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[V1.5_01] Feanor's Mods (MineFactory v1.0)


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#1

Posted 31 January 2011 - 09:23 PM

[MC 1.4] MINECARTS ADVANCED V1.6 [Single Player Mod]
& [MC 1.5_01] MINECARTS ADVANCED V1.8+

DESCRIPTION
Adds 3 powertracks (a booster, a breaker and a catch & release) and 2 pressure tracks. (Wood triggers from empty carts, stone needs something in the carts to trigger)
All of these pieces are X-intersection pieces, and can be used in any direction, but they can't be placed on slopes. However, the boost from a single booster piece should be sufficient for most slopes. :D If enough people want, I can add a value to the .properties file that let's you adjust the booster strength to your own liking. Catch & Release tracks differ from the other in that you can right click them to change the direction they're facing.
The pressure tracks activate redstone wires and power nearby powertracks and devices. The powertracks are on by default, but deactivate when powered by redstone wire. This is so that if you have a long railway with several booster, you don't have to power them all. The Catch & Release track will function as a breaker when unpowered and as a directed booster when powered. Convenient for stations and one way driving lanes.

CRAFTING
Pressure tracks are made using regular minecart tracks and the corresponding pressure plates.
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Powertracks are made using redstone and regular minecart tracks.
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The new Catch & Release tracks functions as a breaker when unpowered, and a directed booster when powered. Make it by combine a breaker and a booster, duh. :Diamond:
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CHANGELOG
v1.8+ : Updated v+ to MC V1.5_01 + bugfixes
v1.7+ : Updated v+ to MC V1.4_01
v1.6+ : Added an secondary 1.6 release which includes a locomotive which can carry one cart. Might not be updated.
v1.6 : Updated to MC V1.4.
v1.5 : Added Catch & Release track

COMPATIBILITY
The 5 blocks added use Id 96-100. If these conflict with a mod you are using, inside the /feanorith folder is a MinecartsAdvanced.properties file that lets you set the IDs yourself.
Notch classes used:
EntityMinecart(ug.class)

DOWNLOAD Requires Risu's Modloader (No grass fix)
TEST: [MC1.5_01]MinecartsAdvanced v1.8+ -SEE VIDEO FOR INFO

[MC1.4]MinecartsAdvanced v1.6 - mirror
[MC1.4]MinecartsAdvanced v1.6+ - mirror
[MC1.3_01]MinecartsAdvanced v1.5 [MLv5] - mirror
[MC1.3_01]MinecartsAdvanced v1.4 [MLv5] - mirror
[MC1.3_01]MinecartsAdvanced v1.4 [MLv4] - mirror

VIDEO
A Minecarts Advance demonstration by byronic
V1.6+ Locomotive Test

On the V1.6+ Locomotive, thought of this last night and I had to give it a try. Seems to pass basic testing. Watch the video to see how to use it, but note that testing it is at your own risk! I might not include it in further updates, depends on how it'll work out and how it's received.



[MC 1.5_01] REDSTONE ADVANCED V0.5 [Single Player Mod]

DESCRIPTION
Adds 9 craftable blocks to the game, which add new redstone functionality and allows you to conserve large amounts of space in your redstone circuits. So far this adds 5 logic gates: AND, OR, NAND, NOR & XOR & 2 memory units: a single-input Toggle Latch and Set/Reset Latch with 2 inputs. Now also includes a JK-FlipFlop and a logic Clock. In order to function properly, the JK-FlipFlop uses a TileEntity. Now sure how this will cause lag when used in large amounts. Looking forward to feedback on it.
Right-clicking a block will turn it around. All pieces are 1x1 pieces.

CRAFTING
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The new latches serve as memory units to replace the large RS NOR and NAND latches already ingame. Make them by combining a button and restone for a Toggle Latch and a lever and redstone for a Set/Reset Latch.
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The new logic Clock will tick between on and off every second. Add a redstone input to the side opposite to the output node and you can turn the clock on and off. (Power = off)
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CHANGELOG
v0.5 : Updated to MC V1.5_01 & added XOR gate, Logic Clock & JK-FlipFlop
v0.4 : Updated to MC V1.4_01.
v0.3 : Updated to MC V1.4.
v0.2 : Added Toggle Latch & Set/Reset Latch memory units.
v0.1 : Added AND, OR, NAND & NOR logic gates.

COMPATIBILITY
The 9 blocks added use Id 104-112. If these conflict with a mod you are using, inside the /feanorith folder is a RedstoneAdvanced.properties file that lets you set the IDs yourself.

