planetguy Posted March 11, 2013 Posted March 11, 2013 (edited) Note: The Minecraft Forum post is more up-to-date with Gizmos releases. I still will provide support here, but I won't necessarily update this post. For the very latest info on what I'm up to and source code for everything, check the Git repository.Gravity Bomb: If there is air below it, it falls until it hits a block, and then explodes. Craft 3 of them with 3 TNT along the top, one blaze powder in the middle and 3 iron ingots on next to the blaze powder.Excavator Bomb: Functions much like a gravity bomb, except after exploding continues falling and exploding for a set lifespan. To craft, line up 3 gravity bombs vertically, put iron on the middle sides, and put iron pickaxes on the bottom sides.Inserter: When opened, reveals the following GUI: Place a tool (or other non-stacking item) into the slot marked with a pickaxe outline. To put something in, put it in the slot with the down arrow and the tool below it. To take it out, put the tool in the slot below the up arrow. Note: Tools with gunpowder explode when used, and tools with a fermented spider eye poison the player who uses them. Craft it by placing a lens, workbench, and chest along the top, 3 iron blocks along the middle and planks in the bottom corners.Accelerator: Entities on top of this (players, mobs, XP, items, etc.) are accelerated in the direction of their current motion. Not legitimately obtainable.Launcher: Entities INSIDE this are accelerated up. Not legitimately obtainable.Time bomb: A time bomb. (What else?) The red bar is the fuse (set in the mod config). When the fuse runs out, it creates vanilla primed TNT at its location. Craft it from one clock and one TNT.Fork bomb: Almost exactly like a time bomb with one crucial difference: When it is right- or left-clicked (but not when it is sneak-clicked), it places fork bombs (with the same fuse as itself) in any available spaces adjacent to it. Note that it looks exactly like a time bomb: this is intentional. To make it, surround one time bomb with end stone.Deforestator: Burns logs, leaves, vines and tall grass more or less as fast as the server can tick. To craft, put a flint and steel in the middle, blaze powders at the corners and saplings at the sides.Miner's Lighter: Instantly burns gravel and lava. For world safety reasons, does not work in the Nether as of v0.7. Craft like a deforestator, except substitute gravel for the saplings.Temporal Dislocator: This is for anyone who has ever been stuck waiting to craft something, having all the parts needed except for one little thing smelting in the furnace. When you sneak and right click a block, it causes the future version of the block to be pulled back in time to the present. NOTE: I haven't tested it on all mod blocks. Use at your own risk. If you wonder if something is safe, try it in a test world first. In my test it worked just fine on HV solar panels as found in Tekkit Lite, dumping hundreds of thousands of EU into an MFSU instantly. To craft, surround an iron ingot with clocks.Spy Lens: A piece of precision optics used to make the inserter and defuser. It is made by crafting 4 iron around a glass block.Defuser: Instantly removes blocks listed in the mod's config. (Put in all the explosives in your pack or it won't work on the ones you miss. It only works on blocks so far.) It is the only way to neutralize fork bombs. In doing so you need to sneak, upon pain of having 6 times the problem on your hands. Nothing, shears, lens, nothing, stick, shears, stick, nothing, nothing. Carry one on SMP. You will regret it if you don't.Build tool: This is a time- and space-saving utility item. It is effective against blocks as a diamond pickaxe. Load things into it with the inserter, and when you right-click with this tool it has the same effect as right-clicking with the thing you put in. (Warranty void if used to launch projectiles.) It also automatically refills itself from your inventory. It is not exempt from exploding or poisoning its user as any other tool does, depending on what you put in it with the inserter. It is made with a diamond pick in the bottom left, piston in the middle and chest in the top right.Invenswappers: These two closely related blocks move your inventory quickly without the hassle of opening GUIs and shift-clicking or related shortcuts. When placing them, make sure that you can walk on top of them and that directly above is air. To use them, walk on top of them and sneak for a moment. On the blocks, the red arrow in the arrow pair is the one that marks the flow of items. Right click them to see what is inside them. They are made like so: ICI LPL LHL where I is an iron pressure plate, C is a chest or hopper, L is a lapis block, and H is a hopper or chest. You can also convert between in and out invenswappers by putting them in any crafting table.Fire extinguisher: Extinguishes blazes of all types, from the hostile mob (2 hits to kill) to fireplace building mistakes, prize