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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from Epitaffio

    Any news on the 1.7.x front?

    btw No rush

    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. :)
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from MaverickGMR

    Can I get the 0.6.0 version for MC1.6.4 plz?

    Everything on the dropbox link from the main thread is for 1.6.4 - I'm working on the 1.7.2 release right now. :)
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Okay 0.7.0 has been released for MC1.6.4, this is going to be the final launch for this version of Minecraft. If you're confused about why the dev was "0.7.1devA", I've removed some unfinished features that won't be seeing the light of day in MC1.6.4, so I only felt right releasing it as 0.7.0. The next version will be 0.7.1 and made for MC1.7.2. Now that we're through with that...

    Download is in the normal place in the OP, and here's a brief look at the changes in 0.7.0 - if you want the full changelog, it's available in the OP or over at my sourceforge page. (please note that the screenshots, along with the video in the OP for the prospectors are now outdated. I'm currently working on updating those but I ran out of time today - so they'll be up tomorrow!)

    !!!IMPORTANT!!! Prospectors created prior to 0.7.0 will no longer function correctly, and may crash your world or server on use (they won't corrupt your world, you'll just have to reboot). I highly suggest discarding the old ones prior to updating to be sure that won't happen. Also the config file has been completely re-vamped due to a structure change in the code, you'll have to re-customize most of your settings. I apologize for the inconvenience, and this shouldn't happen again!

    Changelog:
    • All textures have been remade to be 16x due to popular request: I will release a separate pack with the old 32x and 64x textures soon, and feel free to make your own as well! For now the overwhelming majority wanted 16x textures so I went with that. Screenshots below!
    • Prospectors have been entirely reworked: They're now 120% different, read the "how to use" and "info" sections for prospectors on the OP to see how the new ones work - keep in mind the screenshots are outdated.
    • Stone Prospector Recipe: 7 planks, 1 cobble (top left), 1 glass (center)
    • Iron Prospector Recipe: 7 cobble, 1 iron ingot (top left), 1 glass (center)
    • Diamond Prospector Recipe: 7 gold ingots, 1 diamond (top left), 1 ender pearl (center)
    • Underworld Prospector Recipe: 7 quartz blocks, 1 blaze rod (top left), 1 eye of ender(center)
    • Layout block textures now have unique dot patterns on them to help those with colour blindness: It's not perfect, I do realize some patterns are somewhat difficult to distinguish - but I'm hoping between the patterns and different saturation levels those with colour blindness will have a much easier time using the blocks than before

    Here are those screenshots I promised, look in the hotbar if you want to see what the new item textures look like!

    New 16x marker block textures:


    New 16x condensed coloured powder textures:


    Still transparent, but a bit less so (still blocks 14 light levels):


    New 16x layout block textures along with colour-specific patterns:
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from Nnystyxx

    Major modpacks are sort of 'eh' about going to 1.7.x because some 'major' mods are dropped off by then, plus each time there's a big round of updates there's a bit of a copyright/permissions hullabaloo. There are experimental 1.7.2 versions of FTB, although they don't get quite so much attention. Besides, mods like Industrialcraft, Thaumcraft, Buildcraft (i'm noticing a pattern here) have been updated. Forestry hasn't, though. And we all know how much the FTB crowd loves bees.

    The first phrase is a good example as to why I haven't updated yet. Also personally I don't really follow FTB much, they seem to have more issues with permissions in there packs than packs using the AT Launcher do - so I'm kinda just watching them for when a good update timing would be. I have some other reasons too that are better not to share on the forums, lol. :P
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from Nnystyxx

    Your mod looks fascinating and incredibly useful, but I'm on 1.7.2. I'm curious, what mods do you use that haven't been updated to 1.7.2 yet? Not, that is to say, that there's any rush on you to suddenly re-code everything, but I do wonder since you cited that as your main reason.

    o:


    Quite honestly I haven't checked since I started working on the mod. At the time it was like... 80% of the mods I used, now I'm not sure. I'll probably update whenever most of the major mod packs go to 1.7.x (which so far I've only heard chatter about). :)

    edit: or, obviously, if I get frequent posts in here about wanting 1.7.x
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    I uploaded the latest 0.7.1 dev build to the dropbox folder (normal download link in the OP) for those of you that want to get your hands on the new prospectors. I also updated the changelog on dropbox and I've posted a blog entry on the development log page that you should read before updating!

    This isn't an official release so I'm not going to update the OP or post changelog info here, I just wanted to get a small update out since it's been a while and I'm still working on the next version's features.

    Any of you that have had problems with prospectors in 0.6 and prior should find them fixed in 0.7.x. Like I said though please read the changelog before updating! There have been quite a few updates in the config file and the way the new prospectors work causes pre-existing ones to be glitchy (ie any you made before 0.7.x). I'll hopefully provide some kind of auto-update fix for prospectors once I release the actual version, but that's not in yet!

