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[1.6.4] Team CoFH Mods - Thermal Expansion 3.0.0.0

cofh thermal expansion

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2338 replies to this topic

#1

KingLemmingCoFH
  • Minecraft: KingLemmingCoFH

Posted 16 April 2013 - 04:56 AM

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POPULAR

Team CoFH Mods
(It stands for Cult of the Full Hub) A general purpose thread for everything we do!Posted ImageNews
Hello everyone! This is the new general purpose thread for Team CoFH Mods. If you aren't familiar with us, we make Thermal Expansion and OmniTools, and have recently added a new one to the mix - we now have a Coremod which contains all libraries needed for our mods, of which there will be more.Rather than maintain multiple threads for CoFHCore, Thermal Expansion, OmniTools, and whatever other mods we decide to create, here's a common one. Posted ImageMost people know about Thermal Expansion and OmniTools at this point, but CoFH Core is pretty new. Here's some of the stuff it can do:
  • Custom Skins and Capes (HD-capable)!
  • Augmented Vanilla World Generation!
  • Flat Bedrock!
The world generation options can be found in /config/cofh/World.cfg. For the capes and skins, just go in game and use either:
/cofh cape set /cofh skin set 
You can clear your selection with:
/cofh cape clear/cofh skin clear
respectively.The screenshot above with the HD cape is provided by CoFH Core.Aside from that, there is of course all of the usual Thermal Expansion goodness, ported to 1.6.4.

Changelog
Spoiler:

Website
New website!
www.teamcofh.com

Cape Templates
Since there is some confusion on what exactly the Mojang template for capes is, here you go:
https://dl.dropboxus...apeTemplate.png
https://dl.dropboxus...apeTemplate.png
Obviously, any scale between those two extremes will also work.
Posted Image

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#2

sayfog
    sayfog

    Tree Puncher

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Posted 16 April 2013 - 11:59 AM

So will everyone be able to use the capes? Also what kind of format are do the capes need to be in?

Anyway very nice looking, can't wait for more! Posted Image

EDIT: Also what in the hell does 'CoFH' stand for?
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#3

evandro_player
  • Location: São paulo
  • Minecraft: evandro_santana

Posted 16 April 2013 - 01:43 PM

i love your mods man

#4

madcock8338
  • Location: Deez
  • Minecraft: AngryChicken83
  • Xbox:madkcock83

Posted 16 April 2013 - 02:08 PM

Oh look, a new home!!!

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#5

FryoKnight
  • Location: In my Zap Apple Orchard, waiting for Zap Apples to grow.
  • Minecraft: FryoKnight
  • Xbox:Fyro Knight

Posted 16 April 2013 - 02:16 PM

Glad to see the new tread, keep up the good work. :3


Edit: Also, could you update OmniTools here soon? I already have stacks of 4 different types of Coppor and my chests are starting to get cramped. >.<

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#6

KingLemmingCoFH
  • Minecraft: KingLemmingCoFH

Posted 16 April 2013 - 02:40 PM

View PostFryoKnight, on 16 April 2013 - 02:16 PM, said:

Edit: Also, could you update OmniTools here soon? I already have stacks of 4 different types of Coppor and my chests are starting to get cramped. >.<

It's mostly updated in dev right now, but since it relies on the RC api (which will be changing a ton with 1.5), I can't really release it just yet.
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#7

Apasz
    Apasz

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  • Minecraft: APasz

Posted 16 April 2013 - 03:42 PM

What is that big yellow thing in the pic?
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#8

Podimann
    Podimann

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Posted 16 April 2013 - 04:18 PM

Could you add a config option to disable ore processing recipes in the pulverizer and induction smelter? They are potentially balance breaking in some mod configurations and make other forms of processing ores (like the Thaumcraft Infernal Furnace) obsolete. Disabling the machines alltogether would make it impossible to obtain liquiducts and redstone energy conduits, so that's not a good option either, even if you don't necessarily need the other recipes these machines offer. Would be great if you considered this or, if you are unwilling to implement this as a feature for whatever reason, tell me how to do it myself. I would greatly appreciate it either way.

Edit: Btw thanks for making this awesome mod, I really like many of the features you implemented, which is why I would hate not to be able to use it for balancing reasons.

#9

Streetwind

Posted 16 April 2013 - 04:27 PM

Two questions regarding the HD skins and capes feature:
1.) Can anyone see it in multiplayer (if they have CoFH Core installed)?
2.) Does it take HTTPS links? I.e. can I use my dropbox public folder to "host" my skin/cape files?

And two more questions that have bugged me for a really long time :P
3.) Who are all the members of Team CoFH?
4.) What does the abbreviation stand for?
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#10

Streetwind

Posted 16 April 2013 - 04:34 PM

View PostApasz, on 16 April 2013 - 03:42 PM, said:

What is that big yellow thing in the pic?

A phallic symbol Some liquid glowstone. It is lighter than air and flows upwards.
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#11

jlp1528
    jlp1528

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Posted 16 April 2013 - 05:17 PM

Hey KingLemming! I've know I've said this before, but I'll say it again: thank you for making such cool, useful, and unique mods. I still like IC2 for some things, but this mod rules them all for automated ore processing. Also, I'll take liquiducts and redstone energy conduits over the BuildCraft equivalents any day. Of course, I haven't really messed with gates much, but then again, I doubt I will anyway. Why mess with assembly tables for gates, cacti for waterproofing, and gold and sand (for glass) when I can go with the TE stuff? I mean, it's not like it doesn't all balance out in the end anyway. Everything is just so neat and tidy in TE, so easy to set up systems that completely take care of themselves, yet the price you pay for the machines makes sure it still isn't O-P. So yeah, keep up with the great work.

Now, on to a potential exploit report. So I noticed the so-called "resonant ender" in the beta changlog and immediately thought that was pretty cool. However, I then thought of something that you and Calclavia, the developer of MFFS, may have to work to prevent. What I mean is the potential for yet another forcefield bypass. That is, say someone wants to get into an MFFS-protected base, and they just so happen to have a little resonant ender left over from making a few tessaracts. If you're planning to make that stuff placeable in the world from a bucket, which I can only assume you are, that would mean that they could just place the stuff, jump in, and repeat until they get teleported to the other side of the forcefield. The worst part is that there's really no way to protect against it - no matter how many layers of full-surround fields you have, a persistent and smart enough player could still get through eventually. However, I'm not just going to report this problem without suggesting a solution I thought of. That's just not how I roll at all. So anyway, here's my idea.

I don't know too much about modding, but as long as it doesn't create too many chunk/block/entity updates/checks or whatever, I would suggest making all MFFS fields scan the inventories of all players that get within the resonant ender teleport radius for buckets of the stuff every second or so. If they detected these buckets, they could pop up event chat messages to the player warning of the fact that he/she has been busted. If the player tried anyway, then you could have him/her get struck by lightning the moment he/she jumped into the resonant ender puddle, just like if you try to mess with someone else's tessaract even after being warned. Maybe you could even make it possible that if the forcefield projector was linked to a security station that was also linked to a secure storage box, players could just ban molten ender buckets from the entire radius altogether. After all, why else would players be messing with the stuff unless they're trying to break into your base?

Of course, some of this would be have to be implemented by CoFH Core, but other parts (in fact, probably most of it) would have to be handled by MFFS. Therefore, I'll also be communicating this report to Calclavia. I'm sure both of you will figure it out, perhaps in an even better way than I have just suggested. Anyway, thanks again and stay awesome!

#12

EvilKittenz1999
  • Location: My House

Posted 16 April 2013 - 05:24 PM

Thank god! I thought you stopped working on TE..
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#13

Zeldo
    Zeldo

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Posted 16 April 2013 - 07:00 PM

View PostStreetwind, on 16 April 2013 - 04:27 PM, said:

Two questions regarding the HD skins and capes feature:
1.) Can anyone see it in multiplayer (if they have CoFH Core installed)?
2.) Does it take HTTPS links? I.e. can I use my dropbox public folder to "host" my skin/cape files?

And two more questions that have bugged me for a really long time Posted Image
3.) Who are all the members of Team CoFH?
4.) What does the abbreviation stand for?

1) Yes
2) Yes
3) King Lemming, Cynycal, and myself
4) Cult of (the) Full Hub
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#14

Streetwind

Posted 16 April 2013 - 07:10 PM

Awesome. I'll be using the heck out of that feature to be sure!
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#15

jss2a98a
  • Location: Playing Minecraft
  • Minecraft: jss2a98aj

Posted 16 April 2013 - 07:21 PM

I like the HD capes and skins, I havent found a mod that adds stuff like that with out going into the .jar so i will be using this a lot!  : )
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#16

KingLemmingCoFH
  • Minecraft: KingLemmingCoFH

Posted 16 April 2013 - 07:57 PM

View Postjlp1528, on 16 April 2013 - 05:17 PM, said:

<words>

Honestly, I don't see the MFFS thing as a big issue, it already has ways of instakilling anything within a certain field, so that doesn't matter. Banning Ender is just a bit too special case and a little bit paranoid.

Also, that's part of the fun. ;) I might even have to make an EMP-style device using an ender/redstone combo.
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#17

Malivil
    Malivil

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Posted 16 April 2013 - 08:58 PM

Adding more useful stuff, now all in one place? Awesome. =)

#18

KickinNick_FTW
  • Location: Illinois
  • Minecraft: KickinNick

Posted 16 April 2013 - 09:11 PM

Will there be a way to make it so Ops on a server are the only ones allowed to have a custom cape? Like a permission?

#19

EvilKittenz1999
  • Location: My House

Posted 16 April 2013 - 09:47 PM

View PostKickinNick_FTW, on 16 April 2013 - 09:11 PM, said:

Will there be a way to make it so Ops on a server are the only ones allowed to have a custom cape? Like a permission?
There is
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#20

Fedsniz
    Fedsniz

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  • Minecraft: RustikGaming

Posted 16 April 2013 - 09:53 PM

View PostKingLemmingCoFH, on 16 April 2013 - 04:56 AM, said:


Currently, we're still using the Thermal Expansion wiki as our website. That will change at some point.

We're going to be migrating wikis and doing more updates with 1.5 and trying to streamline things a bit.


KingLemming, if you guys need any help developing a website I'd be perfectly happy to help code one for you. Please PM me if you are interested.


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A double resolution resource pack that stays faithful to the original Minecraft textures.