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    posted a message on Greg's SG Craft

    I've got a standalone texture pack that just recolors the gate to be darker instead of the blue-ish hue it is by default. Currently only tester for 1.10.2 and 1.8.9

    https://minecraft.curseforge.com/projects/gates-gone-gray-gregs-sg-craft-resource-pack

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    Sorry Zeno, I've not had a chance to test the newest version with UBCOres, I'll make sure it's not my fault first.


    Edit:


    So the new update fixed the issue of passing the wrong blockstates quite nicely, great work :D

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Quote from Zeno410»

    I think rather than try to anticipate all the possible ways ores can get named I'm going to add a registration option where the name can be specified.



    That'd be great

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    So I tested UBCOres with the newest version of UBC (18 iirc) and I'm actually getting a brand new crash. The change to use unlocalized names does work for most mods, however there are a few that it does not. Ars Magica happens to be one of them.


    The reason for this is when you call getUnlocalizedName it's going to return 'tile.ore' for all iterations of AM2 Ore as it doesn't compensate for the different blockstates that define each unique ore.


    That effectively makes AM2 incompatible with UBC unfortunately and I suspect there are some other mods that may have the same issue.


    I compiled a version of UBC Locally to do some testing and have a solution that will allow mods like AM2 to work properly, it does not use the blocks unlocalized name however.


    OreEntry.java

       private static String name(Block baseStone, Block baseOre, int meta) {
            if (baseOre.getRegistryName().getResourceDomain().equals("minecraft")) {
                return baseStone.getRegistryName().getResourcePath() + "_" + baseOre.getRegistryName().getResourcePath();
            }
    		return baseStone.getRegistryName().getResourcePath() + "_" + baseOre.getRegistryName().getResourceDomain() + "_" + baseOre.getRegistryName().getResourcePath() + "_" + meta;
        }



    That results in the UBC Ore Created having a name based on the blocks resource domain, path, and meta. Which should be unique.


    Similarly, I also tested out a fix for UBOre not dropping items properly and it seemed to be a simple fix as well by replacing any references to 'state' with 'baseOreState' when calling methods on baseOre (quantityDropped, getItemDropped, damageDropped, getDrops)

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    That's a negative, I took out IC2 support because you had put it in UBC itself.


    Thermal Expansion, Immersive Engineering, Ars Magica 2, and one or two other mods use "ore" as the part of the registry name for their blocks. UBC's UBification stuff only takes part of the registry name, the resource path/second part, to create it's blocks. That part of the registry name is not unique. It's only unique in combination with the domain path/first part.


    https://github.com/Zeno410/UndergroundBiomesConstructs1.10/issues/4

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    As a heads up, Ores are currently generating with the wrong OreDictionary Tag. Most ores have a tag of logWood, a few that have two tags will also have plankWood.


    I posted an issue on the UBC GitHub page with a bit more detail.

    Posted in: Minecraft Mods
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    posted a message on Apparently, people are strangely reactionary

    That video was satire and exaggerated the problem most people have with the blocks.


    My issue is the same I have with mods that use 32x32 textures and larger. They don't fit the rest of the game. It's nothing a resourcepack wont fix.

    Posted in: Discussion
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    posted a message on Greg's SG Craft

    I've been on a bit of a Stargate kick lately it seems and have made an unfortunate wall of text.


    TLDR: I made Stargates spawn as worldgen using Pillar, they're not perfect but do function. Screenshot below


    I've been working on a modpack and I want to have SGCraft in it, worldgen and all. Given that isn't an option currently I've been playing with the mod Pillar by Vazkii. It uses the Vanilla Minecraft Structure system to spawn things in world based on whatever restrictions you specify.


    It's been a bit of a learning process for me. Things you may not think of. Like, you can't setup a structure of a completed gate, that will copy TileEntity data which is bad. We need each gate to be unique.


    That's easy enough to fix however as you can use a Data block to cause the Stargate Base to spawn after the structure or at least independently. It's worth noting that this method of spawning in the Base doesn't trigger an update so the gate is non-functional at that point.


