DO NOT APPLY ON THIS THREAD! THE APPLICATIONS THREAD WILL BE POSTED ON THE THIRD POST OF THIS THREAD UNDER UTD NETWORK
Also, while applying, please note that although we are currently working with MC, we have plans to go into other departments, like web design, networking, and art
We are not only redstone, we do many other things.
UTD Mission Statement
The mission of the Union for Technological Development is to provide a community dedicated to expanding the tech of Minecraft through modding, Redstone engineering, and lobbying. UTD has evolved from URC, otherwise referred to as Unity for Redstone Computing. The original thread is archived, but quite disorderly. This thread, and it's affiliated threads are all founded by Casey Stendahl, otherwise known as Caseyds620. UTD is open to all members of a designated community for viewing purposes. To join, you must follow the application process. Only a designated administrator is authorized to accept or decline applications. All UTD produced projects will be uploaded to the group account on Planet Minecraft, by the name of "UTD Projects". An archive is also available through the "UTD Productions" thread. This is to discourage and prevent theft. Only designated administrators are authorized to access this account, and rarely out of the jurisdiction of founder Casey Stendahl. All sponsorships with mods, community projects, or texture packs, will be archived via the "UTD Supported Projects" thread. UTD has several divisions of development. Divisions and Leaders subject to change. Members part of a particular division can still operate within others, but their division choice defines their specialty. -Redstone Engineers: Produce and handle all devices relating to Redstone. This includes calculators, computers, displays, music-related devices, and multiple-function devices. This division typically does not handle cannon development.
-Hypuhrr -larslol -DiEvAl -Blackberry Pie -Jontis_00 -Tosenboh -dudearent006
-Cannon Development: Produce, handle, and research TNT, piston, and arrow cannons. This involves not only construction, but also researching and inventing new firing mechanisms.
-assassinof1337
-Building Division: Constructs and plans new and unique ways to build things. This can range from stand-alone building, to helping other divisions improve their presentation.
-ThrustWolf -sacre -Sneeshy
-Music Division: The music division is devoted to creating songs through the Minecraft engine, most likely by using a note block oriented device. This division may also take on modding as an accepted field. The music division may be involved with joint projects alongside the Redstone Engineers.
Modding Division: Handles modding associated with and planned UTD mods. All members in this division must understand Java coding, and any sprite design will be produced by the art division.
-Cameronk
Art Division: Works with many other divisions designing new and exciting artwork. This can include sprite design, wool art, build presentation, logo's, banners, and any type of advertisement. -DeadBeyond -42and19 -Administrators: Help manage the thread, accept and decline membership applications, help archive UTD Projects, have access to the official UTD Planet Minecraft account, and participate in board meetings. Administrators are also capable of seeking sponsorship from mods, texture packs, and community movements.
-Public Relations: A separate branch of administrators, the Public Relations division is aimed more at securing sponsorship deals, writing proposals, and interfacing with the Minecraft community.
Future Plans For UTD UTD is truthfully not just a Minecraft group. I, Casey Stendahl, vow to one day turn the UTD into a respected tech company. I plan to start small, open a custom computer shop, not some cheap place that sells crappy knock off components, but a friendly place a customer can come to get a computer. We will carry ever OS, and help the customer choose components right for them. This future entity of the UTD, will be open to anyone who was, or is a part of the UTD. As our income improves, we will expand, hire some coders, and make our own freeware linux based OS. If all goes well, we will continue to inject our tech into the community, start up in the manufacturing business. I don't want to die and average man, I want to be extraordinary, and share the visions of myself and the UTD, with the world.
Proposals (Massive version): (Created by themuffin) OUTDATED! WILL UPDATE SOON!
1) Implement Optiminer and MCRegion officially.
MCRegion should be implemented such that MC saves in regions optionally (by default it will), but loads in regions only if the saves are in that format, and if not, then it loads using the regular MC format. This ensures compatibility and seamless moving to the new format. Users should be forewarned of this update in case of broken saves. Also, be aware that a utility is available to convert a save between the two formats.
2) Create a public multithreading API* and use it in the MC code.
An example would be redstone circuits running in a separate thread from time-based lighting and creature movement rendering. This API should also allow for special GPU threads so that certain features can run on the GPU (rendering being the highest priority).
* The API may be necessary only because of MC's rendering; I'm not certain if MC's rendering occurs as a timed event which checks everything within render distance and updates, or if each object which changes re-renders on its own every time it changes. If it is not necessary, then simply implementing multithreading for certain features is fine.
3) Create a public modding API which has enough features to accomodate *ALL* current mods.
This includes ways to alter certain internal values (daytime rates, daytime toggle, player speed, jump height, reach, max height, etc.), change internal mechanics (lighting, rendering, and physics) and add blocks/mechanics/creatures. This includes a GUI with a button on the main MC launcher screen, as well as an option in the GUI to return to a clean unmodded MC.
