". It's the task I tried to use to begin with, actually, as with prior versions, but to no success with this version. That's because you'll quickly find that it's broken. Eclipse can't find the forgesrc library or whatever it was.
What I finally did was completely erase the Forge directory, unzip a fresh version, and the first thing I did was "gradlew cleanCache". I don't know if this is necessary for everyone, but this gets rid of all the old garbage from all the previous attempts, which it annoyingly puts in a different location. Then run the following:
Now you can finally open the Eclipse project. Except you'll immediately get an error from the example project, but that doesn't really matter. Either comment out the line giving the error, or just dump the example project completely.
Hopefully this helps somebody else, because it's certainly not a straightforward process.
Whew. Okay guys, after squashing over two hundred errors, and wrapping my head around the various new aspects of not only Minecraft 1.7.2 but also the new Forge dev system, I finally got a build working.
There's no new features here really. Though I did implement the language support into the assets, so someone could add their own localizations now if they want.
Please note that this could have bugs! I tested the functionality, but there's no way to know what could happen in real situations. The only bug I know of at the moment is that the "author" tag isn't displaying properly in the mod list. But I'm assuming that's on Forge's end or something.
Bugs and issues with all of this new stuff aside, I'm going to eat my words a bit. In the end, I think Gradle may provide an easier platform. Lack of information tends to be the biggest enemy.
Hi Fyber !
I'm QC712, a redactor for a very big French website.
I've already test your mod when I was in 1.6.4. Now, the mod is updated for the 1.7.2, and I will make an article about Hopper Ducts, because this mod is a great mod !
The number of downloads will increase
Nobody's reported any problems with the 1.7 version of this mod either, so cool beans!
I just wanted to mention that I changed the permissions a bit. I get a lot of modpack requests, and while I do enjoy seeing where my mods go, it would be easier for everyone if I just give open permission with the caveat that I would prefer you send me a message or post here about it. Just look in the permissions section on the first post for the details, but this should work better for everyone.
This mod alone is almost enough to make me want to bring my server from Bukkit over to Forge. Alas, that would break too many other things-- but man! What a great plugin. We've got some sorter-crazy folks and there are areas with thousands of hoppers sprawling out in all directions, and the lag is brutal. I'd assume that a duct, having no need to check the space above it, would be far less of a load.
This mod alone is almost enough to make me want to bring my server from Bukkit over to Forge. Alas, that would break too many other things-- but man! What a great plugin. We've got some sorter-crazy folks and there are areas with thousands of hoppers sprawling out in all directions, and the lag is brutal. I'd assume that a duct, having no need to check the space above it, would be far less of a load.
Yeah, I've heard that hoppers can be particularly bad for performance. I wrote Hopper Ducts based around the vanilla code before I really realized this. The lack of checking inventories above makes ducts slightly better, though by request I still added in a config setting to change the update speed so that performance can be improved for people who plan to use a lot of them, run a bigger server, etc.
I have some performance improvements in mind, particularly in terms of ducts interacting with other ducts, I just have to find the time to sit down and get back into its guts. It could probably stand some clean-up after the port to 1.7, as well!
I looked before I suggested it. the only things I could find was this and this.
I suppose it might be similar to mods that add tubes of some sort, but hoppers already kind of do that and this would feel more like vanilla than buildcraft or something.
Yeah that's fine, I mostly like to know what the packs are called at the very least. And sure, you can use it.
Thanks for all the kind words! And it's nice to hear that people are recommending the mods to others, too.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Mod Spotlights - Let's Play - Good Times
Hey Fyber! I love the mod!
Did you ever get support going? I would love to cover up all my ducts! I find myself using them more and more, even though I have item ducts from TE.
I have no idea, because I can't even get that far.
EDIT:
After enough dicking around with it, I've finally gotten the proper workspace to build. I'll tell what I did in case anyone else stumbles onto this topic with similar problems.
First of all, I should point out that if you don't have a JAVA_HOME environment variable set, you need to do that first. It doesn't matter if Java is already in your path, which worked fine on the old build tools. Gradle will eventually break during setup if you don't point that to your JDK path. If you don't know how to set environment variables, the quick way is to type this in your console window every time you open it:
set JAVA_HOME="C:\program files\java\jdk1.7.0"
Though your JDK directory may vary of course. You'll want to Google how to make this environment variable permanent for every console window from now on if you don't know how.
Anyhoo, after you've extracted Forge and everything, forget using "gradlew setupDevWorkspace" because this is the one that won't let you see the Minecraft source. For some crazy reason this is the one that you're told to use in the readme. The one you want is "gradlew setupDecompWorkspace". It's the task I tried to use to begin with, actually, as with prior versions, but to no success with this version. That's because you'll quickly find that it's broken. Eclipse can't find the forgesrc library or whatever it was.
What I finally did was completely erase the Forge directory, unzip a fresh version, and the first thing I did was "gradlew cleanCache". I don't know if this is necessary for everyone, but this gets rid of all the old garbage from all the previous attempts, which it annoyingly puts in a different location. Then run the following:
gradlew setupDecompWorkspace eclipse
gradlew --refresh-dependencies
gradlew setupDecompWorkspace --debug
gradlew eclipse --debug
Now you can finally open the Eclipse project. Except you'll immediately get an error from the example project, but that doesn't really matter. Either comment out the line giving the error, or just dump the example project completely.
Hopefully this helps somebody else, because it's certainly not a straightforward process.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
There's no new features here really. Though I did implement the language support into the assets, so someone could add their own localizations now if they want.
Please note that this could have bugs! I tested the functionality, but there's no way to know what could happen in real situations. The only bug I know of at the moment is that the "author" tag isn't displaying properly in the mod list. But I'm assuming that's on Forge's end or something.
Bugs and issues with all of this new stuff aside, I'm going to eat my words a bit. In the end, I think Gradle may provide an easier platform. Lack of information tends to be the biggest enemy.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Have you tried the 1.5.2 version with 1.5.1? It should be backwards compatible.
Cool, I'll have to keep an eye out then.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Sure, you can use it.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I just wanted to mention that I changed the permissions a bit. I get a lot of modpack requests, and while I do enjoy seeing where my mods go, it would be easier for everyone if I just give open permission with the caveat that I would prefer you send me a message or post here about it. Just look in the permissions section on the first post for the details, but this should work better for everyone.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I don't know, is it even possible? I thought Bukkit was just for server-side plugins, not for adding new blocks.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Yeah, I've heard that hoppers can be particularly bad for performance. I wrote Hopper Ducts based around the vanilla code before I really realized this. The lack of checking inventories above makes ducts slightly better, though by request I still added in a config setting to change the update speed so that performance can be improved for people who plan to use a lot of them, run a bigger server, etc.
I have some performance improvements in mind, particularly in terms of ducts interacting with other ducts, I just have to find the time to sit down and get back into its guts. It could probably stand some clean-up after the port to 1.7, as well!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I'm going to be replacing all of the nodes in Magic Maiden with these. :3
Checking out redstone paste next ... that ought to save me a lot of futzing ...