Anyone know if the Power Converter mod and/or the Minefactory Reloaded mod is compatible with Forge?
I can confirm that Power Converters is compatible with Direwolf's "Let's Play" build. I am using it in conjunction with those mods (my quad Miner setup is powered by an MV Engine Generator).
As for Minefactory Reloaded, I believe it is also compatible - but I did not use it because it needed too many block IDs, if I recall. Can't hurt to give it a try! The worst that can happen is you have to reassign IDs, or if it doesn't work you can just remove the file from the mods folder.
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
Updated Fossil / Archeology textures to have rails consistenet with those in the RailCraft textures.
I completed my experiments with the HD GUIs. Everything worked fine, but the visual impact was much less effective than I imagined...so, I won't be doing any more with that idea.
I can confirm that Power Converters is compatible with Direwolf's "Let's Play" build. I am using it in conjunction with those mods (my quad Miner setup is powered by an MV Engine Generator).
As for Minefactory Reloaded, I believe it is also compatible - but I did not use it because it needed too many block IDs, if I recall. Can't hurt to give it a try! The worst that can happen is you have to reassign IDs, or if it doesn't work you can just remove the file from the mods folder.
Power Converters is what I really wanted, and I loaded it last night without problems. Still need to build some and test fully, but they show up in NEI.
Thumbs up, Scott, HeadHunter!
Rollback Post to RevisionRollBack
Is there a mod that sends a wave of dirty, smelly zombies if you collect too many valuables? You could call it Occupy Minecraft.
My current mods using Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3, Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5, Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3, various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)
I can't imagine playing without PowerConverters and Silentdeth's BC-IC Crossover. They really tie things together and make it feel more cohesive. I'm hoping that PowerConverters will continue to remain up-to-date and available to all as a standalone add-on.
I look forward to see what Eloraam and her colleagues have in store for conversion between blutricity, EU, and MJ!
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
comparing these textures to bonemouse's isabella textures, i dont think they mach or blend very well with the original texture-pack (especially the ores). I think it needs a LOT of work still.
Thank you for the feedback. Please offer more details! Which textures above do not match? Which pack's ores do you not like and why? Which textures need a LOT of work and what kind of improvements do you think they need? Without helpful details, criticism is futile.
One thing I thought was RP's gemstone textures, for the ores, blocks and such, were WAY to bright compared to everything else.
I agree. Marble looks especially strange. I'll see what I can do. Those were actually some of my first and they deserve a revisit. I've got any update to do for the new release anyway, so I'll try updating them then. Anyone else?
Everyone please feel free to comment on my work at anytime. I don't even mind if you are brutal...but please always give details so I can improve! :laugh.gif:
comparing these textures to bonemouse's isabella textures, i dont think they mach or blend very well with the original texture-pack (especially the ores). I think it needs a LOT of work still.
Maybe this is true of a specific add-on pack or two, but not the whole. I would disagree with that, generally. There are a LOT of textures here. I'd say a majority blend well, and there is SOME work that can be done, along the lines of what's just been mentioned.
Scott,
It seems that you change just the GUI's on some of these mods? I'm thinking of BC and Logistics pipe textures specifically. It really seems that the colors are very close to the original. I could see taking the saturation of the Logistic pipes' green, red, and yellow down quite a bit, and maybe lighten the blacks to a dark grey color.
I can agree that the gems might be too bright and cheery compared to everything else, and the marble is very white and contrasty. Gems can be referenced to diamonds, but I don't know what bonemouse would do with marble. Maybe bring it down just a bit from the original values in Eloraam's, but keep your texture work. Maybe see if a small shift to either blue or yellow improves it or makes it feel like it matches Isabella better. I don't know if bonemouse just desaturates the colors. Maybe there is some color adjustment as well in a particular direction? Everything tends to look as if you are seeing it from far away, which desaturates and blue-shifts colors I think.