sheep burning and even deforestator or miner's lighter fire if you're really fast about it. Made with one iron ingot on the top center, two water buckets below, and rose red in the four slots beside the water.Flower fix: Allows increasing the generation of vanilla flowers. Someone asked me for it because with many mod flowers taking over bonemeal flower spawns, roses and dandelions were almost unobtainable. The weight added to each flower is configurable. By default, roses are weighted at 10 and dandelions 20. This can only increase weights, not decrease them!Item containment: Gizmos is with many things a destructive mod, but has some other useful stuff. In ye olden days, this would mean that a sensible admin wanting a peaceful server would remove the entire mod. However, Gizmos has an item banning system that removes only parts of the mod you don't want. It is probably impossible to get banned Gizmos stuff on SMP, even with all the hacks in the world or access to /give or creative. As of version 1.0, the system has undergone a complete rewrite to allow more extensible and longer tech trees. The method of banning items has also changed: Instead of toggling booleans in the config, one puts the names of unwanted modules (see ModuleNameList.txt inside the mod for the list of names) into the banned items list in the config. As of version 2.0, it's been reworked again. I've probably broken all your configs; I'm sorry about that.Download: Minecraft 1.6.x: New release downloads will be on my CurseForge page, since it doesn't have a traffic limit and Dropbox does.Latest build (Whatever I'm doing at the moment. See the commit log for what that is.) Minecraft 1.5.x:Gizmos v1.0 (Added invenswapper recipe, rewrote loading for item banning system with dependency management)Gizmos v0.9 (Added invenswappers)Gizmos v0.8 (Allowed the build tool, fixed the hungry spy desk eating items)Gizmos v0.7.1 (Fixed stupid bugs in inserter and lighters)Gizmos v0.7 (Miner's lighters and forest lighters can no longer destroy/crash the world)Gizmos v0.6 (Added time bomb, fork bomb, bomb defuser and build tool. Flower fix included in download, it's a separate mod from Gizmos.) Minecraft 1.4.7:Gizmos v0.4.2 (Backport of Gizmos v0.7.1 to run on MC 1.4.7)Gizmos v0.4.1 (Fixed bad file copy leading to no mod loaded)Where did the other versions go? They never worked. I took them down lest someone download them and then discover they were broken. The mod is licensed under the GNU GPL v3 or higher, at the user's option. Source code is included in the download, or there's a git repository.Known issues: -In 1.6 versions, the fire blocks display with the default texture. I'm pretty stuck on this one, so any ideas would be appreciated. Edited November 1, 2014 by planetguy Quote
planetguy Posted March 14, 2013 Author Posted March 14, 2013 Version 0.2 now available! Edit: I realized that the Spy Lab has no recipe, and that it's because I can't think of a good one for it. Any suggestions? Quote
Markarthian Posted March 14, 2013 Posted March 14, 2013 Since It's a cool block I'd make the spy lab be a little complicated. But not too complicated. Like: " I ", "IGI", " I " for the lens, (I being iron, G being glass) "SLS", "WWW", "B B" to create the spy lab (S being stone gears, buildcraft style, W being woodslab, B being woodblock) Quote
planetguy Posted March 15, 2013 Author Posted March 15, 2013 The lens is a nice idea for the spy lab, and maybe I could use it for disguises ("L L", " C ", " ", L=lens, C=leather makes a glasses and mustache wearable disguise, and to any other player (except maybe ops) you look like the person named in the disguise. Yet another thing bad for servers.) I always thought of the spy lab as a midgame item, because it could double a player's storage space. Buildcraft gears wouldn't exactly work, because I'm trying to make this stand alone and I wouldn't want to interfere with Buildcraft's gears by adding my own with the same recipe. "LWC" "III" "B B" L=lens W=crafting table C=chest I=iron block B=wood block is more what I'm thinking in terms of cost. Quote
Markarthian Posted March 15, 2013 Posted March 15, 2013 The lens is a nice idea for the spy lab, and maybe I could use it for disguises ("L L", " C ", " ", L=lens, C=leather makes a glasses and mustache wearable disguise, and to any other player (except maybe ops) you look like the person named in the disguise. Yet another thing bad for servers.) I always thought of the spy lab as a midgame item, because it could double a player's storage space. Buildcraft gears wouldn't exactly work, because I'm trying to make this stand alone and I wouldn't want to interfere with Buildcraft's gears by adding my own with the same recipe. "LWC" "III" "B B" L=lens W=crafting table C=chest I=iron block B=wood block is more what I'm thinking in terms of cost. I like that idea! Maybe the disguise (if it were to be added, which I'd love to see) should also hide the playername? I think forge handles that quite well, with the gears n stuff. But, nevertheless, I like your idea for the recipe more Quote
