There are some major changes underway, as we speak. The 1.8 update (for the unfinished version :tongue.gif:) is almost finished. This project, however, will soon be assuming a new name (we have it picked, already, just not quite ready to post it here), and it has become a collaboration.
I will keep you posted, but believe me, every change that will be made will be a positive one. Stay tuned, kiddies.
Some major changes:
Portals have been done away with. We have a much more... interesting way of getting to another dimension now :happy.gif: I'll give you a hint: it's not a block, and it's not an item lol... or at least... not entirely an item... You'll see when it's ready XD
OLD NEWS
Here's a video of the glowstick being used, as it was intended, however it's still quite a flexible tool for checking areas, and clearing out dungeons :tongue.gif:-
Just to hold you guys off til the next major update (video, that is...), here's the glowsticks: unlike some other things, these actually provide REAL light, and prevent monsters from spawning near them because of it. As well, I had to edit 0 base classes to make it work, and your game won't lag like hell when using it :tongue.gif:. It's fast, compatible, and functional. Take a look-
INTRODUCING: THE DREAD SWARM!!
One of the main enemies of Engi-craft, the dread swarm can become a very formidable threat, if left unchecked for too long. Unlike most caves and dungeons, you cannot simply say "eff-dat, *wimper wimper*" Buncha chickens... anyway, now you basically HAVE to do something about these guys, as they generate their own tunnels and mounds. If you watch this video on the youtube channel, in full window mode, it's much easier to see, but the cave I entered toward the beginning was actually a mound, about 60 blocks high (they build up over time). Under normal circumstances, I would have encountered a LOT heavier resistance from a mound that size, but for the sake of the video, and the emotions of the moment, I scaled some things down a bit, the hard way :tongue.gif:. Anyway, stay tuned for the next video! (there will be at least one more, regarding cities, just be patient, everybody :tongue.gif: it will come soon enough...).
A short teaser trailer for the Armature-
The original turned out rather dark, so I remade it during the daytime so you could see it better.
Anyway, there will be far more revealing videos soon to come, and soon after the last of them, will be the final release of the next update :happy.gif: stay tuned!
SUPPORT ENGICRAFT! By putting the banner in your signature!
As promised, here is a small sneak peek into the upcoming release:
The Assault Golem!
these guys can shoot arrows at enemies! (the arrows will hurt you if you get in the way, for now, but they will not hurt any of your automatons. I may change it so that it won't hurt you, but I also may not, just to make them a little more difficult to use :tongue.gif:)
You may have also noticed that I didn't have to craft the deployer for this guy. I've added a block (well, in the video, it's two, but I was mostly showing you that you'll need other, specific blocks to work with the main one for the crafting to work. The one I used in the video is just a block I made for the sake of testing certain worldgen stuff).
You will no longer need to have a crafting table to craft many of the allies and objects you'll be making! You'll just have to make some omni-machine blocks and construct the correct pattern around it, then right-click with the correct tool! This way it not only makes the crafting of objects make a little more sense, but it saves you LOADS of item id's from various intermediate mats, AND makes the whole process of crafting a little more intuitive and interesting!
They move at the same speed as regular golems, and have the same health, as well they can be commanded to follow or stop moving the same way (as I promised, also, I fixed it so that you don't need a chisel in your hand to toggle their movement).
For now, they won't attack if you've got them staying still, again, I may fix that, though that would make them a little too reminiscent of turrets (which I will be working on VERY soon).
As well, I would like to present to you...
SPIDER BOTS!
I apologize that I don't have any footage of them fighting anything, but I assure you, they definitely work XD. In fact, before I release them they're going to get a serious nerf lol. (they currently do 4 damage per hit, which is equivalent of an arrow, and as of the time of recording of that video, they spawned 8 per cluster, now they only spawn 5).
They will despawn after a few seconds of not having a target, though. This wasn't so much for control as much as the fact that they get REALLY annoying if they don't, even when they're not following you :tongue.gif: (due to their incredibly small size, they're quite difficult to track down and right click on :tongue.gif:)
They only have 5 health, though, so basically one to two hits from most mobs, and they're dead :tongue.gif:
I'll probably reduce the number spawned per cluster to 4 before release, but we'll see. Hell, I may even make it optional :tongue.gif: (sorta... probably an upper limit or something, idk, we'll see).
Anyway, that's it for now! Stay tuned for more news about the next release!
EXTREMELY IMPORTANT IF YOU WANT TO USE THE GOLEMS:
They will ONLY follow you if you right click them with a CHISEL in your hand (a little bug I forgot to remove when I uploaded the last update). Seeing as how it's not triggered much response, I won't bother fixing it til the next update (which will be soon, but not exactly immediate). In the mean-time, if you think this is somehow "too difficult," please let me know, but really... I know it's stupid, but it was something I needed to test out, trying to work out some new ideas I had, and it will be removed. Chisels are cheap as hell, too, and it's not like it consumes them or anything, you just need to have it in your hand :tongue.gif:.
