Yes, it is possible. The conversion is pretty simple. Infact, I think you are over looking the Dynamo.
Generally, the faster the machine, the more power. I don't know what is not simple about that?
That being said, we can use an equation of how much speed is being sent into how much power is sent out in packets. It will have an internal power storage (10k EU) so it can give out 32 EU instead of weird packets of 0<EU<32.
In summary, send power, convert variable speed into variable power amount, register variable power amount into machine storage. Machine subtracts 32 EU and sends 32 EU into wires.
Torque needs a representation as well, but I suppose that can be worked in.
Adding a donation button as well as adf.ly can help too.
That is a good idea. I wonder how many people will actually click it...
Personally I think having a SSD really makes a difference when it comes to booting up computers compared to having a hard disk.
True, but that is prohibitively expensive in a laptop (and besides, the laptop is 2-3 years old, predating commercial use of SSDs).
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I am definitely on track for release later today (estimated at about 8 - 12 hours), just touching up a couple final bugs/optimizing a couple things.
In the meantime, here is the information (which will be put in the original post when the mod is posted).
RotaryCraft relies on, in addition to Forge for 1.4.7 (I used 6.6.1.527, but any similar version should work), an API I wrote, DragonAPI.
DragonAPI edits no base classes and will not cause issues with any other mod, guaranteed.
Both DragonAPI and RotaryCraft are to be installed in the mods folder by dropping the zip file there. MagicLauncher works, as that is what I am using to launch it, with Forge and Optifine.
Note on Optifine: For whatever reason, the old B6 version for 1.4.6 is incompatible, but the new D5 works well with it. Simply update your copy of Optifine; if there is an incompatibility, you will freeze on the "Building Terrain" screen.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I am definitely on track for release later today (estimated at about 8 - 12 hours), just touching up a couple final bugs/optimizing a couple things.
In the meantime, here is the information (which will be put in the original post when the mod is posted).
RotaryCraft relies on, in addition to Forge for 1.4.7 (I used 6.6.1.527, but any similar version should work), an API I wrote, DragonAPI.
DragonAPI edits no base classes and will not cause issues with any other mod, guaranteed.
Both DragonAPI and RotaryCraft are to be installed in the mods folder by dropping the zip file there. MagicLauncher works, as that is what I am using to launch it, with Forge and Optifine.
Note on Optifine: For whatever reason, the old B6 version for 1.4.6 is incompatible, but the new D5 works well with it. Simply update your copy of Optifine; if there is an incompatibility, you will freeze on the "Building Terrain" screen.
Hooray! I will definitely be looking forward to the release. What is special about dragon API though?
Hooray! I will definitely be looking forward to the release. What is special about dragon API though?
It is basically a function library that I wrote to centralize a lot of common tasks, rather than constantly rewriting them. For example, many of my machines need to know if they have a certain item combo in their inventory. Rather than coding it per-machine, I use ReikaInventoryHelper.checkForItemStack(item.itemID, item.getItemDamage(), this.inventory).
I have a number of classes, each devoted to a specific function (fetching biome world colors, converting a block ID to a color (GPR uses that), math libraries, that sort of thing. It also helps lessen my reliance on Forge or MC code which may change in the future.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
It is basically a function library that I wrote to centralize a lot of common tasks, rather than constantly rewriting them. For example, many of my machines need to know if they have a certain item combo in their inventory. Rather than coding it per-machine, I use ReikaInventoryHelper.checkForItemStack(item.itemID, item.getItemDamage(), this.inventory).
I have a number of classes, each devoted to a specific function (fetching biome world colors, converting a block ID to a color (GPR uses that), math libraries, that sort of thing. It also helps lessen my reliance on Forge or MC code which may change in the future.
Sounds interesting. Is it going to be for public use though, selected few, or you only?
YEEEAAAHHHHHHH!!!!!! Public release time!!! Great job Reika!!! Its been great to watch the amazingly fast progression of this mod!! cant wait to play it!
YEEEAAAHHHHHHH!!!!!! Public release time!!! Great job Reika!!! Its been great to watch the amazingly fast progression of this mod!! cant wait to play it!
Sounds interesting. Is it going to be for public use though, selected few, or you only?
Others are free to call its code (which I will release when I release the RotaryCraft source), but as it is not going to be developed with the intent of being a "public function library", others' use for it may be limited.
If you know ChickenBones (who made the original Ender Chests, Wireless Redstone, TMI, and others), they made a CodeChickenCore, which is basically the same sort of thing as DragonAPI.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Good news, everyone!
Beta release is coming tomorrow!
yayayayayya cant whati have 2 ideas for a name if your still interested
modern craft or
machine craft
i haven't herd this names in the forms before so there not copying and they sound good as well thay fit your mod
i have 2 ideas for a name if your still interested
modern craft or
machine craft
i haven't herd this names in the forms before so there not copying and they sound good as well thay fit your mod
At this point, it is probably best to keep the existing name. Thank you anyways.
