Note: Please delete your configuration file when updating to 0.7 as the new energy system uses different values and variables.
Features Added in v0.7
Entirely new power system which simplifies things, is more realistic, and allows for more interesting behaviour. For details on the new system please see the end of this document.
Windmills can now be turned by hand! Holding right click on a rotor will rotate it slowly and produce RF (0.4x usual by default) so in a pinch you can generate energy with nothing but your bare hands!
Updated Chinese translation to newest version and added a German translation. (I cannot guarantee its accuracy, please fix if it's wrong.)
Windmill names have been changed to be more in line with the Thermal Expansion naming convention.
Bugs Fixed
Issue #21 - Energy generation in config file does not correspond to actual energy generation
Issue #24 - Rotor block has no block texture
Issue #25 - getEnergyGeneration() assumes no rotor but gets the rotor multiplier anyway
Rotor blocks now have proper names so they show up in Waila correctly
Internal bugs during development namely issues #26 and #27
New Energy System
Instead of relying on a maximum energy generation value and calculating the energy production from that, energy production is now calculated using pure efficiency values based on a total amount of energy that the wind can provide.
For an detailed description of how it works internally, please see the Javadoc of the EnergyPacket class.
Because of the new system, new configuration values are used in the config file and you should delete your config file before the next release. The options are as follows
AngularVelocityPerRF=0.5 - The angle the rotor rotates by per unit of RF per tick.
HandcrankEnergyMultiplier=0.4 - The factor applied to the energy production when turning the rotor by hand.
WindGenerationBase=40.0 - The amount of RF/t the wind has that be harnessed by each windmill. This value is multiplied by the various multipliers and efficiency values to calculate the final energy production per tick.
WindmillEfficiency=x - The efficiency of the windmill of type . Multiplied by the base wind generation to calculate the final energy production.
This mod adds four tiers of wind turbines based on Thermal Expansion's machine frames (basic, hardened, reinforced, and resonant) with increasing RF generation and internal storage. The exact RF/t varies depends on altitude, space around the block, and the efficiency of the attached rotor, with the turbine producing no energy at all at a height of 60 blocks or below, and producing maximum energy at an altitude of 100 blocks or more. The turbine also needs space for the air to flow, and so placing blocks in direct line (a 3x3 tunnel) of the rotor (closer than 10 blocks) will also reduce the turbines effectiveness. The rotor can also be turned by hand to produce energy at a reduced rate.
Weather also affects the output of the turbine, with rain giving a 1.2x boost to RF and thunder a 1.5x boost. This is modifiable in the config file.
By default the a maximum of 40 RF/t is assumed to be collected from the wind. This is then multiplied by an efficiency depending on the quality of the windmill as follows:
Basic - Efficiency factor of 0.1 and stores 16 000 RF
Hardened - Efficiency factor of 0.3 and stores 32 000 RF
Reinforced - Efficiency factor of 0.6 and stores 48 000 RF
Resonant - Efficiency factor of 0.9 and stores 64 000 RF
Likewise the rotors have associated efficiency values which are
Iron Rotor - 0.625
Electrum/Gold Rotor -0.75
Signalum/Nether Rotor - 0.875
Enderium/Diamond Rotor - 1.0
By Hand - 0.4
Placing Windmills
To create a windmill, first place the windmill block and then right click it with the rotor item to attach the rotor to the windmill on the face clicked. Breaking the windmill will also drop the rotor, but breaking the rotor will not break the windmill, so swapping out rotors is easy.
Sneak-right clicking on a wind turbine will report its current (and maximum) energy storage as well as the amount of RF generated per tick (as of v0.41), and sneak-right clicking with a Buildcraft-compatible wrench will instantly drop the block with its storage intact.
Holding right-click on a rotor that is not producing RF will cause it to rotate at a slower rate, but still produce energy. This way you can use the windmills as makeshift (albeit expensive) dynamos. The height, air flow, and weather will not affect the generation values, but the efficiencies of the rotor and windmill will due to internal friction etc.