Added a properties text file. Put it in your .minecraft folder and edit the ID's as needed (instructions are in the properties file itself, it's all pretty self explanatory).
Also, added a health-checking system to the Stone golems. They will start to smoke after taking 20 damage (their total health is, and was, 50, so they're rather tough :tongue.gif:) Then the smoke will increase as they take more and more damage.
To complement this indicator of how much damage they have taken, I have also made it so that if you use a stone engineering kit on them, it heals them by 10HP (hearts, half-hearts... doesn't matter, you get the picture). You will also be given the box back after using it on them, and it will only heal golems. You are not a machine... therefore gears do not heal you... also wolves are not machines, so it won't heal them either :tongue.gif: Not that you'd expect any different, just sayin'.
Before I even get into the mod itself here, I'm going to have to clarify some things:
Firstly, you guys are awesome, and you know that I love you, but please, don't come begging me for answers to bugs. I have tested this myself, with the bare minimum required stuff, if there is a bug, post here, I will take a look as soon as possible, but do NOT flood my youtube channel, or my inbox here, with questions/complaints. I will ignore them.
Anyway, that being said, there is another thread that was arbitrarily handed off to some random account that hasn't even posted anything anywhere on the forums, called EngiCraft. It's in the modding discussion thread somewhere, burried. I made the original thread, but when the new servers switched over, something bugged out and it gave him the credit for all my posts before the new forums were switched over to.
NOW- on to the mod itself.
So far, I have added several blocks, a few items, and a piece of equipment (more for fashion than function, as far as equipment goes, but it is involved in a recipe, and will be involved in loads more, very soon).
But that's all boring, so I'll get into the real theme behind Engicraft. As the name indicates, this mod is going to be about engineering (it already is, but just letting you know it's not NEARLY at its final stages, but I feel it's ready for release as of now, hopefully you agree :tongue.gif:)
I'll make a list of features color coded for already having been added and ones that haven't been added yet, but will be soon, as well as a few that are probably pretty far off (as many before me have done :tongue.gif: it's a good system, what can I say).
So, down to the nitty-gritty:
First thing you'll NEED to know- Installation:
This mod REQUIRES Risugami's Modloader, but I would also recommend getting Risugami's Audiomod (it -will- run without it, but it's not even half as satisfying :happy.gif: - no sound effects from my mod will work :tongue.gif:)
If you do not know how to install modloader, read the readme I included in the mod's .rar file.
If this is your first mod, you will need winrar. Risugami's instructions and my own readme should be able to guide you through how to add this stuff.
This mod does modify one of the original classes, the xw class, to be specific, though I'm pretty certain most other mods won't modify this class, which is why I haven't bothered finding a workaround, though it's likely if you use a custom world gen, there's a pretty good chance this won't be compatible.
I am working on finding a way around this, but at the moment, it's not exactly on the top of my priority list. If I get enough feedback on the subject from everybody here, I may start putting more focus on that, but until then... it's not that important to me :tongue.gif:
Ok, so now that you know how to install this, let's get into the fun part! The new stuff!
First off, is the Chisel
You'll be using this little piece of equipment a lot, starting off in Engicraft. It comes quite in handy, you'll find.
Next on the chopping block (sorry, had to) is processed lumber!
demonstrating the first important use of the chisel!
And processed wood is used to make the Rustic Engineering Desk!
Now THERE is a crafting table, friends. Look on its beauty and remember not to place it down below one block in your house so you can hide it, like you do with those -OTHER- crafting blocks *cough*workbenchandfurnace :biggrin.gif:
But don't worry about that one too much yet, we'll get to the details on that little number in a minute. First we have to cover a few more basics of engineering:
For one, you will find it a bit easier to craft paper.
Also paper is actually USEFUL now, but again, getting ahead of myself.
If you look around your world (granted that it is a new world, or a newly generated section of world, though this is not -required- for crafting, it is merely an addition that will make it easier to get certain materials you will need more of :tongue.gif:) I present to you:
STINK WEED!
IF you don't mind the smell, they actually can be very handy, mostly in that they contain ...ink sacs..?
Yep, it's partly why they smell so bad, but anyway, that's their purpose.
Next up- Glass Bottles:
They can be used with the ink sacs, collected via squids or stinkweed, to produce Ink bottles!
Which are in turn used with paper and a feather to make some basic blueprints!
We'll be using the blueprints in a minute here, but before that, we have to satisfy that much needed fancy-shmancy side of engineering, because you wouldn't be an engineer, if you lacked that sort of pompous formality, right? BEHOLD! The... uhhh... what is that...?
OHHHH It's a monocle!
