I know this is beyond ridiculously late, but even if probably no one would read this anymore, I figure there'd be no harm in still replying just in case someone is still interested.
First, sorry for ghosting, guys. The main reason I disappeared is I didn't have the time to mod anymore (still don't). Maintaining the mods just ate up too much of my time and it started to affect other more important things I was doing then. I may still make mods in the not so distant future, but whatever I make will most likely be small and easy to maintain.
If pelep is reading this, then what do you think? It looks like everyone likes your mod, so would you allow someone to update it?
Yes. The mod is licensed under GPL v3 meaning anyone can take the code, work on it, and release it as long as the original work is credited. Although, at this point, if anyone is still interested in updating this, he/she will probably be better off recreating the mod from scratch.
I would like to get back to working on this, but replacing vanilla blocks is more work and consequently more time-consuming than simply adding new blocks (at least if you want compatibility with most mods). If I do decide to update this, it will most likely be reworked significantly to be much simpler.
Not sure what the new spotlight behavior is off hand. It's been a little while since I used the one I have, I'll have to swap back and forth for a bit to see it I guess.
However I do thank you for the NEI fix. I got a bit confused when I typed @lanterns in NEI and leaves and wool and other things were showing up. Then I looked at the subsets and saw what you did there.
Suggestion: use the ore dictionary treeLeaves so that leaves from other mods besides vanilla will work in the tenderbox. Also should note that for some reason Natura has decided to rebel call it the ore dictionary for it's leaves as leavesTree.
/edit
Found part of the new spotlight thing. I had to go into a flat world with NEI's overlay to really see it. Very nice.
Maybe it's just me but it's a bit confusing when placing the spotlight it points in the opposite direction the player is facing. For me it's seems more logical have it point in the direction they are facing. I went back the 1.0 and just noticed that it points towards the player as well.
yes, i've been doing a bit of work on intermod operability glad someone noticed! and thanks for the heads up with the leaves thing. i didn't notice the entry in the ore dictionary for leaves so i only considered recipes with wood planks and iron ingots. for now, you can simply set it in the config natura registering their leaves as "leavesTree" kinda defeats the purpose of the ore dictionary... i wonder why they did that.
and yeah, how differently the spotlight works isn't very noticeable visually, but if you press f3 and check the light values of the surrounding blocks, you'll notice the light reaches a lot farther than a lantern's. it will be shown in the wiki in a more understandable fashion, but i still have to finish making the pictures for it.
the spotlight facing the player is just an effect of previous code (all the way from unlit torches). it was just cleaner and more convenient to have it that way. now that i think about it, it might not be troublesome at all to fix it since a lot of stuff's been rewritten already. i'll look into it. thanks for the suggestions!
Cool! Only issue I've noticed so far is that this new version seems a bit laggier than the previous. Especially outdoors where walking around with a lit lantern drops my fps from ~70 to ~20.
weird. besides some naming changes, i haven't touched the dynamic lighting part of the mod's code. it should perform like the previous version since it's the same code and functions exactly the same way.
also, looks like the curseforge page is up again i'll be putting up a wiki there within the next few days in case anybody finds some stuff confusing.
Any chance you could upload a mirror for the new version? Curse are notoriously slow to deal with these kinds of things and I'd rather like to try your new unlit torches version with lanterns.
Yeah, it happened to me, I tried removing it, no crash, so I posted here to make sure it wasn't just on my end. Any news on when this should be fixed?
nope, sorry about that. was supposed to upload v1.1.0 along with the updates for pcl and unlit torch, but delayed because of the curseforge thing i mentioned above. i uploaded the update in the mirror. it will work with pcl2.1.0
Download link for mod no longer functions. Have you given up maintaining this in favor of your unlit torches mod?
no, curseforge, the site the files were hosted on, deleted my project because it "needed a logo" instead of just temporarily locking it or something. makes me want to curse...forge. ha. getit? ha. ha. anyway, i'll be uploading an update after i get the project reapproved on curseforge. for now, just download the files through the mirror. the link is right beside the main download link.
