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View Code? Open in Web Editor NEWRandom collection of blocks
License: Other
Random collection of blocks
License: Other
If you're standing half on an elevator, enough for it to teleport you, and the elevator that it teleports you is next to a wall. You are placed inside the wall, taking suffocation damage.
Fix is to place the player in the center of the elevator each time you're teleported.
Provide a bar to hold on to, or something to hold the player there, and maybe bring them slightly closer to the glider.
Title says it all. When seen in the mods list, the version is 1.0.0. A very small issue, but an issue nonetheless.
Also the liquid is not rendered in the item either.
If you try to go down from a floor to another and there is some non-transparent blocks, like a vine or a pressure plate, it won't allow you to descend, which it technically should. For some reason, going up a floor works, maybe because the transparent blocks are lower and are not being checked.
In 1.0.0 gamma, when you craft a tank, it doesn't have a tooltip, and it stacks just fine. When placed in the world and picked up again, it now has a tooltip saying 0% and will not stack with other empty tanks.
I would like if this mod supported localizations; some people (including me) would definitely come around to translate this mod.
I fell into a crash when the mod tried to get a trophy for the Brainy Zombie from thaumcraft.
Sprinkler needs GUI before 1.0.3
When a player is standing South East or East of an Elevator and another player uses the Elevator, the other player is teleported.
Comical, but a bug.
Just an idea to mess around with. Shooting items out of a cannon into hoppers. Pulls from adjacent inventories. Maybe some way to add filters to it (redpower style)
Doesnt always sync right when you load up the world. I guess we could try adding in that code nevercast wrote to sync the syncmap on getDescriptionPacket
For some reason healer blocks crash multiplayer servers when destroyed or placed.
The same is not true with local servers.
I'm using version 1.5.2
Future addition by Mikee perhaps, I heard some rumours!
This shall become the official progress tracker of this feature should it come to existence.
In certain directions the sprinkler fires particles backwards (not in sync with the sprinkler bar). This needs to be reversed
Are we happy with it?
Title says it all.
This would help maintain networking centrally for each TE, what's good for the goose is good for the gander. If networking works with one TE, it'll work for them all this way.
If we have a protected sync method, we can choose not to call it if the TE doesn't need syncing.
Assuming the default searchDistance is 20 blocks.
If I set a elevator block at y=20 then another at y=40 then the elevator block will not function.
Looking at the source shows that at line 128 the loop stops one block short of checking the max distance.
"y < Config.elevatorTravelDistance" vs "y <= Config.elevatorTravelDistance".
A fan. You aim it it in a general direction (any 360 degrees, like signs), and it very gently blocks entities away if it has line of sight.
Idea: Add a bike! A little faster than sprinting, less exhausting, but harder to control, maybe something between running and boating: If you e.g. press D to turn right, it instantly starts to turn, unlike a boat, but it bends, so you need a certain radius to turn around which gets bigger the faster you are; would be a nice alternative to horses in 1.6
When tanks loads clientside, if the tank next to it isnt loaded (i.e. in a different chunk), it'll not register that a neighbour is there and wont connect the 'texture'.
As suggested on IRC it would be interesting to have tanks emit light if the liquid they contain should emit light.
I don't know if the light level should depend on the level of the fluid within the block however, I have not really considered it. It would certainly have some interesting uses either way.
A way of carrying multiple buckets of water at once. no idea how it'd work or how much it'd cost.
Just ran a Yourkit memory snapshot to check some problems out on our server and stumbled on this:
Name - openblocks.common.tileentity.TileEntityTank.func_70316_g()
GCed Objects - 272813
GCed Size - 11135408
Should we have one?
Recipes and such?
Perhaps just links to downloads and http://openmods.info/
?
When you die while riding a horse the grave contains the horse's inventory instead of your own.
You know what they are!
We should add them at some point in the future!
Shapes this big are not supported, they're beyond the capabilities of Minecraft, at this size the TileEntity will be unloaded client side and no renderer will be called. This will not be fixed.
Closed.
Item cannon needs it bounding box sorting, but also the way it binds a mountable entity to the block is a bit weird.