Right... I knew that... uhm, BEHOLD! the MONOCLE! Impress and AMAZE your friends with your INCREDIBLY FANCY STATUS SYMBOL EYE-WEAR! Yes, that will do nicely.
But the monocle isn't ONLY for looking sharp... it's also used for crafting!
This is the aforementioned rustic engineering desk crafting gui! (this is where you all go "ooooh, preeety craafting guiiii :biggrin.gif: .......I WORKED HARD ON THIS THING, Y'NO!!!)
Moving on to the crafting I mentioned earlier, with the monocle, as well as the blueprints, and some more stuff with the processed lumber, and a little iron (not much though, as you can see)... THE BEAR TRAP!!! To use it, place it and right click it to arm it. If you want to disarm a beartrap, just right click it again.
Here's a demonstration video:
You've all been waiting for this... and it's finally here! We've reached the half-way point for this generation of Engineering!
You'd all better get ready for this. It may be a good idea to stay seated, as you may go into shock. Wouldn't want our top engineers to be falling and hitting their valuable little heads now would we?!
Anyway, the next crafting items we have for you today, are pretty exciting, let's take a look!
First off, we have the gear (oooo, exciting! another gear... *sigh*)
Yes, yes, but hold off your sighs. It's what it's used to make that's important. Well, not what it's used to make DIRECTLY, but... anyway, next thing we need to learn to craft is the engineering-kit box, made from processed lumber, like so:
(still boring...)
Keep your pants on, we're not done yet. Next, is the stone engineering kit:
(you going somewhere with this?? cuz... I got stuff to do...)
As amazingly interesting as all that was, this next HORRIBLY boring step, crafting the STONE GOLEM!!!
(wait...what??)
This guy is a big, lovable oaf who will stand by to protect his creator to the bitter end. Right click him to make him follow you, right click again to make him stop following (he won't teleport behind you if he's standing there, but if a mob does happen to run into him, he will still attack it, so it's good for holding down the fort if you're being chased back into your home :tongue.gif:)
Who needs a door when you've got a 12' tall pair of stone-cold fists awaiting any intruders? (please, ignore the pun XD but I had to...)
Check 'im out in action (sorta)-
(pay no attention to that horrible floating dirt-castle in the background. I was getting impatient and started building XD)
SIDE NOTE: Bottles are able to pick up water and milk (same way as a bucket) but cannot put them back. HOWEVER, if you right click with a water/milk bottle, you drink it, healing yourself for a few hearts (inspired from tehkrush's plasticcraft a little... I needed another use for the bottles so I thought I'd have them used for drinking :tongue.gif: PLEASE FORGIVE MEH TEHCRUSH T_T I <3 your work...)
(c)2011 Rylie
don't steal this plz... not to say I'm awesome and my stuff is totally worth stealing, but this is my baby, and it took me a lot of work to make it. Don't use it without my permission. All artistic creations are placed under official US copyright law, and therefore cannot be re-posted without the creators expressed permission, the creator, in this case, being me. I don't need a special cut-and-paste semi-legal document to tell you that. Law is law, break it, see what happens.
Here is a list of items and blocks/themes/mechanics that have been implemented and have yet to be implemented into Engicraft, arranged by tier:
Tier 1: Wood/stone (traditionally thought of as two tiers, but I honestly consider them to be one, as you sorta move between the two consistently until you have enough iron to confidently move into the Iron tier).
For the sake of continuity, I will start with the items/blocks that have already been implemented and go from there-
Chisel- used to craft "processed lumber," as well as paper (possibly used for a few other things that will be later implemented. Depends on how the recipes work out).
Processed Lumber - A higher quality of wood than hand-crafted planks, which are then used to make a number of other useful items and blocks. Used with the chisel to craft paper, or in a square 2x2 pattern to craft a "rustic engineering desk."
Stinkweed - Currently, the only use for stinkweed is the extraction of their ink-sac, which can be used as a dye, or can be processed to extract the ink into glass bottles (making ink bottles).
Glass bottles - currently, their only use is to make ink bottles, though I have plans to use them to make a drink (a source of "food") by combining them with wheat. The drink will be known as "suspiciously strong drink." Its healing properties have yet to be decided, but they may range from substantially good, to potentially bad, if you drink too much of it at once(for those of you who know what drink wheat is used to make... shhhh there are children here... I think XD).
Ink bottles- currently, their only use is to make simple blueprints, but they will also be used for various other items that will become much more important toward the end of Tier 1. Currently they do not return empty bottles after being used to make blueprints. This will be changed in the next update to Engicraft (not dependent on when the next update to Minecraft is, in case someone may have thought that :tongue.gif:).
Simple Blueprints- Simplistic schematics drawn out on parchment-paper. They are fairly limiting, due to the bad drawing-skills involved in their making, and the figures are fairly confusing, but when working with simpler machinery, it gets the point across.
