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Author Topic: Minecraft - Mods Thread  (Read 982592 times)

Mephisto

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Re: Minecraft - Mods Thread
« Reply #3405 on: December 09, 2012, 02:51:30 pm »

I don't get the furnace. Is it there for show at the moment or is it doing something sneaky?

Looks fun.
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #3406 on: December 09, 2012, 03:22:24 pm »

I don't get the furnace. Is it there for show at the moment or is it doing something sneaky?

Looks fun.

It's about as visually interesting as a vanilla furnace, and I put it there just for show. Just like I put all the other things there just for show.  :P

Now, whassat for? Providing liquid metals to machines?

Well, you'll be able to cast stuff, either in static clay casts or on factory belts.

You know the Railcraft rolling machine? You know how rails and iron sheets are made IRL? Expect to see the latter.
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #3407 on: December 09, 2012, 03:35:06 pm »

Does it look like it's flowing, or does it just fill the casts in?

Umm... gotta be a better way of wording that...

First, those aren't the casts yet. Second, I haven't done a flowing textureFX yet, but otherwise, it does behave pretty much like you'd expect flowing molten metal to behave, spreading out slowly and such. Also, the metal stops flowing if it cools down below melting point, but I didn't show that because the solid hot metal textureFX doesn't exactly look nice ATM.
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The Darkling Wolf

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Re: Minecraft - Mods Thread
« Reply #3408 on: December 09, 2012, 03:51:21 pm »

Can we pour it on our enemies?
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The Scout

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Re: Minecraft - Mods Thread
« Reply #3409 on: December 09, 2012, 04:01:46 pm »

Get a pump and just have it cycle around constantly.... make your base with metal flowing throughout it.
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #3410 on: December 09, 2012, 04:04:36 pm »

Can we pour it on our enemies?
Or make a liquid metal moat?

Should have seen those questions coming...
Nope. Well, maybe. It's definitely not a priority.
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Supercharazad

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Re: Minecraft - Mods Thread
« Reply #3411 on: December 09, 2012, 04:40:42 pm »

Do you have plans to make molten metal compatible with buildcraft/railcraft tanks?
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Mephisto

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Re: Minecraft - Mods Thread
« Reply #3412 on: December 09, 2012, 04:50:19 pm »

Making liquids compatible with storage containers is supposedly fairly easy. Minecraft Forge has a bunch of dictionaries you can use. The most well-known is ore, but there's supposed to be one for wood, one for liquid, and probably more.
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #3413 on: December 09, 2012, 05:12:47 pm »

Do you have plans to make molten metal compatible with buildcraft/railcraft tanks?

No, and that's because my liquids can change temperature, but the Buildcraft/Forge liquids API doesn't support temperature. But don't worry, I made my own API.

Making liquids compatible with storage containers is supposedly fairly easy. Minecraft Forge has a bunch of dictionaries you can use. The most well-known is ore, but there's supposed to be one for wood, one for liquid, and probably more.

Technically, the wood dictionary is part of the ore dictionary, and the ore dictionary is only called "ore dictionary" and not "material dictionary" because it started out for ores and metals only.

Also there is no liquid dictionary, you're thinking of the liquids API.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #3414 on: December 09, 2012, 05:20:49 pm »

Also there is no liquid dictionary, you're thinking of the liquids API.
They're making one. They're also making it so any liquid will be placable in world
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #3415 on: December 09, 2012, 06:51:37 pm »

Also there is no liquid dictionary, you're thinking of the liquids API.
They're making one. They're also making it so any liquid will be placable in world
I heard of the placeability thing, but I can't see why they need a dictionary, simply because a dictionary isn't exactly necessary for stuff without recipes, and because I've yet to see a liquid crop up in more than one mod. Linky?

BTW, a far better solution would be to have all liquids define a getProperty(String) function and use it to get specific liquid specs (burn time, burn heat, refinability, biogas engine burn time, liquid produced by refining, etc). That would greatly increase the level of mod interaction control, and would allow mod authors to make their liquids usable in specific other mods without any need for a mod-specific API.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #3416 on: December 09, 2012, 08:53:54 pm »

well for one, biofuel is in IC2 and in Forestry.

I don't know how it will work, I just know they were discussing it in DW20's letsplay
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Akhier the Dragon hearted

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Re: Minecraft - Mods Thread
« Reply #3417 on: December 09, 2012, 09:03:11 pm »

   Basically at the moment every mod that has a liquid has their own system for doing it. They want a dictionary so you can easily add liquids to the game that can be placed in the world and work with all the other mods as they should.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #3418 on: December 09, 2012, 09:28:24 pm »

So in theory you could put any liquid into any liquid container without making a dozen separate recipes for each liquid/container combination
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MagmaMcFry

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Re: Minecraft - Mods Thread
« Reply #3419 on: December 10, 2012, 06:13:52 am »

   Basically at the moment every mod that has a liquid has their own system for doing it. They want a dictionary so you can easily add liquids to the game that can be placed in the world and work with all the other mods as they should.

In fact, all the mods on DW20's server that have liquids already use the Buildcraft/Forge API (since they can be pumped around in Buildcraft waterproof pipes, stored in Railcraft tanks, etc...).

So in theory you could put any liquid into any liquid container without making a dozen separate recipes for each liquid/container combination
A good API and a liquid registry is enough to ensure global intercompatibility and recipe continuity, you don't need a dictionary for that.
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