I'm confused, did the new version come out and the change log is lying, or did you not get to uploading it or something?
by "new version" do you mean version 2.0.0? if yes, what's the problem? i see 2.0.0 in the downloads just fine. i doubt you mean 2.1.0 because you posted this yesterday and i just edited the stuff for 2.1.0 today..
The idea of unending torchlight bugged me enough to prioritize this mod over others. No, really. I removed all Multipart-using mods. Free, endless light should be something you work toward, in my opinion. An accomplishment. At least in my opinion. It's not for everyone. I've built my collection of mods around three axioms: (1)Permantent Light is difficult to achieve, (2)Surplus of food should be difficult to get, and (3)A light level of 0 should be impossible to see in. It's quite the experience. A difficult, but not too difficult survival experience.
i agree, but yeah, it's not for everyone number 3 sounds interesting. do you happen to know any mod that does that? i'd probably use it
Can you allow us the ability to select what can work as lantern oil and how much it gives? For instance, I want to use Railcraft's Creosote Oil since creosote oil has been used historically for fueling lanterns.
i'll most likely add that in a future update probably the one after next
the only reason i haven't updated my mods to 1.7 is because i'm waiting for forge to fix a bug on their end. if forge updates to 1.8 before the bug is fixed, i might skip to 1.8 as well. so it depends on forge fixing the bug soon or me deciding to make a 1.7 version even if it isn't fixed.
huh. dropped torches? that's.... baffling. the only reason i could think of now is if you happen to use my other mod, mctweaks, as well. if you do, it could be that a skeleton shoots them down and it just despawns or walks away before you see it. could you give me a list of the mods you're using?
and yes, the torches still do die out in the rain, but if you set "torchupdates" to false, they won't. also, i already reported the ee3 bug to the developer
edit: also, thought you might like to know, the update which i'll most likely upload soon makes it easier to light the torches. right-clicking on them will ignite them if you have an igniter in your inventory. no more switching back and forth between items
hmm.. do they actually burn out/break? or do you just hear stuff like torches breaking? but then, you've got "torchupdates" set to false. with it set to false, the torches would basically be vanilla torches except that they contain extra data (remaining lifespan) with them, so those other settings for dying out and stuff shouldn't actually matter. one thing that could cause them to burn out would be mobs. did you set the config to stop mobs from touching torches?
i've tested ee3 with and without any of my mods, and it seems the glass bell acts a bit weirdly. it does the same thing you described even for vanilla torches, glowstone, or (i'm assuming) anything that gives off light.
Pretty soon. the fix for multipart is already done actually. i'm just attacking other parts of the mod, refining the code and getting rid of other bugs/incompatibilities.
no need for crash reports about forge multipart. i've known about it for quite a while now and i finally got around to working on it. the next update will be compatible with multipart
I have a few ideas as to how a campfire might work:
Campfires may be crafted by placing sticks (or if that would be too hard to implement without overriding base files, a crafting recipe that fits in a 2x2 area?)
Campfires cannot smelt ores or other minerals.
Campfires cook foods twice as fast
Configurable cooking recipes
Can burn even if nothing's cooking
Items burn twice as long if nothing's being cooked
Breaking it gives back the items that were used to make it (recyclable)
Scares off the undead when lit
Can only use small items as fuel (saplings, sticks, etc) (maybe?)
hmm.. would be interesting to be able to build a campfire simply by placing the materials down. but, i'm not really sure if and when i'm going to make a campfire mod, but i'll keep these ideas in mind thanks
I can confirm the ticking entity crash when used with MCA. I will go into config and test if turning villager interactions to false fixes it.
please do. despite having already made a possible fix for it, i really see no reason why it would bug in the first place. if the bug reported earlier is caused by an incompatibility, that would make much more sense
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I know this is beyond ridiculously late, but even if probably no one would read this anymore, I figure there'd be no harm in still replying just in case someone is still interested.
First, sorry for ghosting, guys. The main reason I disappeared is I didn't have the time to mod anymore (still don't). Maintaining the mods just ate up too much of my time and it started to affect other more important things I was doing then. I may still make mods in the not so distant future, but whatever I make will most likely be small and easy to maintain.
