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Everything posted by jakj
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Finite Liquids Mod Support For 7.0.1 SSP Dev Build
jakj replied to jakj's topic in Modders Metropolis
Re: Finite Water Discussion Bleh! All that block-ID remapping and now a Forge incompatibility. Is it worth the trouble of merging classes...*ponder* -
Finite Liquids Mod Support For 7.0.1 SSP Dev Build
jakj replied to jakj's topic in Modders Metropolis
Re: Finite Water Discussion I'm Greek: We don't grovel. We treat our gods with wary respect and plenty of sacrifices to keep them from bothering us. ;-) -
Finite Liquids Mod Support For 7.0.1 SSP Dev Build
jakj replied to jakj's topic in Modders Metropolis
Re: Finite Water Discussion Amazing mod powers and a He-Man reference? I think you may be my new god. -
Finite Liquids Mod Support For 7.0.1 SSP Dev Build
jakj replied to jakj's topic in Modders Metropolis
Re: Finite Water Discussion Oh! Now, that inspires me with hope. -
Finite Liquids Mod Support For 7.0.1 SSP Dev Build
jakj replied to jakj's topic in Modders Metropolis
Re: Finite Water Discussion I'll give it a shot; My toaster has a few more cylinders. ;-) But the question of modifying Buildcraft to make it pump that water may be moot if it screws up Redpower and Better Dungeons landmarks. :-( Oh well. -
Now available: Patch for Technic dev build to make the Finite Liquids mod work. Technic SSP 7.0.1 Finite Liquids 5.6 Installation: After installing Finite Liquids into modpack.jar, copy agh.class, ame.class, bb.class, pb.class, and vd.class into modpack.jar. Copy TilePump.class into the Buildcraft factory zip, and Utils.class into the Buildcraft core zip. (Added mini-mod to add recipes to make water and lava cells using FL buckets. Known issues: Occasional crash saying cannot cast ame to sn. Cause unknown; sporadic. Underground lava pools use "ocean" blocks instead of normal Finite blocks, so they simply disappear instead of flowing. When a flowing pool is near-empty, some small remnants may be left behind when the ground is dry directly under the pump. Use a bucket to collect those bits and place them under the pump's spigot to get it to suck them up. Pumping flowing pools is slower than in vanilla because it does bits at a time instead of always one full block. (Buildcraft is open-source, so nobody start bitching about including the source files. No source provided for the Finite Liquids fix because I didn't change any code.) A little interesting info about Finite Liquids First, there are two types of blocks: normal, and "ocean". The normal ones dynamically flow, acting exactly like real water (except with no momentum, so no waves). The "ocean" blocks replicate themselves while still connected to the ocean, but if any ocean is cut off from the source (it tracks the shoreline), all of the ocean blocks are turned into normal flowing blocks. (This ocean business is necessary because your computer would melt if you took a bucket of water out of the ocean and it then had to recalculate the flow of the entire ocean.) When you use a bucket on the ocean, it fills the bucket but leaves the water there. When you break a block on the shoreline (thereby receeding the shore), it advances the waterline to fit the shore. May 13 Edit: Patch now updated to fix a slight bug in the mod I discovered, and also to include support for the 4096 blockfix patch. Everything in the FiniteLiquid5.6TechnicPatchMay13.zip still goes in modpack.jar, after the 4096 fix is installed. (The patch should in theory work even without that fix installed, but I haven't tested it.) IMPORTANT - The 4096 patch is still not 100% perfect, nor is Finite Liquid, and I have discovered an incompatibility: If you use block IDs above 255 for Finite Liquid blocks (in this specific crash, the oceanic lava block), Minecraft will crash during dungeon generation when getting the materials for nearby blocks. (I tried to track the issue down, but I had no success, because I started getting deep enough into Minecraft internals that I got overwhelmed and pulled back out. But basically, for some strange reason, the ID is getting its bits chopped off above the last eight. I think it has something to do with how Minecraft stores block IDs in chunks separated by the last 8 bits and the first 4 bits. I just don't know.) For now, you must allocate Finite Liquid block IDs below 256. All other mods seem to work fine with the 4096 fix, though, so you can just move some out of the way to make it work.
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I want to eat the ores. >_<
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I fail to see how your post made any sense or added anything at all to the discussion.
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Thread Recycling - The Eco Posters Wild Jungle Of Topics
jakj replied to player21's topic in Off Topic Discussion
Fuckin' threadception. YOU CROSSED THE STREAMS -
Public snapshots are better because tools like MCP can be ready before the release is actually out (as happened with 1.2.5: MCP was updated for almost a week before it actually came out). This makes the transition slightly easier, because it makes Modloader/Forge faster to update, meaning all mods using Modloader/Forge are faster to update.
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Thread Recycling - The Eco Posters Wild Jungle Of Topics
jakj replied to player21's topic in Off Topic Discussion
Re: Notch has an..................interesting sense of humor It gives you gas because it has soluble fiber, great for lowering LDL and controlling blood sugar. Not the secret you meant? -
New mods to add: Sneaky Pipe's and Logistics Pipes
jakj replied to NdMSnIpEz's topic in Tekkit Classic Discussion
So much failure, all in one little package, not the least of which is you need to check to make sure the mod you're suggesting go into SMP actually works in SMP at all. Because it doesn't. -
? ???? ??? ???? ?????????????.
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Well, my style is so spread-out and deliberate that it gives a lot of people (including my professors, back when I went to university) a case of hives, so if you ever find yourself trying to make your code more readable and structured, my code would be a good reference point to say "if it looks like this, you have gone way too far; back up a bit". ;-)
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Yeah, the "any placeable block" thing would not be trivial, and I wouldn't expect anyone to try it. The way Minecraft is coded is...hackish and archaic, to say the least, and you would have to pretty much individually override, rewrite, and substitute every single block type individually to add all those things, plus create textures for most of them (since textures are nowhere near as programmatically-applied as they should be).
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Block.blocksList and Item.itemsList are the arrays which contain all references to blocks and items in the game, and are what is checked when the ID from a block or itemstack is used. Remember that itemsList would be shifted up by 256 because the first 256 IDs are shared by blocks (because a block on the ground and a block in your inventory have the same ID).
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Coloured glass would be pretty easy: Should just be able to extend the existing BlockGlass class, use metadata (like dyes do) to store the color, and override the appropriate texture-index-retrieving functions. Then just set the existing entry in the Block.blocksList array to null and instantiate your replacement block. No base-class changes required.
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If multiple people have mentioned it, tjen it's noticeable. Surely I don't have to explain that logic to you.
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Perfection sure is...predictable. I saw the title of this thread, and in the time it took to move the mouse to it, click, and load it, I had laid out the first six posts in my mind. And...they were accurate. 100% accurate. That fucking scared me.
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Ooh, do tell us some more about how much of a burden it is to get things for free.