DOWNLOAD Requires Risu's Modloader
[MC1.5_01]RedstoneAdvanced v0.5

VIDEO
CLICK HERE



[MC 1.5_01]MINEFACTORY V1.0 [Single Player Mod]

DESCRIPTION
Mod that focuses on making automatic factories possible. First 4 blocks added: Conveyor, Fertilizer, Harvester & Planter. Conveyor belts can move all living entities and items. Right click to change direction. Slopes only go up.
This mod contains the Allocator, a mod & minecraft suggestion by Pfaeff. It's included because it's an integral part of MineFactory, you can use it to have items change conveyor belt lanes, to fill up chest, furnaces, fertilizers & planters, ... All in all, great mod, support it!

CRAFTING
No proper crafting grid up yet. Looking for suggestions! To find out how to craft the conveyor, fertilizer harvester and planter ATM, watch the youtube video of v1.0

CHANGELOG
v1.0 : Several bugfixes + added planter + added Allocator + support for HD textures
v0.5 : Updated to MC V1.5_01 + several bugfixes & sloped conveyors.
v0.4 : Updated to MC V1.4_01.
v0.3 : Updated to MC V1.4. (Properly this time :Diamond:)
v0.2 : Added fertilizer and harvester.
v0.1 : Added conveyor.

COMPATIBILITY
Block ids: 124-128. Properties file inside /feanorith folder let's you change that.

DOWNLOAD
Requires Risu's Modloader & Contains UltraMoogleMan's TextureFrameAnimFX & Pfaeff's Allocator
[MC1.5_01]MineFactory v1.0

VIDEO
v0.1 proof of concept
v0.2 Factory test
v1.0 Factory and crafting examples
v1.0 video by HavPic


Looking forward to critique and comments.

A VERY Big thanks to, in no particular order:
- the guys at #risucraft and #mcp, as always. Special mention for 303, the most lifelike factoid filled with MC data you'll ever see.
- ZeuX, for general awesomeness
- Pfaeff, for letting me use his Allocator
- CJ, for helpin' the trolls help themselves. :Diamond:
- BlueRaven, for testing
- Pyth, for an invite to a new uploading site.

Sponsored by
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#2

Posted 31 January 2011 - 09:29 PM

Is there an aesthetic difference or do they look like regular tracks?
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^ Check out my YouTube channel! Always looking for community feedback!

#3

    _phil

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Posted 31 January 2011 - 09:31 PM

If you put in some Screenshots :Diamond: :Diamond: :Diamond: :Diamond: :P
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#4

Posted 31 January 2011 - 09:37 PM

Aesthetic difference. Posted Image

_phil said:

If you put in some Screenshots :DORE: :DORE: :DORE: :DORE: :DORE:
I don't think screenshots would do it that much justice. I'll look up some recording software, see if I can make a small video.
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#5

    _phil

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Posted 31 January 2011 - 09:40 PM

When u will make it compatible with Modloader?
I really want to use this ! <3
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#6

Posted 31 January 2011 - 09:44 PM

Um, just finished it, was looking forward to a smoke. :) And adding it to my railway world. :grass:
I'll guess I might as well take a look at how to use Modloader while I'm on a roll. Haven't used it yet.

Edit: Anyone know a good and straightforward recording software?
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#7

    Pewman

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Posted 31 January 2011 - 09:53 PM

fraps? def. not hypercam.
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THE STRONGEST ODOR BLOCKER IN THE GALAXY

#8

    feryaz

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Posted 31 January 2011 - 10:05 PM

i would love to use this mod,
but im using 37 (oO) other mods and 2 of them using the sd.class! (store on Collision and PreassurePlates)
im hopefull you will add more compatibility :)
nice mod!
greetings feryaz

#9

Posted 31 January 2011 - 10:18 PM

feryaz said:

i would love to use this mod,
but im using 37 (oO) other mods and 2 of them using the sd.class! (store on Collision and PreassurePlates)
im hopefull you will add more compatibility :Diamond:
nice mod!
greetings feryaz

I don't think that's his problem. If you're using 37 mods having him fix his to be your 38th should be a minor concern of his. I'll give this a shot. Kinda wish it used a bit less redstone (as a booster isn't a luxury item, and while I know redstone comes in mass quantities, it'd be nice if I didn't have to reserver 18+ everytime my cart slows down).

Will give it a shot!