Is there a mod that sends a wave of dirty, smelly zombies if you collect too many valuables? You could call it Occupy Minecraft.
My current mods using Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3, Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5, Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3, various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)
Maybe this is true of a specific add-on pack or two, but not the whole. I would disagree with that, generally. There are a LOT of textures here. I'd say a majority blend well, and there is SOME work that can be done, along the lines of what's just been mentioned.
Scott,
It seems that you change just the GUI's on some of these mods? I'm thinking of BC and Logistics pipe textures specifically. It really seems that the colors are very close to the original. I could see taking the saturation of the Logistic pipes' green, red, and yellow down quite a bit, and maybe lighten the blacks to a dark grey color.
I can agree that the gems might be too bright and cheery compared to everything else, and the marble is very white and contrasty. Gems can be referenced to diamonds, but I don't know what bonemouse would do with marble. Maybe bring it down just a bit from the original values in Eloraam's, but keep your texture work. Maybe see if a small shift to either blue or yellow improves it or makes it feel like it matches Isabella better. I don't know if bonemouse just desaturates the colors. Maybe there is some color adjustment as well in a particular direction? Everything tends to look as if you are seeing it from far away, which desaturates and blue-shifts colors I think.
THANKS, JAYCEPHUS!!!
To everyone:
A confession: I've never seen some of these textures in-game. There are just too many!
Logistics pipes is one of these. I would be grateful for screenshots that illustrate the point, as I am still learning what they are, and have never used them in a legitimate game.
My Red Power marble always looked to me liked something from an alien planet (especially at night!), but until SiNGER, no one mentioned it and I thought it was just me--so I put it on a low priority. Because of his feedback, I have revisited RedPower marble and the gems and I hope these are better. They certainly feel better to me, in game. I'll be posting several updates in a few minutes that include these fixes.
Also, I want to say that bonemouse has artistic talent. I consider myself to be a technician. I never just release the gui textures--if a texture is in the pack, it is not the same as the original, though sometimes a texture on a texture sheet will be released untouched because I have no idea what to do with it. The GUIs look like they do because bonemouse let me have a copy of his GUI PhotoShop file. Unless the mod author has added a non standard element, they are Bonemouse's GUIs.
Textures are a bit different...Bonemouse was generous and gave me several tutoring sessions early on. He focused on desaturation and not color shift, but this is probably because he doesn't start with anything and then shift it. He just desisgns a texture in his palette. His palette is unique. His gold is close to other's brass and his silver is close to other's stone.
The palette is tricky. The first thing I do is to try and match colors based on what the mod author is trying to portray--for instance, eloraam's tubes are made of brass, and so my retexture matches bonemouse's brass very closely. The next thing I do is try and replace textures. If the mod author modified a vanilla texture, then I apply similar modifications to bonemouse's vanilla textures. Next, I look for similarities or things i can use in bonemouse's vanilla textures, like handles for tools, sword blades, glass bottles, etc. Finally, if I can't figure out what to do, I apply a set desaturation to the texture just so the texture is less likely to appear like it glows--unless it is an indicator light or something. Desaturation does not work on textures that are mostly white, black or grey.
When I am able to spend a lot of time on textures, I think it shows. My favorites here are IC2 and Wireless Redstone. They took a lot of time, and I am pleased with them for the most part.
So, as you can see, I am no artist(!), but I am glad you are all using the textures and value your feedback. It teaches me and I could never put a price on that. I would love to see more screenshots here, both of what I need to fix and what you love. I promise it will be worth your efforts!
RedPower 2 updated to mod version Prerelease 4d. Includes improvements to gems and marble suggested by SiNGER. Please post your feedback on these improvements!
Buildcraft updated to mod version 2.2.12.
Railcraft updated to mod version 3.0. Includes fix to Coke Furnace GUI found by HeadHunter67.
Fossil / Acheology updated to mod version 5.6_P1.
Thaumcraft updates to mod version 1.2.3.
