Hello! I hope you don't mind if I offer some critism (constructive or creative.)
Pocket Crafting Table
I really like the execution, it's great at solving the stacks of benches you might end up with as you play. However, I don't think this 'fits' in with the mod too much. I feel this would be a great standalone mod, and I'm sure it'll get lots of downloads independantly. Also, I'm not sure I like the fact it uses a custom binding.
Barrel
This is a great item. From what I've seen in the past, it's original and a great solution to various problems. Again, there is a however, however, I think in its current form it's a little 'overpowered' (a silly concept for a mod, I know.) May I suggest a max stack limit of ~256 stacks? Even that sounds like a bit too much, but when taken into consideration for a normal double chest that's ~4.7x the maximum capacity. A single block saves over 8 independant spots that would've been reserved for double chests. Also, if I may suggest you remove the whole 'explosion' thing, it's unnecessary. While it does prevent 64k items from pouring out I feel the problem would be better addressed without the explosion but simply item loss.
This could also work well as a stand alone mod.
Craftpacket Maker + Stamper
Another great substitute for automated crafting. I feel the paper is an unneeded reagent. But, if this mod is intended to be complimentary to RedPower, wouldn't the user already have access to the superior Project Table? Some suggestions: Emit a redstone on press, or possibly when a redstone signal is applied, it doesn't stamp the items in its buffer onto paper. This would assist with automated crafting chains as it would no longer depend on timing between tubes/pipes.
Slag Furnace+Lead
Again, an interesting mechanic. I feel some of its potential is wasted by simply occasionally doubling ore producting. The Silver/Lead interaction is interesting at least, but I feel there can be similar 'discoveries' to be had with Iron or Gold.
Diamond Shards + Wrath Igniter
The process in which the Wrath Igniter is acquired is absolutely genius. I love the fact that the user must recall their previous constructions to advance. Wrath Igniters are associated with two of the more interesting aspects of the mod (Dark Iron and Stamping-to-Progress.)
... However, I also feel it is unnecessary. Currently only being used for Lanterns and Dark Iron generation. The recipe is good and such, but it just seems like an unnesseary feature. May I suggest that Diamond Shards be used for Mecha-Gear, for balance purposes?
Dark Iron
I love this mechanic, it's interesting, fun, and most of all unique. Seriously, any complaints I could have are muted by this fact. Unfortuntely this fun is dwarfed by Wrath Igniters. I can't imagine how Dark Iron creation would work without them, but they seem to only be for that purpose.
Demons
Again, a great mechanic. Container-oriented resource processing is also seen in Industrial Craft using Nuclear Reactors and I feel that this mechanic should be expanded multiple times. This mechanic closely follows Dark Iron's in excitement to see expansion upon.
Also, get a new sprite. (Personal preference warning: the tiny 'demons' should be renamed Nether Sprites and possibly use a wisp sprite.)
Wand of Cooling
I never liked 'mythical' 'unique' weaponry. Anything I say about this is biased towards this fact, so I won't say anything.
Bag of Holding
Works well with the portable crafting table, however I feel it's a bit disjointed from the feel of the mod. It works great but I don't like the fact it uses a custom binding.
Wrath Lamp
Again, something I like. Unfortunately there isn't any progression towards this and it is simply an expensive 'cure all' lighting solution. There is a giant gap in technology between Torch/Pumpkin and Wrath Lamp. Maybe a Dark Iron + Igniter version that lights up less, but operates as a torch using a few of the Wrathfire particles?
Router
Right out of the box, simply placing it next to some furnaces and letting it go is a dream. The use of Ender Pearls to account for the teleportation of materials is great, but...
I feel it's just a bit too good. It's hard to describe but a slower insertion rate and maybe a progress bar might help bring it down to sensible standards.
Router Upgrades
They are a great start and useful at specfically providing Routers with their unique specializations. The use of Bound Demons for the A.I. oriented ones is a great use as well. I kind of want to suggest you handle module upgrades in a manner that IC2 does, with ~2-4 slots for upgrades, and you stick them in as desired.