    Feel free to ask any questions you have, and enjoy! :) (also I'd like to recommend again that you follow me on twitter for info - that's where basically all my dev info gets posted!)
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from Wreckage

    The morph brush is one of our favorite tools now. Thanks a bunch.
    I would like to revisit one suggestion though...After using the morph brush extensively it would be really cool if it had some of the same functionality as the Layout blocks as far as clicking on the side of the block and placing/morphing blocks. Since it destroys the block its morphing I think that would negate any OPedness. Even if it were a config option to turn on or off. Plus being able to lay them out thru water would be nice too. I know we would use the heck out that option, then the Layout blocks and Morphbursh would have no equal (not that they already do).

    First, those pictures are awesome and I'll definitely highlight them on the OP when I upload the next version! :)

    In terms of those features I could probably implement those without much difficulty, the morphbrush working like chaining layout blocks would be disabled by default just because I don't want people to be able to instadig with the morphbrush (it could make mining a little too easy). Right now layout blocks are programmed to only replace air (purely so they never accidentally destroy your gardens, lakes, etc. that you worked hard on) but I can add a "destructive" toggle in the config that will make layout blocks able to replace anything that's considered replaceable (tall grass, water, vines, etc.).

    Quote from Sigma85

    OMG ! I finally used the layout blocks in my actual survival game. OMG they are SOOOO AMAAAAZING ! BLAAAAH !!! IDK how we ever lived without them ! Its like creative mode without cheating ! It makes things SO much easier...If only Carpenters Blocks were somehow waaay easier to setup now...Oh well...The worlds not perfect...I will likely never use regular scaffolding ever again ! :D P.S.: Wreckage, your barn looks great ! I Built one almost just like that !


    The reason carpenter's blocks don't work with Layout Blocks is that every carpenter's block is a tile entity. ATM I've just blacklisted all tile entities cause a lot of them gather data based on how players place them, or open a GUI on placement (think stuff like signs) and the layout blocks just don't provide the required data for them. I may eventually add a config option that excludes certain tile entities from the check (ie you could say, "if it's block id 1234 I don't care if it's a tile entity, let me use it anyway!" because some tile entities (basic carpenter's blocks are a good example) are fine when placed via layout blocks. The reason I'd add a config instead of manually adding them in is cause one, I have no idea about the vast majority of blocks added by other mods and two, people seem to like config options anyway. :P
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Okay 0.7.x is going to completely rework prospectors along with including an (currently secret) awesome add-on to the game that I'll be detailing in a few days when the release is ready. To Sigma85 directly, the new implementation should completely remove the issue you're having because prospectors are now instant-use instead of "channeled" as they were (I decided that the scan time was just tedious and added no real gameplay or balancing factors apart from it made it hard to scan when you were being attacked - but you don't really want to search for ores then anyway... <_<).

    Basically the new behaviour does a much better job of encouraging the player to actually move up the tiers of prospectors, instead of carrying around a low-tier for area density scans and then swapping to a higher tier just for a specify scan.

    All prospectors now scan in a 5x5 shaft around your target, with no changeable operating modes or sizes. Instead, the depth (distance, range, etc.) of the scan is dependent on the tier of prospector (Stone: 8, Iron: 16, Diamond: 32, Hardened: 64) and the feedback you get is also dependent on the tier of the prospector (Stone tells you if any ore was found, iron says the old density info, diamond has the old varieties info, and hardened is now the only way to get the old specify info).

    Another nifty new feature is that prospectors can now scan horizontally and vertically upwards instead of just downwards, this means that using a stone prospector (which has a range of 8) while at the surface will generally only help you find coal or iron, whereas using that same stone prospector to scan sideways in caves or your mines will let you find deeper ores. It adds more dynamic gameplay to the tools while keeping them very useful.

    Finally, markers now no longer cost coloured powder and they're always enabled - also instead of marking columns in which ores reside, they now mark the ores themselves and are visible through walls. The colours of the particles indicate how far away the ore is from you, up to 64 blocks with a hardened prospector.

    If you want to see some screenshots I highly recommend hopping over to my twitter profile as I've posted some screenshots and will be posting a few more.

    Look for the next update coming within the next week or so, I have a new feature to add along with polishing up what's been changed!
    Posted in: WIP Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Quote from DragonAce4314



    How about getting a new battery and trying again?
    If that doesn't work then try removing the battery and placing it again.
    If that still doesn't work then try connecting it to a conduit then linking it to the battery.
    I once had this bug and one of those three above suggestions seemed to work for me.

    Still not working? I am at lost as to what to do. Go into creative and refund your stuff (that's what I would do.)

