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Author Topic: Minecraft - Mods Thread  (Read 982622 times)

Sergius

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Re: Minecraft - Mods Thread
« Reply #3225 on: October 31, 2012, 10:21:11 am »

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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #3226 on: October 31, 2012, 10:27:28 am »

Also the thaumcraft stuff looks amazing.

You mean this?

http://www.youtube.com/watch?v=E_CKt7DV5mc
Well yes, I saw that a while ago but I was talking about the TC3 alpha they're using in direwolf's series where he's going through the research system and such.
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The Darkling Wolf

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Re: Minecraft - Mods Thread
« Reply #3227 on: October 31, 2012, 10:53:57 am »

Has it changed from "Set up reed farm, pipe in infinite paper" ?
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #3228 on: October 31, 2012, 10:57:16 am »

Has it changed from "Set up reed farm, pipe in infinite paper" ?
It's changed radically. Every item in minecraft has several aspects, and to unlock a recipe you must research items with those specific aspects. Its no longer just 'dump in cobble, walk away for 12 hours'. (I actually had my old one hooked up to a cobblegen. :P )

Watch the video Sergius linked and you'll get an idea of the system.
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Akhier the Dragon hearted

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Re: Minecraft - Mods Thread
« Reply #3229 on: November 01, 2012, 10:23:58 am »

   Yeah, the old system was really bad, you did not even really need infinite cobble, just enough brain in jars. After a certain point re-researching fragments would end up giving more back then you put in. The new system as shown in Direwolf's Lets Play is a good bit different and seems like it might require actual thought to research it all.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #3230 on: November 01, 2012, 10:26:18 am »

   Yeah, the old system was really bad, you did not even really need infinite cobble, just enough brain in jars. After a certain point re-researching fragments would end up giving more back then you put in. The new system as shown in Direwolf's Lets Play is a good bit different and seems like it might require actual thought to research it all.
Most importantly, you cannot 'automate' research. You can't just drop in a stack of items and a stack of paper and walk away while research happens. It takes thought and interaction.
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King Lemming

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Re: Minecraft - Mods Thread
« Reply #3231 on: November 01, 2012, 11:40:41 am »

Right now I'm doing the "item that holds X liquid represented as damage", still kinda needs to turn to a separate item ID depending on whether it's empty or holding a particular liquid.

HOWEVER, the way liquid managers are made, I can't find a way to handle right clicking on a tank, for example. So I'm going for the "machine that fills/empties the portable tank" approach. It's basically a block that you can pump liquids into/out of (via BuildCraft pipes), and will have a slot where it "recharges" your tool like it works with the BatPack in IC2. I'm calling it a fuel pump for now. Most of the functionality (internal tanks, input output) is a part of the buildcraft "api"... I'd just need to handle the "tool" charging itself.

The good thing is that BC is open source, so I can look at how other machines work, such as how engines load fuel/oil and water on two separate tanks.

Also, it seems that the "disappears if discharged" is a function of the object itself and not whatever you click on. Essentially, when you right click on a tank, for example, it gives the order to "disappear" to the item... and buckets just happen to spawn an empty one when that happens, or something. So, fuel cells don't spawn empty cells, period. Not sure how to override that.

I'm also going to see if it's possible to handle right clicking on the liquid blocks themselves, it would be interesting to be able to manually remove lava directly into one of these.

Sorry to necro-quote (is that a thing?), since I know this was posted a couple days ago. I get busy.

Also, sorry for being lazy and never registering up until now - I used to play DF quite a bit, even played Minecraft for a while once upon a time.

So for anyone who doesn't know, I'm the primary coder of Thermal Expansion. :) And occasionally I search around the interwebs to see if people have comments / complaints / whatever about my mod. This thread has cropped up a couple of times, and I'm glad people seem to like it.

Anyways, I saw this and not to be too shamelessly self promoting, but here you go:

http://thermalexpansion.wikispaces.com/Liquid+Transposer

Any liquid, any container, any quantity. Fill or empty. Also comes with all of the reconfigurable goodness of every other machine in TE. It'll automatically make a recipe for any item associated with the BuildCraft liquid manager, or you can use the API to register your own. :) Just food for thought.

Also, for anyone interested in modding, give me a yell and I'd be happy to share what I know. And I appreciate comments / complaints / suggestions.
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The Merchant Of Menace

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Re: Minecraft - Mods Thread
« Reply #3232 on: November 01, 2012, 11:47:43 am »

It's King Lemming, we're in the big leagues now :P
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ScriptWolf

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Re: Minecraft - Mods Thread
« Reply #3233 on: November 01, 2012, 11:57:51 am »

has anyone tried going to thaumcraft 3's page my browser is having a fit when i try to go there saying that there is malware in the coding of the page
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #3234 on: November 01, 2012, 11:59:24 am »

has anyone tried going to thaumcraft 3's page my browser is having a fit when i try to go there saying that there is malware in the coding of the page
What browser do you use? I have no issues.
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Duke 2.0

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Re: Minecraft - Mods Thread
« Reply #3235 on: November 01, 2012, 11:59:49 am »

 Not really, I already gave you my thoughts over on the PA forums buddy. You do good work.

 (I would also debate the old Thaumcraft system being bad, it really depends on what you want from the system. I kinda feel modded minecraft gameplay works well with systems you can set up and let run while you do other things like designing other complex crap. I'm not really looking forward to the new alchemy system unless there are higher tier objects that make it less time-consuming)
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ScriptWolf

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Re: Minecraft - Mods Thread
« Reply #3236 on: November 01, 2012, 12:00:27 pm »

firefox, but its a older version though ( im at work ) and its nto jsut thaumcraft 3 its the whole minecraft forums which is coming up with a malware warning ( this was not there yesterday )
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #3237 on: November 01, 2012, 12:01:33 pm »

firefox, but its a older version though ( im at work ) and its nto jsut thaumcraft 3 its the whole minecraft forums which is coming up with a malware warning ( this was not there yesterday )
You can very likely ignore it as a false positive then.
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Supercharazad

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Re: Minecraft - Mods Thread
« Reply #3238 on: November 01, 2012, 02:56:34 pm »

Loads of people are getting it. People say it's probably a banner ad distributing malware.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #3239 on: November 01, 2012, 02:57:58 pm »

Neat. I've gone there a few times though and no malware. I did a few scans and don't see anything.

Edit: Then again, I have banner ads blocked.
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