Utilities³ is an open source mod currently in very early stages. Right now it only contains a few goodies but with many more to come. There is no real focus to the mod so feel free to make a suggestion or a pull request on the github and I'll definitely take a look.
Screenshots and info!
Fluid Energy
This is simply fluid energy. It can be converted to and from power with the help of power converters.
Power Converters
These are the power converters you can right click them to change their conversion mode they convert power to fluid and when the mode is changed they do the opposite. They auto output so no need for any pumps.
Telepebble
The telepebble can be linked by a right click and from then on when it is right clicked again it will teleport you to where you right clicked it originally.
So the fluid energy is used like fuel? As in it's a liquid that's transportable as liquid, but is burned like fuel in Buildcraft? Also, idea, don't have Buildcraft and/or IC2 be required to use this. What if you just want a method of transporting Buildcraft energy but don't have IC2 installed? Etc. The mod could have its uses.
Do any machines/anything currently support fluid energy? Or is it just a transportation medium? Future plans for it? So curious
The telepebble is kinda random, but I'm willing to roll with it
Cool idea. I can somewhat infer which recipe goes to which converter, but a bit more explanation on which is which may be nice I'll be watching this.
So the fluid energy is used like fuel? As in it's a liquid that's transportable as liquid, but is burned like fuel in Buildcraft? Also, idea, don't have Buildcraft and/or IC2 be required to use this. What if you just want a method of transporting Buildcraft energy but don't have IC2 installed? Etc. The mod could have its uses.
Do any machines/anything currently support fluid energy? Or is it just a transportation medium? Future plans for it? So curious
The telepebble is kinda random, but I'm willing to roll with it
Cool idea. I can somewhat infer which recipe goes to which converter, but a bit more explanation on which is which may be nice I'll be watching this.
If you look at the top you can see that the mod doesn't really have any focus I just add things that I see to be useful. The fluid energy is simply a fluid for energy you can convert fluid to energy and vice versa which makes it easy to store energy and convert it for different mods as needed. You can also link converters together to make an ic2 powered quarry etc. Hope that clears it up a little more for ya.
EDIT: Just re-read what you posted. I plan on adding many things to this mod like a specific pipe with no delays that works with fluid energy for machines so yes. One of the machines that I hope to have out in the next release is a modular quarry that you can give upgrades so look forward to that. I also plan to add some of my own generators.
New Blocks
- Energy Pipe (Fluid Energy)
- Energy Pipe Brain
- Item Pipe
- Item Pipe Brain
- Fluid Pipe (Doesn't accept Fluid Energy)
- Fluid Pipe Brain
- Multi Pipe (Doesn't accept Fluid Energy)
- Multi Pipe Brain
As you may have noticed each pipe type has it's own brain. This block is required for every pipe system think of it like a mini AE system with no gui. Each pipe has a set of 12 filters.
Other Things
- Removing requirement for other mods the mod will figure out what is installed by itself so you don't NEED the mods installed but it is still recommended.
As you can see I have energy links for buildcraft working well ic2 is still a bit buggy but the code moved over nicely so I should have a 1.7 build out pretty soon with pipes and all!
Note: Don't worry about textures I'm sorting that out and will most likely change the model of the energy links in the 1.7 build anyways.
Oh me oh my has it been a while. Sorry about the lack of updates lately I was busy learning a bit about udk and some pawn. I will try and get a build out in the next few days with a config option that will enable the new very buggy stuff. For now I'm going to do a few little tweaks to the code to make the mod feel a bit more flesh with the minecraft texture style.
You should add an item called Solidified Energy or something along those lines that is essentially coal (but does not dictionary as it meaning it cannot be used in crafting recipes) allowing you to fuel things that don't require power such as the default furnace or some other mod related things. You'd have to add a new machine that solidifies energy. Oh and please make an option to change the power exchange rate, I would personally make it so it requires 3x the amount of powering meaning to convert 3MJ = 10RF (1MJ = 10RF) (Note: This is only an example I understand there is not conversion for MJ to RF in your mod in which I think would be interesting for you to add since you can already turn RF into MJ).
Thank you for reading this somewhat short but still slightly daunting wall of text.
You should add an item called Solidified Energy or something along those lines that is essentially coal (but does not dictionary as it meaning it cannot be used in crafting recipes) allowing you to fuel things that don't require power such as the default furnace or some other mod related things. You'd have to add a new machine that solidifies energy. Oh and please make an option to change the power exchange rate, I would personally make it so it requires 3x the amount of powering meaning to convert 3MJ = 10RF (1MJ = 10RF) (Note: This is only an example I understand there is not conversion for MJ to RF in your mod in which I think would be interesting for you to add since you can already turn RF into MJ).
Thank you for reading this somewhat short but still slightly daunting wall of text.
Interesting idea I'm sure I would be able to add RF conversion and I can easily add config options for conversion rates. If you understand java and look in the github you can see I'm going for a really simple conversion method. Just points for every type of energy so changing this could be done very quickly. I'm sure the solidification machine wouldn't be too hard to do my main concern at the moment though is changing the textures in my mod as I am really unhappy with them I have however started some more work on the pipe network. Anyways now I'm rambling I'll be sure to add those things into the mod for the second 1.7 release after I get a simple port done.
I don't think someone is still using Michael Jackson .The main reason is that 2 mods can only generate them now : Forestry and buildcraft. The best engine from BC can generate 6 Mj/t, and the best engine in forestry can generate 14 Mj/t but requires tons of EU.
With mods like TE3, Big reactors, mechanism, there's no need for Mj anymore, and I don't see any interest of this "expensive" conversion. You generate RF a way more easily than Mj, because the electrical engine requires ~54 eu/t to produce 14 Mj/t, and the BC's combustion engine requires some reffinery, a little powerplant to power it, etc... With 15 minutes of mining, you have one (maybe more) "steam" engine which produces 80 RF.
I have my reasons for wanting this, it's mainly due to unavoidable things such as for example Dartcraft's Engine (Force Engine) which I cant convert my MJ out of it in a nice round about way. Only thing I can think of is if I have this mod installed use the MJ to Convert it into Steam then use Rotarycraft's Steam Generator to Generate RC Power then Convert it to RF. Which has a decent loss rate, I just sorta wanted a block that can do that all in one since its very clunky.
On a side note could you make the Pebble much harder to make, teleportation is something of a late game thing. Maybe make a Machine called the Energizer which could recharge any mods stuff like Electric Jetpack and etc. using any power type but it would be used mainly for recharging the Pebble. Giving it an Extremely high power cost could fix its early game thing.
I wouldn't recommend going to 1.7.2 even though you have. Not many people are on it yet and Forge seems to be waiting for 1.8 for a Stable Forge release. Personally I'm not leaving 1.6.4 until 2 things happen:
1) 1.8 Forge is out.
2) All of the Mods I use are Updated.
I wouldn't recommend going to 1.7.2 even though you have. Not many people are on it yet and Forge seems to be waiting for 1.8 for a Stable Forge release. Personally I'm not leaving 1.6.4 until 2 things happen:
1) 1.8 Forge is out.
2) All of the Mods I use are Updated.
Isn't there already a stable 1.7.2 release? I'd prefer to get used to some of the big changes in 1.7 as well such as the new packets.
Isn't there already a stable 1.7.2 release? I'd prefer to get used to some of the big changes in 1.7 as well such as the new packets.
That's understandable and yes a "stable" one but it freaks out sometimes.If you want to do both 1.6.4 and 1.7.2 but for now If it were me I'd stay on 1.6.4 until all mods suddenly seem like they are migrating which it seems only a few have.
Thank you for the mod, is a niche market power conversion on 1.7.2
makes me very happy as i run 1.7.2 with ic2exp and BC so having my quarry tick over on my reactors spare output is rewarding,
no errors with mod at all, functioning as expected.
to nay sayers about 1.7.2 while i agree mods are not all porting across as of yet but the list is growing weekly, i have had a stable experience on 1.7.2 using MCPC+, not looking back now 23 mods now an counting 5 on watch list waiting heh
again thanks, most usefull
Alot more difficult with my 207 Mod Personal Pack.
Sorry for the lack of responses again for a bit I've been busy the past week but I'll have some time on tuesday. I have remote access to my current code (more recent than the current git) however it isn't easy to work with. Tuesday I'll be able to work but I'll most likely get to work 1 or 2 days after.
well apparently it seems for 1.7.2 a3 version bc link will not accept power, but will create power from fluid liquid, the ic2 works fine, while the steam or me link doesn't produce steam, but instead fluid liquid for other to 2 to use at thier own source. it seems to only produce 1 bucket worth b4 u have to change mode from fluid -> energy(produces nothing) -> fluid this is with only bc and ic2 installed
(bc link) it would seem bc pipes will not pump power into it, but will take power from it. it seems engine directly connected to bc link will provide it with the power though.
NOTE: THIS MOD REQUIRES BUILDCRAFT AND IC2 TO BE INSTALLED!Do any machines/anything currently support fluid energy? Or is it just a transportation medium? Future plans for it? So curious
The telepebble is kinda random, but I'm willing to roll with it
Cool idea. I can somewhat infer which recipe goes to which converter, but a bit more explanation on which is which may be nice I'll be watching this.
Mod Spotlights - Let's Play - Good Times
If you look at the top you can see that the mod doesn't really have any focus I just add things that I see to be useful. The fluid energy is simply a fluid for energy you can convert fluid to energy and vice versa which makes it easy to store energy and convert it for different mods as needed. You can also link converters together to make an ic2 powered quarry etc. Hope that clears it up a little more for ya.
EDIT: Just re-read what you posted. I plan on adding many things to this mod like a specific pipe with no delays that works with fluid energy for machines so yes. One of the machines that I hope to have out in the next release is a modular quarry that you can give upgrades so look forward to that. I also plan to add some of my own generators.
New Blocks
- Energy Pipe (Fluid Energy)
- Energy Pipe Brain
- Item Pipe
- Item Pipe Brain
- Fluid Pipe (Doesn't accept Fluid Energy)
- Fluid Pipe Brain
- Multi Pipe (Doesn't accept Fluid Energy)
- Multi Pipe Brain
As you may have noticed each pipe type has it's own brain. This block is required for every pipe system think of it like a mini AE system with no gui. Each pipe has a set of 12 filters.
Other Things
- Removing requirement for other mods the mod will figure out what is installed by itself so you don't NEED the mods installed but it is still recommended.
As you can see I have energy links for buildcraft working well ic2 is still a bit buggy but the code moved over nicely so I should have a 1.7 build out pretty soon with pipes and all!
Note: Don't worry about textures I'm sorting that out and will most likely change the model of the energy links in the 1.7 build anyways.
Keep up with development @ www.github.com/mechanizedmadness to see some mods made by me and others.
Thank you for reading this somewhat short but still slightly daunting wall of text.
More or less for ore dictionary compatibility. I plan to make my own machines as well too so that has something to do with it as well.
Interesting idea I'm sure I would be able to add RF conversion and I can easily add config options for conversion rates. If you understand java and look in the github you can see I'm going for a really simple conversion method. Just points for every type of energy so changing this could be done very quickly. I'm sure the solidification machine wouldn't be too hard to do my main concern at the moment though is changing the textures in my mod as I am really unhappy with them I have however started some more work on the pipe network. Anyways now I'm rambling I'll be sure to add those things into the mod for the second 1.7 release after I get a simple port done.
I have my reasons for wanting this, it's mainly due to unavoidable things such as for example Dartcraft's Engine (Force Engine) which I cant convert my MJ out of it in a nice round about way. Only thing I can think of is if I have this mod installed use the MJ to Convert it into Steam then use Rotarycraft's Steam Generator to Generate RC Power then Convert it to RF. Which has a decent loss rate, I just sorta wanted a block that can do that all in one since its very clunky.
On a side note could you make the Pebble much harder to make, teleportation is something of a late game thing. Maybe make a Machine called the Energizer which could recharge any mods stuff like Electric Jetpack and etc. using any power type but it would be used mainly for recharging the Pebble. Giving it an Extremely high power cost could fix its early game thing.
1) 1.8 Forge is out.
2) All of the Mods I use are Updated.
Isn't there already a stable 1.7.2 release? I'd prefer to get used to some of the big changes in 1.7 as well such as the new packets.
That's understandable and yes a "stable" one but it freaks out sometimes.If you want to do both 1.6.4 and 1.7.2 but for now If it were me I'd stay on 1.6.4 until all mods suddenly seem like they are migrating which it seems only a few have.
Alot more difficult with my 207 Mod Personal Pack.