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    posted a message on [V1.6_05] ControllerBlock SSP [Mod version : 1.2.5]
    Quote from ichinose87 »
    Can toggle blocks cause item cloning when you destroy a changer block then the control block? Also are toggle blocks and controller blocks compatible?


    There doesn't seem to be an item cloning issue - if you break the changer, it drops any items inside, if you break the controller, it drops all the items for all remaining changers under its control and removes the changers. So, you can't get the same item dropped twice.

    Compatibility: When I checked Toggle Blocks out, I created a fresh world and didn't have Controller Blocks enabled, so I can't be certain. They're both "pure" ModLoader mods, in that they don't override any Minecraft classes, so there's no conflict there, and they use distinct block IDs. So, the only conflict I'd anticipate is between recipes - the default iron-based medium toggle-block recipe is the same as the controller block recipe (8 iron surrounding a redstone dust). Both mods allow you to edit a property file to change the recipes, however, so it should be possible to disentangle them.

    Quote from letspoint »
    @RobRendell
    Do you and Jstar collaborate, are there any new features planned for controllerblocks?

    Also do you know anything about the "case 2" "case 4" message I got with the class file Jstar sent me?


    Some collaboration, yes - I sent him my code changes with the features I listed earlier in this thread, and he incorporated them into his version, and then he asked me to do the updates for ControllerBlock while he was away. I don't know of any new features planned, though.

    I don't know anything about the diagnostic print statements, sorry.
    Posted in: Minecraft Mods
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    posted a message on [V1.6_05] ControllerBlock SSP [Mod version : 1.2.5]
    Quote from letspoint »
    Shame the modder couldn't collaborate with you and jstar.

    He does credit Sunrise_78, JStar and even me for Controller Block, so there's that at least.
    Quote from letspoint »
    How does controllerblocks differ from toggleblocks when it comes to laying down items? And out of interest, can controllerblocks do anything toggles cant?

    Do you mean when setting up the changing blocks? With ToggleBlocks, I think you put a bunch of items in the controller, and it takes from them as you place the changers. With ControllerBlock, each changer tries to copy the previous changer's state, taking items from the player's inventory. So, it's probably easier to change part-way through with ControllerBlock - you don't have to run back to the controller, just open the last changer you placed if you want to switch to some other default. One advantage of ToggleBlocks though is that you can switch back and forth between setup and operation mode - double-left-clicking the controller will switch between the modes, as opposed to ControllerBlocks where switching to operation mode is a one-way operation.

    Hmm, can ControllerBlock do anything ToggleBlocks can't. Not that I can think of, no.
    Posted in: Minecraft Mods
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    posted a message on [V1.6_05] ControllerBlock SSP [Mod version : 1.2.5]
    Quote from letspoint »
    Quote from nhg1 »
    I hate to be the troll in the room but there is a better version of this mod called toggle blocks
    http://www.minecraftforum.net/viewtopic.php?f=1032&t=213034

    <snip>
    Apart from some minor polish in some areas, it appears to me to be a complete rip so far offering no new possiblities.

    I had a look at the Toggle Block mod. A lot of it is stuff you can do with controller blocks, although there are some semi-cosmetic nice things like the different sizes of toggle controller and the fact that you can "recycle" your toggle controller (crafting the toggle controller allows you to reclaim the resources that went into it). However, it looks like it does in fact have a few big features with no equivalent using Controller Blocks.

    Probably the most significant one to my mind is that items in toggle block changers are "used" when the block triggers. For Controller Blocks, there's a few special cases, such as flint&steel being converted to fire, or buckets pouring their water or lava. Toggle Blocks have generalized this: any item can be put in a changer, and when triggered they run through a set sequence: they're effectively right-clicked on the ground in that location, and if that doesn't work they're right-clicked into the air, and if that doesn't work they're dropped in the location. This means that you can do interesting things like using toggle blocks to automatically hoe the ground, plant seeds or saplings, apply bonemeal on crops or saplings, fire arrows from empty space or other stuff... anything you as the player could do by right-clicking.