I think it acts in quite a jumpy/laggy way in multiplayer
When the vacuum hopper is placed below a chest (point up), it renders in the block next to it!
Just needs sorting!
Also the bounding box needs fixing
Forge Mod Loader version 5.2.23.738 for Minecraft 1.5.2
Pam HarvestCraft and HungerOverhaul
Using a sprinkler causes this crash:
net.minecraft.util.ReportedException: Ticking tile entity
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:660)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.ClassCastException: iguanaman.hungeroverhaul.IguanaCropPam cannot be cast to mods.PamHarvestCraft.BlockPamCrop
at mods.PamHarvestCraft.crops.normal.beet.PamBeetBonemealEvent.onUseBonemeal(PamBeetBonemealEvent.java:20)
at net.minecraftforge.event.ASMEventHandler_59_PamBeetBonemealEvent_onUseBonemeal_BonemealEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.item.ItemDye.applyBonemeal(ItemDye.java:158)
at openblocks.common.tileentity.TileEntitySprinkler.attemptFertilize(TileEntitySprinkler.java:60)
at openblocks.common.tileentity.TileEntitySprinkler.func_70316_g(TileEntitySprinkler.java:113)
at net.minecraft.world.World.func_72939_s(World.java:2202)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:654)
... 4 more
Something to consider, it has been suggested several times that there should be some sort of lift mechanic, such as up draft from thermal sources, lava, fire, large bodies of ocean after sunset where it's warmer than air temperature.
No time scale or promises on the implementation of this feature.
Luggage runs away when spawned, other parts of the luggage AI seem to be fine.
Setting the sprinkler block ID to 0 caused minecraft to crash with an OOM error. Would like to be able to disable blocks in case of incompatibilities/balance etc.
Because the code checks if the player is jumping by comparing its y-coordinates, it does not account for when a player falls onto the plate.
Once 1.0.3 is released, we will branch the master to a 1.5.2 branch, and continue working on 1.6.2 on the master branch, it's easier that way.
Anyway, I'll keep this issue up to date with things that need to be done for 1.6.2 when we actually get to that stage, for now this is a place holder.
As suggested on IRC it would be interesting to have a new tank type exhibit properties based on the material within the tank.
Example:
Water - the tank would put out entities that stand on it (would need to take the nether into account), turn lava source blocks it touches into obsidian, etc.
Lava - the tank would ignite entities that stand on it (or touch it). This same property could also be leveraged with the new heat feature of liquids in forge... assuming mods assign it.
Mod added liquids:
Liquid Ender - the tank could randomly teleport a player that touches it a short distance
Liquid redstone - the tank could emit a redstone signal based on the percentage of the tank full. Incredibly useful - analogous to a mercury switch.
Liquid glowstone - the tank could give any entity that touches it a jump boost.
And so on. It offers a lot of possibilities and flexibility.
A block that allows you to specify several things you wish to craft, and gives you a list of required materials, perhaps has a chest like storage that allows you to drop resources in until you have everything you need!
The ability to reproduce this is sporadic. Tested on both SP and MP worlds.
Liquid is still present though, confirmed with CC.
Only have to watch the recording of Slowpokes stream to know that they are borked.
No intention of reintroducing the ghosts this side of 1.6.2. But it should be done eventually.
Leaving an area and coming back sometimes causes some or all blocks in a tank to not render liquid inside.
http://i4.minus.com/iblBmoZwfn4Lxb.png
This happens with any liquid, AFAIK. Seems to only be a rendering issue, tanks still behave normally and the rendering can be temporarily fixed by mining and replacing the tanks individually.
I find that some blocks don't need to have a TileEntity and is needlessly taking up resources. For example, the heal block can have all its events be in the block itself rather than creating an additional TileEntity.
Does anyone have a reason why some blocks should create a TileEntity or is it actually better to remove them?
Reddit Post:
http://www.reddit.com/r/feedthebeast/comments/1kg317/openblocks_released_spotlight/cbphfsy
Estimated Issue: Multiple Elevators are grabbing the player and running the teleport code
Suggested Fix: Once an elevator teleports the player, the teleport is locked for that tick and perhaps a couple ticks there after.
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