News
15th September, 2013
Finally! A developer preview!
This update brings:
- Somewhat working Chemistry module: canisters handle radioactive elements inside them properly now.
- Use the Lab Bench to 'pour' reactants together, one above the other
- Things in the same canister will now try to react together.
Using the Automatic Canister Filler
- Right now it's the only practical way to get things into canisters.
- Put one of the infinite compounds on top (the named ones)
- Place a canister below. Canisters can only hold 5000 mol of stuff.
Note that the reaction system is completely dynamic, so in theory I never need to mess with recipes.. Although in practice, knowing science and i'll have to hard-code some stuff in eventually.
What is this mod about?
Eventually, I plan to have a collection of science-related mods in here. Nothing like RP2 or BC3 or AE or whatever, just fun, mostly cool and somewhat practical science stuff. Chemistry is an example.
FAQ 1. Isn't this something like that MineChem2/3 mod? In short, yes, we are both producing mods that have an element of Chemistry.
While they have more content in, like actual decomposing stuff and the likes, I've taken look inside the the code and the entire system is hard-coded: the main advantage of this mod is... enabling laziness on my part by not having to code recipes (:
2. What exactly can this do? Right now, DP1 is simply a tech-demo of sorts, as a proof-of-concept and that it doesn't have any weird bugs that i happened to overlook.
DOWNLOAD 15th September - Developer Preview 1: Forge 854+, MC 1.6.2 http://db.tt/me2QYpEn
Sounds amazing! I'm just not sure with the physics part. And how will the diseases work? When I get cancer for instance, couldn't I just jump down my house, respawn, pick up my stuff, and be cured? Btw, you wrote "cancer" twice.
1. This topic isn't written by me, I have yet to find the time to vet the grammatical errors.
2. I haven't thought of that, good point. Either there would be a bigger penalty to death, or cancer will persist in your body (:
Will this mod, once released be allowed in modpacks? (With permission) Or will it be strictly forbidden? If no, I can already say that I will "probably" be very interested in adding it to my Modpack.
I am just saying this now, so should this ever be a popular mod (which will probably/hopefully happen) I can say that I was the first one that... at least asked for permission
I'll see when the mod develops more, it'll have to depend on what's in this mod and what's in your modpack. No definite answer yet, sorry.
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
I don't want to set any deadline and risk disappointing myself and any supports out there (you!). But I can guarantee that there will be a release by the time 1.6 is released.
I suggest you start slow, make it a full release with just, say, botany. Then, as the mod develops, you add more and more stuff into it! That way you will build up interest, insted of it fading. Look at this thread for example: www.minecraftforum.net/topic/814675-. It's in WIP for quite a few years now. I personally loved this mod, and I kept track of the goings-on. Fore the first 2 weeks. Then it became boring. Then I got mad at the guy who makes it and I did things I regreted. Now I kinda understand him, but he could have gone step-by-step, instead of releasing the biggest mod in the history of MC ever all at once. Really, they stared development far back in the beta stage, maybe even alpha, and they say it will be released this fall! Really... I bet it won't be released untill the middle of the next spring!
I know what you mean. (OMG DOCTOR WHO MOD kjHLKJHJFBJAHSJAKHD). I fully intend on releasing a prerelease before every feature is finished. (Imagine if eloraam decides to finish RP3 and announce it as a surprise at MineCon 2013 hehehe).
Right now, the development is as stands:
- Chemistry is basically complete. All I need to add are caustic functions and fix radioactive decay for canisters... Along with the rest of the utility blocks.
- Geology is only about 50% complete. Most of the blocks (mainly ores) are in, but there's still worldgen to do... And worldgen is COMPLEX.
- I'm gonna be a total and make my own power system. It's only at the planning stage and I'm writing the helper functions as I have time.
Remember that I'm one man doing everything right now... and RL gets in the way a lot. But don't worry. Like I said in the previous topic, I'll try my hardest not to make this abandonware.
Why? Wouldn't it be better for you if you would make it Buildcraft/Industrialcraft-Power-compatible-thing? People who want to play with at least one of the two mods (Which are alot) can't play with AITS and, let's be honest, I am pretty sure they won't stop using Buildcraft/Industrialcraft to play AITS. And it may be (I don't know) less work for you. besides, whats wrong with the Buildcraft/Industrialcraft-Power? Or would it be not compatible with some features of your mod?
1. I don't really want a biggish mod to depend on another big mod... Imagine if BTW was forge compatible -- it'd have it's own tech tree that's not really designed to go well with the other big mods...
2. The thing I'm most afraid about is breaking the balance of AITS, especially with those industrial mods out there...
Why bother using a blast furnace when you can macerate and smelt, == profit x 2?
Either way, it's good fun. I just hope that it doesn't end up like Factorisation's energy system. I mean... every big mod out there is making it's own power/electricity system, even that XYCraft...
Why not? (Of course there'll be compatible engines/MFE-like things when the userbase gets big and the need arises.)
The Meaning of Life, the Universe, and Everything.
Join Date:
12/6/2012
Posts:
43
Member Details
You could make this in chunks as "vimml" said, but release as a "modpack" or separate mods that can be installed based on what people want. Like "Metallurgy".
did you remove some of thing thinsg that you your thinking to add if you did =( if you give me the one syou removed ill see if my moding buddy can make those for ya
Can you speed it up with the microbiology? I need to get to work and start making that virus that will end all Testifi-- I mean help them cure the zombie outbreak
News
15th September, 2013
Finally! A developer preview!
This update brings:
- Somewhat working Chemistry module: canisters handle radioactive elements inside them properly now.
- Use the Lab Bench to 'pour' reactants together, one above the other
- Things in the same canister will now try to react together.
Using the Automatic Canister Filler
- Right now it's the only practical way to get things into canisters.
- Put one of the infinite compounds on top (the named ones)
- Place a canister below. Canisters can only hold 5000 mol of stuff.
Note that the reaction system is completely dynamic, so in theory I never need to mess with recipes.. Although in practice, knowing science and i'll have to hard-code some stuff in eventually.
What is this mod about?
Eventually, I plan to have a collection of science-related mods in here. Nothing like RP2 or BC3 or AE or whatever, just fun, mostly cool and somewhat practical science stuff. Chemistry is an example.
FAQ
1. Isn't this something like that MineChem2/3 mod?
In short, yes, we are both producing mods that have an element of Chemistry.
While they have more content in, like actual decomposing stuff and the likes, I've taken look inside the the code and the entire system is hard-coded: the main advantage of this mod is... enabling laziness on my part by not having to code recipes (:
2. What exactly can this do?
Right now, DP1 is simply a tech-demo of sorts, as a proof-of-concept and that it doesn't have any weird bugs that i happened to overlook.
DOWNLOAD
15th September - Developer Preview 1: Forge 854+, MC 1.6.2
http://db.tt/me2QYpEn
Thanks!
If It Did Come Out I Didnt see The Download Link.
10 DIAMONDS-
WTF is that supposed to mean?
No, this is still a WIP mod. However, rest assured this is not another one of those farce mods that have no actual code/content.
1. This topic isn't written by me, I have yet to find the time to vet the grammatical errors.
2. I haven't thought of that, good point. Either there would be a bigger penalty to death, or cancer will persist in your body (:
Thanks for the support guys!
Just welcome to Anchor in the Science since it has a new post now and you are the new owner.:)
Go get it, it's quite fast and simple honestly
I don't think welcome is the wrong word....
I'll see when the mod develops more, it'll have to depend on what's in this mod and what's in your modpack. No definite answer yet, sorry.
OcD Simple Add-On!
I don't want to set any deadline and risk disappointing myself and any supports out there (you!). But I can guarantee that there will be a release by the time 1.6 is released.
I know what you mean. (OMG DOCTOR WHO MOD kjHLKJHJFBJAHSJAKHD). I fully intend on releasing a prerelease before every feature is finished. (Imagine if eloraam decides to finish RP3 and announce it as a surprise at MineCon 2013 hehehe).
Right now, the development is as stands:
- Chemistry is basically complete. All I need to add are caustic functions and fix radioactive decay for canisters... Along with the rest of the utility blocks.
- Geology is only about 50% complete. Most of the blocks (mainly ores) are in, but there's still worldgen to do... And worldgen is COMPLEX.
- I'm gonna be a total and make my own power system. It's only at the planning stage and I'm writing the helper functions as I have time.
Remember that I'm one man doing everything right now... and RL gets in the way a lot. But don't worry. Like I said in the previous topic, I'll try my hardest not to make this abandonware.
What has slow internet have to do with this?
1. I don't really want a biggish mod to depend on another big mod... Imagine if BTW was forge compatible -- it'd have it's own tech tree that's not really designed to go well with the other big mods...
2. The thing I'm most afraid about is breaking the balance of AITS, especially with those industrial mods out there...
Why bother using a blast furnace when you can macerate and smelt, == profit x 2?
Either way, it's good fun. I just hope that it doesn't end up like Factorisation's energy system. I mean... every big mod out there is making it's own power/electricity system, even that XYCraft...
Why not? (Of course there'll be compatible engines/MFE-like things when the userbase gets big and the need arises.)
Quick, make it popular!
PM me your email address, I'll probably want to get a stockpile of textures for uninterrupted modding (:
Ah damn, it seems Exacat didn't put the pictures back... I'll find a way to fix it ASAP