4) Implement pocket dimensions, a general-purpose storage medium in the form of portal gems.
Each portal gem has an identifier (which would be visible in the inventory screen), and when placed and used (walking into or clicking?), transports the player to the corresponding exit portal gem. Portal gems always create links to other portal gems. Upon creation of a portal gem, one has the option of creating a new pocket dimension, and the new dimension will have a default pocket gem (placed) already inside. Every time a portal gem is placed (it cannot be picked up again, only destroyed), the player is prompted as to which portal gem this one should link to (labeled with identifiers). Multiple entrances/exits are possible with the identifier system, and pocket dimensions will have a size limit of 128x128x128. They will not require separate loading/unloading like the Nether, and could possibly be implemented as rooms enclosed in bedrock which are inaccessible via normal transportation in the real world (perhaps a few spaces under the normal bedrock which limits how deep we can mine). Each pocket dimension would be a separate region when using MCRegion.
Note that pocket dimensions as explained above are explicitly different from the mechanics of pocket dimensions as explained here.
5) Implement a new mechanics system which allows and maximum creative potential.
Heavily inspired by, but has some differences from, this suggestion.
Note that "fluids" refers to "gases or liquids"
4 Energy Types ("of" means produced or required by):
Electrical - The basic energy type. Controlled by redstone circuits.
Mechanical - The energy of motion. (While this can be moving solids, materials in liquid/gas form also count)
Thermal - The energy of heat (fire, lava).
Solar - The energy of light (sun, fire, lava). Cheaper to make but less efficient than thermal in most cases.
(New) Block Types (20 of them!):
Gear - Most basic new block; made of iron. Simply transfers mechanical energy in the 2D plane in which it is placed, since it is attached to the side of a block. (lying on the floor, attached to the ceiling, or on a side of a block)
Drive Shaft - Spinning log which transfers mechanical energy in a linear path.
Pipe - Made of iron; takes up one block; allows for fluids to pass through. Fluids retain their flow direction and level (height) when they pass through. Pipes are not linear, they act as connections to all adjacent blocks which allow fluids to flow through (pipes, valves, etc). Fluids cannot exit on a side where there is no attached pipe/valve/etc. If there is no pump, fluids pass upwards slowly, filling up all connected pipe blocks as much as possible at each vertical level, and if there is any output at any vertical level, the fluid will be at the lowest level flowing out, and never reach any higher vertical levels in connected pipes. If there *is* a pump, then fluids simply move at maximum level everywhere.
Valve - Made of iron; takes up one block; is attached to any side of a pipe block. It allows fluids to pass out of the pipe.
Rope - Made of string; is attached to a bottom of a gear box. Extends downwards if possible, up to a maximum length, when the gear box is powered. Otherwise, it shortens until it's a single block under the gear box.
Gear Box - Made of a gear and some wood, allows mechanical input and output on any sides.
Circuit Box - Not a real block type, just any block with a portal gem integrated circuit on top and redstone inputs/outputs. Mentioned for simplicity in other explanations.
Pump - Attached to one side of a pipe, takes in fluid flowing in any direction at any level and pumps it into the pipe in the direction of the pipe at maximum level.
Timer - Made of a clock and some iron. Outputs electricity at given intervals. Has GUI to input interval periods.
Steam - Reminiscent of (perhaps the same as?) cloud material. A gaseous block which, in open air, rises for 5 blocks and disappears.
Wheel Accelerator - Made of of 2 gears and some iron. When a track is attached to the top and given mechanical energy input, any wheeled vehicle (most basic is minecart) travelling over the track will accelerate.
Spring - Made of iron. Used only in creation of other new blocks.
Pusher - Made of iron, springs, and a gear. Given mechanical energy input via drive shaft, will give "push" mechanical energy.
Launcher - Made of iron and springs. When attached to a pusher, each push will be amplified and launch an object attached to the top of the launcher.
Piston - Made of iron. When attached to a pusher, each push will push the piston outwards one block (extending the shaft which connects the piston and pusher). The piston will push any objects it contacts with great force, crushing objects between it and a wall, and breaking anything weaker than stone. Also hits buttons and toggles switches.
Conveyor - Made of wood and gears. Attached to the top of blocks. It transfers mechanical energy to adjacent conveyor blocks, and can only connect to a single conveyor block. Anything on top of a conveyor block moves in the direction of the next connected conveyor block.
Factory Crafter - Made of iron, 2 gears, and a crafting table. Materials are fed in via conveyor, factory crafter, or factory furnace. Adjacent storage or block input will take the newly crafted block, otherwise, will output into empty air. If no available output space is adjacent, output is destroyed and inputs collect outside the crafter. Designs are given via GUI.
Factory Furnace - Made of iron, 2 gears, and a furnace. Similar to factory crafter, only all inputs must be smeltable items. No designs required with smelting. Output works the same way.
