Charlotte's Utilities Utility-based addons and mods developped originally for my server
Hello all! Charlotte's Utilities is my first adventure into modding Minecraft. I wanted to have some extra utilities and things for my server that I couldn't find in other mods, or if I could I was able to think of a different way that I would prefer to implement them. At its core, this mod pack is just a collection of utilities that I feel improve the game experience. Everything is fully configurable in the config file so you can change, enable, or disable whatever you feel is best for you!
As it stands, the mod is at a point that I still consider a non-full-version-but-stable-enough-to-release-to-the-public and as such it currently only adds a very small amount of things to the game. However, I have quite a few ideas for things I would like to implement and plan to in the near future. Check below for all the updates, features, videos, etc. and give it a try if you like what you see! I'm here looking for feedback anyway!
Coloured Powder Poof...?
This stuff is used for a lot of things in this mod, while it's not needed for EVERYTHING, getting your hands on some is highly recommended. Many of the tools do or will use coloured powder in some way to enhance their performance, and blocks will frequently use them in some way or another. (Can you tell I like colourful things?)
Here's how you make it! Whatever colour dye you put in is whatever colour powder you'll make (any forge ore dictionary compatible dye will work):
You can also create the standard "storage-style" blocks with coloured powder, where you put 9x coloured powder into a crafting grid and you'll get 1x "condensed coloured powder" back out. You can then convert the condensed coloured powder back into regular coloured powder at will.
Screenshots:
You can place Coloured Powder down in the world as a "sparkly" light source - it has the same brightness as a vanilla torch:
Condensed Coloured Powder looks somewhat like extremely opaque stained glass when placed in the world (it's 15% transparent):
The other cool thing about Condensed Coloured Powder is that while you can see through it, it lowers the light level of any light by 14, meaning you can use it to block out light when you still want to be able to see into an area (notice the glowstone above not doing anything):
Comparison with lighting in the tunnel:
Contents of the Mod Open the spoiler to see the goodies!
Layout Block Make survival building less tedious!
Info:
Layout Blocks allow you to more easily build and design whatever it is you're trying to create. The blocks break in one click and drop straight into your inventory. Sneak-break a block and you'll break all nearby ones of the same colour! They can also be placed in mid air without needing a block to place them beside by simply aiming into the air. On top of all of that, they're also ladder blocks so you can get around your designs and add on to them much more easily!
Once you're done creating your design, just right-click on any of the colour of layout block you want to replace with whatever block you want to replace them with and voila! They're all immediately swapped out.
Screenshots:
Crafting (any Coloured Powder will work, they each produce appropriately-coloured Layout Blocks):
In-game use:
Start by placing some Layout Blocks however you want (the blocks themselves can be manipulated in many ways to make construction much easier):
Activate one of the colours with whatever block you want it to become, only the appropriate colour will be changed:
See? Done!
How-to-use:
Controls:
Can be placed like any normal block
Right-click with an empty hand on an existing layout block to automatically place more in a line based on where you clicked on the block (uses blocks from your inventory)
Sneak-right-click with an empty hand on an existing layout block to automatically remove one from the end of a line based on where you clicked on the block
Sneaking while placing one will cause you to place them in a 5x5 square around your target
Sneaking while breaking a layout block will instantly harvest all same-coloured layout blocks in the area around it
Right-click on a layout block with any other block (except other layout blocks, of course) and you'll immediately swap all of them in an area out to your selection
Useful info:
You can place them in mid-air whenever you're not near any other blocks (jumping is enough).
If you have space, harvested Layout Blocks will immediately appear in your inventory. If not, they'll drop like normal blocks
Replacing layout blocks with your other materials does not destroy the layout block, you'll get it back!
Each colour of layout block is unique, meaning if you have red layout blocks, anything you do to/with them will only affect other red layout blocks in the area
Layout blocks act as ladders to help you get around your builds more easily
Layout blocks emit a moderate light level in order to help you see your builds at night and to discourage mobs from spawning in the near area (yay for preventing torch spam!). They are NOT suited to be lighting blocks, however - their light level just isn't high enough for that.
The area break and area replace sizes are fully configurable in the config file.
There are config options for banning swapable blocks and for making specific blocks "expensive" (expensive meaning they don't refund the layout block on swap, good for putting an actual price on the use of layout blocks if you want to)
Video:
0.5.0b Updated look at Layout Blocks, Coloured Powder, and Condensed Coloured Powder:
A quick look at Layout Blocks by myself:
Layout Brushes Make survival building faster!
Info:
Layout brushes allow you to manipulate, edit, place, etc. layout blocks in one way or another. There are a few brushes added by Charlotte's Utilities and here's where I'll go over what they do!
Layout Paint Brush:
Screenshots:
Crafting:
GUI:
Placed Layout Blocks:
How-to-use:
Controls:
Sneak-right-click to open up the GUI
Change the settings to what you'd like and close the GUI (esc)
For Boxes: Right-Click where you want the first corner to be, the box is created away from the player with the given x, y, and z values
For Pipes and Ellipsoides: Right-Click where you want the center to be, the given x, y and z values are the radius (starting from 1 at the center block not 0)
Useful info:
The tooltip for the brush shows all of the current settings
You can have multiple brushes with different settings for fast switching between commonly used shapes!
The brush consumes Layout Blocks from your inventory in order to generate the shapes - check how many you need via the GUI text before trying to paint something!