    Another interesting difference is that toggle blocks can be replenished from chests. If you break your changers, the next time the system cycles it attempts to repair itself from supplies in chests near the toggle controller. Items like flint&steel in changers also wear out with repeated use as they create fire when cycled, and you can have spares in the chest to replace them with when they ultimately break.

    A third difference is that toggle blocks break "incorrect" blocks in the way - if a changer is air in one state and something else in another, and a block is built in the air space, when the changer toggles the unexpected block is broken to its item form. There are some impressive videos on YouTube of this feature being used to build automated factories: an automated using toggle blocks to automatically break the cobble generated by mixing lava and water, or an which breaks trees grown from saplings and bonemeal (also applied using toggle blocks).

    So, definitely some interesting possibilities. I find the Toggle Block UI confusing, but that's probably just because I didn't read the ReadMe carefully enough (and I'm much more familiar with the Controller Block way of doing things).
    Posted in: Minecraft Mods
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    posted a message on [V1.6_05] ControllerBlock SSP [Mod version : 1.2.5]
    Quote from letspoint »
    Defaulting what changer blocks contain does seem useful as well, but I wanted to know what was possible with toggleblocks. Apart from some minor polish in some areas, it appears to me to be a complete rip so far offering no new possiblities.

    But but but... you can default what the changing blocks contain with ControllerBlocks. Try it. Put down a single changing block, open it (you can't open it if you have another changing block in hand, switch to something else) and populate the Powered and/or Unpowered spaces. Then start placing other changing blocks. Each one you place will automatically grab the same blocks from your inventory, or make a glass breaking sound if you're out.

    I should make an "advanced usage" video for JStar to add to the OP showing some of the less obvious features of the mod...
    Posted in: Minecraft Mods
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    posted a message on Minecraft Mod Manager
    Quote from ChaoticTrack »
    Hello. I really wanted to use mods on my Macbook Pro running 10.6.6


    You don't need MMM to run mods - you can always fall back on the old-fashioned way of just splatting .class files into minecraft.jar.

    Quote from ChaoticTrack »
    I didn't know what to open the sh file in so I opened it in terminal because the default application for it was Xcode.


    That's correct, run it in terminal. If you rename it to MMM_minecraft.command, apparently it'll run by double-clicking in the Finder too.

    Quote from ChaoticTrack »
    This is what happened when I tried to open the .sh file in Terminal.

    ChaoticTracks-MacBook-Pro:~ Peyton$ /Users/Peyton/Desktop/Minecraft/Minecraft\ BETA/Minecraft\ Mod\ Version/MinecraftModManager/MMM_minecraft.sh ; exit;
    Using JAVA_HOME environment variable value
    /Users/Peyton/Desktop/Minecraft/Minecraft BETA/Minecraft Mod Version/MinecraftModManager/MMM_minecraft.sh: line 16: /bin/java: No such file or directory
    logout
    
    [Process completed]


    So, it seems to think you have a JAVA_HOME env variable set, but that its value is empty. Odd, since the .sh file tests if "$JAVA_HOME" == "" to detect if it's set or not.

    Gah! I just looked again in the .sh file, and some .bat-isms crept in. Sorry!

    Please change the 3rd line of the .sh file to read
    if [ "$JAVA_HOME" = "" ] ; then

    instead of
    if [ "%JAVA_HOME%" = "" ] ; then


    Quote from ChaoticTrack »
    This is what happened when I opened the .bat file in Terminal.


    .bat file is for Windows.
    Posted in: Minecraft Tools
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    posted a message on [V1.6_05] ControllerBlock SSP [Mod version : 1.2.5]
    Interesting - I just downloaded and tried it, and it worked for me.

    I both used a controller block that was already crafted in that save, and crafted a fresh one. All seemed to work without a problem.

    I installed it using the new method for ModLoader - I just dropped the ControllerBlock zip into ModLoader's .minecraft/mods folder.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Mod Manager
    Quote from skyreah »
    Quote from leetleader »
    I'm trying to install the MMM for mac. When i get to the step where i have to open the minecraft.sh file, it is opened with text edit. I assume this is the wrong program to open it with. What should i open it with?