Magnifying Eye Piece- fancy name for a monocle. It's used in crafting to more carefully scrutinize blueprints and to help with detail-work on any given mechanism being built. Currently, they are consumed on use during the crafting process. This will hopefully be fixed soon, but I cannot set a direct date or update that I will definitely have this put in. If 9 of them is too few of a return for 9 blocks of glass, I will accept a consensus among a large enough number of people to change the number higher, if I haven't already figured out how to return this item after the crafting process by that time.
Bear Trap- The first truly functional piece of machinery Engicraft has had to offer. Able to be placed, armed, disarmed, picked up, and re-placed unlimited times. Does 5 hearts of damage (I'll have to check that, but I'm pretty certain it's 5 :tongue.gif:). Further plans would be to implement a wear-and-tear system on blocks (much like the damage system with tools), as well as a system for materials used in its construction, allowing for more advanced forms of the bear trap that will be more effective. Furthermore, I'm actually on the verge of figuring out what went wrong when I was originally trying to make the bear trap stop movement of the victim for a short time (time the victim is slowed would increase with better materials, ie. diamond would stop movement for a lot longer than wood :tongue.gif:).
Thus far, that is all that has been implemented. As for what WILL be implemented, I have, so far, listed the following:
First major implementation- deploy-able, craft-able NPC helpers. In other words, canned automatons :tongue.gif:. These guys will become a huge help to you and your new engineering lifestyle, but will be limited by the number you can create. They will be controled with "flares," at least to start with, later versions may or may not have different means of issuing commands.
I have mentioned one of these so far in this thread: the Stone Golem. The Stone Golem can be used as a sentinel, or a bodyguard. The sentinel part will likely be more for when I eventually get this thing working on SMP, but he would be an excellent bodyguard (certainly better than those pesky wolves...). His one purpose in life is to protect his creator (as the legend tells, though I believe in that legend, he also betrayed his creator... but that's not gonna happen here XD... or is it? lol jk, it won't, at least not yet o_O but I'll explain more on that later).
They are big, hulking behemoths, and will easily overpower some of the lower end mobs out there (ie. spiders and skeletons) however- they are -not- explosion-proof (in other words, creepers would still be rather threatening to them :tongue.gif:). Their main setback would be their massive power consumption. The exact numbers are yet undetermined, but they will take around double that of a normal sized automaton to run, and thus it is usually best to keep them stationary and powered down until they are truly needed.
Wooden builder- These guys are, as their name indicates, made mostly of wood. They are the simplest of construction-bots, and thus must be used in large numbers to construct complex structures with any real efficiency. They cannot carry much, but their power runs out almost half as fast as stone golems' does, so they will keep at it for a lot longer, so long as there is a designated chest for supplies within the general construction-area (a radius around the construct they're told to build on). -side notes- My thinking is that in order to tell them which material each respective builder is to use in construction, they will have a sample of said material in a certain slot in their GUI, and will only build with that material, OR you will have to organize and calculate the materials required for the construction project as a whole, based on a pattern of building that goes from the bottom of the construct to the top (ie. if you want a wooden floor but stone walls, and a wooden roof, in the chest, all the wood they need would be first, then all the stone needed for the walls, then all the wood needed for the roof). All the specifics for these mechanics will be decided later. Rest assured that you will be given ample control over precisely -what- they build, however the rate of construction may vary by complexity of the structure you want them to build :tongue.gif:.
I apologize if that was ridiculously complex, but I must move on.
Next, and this is where we start getting into a gray area for whether or not I will be able to implement this idea any time soon, I have planned to implement a "pulley" system.
Basically, what the pulley system would do, is you would put a starting and ending block down (likely these will be the same block-type, just they will have to be vertically oriented to work the way they're supposed to) and these two blocks will be connected by metal chains or ropes (also blocks, but only place-able on the tops and bottoms of pulley-blocks or other chains). This is where the interesting/awesome part comes in: Onto the sides of these chains, you will attach a chest, and every time you right click a pulley block, the chest will move up or down (depending on which pulley block you used, top block moves the chest down, bottom block moves it up). This way, you will be able to quickly move large amounts of materials UP over large distances VERY quickly, eliminating the need for extensive minecart tracks or ridiculously long trips back-and-forth from a particularly deep mine/dungeon-area. The chests can then be accessed from the top or bottom (depending on which direction you wanted to move the items to) while still attached to the pulley block, and then moved back again. With the later addition of a counterweight, you will only need to click the pulley-block ONCE to move the chest whatever distance there is between the two pulley blocks (I will make the counterweight block the same block-id as the normal chain block, but with a different damage amount, so as not to take up more of the already sparse free block-ids).