The maximum dimensions allowed can be set in the config file, the only upper limit is the speed of the machine running Minecraft. The default max is 8 in order to run on lower-end computers.
There's a config option for the hard limit on the amount of blocks a layout paint brush can place in a single use
The paint brush has a cooldown that's longer the more blocks you place with it
You can set takesDamage to true in the config file to have the paint brush take damage like any other normal diamond tool
Video:
A look at the Paintbrush by myself:
Layout Morph Brush:
Screenshots:
Crafting:
Before Use:
After Use:
How-to-use:
Controls:
Right-click on a block to turn it into a Layout Block
Sneak-right-click on a block to turn a 3x3 square around your target into Layout Blocks
Useful info:
The brush can not morph tile entities (chests, furnaces, signs, etc.)
The morphed block is destroyed and lost forever, an intentional balancing feature
You need to have a Layout Block in your inventory for every block you wish to morph
Anything with a hardness of -1 (bedrock) or 50+ (obsidian) can not be morphed
Video:
A look at the Morph brush by myself:
Prospectors OOooooohh... shiny....
Info:
Prospectors are my attempt at creating a balanced way of detecting precious minerals below the surface. If you're like me and use a mod like Custom Ore Generation in order to make ores generate in rare but rich veins, you've probably found that while in theory rare ore veins are an awesome idea, it can REALLY suck to get started since they're so hard to find and you can barely do anything before finding at least an iron vein... and even when you do find your first vein, the chances are slim that it's actually iron.
In 0.7.0+ prospectors have gone through a massive overhaul. There are now 3 tiers of prospectors, with the top tier having two variants:
Tier 1 (Stone) will only scan in a small area and simply tell you whether there are ores or not, no other info will be given.
Tier 2 (Iron) does the same thing as tier 1, except the scan range is farther and it will tell you exactly how many ores were found along with the density of ores in the terrain.
Tier 3-I (Diamond) has a very wide and long range scan and will tell you the same as tier 1 and 2 along with the total amount of unique ore types as well as making them with particles that you can see through the terrain.
Tier 3-II (Underworld) has a more narrow and shorter range scan than the Diamond variant and will give you the same results that the Diamond one does. In addition, the Underworld variant will give you the exact name of every ore found. (be aware that this uses the forge ore dictionary, so some ores like Thermal Expansion's Ferrous Ore will actually display as Nickel)
Screenshots (outdated in 0.7.0 - working on updates!):
Stone Prospector & Repair:
Iron Prospector & Repair:
Diamond Prospector & Repair:
Hardened Diamond Prospector & Repair:
How-to-use:
Prospector use is very simple. Read the tooltip to know exact ranges and scan results and follow this if you need help:
Prospectors will scan in an area centered on and away from the side of the block you right-click on. If you target the bottom of a block the prospector will scan upwards from that block, if you click on the east side of a block the prospector will scan west of it
Prospectors have exactly as many uses as is listed on their tooltips before breaking
Early-game when you only have access to Stone and Iron prospectors, you can scan in a triangle or square around your target in order to pinpoint precise locations
Stone and Iron prospectors scan in a 3x3xR area (R = their range), if you're scanning horizontally and ores are found, you can simply dig in a 3 high and 1 wide tunnel through the center of the scan area to see every block that the prospector scanned.
Video:
A quick look at prospectors by myself:
Marker Block Aligning to places you can't see has never been more simple!
Info:
Marker blocks are simply a block that you can place down to mark a location. The fancy thing about them is that you can see them through walls when they're active - and they can be set to private or public visibility. They also let you know if you're currently aligned to the block directly or aligned to one of the same planes the block resides in. They're ridiculously useful when you're building in low-visibility locations, over long distances, or underground when you can't see your target at all.
Screenshots:
Crafting (4 glowstone dust, 4 iron ingots, and one Condensed Coloured Powder - any colour will work):
In-game use:
When you first place the marker block into the world this is what you'll see, just a basic wireframe block that does nothing special (notice that it literally just looks like a normal block):
Activating the block (via right-click) will turn tracking on, don't worry about revealing your secret hidden base's location, when first activated the marker block defaults to only be visible through blocks to yourself (notice that you can see the part of the block that should be hidden behind the corner of the fence):
The block tells you your distance in blocks (the sum of all 3 axes, not a diagonal line) as well as the borders changing colour to reflect your alignment with the marker block (note that it uses your feet coordinates as a reference, not your head):
Red (with lines going both directions to help those with colour blindness) means that you're completely non-aligned with the marker:
Blue (with vertical lines to help those with colour blindness) means that you're on one of the same planes (XZ, XY, YZ) as the marker block, but not directly aligned:
Green (with horizontal lines to help those with colour blindness) means that you're directly aligned with the marker block:
How-to-use:
Controls:
Newly placed Marker Blocks default to off
Right-click a Marker Block to activate it. When first activated the block defaults to be visible only to yourself so no worries about revealing your location to others!