Textures
By default the rotors will take on the appearance of whatever material was used to make them, as do the windmills. You can disable this feature using the config file, and force the rotors to always display as the iron texture.
Configuration
A commented example configuration file is as follows
general {
# Use the iron rotor texture regardless of the rotor material
B:ForceIronRotorTexture=false
# Ignore Thermal Expansion and Thermal Foundation and use vanilla Minecraft recipes instead
# Of course without those mods installed the ordinary Minecraft recipes will be used
B:ForceVanillaRecipes=false
# Each rotor type has an associated multiplier which the windmill energy
# production is multiplied by. For Thermal Expansion recipes, Basic->Resonant progression
# corresponds to Iron, Electrum, Signalum, Enderium
D:RotorBasicEnergyMultiplier=0.625
D:RotorHardenedEnergyMultiplier=0.75
D:RotorReinforcedEnergyMultiplier=0.875
D:RotorResonantEnergyMultiplier=1.0
# Weather increases energy production, with these multipliers applied when it's
# raining or thundering respectively
D:WeatherRainEnergyGenerationMultiplier=1.2
D:WeatherThunderEnergyGenerationMultiplier=1.5
# Angle the rotor rotates by per unit RF per tick
D:AngularVelocityPerRF=0.5
# Multiplied applied to the energy production when turning the rotor by hand
D:HandcrankEnergyMultiplier=0.4
# The amount of RF/t the wind has that be harnessed by each windmill.
# This value is multiplied by the various multipliers and efficiency values
# to calculate the final energy production per tick.
D:WindGenerationBase=40.0
# Efficiency is a factor applied to the base energy generation to calculate
# the total energy generation
# Energy storage is just the amount of RF the windmill can store internally
# The energy transfer multiplier is applied to the wind energy generation to
# determine the rate in RF/t that the windmill can output energy at
I:WindmillBasicEnergyStorage=16000
D:WindmillBasicEfficiency=0.1
I:WindmillEnergyTransferMultiplier=4
I:WindmillHardenedEfficiency=0.3
I:WindmillHardenedEnergyStorage=32000
I:WindmillReinforcedEfficiency=0.6
I:WindmillReinforcedEnergyStorage=48000
I:WindmillResonantEfficiency=0.9
I:WindmillResonantEnergyStorage=64000
}
Requirements
Whilst this mod is designed to work with Thermal Expansion, it isn't necessary and the mod will work perfectly well without, albeit with different recipes to compensate for the lack of machine parts. Thermal Foundation isn't actually necessary either, although both are recommended.
Usage
The code is licensed under the GPL and I'm by no means a Java dev so feel free to fork. If you find any bugs or have feature/enhancement requests please submit an issue.
Modpacks
Use this in whatever modpack you want, no need to ask!
Changelog
0.60
- New textures
- Changed to metadata blocks. Incompatible with v0.51 !
- Upgrade recipes
0.51
- Weather affects production speed
- Fixed tile entity registration on dedicated servers
0.5
- Complete overhaul
- Windmills are 3D
- Rotors are now separate
0.42
- Added config file
0.41
- Added Chinese localisation
- Increased energy transfer rate
- Added generation output on sneak-right click
0.4
- Added Buildcraft wrench compatibility, blocks instantly drop on wrench
- Orientation changeable by wrenching
0.3
- Added different tiers of windmill and improved non-Thermal Expansion support
This is exactly what I'm looking for! A new way to generate power! 9.5/10!
Is this your first mod? If it is, then awesome first mod! Downloading right now and adding to my modpack!
The only thing you need to improve is: the textures. They are kinda simplistic..
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If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
Thanks, glad you like it! Yeah it is, pretty much my first Java project too, really I'm a Ruby/C++ programmer but I thought I'd give modding a go
Fair point, I'm not much of an artist! The turbines do spin (accidentally took the screenshot at the same anim frame both times) but I'll have a go at improving them, thanks for the feedback.