I also verified that the Ropes+ and Wirless Redstone textures work with the current versions of the mods.
With the exception of Thaumcraft, all updates should work for current MC1.0 and MC1.1 versions of the mods. In Thaumcraft, upon updating the textures, you will lose my customized armor texture and regain it when you update the mod to the MC1.1 version.
Yes, black and white are unique. You'll have to see if there is a case of bonemouse altering black or white. But to de-emphasize them, you would shift them toward a neutral value, of course. I never really considered whether bonemouse shifts black toward gray or blue-gray until now.
It also seems like MC lighting does some weird stuff with lighting that is very apparent with white values, where the falloff of light is totally wrong. Moderately lit marble is really bright, very little difference from fully lit marble, but find or make a wide hole that goes down about 30 blocks, and somehow zero light returns from about 15 or 20 blocks down.
For Logistics Pipes, I didn't do a strict check in photoshop, but I did a quick visual comparison between default textures and your textures in MC. It doesn't bother me on the one hand, but the post above made me look at certain textures closer.
Rollback Post to RevisionRollBack
Is there a mod that sends a wave of dirty, smelly zombies if you collect too many valuables? You could call it Occupy Minecraft.
My current mods using Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3, Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5, Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3, various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)
Yes, black and white are unique. You'll have to see if there is a case of bonemouse altering black or white. But to de-emphasize them, you would shift them toward a neutral value, of course. I never really considered whether bonemouse shifts black toward gray or blue-gray until now.
It also seems like MC lighting does some weird stuff with lighting that is very apparent with white values, where the falloff of light is totally wrong. Moderately lit marble is really bright, very little difference from fully lit marble, but find or make a wide hole that goes down about 30 blocks, and somehow zero light returns from about 15 or 20 blocks down.
For Logistics Pipes, I didn't do a strict check in photoshop, but I did a quick visual comparison between default textures and your textures in MC. It doesn't bother me on the one hand, but the post above made me look at certain textures closer.
The best examples of the nuances of particular colors in Isabella are bonemouse's wool colors. White is medium gray and black is black. I tried to take this into account with the new marble texture for RedPower. It has a tiling artifact that I intend to fix, but I wanted to see how the new coloring works. Please let me know what you think! It can be a bit difficult because the texture appears very dark in Photoshop and not so much in game--more testament to bonemouse's brilliance!
With Logistics Pipes, I masked the red and green indicators so they would not be altered by destaturation. I wasn't sure how important they were other than on the initial hookup. Now that I have watched direwolf20 and understand more, I'll have to set something up in test to get those textures just right.
Thanks for taking the time to give me good feedback. Even more is appreciated as it is appropriate!
Speaking of tiling artifact, I just started using Optifine, so maybe it is related to that, but a a certain distance, artifacts show up. I can see it on tall grass and cactus. At a certain distance in a ring around the viewpoint, tall grass will have a white fringe. It's almost got to be optifine (and those are bonemouse original textures, which used to be fine a week or so ago.)
Is there a mod that sends a wave of dirty, smelly zombies if you collect too many valuables? You could call it Occupy Minecraft.
My current mods using Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3, Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5, Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3, various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)
Speaking of tiling artifact, I just started using Optifine, so maybe it is related to that, but a a certain distance, artifacts show up. I can see it on tall grass and cactus. At a certain distance in a ring around the viewpoint, tall grass will have a white fringe. It's almost got to be optifine (and those are bonemouse original textures, which used to be fine a week or so ago.)
I have never not had these--far away torches, tall grass and cactus all have this. With either MCPatcher or Optifine, they have always been there, no matter which texture pack I choose. I have other graphical glitches with other java programs, so I don't even know for sure that these are Minecraft specific--but I don't have them in unpatched MineCraft.
If you find an answer, I hope you will share!
Here they are in an screenshot I took a while back while using MCPatcher. (Bottom left quadrant)
It probably started for me when I updated to the latest Isabella and had to load an HD patch, which was Optifine for me.