Yes. The mod is licensed under GPL v3 meaning anyone can take the code, work on it, and release it as long as the original work is credited. Although, at this point, if anyone is still interested in updating this, he/she will probably be better off recreating the mod from scratch.
I would like to get back to working on this, but replacing vanilla blocks is more work and consequently more time-consuming than simply adding new blocks (at least if you want compatibility with most mods). If I do decide to update this, it will most likely be reworked significantly to be much simpler.
0
yes, i've been doing a bit of work on intermod operability glad someone noticed! and thanks for the heads up with the leaves thing. i didn't notice the entry in the ore dictionary for leaves so i only considered recipes with wood planks and iron ingots. for now, you can simply set it in the config natura registering their leaves as "leavesTree" kinda defeats the purpose of the ore dictionary... i wonder why they did that.
and yeah, how differently the spotlight works isn't very noticeable visually, but if you press f3 and check the light values of the surrounding blocks, you'll notice the light reaches a lot farther than a lantern's. it will be shown in the wiki in a more understandable fashion, but i still have to finish making the pictures for it.
the spotlight facing the player is just an effect of previous code (all the way from unlit torches). it was just cleaner and more convenient to have it that way. now that i think about it, it might not be troublesome at all to fix it since a lot of stuff's been rewritten already. i'll look into it. thanks for the suggestions!
0
weird. besides some naming changes, i haven't touched the dynamic lighting part of the mod's code. it should perform like the previous version since it's the same code and functions exactly the same way.
also, looks like the curseforge page is up again i'll be putting up a wiki there within the next few days in case anybody finds some stuff confusing.
0
why not. uploaded it in the dropbox mirror
nope, sorry about that. was supposed to upload v1.1.0 along with the updates for pcl and unlit torch, but delayed because of the curseforge thing i mentioned above. i uploaded the update in the mirror. it will work with pcl2.1.0
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no, curseforge, the site the files were hosted on, deleted my project because it "needed a logo" instead of just temporarily locking it or something. makes me want to curse...forge. ha. getit? ha. ha. anyway, i'll be uploading an update after i get the project reapproved on curseforge. for now, just download the files through the mirror. the link is right beside the main download link.
0
by "new version" do you mean version 2.0.0? if yes, what's the problem? i see 2.0.0 in the downloads just fine. i doubt you mean 2.1.0 because you posted this yesterday and i just edited the stuff for 2.1.0 today..
2
planning to upload the update by today or tomorrow!:)
i agree, but yeah, it's not for everyone number 3 sounds interesting. do you happen to know any mod that does that? i'd probably use it
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i'll most likely add that in a future update probably the one after next
the only reason i haven't updated my mods to 1.7 is because i'm waiting for forge to fix a bug on their end. if forge updates to 1.8 before the bug is fixed, i might skip to 1.8 as well. so it depends on forge fixing the bug soon or me deciding to make a 1.7 version even if it isn't fixed.
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and yes, the torches still do die out in the rain, but if you set "torchupdates" to false, they won't. also, i already reported the ee3 bug to the developer
edit: also, thought you might like to know, the update which i'll most likely upload soon makes it easier to light the torches. right-clicking on them will ignite them if you have an igniter in your inventory. no more switching back and forth between items
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yes, minimum of 1 and maximum of 32000
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i've tested ee3 with and without any of my mods, and it seems the glass bell acts a bit weirdly. it does the same thing you described even for vanilla torches, glowstone, or (i'm assuming) anything that gives off light.
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in that case, i'll look into the mod and see what can be done. thanks! in the mean time, disabling the villager interactions should suffice.
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no need for crash reports about forge multipart. i've known about it for quite a while now and i finally got around to working on it. the next update will be compatible with multipart
hmm.. would be interesting to be able to build a campfire simply by placing the materials down. but, i'm not really sure if and when i'm going to make a campfire mod, but i'll keep these ideas in mind thanks
0
please do. despite having already made a possible fix for it, i really see no reason why it would bug in the first place. if the bug reported earlier is caused by an incompatibility, that would make much more sense