No problem! And even though you're only a C++ programmer, you've done good and didn't use the crappy MCreator!
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
I have thought about going down the multiblock route, but I'm rather new to Minecraft modding (first mod) so I thought I'd stick to tackling one complicated part (custom entity renderers in this case) per release. I've taken Thermal Expansion for the baseline RF generation values, specifically looking at their dynamos, and really this mod is designed to be roughly to standard with that in terms of energy generation, but I see your concern with regards to performance and honestly a huge multiblock rotor would look pretty darn cool so I'll add it to the feature list!
I've made a new request for it on Github on your behalf, and I'll use that for updates on feature. Thanks for the suggestion!
That's a good point, I had forgotten about the upgrades! There's not much point in making upgrades specifically for this mod so I'll see if I can integrate the existing ones somehow, though I'll work on the multiblock structure too.
Weather's easy to implement, so I'll have that in the next version.
This is the report from the server log in a Direwolf20 v1.3.1 modified mod pack for minecraft 1.7.10
The windmill seems to me generating power but I have not tried using any power from it yet.
[15:11:01] [Server thread/ERROR] [FML]: A TileEntity type com.piepenguin.rfwindmill.tileentities.TileEntityRotorBlock has throw an exception trying to write state. It will not persist. Report this to the mod author
java.lang.RuntimeException: class com.piepenguin.rfwindmill.tileentities.TileEntityRotorBlock is missing a mapping! This is a bug!
at net.minecraft.tileentity.TileEntity.func_145841_b(TileEntity.java:80) ~[aor.class:?]
at com.piepenguin.rfwindmill.tileentities.TileEntityRotorBlock.func_145841_b(TileEntityRotorBlock.java:53) ~[TileEntityRotorBlock.class:?]
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75820_a(AnvilChunkLoader.java:370) [aqk.class:?]
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75816_a(AnvilChunkLoader.java:197) [aqk.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_73242_b(ChunkProviderServer.java:256) [ms.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_73151_a(ChunkProviderServer.java:302) [ms.class:?]
at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:809) [mt.class:?]
at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:318) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:569) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
Thanks for that, it's a known bug in v0.5 but it's fixed in v0.51. Which should have been linked in the OP actually but I forgot to update the link, it's changed now but will probably take a little while to properly update so you can download v0.51 through the other downloads button until then. Sorry for the late reply!
Thanks for that, it's a known bug in v0.5 but it's fixed in v0.51. Which should have been linked in the OP actually but I forgot to update the link, it's changed now but will probably take a little while to properly update so you can download v0.51 through the other downloads button until then. Sorry for the late reply!
Thanks for that, it's a known bug in v0.5 but it's fixed in v0.51. Which should have been linked in the OP actually but I forgot to update the link, it's changed now but will probably take a little while to properly update so you can download v0.51 through the other downloads button until then. Sorry for the late reply!
The Windmills are working well in our server. Thanks!
Another topic:
Would you add a config file option to set the decay rate of the windmill blades with an option to have no decay?
Yay for new textures! What are you planning to do with the mod next?
- Fix every bug and release the final version?
- Add more content, fix every bug, and release the final version?
- Or is this the final version and that you'll move onto a next project (hopefully it's tech xD)
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
@andrenoel That's good to hear! By decay do you mean that they would have a durability and then would fail and need replacing? Because that sounds like quite a good idea! Feel free to request it on the issue tracker if you have suggestions as to decay time and so on, otherwise I'll add one later
@AgentJava Well it appears I might add durability to the rotors as per andrenoel's suggestion, if I interpreted it right This definitely isn't the final version though, there'll be more! (Else I wouldn't have broken everybody's servers with the last update :P)
There have been some suggestions as to constructing larger, multiblock windmills, with larger rotors as well, but that won't be added for quite some time as I'm not familiar at all with programming multiblock structures. Another requested feature was creating a watermill in the same spirit as the windmill and turning this into a slightly more general renewable energy mod. I have mixed feelings about whether that's appropriate or not, but I think a big water wheel providing power would be pretty cool!
With regards to other projects you might see some more mods from me in the future but I'm a little lacking on the creativity front so I tend to not have very many ideas XD
@andrenoel That's good to hear! By decay do you mean that they would have a durability and then would fail and need replacing? Because that sounds like quite a good idea! Feel free to request it on the issue tracker if you have suggestions as to decay time and so on, otherwise I'll add one later
If you do have durability decay i would want it to be very slow decay and I would want to be able to repair it with its original material type. Replacement should always be availabe but I like to repair if possible.
Personally I prefer no decay at all. Also if the rotor is worn fully out it should show some dark marks on it or something visual to see that it needs repaired.
The reason I asked about it above is because somone on our server (with RFWindmills) said that they do wear out. I want an option to have them not wear out. If he is mistaken then I have mistakenly believed him. My rotor on my windmill was working fine last time I checked. oops. lol
also I like the ability to configure the power and the other settings in the config file but would you provide some help and examples of what each setting means? perhaps have a config spoiler in the 1st post here or even some help inside the config file as comments.
That's a good point, I'll make sure to implement that if I do add the feature, and it'll definitely be configurable! (Also dependent on the material, in all likelihood, with better rotors lasting much longer.)
Huh, that's very weird. I'm pretty sure I didn't implement a durability feature... XD Maybe it's an accidental 'feature', though it's kind of a 'pics or it didn't happen scenario'
Good idea, I've added a guide in the OP, I'll patch the code with those comments too.
@andrenoel That's good to hear! By decay do you mean that they would have a durability and then would fail and need replacing? Because that sounds like quite a good idea! Feel free to request it on the issue tracker if you have suggestions as to decay time and so on, otherwise I'll add one later
@AgentJava Well it appears I might add durability to the rotors as per andrenoel's suggestion, if I interpreted it right This definitely isn't the final version though, there'll be more! (Else I wouldn't have broken everybody's servers with the last update :P)
There have been some suggestions as to constructing larger, multiblock windmills, with larger rotors as well, but that won't be added for quite some time as I'm not familiar at all with programming multiblock structures. Another requested feature was creating a watermill in the same spirit as the windmill and turning this into a slightly more general renewable energy mod. I have mixed feelings about whether that's appropriate or not, but I think a big water wheel providing power would be pretty cool!
With regards to other projects you might see some more mods from me in the future but I'm a little lacking on the creativity front so I tend to not have very many ideas XD
My reaction to the decay/durability suggestion: Sounds great! My idea is to repair them by wrenches. Basic Wrench, Hardened Wrench, Reinforced Wrench, and Resonant Wrench. Wrenches also has durability, so they break after a few repairs (tonnes if Resonant). And also this:
Basic Windmill - Repair time depends on wrench
Hardened Windmill - Repair time depends on wrench
Reinforced Windmill - Repair time depends on wrench
Resonant Windmill - Repair time depends on wrench
Repair time:
Basic Wrench:
* Basic Windmill - Easy
* Hardened Windmill - Average
* Reinforced Windmill - Hard
* Resonant Windmill - Impossible which means you can't fix this unless you have a better wrench.
Hardened Wrench:
* Basic Windmill - Very Easy
* Hardened Windmill - Easy
* Reinforced Windmill - Average Hard
* Resonant Windmill - Impossible which means you can't fix this unless you have a better wrench.
Reinforced Wrench:
* Basic Windmill - Superiorly Easy
* Hardened Windmill - Very Easy
* Reinforced Windmill - Easy
* Resonant Windmill - Average
Resonant Wrench:
* Basic Windmill - Insanely Easy (Over 9000 Easy)
* Hardened Windmill - Superiorly Easy
* Reinforced Windmill - Very Easy
* Resonant Windmill - Easy
Durability: You do it. I can't think a durability that fits wrenches. AGREE WITH MY IDEA?