Rollback Post to RevisionRollBack
Is there a mod that sends a wave of dirty, smelly zombies if you collect too many valuables? You could call it Occupy Minecraft.
My current mods using Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3, Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5, Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3, various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)
I can confirm that Power Converters is compatible with Direwolf's "Let's Play" build. I am using it in conjunction with those mods (my quad Miner setup is powered by an MV Engine Generator).
As for Minefactory Reloaded, I believe it is also compatible - but I did not use it because it needed too many block IDs, if I recall. Can't hurt to give it a try! The worst that can happen is you have to reassign IDs, or if it doesn't work you can just remove the file from the mods folder.
Power Converters is what I really wanted, and I loaded it last night without problems. Still need to build some and test fully, but they show up in NEI.
Thumbs up, Scott, HeadHunter!
My current mods using
Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3 , Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5,Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3,various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)I look forward to see what Eloraam and her colleagues have in store for conversion between blutricity, EU, and MJ!
Updated Fossil / Archeology textures.
Added Charging Bench textures
Added support for Thermometer!
Not much new...just changed the colors to match Isabella.
Fixed the generator GUI in the Industrialcraft skins.
Thank you for the feedback. Please offer more details! Which textures above do not match? Which pack's ores do you not like and why? Which textures need a LOT of work and what kind of improvements do you think they need? Without helpful details, criticism is futile.
I agree. Marble looks especially strange. I'll see what I can do. Those were actually some of my first and they deserve a revisit. I've got any update to do for the new release anyway, so I'll try updating them then. Anyone else?
Everyone please feel free to comment on my work at anytime. I don't even mind if you are brutal...but please always give details so I can improve! :laugh.gif:
Thank you, SiNGER!
Maybe this is true of a specific add-on pack or two, but not the whole. I would disagree with that, generally. There are a LOT of textures here. I'd say a majority blend well, and there is SOME work that can be done, along the lines of what's just been mentioned.
Scott,
It seems that you change just the GUI's on some of these mods? I'm thinking of BC and Logistics pipe textures specifically. It really seems that the colors are very close to the original. I could see taking the saturation of the Logistic pipes' green, red, and yellow down quite a bit, and maybe lighten the blacks to a dark grey color.
I can agree that the gems might be too bright and cheery compared to everything else, and the marble is very white and contrasty. Gems can be referenced to diamonds, but I don't know what bonemouse would do with marble. Maybe bring it down just a bit from the original values in Eloraam's, but keep your texture work. Maybe see if a small shift to either blue or yellow improves it or makes it feel like it matches Isabella better. I don't know if bonemouse just desaturates the colors. Maybe there is some color adjustment as well in a particular direction? Everything tends to look as if you are seeing it from far away, which desaturates and blue-shifts colors I think.
My current mods using
Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3 , Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5,Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3,various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)THANKS, JAYCEPHUS!!!
To everyone:
A confession: I've never seen some of these textures in-game. There are just too many!
Logistics pipes is one of these. I would be grateful for screenshots that illustrate the point, as I am still learning what they are, and have never used them in a legitimate game.
My Red Power marble always looked to me liked something from an alien planet (especially at night!), but until SiNGER, no one mentioned it and I thought it was just me--so I put it on a low priority. Because of his feedback, I have revisited RedPower marble and the gems and I hope these are better. They certainly feel better to me, in game. I'll be posting several updates in a few minutes that include these fixes.
Also, I want to say that bonemouse has artistic talent. I consider myself to be a technician. I never just release the gui textures--if a texture is in the pack, it is not the same as the original, though sometimes a texture on a texture sheet will be released untouched because I have no idea what to do with it. The GUIs look like they do because bonemouse let me have a copy of his GUI PhotoShop file. Unless the mod author has added a non standard element, they are Bonemouse's GUIs.
Textures are a bit different...Bonemouse was generous and gave me several tutoring sessions early on. He focused on desaturation and not color shift, but this is probably because he doesn't start with anything and then shift it. He just desisgns a texture in his palette. His palette is unique. His gold is close to other's brass and his silver is close to other's stone.
The palette is tricky. The first thing I do is to try and match colors based on what the mod author is trying to portray--for instance, eloraam's tubes are made of brass, and so my retexture matches bonemouse's brass very closely. The next thing I do is try and replace textures. If the mod author modified a vanilla texture, then I apply similar modifications to bonemouse's vanilla textures. Next, I look for similarities or things i can use in bonemouse's vanilla textures, like handles for tools, sword blades, glass bottles, etc. Finally, if I can't figure out what to do, I apply a set desaturation to the texture just so the texture is less likely to appear like it glows--unless it is an indicator light or something. Desaturation does not work on textures that are mostly white, black or grey.
When I am able to spend a lot of time on textures, I think it shows. My favorites here are IC2 and Wireless Redstone. They took a lot of time, and I am pleased with them for the most part.
So, as you can see, I am no artist(!), but I am glad you are all using the textures and value your feedback. It teaches me and I could never put a price on that. I would love to see more screenshots here, both of what I need to fix and what you love. I promise it will be worth your efforts!
Yes, black and white are unique. You'll have to see if there is a case of bonemouse altering black or white. But to de-emphasize them, you would shift them toward a neutral value, of course. I never really considered whether bonemouse shifts black toward gray or blue-gray until now.
It also seems like MC lighting does some weird stuff with lighting that is very apparent with white values, where the falloff of light is totally wrong. Moderately lit marble is really bright, very little difference from fully lit marble, but find or make a wide hole that goes down about 30 blocks, and somehow zero light returns from about 15 or 20 blocks down.
For Logistics Pipes, I didn't do a strict check in photoshop, but I did a quick visual comparison between default textures and your textures in MC. It doesn't bother me on the one hand, but the post above made me look at certain textures closer.
My current mods using
Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3 , Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5,Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3,various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)The best examples of the nuances of particular colors in Isabella are bonemouse's wool colors. White is medium gray and black is black. I tried to take this into account with the new marble texture for RedPower. It has a tiling artifact that I intend to fix, but I wanted to see how the new coloring works. Please let me know what you think! It can be a bit difficult because the texture appears very dark in Photoshop and not so much in game--more testament to bonemouse's brilliance!
With Logistics Pipes, I masked the red and green indicators so they would not be altered by destaturation. I wasn't sure how important they were other than on the initial hookup. Now that I have watched direwolf20 and understand more, I'll have to set something up in test to get those textures just right.
Thanks for taking the time to give me good feedback. Even more is appreciated as it is appropriate!
My current mods using
Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3 , Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5,Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3,various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)I have never not had these--far away torches, tall grass and cactus all have this. With either MCPatcher or Optifine, they have always been there, no matter which texture pack I choose. I have other graphical glitches with other java programs, so I don't even know for sure that these are Minecraft specific--but I don't have them in unpatched MineCraft.
If you find an answer, I hope you will share!
Here they are in an screenshot I took a while back while using MCPatcher. (Bottom left quadrant)
It probably started for me when I updated to the latest Isabella and had to load an HD patch, which was Optifine for me.
My current mods using
Forge 1.2.4: IC2 1.43, BC 2.2.11, RP2 pr4c, EE 5.7.3 , Thaumcraft 1.2.1, Railcraft, PG4, WR 1.5,Adv Machines for IC2, Logistics Pipes 0.1.6, AddlBCPipes, Power Converters, BC-IC Crossover, Treecapitator, Charging Bench, Thermometer, Forestry, Ender Chest, NEI, ReiMM v2.9, OptiFine_1.0_HD_MT_D3,various Risugami & DaftPVF mods, & bonemouse's Isabella textures w/ScottKillen's add-ons. (Update to MC 1.1 in progress.)