    I already tried the first two before posting, I'll try the third now and cross my fingers :P - if not I'll probably do what you suggested lol
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    I have two light nexus beside each other with 3 blocks space between them and a mana battery (with a redstone signal) directly centered between the two. One nexus has diamond blocks and the other is moonstone - they both generate light energy totally fine (the magitech staff says so when I right-click with it to test), but only the diamond nexus will transfer energy to the mana battery. No the battery isn't full, and if I break the diamond nexus the moonstone one will still not transfer power into the battery (or any machine for that matter).

    I've tried rebuilding the moonstone nexus a few times and every time I have it will never transfer energy into any "machine" - but all of the non moonstone nexus transfer energy fine. Any idea what's going on? I'd really like to have both a normal and a moonstone light nexus for 24/7 energy generation but atm the only thing I can use the moonstone nexuses for is to stand in it for mana regen.

    I've completely deleted AM2 including the mod files and config files and re-installed and that has not fixed the problem either. Also yes I've tried connecting directly by using the crystal wrench and if I right-click the nexus I get the white "selection" beam, and then when I right-click the battery I also get a selection beam on it as well (so I see both at the same time).

    Edit:

    Here's an image of the setup with a gold block (anything else works, too) nexus and a moonstone nexus. The essence readout is what's stored in the moonstone nexus at the time. The gold nexus is charging and transferring energy fine, the moonstone nexus (no matter where I build it) is just a potato. :P


    Note that that same thing happens even with only the moonstone nexus and a brand new battery present
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from Sigma85

    Well I have far too many mods for my own good, I bet that has something to do with it. 240+ I believe... But I will try to get some screens at least, video doesnt seem to work for me, its just too slow atm...
    I think there may be something I can do to help alleviate the problem in the next version - what is SOUNDS like is happening is a desync between the server and client's NBT data for the prospector. I'm sending the bare minimum amount of data packets atm just to keep the network load as light as possible, but I can try adding in a sync during the scanning process (it'll add about 1-2 bytes of network data per tick) instead of just before and after and that may solve the problem. I can't personally test it because I currently have no issues, but I'll put it in the next version (which is probably a week and a bit away unless a major issue comes up) and hopefully that will help. :)
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from General_Anarchy


    Some of these textures are a bit too HD for my liking... Would you like me to throw together some textures that are closer default?
    If you'd like to sure, I can put a link to them on the main post for those that want lower res textures. :)
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from Sigma85

    My iron prospector just keeps spamming "blah, blah power for blah varieties" when I try to use it. Its brand new and I have it only set on 1x1 and density. I have tried all modes with same results...Am I doing something wrong ???
    I'm not sure, are you able to make a video or something about it? I haven't had any problems minus the occasional hiccup where it says the required power twice (that happens once every like... 50+ uses for me and always because of a lag spike causing the server and client to desync briefly). I'll definitely look into it some more but I haven't been able to reproduce it on my end yet. :P

    Edit: for the record I've tested it in both SSP and SMP (with a remote host)
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    Quote from Wreckage

    I have been trying out the new markers. All I have to say is WOW!

    I can see it with in 64 blocks.

    Getting within 32 blocks reveals even more info. Using color for alignment is incredibly helpful.

    Green must mean I am here.

    Thanks for the config options. The big difference between good mods and Great mods is awesome configs.


    Honestly I find the new blocks a little creepy lol (I noticed that I found them like "stalker blocks" after I added them xD), but yah they're super useful. :)

    Two quick questions: one, which texture pack is that? Two, do you mind if I use your screenshots in the OP? They're a lot better than the ones I took for demonstrating the alignment colours, also I think it's just nifty to show off other people apart from myself using the mod. :P
    Posted in: WIP Mods
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    posted a message on [1.6.4] Charlotte's Utilities (v0.7.0 final ver. for MC1.6.4) - Layout Blocks, Markers, and More!
    v0.6.0 has been released, same download location as per usual! Check the OP if you want a detailed changelog, here's the quick info though:

    Noteworthy changes and additions:
    • Config option to toggle the morph brush taking damage on use added As requested
    • Multiplier config option to customize paintbrush cooldown length As requested
    • Renamed the Paintbrush's "U/D Pipe" to "V Tube" and added a "H Tube" option I figured the new names are more descriptive, and you can now make tubes that are parallel to the ground as well as perpendicular - hooray!
    • Marker Block added This one was a popular request that I somewhat went much farther with than what people were asking for. I'll post details below!

    Marker Block 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.

    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!

    Spotlight time!
    On top of the new release, an awesome youtuber (Vaygrim) has made a spotlight for Charlotte's Utilities (v0.5.0b). Check it out because he does a really good job at explaining how to use everything that existed in the mod in that version (which I believe is everything minus the new Marker Block, also some of the things he mentions - like recipes - were fixed or changed in 0.5.1)!


    Edit: If I may add, the new marker block is stupidly useful when you're trying to build something underground and are having a tough time lining up your rooms and whatnot.
    Posted in: WIP Mods
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