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
An interesting idea, and it eliminates the difficulty and material cost associated with the repair, however Thermal Expansion already adds wrenches which this mod makes use of and so introducing several new types with a different use wouldn't be very intuitive for the player. I'd rather everything be unified (I dislike that IC2's wrench is completely different to Buildcraft's for example) and since a repair system already exists in Minecraft I don't think it'd be appropriate to add another which is only applicable to this mod. Thanks for the suggestion though!
If you do use a tool to repair with I would have the tool never break, and have to use it with supplies of the same type in a crafting table.
I also would prefer not to have another specialized tool in game when there are so many. Possibly use one from another mod if it is available or else use one you define if its not available.
I imagined putting the old broken blade in the crafting table with ingots of the original material. It must cost less than a new one and it must take equal or less work to repair it. And maybe have to take that and cook it to bind this repaired one together with the new material. So for this last idea it would mean there are 3 versions of each blade: 1. the newly created and ready for use blade, 2. the broken one, and 3.the one with the repair material applied that is waiting to be cooked together. This also might be just too stupidly complex as well. It might be best to just put the broken blade in with the ingot and craft it to new again.
When creating a new blade I wouldnt mind putting together 2 blades with a center geared mechanism, and that center mech be made of several parts. This does make sense. Also this might be a good way to have the creation more complex but the repair simpler than creating it.
Even if you do have degrading blades I definately want a config option to have blades that do not degrade at all.
perhaps have the old broken windmill blade be meltable in the tinkers smeltery or in a vanilla furnace to get part of the materials back toward crafting a new one.
I honestly think making a tool of different levels is way too complex. I love the simplicity of the windmill mod now.
just some thoughts =)
fun stuff!
PS: another perhaps silly but fun thought: what if clickinig on a mounted blade, causes it to turn a litte and generate a small amount of RF power. This is so a player could hand crank out some power. maybe make it enough to process 1 set of items in an alloy smelter or something with 10 or 20 crankes. its just a thought.
That was my thinking, I'd rather not overcomplicate things and adding extra tools if possible!
An interesting idea, I think you're right and it might be too complicated I think I'll stick with combining the rotor with one or two ingots or adding the ingots as an repair material for use with a vanilla anvil to be more consistent with the usual game mechanics. Having said that I never liked the xp drain of the anvil so I might just go with the former method!
Of course, the degrading will be completely optional, don't worry
I like the idea of being able to melt them down, but because the vanilla recipes use materials that can't be melted (nether quartz and diamond) it won't be entirely consistent. I'm pretty sure nobody uses the vanilla recipes though so I guess that's not too much of a problem XD
Ha, I like that idea! I see no reason not to implement that (AE has a hand macerator after all), I'll probably through it in the next version
Note: Please delete your configuration file when updating to 0.7 as the new energy system uses different values and variables.
Features Added in v0.7
Bugs Fixed
New Energy System
This mod adds four tiers of wind turbines based on Thermal Expansion's machine frames (basic, hardened, reinforced, and resonant) with increasing RF generation and internal storage. The exact RF/t varies depends on altitude, space around the block, and the efficiency of the attached rotor, with the turbine producing no energy at all at a height of 60 blocks or below, and producing maximum energy at an altitude of 100 blocks or more. The turbine also needs space for the air to flow, and so placing blocks in direct line (a 3x3 tunnel) of the rotor (closer than 10 blocks) will also reduce the turbines effectiveness. The rotor can also be turned by hand to produce energy at a reduced rate.
Weather also affects the output of the turbine, with rain giving a 1.2x boost to RF and thunder a 1.5x boost. This is modifiable in the config file.
By default the a maximum of 40 RF/t is assumed to be collected from the wind. This is then multiplied by an efficiency depending on the quality of the windmill as follows:
Likewise the rotors have associated efficiency values which are
Placing Windmills
To create a windmill, first place the windmill block and then right click it with the rotor item to attach the rotor to the windmill on the face clicked. Breaking the windmill will also drop the rotor, but breaking the rotor will not break the windmill, so swapping out rotors is easy.
Sneak-right clicking on a wind turbine will report its current (and maximum) energy storage as well as the amount of RF generated per tick (as of v0.41), and sneak-right clicking with a Buildcraft-compatible wrench will instantly drop the block with its storage intact.
Holding right-click on a rotor that is not producing RF will cause it to rotate at a slower rate, but still produce energy. This way you can use the windmills as makeshift (albeit expensive) dynamos. The height, air flow, and weather will not affect the generation values, but the efficiencies of the rotor and windmill will due to internal friction etc.
Textures
By default the rotors will take on the appearance of whatever material was used to make them, as do the windmills. You can disable this feature using the config file, and force the rotors to always display as the iron texture.
Configuration
A commented example configuration file is as follows
Requirements
Whilst this mod is designed to work with Thermal Expansion, it isn't necessary and the mod will work perfectly well without, albeit with different recipes to compensate for the lack of machine parts. Thermal Foundation isn't actually necessary either, although both are recommended.
Usage
The code is licensed under the GPL and I'm by no means a Java dev so feel free to fork. If you find any bugs or have feature/enhancement requests please submit an issue.
Modpacks
Use this in whatever modpack you want, no need to ask!
Changelog
0.60
- New textures
- Changed to metadata blocks. Incompatible with v0.51 !
- Upgrade recipes
0.51
- Weather affects production speed
- Fixed tile entity registration on dedicated servers
0.5
- Complete overhaul
- Windmills are 3D
- Rotors are now separate
0.42
- Added config file
0.41
- Added Chinese localisation
- Increased energy transfer rate
- Added generation output on sneak-right click
0.4
- Added Buildcraft wrench compatibility, blocks instantly drop on wrench
- Orientation changeable by wrenching
0.3
- Added different tiers of windmill and improved non-Thermal Expansion support
0.2
- Added storage output on sneak-right click
- Internal energy saved on pickup
0.1
- Initial release
Looks promising.
Also a suggestion: write the modpack permissions in your post
Thanks!
Whoops I was sure I put it in there somewhere, regardless its definitely there now
This is exactly what I'm looking for! A new way to generate power! 9.5/10!
Is this your first mod? If it is, then awesome first mod! Downloading right now and adding to my modpack!
The only thing you need to improve is: the textures. They are kinda simplistic..
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
Thanks, glad you like it! Yeah it is, pretty much my first Java project too, really I'm a Ruby/C++ programmer but I thought I'd give modding a go
Fair point, I'm not much of an artist! The turbines do spin (accidentally took the screenshot at the same anim frame both times) but I'll have a go at improving them, thanks for the feedback.
No problem! And even though you're only a C++ programmer, you've done good and didn't use the crappy MCreator!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
Thanks!
I have thought about going down the multiblock route, but I'm rather new to Minecraft modding (first mod) so I thought I'd stick to tackling one complicated part (custom entity renderers in this case) per release. I've taken Thermal Expansion for the baseline RF generation values, specifically looking at their dynamos, and really this mod is designed to be roughly to standard with that in terms of energy generation, but I see your concern with regards to performance and honestly a huge multiblock rotor would look pretty darn cool so I'll add it to the feature list!
I've made a new request for it on Github on your behalf, and I'll use that for updates on feature. Thanks for the suggestion!
That's a good point, I had forgotten about the upgrades! There's not much point in making upgrades specifically for this mod so I'll see if I can integrate the existing ones somehow, though I'll work on the multiblock structure too.
Weather's easy to implement, so I'll have that in the next version.
This is the report from the server log in a Direwolf20 v1.3.1 modified mod pack for minecraft 1.7.10
The windmill seems to me generating power but I have not tried using any power from it yet.