As far as other systems for tier-1, I have put a small amount of thought/consideration into a few ideas:
Catapults, trebuchets (look it up if you don't know what a trebuchet is :tongue.gif:), wall/grandfather clocks, pocket-watches, wool "armor" (essentially clothing, mostly to go with the super-pompousness/awesomeness of the monocle, or "magnifying eye piece"), drawbridges, and chained ferries (one instance where chains would be allowed to move side-to-side, and work with pulley blocks, accordingly).
Tier 2- industrial revolution:
(not to be confused with "industrialcraft," though I will admit, a lot of his work inspired me to get into modding :tongue.gif:)
Iron-repair hammer- Will be used/implemented when blocks and vehicles/entities are given set "health." Tier 1 automatons will not be able to be healed, as that would be a bit overpowered, and honestly, it doesn't make sense that if a stone/wooden object is damaged that hitting it with a metal hammer would help anything. Note that this was not originally my idea, but rather it was posted by another user on this thread, earlier. THANKS! :biggrin.gif:
Counter-weights- this is actually where counter-weights will be implemented, as they will be made from a block of iron, and one chain-link on the top, and one on the bottom, when crafted.
reflector/lense Blocks- These amazing objects will be used to redirect, concentrate, and redistribute light. You will have to be careful, though, because if you walk through too high a concentration of light you may start on fire! o_O They can be used quite effectively for creation of complex trap systems, and (if you have risugami's light sensor, or some mod that uses a light sensor :tongue.gif: I'm not readily planning to make one, myself, as it's been done) you can use it as a remote-trip-wire to tell you if someone/something has entered a certain vicinity. You will be able to use glowstone to produce high enough light-levels to simulate sunlight over the same area that redirected sunlight would have covered.
Steam-powered Drill- The first iteration of your engineering abilities implemented for POWER-MINING! No more sissy stuff! >:smile.gif: Will drill downward at a 45 degree angle (down one block, foreward one block) but will consume large amounts of energy very quickly (roughly 2-3 times that of a stone golem) and will require maintenance fairly often
Iron Sentinel- the second tier has brought about a revolution in home security! The new Iron Sentinel will be able to protect you twice as well, for only roughly 3/4 the required power (still coal/wood burning)! Basically the same as the stone golem, but considerably more resilient to explosions and almost completely undamaged by most small-mobs (spiders/skeletons) though zombies can deal somewhat formidable damage, over a long time, they don't really pose much of a threat in one-on-one combat.
Iron Transporter-bot- These guys will be used to transport loads over short distances, and will be usable in tandem to transport the substances over longer distances, so as to supplant the old (and arguably extremely buggy/cumbersome) minecart system of chest-cart transports.
Although the idea of an underwater breathing system has been implemented before, I don't think it's quite prevalent enough to call it overused. I may or may not re-create this system. Don't quote me on that, though, because I haven't decided yet. However, if I did, you'd be able to use those light reflectors/lenses for more effective underwater lighting. The more I'm thinking about this, though, the more I want to do it, so, I'll probably end up making one :tongue.gif:.
One thing to note about iron-tier robots- they will be slowly damaged when in water, so be careful where you place them/guide them to!
Various other ideas that are in the earliest stages of development (too early to announce).
Tier 3 Electrical Engineering (space/nuclear/digital ages!): Gold/diamond/red-stone initial equipment (ie. when you still don't have all that much of those substances)
As of yet, this tier is a bit foggy, but I've glazed over the idea of implementing more complex AI's in the robots, as well as waterproof-metal robots, larger-scale vehicles and transports, robotic pets/animals, and various other ideas that I'm not quite ready to announce. One mechanic that will be implemented, however, is the potential for rogue ai's. This means that if you don't have good enough control on your more complex robots (will be based on the presence of certain types of blocks, which I have yet to determine how EXACTLY they work, but will likely be either based on the number presently placed in your world, or more likely, based on a radius of control) may potentially go funky-licious and try to crush/kill/destroy their creator (you).
As well, I have planned to have special "magnet tracks" usable to walk up walls with magnetic boots (if I can manage it, I would like to allow you to actually turn on your side to do this, but I may not). When you are walking up a magnetic wall with said magnetic boots (of awesomeness), it will (likely) function like a ladder, only you can stop at any point along the wall, and you won't start sinking, and thus can essentially mine/place blocks/whatever at normal speed, and without worrying about your cursor leaving the block you're trying to break as you frantically tap the space-bar in a desperate attempt at keeping yourself level.
Tier 4: Genetic Engineering- I have yet only really planned rough ideas for how this tier is going to work, but it is safe to say that it will involve genetic engineering, and "rogue ai" will be replaced with "abomination" and "super-zombies." Meaning if you dun screw up, you may be facing a very large number of extra-vicious critters... the kind that would make a creeper crawl back into wherever it is they come from. Do NOT take this tier lightly. I do not plan to make this game get easier in all ways as you go through the tiers, as that would leave out the possibility of endgame, and cut the whole thing short by a LOT. Unlike other mods, and the main minecraft game, you will be faced with significantly increased challenge beyond that of lava, underground flooding, and random simple mob spawns in areas you have yet to cover in torches. Be prepared.