Continue to right-click to cycle through the 4 available modes: Off, Track Self (Hidden), Track Self (visible), Track All
Off means it's off and works like any normal vanilla block
Track Self (Hidden) means it's tracking you and only you can see it through blocks Other players will see the "off" texture only if they have direct line of sight to it
Track Self (Visible) means it's tracking you but other players will be able to see the block exactly as you're seeing it
Track All means it's tracking every player individually. Each player will see their own personal distance and alignment from the marker block
Useful info:
The block is identical to an Iron Block in every way in terms of hardness, blast resistance, and tools that can mine it
When operating in either "Track Self" mode only the player that set the block to that mode will be able to further change it. Any player can change it when it's set to "Off" or "Track All"
Having it set to a "Track Self" mode doesn't make the block unbreakable by others, and the block doesn't remember its previous setting when you replace it - be aware of this!
Spotlights Videos others have made about Charlotte's Utilities!
A huge thank you to any and all youtubers that take the time to make a spotlight for the mod! It helps out more than you can imagine! <3
Vaygrim's Mod Guide on Charlotte's Utilities 0.5.0b:
Changelog What's new this time?
The mod's Sourceforge page now also contains the changelog, if you prefer reading there.
v0.7.0 (prospector rework & final 1.6.4 release)
DO NOT USE PRE 0.7 PROSPECTORS AFTER UPDATING, THEY WILL CRASH YOUR SERVER! Rebooting fixes the issue if you accidentally used one (IE. It doesn't corrupt the world). Discard old prospectors to be safe!
BACK UP YOUR CONFIG FILE BEFORE UPDATING! Config file has been cleaned up and organized in preparation for a 1.0 release. You'll have to re-customize everything this update, sorry!
0.7.0 will be the last 1.6.4 release. 0.7.1 will be for MC 1.7
Prospectors have been entirely re-designed, they're much more streamlined and easier to use while offering most of the same functions
Prospectors now scan in a box area away from the side of the block you targetted. Stone = 3x3x8, Iron = 3x3x16, Diamond = 9x9x32, Underworld = 5x5x24
Prospectors now scan instantly on right-click instead of taking time
Prospector durability is now the exact amount of uses the tool has remaining
Due to these changes prospectors can now be used to scan in any direction, thus promoting scanning while caving instead of discouraging
Higher tiers of prospectors are now required to see ore densities, varieties and names
Ores are now marked with particles. Nearest to Furthest = White, Green, Yellow, Red
Only top-tier prospectors show ore markers
Prospectors now detect Lapis properly (no wai! :o)
Prospectors no longer require coloured powder for markers to function
Removed "Max Size", "Max Mode", and "Markers Enabled" from the config options as they're now irrelevant
Added a "markersThroughWall" config option - if set to false players will only be able to see ore markers if they have a direct LoS to the ore. Prospecting text will still display either way.
Layout Block textures now each have a unique dot pattern on them per colour to help those with colour blindness
Layout Blocks' "Layout blocks destroyed by..." tooltip will no longer be shown if the "expensive" config list is empty
Removed the ability to repair prospectors in the crafting grid
Hardened Diamond prospector is now named Underworld Prospector and the recipe is now Eye of Ender, Nether Quartz Block, and a Blaze Rod
Diamond prospector now costs 7 gold instead of 7 iron, and an ender pearl instead of glass
Diamond prospector costs glass instead of an ender pearl when peacefulModeRecipes is enabled
Diamond and Underworld prospectors are now considered to be the same tier. Underworld has a narrow scan width and gives ore names, Diamond has a wide scan range but does not give ore names
All textures have been remade to be 16x due to popular request
Past Versions:
v0.6.0 (marker blocks):
Refactored some code and began prep work for future Minecraft and Forge versions
Layout block chain extension now stops at max build height and 0 instead of wasting layout blocks
Config option to toggle the morph brush taking damage on use added
Multiplier config option to customize paintbrush cooldown length (default 10, set to 0 to disable)
Marker Block added - lets you easily mark and find specific points
Morphbrush now costs two glowstone blocks instead of gold blocks when peacefulModeRecipes is enabled
Default Paintbrush cooldown durations halved
Default Paintbrush size limit is now 16 (up from 8)
Default Paintbrush volume limit is now 256 (down from 512)
Renamed the Paintbrush's "U/D Pipe" to "V Tube" and added a "H Tube" option
Working on a good way to not harvest/swap layout blocks the player is standing on
You now get 1 Layout Block per recipe instead of 2, this means that one block now costs 0.25 redstone, 0.125 gunpowder, and 0.25 dye
Paintbrush now costs more (gold ingot & two layout blocks -> diamond & two ender pearls)
Morphbrush now costs more (diamond & two ender pearls -> ghast tear, two eyes of ender & two blaze rods)
New config option "peacefulModeRecipes" removes hostile mob drops from recipes
Paintbrush now costs two emeralds instead of two ender pearls when peacefulModeRecipes is enabled
Morphbrush now costs a block of diamond, two blocks of gold, and two emeralds when peacefulModeRecipes is enabled
Coloured powder now costs 1 clay instead of 1 gunpowder when peacefulModeRecipes is enabled
Balance & Exploit related:
Morphbrush now has 1561 durability
Paintbrush now has 1561 durability
New config option to toggle if the paintbrush takes damage on use or not. Defauts to false
Morphbrush no longer works on anything as hard as, or more hard than obsidian
Paintbrush now has a cooldown
New config option for the hard limit on the amount of blocks the paint brush can place in addition to the size restrictions