[15:11:01] [Server thread/ERROR] [FML]: A TileEntity type com.piepenguin.rfwindmill.tileentities.TileEntityRotorBlock has throw an exception trying to write state. It will not persist. Report this to the mod author
java.lang.RuntimeException: class com.piepenguin.rfwindmill.tileentities.TileEntityRotorBlock is missing a mapping! This is a bug!
at net.minecraft.tileentity.TileEntity.func_145841_b(TileEntity.java:80) ~[aor.class:?]
at com.piepenguin.rfwindmill.tileentities.TileEntityRotorBlock.func_145841_b(TileEntityRotorBlock.java:53) ~[TileEntityRotorBlock.class:?]
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75820_a(AnvilChunkLoader.java:370) [aqk.class:?]
at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75816_a(AnvilChunkLoader.java:197) [aqk.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_73242_b(ChunkProviderServer.java:256) [ms.class:?]
at net.minecraft.world.gen.ChunkProviderServer.func_73151_a(ChunkProviderServer.java:302) [ms.class:?]
at net.minecraft.world.WorldServer.func_73044_a(WorldServer.java:809) [mt.class:?]
at net.minecraft.server.MinecraftServer.func_71267_a(MinecraftServer.java:318) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:569) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
Its just for your information. =)
ps: i like this mod.
my published mods
Thanks for that, it's a known bug in v0.5 but it's fixed in v0.51. Which should have been linked in the OP actually but I forgot to update the link, it's changed now but will probably take a little while to properly update so you can download v0.51 through the other downloads button until then. Sorry for the late reply!
yea! thanks. no worries =)
my published mods
The Windmills are working well in our server. Thanks!
Another topic:
Would you add a config file option to set the decay rate of the windmill blades with an option to have no decay?
my published mods
Yay for new textures! What are you planning to do with the mod next?
- Fix every bug and release the final version?
- Add more content, fix every bug, and release the final version?
- Or is this the final version and that you'll move onto a next project (hopefully it's tech xD)
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
@andrenoel That's good to hear! By decay do you mean that they would have a durability and then would fail and need replacing? Because that sounds like quite a good idea! Feel free to request it on the issue tracker if you have suggestions as to decay time and so on, otherwise I'll add one later
@AgentJava Well it appears I might add durability to the rotors as per andrenoel's suggestion, if I interpreted it right This definitely isn't the final version though, there'll be more! (Else I wouldn't have broken everybody's servers with the last update :P)
There have been some suggestions as to constructing larger, multiblock windmills, with larger rotors as well, but that won't be added for quite some time as I'm not familiar at all with programming multiblock structures. Another requested feature was creating a watermill in the same spirit as the windmill and turning this into a slightly more general renewable energy mod. I have mixed feelings about whether that's appropriate or not, but I think a big water wheel providing power would be pretty cool!
With regards to other projects you might see some more mods from me in the future but I'm a little lacking on the creativity front so I tend to not have very many ideas XD
If you do have durability decay i would want it to be very slow decay and I would want to be able to repair it with its original material type. Replacement should always be availabe but I like to repair if possible.
Personally I prefer no decay at all. Also if the rotor is worn fully out it should show some dark marks on it or something visual to see that it needs repaired.
The reason I asked about it above is because somone on our server (with RFWindmills) said that they do wear out. I want an option to have them not wear out. If he is mistaken then I have mistakenly believed him. My rotor on my windmill was working fine last time I checked. oops. lol
also I like the ability to configure the power and the other settings in the config file but would you provide some help and examples of what each setting means? perhaps have a config spoiler in the 1st post here or even some help inside the config file as comments.
Thanks.
my published mods
That's a good point, I'll make sure to implement that if I do add the feature, and it'll definitely be configurable! (Also dependent on the material, in all likelihood, with better rotors lasting much longer.)
Huh, that's very weird. I'm pretty sure I didn't implement a durability feature... XD Maybe it's an accidental 'feature', though it's kind of a 'pics or it didn't happen scenario'
Good idea, I've added a guide in the OP, I'll patch the code with those comments too.
