Using the science of melting things that become fluids and special mix item combinations, you can make your high oven spit out stuff.
TODO: send the items to output ducts if present, and make the result items spit of the controller more like a dropper without (they do this now, but haphazardly as the image indicates).
I've also rearranged the duct GUI to look more like a hopper than a crafting grid. I had a reason to do it that way to begin with, but it escaped me.
Thermal Expansion slag support to follow.
Shoot me a PM ~1 hour before you'd like to try it out, so I can get everything up to date for ya. :3
Will do.
Hmmm... Know what hasn't been done before? A power system solely based on redstone contraptions, like piston clocks and data tape loops. -snip- I always felt that redstone is such a huge part of the game that gets shunted aside when mods add in power systems, it'd be nice to see it get a front-and-center view.
I agree with the last statement. Odd, isn't it? A power system like this, essentially kinetic energy, does sound interesting I'll admit. In fact, one of my earliest mod ideas involved something similar. But alas, I just don't want to do it, mostly because I foresee some very messy code and probably more than a few lag issues. That, and it doesn't quite fit the vibe of Steelworks. A steam-powered piston, however... hmmm...
Also, we have large plates, but no small plates? Dunno why, but that bugs me. o-o
I dunno, most mods already have a power system. Adding another one is kinda risky in this day and age.
Then again it might be useful for running things like the Grinding Station or a Pnuematic Hammer.
Any power system that involves pumping Forge fluid stacks of fluid dictionary steam around will already be compatible with a lot of mods since I can think of Thermal Expansion, RotaryCraft, and possibly MFR off the top of my head which have an engine that is just, pump in steam and get their power out.
e: I also think it's more acceptable to make a new power system if that new power system isn't competing with those that already exist. There are multiple forms of power in the real world. Think about it, you've got electricity, hydraulic pressure, pneumatic pressure, mechanical energy, chemical energy in the form of batteries, chemical energy in the form of various fuels. This can add some interesting engineering to the game rather than just being a pain. The reason multiple energy systems feel so dumb *now* is that most of them are supposed to be electricity and it just seems immersion-breaking and arbitrary that they don't work together and there are so many different versions of a copper wire.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
Also, we have large plates, but no small plates? Dunno why, but that bugs me. o-o
Go big or go home.
Rollback Post to RevisionRollBack
The inquisitors were torturing Harry.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
Any power system that involves pumping Forge fluid stacks of fluid dictionary steam around will already be compatible with a lot of mods since I can think of Thermal Expansion, RotaryCraft, and possibly MFR off the top of my head which have an engine that is just, pump in steam and get their power out.
e: I also think it's more acceptable to make a new power system if that new power system isn't competing with those that already exist. There are multiple forms of power in the real world. Think about it, you've got electricity, hydraulic pressure, pneumatic pressure, mechanical energy, chemical energy in the form of batteries, chemical energy in the form of various fuels. This can add some interesting engineering to the game rather than just being a pain.
I will definitely be adding steam production to the high oven for a few reasons. As you pointed out, it's a highly compatible energy source. It's also a potentially nifty utility for other applications: traps, steampunk style tools (ex.if I were to do tier 3 tools, steam-powered chainsaws (produce sawdust) and drills (extended reach)), and um - steam-powered golems, anyone?
My main thing is exactly this point where energy systems are concerned:
The reason multiple energy systems feel so dumb *now* is that most of them are supposed to be electricity and it just seems immersion-breaking and arbitrary that they don't work together and there are so many different versions of a copper wire.
This is the sort of reason why I keep my modded Minecraft environment limited to a few mods which add a different dynamic to the game, rather than the 'Let's add all the things!' philosophy of the standard FTB-style pack. While I don't mind a little functional overlap here and there, especially when those functions are implemented in different ways with different requirements, it is indeed a silly thing to have 6 different types of wire to carry a functionally equivalent signal, yet require some sort of bridging utility to have any sort of cohesion between machines.