Converter - Made of iron, 10 gears, and some redstone. Takes input energy of one type and outputs it in another type. Types are specified via GUI.
Lighter - Made of flint, iron, and redstone. Takes input electricity and lights adjacent torches (normal, not redstone), pumpkins, etc.
5 Energy Harvesters
Windmill - Large multi-block machine. Requires certain height/space and sporadically spins. Must be attached to a gearbox's side (not top or bottom), and is always oriented the same way. Outputs mechanical energy to that gearbox. (NOTE: may interface with weather systems in later updates)
Boiler - 3x3x2. Takes 2 inputs and has one output. One input is a heat source (ex. a pipe containing lava, or heated air) and another is a water source (pipe or naturally flowing). The output is steam (one steam block per full water block).
Coal Engine - Single block. Coal is put in via GUI, and outputs thermal energy. Furnace?
Steam Engine - 3x3x3. Takes steam source input and produces 3 mechanical energy outputs. (One per output, up to 3 outputs)
Magnifying Chamber - Single block. If light hits the top of it, then the air inside is heated. Any attached pipe with air inside will be heated.
6) Implement a vehicle creation system which allows for faster and more convenient transport.
Note that this definitely requires the mechanics system to be implemented first. Turning is accomplished by orienting wheels/oars sideways, or propellers on the side of a vehicle. Strange, I know, but adding complicated programming to create a driving GUI will take some of the unique MC "I-built-this-huge-ass-contraption" glory out of it.
New Block Types:
Wheel - Made of stone and a gear. Single block when placed.
Axle - Made of a stick and a gear. Single block when placed. When a gear box is attached, mechanical energy spins the axle and both wheels attached on either end. Only works if two wheels are attached. Each axle is powered by a single gear box, and each axle makes the wheels spin at such a rate as to go 4x of walk speed. (The gear box moves everything attached to it, indirectly or directly, at the same speed. A player counts.)
When multiple are placed, attached to the outsides of two wheels, can act as connector of two wheels of two different pairs (pairs means two wheels connected at their centers by one axle). If two are placed between corresponding wheels of two pairs, then their speeds are accumulative (that is, if two connected pairs are powered at the same time, then they move at 8x normal speed, subject to normal physics). If one of the connected pairs is moving and the other is not, then both move forward at the speed of one, minus 25%. Each wheel pair can be connected to two others (in front and in back), so an infinite chain can be made. In a finite chain of wheel pairs, the speed is calculated by the sum of the powered pairs' speeds minus 25% of the sum of the non-moving pairs' speeds.
Bike Chain - Made of a conveyor and a stick.
Bicycle - Made of a bike chain, two wheels, and 12 sticks. Can be ridden by a player at 2.5x of walk speed normally, other physics apply normally. Cannot move with a player on top, and slows to a stop if the player jumps off.
Oars - Made of sticks and a wooden plank. Placed as a single block which can be attached to a boat or axle. If attached to a boat, when the boat is ridden, the player cannot use handheld items, and the boat moves at 2x the normal boat speed. When attached to an axle, oar pairs are made, and the same mechanics apply as those of wheels and axles.
Balloon - Made of cloth and torch. Attaches to a mine cart via rope. When attached to minecart, rises when you light the torch at 1 m/s. Multiple hot air balloons can be connected by connecting the minecarts, and increases rise speed in the same way as axles. Lighters can be used as controls.
Propellers - Made of 10 wood and 10 iron. Attached to a gear box, will propel the gear box and everything indirectly attached to it at speed of 1m/s when powered, if there is air or water behind it, in direction opposite the gear box. As it takes up only a single block, multiple propeller/gear box combos can be attached at the gear box. Use the same accumulative speed formula as for axles. Creates wind/bubbles in air/water when spinning.
1. Be respectful to all members. Everyone should be able to handle a joke or two, but nothing offensive will be tolerated.
2. The administrators board is open to all members that prove themselves trustworthy.
3. All major decisions lie in the hands of the administrators board.
4. If upon leaving UTD, UTD retains rights to all projects developed directly for distribution through UTD. If leaving for personal issues, rights to the project will be awarded, and we will wish you the best in future endeavors. If however you are a constant rule breaker, and you create something and leave, you will not be awarded rights.
5. All members maintain the right to leave at any time. See rule 4.
6. All projects will be securely monitored by founder Caseyds620, and posted on PlanetMinecraft.
1: Are you willing to dedicate a fair amount of time for UTD? I will dedicate as much time as I possibly can.
2: Will you show respect and honesty towards all members? Of course.
3: Do you offer anything to UTD? Post examples, such as project links. I do not have any projects at the moment, but it is my dream to program multi purpose computers and fully functional AI in Minecraft.
Rollback Post to RevisionRollBack
The iteration of these lines brings gold;
The framing of this circle on the ground
Brings whirlwinds, tempests, thunder and lightning.