My reaction to the decay/durability suggestion: Sounds great! My idea is to repair them by wrenches. Basic Wrench, Hardened Wrench, Reinforced Wrench, and Resonant Wrench. Wrenches also has durability, so they break after a few repairs (tonnes if Resonant). And also this:
Basic Windmill - Repair time depends on wrench
Hardened Windmill - Repair time depends on wrench
Reinforced Windmill - Repair time depends on wrench
Resonant Windmill - Repair time depends on wrench
Repair time:
Basic Wrench:
* Basic Windmill - Easy
* Hardened Windmill - Average
* Reinforced Windmill - Hard
* Resonant Windmill - Impossible which means you can't fix this unless you have a better wrench.
Hardened Wrench:
* Basic Windmill - Very Easy
* Hardened Windmill - Easy
* Reinforced Windmill - Average Hard
* Resonant Windmill - Impossible which means you can't fix this unless you have a better wrench.
Reinforced Wrench:
* Basic Windmill - Superiorly Easy
* Hardened Windmill - Very Easy
* Reinforced Windmill - Easy
* Resonant Windmill - Average
Resonant Wrench:
* Basic Windmill - Insanely Easy (Over 9000 Easy)
* Hardened Windmill - Superiorly Easy
* Reinforced Windmill - Very Easy
* Resonant Windmill - Easy
Durability: You do it. I can't think a durability that fits wrenches. AGREE WITH MY IDEA?
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
An interesting idea, and it eliminates the difficulty and material cost associated with the repair, however Thermal Expansion already adds wrenches which this mod makes use of and so introducing several new types with a different use wouldn't be very intuitive for the player. I'd rather everything be unified (I dislike that IC2's wrench is completely different to Buildcraft's for example) and since a repair system already exists in Minecraft I don't think it'd be appropriate to add another which is only applicable to this mod. Thanks for the suggestion though!
If you do use a tool to repair with I would have the tool never break, and have to use it with supplies of the same type in a crafting table.
I also would prefer not to have another specialized tool in game when there are so many. Possibly use one from another mod if it is available or else use one you define if its not available.
I imagined putting the old broken blade in the crafting table with ingots of the original material. It must cost less than a new one and it must take equal or less work to repair it. And maybe have to take that and cook it to bind this repaired one together with the new material. So for this last idea it would mean there are 3 versions of each blade: 1. the newly created and ready for use blade, 2. the broken one, and 3.the one with the repair material applied that is waiting to be cooked together. This also might be just too stupidly complex as well. It might be best to just put the broken blade in with the ingot and craft it to new again.
When creating a new blade I wouldnt mind putting together 2 blades with a center geared mechanism, and that center mech be made of several parts. This does make sense. Also this might be a good way to have the creation more complex but the repair simpler than creating it.
Even if you do have degrading blades I definately want a config option to have blades that do not degrade at all.
perhaps have the old broken windmill blade be meltable in the tinkers smeltery or in a vanilla furnace to get part of the materials back toward crafting a new one.
I honestly think making a tool of different levels is way too complex. I love the simplicity of the windmill mod now.
just some thoughts =)
fun stuff!
PS: another perhaps silly but fun thought: what if clickinig on a mounted blade, causes it to turn a litte and generate a small amount of RF power. This is so a player could hand crank out some power. maybe make it enough to process 1 set of items in an alloy smelter or something with 10 or 20 crankes. its just a thought.
my published mods
That was my thinking, I'd rather not overcomplicate things and adding extra tools if possible!
An interesting idea, I think you're right and it might be too complicated I think I'll stick with combining the rotor with one or two ingots or adding the ingots as an repair material for use with a vanilla anvil to be more consistent with the usual game mechanics. Having said that I never liked the xp drain of the anvil so I might just go with the former method!
Of course, the degrading will be completely optional, don't worry
I like the idea of being able to melt them down, but because the vanilla recipes use materials that can't be melted (nether quartz and diamond) it won't be entirely consistent. I'm pretty sure nobody uses the vanilla recipes though so I guess that's not too much of a problem XD
Ha, I like that idea! I see no reason not to implement that (AE has a hand macerator after all), I'll probably through it in the next version