Now, with that said, there is certainly lots of potential for creating chemical fuels in the high oven. Hydraulic energy could be fun to play with, and has been brought up before with some interesting concepts. Mechanical energy would be awesome but I'm waiting to see where TMechworks goes - I may even end up submitting some code and such if development doesn't pick up in the near future.
Electrical energy is beating the proverbial dead horse. Still, a concept I would like to introduce - and have wanted to do ever since I first started playing Minecraft - is magnetics. I'm sure it's been done at some point but I don't pay much attention, and if it has been done I doubt it's to the extent I would want to see. Sure, metal objects and entities wearing metal chestplates/pants would cling to magnets (it would pull helmets and boots straight off), but what about polarities, oscillation, well, magnetic flux in general? Some very interesting contraptions to be had. Of course, none of that would require electrical energy, and electromagnets could be substituted with redstomagnets. Then again, harking back to steam, I think of steam turbines, which leads me to this...
...a logical advancement of TMechworks, no?
I suppose we'll see when we get there. There's still much to do before I even begin to consider working on anything of this nature. I suppose we'll chalk this post up to my random stream of consciousness. For now, steam is in. Any simple-ish machines will use steam directly as a power source. And really, I may have just invalidated half of this post with what's occurred to me just now: remember that alloy separator centrifuge thingy? It uses a steam turbine and works because Minecraft science. The tesla coil? Steam turbine. Cotton candy machine? Steam turbine.
Come at me, bro. My answer to everything is steam turbine.
I got excited and couldn't wait. <3
The dev version is now in KimiTech.
Aushum!
I'll have to hop on soon.
Steam turbine.
~~~
EDIT2: Something somewhat simple I was thinking of adding today that actually ties in perfectly with [Steam Turbine] is a multiblock fluid tank utilizing the smeltery code as a base foundation. Think of a railcraft tank using smeltery/highoven blocks (specifically, the seared glass/windows and drains), but with a twist: attach a steam turbine and activate it: dealloy the metals. It would need a special controller block and gui only for the sake of adding click control over fluid ordering and being able to see exactly fluid amounts in numbers.
And really, I may have just invalidated half of this post with what's occurred to me just now: remember that alloy separator centrifuge thingy? It uses a steam turbine and works because Minecraft science. The tesla coil? Steam turbine. Cotton candy machine? Steam turbine.
Come at me, bro. My answer to everything is steam turbine.
That's actually what I was trying to imply. Steam in itself can be considered a power system if you abstract away the pistons or turbines required to turn pressurized steam into mechanical energy. Just pump steam into a machine, and away it goes. Or, add a separate steam turbine block (which seems to be what you're thinking of) which can run Steelworks machines, and allow the machines to be run off of, say, Redstone Flux, as well.
(...and I have to agree with you about FTB's pack-building philosophy. Just throwing in absolutely everything is terrible for performance, to start with.)
Now, with that said, there is certainly lots of potential for creating chemical fuels in the high oven.
On the one hand this sounds awesome (especially if the High Oven's combinatorial mechanics get implemented) but on the other hand it would really only have meaning in certain contexts. For a player using Steelworks in conjunction with a bunch of tech mods, it would be a godsend. For a player who is playing with TCon as the most technical mod in their magic-centric pack, not so much.
Still, a lot of interesting possibilities there.
Rollback Post to RevisionRollBack
The inquisitors were torturing Harry.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
Or, add a separate steam turbine block (which seems to be what you're thinking of) which can run Steelworks machines, and allow the machines to be run off of, say, Redstone Flux, as well.
For a player using Steelworks in conjunction with a bunch of tech mods, it would be a godsend. For a player who is playing with TCon as the most technical mod in their magic-centric pack, not so much.
Pretty much. Then again, what's to stop those fuels from having magical properties? :3
I dunno. We'll see.
Not much to report today. I've finished controller output and ducts, fixed a couple logic bugs that no one would have noticed because I previously used some arbitrary code to sidestep the issues, and a couple other minor things.
