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    posted a message on [CTM] Ragecraft Series (by heliceo)

    So here's a question, right now I'm still tackling Zepharin Sands and making good progress, but I'm playing this map in version 1.0, is it better to just stay with in the first release, or is it better to just restart the map from scratch and play on the newest version? Sorry if I missed a question similar to this, I don't keep up with this thread as much.


    PS: Is it feasible to update my map with the new command blocks using MCEdit?

    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Zer0_Glyph»



    I've really thought a lot about it though, "what is it about Vechs' maps that i love so dearly, as opposed to other ctm maps?"


    I think his style has something to do with it, he's maps may not be aesthetically pleasing, but the simplicity of it all just gives me a certain vibe different from other maps.

    Posted in: Maps Discussion
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    posted a message on [WIP][Tech] DarkTech
    After being burnt out and uninspired, I decided to rewrite the mod. Progress can be seen on the github on the OP.

    Also, Happy Hollidays everyone!
    Posted in: WIP Mods
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    posted a message on [WIP][Tech] DarkTech
    1.1.1 has been pulled out in favor for 1.2.0, which will turn the Energy Distributor into a multiblock machine, with several tiers that increases it ranges and possibly have different mechanics in each tier. This is currently in my to-do list, if you think that there is a neat thing you want to see added, post it here below and I'll read it.
    Posted in: WIP Mods
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    posted a message on [WIP][Tech] DarkTech
    1.1.1 will be available for download soon(tm).
    Posted in: WIP Mods
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    posted a message on [1.8] Project FrostFire -- Towny -- Survival -- Economy -- Jobs -- McMMO -- No Whitelist -- Friendly community
    Server is down for several days, what has happened?
    Posted in: PC Servers
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    posted a message on [Forge][1.8] Steel Industries ~ Everything that is Steel ~ [Ver. 0.8]
    Quote from Hikachan»
    I hope this mod isn't dead. I only just found it from looking in the John Smith revival resource pack. I want to add it to my list of mods but only if it's still active. Well good luck with the mod and whatever you decide to do with it.

    AFAIK, author is busy with IRL stuff and can't have the time to maintain the mod.
    Posted in: WIP Mods
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    posted a message on [WIP][Tech] DarkTech
    1.1.0 took longer than it should have, but it is now released, have fun.
    Posted in: WIP Mods
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    posted a message on [WIP][Tech] DarkTech
    The next update is coming along nicely and will bring a new "energy" system, through air.

    My current plan for air is.

    -New type of power generation in the currently implemented system.

    -For new type of machines, with run on air.

    -Encourages tree farms, as each tree grown replenishes the air.

    -Low air will result in bad effects, such as slowness or death from asphyxiation.(This is very likely to change from release)



    I have no guarantees that these will be added in the next update, its just my plans.
    Posted in: WIP Mods
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    posted a message on [WIP][Tech] DarkTech
    Quote from erdferdf»
    Well heres the video :D :

    Thanks for that, really appreciated.

    On a different note, we have pr-1.0.3 released.
    -The Energy conduit can no longer drain power in a 8x8x8 area, you now need direct contact, Network Distributors can still collect from a distance however.
    -Energy conduits can now transfer energy when next to each other, power is evenly distributed between conduits.
    -Removed various calculations in the laser effect and lowered the amount of stuff rendered.
    -Removed the constant updating that all three machines have to hopefully increase performance.
    -API: Added IEnergyAcceptor and IEnergyEmitter, for machines with un-connectable sides and for distinguishment.
    -API: Removed IBlockAnalyzer interface, may be added later.

    Ninja Update pr-1.0.3.1:

    -Network Distributor no longer sends out energy when powered by redstone, as suggested by erdferdf.
    -Conduits no longer collect energy when powered, visibly shown as it cuts the laser effects to the conduits/generators
    -Powered Heaters don't function if powered, but still collects energy.
    Posted in: WIP Mods
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    posted a message on [WIP][Tech] DarkTech
    Quote from erdferdf»
    Hey man would you mind if i made a mod review of this i really think this mod has potential im personally going to use it cause i hate coal.

    The mod is mostly empty right now, but feel free to do so if you want to make a mod spotlight
    Posted in: WIP Mods
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    posted a message on [1.6.4] Thaumic History [ThaumCraft Addon] [1.1-02]
    Quote from Learwin»

    He did something with the storage device and now his complete source is gone. He said he wouldn't want to do it all again. So i think he abandoned it.

    Sounds very fishy.
    Posted in: WIP Mods
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    posted a message on [WIP][Tech] DarkTech
    An update to Darktech will come out later with code clean up and such. I'm also open to suggestions, so feel free to suggest them, but no guarantees that I will add them though.
    Posted in: WIP Mods
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    posted a message on [Forge][1.8] Steel Industries ~ Everything that is Steel ~ [Ver. 0.8]
    Quote from Cheeyev»

    It's a pretty decent logo, although I wonder why it takes up so much space and why it took so long to make it, unless you were busy with other stuff.

    I had issues with spacing and made it huge, but forget to resize it after making the logo. Edit: It took long to do because I never actually dedicated time to making the logo, and just made it in a hour after testing the Space Age font in paint.net.

    Here is a resized one:

    Edit: Removed due to thread inactivity
    Posted in: WIP Mods
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    posted a message on [WIP][Tech] DarkTech
    Updated forum post, added fancy logos for the title and the Machines section, without cluttering the post to much.
    Posted in: WIP Mods
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