• 27

    posted a message on [1.5-1.11.2] Vein Miner - Quickly mine veins of ore

    Vein Miner
    About
    A mod to help mine veins of ores by mining blocks of the same type in a chain reaction, giving you the blocks at the end. It is inspired by Connected Destruction by Bspkrs.


    More Spotlights:

    It improves upon Connected Destruction by:

    • Can be optionally be installed in the client for hotkey support
    • Can have personal settings (that can be remembered using the client part of the mod
    • Actually uses the tool to mine, so drops are correct
    • Can change the settings in-game
    (Contains most up-to-date information on VeinMiner)

    Installation
    To install (for those not using the Curse client, or if the client does not install it properly)

    1. Install Minecraft Forge
    2. Download file for the correct version of Minecraft
    3. If in 1.5.x, place in the coremods folder. If on 1.6.x, place in the mods folder
    4. Start Minecraft to test it works

    Download

    Dev Builds for 1.7 are available here.

    Using
    To use Veinminer, you need to have Veinminer installed on the server (for single player games the client and the server are the same). You do not need to have Veinminer installed on the client, however it will provide reduced functionality to the clients that do not have it installed.

    In order to get the most out of Veinminer, you should edit the VeinMiner.cfg config file. Add the ids of the blocks to the different block lists to that you wish to be able to mine using Veinminer. Add any tools that you want to be able to use to use with Veinminer. The IDs should be changed on the server.

    The default config file has the vanilla ores added for the pickaxes, vanilla wood added for the vanilla axes and clay for the shovel.

    VeinMiner has several modes, each of which determine when it is activated. Modes are specific to each player.

    • 'Disabled': Don't activate at all. This is the default if you don't have the mod installed in the client.
    • 'Auto': Activate when the keyboard shortcut (also called a keybind) is pressed in the client. The keyboard shortcut by default is '~`.
    • 'Sneak': Activate while you are sneaking. This is the same option as provided by Connected Destruction. This is the default if you have the client.
    • 'No Sneak': Activate while you are not sneaking.

    The client setting in the config file allows you to choose what mode you go into when you join a game. To set the default mod to disabled, set the shortcut to an unused key.You can use the

    /veinminer



    command to change the mode that VeinMiner is in for you. This can be done with

    /veinminer mode 



    where is one of 'disable;, 'auto'; 'sneak'; or 'no_sneak'. You can use

    /veinminer help enable



    for help (i.e. info on this page).Using the default settings, an easy way to see VeinMiner working is to chop a tree (from vanilla) down using an axe (from vanilla).

    Changelog
    I don't like updating this post (every time I do something is messed up, so I have put the changelog on Github. Curseforge downloads have changes from the past version listed.

    Licence / Permissions
    This is licenced under the LGPL (which is an open source licence). So you are free to do anything with it so long as you keep the code open-source.This means that distribution as part of modpacks are allowed.

    Donations
    I would really love donations to help me pay for stuff.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.5-1.11.2] Vein Miner - Quickly mine veins of ore
    Quote from JasonKillsUS»

    hi there my logfile is getting flooded with:


    "[17:49:21] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 57 | 1537 || Cancel: true / false
    [17:49:22] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 56 | 1537 || Cancel: true / false
    [17:49:22] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 55 | 1537 || Cancel: true / false
    [17:49:22] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 54 | 1537 || Cancel: true / false
    [17:49:22] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 53 | 1537 || Cancel: true / false
    [17:49:22] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 52 | 1537 || Cancel: true / false
    [17:49:22] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 51 | 1537 || Cancel: true / false
    [17:49:23] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 48 | 1537 || Cancel: true / false
    [17:49:23] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 47 | 1537 || Cancel: true / false
    [17:49:23] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 46 | 1537 || Cancel: true / false
    [17:49:23] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 45 | 1537 || Cancel: true / false
    [17:49:23] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 44 | 1537 || Cancel: true / false
    [17:49:24] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 43 | 1537 || Cancel: true / false
    [17:49:24] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 42 | 1537 || Cancel: true / false
    [17:49:24] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 41 | 1537 || Cancel: true / false
    [17:49:24] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 40 | 1537 || Cancel: true / false
    [17:49:24] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 39 | 1537 || Cancel: true / false
    [17:49:24] [Server thread/INFO] [VeinMiner/]: Block Break (True) at 528 | 38 | 1537 || Cancel: true / false"


    an so on...


    MC 1.7.10/Forge 1448/ Veinmeiner VeinMiner-1.7.10_0.28.0

    Is there an option to stop that.. 10 MB log file after 1/2h playtime ?!