Next dev release will include:
* Finalized high oven ducts with redstone control
* TE3 (normal) slag output
* Steam
* Multi-block Fluid Tank
Then, after that:
* Turbines
* Centrifuge functionality for aforementioned tank
* High Golem sounds, some AI and animation tweaks
When these features are done, that will wrap up 0.0.3.
~~~
Let me show you my plan for sending you home. Please excuse the crudity of this model. I didn't have time to build it to scale or paint it.
How exactly do High Oven Ducts work? I mean...what do they do?
Edit: Also, some quick testing indicates that Railcraft fuels don't quite work correctly in the High Oven. Blocks of coke are not recognized as a fuel at all, while coal coke is recognized as a fuel and "burns" (adding the flame icon and fire to the High Oven Controller, but does not increase the High Oven's temperature.
I like your ideas for TMechworks you're thinking about Toops! I actually have ideas myself, but I want to see where it goes too. As for the steam tools afore mentioned, what if the tool's saw/pick head could be launched to destroy blocks along with the expanded reach? I think it'd be a pretty cool mechanic.
How exactly do High Oven Ducts work? I mean...what do they do?
See the icons in the high oven controller gui? Now, right click a duct for its gui, and note the box with the icon in the center surrounded by left and right buttons. Click the buttons to change its output mode as indicated by the icon in the center, except the last one. Items put into the duct's 9 slots will automatically route to their corresponding slots in the oven controller. You may also place a chest or any sort of inventory container next to the duct and it will draw items from said inventory in, and likewise route them. The last mode is for output, which as of the current releases doesn't work - but I've got it working dev-side so it will work in the next release. As you would expect, it is for ejecting items from the oven, as there will be some recipes that produce items rather than fluid (such as nether quartz) as well as extra benefits such as TE3 slag, if available. Without an output duct, the items are ejected from the controller in the world dispenser-style.
Edit: Also, some quick testing indicates that Railcraft fuels don't quite work correctly in the High Oven. Blocks of coke are not recognized as a fuel at all, while coal coke is recognized as a fuel and "burns" (adding the flame icon and fire to the High Oven Controller, but does not increase the High Oven's temperature.
I appreciate the feedback! I think I know what the problem is with the coal coke item - the block however, I didn't know existed! I'll have to track down its OreDictionary entry. Again, thanks. It will also be ready for the next release.
-snip-As for the steam tools aforementioned, what if the tool's saw/pick head could be launched to destroy blocks along with the expanded reach? I think it'd be a pretty cool mechanic.
Actually, currently I'm thinking it will work like this: the drill will not have a durability per-se, but instead run on steam much like electric/flux modded tools, which would mean modifiers like auto-repair would have no effect at all. Left click would be standard mining similar to the hammer, but in a 3x3 cross/t pattern (think hammer but with the corners left in tact). Holding right mouse would charge the drill, mega buster style, then release to either 1) fire off the drill head, insta-mining through X layers of stone (maybe in a 5x5(x5?) diamond shape?) then retract. The reach of the charged drill - which is to say the amount of layers drilled through - would be dependent upon how long the drill was charged, like a bow. Of course charging the drill would eat up steam as its being charged, so modifiers like a steam tank could be applied to increase its storage capacity (like a diamond is to durability), meanwhile, diamond-tipping the drill would actually aid in its efficiency.
Actually, currently I'm thinking it will work like this: the drill will not have a durability per-se, but instead run on steam much like electric/flux modded tools, which would mean modifiers like auto-repair would have no effect at all. Left click would be standard mining similar to the hammer, but in a 3x3 cross/t pattern (think hammer but with the corners left in tact). Holding right mouse would charge the drill, mega buster style, then release to either 1) fire off the drill head, insta-mining through X layers of stone (maybe in a 5x5(x5?) diamond shape?) then retract. The reach of the charged drill - which is to say the amount of layers drilled through - would be dependent upon how long the drill was charged, like a bow. Of course charging the drill would eat up steam as its being charged, so modifiers like a steam tank could be applied to increase its storage capacity (like a diamond is to durability), meanwhile, diamond-tipping the drill would actually aid in its efficiency.