New config swap "ban" list. Any IDs put here will not be swappable unless the player has creative mode
New config swap "expensive" list. Any IDs put here will not refund the layout blocks when swapped
New config option to automatically treat every block in the game as "expensive"
Prospectors are no longer limited by their remaining power, but they'll now break like normal tools. They're still repairable
Functionality:
Paintbrush is now actually centered on your target block, instead of adjacent to it based on the side you targetted
"Area place" via sneak-placing a layout block is now a 5x5 instead of a 3x3 square
Layout block "auto retract" via sneak-right-click with an empty hand now affects a 3x3 area as long as there are other adjacent layout blocks
Layout block "auto extend" via right-click with an empty hand now affects a 3x3 area as long as there are other adjacent layout blocks
Fixes & Tweaks:
~15% More particles on coloured powder lights when on "All" particles mode, they weren't quite visible enough before
Paintbrush now makes sounds on use
Fixed the green layout block texture
Placing layout blocks no longer causes the player to move slowly
Auto extending and retracting layout blocks now both play sound effects
Fixed creative mode chain placement/retracting being weird
Prospectors now use NBT like they always should have
Fixed a lot of quirky behaviour that prospectors would exhibit in SMP
Prospectors now treat creative mode properly
v0.5.0b
Updated some GUI text for more clarity
Changed some defaults for the Paintbrush
Paintbrush now has a tooltip showing the current settings
v0.5.0
Layout Paint Brush added
Paintbrush can place blocks in pre-defined shapes with customizable settings
"Box", "Ellipsoid" and "U/D Pipe" for Paintbrush added, more shapes will come later
Fixed an issue where layout blocks placed in the 3x3 square via sneak-placing were sometimes not climbable
Fixed an oversight that could cause customizing the Layout Block id to make it impossible to place them in the air
The default Layout Block replace area is now larger ("3" 7x7x7 -> "6" 13x13x13)
The Layout Block break and replace cubic areas are now customizeable in the config file
Fixed a few outlying cases where crouching and right-clicking on a Layout Block with another block would swap instead of being placed adjacent to it
Increased the amount of Coloured Power received per recipe (2 -> 3)
Layout Morph Brush added - swaps out your target block with a Layout Block, but destroys the target block in the process (intended)
Layout Block texture tweaked to make it more clear where the hitboxes for auto-building are
v0.3.1
Fixed the display of Coloured Powder. It's back to looking like powder instead of blocks again (except when dropped, I kinda like the looks of the mini cubes on the ground)
Made the coloured powder textures a little more vibrant (especially the lighting form of coloured powder)
Particle colours are all a little more vibrant (the non-almost-white colours were too hard to distinguish prior to this)
Layout Blocks handle creative mode interaction a lot better, I may have missed some interactions - I'll fix those as they're found
Noticeably lowered the amount of particles created during various Layout Block interactions (there were just too many in huge builds)
Layout Block interaction with an empty hand now takes where you targetted on the block into consideration (each side can handle up, down, left, right, and center inputs - "center" behaviour is the same as in prior versions)
Currently there is no GUI outline (a la microblock placement) for the above change, one will be added if the new functionality is too confusing, I prefer keeping lightweight when possible
Sneak-right-clicking with an empty hand can now no longer remove the Layout Block you're currently activating
v0.3.0
Layout Blocks are now crafted from 2 sticks beside 1 coloured powder (instead of shapeless 4 coloured powder)
Coloured Powders now cost clay instead of gunpowder, and craft 2 at a time (instead of gunpowder/32 - mainly changed for peaceful mode)
Config file now version independent, this is the last time you'll have to re-make your custom configs - yay!
If you had a world with Charlotte's Utils before you may have to play around with the config file a bit to correct the Coloured Powder ID. It's been changed from an Item to a Block and as such the ID needed to be changed.
Condensed Coloured Powder blocks are now craftable from 9 Coloured Powder
You can turn Condensed Coloured Powder back into normal Coloured Powder (a la standard "storage" block)
Condensed colorued powder blocks are semi-transparent, have particle effects, and light passing through gets lowered by 14 levels
Coloured Powder can now be placed as a light source (and picked up again)
Coloured Powder temporarily looks different (like a block instead of a pile of powder). Will be fixed in the next version!
v0.2.2
Fixed Layout Block destruction particles, unintentionally removed them last release
"Unified" Layout Block sound effects a bit
Completely removed the Layout Block air placement delay
Finished implementing placing chains of Layout Blocks (last version they were only partly complete)
You can now remove Layout Blocks from a line up to 32 blocks away by sneak-right-clicking on one with an empty hand
Sneaking while placing a Layout Block will cause them to be placed in a 3x3 square around your target
Layout Blocks are no longer placable in the air if you're within 1 block anything (removes accidental spamming)
It's once again possible to attach things like torches and signs directly on the side of Layout Blocks
Layout Blocks are now placed approximately 5 blocks away from you when placed in the air (3 -> 5)
Air placement is a lot more accurate now
v0.2.1b
Fixed the "Format Error" string from prospector's scan % text
Fixed fatal server-side crash on loading (it was trying to load particles server-side, my bad!)