    I am having the same problem, it tells me that this is a script file, and that I should be careful opening it, however it then just opens on textedit, and I can't see any MMM folder.

    I asked a Mac-using friend of mine, and he tells me that if you change the file suffix from .sh to .command, it'll run from the Finder. So, try renaming MMM_minecraft.sh to MMM_minecraft.command and then double-clicking it.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Mod Manager
    Quote from lokiejim13 »
    Im having problems to i just get this when i open the bat file

    You need to have the launcher minecraft.jar in the same directory as the bat file and MMM.jar.
    Posted in: Minecraft Tools
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    posted a message on Minecraft Mod Manager
    Interesting times, interesting times.

    You've probably all read Notch's blog post about the (lack of) modding API. I must admit that I'd sort of gone cold on MMM... internally, MMM is quite complicated - all the re-writing of java byte code on the fly is non-trivial, and I'm afraid there might still be unmapped things in there. It's also grown somewhat monolithic - it needs some significant refactoring to clean it up internally. And then there are all the problems people are having getting it to work, even after I enhanced the .bat file to try to automatically pick up their Java installation. But the main killer for me was because Mojang kept talking about the you-beaut modding API they were going to write any day now.

    However, it sounds like we may not actually get a proper modding API now. I'm still not certain how Notch intends to organise things. From what he's said, I can see three ways things might proceed:

      [*:1bhjjidq]Mods keep going as they are. Modders have access to changes in Minecraft's source in advance, but they still need to put out a new re-obfuscated mod every time. This doesn't sound like a good solution.
      [*:1bhjjidq]Minecraft incorporates something akin to MMM - an official remapping file is published along with Minecraft on each update, and mods are remapped on the fly. I don't think this is what Notch has in mind; if it is, I should clean up MMM because he's going to need something like it to make it work.
      [*:1bhjjidq]Mods actually download from Mojang's servers. Each Modder gets their own space in the Mojang SVN repository to store their source in (as well as read-only access to the client sources). Users "subscribe" to specific mods, app-store style, so the Mojang server knows what mods a given user is using. When a new version of Minecraft is built, all mods in the repository are compiled and have the obfuscation mappings applied (along with the main client source). The latest version of a given user's mods comes down the wire at the same time the updated Minecraft does. If a mod fails to build for a given release, a user would need to be warned that they can't update without losing a mod. This is the most radical option, but could work quite well. If Notch goes for something like this, I feel that something like MMM's extension chaining could still be a worthwhile and viable way for modders to override specific classes.

    So, I guess we'll need to see what happens next. I might try to pull out MMM's extension chaining stuff to make it stand-alone, in case the third option is the direction Mojang is going.

    Does anyone else have any more concrete info about how it's going to work?
    Posted in: Minecraft Tools
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    posted a message on [V1.6_05] ControllerBlock SSP [Mod version : 1.2.5]
    Quote from letspoint »
    Replaced the glass changer i accidentily mined out, flipped the switch, good as new. When did this happen?! Wish I'd known about this sooner, great function.

    ...

    I needed to power 6 controller blocks that were no where near each other from 1 switch. What i did was make a controller and placed a changer (redstone torch when powered, stone unpowered) next to each of the 6 controllers i needed to power.

    Those were both me. I turned off the gravel-ing of controller blocks when I was testing my big refactor (it kept erroneously gravelling them due to bugs in my refactor), and it worked so well like that (nothing changes until you put everything back, then it starts working again) that I made it the default behaviour, although I made it a switchable option in the controllerBlock.properties file for folks who liked the old behaviour.

    I also added support for redstone dust and redstone torches in changing blocks, because I wanted to have two switches in different parts of my house to turn on/off the defences. An XOR redstone circuit takes up a lot of room, but if you have one switch control a single changing block at the back of the other switch, toggling between a redstone torch and redstone wire, presto, one switch reverses the output of the other - XOR!