EDIT: woops, crash.
Sneaky Reika, I had to manually decompress the first .zip just to get the sound files out.
Hence the readme.
Also, to everyone testing this:
I have since found a few minor bugs (missing icon in handbook kind of minor) that will be fixed in the Beta v0.2 release.
There are too many replies to quote directly, but I will answer your questions.
Yes, I am planning animations, but those are coming in the full release; I would have had to delay beta for weeks more yet to release it with animations.
As for the screwdriver-flywheel bug, that has been noted and will be fixed in a couple hours when I get the chance.
As for machines not working, I can guarantee that they work - if they are not turning on, you either do not have enough power/torque/speed going in, are powering the wrong side (some machines take in power from the bottom, and the spawner controller takes in power through the spawner itself), or have the setup wrong, for example put the wrong items into a fractionator, or did not get the steam engine hot enough/give it enough water.
As for that picture - the reason the steam engine is not working is because the heat needs to be below it - heat rises, after all.
Torque needs a representation as well, but I suppose that can be worked in.
That is a good idea. I wonder how many people will actually click it...
True, but that is prohibitively expensive in a laptop (and besides, the laptop is 2-3 years old, predating commercial use of SSDs).
Could you please try and say that again, but this time in English? I believe you have a few *minor* spelling errors in there.
[Error 404 could not be found]
Beta release is coming tomorrow!
In the meantime, here is the information (which will be put in the original post when the mod is posted).
RotaryCraft relies on, in addition to Forge for 1.4.7 (I used 6.6.1.527, but any similar version should work), an API I wrote, DragonAPI.
DragonAPI edits no base classes and will not cause issues with any other mod, guaranteed.
Both DragonAPI and RotaryCraft are to be installed in the mods folder by dropping the zip file there. MagicLauncher works, as that is what I am using to launch it, with Forge and Optifine.
Note on Optifine: For whatever reason, the old B6 version for 1.4.6 is incompatible, but the new D5 works well with it. Simply update your copy of Optifine; if there is an incompatibility, you will freeze on the "Building Terrain" screen.
He's a mad man with a box
Happy birthday. :3
Hooray! I will definitely be looking forward to the release. What is special about dragon API though?
It is basically a function library that I wrote to centralize a lot of common tasks, rather than constantly rewriting them. For example, many of my machines need to know if they have a certain item combo in their inventory. Rather than coding it per-machine, I use ReikaInventoryHelper.checkForItemStack(item.itemID, item.getItemDamage(), this.inventory).
I have a number of classes, each devoted to a specific function (fetching biome world colors, converting a block ID to a color (GPR uses that), math libraries, that sort of thing. It also helps lessen my reliance on Forge or MC code which may change in the future.
Why thank you
He's a mad man with a box
Sounds interesting. Is it going to be for public use though, selected few, or you only?
Others are free to call its code (which I will release when I release the RotaryCraft source), but as it is not going to be developed with the intent of being a "public function library", others' use for it may be limited.
If you know ChickenBones (who made the original Ender Chests, Wireless Redstone, TMI, and others), they made a CodeChickenCore, which is basically the same sort of thing as DragonAPI.
yayayayayya cant whati have 2 ideas for a name if your still interested
modern craft or
machine craft
i haven't herd this names in the forms before so there not copying and they sound good as well thay fit your mod
At this point, it is probably best to keep the existing name. Thank you anyways.
And the beta is finally out!
DragonAPI:
http://adf.ly/LIPCr
RotaryCraft Beta v0.1:
http://adf.ly/LIXNd
I have updated the original post to match.
I randomly cried in happiness and excitement... o.O
Anyway... Let the beta testing commence!
Installing via MultiMC...
EDIT: woops, crash.
Sneaky Reika, I had to manually decompress the first .zip just to get the sound files out.
Hence the readme.
Also, to everyone testing this:
I have since found a few minor bugs (missing icon in handbook kind of minor) that will be fixed in the Beta v0.2 release.
Also, planning a fermenter redesign.
Yes, I am planning animations, but those are coming in the full release; I would have had to delay beta for weeks more yet to release it with animations.
As for the screwdriver-flywheel bug, that has been noted and will be fixed in a couple hours when I get the chance.
As for machines not working, I can guarantee that they work - if they are not turning on, you either do not have enough power/torque/speed going in, are powering the wrong side (some machines take in power from the bottom, and the spawner controller takes in power through the spawner itself), or have the setup wrong, for example put the wrong items into a fractionator, or did not get the steam engine hot enough/give it enough water.
As for that picture - the reason the steam engine is not working is because the heat needs to be below it - heat rises, after all.