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[Buildcraft Addon] Buildcraft Tools 2 - Development Page

released! buildcraft addon tools additional development alternative

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#381

ILoveGadgets
  • Location: UK

Posted 30 September 2013 - 07:48 PM

So, looks like progress is being made on some new stuff.

Thought I would try the Metal Manipulator - in creative mode.

Unfortunately, I clicked the help button...

Spoiler:

Let me know if you need the full log file, but I am guessing the help string went walkabout?

I will re-load and break test something else.

Thankfully the ridiculous busy period in work is over, so I can play some more.

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#382

Maexx97
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Posted 30 September 2013 - 07:58 PM

View PostFatBobTheSlob, on 30 September 2013 - 09:27 AM, said:

Latest available, always. It's my favorite mod, so I keep it up to date.
Nice to hear that! ;)

View PostILoveGadgets, on 30 September 2013 - 07:48 PM, said:

So, looks like progress is being made on some new stuff.

Thought I would try the Metal Manipulator - in creative mode.

Unfortunately, I clicked the help button...

Spoiler:

Let me know if you need the full log file, but I am guessing the help string went walkabout?

I will re-load and break test something else.

Thankfully the ridiculous busy period in work is over, so I can play some more.
Good seeing you around!

Yes, the help button doesn't seem to work when the resource is inside a jar.
At least it didn't - this should fix it. ;)

Have fun playing (and please tell me your thoughts about the metal manipulator :) )!
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#383

ILoveGadgets
  • Location: UK

Posted 30 September 2013 - 08:14 PM

Yep, broke it again.

This time randomly clicking around the GUI slots with a gold ingot (it seemed like a good idea).

UPDATE- I will try the newer version and report back.

#384

Maexx97
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Posted 30 September 2013 - 08:34 PM

View PostILoveGadgets, on 30 September 2013 - 08:14 PM, said:

Yep, broke it again.

This time randomly clicking around the GUI slots with a gold ingot (it seemed like a good idea).

UPDATE- I will try the newer version and report back.
Alright :D
This version should fix that ;)
Didn't put it on CurseForge, because i really only changed one line of code…
Posted Image

#385

ILoveGadgets
  • Location: UK

Posted 30 September 2013 - 08:49 PM

I will try the a-6 version in a minute, but I crashed the a-5 with some iron ingots Posted Image


My observations so far:


I like the less than 100% efficiency, that was my big issue with the EE2 condenser.

But I think that it is a bit power hungry in it's default setting, I will have to play a bit more before I make up my mind on this.


I think that the GUI is a bit confusing.

Input and output slots are obvious, but why not just have a single slot for the target ingot and require that the player place one of the desired ingot in that slot to convert?

That means that the player has to be a bit organised and keep some samples around, not just pick from a list.

Could have a "Metal Meter" in the middle that fills up until it has enough for the desired output ingot.

So the GUI would have:

Input on left    Metal Meter verical in center    Output slot on right with target above or below it (slightly smaller with target icon)

Power meter on right as it is now is OK.

Conversion speed should just dependend on power available - one ingot per tick if it has full charge until power runs out, then it only converts as and when it has enough power built up.

That way once a good power infrastructure is available it is a quick no hassle way to use up surplus metals.

#386

ILoveGadgets
  • Location: UK

Posted 30 September 2013 - 09:44 PM

More feedback:


It didn't crash - I tried really hard to spam it with various ingots.



The GUI still isn't doing it for me, though now the help text is working I can see what you were aiming for.

The big problem I can see is when ALL the ingots are added to the config - could be lots - I already have more than 12 with just a couple of mods.

My main modpack (think FTB Unleashed with no lag, even on an old machine, and a few more mods) has over 40 different ingots (plus several duplicates like 4 or 5 kinds of copper, etc) - normal metals, alloys, magical metals, etc.

That is why I think that a target slot would be a better choice than a list.

Rather than showing the ratio if input to output ingots, it might be be better to show the "cost" of the target as a position marker on the "Metal Meter"

Input ingots would give 100% of their value to the meter - e.g. 5 for each iron

Output ingot would appear when the meter matched the cost - e.g. 60 for gold

The "Metal Meter" could be auto-scaled for the cost of the most expensive ingot in the config - so if I gave say Thaumium a value of 80, the meter would scale to 120 as the maximum "cost" per ingot.

The "keepFactor" would change to a "costFactor" and be implemented internally as (1+costFactor) * ingotValue to get the cost of an output ingot in metal units.

Obviously the ingot values are arbitrary, so can use any scale, it might be better to use the old EE2 values as most players of mods are familiar with those values and the larger values allow easier fine tuning of ingot values among different mods.

#387

ILoveGadgets
  • Location: UK

Posted 30 September 2013 - 09:52 PM

So I tried the EE2 metal values for kicks.

GUI only has 3 digits, so gold shows 999 rather than 2048.

No problem with ratios, that works just fine.

BUT, I am guessing the power consumption is based on the values, as it suddenly became much more thirsty!

That allows a power exploit by setting lower values in the config.


~
QUICK TEST
~

Yep, totally exploitable.

#388

ILoveGadgets
  • Location: UK

Posted 30 September 2013 - 10:51 PM

I am so glad to see your recipes in Craft Guide finally.

That is the main "Lag Reducer" in my mod pack - ditch NEI and use Craft Guide.

NEI in its current form causes massive lag spikes when opening and closing any GUI, probably because it is doing a dynamic lookup of recipes that match that GU so that it can overlay recipes when they are shift-clicked in.

Amount of lag is dependent on the number of recipes and items - I have 160 mods including Harvest Craft - so there are thousands of recipes and items in NEI!

At that level of mod stuffing, NEI kills the fps for several seconds every time a GUI is opened or closed - instant death in many situations.



Off Topic, but awesome:

I came across an awesome map yesterday, its called "Letters From a Dead Earth" - it is in the maps forum Letters From a Dead Earth

Check it out if you like the whole Zombie Apocalypse thing - it's a work of art.

I am going to do a special modpack just for this map - no magic (maybe just Xenos Reliquary, mostly for the pistol), just buildcraft powered tech mods and a few other essentials, and something to add more zombies!

#389

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Posted 03 October 2013 - 12:21 PM

View PostILoveGadgets, on 30 September 2013 - 08:49 PM, said:

<posts>

Alright, I'll try to redesign the gui - your idea sounds good Posted Image
I tried to pack as much information as possible into the gui, that's why the input- and output-choosing slots are there, so you can see the ratios of both - same with the metal list, so you can see the weights. But I guess it's just too overloaded.

I was using the stacksize for displaying the weight/ratio of the metals - didn't know that it had a limit at 999, so I will have to draw the numbers myself…

The power required is currently just (inputWeight + outputWeight) * 100; But I will use the ratios of the two for that, which will fix the low-power exploit.

So the next version will hopefully feature a redesigned gui, and maybe also a nice renderer for the machine Posted Image


I was hesitating to add Craftguide support for a long time, because for me it's just one more dependency, files to worry about when building, etc.
But if the only way to find out about the recipes is NEI, it gets hard to play the mod for people not having NEI installed of course - if you google "Buildcraft Tools ", the first two suggestions google gives are " recipes" and " wiki". That's when I finally decided to add the support (I'm also working on a wiki).

I didn't know that NEI could cause lag issues though - I always thought that when deactivating it (by pressing 'o' I think?), it wouldn't cause any lag. Oh well, you always learn something new Posted Image


That map looks epic!
Also, the story sounds really nice - which is essential I think.
I'm not really into maps, but this one…wow!
And then with mods of course… Posted Image
Posted Image

#390

Maexx97
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Posted 12 October 2013 - 03:42 PM

Alright, here's the next version, it has a bunch of stuff in it, most noticeably EnderIO support and a new MetalManipulator gui.
I also changed the Industrial Jackhamer's 3x3 modes to only break similar blocks, that is if they have:
  • The same Material (rock[stone, ores etc.], wood[wood, planks etc.] and so on)
  • A Difference in hardness less than 0.35
Hope you like it, feedback is appreciated as always Posted Image
Posted Image

#391

XManClassic11

Posted 26 October 2013 - 02:41 AM

may i make a mod pack out of this please ?

#392

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Posted 27 October 2013 - 12:41 PM

View PostXManClassic11, on 26 October 2013 - 02:41 AM, said:

may i make a mod pack out of this please ?
You can add this to a modpack, but please make sure you have all the permissions.
When you're linking to this mod, please use the official post ;)
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#393

ItsiAdam
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Posted 27 October 2013 - 06:22 PM

Looks like this is where I should post crashes. Not sure why this is happening. Crash on launch. (1.6.4, Forge 9.11.1.935)
Spoiler:

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#394

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Posted 27 October 2013 - 10:08 PM

View PostiAdam____, on 27 October 2013 - 06:22 PM, said:

Looks like this is where I should post crashes. Not sure why this is happening. Crash on launch. (1.6.4, Forge 9.11.1.935)
Spoiler:
It looks like the Buildcraft Silicon module is loading too late…I'll fix it and release a version as soon as possible…thanks for informing me ;)
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#395

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Posted 28 October 2013 - 11:47 AM

View PostMaexx97, on 27 October 2013 - 10:08 PM, said:

It looks like the Buildcraft Silicon module is loading too late…I'll fix it and release a version as soon as possible…thanks for informing me Posted Image
Yes, I figured that out. Downgraded, meant to update the post ^^
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#396

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Posted 28 October 2013 - 12:13 PM

View PostiAdam____, on 28 October 2013 - 11:47 AM, said:

Yes, I figured that out. Downgraded, meant to update the post ^^
Updating to the even newer buildcraft(4.1.2) seems to have fixed the issue for me…is it working for you as well?
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#397

ItsiAdam
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Posted 28 October 2013 - 12:37 PM

View PostMaexx97, on 28 October 2013 - 12:13 PM, said:

Updating to the even newer buildcraft(4.1.2) seems to have fixed the issue for me…is it working for you as well?
Oh, didn't see that was released. I'll give it a go now. ^^
Edit; nope, hasn't fixed it. Same crash as before.
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#398

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Posted 28 October 2013 - 01:26 PM

View PostiAdam____, on 28 October 2013 - 12:37 PM, said:

Oh, didn't see that was released. I'll give it a go now. ^^
Edit; nope, hasn't fixed it. Same crash as before.
Alright, try it with this version of BCTools and the newest Buildcraft. That should fix it ;)
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#399

ItsiAdam
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Posted 28 October 2013 - 02:10 PM

View PostMaexx97, on 28 October 2013 - 01:26 PM, said:

Alright, try it with this version of BCTools and the newest Buildcraft. That should fix it Posted Image
Yes, works now. Thanks! Only problem is LogisticPipes and QuarryPlus now, time to go bug them. xD
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#400

NullMagic1

Posted 30 October 2013 - 04:45 AM

Alright, to start off with, I think this mod is fantastic, and we're hoping to use it in our current modpack.

Some things I wanted to ask about (and sorry if you've explained this, after about the first ten pages I just sort of skimmed the rest). Water Wheels, they gave us a bit of trouble in the start, we weren't sure if the water had to fall down one side and then run along the bottom or just run along the bottom and the medium and large gave us extra fits because of how long they took to start up so we kept thinking we were doing something wrong and moving them about XP. So I was wondering if there's any sort of documentation for this, and if so if I could get a link.

The next thing I wanted to do was make some suggestions since you seem pretty open to them. I wanted to suggest a change to the way the Kinetic Engine works, currently the Wooden Water Wheel puts out only 1.5 MJs per tic, which is really nice beginning of the game, but currently the requirement for it's crafting is either a circuit board from Forestry, or a Redstone Chipset from BC, both of which require an already existing energy system to be in place to make. While it's possible one could make a case for a Large Water Wheel (as it puts out 10 MJs per tic, which is 4 More MJs than the Combustion engine without the explosion possibility) I don't see it as being likely that anyone is going to build a kinetic engine for the wooden water wheel, which would be much more useful early on. So I'd suggest a change to the recipe to allow the Kinetic Engine to be made early game where it will be most useful.

That said, a good idea would be to have three tiers of Kinetic Engine (one for each tier of Pneumatic Motor) with the lowest tier being fairly easy to craft in the early game (but also putting out the least amount of power).

To further expound on this idea I'd like to suggest That there also be three tiers of Water Wheel. The Basic, made of regular wood/treated wood (similar to the way you can make Untreated and Treated frames in Forestry) with perhaps different wood types or combinations producing different wheels that have different stats (longer durability, higher output, etc). The Reinforced, Which is made of Wood/Treated wood, and the appropriate type of metal to re-enforce the wheel, giving it greater durability or letting it work faster etc. And the Aluminum, which would be comprised of a basic Aluminum Wheel and then have variations in which it's reinforced by different metals like the Reinforced wheels.

This would allow the water wheels to be used from day one, and would give people a lot of variety to choose from. Another feature could be a speed setting on the Generator itself, allowing the wheel to be run at say, half speed, doubling it's durability but halving it's MJ output, or Double speed, which would halve it's Durability, but Double it's MJ output.

Another modification I'd like to suggest to the Kinetic Engine is a Windmill setup along the same lines as the Water Wheels, except that you need to first build a small tower to house the Generator (So that it's not at ground level). I know that someone mentioned not wanting to make it too similar to Better Than Wolves, but the creator of BTW has refused to allow his mod to be used in mod packs, and if we're going to respect that wish then it seems only fair that he not have a monopoly on Wind Mills.

A final suggestion for the KE is an Electric Motor that attaches in the same way a Water Wheel does, but converts Electrical Input into Kinetic Motion, allowing you to convert EUs to MJs. I know that would be a horrible pain in the ass, and is probably wishful thinking on my part, but there are very few mods left that allow such a conversion, and the only ones being updated now are the ones custom built for mod packs and not available for use in others.

Something else that would be cool is a Turret Platform that you could attach the Nail Gun and Potato gun to. It could have a couple basic settings like "Attack Mobs" or "Attack Players". The nailgun would just use the same nails you already have, and the potato gun would use... well potatoes. Both of which could be drawn from an Adjacent Inventory. The potato gun would be useful for keeping away players or passive mobs as it does no damage but has a nice knockback, while the nailgun would be useful for the more hostile types.

Now, something completely different. I've had the idea of a Multiblock Furnace for a while now. The idea is that each block is in and of itself a furnace, but if you place them side by side they "connect" and share power and inventory, allowing you to apply power to only one spot but power all connected furnaces, while also inputting and outputting from one spot each yet still getting the items into and out of all adjacent furnaces. You could in addition add a Macerator/Pulverizer that also connects, allowing you to create a Combination Macerator/Furnace that not only macerates everything that can be macerated, but then also cooks them if possible. You could even have different tiers (That build off one another) with the higher tiers cooking/pulverizing faster.

Another Generator idea, and now try not to laugh before I'm through. A Methane Generator that runs off of trapped cows. Yes, trapped cows. I propose four new blocks, an Air Vent, a Fan, a Gas Pipe, and a Methane Generator. The basic concept would be to capture cows under a glass dome with air vents on the very lowest level of the dome (so that air can be pulled inside) and at the top of the Dome will be a fan connected to the gas pipe. The Fan will calculate the number of cows under the dome, and produce an amount of methane per tic based on the amount, this methane will be pumped through the pipe and into the generator (or storage if you make a storage tank). A single cow on average produces around the same emissions in methane per day as the standard Car, so if cows in real life didn't have to ever be let out from under a glass dome (and if we could somehow make the fan run on less power than the generator makes) we could totally make this idea work. Fortunately this is minecraft and we don't have that problem, so since we've got the ability for super efficient green generators we may as well have fun with them! (as a side note methane is flammable so it can be used in a combustion engine which is why it makes a good fuel source).

You could also use Methane to make other things. Such as a Methane powered Flame Thrower (liquid methane sprayed and ignited in the same way you would napalm, it wouldn't stick and burn like napalm but it would be enough to produce some pretty nice burns). A methane powered furnace (why we would want that I'm not sure, but the option is there!). And a rocket for your armor set(s) that runs on Methane Rocket Fuel (the fuel bit is actually a real thing!).

It'd also be nice to see a Fire Extinguisher. It could be filled with Water/Snow/Crushed Ice (Forestry), and have two mods of operation, a long range spray and a short range burst (like a cone) that snuffs any fire it comes into contact with. It could be given a base and used as a turret to detect and put out nearby fires automatically.

anyway, those are just my suggestions, feel free to use them, or not. Sorry for the long post, I tend to go on for a bit once I get going. Keep up the good work!