EDIT: I noticed in your Terrain.png your new track pieces are where iron, gold, and diamond blocks reside. If I put your texture somewhere else will they not work (I'd assume so). If this is the case can you put the texture elsewhere on the terrain.png?
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^ Check out my YouTube channel! Always looking for community feedback!

#10

  • Location: Peru

Posted 31 January 2011 - 10:24 PM

Feanorith said:

you're all smart people, you'll do fine.

Don't understimate this forum. You will get surprised by the level of stupidity of some people here.

About the mod: Looks nice, but compared to the traitional booster, how much speed it gives you. More, less, the same ?
Of course it's more practical to use this instead of the regular ones.
Oh, and post a vid or at least some pics, it makes the post more pwetty :3
Maps I support:
- Imperial Lands by lolo500
- PortalCraft by Leggos_My_Eggos

Mods & Tools I support:
- DJoslin's Creations by DJoslin
- mIDas by Pfaeff
- Programmable CPU by Biohazard

#11

Posted 31 January 2011 - 10:56 PM

Here's a small video of my mod in action: http://www.youtube.c...h?v=UxhNuc90BSk

@ blackpandemic: I think you're wrong about the diamond, iron and gold. It should be below them, not on top of them. They were pink open squares on my version of terain.png. And on the video I made the elevation in the track with iron blocks, so I've seen iron blocks working alongside my mod. :) As for less redstone, suppose you're right about that, that to take empty carts long distances you do need quite a few, so less redstone is in order.

@soy: Atm, they're a lot compacter and easier to use the the standard collision glitch booster, but unless I'm wrong, the momentum doesn't last as long once you're off the boosters. Only my first working model though.

All the rest: going to take a look at Modloader now. Thanks for the surprising amount of positive feedback.
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#12

  • Minecraft: koenverd1000

Posted 31 January 2011 - 11:03 PM

This is a mod i have been waiting for so long. Plz make it ModLoader compatible, if you could do that. :cobblestone:

#13

    Zache51

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Posted 31 January 2011 - 11:07 PM

All is fine when a requested mod comes out :o.

#14

Posted 31 January 2011 - 11:19 PM

Feanorith said:

@ blackpandemic: I think you're wrong about the diamond, iron and gold. It should be below them, not on top of them. They were pink open squares on my version of terain.png. And on the video I made the elevation in the track with iron blocks, so I've seen iron blocks working alongside my mod. :Sheep: As for less redstone, suppose you're right about that, that to take empty carts long distances you do need quite a few, so less redstone is in order.

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My texture pack features each side of the block (top, sides, bottom) and my only concern is if I use a texture pack that has differing textures per side, your tracks will overlap the iron blocks. My current texture pack would be okay with the track there, but my Painterly has the gears iron block so the track would overlap the side/bottom texture.

Also I installed this and it gave me an error, can post again when it happens (when I reinstall). I'm running BetterLight, BetterGrass, Mo' Creatures, and Wild Grass.

EDIT: Mo'Creatures uses the fg.class as well but that's the only conflict I see in my mods.
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^ Check out my YouTube channel! Always looking for community feedback!

#15

    feryaz

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Posted 31 January 2011 - 11:24 PM

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same here.

#16

    DanCraft

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Posted 01 February 2011 - 12:13 AM

Dude i love your mod! :iapprove:

but there is some things wrong with it, it only goes one way, it doesn't turn the way of the minetracks, its just a booster, so you have to make your track face the way of the booster, but if this is your first mod, nice, but in the future can you please fix that?

But anyways, love the mod, i use it soo much now, no more boosters :D
Now i have something i can do with redstone.


:Notch: :grass: :SSSS: :SSSS:

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#17

    DR.Jeckle

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Posted 01 February 2011 - 12:27 AM

great mod! make it modloder Cpmtbl. and ill always use it!
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#18

    Pewman

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Posted 01 February 2011 - 12:36 AM

awesome! i'm totally going to use this. now i don't have to build boosters here and there and here... well, you get the point.
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THE STRONGEST ODOR BLOCKER IN THE GALAXY

#19

Posted 01 February 2011 - 02:36 AM

Spent a couple of fruitless hours trying to look up Modloader, only to find that it doesn't work with MCP at the moment? Anyone who can point me in the right direction would be appreciated.
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#20

    Zantor5

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Posted 01 February 2011 - 02:41 AM

I've been waiting a while to see a mod like this, I'm really excited to give it a shot once it's more compatible!

Have you thought about making the boosters redstone activated?

There would be many :Flint: :Bacon: :Bacon: