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gcewing

Greg's Prospecting 1.5.0 for Minecraft 1.6.2

By gcewing, July 17, 2012 in Greg's Mods

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gcewing    40

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Posted July 17, 2012

News

 

Version 1.6.0

    Updated for Minecraft 1.6.2

Version 1.5.0

    Updated for Minecraft 1.5.1-1.5.2

 

Greg's Prospecting

 

This mod provides a few items to help you find rare resources.

 

Slimophone

 

Slimes are ridiculously hard to find, which wouldn't be a problem except that you need slimeballs to create some of the more interesting items -- including the Mining Radar featured below. The Slimophone assists by picking up their sounds and helping you home in on them.

 

Mining Radar

 

Something I don't like about Minecraft is that apart from depth, placement of ores is completely random. This makes mining rather boring after a while, since there's no reason to dig in one direction rather than another.

 

So I created a little gadget to help, the Mining Radar. It gives you a kind of X-ray view of what's in the ground a short distance ahead. It's a rather indistinct view, and the range is limited, so it won't lead you directly to a pile of diamonds. But it's a lot better than just digging around at random until you happen to find something.

 

ScreenshotReduced.png

 

Information and Download

 

Further information and download instructions can be found here:

 

http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/GregsProspecting/

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atrain99    68

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Posted July 17, 2012

Maybe make it Universal Electricity compatible? These are some cool gadgets.

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So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

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gcewing    40

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Posted July 17, 2012

Maybe make it Universal Electricity compatible? These are some cool gadgets.

 

Yes, I'll have to look into UE at some point. It would be nice to be able to use batteries from other mods and maybe have a rechargeable version.

 

How well developed/supported is UE at the moment? If I hooked into UE, would that automatically give me the ability to use Redpower batteries, for example?

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atrain99    68

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Posted July 18, 2012

No, there's no redpower API

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So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

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gcewing    40

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Posted July 18, 2012

No, there's no redpower API

Hm. Just been looking at UE, and it's rather less interesting than it looked. Far from unifying the existing power systems, it seems to be Yet Another Power System all of its own. That's not what I want.

 

Anyone know if Eloraam is planning to ever publish any APIs for interfacing with her power and cabling systems? It's very frustrating that Redpower is so closed.

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atrain99    68

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Posted July 20, 2012

Yes, there will be an API when it's done.

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So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

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gcewing    40

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Posted July 20, 2012

Yes, there will be an API when it's done.

 

That's good to know. Although if "it's done" means when the rest of Redpower is finished, we might have to wait a long time. :-(

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OvermindDL1    333

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Posted July 21, 2012

Nah, the first part of the api is expected out in the next version or two.

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Zero    38

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Posted July 23, 2012

I really, really enjoy this mod! :D

Any plans for new gizmos or features?

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Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

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gcewing    40

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Posted July 23, 2012

Any plans for new gizmos or features?

 

I'm thinking about an advanced version of the Mining Radar with a colour display to help you distinguish between different ores.

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atrain99    68

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Posted July 24, 2012

How about a "thumper" machine that uses sound to find caves?

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So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

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Zero    38

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Posted August 10, 2012

Major: Some of the items don't exist in the server though they exist in the client. They can't be created or spawned on server. "No such item exists" error. Applies to the following;

[*]parabolicMicrophone

[*]piezoTransducer

[*]quartzWafer

[*]triode

[*]ledBarGraph

 

Mainly applies to items needed for slimophone. Mining radar item and recipes seem to work fine, as well as the radar itself...

 

Less Major: There seems to be a bug when typing names for Singleplayer worlds. Pressing any of the letters for the radar controls, or brackets into singleplayer world names causes the game to blackscreen. The only work around is to type the name of the world you want and paste it in. The only other time this happens is for non-OPs in the server. They can't press any of the HotKeys without getting an error and kicked from the server. Not much a problem for me being that I only play with friends, and have no qualms about turning everyone into an OP and back up the server before inviting anyone else on. :P

 

I've tested all the hotkeys once in-game and under many different circumstances, both SSP and SMP, and beyond actually typing them within the main login menus, pressing those keys doesn't hurt anything. Just letting you know.

 

Those seem to be the biggest bugs. I'll report any more I may find. :P

  • Quote

Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

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gcewing    40

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Posted August 18, 2012

I've posted an update (1.2) that should fix the issue with pressing mining radar control keys outside of a game.

 

I'm not sure about the others, but I've gone through the whole process of crafting a slimophone in both SP and MP without any problem.

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Zero    38

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Posted August 18, 2012

I'll give it a shot. :) I'll report my finds. I'll test both SSP and SMP as well. Thanks for the update. :D

  • Quote

Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

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foreverblu    1

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Posted August 18, 2012

ZEROO!!!! I havent seen you in a while :(

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width=700 height=100http://driesgames.game-server.cc//banner.png[/img]

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Zero    38

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Posted August 18, 2012

I can't be certain that it's your mod causing it, but the issue hadn't occurred before this moment in time. It seems there's a memory leak on the client side. The memory usage doesn't fluctuate, it just continues to rise and rise. I'll run a few more tests to confirm/disprove once I get off the server with my girlfriend.

  • Quote

Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

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foreverblu    1

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Posted August 21, 2012

Zero?

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width=700 height=100http://driesgames.game-server.cc//banner.png[/img]

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Zero    38

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Posted August 22, 2012

Has the metadata always skyrocketed on the slimeophone? It goes into the hundreds of thousands for me. :o I have no idea if that would be the cause, but it does indeed seem that this mod is what is causing the increased memory usage and inevitable game-breaking lag, as it doesn't happen when I uninstall it. (I've only tested it on a server, but the increase only happens to my client)

 

Zero?

 

I'm not ignoring you. I just feel that it's rude to use people's mod threads as a place for conversation. So I avoid doing so. :-X

  • Quote

Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

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foreverblu    1

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Posted August 23, 2012

I understand. its just i havent seen you recently :( .....use PM then i replied! Also i successfully decompiled(with a new mac) !!!! :D

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width=700 height=100http://driesgames.game-server.cc//banner.png[/img]

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gcewing    40

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Posted August 23, 2012

t does indeed seem that this mod is what is causing the increased memory usage and inevitable game-breaking lag, as it doesn't happen when I uninstall it.

I'm running a slimophone and mining radar now, and my client's memory usage seems to be stable at around 100-120MB.

 

Have you tried just Greg's Prospecting on its own? Maybe it's interacting badly with one of your other mods.

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gcewing    40

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Posted August 23, 2012

I may have spoken too soon -- it does seem to be gradually creeping up.

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Zero    38

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Posted August 23, 2012

Yeah, at a glance, nothing seems off. But after a while, my game gets to a point where it's unplayable. :S

  • Quote

Check out my

Texture Packs Thread here on the Forge Forum. :)

Currently in the process of adding some mod support for JohnSmith Texture Pack.

width=105 height=12https://www.sugarsync.com/piv/D8135159_67366891_21351[/img]

 

width=209 height=19https://www.sugarsync.com/piv/D8135159_67366891_772852[/img]

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foreverblu    1

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Posted August 25, 2012

The mods cool. Extra features?

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gcewing    40

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Posted October 5, 2012

There is now a version of the Mining Radar with a colour display that distinguishes the different ore types more clearly.

 

Still only for MC 1.2.5 at the moment -- hope to update for 1.3 soon.

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