Lowered the delay between being able to place Layout Blocks in the air (1.5s -> 1s)
Increased break/replace size of Layout Blocks (5x5x5 -> 7x7x7)
You can now place Layout Blocks in a line up to 32 blocks long by right-clicking on one with an empty hand (assuming you have some in your inventory)
Slightly tweaked Layout Block textures so they tile a bit more nicely
v0.2.1
Increased 2nd version digit, I meant to last release but forgot :3 (last release was intended to be 0.2.0)
Version system is: "(MainVersion).(MajorAdditions).(MinorChanges)"
You should no longer be able to place tile entities with layout blocks (signs, spawners, etc.), still dealing with some outliers
Blocks are now only placed where the player could manually place them, and a player can't activate the block in an invalid spot
You can no longer place torches, tall grass, doors, etc. directly on Layout Blocks. You can still use Layout Blocks to place them
Fixed a potential case where the client could hang if you tried to replace or break multiple Layout Blocks at y <= 1 or y >= 255
Lowered the delay between being able to place Layout Blocks in the air (5s -> 1.5s).
Increased Layout Block light level a touch (from 8 to 10).
Breaking/swaping Layout Blocks is now 5x5x5 around the target, instead of a chain. (Makes misclicks less catastrophic, I'll adjust the size as needed!)
Layout Block textures are now slightly more visible (More colour and less transparency in the texture)
Layout Blocks are now slightly larger (80% of a block -> 90% of a block)
Layout Block particles look a little different
Config file will be version specific until the first main version is launched (due to the structure of it rapidly changing)
v0.1.5
Layout Blocks added (see above for details)
Colorued Powders have new textures
v0.1.4
First public release
Prospectors (see above for details)
Coloured Powder (will be used more in future versions)
Downloads and Other Info Where to get it! Also some other stuff you may want to know.
ABOUT MC 1.7: As soon as the majority of the mods I use update to MC 1.7 I will start to update this for it as well. The only reason I'm building for 1.6 is because the majority of mods I play with aren't yet compatible with 1.7, and what's the point of me making my own mod if I can't use it with the other mods I like?
NOTE ABOUT 0.6 vs 0.7.1: You'll find both 0.6 (the current official release) and 0.7.1devA on the dropbox. 0.7.1devA is a stable build that you can feel fine about using, but if you had 0.6 or prior already please READ THIS POST before grabbing the dev build. Enjoy!
Place the downloaded .zip into your .minecraft/mods folder
Mod Packs and Videos:
If you would like to use Charlotte's Utilities in a mod pack or if you want to post a video (LP, spotlight, review, etc) containing it - feel free to do so! All I ask is that you please give me appropriate credit and link back to this post. Also while not required, I would love for you to inform me that you're using it (and where) so I can see how it's being received!
How to help:
Development of Charlotte's Utilities is made possible by these kind folks:
If you like what I'm developing and want to help me out, leave a comment and share the link to this thread with as many people as you can! Spreading word of Charlotte's Utilities and leaving me feedback on this thread is probably the best thing you could do! If you feel like helping out more directly, feel free to leave a donation of any amount. I really appreciate it!
You can also follow me on twitter if you want to get the latest updates. I tweet images/ideas/etc. on there a lot more than I post here (I mainly just reply to stuff here or post when I release a new version).
Finally, don't forget to up-vote the post! <3
Special thanks to everyone on the forums and in the #minecraftforge irc chat that have helped me learn and figure out issues I've encountered while getting into development. I seriously really appreciate it! Also thanks to everyone that leaves me feedback on this thread or tells other people about my mod. <3
Terms and Conditions:
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction as long as they do not violate the conditions outlined in the "Mod Packs & Videos" section of this post.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts (except by the OWNER) to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
All Known Issues Hopefully it's not TOO broken...
Minor issues are considered issues that generally only occur if you actively try to reproduce them and are thus easily avoidable, and even if you do experience one they don't break or crash the game in any way. Minor issues will be fixed whenever the next version is posted.
Major issues are considered issues that occur accidentally or unpredictably and cause larger-scale problems like crashing the game. Patches will quickly be made to fix any issue like these that are found - meaning I won't wait for the next version to fix them.
Nothing currently known or reported
Rollback Post to RevisionRollBack
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Cool! they seem really helpful (haven't had the chance to use them yet in a build, but I will soon!)
Good luck with this!
Thanks again!
Also to everyone who gives the addons a shot: I'm really looking for feedback on balance and crafting recipes - those are (imo) the hardest things to get right. I feel the prospectors at the lower tiers (specifically the Iron one) may be too inexpensive for what it provides.
In terms of layout blocks I like that they use four powders as their recipe, so I don't really want to change that - but is the amount you get (2 blocks for 4 powder, which indirectly means 16 blocks for 1 gunpowder, 1 sand, and 1 dye) a good amount? Should I remove the gunpowder from the recipe? If I removed gunpowder layout blocks would be more available, but I'm worried the markers for prospectors would be too easy to obtain and therefore make prospectors overpowered.
I could make one kind of dust for prospector markers and another for layout blocks, but I really don't want to add more clutter unless it's really needed.
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
I've finished up fixes for those few bugs in the known issues list. They're all minor things so I'm going to wait until the next main version before pushing the fixes - just avoid the issues for now! (not difficult to do :P)
Rollback Post to RevisionRollBack
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
I have been playing around with this mod and I will have to say that your Layout blocks are wonderful! Similar to the Angel blocks in Extra Utilities but way better. Very well done.
Just a thinking out loud here. Idea: It would be nice to be able to add the Layout blocks by right clicking the Layout block your looking at. Say like, if I were standing on a layout block and facing north, right clicking on that block would add blocks going to north. Facing south they would add south and so on. No more slowly shifting and adding blocks in a row. Does that make sense lol?