If this is gonna be a thing, you totally gotta include a steam-powered upgrade the exo-armor.
Oooh! And some sort of steam boiler backpack that burns fuel and uses water to produce steam.
If this is gonna be a thing, you totally gotta include a steam-powered upgrade the exo-armor.
Oooh! And some sort of steam boiler backpack that burns fuel and uses water to produce steam.
Excellent ideas! I was leaning toward making the steel exo-armor an upgrade of normal exo-armor crafted with the original exo-piece, steel plate(s), and tanned leather straps. Maybe it should include some sort of steam-based components and call it Steam(punk/powered/gear/?) Armor.
Steam boiler backpack? Splendid idea! It could use the knapsack slot.
Excellent ideas! I was leaning toward making the steel exo-armor an upgrade of normal exo-armor crafted with the original exo-piece, steel plate(s), and tanned leather straps. Maybe it should include some sort of steam-based components and call it Steam(punk/powered/gear/?) Armor.
Steam boiler backpack? Splendid idea! It could use the knapsack slot.
Oooh! Hadn't thought of that.
Also, if tanned leather is going to be a thing, you should add a full tanning system.
Something like...
Woodchipper (steam powered) that turns wood into wood chips (oak would be best, birch would be worst, others kinda moderate). Possibly an easier crafting recipe that's a bit ineffecient (say the chipper gives 16, but the recipe gives 4 for the same volume of wood) involving an axe in the crafting table. Could also drop randomly when breaking logs with a Chainsaw/Steam Powered Two-Man Saw/Atomic Hypersaw/w.e.e.
Mixing Station (vanilla cauldron upgrade), used to make Tanning Solution by mixing woodchips and water and heating it. Bonus by-product: Paper ;D
Scraping Station to allow you to turn meat and rotten flesh into Raw Hide (same as leather, but only useful for tanning). Perhaps using a similar mechanic to the grinding thing where you have to hit the "sweet spots" for maximum yield. Bonus output: "Disgusting Flesh Piles" which can be eaten with a high chance of nausea, or burned as fuel, or used to feed/breed wolves, or put through a Winging Station to make Lamp Oil, or whatever other uses you can think of for a festering heap of meat, fat, maggots and hair.
Tanning Wash which uses Tanning Solution, gravel and a rotating drum to turn Leather/Raw Hide into Wet Tanned Hides. Bonus output: Sand and sometimes clay balls.
Wringing Station to turn Wet Tanned Hides into Tanned Hides. Steam-powered. This step is skipable but will doing so would make the next step take much longer. Bonus output: Tanning Solution (yay for recycling!)
Drying (using the TiC drying rack) to turn Tanned Hides into Tanned Leather. Bonus output: Boredom
That's sort of a condensed version of how leather is made. There are more possible steps but they're really minutiae or unneeded in a videogame (as they would just add tedium) - like sizing (readying the hide to accept the tanning solution) and fixing (neutralizing the excess solution to prevent leaching). :3
Oooh! And another use for those flesh piles: The oil could be used as a consumable "lubricant" in some machines. Or used to make "Oiled Leather" for use in high wear-and-tear situations like valves and gaskets.
Along with having a steam boiler backpack use the knapsack slot, why not find potential uses for the other slots? Besides the knapsack slot; there is a mask slot, a shield slot, a belt slot, a necklace slot, a ring slot, and a heart canister slot. Since the heart canister slot can stack to 10, it could be used for extra steam tanks to extend the duration that your armor would function.
Tool Belt: Gives you another hotbar, possibly accessed with Ctrl+Scroll Wheel
Goggles: Night/underwater vision
Shield (I thought it was a necklace but whatever): Passive resistance buff, maybe up to resistance 4 with a durability like armor?
Along with having a steam boiler backpack use the knapsack slot, why not find potential uses for the other slots? Besides the knapsack slot; there is a mask slot, a shield slot, a belt slot, a necklace slot, a ring slot, and a heart canister slot. Since the heart canister slot can stack to 10, it could be used for extra steam tanks to extend the duration that your armor would function.
That's no shield...it's a cape! (mebbe?) Also, if all this stuff that's been discussed lately is implemented, it's kind of turning this mod from Tinkers' Steelworks to Tinkers' Fill In ALL The Blanks!works. By that I mean:
-A way to make steel without chainmail
-Better Exo-Armor
-Empty armor slots
-Stuff that Mechworks should be adding but isn't
Now there's nothing wrong with any of these things, but they are kind of straying from the main topic of steel. So maybe a name change will be in order soon?
Oooh! Hadn't thought of that.
Also, if tanned leather is going to be a thing, you should add a full tanning system.
Something like... -snipped for inappropriate flesh-based content-
*filed in kimiro_notes.txt* Yes, that's a thing. Tanned leather will certainly also be a thing. Things!
So Toops, will that steam drill be able to be upgraded like all other TiC tools?
And did I hear it will be powered by steam? Like this mod kinda http://www.minecraft...n-to-minecraft/ but of course better?
Also, for the exo-armor, you can alwas go to slimeknights github and post some code there that you would like the armor to be like. Because they have kinda stopped working on it.
Oh, of course it'll be built and upgraded as all TCon tools. That's a neat little mod. From what I've gleaned, it'll be similar thematically but of course the implementation of Steelworks will be different. When a GUI isn't necessary, there will be no GUI. So by that logic, for example, filling a drill with steam will be as simple as placing it on a casting table,
No need to fiddle with the original exo-armor, since the steelworks variant will effectively extend tcon's exo-armor and allow me to do more with it where modifiers and the like are concerned.
That's no shield...it's a cape! (mebbe?) Also, if all this stuff that's been discussed lately is implemented, it's kind of turning this mod from Tinkers' Steelworks to Tinkers' Fill In ALL The Blanks!works.-snip-
Now there's nothing wrong with any of these things, but they are kind of straying from the main topic of steel. So maybe a name change will be in order soon?
It's a glove.
I understand your point completely, but I'll have to politely disagree my good sir. Much of the things being implemented now have been planned for a while, but fleshed out a bit better both thematically and mechanically. It may seem a little sporadic currently because not all the pieces are present to display the larger picture, but that's also why we're in the W.I.P section and my versioning scheme is so low.
Rest assured, nothing has changed in the plans of things like true blacksmithing and combinatorial steel variants, but be also need some some mechanics, frameworks, and of course blocks/items/etc implemented before we get there. It also provides a chance add in a few more fun things before shifting over to 1.7 permanently, which I'm looking forward to as much as I'm dreading, as I plan on starting on that with a total rewrite rather than a simple port. With what I've learned so far, I'm pretty confident that I can do most everything much more efficiently.
On the topic of Mechworks: any sort of tech added to the mod will be made specifically to compliment Mechworks, outside of things which should obviously have no bearing. I've heard it through the grapevinea little birdie mDiyo that Mechworks will resume development. Meanwhile, things like steam power and turbines (which can be attached to various things for various effects) are actually outside of Mechworks' scope. Mechworks is clockpunk thematically, while Steelworks is industrial-lite sprinkled with steampunk and a dwarven topping. And much like TConstruct itself, Steelworks will have some small random additions here and there to spice things up a bit - actually, to enhance TCon's flavor, EX: TConstruct has floating slime islands? They sure are cool, aren't they? Too bad you have to make an obscene pillar of dirt/cobble/sand to reach them. My answer? Jack Bean. Wassat? It's dungeon loot. Plant it. Watch it grow. And grow. And grow. Then climb.
Using the science of melting things that become fluids and special mix item combinations, you can make your high oven spit out stuff.
TODO: send the items to output ducts if present, and make the result items spit of the controller more like a dropper without (they do this now, but haphazardly as the image indicates).
I've also rearranged the duct GUI to look more like a hopper than a crafting grid. I had a reason to do it that way to begin with, but it escaped me.
Thermal Expansion slag support to follow.
~~~~~
Will do.
I agree with the last statement. Odd, isn't it? A power system like this, essentially kinetic energy, does sound interesting I'll admit. In fact, one of my earliest mod ideas involved something similar. But alas, I just don't want to do it, mostly because I foresee some very messy code and probably more than a few lag issues. That, and it doesn't quite fit the vibe of Steelworks. A steam-powered piston, however... hmmm...
Well, there's always pressure plates. :x
Any power system that involves pumping Forge fluid stacks of fluid dictionary steam around will already be compatible with a lot of mods since I can think of Thermal Expansion, RotaryCraft, and possibly MFR off the top of my head which have an engine that is just, pump in steam and get their power out.
e: I also think it's more acceptable to make a new power system if that new power system isn't competing with those that already exist. There are multiple forms of power in the real world. Think about it, you've got electricity, hydraulic pressure, pneumatic pressure, mechanical energy, chemical energy in the form of batteries, chemical energy in the form of various fuels. This can add some interesting engineering to the game rather than just being a pain. The reason multiple energy systems feel so dumb *now* is that most of them are supposed to be electricity and it just seems immersion-breaking and arbitrary that they don't work together and there are so many different versions of a copper wire.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
Go big or go home.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
The dev version is now in KimiTech.
I will definitely be adding steam production to the high oven for a few reasons. As you pointed out, it's a highly compatible energy source. It's also a potentially nifty utility for other applications: traps, steampunk style tools (ex.if I were to do tier 3 tools, steam-powered chainsaws (produce sawdust) and drills (extended reach)), and um - steam-powered golems, anyone?
My main thing is exactly this point where energy systems are concerned:
This is the sort of reason why I keep my modded Minecraft environment limited to a few mods which add a different dynamic to the game, rather than the 'Let's add all the things!' philosophy of the standard FTB-style pack. While I don't mind a little functional overlap here and there, especially when those functions are implemented in different ways with different requirements, it is indeed a silly thing to have 6 different types of wire to carry a functionally equivalent signal, yet require some sort of bridging utility to have any sort of cohesion between machines.
Now, with that said, there is certainly lots of potential for creating chemical fuels in the high oven. Hydraulic energy could be fun to play with, and has been brought up before with some interesting concepts. Mechanical energy would be awesome but I'm waiting to see where TMechworks goes - I may even end up submitting some code and such if development doesn't pick up in the near future.
Electrical energy is beating the proverbial dead horse. Still, a concept I would like to introduce - and have wanted to do ever since I first started playing Minecraft - is magnetics. I'm sure it's been done at some point but I don't pay much attention, and if it has been done I doubt it's to the extent I would want to see. Sure, metal objects and entities wearing metal chestplates/pants would cling to magnets (it would pull helmets and boots straight off), but what about polarities, oscillation, well, magnetic flux in general? Some very interesting contraptions to be had. Of course, none of that would require electrical energy, and electromagnets could be substituted with redstomagnets. Then again, harking back to steam, I think of steam turbines, which leads me to this...
...a logical advancement of TMechworks, no?
I suppose we'll see when we get there. There's still much to do before I even begin to consider working on anything of this nature. I suppose we'll chalk this post up to my random stream of consciousness. For now, steam is in. Any simple-ish machines will use steam directly as a power source. And really, I may have just invalidated half of this post with what's occurred to me just now: remember that alloy separator centrifuge thingy? It uses a steam turbine and works because Minecraft science. The tesla coil? Steam turbine. Cotton candy machine? Steam turbine.
Come at me, bro. My answer to everything is steam turbine.
~~~
EDIT: Dunno how I missed this~
Aushum!
I'll have to hop on soon.
Steam turbine.
~~~
EDIT2: Something somewhat simple I was thinking of adding today that actually ties in perfectly with [Steam Turbine] is a multiblock fluid tank utilizing the smeltery code as a base foundation. Think of a railcraft tank using smeltery/highoven blocks (specifically, the seared glass/windows and drains), but with a twist: attach a steam turbine and activate it: dealloy the metals. It would need a special controller block and gui only for the sake of adding click control over fluid ordering and being able to see exactly fluid amounts in numbers.
Win?
That's actually what I was trying to imply. Steam in itself can be considered a power system if you abstract away the pistons or turbines required to turn pressurized steam into mechanical energy. Just pump steam into a machine, and away it goes. Or, add a separate steam turbine block (which seems to be what you're thinking of) which can run Steelworks machines, and allow the machines to be run off of, say, Redstone Flux, as well.
(...and I have to agree with you about FTB's pack-building philosophy. Just throwing in absolutely everything is terrible for performance, to start with.)
(Cutebold.)
On the one hand this sounds awesome (especially if the High Oven's combinatorial mechanics get implemented) but on the other hand it would really only have meaning in certain contexts. For a player using Steelworks in conjunction with a bunch of tech mods, it would be a godsend. For a player who is playing with TCon as the most technical mod in their magic-centric pack, not so much.
Still, a lot of interesting possibilities there.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
Daaaaaawwwwwwwww
Pretty much. Then again, what's to stop those fuels from having magical properties? :3
I dunno. We'll see.
Next dev release will include:
* Finalized high oven ducts with redstone control
* TE3 (normal) slag output
* Steam
* Multi-block Fluid Tank
Then, after that:
* Turbines
* Centrifuge functionality for aforementioned tank
* High Golem sounds, some AI and animation tweaks
When these features are done, that will wrap up 0.0.3.
~~~
Let me show you my plan for sending you home. Please excuse the crudity of this model. I didn't have time to build it to scale or paint it.
I can't wait again. D: Toops, master of suspense!
If the finished Steelworks evokes even 10% of the feeling I get when looking at this picture, it will be the single greatest mod or addon ever.
This takes me back to the Plane of Innovation. My first successful planar raid was held here. I miss EverQuest so, so much.
Edit: Also, some quick testing indicates that Railcraft fuels don't quite work correctly in the High Oven. Blocks of coke are not recognized as a fuel at all, while coal coke is recognized as a fuel and "burns" (adding the flame icon and fire to the High Oven Controller, but does not increase the High Oven's temperature.
See the icons in the high oven controller gui? Now, right click a duct for its gui, and note the box with the icon in the center surrounded by left and right buttons. Click the buttons to change its output mode as indicated by the icon in the center, except the last one. Items put into the duct's 9 slots will automatically route to their corresponding slots in the oven controller. You may also place a chest or any sort of inventory container next to the duct and it will draw items from said inventory in, and likewise route them. The last mode is for output, which as of the current releases doesn't work - but I've got it working dev-side so it will work in the next release. As you would expect, it is for ejecting items from the oven, as there will be some recipes that produce items rather than fluid (such as nether quartz) as well as extra benefits such as TE3 slag, if available. Without an output duct, the items are ejected from the controller in the world dispenser-style.
I appreciate the feedback! I think I know what the problem is with the coal coke item - the block however, I didn't know existed! I'll have to track down its OreDictionary entry. Again, thanks. It will also be ready for the next release.
Actually, currently I'm thinking it will work like this: the drill will not have a durability per-se, but instead run on steam much like electric/flux modded tools, which would mean modifiers like auto-repair would have no effect at all. Left click would be standard mining similar to the hammer, but in a 3x3 cross/t pattern (think hammer but with the corners left in tact). Holding right mouse would charge the drill, mega buster style, then release to either 1) fire off the drill head, insta-mining through X layers of stone (maybe in a 5x5(x5?) diamond shape?) then retract. The reach of the charged drill - which is to say the amount of layers drilled through - would be dependent upon how long the drill was charged, like a bow. Of course charging the drill would eat up steam as its being charged, so modifiers like a steam tank could be applied to increase its storage capacity (like a diamond is to durability), meanwhile, diamond-tipping the drill would actually aid in its efficiency.
If this is gonna be a thing, you totally gotta include a steam-powered upgrade the exo-armor.
Oooh! And some sort of steam boiler backpack that burns fuel and uses water to produce steam.
Excellent ideas! I was leaning toward making the steel exo-armor an upgrade of normal exo-armor crafted with the original exo-piece, steel plate(s), and tanned leather straps. Maybe it should include some sort of steam-based components and call it Steam(punk/powered/gear/?) Armor.
Steam boiler backpack? Splendid idea! It could use the knapsack slot.
Also, if tanned leather is going to be a thing, you should add a full tanning system.
Something like...
Oooh! And another use for those flesh piles: The oil could be used as a consumable "lubricant" in some machines. Or used to make "Oiled Leather" for use in high wear-and-tear situations like valves and gaskets.
Tool Belt: Gives you another hotbar, possibly accessed with Ctrl+Scroll Wheel
Goggles: Night/underwater vision
Shield (I thought it was a necklace but whatever): Passive resistance buff, maybe up to resistance 4 with a durability like armor?
That's no shield...it's a cape! (mebbe?) Also, if all this stuff that's been discussed lately is implemented, it's kind of turning this mod from Tinkers' Steelworks to Tinkers' Fill In ALL The Blanks!works. By that I mean:
-A way to make steel without chainmail
-Better Exo-Armor
-Empty armor slots
-Stuff that Mechworks should be adding but isn't
Now there's nothing wrong with any of these things, but they are kind of straying from the main topic of steel. So maybe a name change will be in order soon?
Yesterday had many distractions. I would have had a download ready by now if it weren't for those meddling kids!
...please ignore the fact that steam is being poured from a faucet. I've yet to implement another solution... (pipes)
*filed in kimiro_notes.txt* Yes, that's a thing. Tanned leather will certainly also be a thing. Things!
THINGS!
Oh, of course it'll be built and upgraded as all TCon tools. That's a neat little mod. From what I've gleaned, it'll be similar thematically but of course the implementation of Steelworks will be different. When a GUI isn't necessary, there will be no GUI. So by that logic, for example, filling a drill with steam will be as simple as placing it on a casting table,
No need to fiddle with the original exo-armor, since the steelworks variant will effectively extend tcon's exo-armor and allow me to do more with it where modifiers and the like are concerned.
It's a glove.
I understand your point completely, but I'll have to politely disagree my good sir. Much of the things being implemented now have been planned for a while, but fleshed out a bit better both thematically and mechanically. It may seem a little sporadic currently because not all the pieces are present to display the larger picture, but that's also why we're in the W.I.P section and my versioning scheme is so low.
Rest assured, nothing has changed in the plans of things like true blacksmithing and combinatorial steel variants, but be also need some some mechanics, frameworks, and of course blocks/items/etc implemented before we get there. It also provides a chance add in a few more fun things before shifting over to 1.7 permanently, which I'm looking forward to as much as I'm dreading, as I plan on starting on that with a total rewrite rather than a simple port. With what I've learned so far, I'm pretty confident that I can do most everything much more efficiently.
On the topic of Mechworks: any sort of tech added to the mod will be made specifically to compliment Mechworks, outside of things which should obviously have no bearing. I've heard it through
the grapevinea little birdiemDiyo that Mechworks will resume development. Meanwhile, things like steam power and turbines (which can be attached to various things for various effects) are actually outside of Mechworks' scope. Mechworks is clockpunk thematically, while Steelworks is industrial-lite sprinkled with steampunk and a dwarven topping. And much like TConstruct itself, Steelworks will have some small random additions here and there to spice things up a bit - actually, to enhance TCon's flavor, EX: TConstruct has floating slime islands? They sure are cool, aren't they? Too bad you have to make an obscene pillar of dirt/cobble/sand to reach them. My answer? Jack Bean. Wassat? It's dungeon loot. Plant it. Watch it grow. And grow. And grow. Then climb.