Mecha
The upgrades are vaguely interesting, but I'm uninterested in the set as a whole. Similarly to my opinions on the Wand of Cooling.
Also, some bugs:
(I had NEI and RedPower installed.)
Right-clicking on a Wrath Lamp gave me some text about an invalid entity. I'm away from the Minecraft PC so I cannot provide a screenshot at the moment.
It's impossible to craft the first two Router Upgrades because the recipes call for unlit redstone torches.
I hope you don't take any offense or consider any of this as ill-intent. These are simply things I noticed while playing through the various things in creative mode. While I doubt you'll implement some, if any, of these suggestions I do hope you take some of them to heart as you reconsider the flow and balance of the mod. Routers, Craftpackets and Barrels seem to be a part of their own mod while Demons, Dark Iron and Wrathfire could be their own unique thing. I'm not saying that they can't be intermingled but please consider your audiences as some of us would like to only use the Technology things, and others might enjoy the Nethertech things independently.
Overall, the mod feels like an elaborate tech demo. Almost every single item introduced has a unique mechanic associated with it. While it provides an entertaining and interesting mod, I hope you'll look back and begin to prune some of the unnecessary features.
I really like the execution, it's great at solving the stacks of benches you might end up with as you play. However, I don't think this 'fits' in with the mod too much. I feel this would be a great standalone mod, and I'm sure it'll get lots of downloads independantly. Also, I'm not sure I like the fact it uses a custom binding.
Have you noticed that it interferes with NEI's search box? It bugs the hell out of me. There's a config setting to disable it. Or you can change the key to something that isn't a letter.
Barrel:
This is a great item. From what I've seen in the past, it's original and a great solution to various problems. Again, there is a however, however, I think in its current form it's a little 'overpowered' (a silly concept for a mod, I know.) May I suggest a max stack limit of ~256 stacks? Even that sounds like a bit too much, but when taken into consideration for a normal double chest that's ~4.7x the maximum capacity. A single block saves over 8 independant spots that would've been reserved for double chests. Also, if I may suggest you remove the whole 'explosion' thing, it's unnecessary. While it does prevent 64k items from pouring out I feel the problem would be better addressed without the explosion but simply item loss.
This could also work well as a stand alone mod.
Well, it used to store a quarter of a million items. Man, how did I even get *that* limit from? Perhaps I could split it up into a small-and-safe barrel and a large-and-explosive one.
Craftpacket Maker + Stamper:
Another great substitute for automated crafting. I feel the paper is an unneeded reagent. But, if this mod is intended to be complimentary to RedPower, wouldn't the user already have access to the superior Project Table? Some suggestions: Emit a redstone on press, or possibly when a redstone signal is applied, it doesn't stamp the items in its buffer onto paper. This would assist with automated crafting chains as it would no longer depend on timing between tubes/pipes.
I'll put in the redstone signal thing. You might be right about the paper. I'm not sure why you're comparing it to project tables.
Slag Furnace + Lead
Again, an interesting mechanic. I feel some of its potential is wasted by simply occasionally doubling ore producting. The Silver/Lead interaction is interesting at least, but I feel there can be similar 'discoveries' to be had with Iron or Gold.
The slag furnace has a 20% chance of doubling output for the standard metal ores. It will later be part of a much more complicated and interesting ore processing system that will triple ore yields. I had considered adding other yields for iron and gold. But I couldn't think of anything. I rather like the smoothstone tho.
Diamond Shards + Wrath Igniter:
The process in which the Wrath Igniter is acquired is absolutely genius. I love the fact that the user must recall their previous constructions to advance. Wrath Igniters are associated with two of the more interesting aspects of the mod (Dark Iron and Stamping-to-Progress.)
... However, I also feel it is unnecessary. Currently only being used for Lanterns and Dark Iron generation. The recipe is good and such, but it just seems like an unnesseary feature. May I suggest that Diamond Shards be used for Mecha-Gear, for balance purposes?
I've got two more uses for diamond shards in the pipeline. They should be in the next release. I have one far-future use for the wrath igniter, but nothing else planned. I'll keep an eye out for future possibilities.
Demons
Again, a great mechanic. Container-oriented resource processing is also seen in Industrial Craft using Nuclear Reactors and I feel that this mechanic should be expanded multiple times. This mechanic closely follows Dark Iron's in excitement to see expansion upon.
Also, get a new sprite. (Personal preference warning: the tiny 'demons' should be renamed Nether Sprites and possibly use a wisp sprite.)
But... but the texture is so ADORABLE!! SQUEE (Okay, so I did make it in like 20 seconds.) I'll probably improve it eventually.
I am quite aware that they aren't really anything at all like demons. I will not change the name.
Bag of Holding
Works well with the portable crafting table, however I feel it's a bit disjointed from the feel of the mod. It works great but I don't like the fact it uses a custom binding.
Actually, I'm not entirely sure what you mean by 'custom binding'. Do you mean that it works in GUIs? That's half the fun for the BoH.
Wrath Lamp
Again, something I like. Unfortunately there isn't any progression towards this and it is simply an expensive 'cure all' lighting solution. There is a giant gap in technology between Torch/Pumpkin and Wrath Lamp. Maybe a Dark Iron + Igniter version that lights up less, but operates as a torch using a few of the Wrathfire particles?
I do like the idea of a less powerful & expensive lighting solution. But igniter + dark iron is most of the cost!
Router
Right out of the box, simply placing it next to some furnaces and letting it go is a dream. The use of Ender Pearls to account for the teleportation of materials is great, but...
I feel it's just a bit too good. It's hard to describe but a slower insertion rate and maybe a progress bar might help bring it down to sensible standards.
It is pretty fast. (Except when you're, say, filling 64 deployers with stone brick and the upgrade system hasn't been written yet.) But it also requires a block of diamond (as a one-time cost), 1.5 iron blocks, 2 ender pearls, and a blaze powder. I can easily slow it down tho.
Router Upgrades
They are a great start and useful at specfically providing Routers with their unique specializations. The use of Bound Demons for the A.I. oriented ones is a great use as well. I kind of want to suggest you handle module upgrades in a manner that IC2 does, with ~2-4 slots for upgrades, and you stick them in as desired.
I feel so terrible about putting demons in those recipes. Like it's cheating somehow. The upgrade systems of IC2, Thaumcraft, and Logistics Pipes were in my thoughts. TC-ish style was just easier to code.
Mecha
The upgrades are vaguely interesting, but I'm uninterested in the set as a whole. Similarly to my opinions on the Wand of Cooling.
Mecha-armor'll eventually be as powerful as any other super-armor. But the upgrades for it simply aren't there yet.
<Disjointedness/General lack of cohesion>: Yeah, I've noticed that.
I could've sworn you could use Project Tables to automatically craft, but after a tiny bit of testing it doesn't appear to be true. Also, the paper limit was another one of those moments that I kind of was disappointed by. From what I could tell it was an exponential progress bar an as I broke past ~1k, maybe ~10k it went to 1E. Reed farms and paper creators are relatively cheap/easy and infinite source. I feel it would be better if there was a distinct cap on the amount of paper that a Maker can handle. I know it's silly to ask for a limit on things like this, but sometimes to make things interesting it's good to create challenges.
Also, on the idea of automated paper crafters, could the Packager mimic the Maker's UI so it would 'package' any single item into anything it can be crafted into? (e.g. sugar cane -> paper, paper -> books, cobblestone -> cobblestone slab.) It would help people who are trying to create a paper farm to supplement their Craftpacket machines by enabling them to easily generate paper without having to return some of the paper they crafted for the next batch. Of course, by doing this you suddenly have two machines that perform roughly the same task.
About the demons, it's mostly about the fact that Notch doesn't want the Nether to be a 'hellish' place, but instead a... well, hellish, just not 'in hell.' This is a purely semantical peeve as it would be interesting to see the mod expand on the Nether instead of clashing slightly with previously concieved notions of what the Nether was. If you look at what currently resides in the Nether: Ghast, Blaze, Zombie Pigmen, and Lava Cubes even calling the 'demons' something else like 'imps' still kind of encroaches on the more mystical basis for the Nether.
I was writing this earlier and Firefox crashed, now it's late at night and my words are kind of running together. I hope you can understand what I'm trying to say even through all this mess.
Anyways, I also did a spotlight for the current version of the mod here:
It covers the new Router-Upgrades and Mecha-Upgrades. Unfortunately I forgot the Wand of Cooling (possibly due to a deep seeded desire to not cover it. Not intentionally though, I swear.)
i just found barrels won't work properly with pneumatic tubes (from redpower) if used on the bottom of the barrel, they will be filled with one stack only, then pass to the next barrel.
can't wait for you to add electricity, also can you add a variety of power generation and maybe some kind of way to store it?
like for generation you could have windmills, solar power, hydro, dynamo (like a hand crank), coal, ect.
I have put up a bug-fix release. There are no new features. If you should see a new feature, you'll know that your computer is lying to you. It now needs Forge #171. You'll also need the latest NEI to see the OreDictionary-using recipes. This is the last 1.2.5 release; I shall begin porting to 1.3 today.
Solar-powered steam turbines. I probably won't be adding more generators for a while...? You won't find it in 0.4.0 because there are of course no new features in 0.4.0.
I finished porting for 1.3 a while ago. Forge mod loader now includes a very powerful tool, "coremods", which I have used to fix the pocket crafting table bug. However it does require an additional installation step. (But it's easy.) Several machines, tools, textures, and bug-fixes need to go in before the next release.
I held off installing this mod until the 0.4.0 update, and I have to say this is a really cool set of toys you gave us to play with, sir. I can really see how this could work very well with RedPower and still feel like its own entity.
The new toys that aren't included in this update - because my computer would be lying to me, of course - would probably be a lot of fun, though as there's no documentation I'd have to do a lot of experimentation to determine their precise uses. That video in the OP is pretty well done - if there were new toys in 0.4.0, one of those would *definitely* be warranted.
Oddly enough, 0.4.0 seems to work just fine with Forge 152 - were there any features of this release that specifically require 171 or was that simply the version you compiled against? Thanks for your time
Great Work sir!
I especially like the Autocrafting mechanism, and am working on a large system to be able to craft complex things (from redpower). Will try to post images(or maybe video) when I am done.
I was wondering, do you intend to implement something akin to tubes/pipes later in the mod?
EDIT:
And, how long does it take (in seconds, preferably), for the Maker, and Stamper to make their corresponding items (craftpacket, and final item)?
I found a bug.
If I am putting items in a barrel using the Pneumatic tubes (and a filter) It will try to put the item in the barrel even if it is full, and then crash upon loading (this is a guess, as the barrel had 1021 stacks before I left it for some time), and after I restarted it, the crashed happened with the log referring to the Barrel).
The relevant part of the log being:
A critical error has occurred.
java.lang.Error: tried changing item count to out of range
at factorization.common.TileEntityBarrel.changeItemCount(TileEntityBarrel.java:98)
at factorization.common.TileEntityBarrel.setItemCount(TileEntityBarrel.java:108)
at factorization.common.TileEntityBarrel.a(TileEntityBarrel.java:448)
at kw.c(TileEntity.java:110)
at aiv.a(AnvilChunkLoader.java:364)
at aiv.a(AnvilChunkLoader.java:82)
at aiv.a(AnvilChunkLoader.java:65)
at ko.e(ChunkProvider.java:144)
at ko.c(ChunkProvider.java:92)
at ko.b(ChunkProvider.java:128)
at xd.d(World.java:644)
at xd.a(World.java:559)
at net.minecraft.client.Minecraft.e(Minecraft.java:2199)
at net.minecraft.client.Minecraft.a(Minecraft.java:2085)
at net.minecraft.client.Minecraft.a(Minecraft.java:2032)
at net.minecraft.client.Minecraft.a(Minecraft.java:1949)
at mw.c(SourceFile:171)
at iz.a(SourceFile:220)
at if.a(SourceFile:150)
at mw.a(SourceFile:192)
at lr.b(EntityRenderer.java:1125)
at net.minecraft.client.Minecraft.x(Minecraft.java:873)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
Thanks for the bug report. I've made it politer. I won't do a proper investigation of it until RP is out. In the mean time, you could delete the barrel with MC Edit, or change "item_count" to something smaller in the NBT tag using, uh, some NBT tag editing program.
The new toys that aren't included in this update - because my computer would be lying to me, of course - would probably be a lot of fun, though as there's no documentation I'd have to do a lot of experimentation to determine their precise uses. That video in the OP is pretty well done - if there were new toys in 0.4.0, one of those would *definitely* be warranted.
Oddly enough, 0.4.0 seems to work just fine with Forge 152 - were there any features of this release that specifically require 171 or was that simply the version you compiled against? Thanks for your time
Uh, yeah, that forge was just what I was compiling with. Documentation and release for 1.3.2 will be coming Really Soon Like Any Day Now Seriously
Thanks for the bug report. I've made it politer. I won't do a proper investigation of it until RP is out. In the mean time, you could delete the barrel with MC Edit, or change "item_count" to something smaller in the NBT tag using, uh, some NBT tag editing program.
Probably not? If I did, I'd hope it'd be slightly more original.
err, 4 ticks maybe?
I just put the save out, and started anew. I intended to do it any way, so no harm done.
And thanks all the info.
EDIT:
I was testing the regulator with the barrel, and it seems that the regulator doesn't treat the barrel as an inventory. I had it set to allow only a stack of one slabs in it, but it allowed as many as I threw in the transposer.
0.5.0 -- Electrically Charged!
Ported to Minecraft 1.3!
Due to concurrency & laziness issues, the client will dynamically pick an additional block ID if possible. The block will be used only for rendering. I don't anticipate it causing problems with other mods. If you've somehow managed to use up all 4096 or so other block IDs, the real Factorization block will be used instead; this would cause occasional rendering glitches when using the integrated server.
The pocket crafting table & bag of holding now respond to key presses only if they are not otherwise handled. BWAH-HA-HA-HA-HA!
The barrel renders blocks much nicer now.
Wrath lamp recipe is now 4 dark iron & 2 silver.
Removed sentry demons chunk-loaders due to lack of confidence in their correctness. And also laziness. Use ChickenBone's chunkloaders instead. They may return with a change in job description.
Wrath Forges are now more expensive to operate.
A few bug fixes for the Router GUI, and the auto-ejector.
Slots.
Nerfed wrathforge. It's no longer refuelable, and will last for 36 blocks
Silver ore nodes are now evenly distributed in every 5 chunks
Created a recipe for stone slabs
More Electricity:
The battery block is made using acid & lead. When crafted, it will be fully charged. They do not stack. Battery blocks keep their charge when broken. They are used to craft magnets, which are used in motors. A battery block can't charge another battery block.
The Grinder is the first step of the ore processing chain. A second use for diamond shards!
Also there is the Mixer, which is used for water-based recipes
Crystallizer; its recipes require 1 material, and a fluid to suspend them in. The fluid is not used up. It needs to be heated to get started. It takes 20 minutes to complete a recipe.
0.4.0 -- Secretly Updated!
Electricity:
Solar turbines, reflective mirrors, heaters, wires, charge meters
Solar turbines require a few reflective mirrors facing towards it on the same y-level, and a water source block underneath. 4 mirrors will produce enough electric charge to power a heater.
The heater allows you to run vanilla furnaces & slag furnaces without fuel. Place a heater adjacent to a furnace to heat it. A properly heated furnace will cook faster than normal. You can put more than one heater touching a furnace for extra speed.
The wires are called "Soldering Wire". Since it's very weak structurally, it must be supported by a block (or supported by a wire that is directly supported).
A Charge Meter will tell you how much charge is at conductor, how many conductors are connected, and what the average charge on them is.
Wrath Fire now treats other netherbrickblocks properly
Using more ore dict.
Added ejection router upgrade. You'll need to use the filter upgrade with it.
You need to fire your marketing guy, I was amazed to find such great and big mod with only 3 pages of posts. I've seen it for the first time yesterday and today I'm testing it slowly (1.2.5 version). It is really great job, on par with other big tech mods. Everything works great, for now I specially like your autocrafting system. It feels a lot better, than buildcraft one. I haven't even started with most of this mod, but ore processing looks like a great thing to play with and nether items behave great in creative, but in my current world they are too expensive for now.
Keep up with good job and advertise your mod better.
Alright, this is an amazing mod, my next youtube series is going to be on this mod alone. I can't believe how this mod can only have 4 pages of comments, this has way more spunk then that. I encourage you, Nept, and am rooting for a larger audience for you!
**** son, this is great! and like the others have said, underadvertised.
I have several suggestions for the Mecha-armor
1. Wrist mounted Grappler
essentially, when needed, you trigger this, it fires a harpoon that will pull you towards whatever you strike. Or pulls a mob towards you. Either seems plausible.
2. Shoulder mounted Demolition/Drilling device
This "cannon" would utilize either raw gunpowder to fire a low velocity shell to demolish whatever you are looking at when it is triggered. Press another button, and the cannon would then switch to using water (In buckets or a compressed canister either would work), funnel it into a water jet cutter, then use the water to drill out whatever you're looking at.
I envision the "Demo" mode as not dropping blocks, and the "Drill" mode dropping blocks.
3. Ground Penetrating Radar.
This one would require a lottttt of batteries to charge, but when triggered, would send out a "Pulse" that would reveal nearby ore deposits. I envisioned the Radar being of different levels, the higher the level, the more capable, but far more expensive.
4. Inertial Dampeners.
This last one would also require a lot of batteries, but this would, essentially, completely negate the effects of falling from a height.... until the charge is used up.
What's the minimum light level for the Solar Turbine to work? I'm asking because I'm thinking of using this mod with the Twilight Forest and I'm not sure if I'll be able to get power there.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
Pocket Crafting Table
This could also work well as a stand alone mod.
... However, I also feel it is unnecessary. Currently only being used for Lanterns and Dark Iron generation. The recipe is good and such, but it just seems like an unnesseary feature. May I suggest that Diamond Shards be used for Mecha-Gear, for balance purposes?
Also, get a new sprite. (Personal preference warning: the tiny 'demons' should be renamed Nether Sprites and possibly use a wisp sprite.)
I feel it's just a bit too good. It's hard to describe but a slower insertion rate and maybe a progress bar might help bring it down to sensible standards.
Also, some bugs:
(I had NEI and RedPower installed.)
Overall, the mod feels like an elaborate tech demo. Almost every single item introduced has a unique mechanic associated with it. While it provides an entertaining and interesting mod, I hope you'll look back and begin to prune some of the unnecessary features.
Pocket Crafting Table:
Barrel:
This could also work well as a stand alone mod.
Craftpacket Maker + Stamper:
Slag Furnace + Lead
Diamond Shards + Wrath Igniter:
... However, I also feel it is unnecessary. Currently only being used for Lanterns and Dark Iron generation. The recipe is good and such, but it just seems like an unnesseary feature. May I suggest that Diamond Shards be used for Mecha-Gear, for balance purposes?
Demons
Also, get a new sprite. (Personal preference warning: the tiny 'demons' should be renamed Nether Sprites and possibly use a wisp sprite.)
I am quite aware that they aren't really anything at all like demons. I will not change the name.
Bag of Holding
Wrath Lamp
Router
I feel it's just a bit too good. It's hard to describe but a slower insertion rate and maybe a progress bar might help bring it down to sensible standards.
Router Upgrades
Mecha
<Disjointedness/General lack of cohesion>: Yeah, I've noticed that.
You've given me some good ideas.
(The bugfixes were trivial.)
Also, on the idea of automated paper crafters, could the Packager mimic the Maker's UI so it would 'package' any single item into anything it can be crafted into? (e.g. sugar cane -> paper, paper -> books, cobblestone -> cobblestone slab.) It would help people who are trying to create a paper farm to supplement their Craftpacket machines by enabling them to easily generate paper without having to return some of the paper they crafted for the next batch. Of course, by doing this you suddenly have two machines that perform roughly the same task.
About the demons, it's mostly about the fact that Notch doesn't want the Nether to be a 'hellish' place, but instead a... well, hellish, just not 'in hell.' This is a purely semantical peeve as it would be interesting to see the mod expand on the Nether instead of clashing slightly with previously concieved notions of what the Nether was. If you look at what currently resides in the Nether: Ghast, Blaze, Zombie Pigmen, and Lava Cubes even calling the 'demons' something else like 'imps' still kind of encroaches on the more mystical basis for the Nether.
I was writing this earlier and Firefox crashed, now it's late at night and my words are kind of running together. I hope you can understand what I'm trying to say even through all this mess.
Anyways, I also did a spotlight for the current version of the mod here:
It covers the new Router-Upgrades and Mecha-Upgrades. Unfortunately I forgot the Wand of Cooling (possibly due to a deep seeded desire to not cover it. Not intentionally though, I swear.)
Fill from the top, empty from the bottom.
I've only got one power generation source so far.
No. Make cpw do it or something.
Solar-powered steam turbines. I probably won't be adding more generators for a while...? You won't find it in 0.4.0 because there are of course no new features in 0.4.0.
I finished porting for 1.3 a while ago. Forge mod loader now includes a very powerful tool, "coremods", which I have used to fix the pocket crafting table bug. However it does require an additional installation step. (But it's easy.) Several machines, tools, textures, and bug-fixes need to go in before the next release.
The new toys that aren't included in this update - because my computer would be lying to me, of course - would probably be a lot of fun, though as there's no documentation I'd have to do a lot of experimentation to determine their precise uses. That video in the OP is pretty well done - if there were new toys in 0.4.0, one of those would *definitely* be warranted.
Oddly enough, 0.4.0 seems to work just fine with Forge 152 - were there any features of this release that specifically require 171 or was that simply the version you compiled against? Thanks for your time
I especially like the Autocrafting mechanism, and am working on a large system to be able to craft complex things (from redpower). Will try to post images(or maybe video) when I am done.
I was wondering, do you intend to implement something akin to tubes/pipes later in the mod?
EDIT:
And, how long does it take (in seconds, preferably), for the Maker, and Stamper to make their corresponding items (craftpacket, and final item)?
If I am putting items in a barrel using the Pneumatic tubes (and a filter) It will try to put the item in the barrel even if it is full, and then crash upon loading (this is a guess, as the barrel had 1021 stacks before I left it for some time), and after I restarted it, the crashed happened with the log referring to the Barrel).
The relevant part of the log being:
A critical error has occurred.
java.lang.Error: tried changing item count to out of range
at factorization.common.TileEntityBarrel.changeItemCount(TileEntityBarrel.java:98)
at factorization.common.TileEntityBarrel.setItemCount(TileEntityBarrel.java:108)
at factorization.common.TileEntityBarrel.a(TileEntityBarrel.java:448)
at kw.c(TileEntity.java:110)
at aiv.a(AnvilChunkLoader.java:364)
at aiv.a(AnvilChunkLoader.java:82)
at aiv.a(AnvilChunkLoader.java:65)
at ko.e(ChunkProvider.java:144)
at ko.c(ChunkProvider.java:92)
at ko.b(ChunkProvider.java:128)
at xd.d(World.java:644)
at xd.a(World.java:559)
at net.minecraft.client.Minecraft.e(Minecraft.java:2199)
at net.minecraft.client.Minecraft.a(Minecraft.java:2085)
at net.minecraft.client.Minecraft.a(Minecraft.java:2032)
at net.minecraft.client.Minecraft.a(Minecraft.java:1949)
at mw.c(SourceFile:171)
at iz.a(SourceFile:220)
at if.a(SourceFile:150)
at mw.a(SourceFile:192)
at lr.b(EntityRenderer.java:1125)
at net.minecraft.client.Minecraft.x(Minecraft.java:873)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
Thanks for the bug report. I've made it politer. I won't do a proper investigation of it until RP is out. In the mean time, you could delete the barrel with MC Edit, or change "item_count" to something smaller in the NBT tag using, uh, some NBT tag editing program.
Probably not? If I did, I'd hope it'd be slightly more original.
err, 4 ticks maybe?
Uh, yeah, that forge was just what I was compiling with. Documentation and release for 1.3.2 will be coming Really Soon Like Any Day Now Seriously
I just put the save out, and started anew. I intended to do it any way, so no harm done.
And thanks all the info.
EDIT:
I was testing the regulator with the barrel, and it seems that the regulator doesn't treat the barrel as an inventory. I had it set to allow only a stack of one slabs in it, but it allowed as many as I threw in the transposer.
Ported to Minecraft 1.3!
Due to concurrency & laziness issues, the client will dynamically pick an additional block ID if possible. The block will be used only for rendering. I don't anticipate it causing problems with other mods. If you've somehow managed to use up all 4096 or so other block IDs, the real Factorization block will be used instead; this would cause occasional rendering glitches when using the integrated server.
The pocket crafting table & bag of holding now respond to key presses only if they are not otherwise handled. BWAH-HA-HA-HA-HA!
The barrel renders blocks much nicer now.
Wrath lamp recipe is now 4 dark iron & 2 silver.
Removed sentry demons chunk-loaders due to lack of confidence in their correctness. And also laziness. Use ChickenBone's chunkloaders instead. They may return with a change in job description.
Wrath Forges are now more expensive to operate.
A few bug fixes for the Router GUI, and the auto-ejector.
Slots.
Nerfed wrathforge. It's no longer refuelable, and will last for 36 blocks
Silver ore nodes are now evenly distributed in every 5 chunks
Created a recipe for stone slabs
More Electricity:
The battery block is made using acid & lead. When crafted, it will be fully charged. They do not stack. Battery blocks keep their charge when broken. They are used to craft magnets, which are used in motors. A battery block can't charge another battery block.
The Grinder is the first step of the ore processing chain. A second use for diamond shards!
Also there is the Mixer, which is used for water-based recipes
Crystallizer; its recipes require 1 material, and a fluid to suspend them in. The fluid is not used up. It needs to be heated to get started. It takes 20 minutes to complete a recipe.
0.4.0 -- Secretly Updated!
Electricity:
Solar turbines, reflective mirrors, heaters, wires, charge meters
Solar turbines require a few reflective mirrors facing towards it on the same y-level, and a water source block underneath. 4 mirrors will produce enough electric charge to power a heater.
The heater allows you to run vanilla furnaces & slag furnaces without fuel. Place a heater adjacent to a furnace to heat it. A properly heated furnace will cook faster than normal. You can put more than one heater touching a furnace for extra speed.
The wires are called "Soldering Wire". Since it's very weak structurally, it must be supported by a block (or supported by a wire that is directly supported).
A Charge Meter will tell you how much charge is at conductor, how many conductors are connected, and what the average charge on them is.
Wrath Fire now treats other netherbrickblocks properly
Using more ore dict.
Added ejection router upgrade. You'll need to use the filter upgrade with it.
Welcome to the marketing team.
I have several suggestions for the Mecha-armor
1. Wrist mounted Grappler
essentially, when needed, you trigger this, it fires a harpoon that will pull you towards whatever you strike. Or pulls a mob towards you. Either seems plausible.
2. Shoulder mounted Demolition/Drilling device
This "cannon" would utilize either raw gunpowder to fire a low velocity shell to demolish whatever you are looking at when it is triggered. Press another button, and the cannon would then switch to using water (In buckets or a compressed canister either would work), funnel it into a water jet cutter, then use the water to drill out whatever you're looking at.
I envision the "Demo" mode as not dropping blocks, and the "Drill" mode dropping blocks.
3. Ground Penetrating Radar.
This one would require a lottttt of batteries to charge, but when triggered, would send out a "Pulse" that would reveal nearby ore deposits. I envisioned the Radar being of different levels, the higher the level, the more capable, but far more expensive.
4. Inertial Dampeners.
This last one would also require a lot of batteries, but this would, essentially, completely negate the effects of falling from a height.... until the charge is used up.
Please Click to help me level up!
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)