I have been playing around with this mod and I will have to say that your Layout blocks are wonderful! Similar to the Angel blocks in Extra Utilities but way better. Very well done.
Just a thinking out loud here. Idea: It would be nice to be able to add the Layout blocks by right clicking the Layout block your looking at. Say like, if I were standing on a layout block and facing north, right clicking on that block would add blocks going to north. Facing south they would add south and so on. No more slowly shifting and adding blocks in a row. Does that make sense lol?
That is indeed a feature I plan to add in the near future, and I'm glad you like the blocks! They seem to be receiving a really good reception so I'm going to dedicate a good amount of time to adding a bunch of extra features to them.
Thanks for the positive feedback <3
Rollback Post to RevisionRollBack
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
v0.2.1 is up, the download link is the same - just head to the folder and grab it!
See the OP for the full change log! Here are some explanations about the more notable changes:
Increased Layout Block light level a touch (from 8 to 10).The goal here is to make it so you can see your work at night and to stop mobs from spawning in the near area without having to spam torches, while not turning Layout Blocks into a legit light source
Breaking/swaping Layout Blocks is now 5x5x5 around the target, instead of a chain.I wanted to make the destruction and replacing of many Layout Blocks at once a bit more predictable and controllable to the player, the only real downside to this is that you may have to click a few more times than once to replace every block
Layout Block textures are now slightly more visible.This is just to make it so that if you have a bazillion layout blocks in one area, you can actually tell what you're looking at
Layout Blocks are now slightly larger (80% of a block -> 90% of a block).It was too easy to accidentally click behind what you meant to click on, hopefully this fixes that while still allowing you to reach behind a block if need be
Config file will be version specific until the first main version is launched.I was having an issue where the config file was getting cluttery with outdated and useless info, until I hit version 1.0.0 each release will have a separate config file. Sorry for the inconvenience of having to delete the older versions manually, but I didn't want to automate their deletion in case people wanted to copy old settings to the new file!
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Works fine client side. But I seem to be getting this on our server start up.
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/particle/EntityFX
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/particle/EntityFX
at com.thecelerystick.minecraft.charlotte.utilities.Globals.HandleConfigFile(Globals.java:56)
at com.thecelerystick.minecraft.charlotte.utilities.Utilities.preInit(Utilities.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.particle.EntityFX
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 33 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at invtweaks.forge.asm.ContainerTransformer.transform(ContainerTransformer.java:116)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 35 more
Works fine client side. But I seem to be getting this on our server start up.
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/particle/EntityFX
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/particle/EntityFX
at com.thecelerystick.minecraft.charlotte.utilities.Globals.HandleConfigFile(Globals.java:56)
at com.thecelerystick.minecraft.charlotte.utilities.Utilities.preInit(Utilities.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.particle.EntityFX
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 33 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at invtweaks.forge.asm.ContainerTransformer.transform(ContainerTransformer.java:116)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 35 more
Oh whoops, I know what I did - that's just an oversight. I will fix it and upload a new version asap! sorry about that (for the record that's what happens when you try to spawn a particle server-side... lol)
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Okay v0.2.1b is up - it's just a quick launch to fix that major crash - I've also fixed a few other outlying server problems and stuff, it should be totally stable in multiplayer at this point unless there's something small I've overlooked.
There are a few other incomplete features that made it into this version because I was working on them before having to fix that bug. I'll fully document and explain the changes/additions once I release v0.2.2. You can check the OP if you want the small changelog for this version though.
edit: I should mention, the download link is the same as usual.
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Thanks! I have quite a few plans for them and other things related to them that I'm currently working on too.
Rollback Post to RevisionRollBack
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
v0.2.2 is up, I finished up the work that was partially started in the 0.2.1b bugfix release and added a few other features. Here's an explanation of a few of the key ones!
Noteable 0.2.1b & 0.2.2 changes
You can now place Layout Blocks in a line up to 32 blocks long by right-clicking on one with an empty handThis and the next change were to help alleviate the annoying "sneak-over-the-edge-and-slowly-crawl-forwards-and-place-blocks-to-build-a-bridge" mechanic that vanilla loves. Let me know how the max length feels and if the direction is intuitive or not
You can now remove Layout Blocks from a line up to 32 blocks away by sneak-right-clicking on one with an empty handSee the previous point
Sneaking while placing a Layout Block will cause them to be placed in a 3x3 square around your targetThis speeds up building even really large walls quite radically since you now need to click much less often. The orientation of how the square is placed feels very intuitive to me - but let me know if I should tweak it (or make it a 5x5)
Layout Blocks are no longer placable in the air if you're within 1 block of anythingThis change was to stop you from accidentally spamming blocks in the air. You get far enough away from the ground to place a block in the air by jumping. I'll continue to monitor this - no worries
Increased break/replace size of Layout Blocks (5x5x5 -> 7x7x7)The change from chain breaking/replacing to area breaking/replacing is something I think worked out well, however the areas were a bit too small
Lemme know what you think, and feel free to offer any suggestions for future versions - I'll happily take them (and give credit) and put them to use if I feel they'd help the mod out! Also right now I'm still really looking for feedback on balance in terms of recipe costs and whatnot, I haven't had much time to actually play survival Minecraft lately so I don't know if those are in a good place.
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Phew okay, I just spent like two hours completely re-designing the OP to be a lot more detailed, easy to read, etc. I waited until now to do it because I didn't want to put in more effort on the forum post than I was on the actual mod itself. Now that I've put a ton of effort into the mod, and it's at a somewhat more 'implemented' state I figured I'd put the effort in to get screen shots (due to popular... demand - request seems like too light of a word for what I received xD), type up how-to info, etc.
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Quick announcement: The next version (0.3.0, which is coming out in the next day or two) is going to make config files version independent. What I mean is that you'll have to re-customize the config file in the next version, but past that I'll only be adding to the file, so you won't have to update anything you've customized anymore. Hooray!
Also, prepare yourself for the slew of awesomeness coming up over the next 4-5 major (second digit in the version number) releases!
Rollback Post to RevisionRollBack
Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Charlotte's Utilities
Utility-based addons and mods developped originally for my server
Hello all! Charlotte's Utilities is my first adventure into modding Minecraft. I wanted to have some extra utilities and things for my server that I couldn't find in other mods, or if I could I was able to think of a different way that I would prefer to implement them. At its core, this mod pack is just a collection of utilities that I feel improve the game experience. Everything is fully configurable in the config file so you can change, enable, or disable whatever you feel is best for you!
As it stands, the mod is at a point that I still consider a non-full-version-but-stable-enough-to-release-to-the-public and as such it currently only adds a very small amount of things to the game. However, I have quite a few ideas for things I would like to implement and plan to in the near future. Check below for all the updates, features, videos, etc. and give it a try if you like what you see! I'm here looking for feedback anyway!
Coloured Powder
Poof...?
This stuff is used for a lot of things in this mod, while it's not needed for EVERYTHING, getting your hands on some is highly recommended. Many of the tools do or will use coloured powder in some way to enhance their performance, and blocks will frequently use them in some way or another. (Can you tell I like colourful things?)
Here's how you make it! Whatever colour dye you put in is whatever colour powder you'll make (any forge ore dictionary compatible dye will work):
You can also create the standard "storage-style" blocks with coloured powder, where you put 9x coloured powder into a crafting grid and you'll get 1x "condensed coloured powder" back out. You can then convert the condensed coloured powder back into regular coloured powder at will.
Screenshots:
Condensed Coloured Powder looks somewhat like extremely opaque stained glass when placed in the world (it's 15% transparent):
The other cool thing about Condensed Coloured Powder is that while you can see through it, it lowers the light level of any light by 14, meaning you can use it to block out light when you still want to be able to see into an area (notice the glowstone above not doing anything):
Comparison with lighting in the tunnel:
Contents of the Mod
Open the spoiler to see the goodies!
Layout Block
Make survival building less tedious!
Info:
Once you're done creating your design, just right-click on any of the colour of layout block you want to replace with whatever block you want to replace them with and voila! They're all immediately swapped out.
Screenshots:
In-game use:
Activate one of the colours with whatever block you want it to become, only the appropriate colour will be changed:
See? Done!
How-to-use:
Useful info:
Video:
A quick look at Layout Blocks by myself:
Layout Brushes
Make survival building faster!
Info:
Layout Paint Brush:
Screenshots:
GUI:
Placed Layout Blocks:
How-to-use:
Video:
Layout Morph Brush:
Screenshots:
Before Use:
After Use:
How-to-use:
Video:
Prospectors
OOooooohh... shiny....
Info:
In 0.7.0+ prospectors have gone through a massive overhaul. There are now 3 tiers of prospectors, with the top tier having two variants:
Screenshots (outdated in 0.7.0 - working on updates!):
Iron Prospector & Repair:
Diamond Prospector & Repair:
Hardened Diamond Prospector & Repair:
How-to-use:
Video:
Marker Block
Aligning to places you can't see has never been more simple!
Info:
Screenshots:
In-game use:
Activating the block (via right-click) will turn tracking on, don't worry about revealing your secret hidden base's location, when first activated the marker block defaults to only be visible through blocks to yourself (notice that you can see the part of the block that should be hidden behind the corner of the fence):
The block tells you your distance in blocks (the sum of all 3 axes, not a diagonal line) as well as the borders changing colour to reflect your alignment with the marker block (note that it uses your feet coordinates as a reference, not your head):
Red (with lines going both directions to help those with colour blindness) means that you're completely non-aligned with the marker:
Blue (with vertical lines to help those with colour blindness) means that you're on one of the same planes (XZ, XY, YZ) as the marker block, but not directly aligned:
Green (with horizontal lines to help those with colour blindness) means that you're directly aligned with the marker block:
How-to-use:
Useful info:
Spotlights
Videos others have made about Charlotte's Utilities!
A huge thank you to any and all youtubers that take the time to make a spotlight for the mod! It helps out more than you can imagine! <3
Changelog
What's new this time?
The mod's Sourceforge page now also contains the changelog, if you prefer reading there.
Past Versions:
v0.5.1 (polishing, tweaking & balance time!)
Recipes:
Balance & Exploit related:
Functionality:
Fixes & Tweaks:
v0.5.0b
v0.5.0
v0.3.1
v0.3.0
v0.2.2
v0.2.1b
v0.2.1
v0.1.5
v0.1.4
Downloads and Other Info
Where to get it! Also some other stuff you may want to know.
ABOUT MC 1.7: As soon as the majority of the mods I use update to MC 1.7 I will start to update this for it as well. The only reason I'm building for 1.6 is because the majority of mods I play with aren't yet compatible with 1.7, and what's the point of me making my own mod if I can't use it with the other mods I like?
NOTE ABOUT 0.6 vs 0.7.1: You'll find both 0.6 (the current official release) and 0.7.1devA on the dropbox. 0.7.1devA is a stable build that you can feel fine about using, but if you had 0.6 or prior already please READ THIS POST before grabbing the dev build. Enjoy!
Download: Sourceforge Download (adfly) - Sourceforge Project page
If you can, I would really appreciate you taking the 5 seconds to use the adfly link. Here's a mirror for if you can't, however
Installation:
If you would like to use Charlotte's Utilities in a mod pack or if you want to post a video (LP, spotlight, review, etc) containing it - feel free to do so! All I ask is that you please give me appropriate credit and link back to this post. Also while not required, I would love for you to inform me that you're using it (and where) so I can see how it's being received!
How to help:
If you like what I'm developing and want to help me out, leave a comment and share the link to this thread with as many people as you can! Spreading word of Charlotte's Utilities and leaving me feedback on this thread is probably the best thing you could do! If you feel like helping out more directly, feel free to leave a donation of any amount. I really appreciate it!
You can also follow me on twitter if you want to get the latest updates. I tweet images/ideas/etc. on there a lot more than I post here (I mainly just reply to stuff here or post when I release a new version).
Finally, don't forget to up-vote the post! <3
Special thanks to everyone on the forums and in the #minecraftforge irc chat that have helped me learn and figure out issues I've encountered while getting into development. I seriously really appreciate it! Also thanks to everyone that leaves me feedback on this thread or tells other people about my mod. <3
Terms and Conditions:
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction as long as they do not violate the conditions outlined in the "Mod Packs & Videos" section of this post.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts (except by the OWNER) to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
All Known Issues
Hopefully it's not TOO broken...
Minor issues are considered issues that generally only occur if you actively try to reproduce them and are thus easily avoidable, and even if you do experience one they don't break or crash the game in any way. Minor issues will be fixed whenever the next version is posted.
Major issues are considered issues that occur accidentally or unpredictably and cause larger-scale problems like crashing the game. Patches will quickly be made to fix any issue like these that are found - meaning I won't wait for the next version to fix them.
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
See the OP for information and download links
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Thanks! I have a few more ideas relating to those that I plan to add.
As well as other things obviously, hence work-in-progress mod
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Good luck with this!
Thanks again!
Also to everyone who gives the addons a shot: I'm really looking for feedback on balance and crafting recipes - those are (imo) the hardest things to get right. I feel the prospectors at the lower tiers (specifically the Iron one) may be too inexpensive for what it provides.
In terms of layout blocks I like that they use four powders as their recipe, so I don't really want to change that - but is the amount you get (2 blocks for 4 powder, which indirectly means 16 blocks for 1 gunpowder, 1 sand, and 1 dye) a good amount? Should I remove the gunpowder from the recipe? If I removed gunpowder layout blocks would be more available, but I'm worried the markers for prospectors would be too easy to obtain and therefore make prospectors overpowered.
I could make one kind of dust for prospector markers and another for layout blocks, but I really don't want to add more clutter unless it's really needed.
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Just a thinking out loud here. Idea: It would be nice to be able to add the Layout blocks by right clicking the Layout block your looking at. Say like, if I were standing on a layout block and facing north, right clicking on that block would add blocks going to north. Facing south they would add south and so on. No more slowly shifting and adding blocks in a row. Does that make sense lol?
That is indeed a feature I plan to add in the near future, and I'm glad you like the blocks! They seem to be receiving a really good reception so I'm going to dedicate a good amount of time to adding a bunch of extra features to them.
Thanks for the positive feedback <3
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
See the OP for the full change log! Here are some explanations about the more notable changes:
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/particle/EntityFX
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/particle/EntityFX
at com.thecelerystick.minecraft.charlotte.utilities.Globals.HandleConfigFile(Globals.java:56)
at com.thecelerystick.minecraft.charlotte.utilities.Utilities.preInit(Utilities.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.particle.EntityFX
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 33 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at invtweaks.forge.asm.ContainerTransformer.transform(ContainerTransformer.java:116)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 35 more
Oh whoops, I know what I did - that's just an oversight. I will fix it and upload a new version asap! sorry about that (for the record that's what happens when you try to spawn a particle server-side... lol)
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
There are a few other incomplete features that made it into this version because I was working on them before having to fix that bug. I'll fully document and explain the changes/additions once I release v0.2.2. You can check the OP if you want the small changelog for this version though.
edit: I should mention, the download link is the same as usual.
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
No problem!
Thanks! I have quite a few plans for them and other things related to them that I'm currently working on too.
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Noteable 0.2.1b & 0.2.2 changes
Lemme know what you think, and feel free to offer any suggestions for future versions - I'll happily take them (and give credit) and put them to use if I feel they'd help the mod out! Also right now I'm still really looking for feedback on balance in terms of recipe costs and whatnot, I haven't had much time to actually play survival Minecraft lately so I don't know if those are in a good place.
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Enjoy!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting
Also, prepare yourself for the slew of awesomeness coming up over the next 4-5 major (second digit in the version number) releases!
Follow me on twitter @charlotte_c_b for updates! You can also find me in irc.esper.net as Ilandria
Development of my mods is made possible by Full Effect Hosting