planetguy Posted March 15, 2013 Author Posted March 15, 2013 Oh yes, it would hide the name. The server would tell clients that the disguised player really is the disguise (except with the non-disguised player's inventory, of course.) That would take quite some time and the code would be messy. :( Quote
Markarthian Posted March 16, 2013 Posted March 16, 2013 Oh yes, it would hide the name. The server would tell clients that the disguised player really is the disguise (except with the non-disguised player's inventory, of course.) That would take quite some time and the code would be messy. I suggest looking at the active camouflage upgrade from MPS, that is the same sort of code. I don't know how hard I'd be to change it so that it shows other people's skin, but that could be a lead... Quote
planetguy Posted March 16, 2013 Author Posted March 16, 2013 I was thinking of replacing the hidden player's name with their disguised counterpart in packets sent from the server, and not transmitting the fact that the player is wearing a disguise. The Bukkit plugin DisguiseCraft does the player name changing part. Come to think of it, if my mod is GPL I can use code from DisguiseCraft and Bukkit, and my mod could use a proper license anyway. GPL it is. Quote
Markarthian Posted March 24, 2013 Posted March 24, 2013 So yesterday I peeked at your code so far, and am I right in saying that you're not using eclipse? Also, I believe that you're looking for this piece of code: catch (Exception e) { FMLLog.log(Level.SEVERE, e, "blargblarg config blarg", new Object[0]); throw new RuntimeException(e); } Quote
planetguy Posted March 24, 2013 Author Posted March 24, 2013 Actually, I am using Eclipse. Also, where would that code go? Quote
Markarthian Posted March 24, 2013 Posted March 24, 2013 Actually, I am using Eclipse. Also, where would that code go? Oh cool, looked a bit messy to me, so that's why I thought... That code would go between the config.save and the config methods. It'll catch a wrong config file and throw an error. Quote
planetguy Posted March 24, 2013 Author Posted March 24, 2013 It has... some history. As in I lost the source code and had to decompile it with JD-GUI, which is to blame for the empty comments down the side and the weird indentation stuff. Thanks for the tip on configs, too. Quote
Markarthian Posted March 24, 2013 Posted March 24, 2013 It has... some history. As in I lost the source code and had to decompile it with JD-GUI, which is to blame for the empty comments down the side and the weird indentation stuff. Thanks for the tip on configs, too. Ah, I see. That's both funny and not funny... Also, you are very welcome! EDIT: do you have the syntax "finally" after the config code I gave you? The error you're having might be caused by the absence of that syntax Quote
planetguy Posted March 26, 2013 Author Posted March 26, 2013 I found my problem, and as far as I know there's no breaking bug or exploit in anything as of v0.4. Quote
planetguy Posted April 5, 2013 Author Posted April 5, 2013 Enjoy version 0.5 of Gizmos for MC 1.5. Quote
Ysharma Posted April 14, 2013 Posted April 14, 2013 This mod is really cool, and I want to have it considered for addition to our private modpack, but I can't seem to find an smp link. Is it a possibility? Quote
planetguy Posted April 14, 2013 Author Posted April 14, 2013 It is SMP too, use the same link as for a client installation. As of MC 1.3, singleplayer=local server and separate client. Quote
Ysharma Posted April 14, 2013 Posted April 14, 2013 (edited) I assume the jar goes in the mods folder? Where does it go server side? I see so many uses for this on our full anarchy/corporate espionage server. Hiding explosives in enemies tools sounds awesome Edited March 24, 2014 by Ysharma Quote
planetguy Posted April 14, 2013 Author Posted April 14, 2013 It goes in the server's mods folder. Quote
Ysharma Posted April 21, 2013 Posted April 21, 2013 Im using v0.4 and am having a problem. I download the jar file you linked, drag it into the mods folder, and nothing loads. No error messages, but nothing loads Quote
planetguy Posted April 21, 2013 Author Posted April 21, 2013 I'll look into it. Edit: Fixed (I think...) with v0.4.1 Quote
planetguy Posted May 5, 2013 Author Posted May 5, 2013 Gizmos v0.6 is now available. It works with the new Tekkit dropped into the mods folder. (Sorry for the double post, but IMO a major release deserves an announcement no matter who the last poster was) Quote
planetguy Posted May 13, 2013 Author Posted May 13, 2013 Fixed the build tool duping (and added a recipe for it) and inserter eating items in Gizmos v0.8. Also added a latest version download. Quote
planetguy Posted May 15, 2013 Author Posted May 15, 2013 New features incoming! Quickly swap out your inventory with invenswappers as of Gizmos v0.9. Quote
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