1: Are you willing to dedicate a fair amount of time for UTD? I will dedicate as much time as I possibly can.
2: Will you show respect and honesty towards all members? Of course.
3: Do you offer anything to UTD? Post examples, such as project links. I do not have any projects at the moment, but it is my dream to program multi purpose computers and fully functional AI in Minecraft.
Wow, If you know your stuff, I would definitely like you to join as an engineer. If you really can follow these procedures, your in.
You can choose which path you want to take, right now we are strictly SSP, we used to have a server, but thats a different story.
Mainly, we work on a few things with redstone.
-Cannons: I am the lead cannon scientist, and am also accompanied by floggingmolli. We all collaborate on ideas and designs. If you would like, check out some of my work. http://www.planetminecraft.com/resources/?keywords=UTD
-Computers and Adders
This division takes on the complex task of creating redstone powered computers and adders in game. You would be the first, and most likely division leader.
We are always open to adding more divisions, but those are just two things redstone wise we work with. That is not to say we don't do other things as well. UTD isn't all about redstone, we are looking into modding, a modern city server one day, possibly with my friend sacre, and even just sponsoring mods to make them reach their full potential.
Naa JK, All the ideas put forth by this group will IMO open up millions of possibilities that to me would only make the game more fun. Anyone against this is just a medieval fan-boy.
I think it the divisions should be organized like this:
- Theoretical division. The division that does the planning and researching the construction of technological devices.
- Architectural division. The division that overviews the construction of technological devices, making sure they work according to their plans.
- Engineering division - The division that performs the physical construction of technological devices, and harvests materials.
Of course, the theoretical division and architectural divisions don't have to be limited their work, they can work on engineering as well.
On the subject of redstone, I know a moderate amount. I can create blinkers, clocks, musical sequences and more, and I'm always willing to learn.
Rollback Post to RevisionRollBack
The iteration of these lines brings gold;
The framing of this circle on the ground
Brings whirlwinds, tempests, thunder and lightning.
I think it the divisions should be organized like this:
- Theoretical division. The division that does the planning and researching the construction of technological devices.
- Architectural division. The division that overviews the construction of technological devices, making sure they work according to their plans.
- Engineering division - The division that performs the physical construction of technological devices, and harvests materials.
Of course, the theoretical division and architectural divisions don't have to be limited their work, they can work on engineering as well.
I am heavily considering your ideas for the divisions, but the ones I listed were ONLY for Redstone Development, that's not all we do.
Dis gaem iz medyyevul! OLO...
Naa JK, All the ideas put forth by this group will IMO open up millions of possibilities that to me would only make the game more fun. Anyone against this is just a medieval fan-boy.
Thanks, I think so too. This isn't a new group, this is just the revival on this forum.
Are you by any chance interested in joining?
Space Invaders has been done with cannons, but never redstone. You can pursue both of those projects. I am so excited to find out what you come up with.
When you get a test version, send it to me, as on Planet Minecraft, we direct all our links, and I will post it via the official UTD account. Its for security reasons, you will still receive full credit.
So yeah, If you can even pull off one of those amazing projects, you would secure yourself a high up spot in UTD, because that would be pretty impressive. Good luck, and if you have any ideas you want to bounce off us, bounce away!
I am currently working on new cannons, my expertise, and I know floggingmolli just finished one, so I look forward to seeing what thats like.
Space Invaders has been done with cannons, but never redstone. You can pursue both of those projects. I am so excited to find out what you come up with.
When you get a test version, send it to me, as on Planet Minecraft, we direct all our links, and I will post it via the official UTD account. Its for security reasons, you will still receive full credit.
So yeah, If you can even pull off one of those amazing projects, you would secure yourself a high up spot in UTD, because that would be pretty impressive. Good luck, and if you have any ideas you want to bounce off us, bounce away!
I am currently working on new cannons, my expertise, and I know floggingmolli just finished one, so I look forward to seeing what thats like.
Alright. I'll try my best. I need to brush up on redstone techniques and study the pong minigame.
Rollback Post to RevisionRollBack
The iteration of these lines brings gold;
The framing of this circle on the ground
Brings whirlwinds, tempests, thunder and lightning.
Cool. I also have a new banner coming up, the classic will stay, but an alternative will be nice. I will release it as soon as I figure out how to link the image to...a link.
I suck with forum code, you know how to do that by any chance?
Edit: The guy who made the banner did it for me. No problems here.
Nice, Great to see you going back at it full blast bro. I'll be coming back here quite a bit to see what is going on.
I'll throw the banner in my sig and show some support!
Hoping to see some great innovations coming from here, you're a dedicated man!
Nice, Great to see you going back at it full blast bro. I'll be coming back here quite a bit to see what is going on.
I'll throw the banner in my sig and show some support!
Hoping to see some great innovations coming from here, you're a dedicated man!
Thanks sacre, and I'm certainly dedicated. This is something I want to continue in life. My legacy, even outside of Minecraft in the future.
Also, I added NewCraft to our sponsored list. Your a great friend sacre, and I'm glad your sticking by me through thick and thin.
I would rather work on redstone projects myself than cannons. It's much more challenging.
flogger
Fair enough. Perhaps you would like to collaborate with Krunchyman. I'm sure you two could come up with some impressive things. I really love the space invaders idea.
As for me, I'm hoping TrynePlage can throw me another build project, as I really enjoy them. UTD Modern House was insanely successful on Planet Minecraft, so I hope to get another shot.
I was thinking I could make my own called "UTD Sky Manor" which would basically be a bunch of spherical sections connected in the air. Not sure yet, but it sounds like a really fun thing to do.
DO NOT APPLY ON THIS THREAD! THE APPLICATIONS THREAD WILL BE POSTED ON THE THIRD POST OF THIS THREAD UNDER UTD NETWORK
Also, while applying, please note that although we are currently working with MC, we have plans to go into other departments, like web design, networking, and art
We are not only redstone, we do many other things.
The mission of the Union for Technological Development is to provide a community dedicated to expanding the tech of Minecraft through modding, Redstone engineering, and lobbying. UTD has evolved from URC, otherwise referred to as Unity for Redstone Computing. The original thread is archived, but quite disorderly. This thread, and it's affiliated threads are all founded by Casey Stendahl, otherwise known as Caseyds620.
UTD is open to all members of a designated community for viewing purposes. To join, you must follow the application process. Only a designated administrator is authorized to accept or decline applications.
All UTD produced projects will be uploaded to the group account on Planet Minecraft, by the name of "UTD Projects". An archive is also available through the "UTD Productions" thread. This is to discourage and prevent theft. Only designated administrators are authorized to access this account, and rarely out of the jurisdiction of founder Casey Stendahl.
All sponsorships with mods, community projects, or texture packs, will be archived via the "UTD Supported Projects" thread.
UTD has several divisions of development. Divisions and Leaders subject to change. Members part of a particular division can still operate within others, but their division choice defines their specialty.
-Redstone Engineers: Produce and handle all devices relating to Redstone. This includes calculators, computers, displays, music-related devices, and multiple-function devices. This division typically does not handle cannon development.
-Hypuhrr
-larslol
-DiEvAl
-Blackberry Pie
-Jontis_00
-Tosenboh
-dudearent006
-Cannon Development: Produce, handle, and research TNT, piston, and arrow cannons. This involves not only construction, but also researching and inventing new firing mechanisms.
-assassinof1337
-Building Division: Constructs and plans new and unique ways to build things. This can range from stand-alone building, to helping other divisions improve their presentation.
-ThrustWolf
-sacre
-Sneeshy
-Music Division: The music division is devoted to creating songs through the Minecraft engine, most likely by using a note block oriented device. This division may also take on modding as an accepted field. The music division may be involved with joint projects alongside the Redstone Engineers.
Modding Division: Handles modding associated with and planned UTD mods. All members in this division must understand Java coding, and any sprite design will be produced by the art division.
-Cameronk
Art Division: Works with many other divisions designing new and exciting artwork. This can include sprite design, wool art, build presentation, logo's, banners, and any type of advertisement.
-DeadBeyond
-42and19
-Administrators: Help manage the thread, accept and decline membership applications, help archive UTD Projects, have access to the official UTD Planet Minecraft account, and participate in board meetings. Administrators are also capable of seeking sponsorship from mods, texture packs, and community movements.
-Caseyds620 (Head Admin)
-larslol (Consulting Admin)
-Cameronk (Consulting Admin)
-Hypuhrr
-Jontis_00
-Blackberry Pie
-Public Relations: A separate branch of administrators, the Public Relations division is aimed more at securing sponsorship deals, writing proposals, and interfacing with the Minecraft community.
Future Plans For UTD
UTD is truthfully not just a Minecraft group. I, Casey Stendahl, vow to one day turn the UTD into a respected tech company. I plan to start small, open a custom computer shop, not some cheap place that sells crappy knock off components, but a friendly place a customer can come to get a computer. We will carry ever OS, and help the customer choose components right for them.
This future entity of the UTD, will be open to anyone who was, or is a part of the UTD. As our income improves, we will expand, hire some coders, and make our own freeware linux based OS. If all goes well, we will continue to inject our tech into the community, start up in the manufacturing business.
I don't want to die and average man, I want to be extraordinary, and share the visions of myself and the UTD, with the world.
1) Implement Optiminer and MCRegion officially.
MCRegion should be implemented such that MC saves in regions optionally (by default it will), but loads in regions only if the saves are in that format, and if not, then it loads using the regular MC format. This ensures compatibility and seamless moving to the new format. Users should be forewarned of this update in case of broken saves. Also, be aware that a utility is available to convert a save between the two formats.
2) Create a public multithreading API* and use it in the MC code.
An example would be redstone circuits running in a separate thread from time-based lighting and creature movement rendering. This API should also allow for special GPU threads so that certain features can run on the GPU (rendering being the highest priority).
* The API may be necessary only because of MC's rendering; I'm not certain if MC's rendering occurs as a timed event which checks everything within render distance and updates, or if each object which changes re-renders on its own every time it changes. If it is not necessary, then simply implementing multithreading for certain features is fine.
3) Create a public modding API which has enough features to accomodate *ALL* current mods.
This includes ways to alter certain internal values (daytime rates, daytime toggle, player speed, jump height, reach, max height, etc.), change internal mechanics (lighting, rendering, and physics) and add blocks/mechanics/creatures. This includes a GUI with a button on the main MC launcher screen, as well as an option in the GUI to return to a clean unmodded MC.
4) Implement pocket dimensions, a general-purpose storage medium in the form of portal gems.
Each portal gem has an identifier (which would be visible in the inventory screen), and when placed and used (walking into or clicking?), transports the player to the corresponding exit portal gem. Portal gems always create links to other portal gems. Upon creation of a portal gem, one has the option of creating a new pocket dimension, and the new dimension will have a default pocket gem (placed) already inside. Every time a portal gem is placed (it cannot be picked up again, only destroyed), the player is prompted as to which portal gem this one should link to (labeled with identifiers). Multiple entrances/exits are possible with the identifier system, and pocket dimensions will have a size limit of 128x128x128. They will not require separate loading/unloading like the Nether, and could possibly be implemented as rooms enclosed in bedrock which are inaccessible via normal transportation in the real world (perhaps a few spaces under the normal bedrock which limits how deep we can mine). Each pocket dimension would be a separate region when using MCRegion.
Note that pocket dimensions as explained above are explicitly different from the mechanics of pocket dimensions as explained here.
5) Implement a new mechanics system which allows and maximum creative potential.
Heavily inspired by, but has some differences from, this suggestion.
Note that "fluids" refers to "gases or liquids"
4 Energy Types ("of" means produced or required by):
Electrical - The basic energy type. Controlled by redstone circuits.
Mechanical - The energy of motion. (While this can be moving solids, materials in liquid/gas form also count)
Thermal - The energy of heat (fire, lava).
Solar - The energy of light (sun, fire, lava). Cheaper to make but less efficient than thermal in most cases.
(New) Block Types (20 of them!):
Gear - Most basic new block; made of iron. Simply transfers mechanical energy in the 2D plane in which it is placed, since it is attached to the side of a block. (lying on the floor, attached to the ceiling, or on a side of a block)
Drive Shaft - Spinning log which transfers mechanical energy in a linear path.
Pipe - Made of iron; takes up one block; allows for fluids to pass through. Fluids retain their flow direction and level (height) when they pass through. Pipes are not linear, they act as connections to all adjacent blocks which allow fluids to flow through (pipes, valves, etc). Fluids cannot exit on a side where there is no attached pipe/valve/etc. If there is no pump, fluids pass upwards slowly, filling up all connected pipe blocks as much as possible at each vertical level, and if there is any output at any vertical level, the fluid will be at the lowest level flowing out, and never reach any higher vertical levels in connected pipes. If there *is* a pump, then fluids simply move at maximum level everywhere.
Valve - Made of iron; takes up one block; is attached to any side of a pipe block. It allows fluids to pass out of the pipe.
Rope - Made of string; is attached to a bottom of a gear box. Extends downwards if possible, up to a maximum length, when the gear box is powered. Otherwise, it shortens until it's a single block under the gear box.
Gear Box - Made of a gear and some wood, allows mechanical input and output on any sides.
Circuit Box - Not a real block type, just any block with a portal gem integrated circuit on top and redstone inputs/outputs. Mentioned for simplicity in other explanations.
Pump - Attached to one side of a pipe, takes in fluid flowing in any direction at any level and pumps it into the pipe in the direction of the pipe at maximum level.
Timer - Made of a clock and some iron. Outputs electricity at given intervals. Has GUI to input interval periods.
Steam - Reminiscent of (perhaps the same as?) cloud material. A gaseous block which, in open air, rises for 5 blocks and disappears.
Wheel Accelerator - Made of of 2 gears and some iron. When a track is attached to the top and given mechanical energy input, any wheeled vehicle (most basic is minecart) travelling over the track will accelerate.
Spring - Made of iron. Used only in creation of other new blocks.
Pusher - Made of iron, springs, and a gear. Given mechanical energy input via drive shaft, will give "push" mechanical energy.
Launcher - Made of iron and springs. When attached to a pusher, each push will be amplified and launch an object attached to the top of the launcher.