    Thanks


    Veinminer 0.28.1 fixes that.
    Posted in: Minecraft Mods
  • 1

    posted a message on Powerconverters (originally by PowerCrystals)

    The problems with crashing when Gregtech is installed should be fixed. I just removed the Gregtech power system entirely. If somebody that knows gregtech can guide me to what is needed to support it again, I may add it back as a power type.


    Also, I have put it on curse: http://www.curse.com/mc-mods/minecraft/229499-powerconverters-portablejims-fork . It would be nice if you could download from there instead of from my jenkins.

    Posted in: Minecraft Mods
  • 19

    posted a message on Powerconverters (originally by PowerCrystals)

    PowerConverters

    Just a continuation of the PowerConverters mod by Powercrystals, specifically the version maintained by Samrg472. It seems like Samrg472's version is dead (or at least waiting to be revived), so I decided to continue it.

    Changes:

    • Various code optimizations, including moving to gradle, which will make the transition to 1.7 fairly easy
    • Bugfixes, including the display on steam consumers and the charging of RF tools.
    • Added Factorization support

    Download (Curseforge)


    Download (Jenkins)

    Source code (github)

    As with Samrg472's version of Powerconverters, Powerconverters is licenced under the MMPL license and can be distributed with all modpacks provided a link back is provided.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.5-1.11.2] Vein Miner - Quickly mine veins of ore
    Quote from capSAR273»
    Hello! Having an issue with using Veinminer on the client only: http://paste.ee/p/fyCpz

    Can't figure out why it doesn't let me connect to my own world, just kicks me back to the menu as soon as I try to load it. Thanks for the help!

    Try the latest version (0.26)
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.5-1.11.2] Vein Miner - Quickly mine veins of ore
    Quote from sosupershepx1»
    Hello :) Thank you for this amazing mod! I seem to be having an issue though and was looking for some help from anyone.

    I have done my fair share of troubleshooting and just can't figure out how to solve my issue.



    I am using veinminer 0.23.0 for 1.7.10 and have it ONLY installed on the server, I read that I was able to do that. But when clients connect to the server I believe that forge will not allow them to I seem to get this error. (screen shot). Is there a config or something I had to do? Any help would be great tyvm!^_^

    I am actually thinking that the ability to be installed just on the server is broken. That is something I should fix.
    Posted in: Minecraft Mods
  • 1

    posted a message on Powerconverters (originally by PowerCrystals)
    Quote from KillerMapper
    Hello, I downloaded your latest 1.7.10 build and added it to my custom pack, and it works. But I don't have any recipes for EU consumers / producers in NEI. The only craft I get for a consumer is to put a producer, and vice-versa. The bridge craft can use IC² items btw. Of course, I have IC² installed. Other energy (steam, factorization, RF, MJ) have correct recipes. Any idea why ? Maybe I can craft then, but I don't know the craft.

    Also factorization converters have names like "powerconverters.factorization.consumer.name".



    Thanks.

    Both problems should be fixed now (build #24)
    Posted in: Minecraft Mods
  • 1

    posted a message on Powerconverters (originally by PowerCrystals)
    So I got the rewrite done now.

    Most issues should be fixed, including support for TE4.

    Factorization support is currently untested.
    Posted in: Minecraft Mods
  • 1

    posted a message on Powerconverters (originally by PowerCrystals)
    So, the cause of some people's crashes is that the 1.7.10 version of mods are different.

    The cause of others' crashes is that you are adding 2 RF based mods (e.g. Ender IO and TE) and it is clashing. This is a problem with how Powerconvertes is structured, so I am planning to do some re-structuring of some of the code to make it handle this situation easier.

    The problem is time. I have other things to do, so it will take a bit of time for me to do that. So it is not forgotten, only slow to get a fix.
    Posted in: Minecraft Mods
  • 1

    posted a message on Forge naming - Still having problems!
    Your modid shouldn't include a ":", but references to blocks should be "modid:blockname". So try

    package com.xtracraft.main;
    
    import com.xtracraft.block.*;
    
    import net.minecraft.block.Block;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.Mod.EventHandler;
    import cpw.mods.fml.common.event.FMLPreInitializationEvent;
    import cpw.mods.fml.common.registry.GameRegistry;
    
    @Mod(modid = Xtracraft.modID, version = "1.0", name = "Xtracraft")
    public class Xtracraft {
    public static final String modID = "xtracraftmod";
    
    public static Block test;
    
    @EventHandler
    public void preInit(FMLPreInitializationEvent event) {
    test = new BlockTest().setBlockName("test");
    
    GameRegistry.registerBlock(test, modID + ":" + (test.getUnlocalizedName().substring(5)));
    }
    }

    (what changed)
    Posted in: Modification Development
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