    Spawning in a Controller using setblock, again, it's a unique TileEntity, we can't copy it because we don't want garbage data, runs into the same issue as the Stargate Base. There's no block update when it's placed, the gate itself never gets verified properly. There is a solution however... FallingSand.


    By using a Data block to summon a FallingSand Entity with the Stargate Controller information you can cause the Controller to spawn in world WITH update that results in a full functioning uniquely addressed Stargate. Even more awesome to this is you can spawn the Stargate Controller with items if you want to, I've currently got it set to spawn with 1 to 5 pieces of Naquadah.


    There are a few flaws however.


    The primary one is that all Stargates spawn facing the same direction. In this case South. Depending on the orientation of the gate, the orientation of the Stargate Base and Controller would also need to change, I've not seen a way to do that.


    The secondary one is that the Stargates only check for a single block when attempting to spawn which can result in some weird looking spawn areas. I think I might be able to do something about that by using additional structures to either setup the area first or determine if there is actually room before spawning the gate, but that's beyond me at the moment.


    With all that said, I'm still happy with what I have so far.


    Put your spoiler here.WorldGen Stargate using Pillar and the Vanilla Structure System

    Posted in: Minecraft Mods
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    posted a message on Greg's SG Craft

    I've a bit of an odd request.


    Is there anyway that the text colors for the GUI's could be customizable via the configuration file?


    I've been playing around with making a slightly darker texture pack and it all works fine except for the fact the GUI text is still the same vaguely bluish color.


    In case anyone is curious as to how they look.


    Stargate Done Darker

    Stargate Done Darker - Active

    Stargate Done Darker - GUI

    I'm still working on the actual event horizon texture as well as the texture for the glyphs, I want to go with either a Goldish Color or an Off white

    Posted in: Minecraft Mods
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    posted a message on Redstone Paste Mod

    Sorry to bug you here, I'm not sure what's the best way to request something like this.


    Currently both Redstone Paste and Hopper ducts are on Curse as 1.10 and 1.9.4 mods. Is there any chance these mods could be flagged as compatible with 1.10.2 so that they can be used in packs put together with the curse launcher?

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    This new version also is working with UBC Ore Registrar again, stuff is showing up nice and properly. Thanks for all the work you've put into this mod :)

    Posted in: Minecraft Mods
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    posted a message on Greg's SG Craft
    Quote from Berserker77»

    Odd crashing problem. We added SG Craft and a few other mods to Infinity Evolved, for one of us this crash occurs in late stages of loading:

    http://pastebin.com/z0QBhY7v

    However, others are fine.



    Quote from mgwerner»

    Same problem here. Any response?

    Alright, so I had this same issue as well.

    The conflict is with Immersive Engineering. The default texturemap that it uses for it's revolver skins is 94, it looks like SG Craft may be attempting to use that same map as well and causing an issue. Luckily Immersive Engineering lets you specify the ID for the Revolver Texturemap. You can find the option at like line 185

    # The ID of the texture sheet used for revolvers. This should probably never conflict since not many mods do custom sheets.
    I:"TextureSheet: Revolvers"=94

    Just change that 94 to another number, I used 95, and after that I was able to load up the two mods together no problem.

    Posted in: Minecraft Mods
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    posted a message on Catwalks 3

    Oh nice!


    I really like the look of the stair catwalks.

    Posted in: WIP Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from PCAwesomeness»
    ...
    3: DI says that they have 3 HP, yet it takes about 9(?) hits to kill them.

    You're probably using a weapon from another mod (or vanilla minecraft). Non-BL Weapons only deal about a third of their damage when attacking an Entity from BL
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I've got sort of a feature request.


    It would be nice if the Arcane Ear would emit a strong redstone signal to the block that is attached to. It currently emits a weak redstone signal in 6 directions.


    It would allow you do something like below to act as a NOT Gate instead of requiring an extra block and redstone dust.

    An Arcane Ear placed on a block with a Redstone Torch acting as a NOT Gate

    Posted in: Minecraft Mods
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