Piston - Made of iron. When attached to a pusher, each push will push the piston outwards one block (extending the shaft which connects the piston and pusher). The piston will push any objects it contacts with great force, crushing objects between it and a wall, and breaking anything weaker than stone. Also hits buttons and toggles switches.
Conveyor - Made of wood and gears. Attached to the top of blocks. It transfers mechanical energy to adjacent conveyor blocks, and can only connect to a single conveyor block. Anything on top of a conveyor block moves in the direction of the next connected conveyor block.
Factory Crafter - Made of iron, 2 gears, and a crafting table. Materials are fed in via conveyor, factory crafter, or factory furnace. Adjacent storage or block input will take the newly crafted block, otherwise, will output into empty air. If no available output space is adjacent, output is destroyed and inputs collect outside the crafter. Designs are given via GUI.
Factory Furnace - Made of iron, 2 gears, and a furnace. Similar to factory crafter, only all inputs must be smeltable items. No designs required with smelting. Output works the same way.
Converter - Made of iron, 10 gears, and some redstone. Takes input energy of one type and outputs it in another type. Types are specified via GUI.
Lighter - Made of flint, iron, and redstone. Takes input electricity and lights adjacent torches (normal, not redstone), pumpkins, etc.
5 Energy Harvesters
Windmill - Large multi-block machine. Requires certain height/space and sporadically spins. Must be attached to a gearbox's side (not top or bottom), and is always oriented the same way. Outputs mechanical energy to that gearbox. (NOTE: may interface with weather systems in later updates)
Boiler - 3x3x2. Takes 2 inputs and has one output. One input is a heat source (ex. a pipe containing lava, or heated air) and another is a water source (pipe or naturally flowing). The output is steam (one steam block per full water block).
Coal Engine - Single block. Coal is put in via GUI, and outputs thermal energy. Furnace?
Steam Engine - 3x3x3. Takes steam source input and produces 3 mechanical energy outputs. (One per output, up to 3 outputs)
Magnifying Chamber - Single block. If light hits the top of it, then the air inside is heated. Any attached pipe with air inside will be heated.
6) Implement a vehicle creation system which allows for faster and more convenient transport.
Note that this definitely requires the mechanics system to be implemented first. Turning is accomplished by orienting wheels/oars sideways, or propellers on the side of a vehicle. Strange, I know, but adding complicated programming to create a driving GUI will take some of the unique MC "I-built-this-huge-ass-contraption" glory out of it.
New Block Types:
Wheel - Made of stone and a gear. Single block when placed.
Axle - Made of a stick and a gear. Single block when placed. When a gear box is attached, mechanical energy spins the axle and both wheels attached on either end. Only works if two wheels are attached. Each axle is powered by a single gear box, and each axle makes the wheels spin at such a rate as to go 4x of walk speed. (The gear box moves everything attached to it, indirectly or directly, at the same speed. A player counts.)
When multiple are placed, attached to the outsides of two wheels, can act as connector of two wheels of two different pairs (pairs means two wheels connected at their centers by one axle). If two are placed between corresponding wheels of two pairs, then their speeds are accumulative (that is, if two connected pairs are powered at the same time, then they move at 8x normal speed, subject to normal physics). If one of the connected pairs is moving and the other is not, then both move forward at the speed of one, minus 25%. Each wheel pair can be connected to two others (in front and in back), so an infinite chain can be made. In a finite chain of wheel pairs, the speed is calculated by the sum of the powered pairs' speeds minus 25% of the sum of the non-moving pairs' speeds.
Bike Chain - Made of a conveyor and a stick.
Bicycle - Made of a bike chain, two wheels, and 12 sticks. Can be ridden by a player at 2.5x of walk speed normally, other physics apply normally. Cannot move with a player on top, and slows to a stop if the player jumps off.
Oars - Made of sticks and a wooden plank. Placed as a single block which can be attached to a boat or axle. If attached to a boat, when the boat is ridden, the player cannot use handheld items, and the boat moves at 2x the normal boat speed. When attached to an axle, oar pairs are made, and the same mechanics apply as those of wheels and axles.
Balloon - Made of cloth and torch. Attaches to a mine cart via rope. When attached to minecart, rises when you light the torch at 1 m/s. Multiple hot air balloons can be connected by connecting the minecarts, and increases rise speed in the same way as axles. Lighters can be used as controls.
Propellers - Made of 10 wood and 10 iron. Attached to a gear box, will propel the gear box and everything indirectly attached to it at speed of 1m/s when powered, if there is air or water behind it, in direction opposite the gear box. As it takes up only a single block, multiple propeller/gear box combos can be attached at the gear box. Use the same accumulative speed formula as for axles. Creates wind/bubbles in air/water when spinning.
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2. The administrators board is open to all members that prove themselves trustworthy.