    Have you noticed that if there's more than one possible wall for the redstone torch to attach to, you can control the orientation it appears in by putting a regular coal torch above or below the changing block pointing the way you want it to go?
    Posted in: Minecraft Mods
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    posted a message on [V1.6_05] ControllerBlock SSP [Mod version : 1.2.5]
    Updated to 1.4_01: ControllerBlock 1.2.3

    JStar will be back on deck to do updates after the 15th, so hopefully he'll do the next update.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Mod Manager
    Quote from CommanderBill »
    Has This been updated fir 1.4? Or does it even need to be updated? I tried to use it to install toomanyitems, and somehow it unupdated my minecraft to 1.3
    I don't see how the toomanyitems mod could do this, even if it is still just a 1.3 mod, so I thought maybe it was this? D: doesn't matter that much, just I want to know if I should check back later for and update
    Kthnxbai :smile.gif:

    If you're just using it to run regular mods, it doesn't need updating - it doesn't rely on any classes in the current version of Minecraft, only those in the minecraft launcher (which are unobfuscated, and change much less frequently).

    Any MMM-specific mods out there would need an updated remapping.txt for beta 1.4. I'm working on a Perl script to generate that automatically from MCP (I've built them by hand from MCP's data previously). But I don't know of any yet, and with Notch saying that the official modding API is their next focus, there probably won't be :smile.gif:

    Re: reverting you back to minecraft 1.3... that's peculiar. It's possible that MMM got confused over the update, and loaded the 1.3 mappings while you're running 1.4, but that would a) only happen the one time, when it was launched as 1.3 and then updated to 1.4, so re-running it should fix that, and :cool.gif: only affect mods that rely on the remappings (i.e. MMM-specific mods). What happens when you re-run the launcher - does it offer to update Minecraft again? Does the text on the top-left in-game not say "Minecraft beta 1.4"?
    Posted in: Minecraft Tools
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    posted a message on [V1.6_05] ControllerBlock SSP [Mod version : 1.2.5]
    JStar sent me a PM saying that he won't be able to update the mod from some time in March until the 15th of April, and that if Minecraft updated during that period, could I update the mod for him.

    So, here's ControllerBlock version 1.2.2, for Minecraft beta 1.4
    Posted in: Minecraft Mods
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    posted a message on Minecraft Mod Manager
    Quote from Arcanist »
    Using version 0.2, I've gotten to step 5, but when I move to run the .bat file it gives me the error -

    Getting location of java version from registrty
    Trying to find java on your path
    '"java.exe"' is not recognized as an internal or external command, operable program or batch file.
    Failed to run "java.exe"


    How do I edit the path in this new version?

    The .bat file now tries three things to find java on windows - it looks in the registry, it looks at the JAVA_HOME environment variable, and then it looks for it on your path.

    Apparently, it's failing to find a useful value in the registry. Probably the next option is to manually set the JAVA_HOME environment variable. Set it to the location of your java installation.

    There are lots of instructions out there for setting JAVA_HOME, if you're unsure how to proceed:

    http://www.google.com/search?btnG=1&pws=0&q=JAVA_HOME+windows
    Posted in: Minecraft Tools
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    posted a message on Minecraft Mod Manager
    Quote from iDust »
    Getting location of java version 1.6 from registry
    MMM: Loading mod MinecraftModManager
    MMM: ===========================
    MMM: Failed to extend net/minecraft/GameUpdater.  All mods that attempt to exten
    d it will be disabled:
    MMM:    Unable to find owning mod for not/minecraft/MMMGameUpdaterWrapper
    MMM: exception:
    java.lang.ClassNotFoundException: Unable to custom-load class net/minecraft/Game
    Updater
            at not.minecraft.MMM.findClassBytes(MMM.java:1758)


    So, it can't find java.exe... What am I doing wrong?

    Actually, it is finding java.exe... all the MMM: lines are coming from MMM running (which means that java is running).

    The problem it's having is that it can't find net.minecraft.GameUpdater.class, which is a class in the launcher minecraft.jar. Is that minecraft.jar in the same directory as the mmm files?
    Posted in: Minecraft Tools
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