This mod is awesome, I will download later when you have more stuff added though. So don't get discouraged for now because this mod has the potential to be as famous as Mo' Creatures.
please, if you have any ideas for things I could put in here, feel free to toss 'em out here XD I have some ideas, but if I could get more, that'd be great, and would really speed up the process :tongue.gif:
The issue is that I need to fill up the tiers all the way through to the end at least somewhat evenly, and so a lot of my ideas are more geared toward higher tier work XD
Just a little announcement, though, next update is going to be the first craftable NPC for Engicraft: the STONE GOLEM!
Make some engineering recipes=)
steam pistol or revolver, steam vehicle and boat,
harvesting devices
lamps,drills,
advanced original items ,like super furnace =)so on
i have the ideas ,
but can you realize them=)?
Make some engineering recipes=)
steam pistol or revolver, steam vehicle and boat,
harvesting devices
lamps,drills,
advanced original items ,like super furnace =)so on
i have the ideas ,
but can you realize them=)?
P.S. and reamke gui texture=)
Lamps would be easy, I'm working on a deployable guardian NPC, the Stone Golem, and it's coming along pretty smoothly. As for vehicles, I actually plan on adding a drivable mining vehicle, whether it's some sort of powered armor/mech type vehicle, or a wheeled/treaded drill, I have yet to decide, but either way it will be able to mine on a much larger scale than any normal player would, much faster, so long as it has fuel. That's for later, though. For now, I need to fill this thing out a little more with some more easily reached mechanics.
As for the advanced original items, I feel like there have already been several mods that have done this, and just a simple "advanced version" of an original item would be sorta boring, and pointless, since you could easily just get the other mods and add them with this one.
I'm going more for original ideas that haven't been implemented before, and trying to stay as conservative of the sprite-limit as I can.
That being said, I realize it seems like there's a lot of ingredients and steps that go into something as simple as a bear trap, and I will be taking Occam's razor to a lot of these intermediate steps, very soon(Occam's razor is the theory that if you have two versions of what is essentially the same thing, the 'correct' one is the one that is more simple, for those who didn't know that :tongue.gif:).
Thank you for the suggestions though! I appreciate the help :smile.gif:
YES you should make the mining vehicle ..IMAGINE you place it down get in face a wall and 4 blocks at a time you dig right through BUT be careful Gravel will cave in causing damage to it good thing you brought a wrench to fix it
i have an idea, its like a minecart but it places down minetracks as it rools down, idk how many times it will place it down but then it'll automaticly destoy itself when its dont, then u get a normall minecart back then u can craf it again, but im not sure what the crafting repcipe could be, cause u would want to have it place 8 then u have to go down get it craft it again ECT.
YES you should make the mining vehicle ..IMAGINE you place it down get in face a wall and 4 blocks at a time you dig right through BUT be careful Gravel will cave in causing damage to it good thing you brought a wrench to fix it
lol That is a good idea with the cave-ins thing, though I think it would be easier/better to just have it take damage over time, and require occasional maintenance. The wrench is a good idea, though. It could prove handy in repairing many of the automatons you'll be crafting, as well.
I should note that if/when I do get the mining drill/drilling-mech in the mod, it's going to work on an angle (if it's a drill with treads, and not some sort of bipedal vehicle, like a mech, which has feet) so it would drill downward in a -1 slope (one unit down, one unit forward, for however many units wide/high the drill will take down at one time) and will likely collect all the materials in a "hopper" that would be accessible as a secondary-inventory while in the drill (or possibly even outside the drill, I haven't worked out all the decisions since that part is still in the very, VERY early stages).
i have an idea, its like a minecart but it places down minetracks as it rools down, idk how many times it will place it down but then it'll automaticly destoy itself when its dont, then u get a normall minecart back then u can craf it again, but im not sure what the crafting repcipe could be, cause u would want to have it place 8 then u have to go down get it craft it again ECT.
hope u like it bye :biggrin.gif:
It's a nice idea, but unfortunately the trains mod has already done that exact thing :tongue.gif: I'm not looking to rip people off. I will settle for some things being similar, perhaps, but that'd be a straight copy. I do appreciate the help, though! :biggrin.gif:
It's a nice idea, but unfortunately the trains mod has already done that exact thing :tongue.gif: I'm not looking to rip people off. I will settle for some things being similar, perhaps, but that'd be a straight copy. I do appreciate the help, though! :biggrin.gif:
haha i never seen the mod before :/ atleast it was a good idea, but i didnt know it was already done XD oh well, ill make sure too talk to you when i get an idea
EDIT also,i can imagine EXTREME complicated crafting recipes and crafting table to make stuff, like a crafting table furnace, its like a crafting table but then you have to wait
for it too cook, like it u would make a iron pickaxe, insead of unrealisticly glooing the iron blocks together, you have to put the crafting recipe (without the sticks) to make the head of the pickaxe, then u atatch it to the sticks, and the crafting furnace would be crafted like a furnace but with a crafting table in the middle.
see, i have WAY too many ideas, ill tell u when ever i get one.
i tryed the mod, and i can make a new world :/ i dont know if its a glitch or if it something i did wrong, but it weird cuz most of the time if u did something wrong right when u log in its black, so im not sure if i did something wrong.
just making sure you know just in case its the mod.
EDIT: oops im stipid for got to delete meta inf,
oh well fixed now
EDIT: nvm i deleted it and when i go on a world it loads and
then goes streight to saving chunks :/ and when u make a new one it makes a new one then it saves chunks and turns black and closes.
im not complaining becouse i couldnt do this be how does a eye peice and paper make a bear trap.... :mellow.gif:
its because u need it for all recipes cuz its a blue print and a eye piece to help u look at it, then there is a crafting recipe has iron and wood too, also, i think he should make it so the eyepiece doesnt disapere, and once u craft the ricipe or any other (when theres more) u can only use the blueprint for that recipe, im not sure how u can do that, u can make it like a bucket that way for example u craft a cake u craft it with a bucket of milk, u get your bucket back, but instead, it gives u a beartrap blueprint back and u can re-use it BUT i think to make it use less ID's, u should make it like dye and wool, where its all the same ID just diffrent damage.
OMG TOO MANY IDEASSSS!!!!!
EDIT: wonder if anyones ganna read this :tongue.gif:
EDIT AGAIN: i just realised that the crafting recipe for the blue print doesnt give empty bottles back.
Hey good call on the digging down thing see maybe cave- ins destroy it temporally leVing it with less durability ( like when u die ur armour takes damage) well anyway good luck with the mod
its because u need it for all recipes cuz its a blue print and a eye piece to help u look at it, then there is a crafting recipe has iron and wood too, also, i think he should make it so the eyepiece doesnt disapere, and once u craft the ricipe or any other (when theres more) u can only use the blueprint for that recipe, im not sure how u can do that, u can make it like a bucket that way for example u craft a cake u craft it with a bucket of milk, u get your bucket back, but instead, it gives u a beartrap blueprint back and u can re-use it BUT i think to make it use less ID's, u should make it like dye and wool, where its all the same ID just diffrent damage.
OMG TOO MANY IDEASSSS!!!!!
EDIT: wonder if anyones ganna read this :tongue.gif:
EDIT AGAIN: i just realised that the crafting recipe for the blue print doesnt give empty bottles back.
Believe it or not, my original intention was to have visual tools harder to make, but not take damage/disappear after the crafting process, but I have yet to actually figure out how to do that XD
I've tried looking into how the bucket does it, but you would not BELIEVE how complex minecraft's bucket is... The recipe for cake doesn't even directly mention that the bucket will be given back, it's actually the fact that the empty-bucket is a "container" for the milkbucket (so to speak), and that CONTAINER is what gets returned. Considering the fact that I'd have this thing containing itself, I don't know how well that would work. Believe me, though, I'm right there with you on that one XD
[edit] also thank you for reminding me, I can actually (probably) use that container method to make the bottles come back to you, after crafting. I did plan on giving them more than just the use for ink :tongue.gif:
I will keep you posted, but believe me, every change that will be made will be a positive one. Stay tuned, kiddies.
Some major changes:
Portals have been done away with. We have a much more... interesting way of getting to another dimension now :happy.gif: I'll give you a hint: it's not a block, and it's not an item lol... or at least... not entirely an item... You'll see when it's ready XD
OLD NEWS
Here's a video of the glowstick being used, as it was intended, however it's still quite a flexible tool for checking areas, and clearing out dungeons :tongue.gif:-
Just to hold you guys off til the next major update (video, that is...), here's the glowsticks: unlike some other things, these actually provide REAL light, and prevent monsters from spawning near them because of it. As well, I had to edit 0 base classes to make it work, and your game won't lag like hell when using it :tongue.gif:. It's fast, compatible, and functional. Take a look-
INTRODUCING: THE DREAD SWARM!!
One of the main enemies of Engi-craft, the dread swarm can become a very formidable threat, if left unchecked for too long. Unlike most caves and dungeons, you cannot simply say "eff-dat, *wimper wimper*" Buncha chickens... anyway, now you basically HAVE to do something about these guys, as they generate their own tunnels and mounds. If you watch this video on the youtube channel, in full window mode, it's much easier to see, but the cave I entered toward the beginning was actually a mound, about 60 blocks high (they build up over time). Under normal circumstances, I would have encountered a LOT heavier resistance from a mound that size, but for the sake of the video, and the emotions of the moment, I scaled some things down a bit, the hard way :tongue.gif:. Anyway, stay tuned for the next video! (there will be at least one more, regarding cities, just be patient, everybody :tongue.gif: it will come soon enough...).