3. All major decisions lie in the hands of the administrators board.
4. If upon leaving UTD, UTD retains rights to all projects developed directly for distribution through UTD. If leaving for personal issues, rights to the project will be awarded, and we will wish you the best in future endeavors. If however you are a constant rule breaker, and you create something and leave, you will not be awarded rights.
5. All members maintain the right to leave at any time. See rule 4.
6. All projects will be securely monitored by founder Caseyds620, and posted on PlanetMinecraft.
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2: Will you show respect and honesty towards all members? Of course.
3: Do you offer anything to UTD? Post examples, such as project links. I do not have any projects at the moment, but it is my dream to program multi purpose computers and fully functional AI in Minecraft.
The framing of this circle on the ground
Brings whirlwinds, tempests, thunder and lightning.
Wow, If you know your stuff, I would definitely like you to join as an engineer. If you really can follow these procedures, your in.
You can choose which path you want to take, right now we are strictly SSP, we used to have a server, but thats a different story.
Mainly, we work on a few things with redstone.
-Cannons: I am the lead cannon scientist, and am also accompanied by floggingmolli. We all collaborate on ideas and designs. If you would like, check out some of my work.
http://www.planetminecraft.com/resources/?keywords=UTD
-Computers and Adders
This division takes on the complex task of creating redstone powered computers and adders in game. You would be the first, and most likely division leader.
We are always open to adding more divisions, but those are just two things redstone wise we work with. That is not to say we don't do other things as well. UTD isn't all about redstone, we are looking into modding, a modern city server one day, possibly with my friend sacre, and even just sponsoring mods to make them reach their full potential.
Naa JK, All the ideas put forth by this group will IMO open up millions of possibilities that to me would only make the game more fun. Anyone against this is just a medieval fan-boy.
- Theoretical division. The division that does the planning and researching the construction of technological devices.
- Architectural division. The division that overviews the construction of technological devices, making sure they work according to their plans.
- Engineering division - The division that performs the physical construction of technological devices, and harvests materials.
Of course, the theoretical division and architectural divisions don't have to be limited their work, they can work on engineering as well.
On the subject of redstone, I know a moderate amount. I can create blinkers, clocks, musical sequences and more, and I'm always willing to learn.
The framing of this circle on the ground
Brings whirlwinds, tempests, thunder and lightning.
Makes sense, I will take that into account. We also do building projects, for example, don't know if you know TrynePlague?
http://www.planetminecraft.com/project/ ... cturnale-/
Lets just say he is a pretty experience builder!
I am heavily considering your ideas for the divisions, but the ones I listed were ONLY for Redstone Development, that's not all we do.
Thanks, I think so too. This isn't a new group, this is just the revival on this forum.
Are you by any chance interested in joining?
The framing of this circle on the ground
Brings whirlwinds, tempests, thunder and lightning.
Great, glad to have you on the team, I will add you to the member list now.
Any starting projects you have in mind?
I have an idea for a CPU that calculates the digits of pi and displays them on a 10 digit display. It has not been done before.
I also had an idea for a simple version of Space Invaders in Minecraft. Pong has been done, but not Space Invaders.
The framing of this circle on the ground
Brings whirlwinds, tempests, thunder and lightning.
When you get a test version, send it to me, as on Planet Minecraft, we direct all our links, and I will post it via the official UTD account. Its for security reasons, you will still receive full credit.
So yeah, If you can even pull off one of those amazing projects, you would secure yourself a high up spot in UTD, because that would be pretty impressive. Good luck, and if you have any ideas you want to bounce off us, bounce away!
I am currently working on new cannons, my expertise, and I know floggingmolli just finished one, so I look forward to seeing what thats like.
Alright. I'll try my best. I need to brush up on redstone techniques and study the pong minigame.
The framing of this circle on the ground
Brings whirlwinds, tempests, thunder and lightning.
I suck with forum code, you know how to do that by any chance?
Edit: The guy who made the banner did it for me. No problems here.
I'll throw the banner in my sig and show some support!
Hoping to see some great innovations coming from here, you're a dedicated man!
Thanks sacre, and I'm certainly dedicated. This is something I want to continue in life. My legacy, even outside of Minecraft in the future.
Also, I added NewCraft to our sponsored list. Your a great friend sacre, and I'm glad your sticking by me through thick and thin.
Wasn't sure if you wanted to continue. If you do, then I will continue testing the texture pack, we had a good start, almost release worthy.
Fair enough. Perhaps you would like to collaborate with Krunchyman. I'm sure you two could come up with some impressive things. I really love the space invaders idea.
As for me, I'm hoping TrynePlage can throw me another build project, as I really enjoy them. UTD Modern House was insanely successful on Planet Minecraft, so I hope to get another shot.
I was thinking I could make my own called "UTD Sky Manor" which would basically be a bunch of spherical sections connected in the air. Not sure yet, but it sounds like a really fun thing to do.