More Info: How to Install Mods
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http://www.minecraft...mp-reikas-mods/
Information:
I am working on a big "industrial-style" mod, akin to the likes of BuildCraft, IndustrialCraft, and so on, called RotaryCraft.
Why? The power transmission. Engines generate rotational power - torque and speed - and it is transmitted by shafts, gearboxes, and the like to eventually reach the machines.
In case you are curious, I actually researched the specs of real machines to get some idea to make this realistic.
Additionally, rather than hardcoding the behavior of many machines' attributes, I applied real physical laws to them. For example, a hot machine will cool according to the laws of heat convection; shafts can handle torques up to what is allowed by their shear strength (using the distortion energy method), and so on.
Also, read this whole post. It contains LOTS of valuable information. Likewise, read the last page or two of this thread - you may find that the issue you were going to post has been discussed. If you ask a question/post an issue that was discussed here (likely in the FAQ) or three posts above you, I am likely to just say "Read the FAQ"/"look up".
Finally, if you downloaded this mod from any site other than this thread, delete it immediately and download a new one. I have found more than one mirrored, illicit - not to mention illegal - download that contains malware.
Prerequisites:
RotaryCraft requires Minecraft 1.5.2 and Forge for the same version. It also requires DragonAPI, a function library that I wrote.
If you want to use Optifine with RotaryCraft, I recommend the latest version of Optifine.
Other versions may not, due to Forge/Optifine compatibility issues.
Download Links:
RotaryCraft:
Full Release V1.0 is currently in open beta. PM me for a copy of the download link.
DragonAPI:
http://adf.ly/Uz4wT
Mirror:
http://adfoc.us/15873928089499
Old Versions:
DragonAPI 1.5.1:
http://adf.ly/Qx9gZ
RotaryCraft 1.5.1:
http://adf.ly/Qx9YA
RotaryCraft 1.4.7:
http://adf.ly/Qx9bn
DragonAPI 1.4.7:
http://adf.ly/Qx9it
If you like this mod or want to help me develop it, feel free to use the button below. Every little bit helps me be able to keep working on it.
Installation:
DragonAPI: Simply add the .zip to the /mods folder.
RotaryCraft: Add the RotaryCraft.zip to the /mods folder.
RotaryCraft and DragonAPI do work with MagicLauncher - simply add both as External Mods.
The mod has a config file that can be used to change the Block and Item IDs, and a number of other properties of the mod. For example, one can specify the maximum range of the floodlight, light bridge, heat ray, and so on, whether to play engine sounds, whether the woodcutter should cause trees to fall or just disappear, and more.
One word of warning: Changing IDs of existing worlds is likely to cause lost machines at best and world corruption at worst (ClassCastException crash).
More Detailed Info:
The mod includes a "handbook" of sorts with detailed info on all the machines, engines, and so on, but here is a very brief rundown:
Engines:
http://imgur.com/a/eM00x#0 (Everything up to first release)
http://imgur.com/a/3upds#0 (Everything new (as of Beta V0.27).
[represent]
I definitely plan to, yes. How to implement it, I am not sure - rendering is the one thing I have no idea about.
That does introduce one logical problem, though. Will it not be immersion-breaking if a 128000 rad/s shaft does not visually spin all that much faster from a 64 rad/s one? (And also, how to animate anything at those speeds - even 10 rad/s is 96 rpm)?
http://www.minecraft...-food-and-more/
That said, I will keep you in mind.
stamp mills use hammers driven by a cam shaft to crush ores into a fine dust, whihc is than mixed with water and mercury and poored down an amalgamation plate made from copper. metals bond to the murcury and the murcury bonds to the copper where it collected and burned off to get metals
ball mills use heavy iron balls in a rotating tank to grind ore down to powder but require other processes to get metals out.
i brought these up as your mod will require a LOT of resources so why not have machines that can give you more metal from ore you alll ready have
I also like how it would require Silk Touch to use on anything other than iron and gold, and thus its most powerful attribute - basically automatic Fortune on ores like Diamond - fits rather nicely into the existing techtree.
I actually have to do some research to figure out the realistic energy requirements, but I think this idea will go somewhere.
The only thing is, I need to work out the actual in-game process, since I do not wish to edit world generation.
The reason for this is that it forces players to either start new worlds or have discontinuities in existing ones.
these two machines are really simple in design yet require boat loads of direct energy to function (tork)
ever thought of adding belt drives into the gearing system ? they could be used for transfering power to the machine?
i would rather like t see an actual machine rather than a single block with a gui like alot of mods (pherhaps a structure of blocks could be used
I like the looks of where this is going, and I'll probably try it out when you release it.
Yes, within certain guidelines. (Nothing restrictive, just things like you must notify me so I can keep track of all instances of the mod).
The actual rules will be drafted upon release.
As it currently is, the machines are powered by running a shaft/gear/etc into their "receiving side" - usually the side opposite the active/working one. Belts are somewhat superfluous, though an interesting idea (long-range power transmission at the cost of torque loss. maybe?)
A multi-block machine would be ridiculously difficult to implement; I am not closed to the idea, but seeing as this is my first mod, I would like to not set myself up for an exceedingly difficult task at the moment.
very neat
your models are amazing and a fresh change fro mthe borring blocks that most machine mods add
Yes, I wanted to avoid the "black box" effect of simply having the machines be a block with some icon drawn on them, as I feel that is severely immersion-breaking. I find this so problematic that I never even used one mod - which shall remain unnamed - which added a large number of machines but left them as icon-cubes.
Um...try traversing large distances without sneak-bridging and leaving a cobblestone/dirt/etc mess. My first thought was of nether navigation.