Yah sorry for the silence for a while! I've been really busy IRL unexpectedly over summer and I haven't had a chance to work on the mod - once school starts in early September I should have time to get back to updating it and adding some more features that I really want to see! But yah I do apologize on the 1.7.x+ version delay but it'll have to wait until around Sept, I promise you'll see active development again though around that time.
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Like to build? Check out Charlotte's Utilities - Layout Blocks, Brushes, Prospectors, and more!
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Aww, I was hoping you had updated to 1.7.10, I was planning on using Custom Ore Generation in vein mode. But like you say in your info about the prospector, that means you practically have to use a prospecting mechanic. Oh well, I'll get to use CoG in fun mode eventually.
A friend and I are working on a clone of this mod. We are just focusing on the colored powder and the layout blocks for now, but there will be much more in the future, including possible WorldEdit integration. So as to not infringe on the rights of @Sharshar, we will be coding from scratch.
Try to avoid it for the basic ones, as the biggest use for prospectors is obtaining resources with differing ore distributions like Custom Ore Generation. Unless you've got a method to charge them using only wood/cobble/charcoal inbuilt into your mod? It's going to be useless for one of the most important use cases.
But for the high-end ones? Totally a good idea, it lets you take the mechanic up to 11 if you feel like it and check multiple chunks, or have power-hungry modes or what have you without having an item with a zillion durability. Also beats "repairing" hands down.
Quick summary: Plants that show up near ores. Placed during worldgen when ores are in the ground (low rate, about 30 blocks away horizontally, any height), or when bonemeal is used (higher rate, but only in the same chunk -- and only if the ores are close to the grass. You might need to get grass lower down to bonemeal diamonds)
There's more, of course. Mod is in beta test right now.
Which are good, don't get me wrong. But they're not quite what a prospector is for (great at solving the whole "gots to find me some iron" thing for more sparse distributions like CoG and the way TFC does it though).
Prospectors work in places you couldn't get flowers (oceans and deserts just at first blush).
Prospectors allow for a more nuanced approach at higher levels of cost.
Prospectors could also work in a more... directable... manner. Horizontally, only checking for a specific ore but over a wider area, marking the ores in some manner, heck they could even detect ores placed after world generation (which I am surprised I haven't seen other than Thaumcraft 3's Infused Stone and the various meteor mods).
There is a beta version of our rewrite up here. Any and all testing is greatly appreciated. Keybounce, yes you can use it in your modpack if you would like. Please report any bugs, comments, questions or crashes to the curseforge page for now.
While we are on the subjects of prospectors, what do you think of the concept of TerraFirmaCraft prospector picks? I kinda think that in a sparse vein world, that would be the best kind of prospector early game. In late game, you might be able to acquire something like ground penetrating radar.
OH! and What do you think of having to listen to sounds to identify ores, instead of having a chat output? THe sounds would be overlayed, and slightly offset based on distance from the click point. It's something that I haven't seen before, and I want to know it it would be practical to use for most people.
You either need surround sound or (decent) headphones for directional sound cues to be decently effective. They'd be awesome, but you might want another option to be enableable in the config.
The TFC ProPick is pretty useful... though you'd probably want the ability to upgrade the range a bit... or not actually, the worst part of late game ore finding in TFC was mining the damn exploratory shafts. In non-TFC we can get decent mining speeds!
I was actually thinking of coding something along the lines of dowsing. Have the dowsing rod use whatever fuel/power you want, be tunable to a bunch of different things (heck even biomes or structures, and obviously configurable with both blacklist and whitelist), and have the accuracy drop off with increased distance, or maybe the reverse: it gets LESS accurate the closer you are so you still need to dig in an exploratory fashion, or maybe use a higher power mode?
You could implement waver and/or the traditional "dip" that dowsing is supposed to do IRL... you know... if it worked. You could probably tune the density of the search and stuff for performance's sake in the config so people with CoG can search much larger radii without missing ores and without penalizing them for having to search further. Though I don't know how the rendering would work for that.
Also if you do use sound cues? It would have to be completely configurable in some manner. Some people are tone deaf, literally and figuratively. Poor tone differentiation or actual deafness in a certain range of frequencies. Some tones when mixed can cause certain people large amounts of discomfort for all kinds of reasons as well.
As for the directional, I was not thinking of using directions. i was thinking that the device you are using would emit the sound. Plus, you can do 2 out of 6 directions, so... yeah.
As for deaf-o-vision, I can make that happen. I am thinking colored (and patterned, in case of color blind players) patterns appear on the screen of the device. (It would be held like a map,and have a model that looks rather big.) The sounds would be different for each ore,a nd we will have an API for mod authors to add their own sounds.
As for sounds, What do you all think? I was thinking: