You can see my spotlight of the me using 1.5 here:
And here I show the new machines from 1.6 (Killer and Animal Farmer):
Mod requires Forge to be installed.
Update (2015-03-18) - v1.6.0 - The "Killer Farming" Update
Added "Killer" Machine; This takes a sword and fuel and will attack anything directly above it (expandable with range upgrades). Can be given filter upgrades to limit the machine to certain mobs/animals/players
Added "Animal Farmer" Machine; This by default takes animal feed and fuel and will breed animals one block directly in front of it (East when placed). Can be upgraded with a shearing upgrade to allow the machine to shear (requires shears) and a milker upgrade to allow the machine to milk animals (milking will be placed into empty buckets).
Added 6 new upgrades for the above machines.
Machines can now be wrenched to rotate them (mainly for the likes for the chopper and farmer which interact with their first tile to the East)
Added in some help lines both within the machines and as an item description.
Added potato power, machines can run off potatoes (very badly and can be disabled in the configs)
Machines are can now be disabled via redstone
Mod compatibility: Since I get a lot of questions about this I decided to add it here on the front page. The machines SHOULD work with most mod tools but the tool level rule still applies.
The level of the machine determines the max level of the tool that can be used, so you can use a Tinkers Construct tool made of wood in the wooden machines but you won't be able to use an obsidian made tool in anything except the diamond machines. The diamond machines can support any level of tool.
It's also worth noting that the machines normally destroy any tool once they lose all of their durability, this is not the case for TiC tools, once they break they will continue to be used but at a much slower rate.
Download:
Wiki: While I will try and keep this front post updated as much as possible. The main source of information on using the mod will be found at my github wiki page.
There are currently a few mod spotlights that showcase the Miner block from v1.0.0, There are considered out of date but I have put some here until newer ones are released.
There is a whole rake of them, you can basically OP the crap out of the mod or disable it all. If I've left out anything let me know.
You have my full permission to include this mod in any and all modpacks (public or private) provided credit is given to myself all parts of the mod are available free of charge to all players.
v1.5.23 (1.7.10 and 1.8) - AgriCraft Compatibility (2015-02-20) Changed the internal structure for managing mod compatibility Added support for AgriCraft, Planter can harvest from and plant to AgriCraft Crops Improved support for Pams Harvest Craft Improved support for harvesting plants that are harvested by right clicking Added options to enable/disable mod support (Obviously most of these mods aren't available on 1.8 but I did fix a bug with the planter for that)
v1.5.18 - Diamond Upgrade weren't working, Hoppers and pipes not working with generators (Initial 1.8 release)
v1.5.16 - Whole load of bug fixes
Changed the inner workings for upgrades - Torrins
Fixed bug with chisel 1
Made the RF engines chargeable in other machines
Fixed an issue where items would be put into the recipe of the crafter
Added German, Polish and Chinese languages
v1.5.6 - Improved compatibility with Pam's HarvestCraft, Improved inventory management internally, Torins Improved the inner workings of networking.
I know this is very early stage and you have tons of ideas you want to add but let me just add a few comments just from watching the video. I say make the recipes for the miners and the upgrades more expensive. I would say make it so you have to craft a few parts first before you can actually put he miner together first. Like say each miner would have it's own level of gears you would have to creat. Stone gears for stone miner iron gears for iron miner ect. Add in a motor for each miner except for the wooden miner and stone miner. Wooden miner would use the same recipe as now but the stone miner would use two furnaces and any miner from iron on up would have the motor. The motor recipe would consist of two pistons one on either side of the middle, two sparks plugs one above each piston a water filled water bucket top middle an auger or drill bit at the bottom middle the rest iron ingots.( the spark pugs are made from two inron ingots,one on the top and middle and a redstone on the bottom). The wooden miner doesn't get any upgrades that's just too early game.Upgrades are too powerful.Upgrades start from stone miners on upwards and get better as you go up. Limit the amount of upgrades each miner can hold. Make new upgrades such as a cooling upgrade for the motor (only available from the iron miner on upwards) A durability upgrade for the pick axes that is made from diamonds of course, a speed upgrade a range upgrade (which you have now) and a chest upgrade that will allow you to add a second chest. With the various upgrades you wouldn't need to enchant the tools. So those are some ideas to make the various miners harder to get as you progress in game and to balance out game play. Great mod so far and I wish you luck.
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Thanks for the feedback.
Yeah to be honest I didn't really think through the recipes too much, it was very much thrown together to meet the modjam deadline. But I suspect that once people start to use it then it should be possible to balance it out more.
I like the idea of using pistons for the engine though as it does make sense.
The Meaning of Life, the Universe, and Everything.
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I agree with not making the crafting process long, that's just a pain!
It will mine other ore, or anything under it really. It takes some tools from mods, but not all of them. And yeah I wouldn't put any tinkers tools in there.....
Please don't make these recipes needlessly difficult to make. If you make this just like other existing mods with automated mining (with 15432 crafting steps...), people will just use one of those already-established mods instead. You don't have to balance your mod around other existing mods. Of course, do whatever you want: it's your mod, after all
The Meaning of Life, the Universe, and Everything.
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@centraldogma: Haha yeah I really do hate the excess steps. I may kept the recipes the same, or nearly the same, but require you to add bits after for more features... Maybe... I'm not sure yet really
@lolkidspain: Hah! Yeah it's gonna do that, either get some unbreaking on it, or let it run with a stone pick first to get rid of all the stone and run it again with the iron pick! The miners don't mine cobblestone again.
I agree with not making the crafting process long, that's just a pain!
It will mine other ore, or anything under it really. It takes some tools from mods, but not all of them. And yeah I wouldn't put any tinkers tools in there.....
I wasn't suggesting to make the recipes too long but to surround a miner with the next tier item seems too cheap to me when you can take a few iron ore grind them in a macerator or something and get back double (except for the diamond miner).
Really cool mod! Don't you have an adfly so I can support you? ^.^
EDIT: Just read the posts above. Don't you think Iron Blocks would be an overkill? Maybe it could be something like this:
0 IronBlock 0
IronBlock Miner IronBlock
0 Pick 0
The Meaning of Life, the Universe, and Everything.
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I did suspect that actually moving the miner may turn out to be the easier option all right, especially once you get to diamond level. But at the same time the upgrades are reuseable so once they are crafted you can use them every time you move it so you can slowly upgrade the range over time.
I'll make it so you can shift right click with a wrench to disassemble the miner to keep everything it to make it easier to move.
I might also nerf the fuel cost and make the fuel become more efficient as you upgrade up the line.
So, playing around with the miners, and I have to say - for what they do, upgrades are simply TOO expensive. Stone, no big deal - but iron and diamond is just insane. You're calling for eight iron for an upgrade of a single block in mining area (or eight diamonds, which... just wow.) When/if you rebalance the recipes, remember that wood and stone are much, much, much easier to get than iron (and iron is that much easier to get compared to diamonds).
Personally, I would make one iron upgrade cost two iron per, and allow four upgrades per single diamond (or maybe two?) Still expensive, still using up resources, but not on quite such a mad scale.
Otherwise, I love the miners quite a bit and being able to do any automated mining at all so early is quite helpful.
The Meaning of Life, the Universe, and Everything.
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@Hikachan: Unlikely, because stone mines to cobble stone I'm able to skip cobble when it's mining, but dirt mines to dirt so it would mine the dirt everything you added something or restarted the miner.
@AngelFeather: TBH I was just thinking about that last night, and I think you are completely right, the diamond upgrades any way are definitely too expensive.
This mod provides low tech automation tools for common tasks. The tools will be upgradable as the player progresses.
Some of the cool things the mod adds are:
For bug reports, and to check if a bug has already been submitted, please go to my github repository here.
You can see my spotlight of the me using 1.5 here:
And here I show the new machines from 1.6 (Killer and Animal Farmer):
Mod requires Forge to be installed.
Update (2015-03-18) - v1.6.0 - The "Killer Farming" Update
Mod compatibility: Since I get a lot of questions about this I decided to add it here on the front page. The machines SHOULD work with most mod tools but the tool level rule still applies.
The level of the machine determines the max level of the tool that can be used, so you can use a Tinkers Construct tool made of wood in the wooden machines but you won't be able to use an obsidian made tool in anything except the diamond machines. The diamond machines can support any level of tool.
It's also worth noting that the machines normally destroy any tool once they lose all of their durability, this is not the case for TiC tools, once they break they will continue to be used but at a much slower rate.
Download:
Wiki: While I will try and keep this front post updated as much as possible. The main source of information on using the mod will be found at my github wiki page.
Please read the full licence here: https://raw.githubusercontent.com/Vanhal/ProgressiveAutomation/master/LICENSE
v1.5.23 (1.7.10 and 1.8) - AgriCraft Compatibility (2015-02-20) Changed the internal structure for managing mod compatibility Added support for AgriCraft, Planter can harvest from and plant to AgriCraft Crops Improved support for Pams Harvest Craft Improved support for harvesting plants that are harvested by right clicking Added options to enable/disable mod support (Obviously most of these mods aren't available on 1.8 but I did fix a bug with the planter for that)
v1.5.18 - Diamond Upgrade weren't working, Hoppers and pipes not working with generators (Initial 1.8 release)
v1.5.16 - Whole load of bug fixes
v1.5.6 - Improved compatibility with Pam's HarvestCraft, Improved inventory management internally, Torins Improved the inner workings of networking.
v1.5.0 (2014-11-18) - Added filler upgrade, wither tools
v1.4.12 (2014-09-15) - Added Cobble gen upgrade, Wither upgrade and fuel pellets
v1.4.0 (2014-08-12) - Added the Planter for planting and harvesting crops as well as a creative RF Engine
v1.3.0 - Added RF support in the form of the RF Engine and added a Generator
v1.2.2 - Bug Fixes
v1.2.0 - Added the Chopper block, changed the code a bit as well.
v1.1.2 - Bug Fixes and added config options
v1.1.1 - Bug Fixes
V1.1.0 - The Tinkers Construct Update:
v1.0.0 - Initial Version, added miner and upgrades.
Sphax BDcraft by Jackleton: http://bdcraft.net/community/pbdc-patches-rel/progressive-automation-t2895.html
Raidencraft by Jakibraiden: http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2368503-raidencraft-16x-for-minecraft-1-8-huge-mod-update
For news and updates, follow me on twitter at @VanhalMinecraft
You can also get the source on my github
Post bug reports fof my mods on github
Support me on patreon
Yeah to be honest I didn't really think through the recipes too much, it was very much thrown together to meet the modjam deadline. But I suspect that once people start to use it then it should be possible to balance it out more.
I like the idea of using pistons for the engine though as it does make sense.
Post bug reports fof my mods on github
Support me on patreon
It will mine other ore, or anything under it really. It takes some tools from mods, but not all of them. And yeah I wouldn't put any tinkers tools in there.....
Post bug reports fof my mods on github
Support me on patreon
@lolkidspain: Hah! Yeah it's gonna do that, either get some unbreaking on it, or let it run with a stone pick first to get rid of all the stone and run it again with the iron pick! The miners don't mine cobblestone again.
Post bug reports fof my mods on github
Support me on patreon
Post bug reports fof my mods on github
Support me on patreon
EDIT: Just read the posts above. Don't you think Iron Blocks would be an overkill? Maybe it could be something like this:
0 IronBlock 0
IronBlock Miner IronBlock
0 Pick 0
.
you have an error in the title it's Upgradeable not upgradable
@McKiller5252: Cool, I hadn't seen that. And I've fixed the typo thanks!
@gaget01: I'll see if I can compile it to 1.6.2 but if I can't then I'm afraid not.
Post bug reports fof my mods on github
Support me on patreon
Let me know what you think should be the next feature I add.
Post bug reports fof my mods on github
Support me on patreon
I'll make it so you can shift right click with a wrench to disassemble the miner to keep everything it to make it easier to move.
I might also nerf the fuel cost and make the fuel become more efficient as you upgrade up the line.
Post bug reports fof my mods on github
Support me on patreon
Post bug reports fof my mods on github
Support me on patreon
Edit: Updated to (hopefully) fix that issue!
1.0.10 available here: https://drone.io/github.com/Vanhal/ModJam/files
Post bug reports fof my mods on github
Support me on patreon
Personally, I would make one iron upgrade cost two iron per, and allow four upgrades per single diamond (or maybe two?) Still expensive, still using up resources, but not on quite such a mad scale.
Otherwise, I love the miners quite a bit and being able to do any automated mining at all so early is quite helpful.
@AngelFeather: TBH I was just thinking about that last night, and I think you are completely right, the diamond upgrades any way are definitely too expensive.
Post bug reports fof my mods on github
Support me on patreon