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  • 0

    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    Quote from majestyc2k1»

    I would like to volunteer for testing.

    Then I would like to welcome you to the public Esteemed Innovation Discord server. It's where we all talk and basically make every decision. You (and anyone else reading this) can join here: https://discord.gg/qtaRXYH
    Posted in: Minecraft Mods
  • 0

    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    Quote from 1961959060»

    I am a chinese.I think it is a very good mod.In especial It supports Chinese。Unfortunately, it seems to have been abandoned。Thank you very much.If it can support 1.8 will very good。


    It has not been abandoned. It is in active development for 1.10+.
    Posted in: Minecraft Mods
  • 0

    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    Quote from GarlandMorlock»

    Would love to see a faster or easier mold system, something like tinkers with fusing them together or a casting table system. I have three molds and when building in bulk it seems to take forever. Also would love to see a pouch for all the tool and weapon parts, I carry the engineering table around with me to change for grinding ores and whatnot, but need another mod to carry all the bits and pieces with me like put on the jetpack fly up to a floating isand or top of mountain do what I want replace jetpack with wings, fly home for example.


    I am not sure what you are asking regarding the mold stuff because I haven't played Tinkers' Construct since it was first released as Tinkers' Construct (after it was renamed from whatever it used to be called, when it was fused with Natura as a single mod).

    1.0.0 adds a new Kit Bag (or something, can't remember exactly what it's called) that stores your entire hotbar contents when you right click with it. It isn't exactly a pouch like what you're asking for but it is kind of similar.
    Posted in: Minecraft Mods
  • 3

    posted a message on Witchery 0.24.1

    Here's a mod I just wrote some of y'all might be interested in https://minecraft.curseforge.com/projects/witcherypatch

    Posted in: WIP Mods
  • 0

    posted a message on ChaoticKarma (Latest Update 3.0.1 July 27, 2016)

    May I use this in my Technic Modpack?


    Of course. Can I have a link to it so I can add it to the OP?
    Posted in: Minecraft Mods
  • 0

    posted a message on Ping! (Latest 3.0.5- Updated Sept 3)
    New version of Ping! for Minecraft 1.9 and 1.10:


    • Rewrite in Scala
    Posted in: Minecraft Mods
  • 0

    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    Quote from ShawnJ»

    Is there a Minetweaker command for adding different types of furnaces such as those from the Iron Furnace mod to the compatibility of the steam heater? It connects to them, but does not actually use any steam to heat them up at all... And I don't see anything in the config file for adding additional furnace types to a list...


    Thanks,


    Zip


    In case you are not the person who asked about this on CurseForge as well: No, there isn't. The Steam Heater interacts quite a bit with the furnace's code, and adding support for additional furnaces would be a royal pain. I have been thinking about adding an improved furnace that only operates when heated externally, so you wouldn't have to use the vanilla one.
    Posted in: Minecraft Mods
  • 0

    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    Quote from Balsima»

    Hey i'm a fan of steam-working mods and i actually use SteamCraft 2 in 1.7.10 so i would like to know if this is compatible with steamcraft 2 ? because i don't want to corrupt my save (~200 hours)
    PS: sorry for bad english


    Yeah it should be fine. I don't see why it would corrupt your save..
    Posted in: Minecraft Mods
  • 0

    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    Quote from TheDude9000»

    Personally I think the mod is great! But one thing i always felt like would be a natural feature were to have the Item mortar shoot TNT which exploded on impact. It was the first thing i tried when i played with the mortar, it would be awesome to have it as an option to enable in the config or make an upgrade available which would enable the mortar to fire primed TNT.


    You could make it in such a way that the mortar still fires the shell with the TNT attached but primes when impacts or make it fire primed TNT enteties when loaded with TNT.


    I don't know it was just something i thought would be cool :D


    That sounds quite destructive >:D
    Posted in: Minecraft Mods
  • 0

    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    Quote from Oceanus5000»

    I would actually really love to see some Thaumcraft 4 integration with this mod for some awesome steam-powered Fortress Armour and (maybe) steam-powered Golems. Sounds frikking dope if you ask me.




    I believe the golems (in all forms) have been turned down, and there is integration with TC4, at least in the form of plating for the armour from this mod (and some form of goggles integration, I believe).

    I'm moderately open to TC integration ideas, because I don't actually know how it works beyond TC3.
    Posted in: Minecraft Mods
  • 0

    posted a message on Flaxbeard's Steam Power (Beta 0.29.3- Updated May 20)
    Quote from Happysammon»

    Can someone help me, I have made the exo suit using gilded iron plates and i have a reinforced tank and a steam jetpack but fore some reason i cant get it to fill using either the flling pad or the steam filler i have tried connecting them both to a creative steam tank to no avail so could someone please help me fix this


    What actually happens when you stand on the filling pad or put your chestplate in the charger?
    Quote from Rainbow_Dash20»

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104648-electrical-age-physics-electric-circuits-more

    Let me try to sound a bit more educated when I talk. Has it even been thought of to use this mod compatible with power generation for others mods like buildcraft, industrialcraft or electrical age? All of those mods do use steam in one way, shape, or form and seeing as how this mod is by far the easiest and most convenient to use in terms of steam generation.

    For a personal use i'd use it to power the steam turbines from electrical age to generation electricty.


    You can use the Pressure Converter to turn FSP steam into the Steam fluid used by various mods (and ic2steam for IC2).
    Posted in: Minecraft Mods
  • 0

    posted a message on Ping! (Latest 3.0.5- Updated Sept 3)

    Ping! now supports Minecraft 1.10.2 at version 3.0.4.

    Posted in: Minecraft Mods
  • 0

    posted a message on SeedCopy (latest 3.0.2)

    SeedCopy is now available for Minecraft 1.10.2 at version 3.0.2.

    Posted in: Minecraft Mods
  • 0

    posted a message on ChaoticKarma (Latest Update 3.0.1 July 27, 2016)

    ChaoticKarma is now available for Minecraft 1.10 at version 3.0.1.

    Posted in: Minecraft Mods
  • 0

    posted a message on ChaoticKarma (Latest Update 3.0.1 July 27, 2016)
    New ChaoticKarma version 3.0.0


    • Update to Minecraft 1.9.
      • NEW: Mob Ignorance level 4 ignores Shulkers.

    • FIX: Semi-proper tame item checking to gain karma from
    • taming. This works for wolves and ocelots, but otherwise just checks the
      breeding item.
    • API: KarmaEvent, KarmaEventNegative, and KarmaEventPositive
    • are now all abstract classes. Default implementation for
      playerHasEnoughKarma was removed from KarmaEvent, but it is still
      present in KarmaEventNegative and KarmaEventPositive, so you probably
      don't need to worry about that. Default doEvent implementations were
      removed, which means all KarmaEventNegative/KarmaEventPositive
      subclasses must implement it.
    • API: KarmaPerk is now abstract. Default implementations for
    • hasPerk, applyPerk, and removePerk were removed, but they do still exist
      in KarmaPerkNegative/KarmaPerkPositive.
    • API: Event spawner checks playerHasEnoughKarma before calling doEvent, so you don't need to check that yourself.
    • API: KarmaEvent and KarmaPerk now provide you with an instance of Random in your custom event and perk classes.
    • API: KarmaUpdateEvent follows the new style of making all fields private and making proper getters (and setters when applicable).
    Posted in: Minecraft Mods
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