A short teaser trailer for the Armature-
The original turned out rather dark, so I remade it during the daytime so you could see it better.
Anyway, there will be far more revealing videos soon to come, and soon after the last of them, will be the final release of the next update :happy.gif: stay tuned!
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OLD NEWS:
As promised, here is a small sneak peek into the upcoming release:
The Assault Golem!
these guys can shoot arrows at enemies! (the arrows will hurt you if you get in the way, for now, but they will not hurt any of your automatons. I may change it so that it won't hurt you, but I also may not, just to make them a little more difficult to use :tongue.gif:)
You may have also noticed that I didn't have to craft the deployer for this guy. I've added a block (well, in the video, it's two, but I was mostly showing you that you'll need other, specific blocks to work with the main one for the crafting to work. The one I used in the video is just a block I made for the sake of testing certain worldgen stuff).
You will no longer need to have a crafting table to craft many of the allies and objects you'll be making! You'll just have to make some omni-machine blocks and construct the correct pattern around it, then right-click with the correct tool! This way it not only makes the crafting of objects make a little more sense, but it saves you LOADS of item id's from various intermediate mats, AND makes the whole process of crafting a little more intuitive and interesting!
They move at the same speed as regular golems, and have the same health, as well they can be commanded to follow or stop moving the same way (as I promised, also, I fixed it so that you don't need a chisel in your hand to toggle their movement).
For now, they won't attack if you've got them staying still, again, I may fix that, though that would make them a little too reminiscent of turrets (which I will be working on VERY soon).
As well, I would like to present to you...
SPIDER BOTS!
I apologize that I don't have any footage of them fighting anything, but I assure you, they definitely work XD. In fact, before I release them they're going to get a serious nerf lol. (they currently do 4 damage per hit, which is equivalent of an arrow, and as of the time of recording of that video, they spawned 8 per cluster, now they only spawn 5).
They will despawn after a few seconds of not having a target, though. This wasn't so much for control as much as the fact that they get REALLY annoying if they don't, even when they're not following you :tongue.gif: (due to their incredibly small size, they're quite difficult to track down and right click on :tongue.gif:)
They only have 5 health, though, so basically one to two hits from most mobs, and they're dead :tongue.gif:
I'll probably reduce the number spawned per cluster to 4 before release, but we'll see. Hell, I may even make it optional :tongue.gif: (sorta... probably an upper limit or something, idk, we'll see).
Anyway, that's it for now! Stay tuned for more news about the next release!
EXTREMELY IMPORTANT IF YOU WANT TO USE THE GOLEMS:
They will ONLY follow you if you right click them with a CHISEL in your hand (a little bug I forgot to remove when I uploaded the last update). Seeing as how it's not triggered much response, I won't bother fixing it til the next update (which will be soon, but not exactly immediate). In the mean-time, if you think this is somehow "too difficult," please let me know, but really... I know it's stupid, but it was something I needed to test out, trying to work out some new ideas I had, and it will be removed. Chisels are cheap as hell, too, and it's not like it consumes them or anything, you just need to have it in your hand :tongue.gif:.
Added a properties text file. Put it in your .minecraft folder and edit the ID's as needed (instructions are in the properties file itself, it's all pretty self explanatory).
Also, added a health-checking system to the Stone golems. They will start to smoke after taking 20 damage (their total health is, and was, 50, so they're rather tough :tongue.gif:) Then the smoke will increase as they take more and more damage.
To complement this indicator of how much damage they have taken, I have also made it so that if you use a stone engineering kit on them, it heals them by 10HP (hearts, half-hearts... doesn't matter, you get the picture). You will also be given the box back after using it on them, and it will only heal golems. You are not a machine... therefore gears do not heal you... also wolves are not machines, so it won't heal them either :tongue.gif: Not that you'd expect any different, just sayin'.
Before I even get into the mod itself here, I'm going to have to clarify some things:
Firstly, you guys are awesome, and you know that I love you, but please, don't come begging me for answers to bugs. I have tested this myself, with the bare minimum required stuff, if there is a bug, post here, I will take a look as soon as possible, but do NOT flood my youtube channel, or my inbox here, with questions/complaints. I will ignore them.
Anyway, that being said, there is another thread that was arbitrarily handed off to some random account that hasn't even posted anything anywhere on the forums, called EngiCraft. It's in the modding discussion thread somewhere, burried. I made the original thread, but when the new servers switched over, something bugged out and it gave him the credit for all my posts before the new forums were switched over to.
NOW- on to the mod itself.
So far, I have added several blocks, a few items, and a piece of equipment (more for fashion than function, as far as equipment goes, but it is involved in a recipe, and will be involved in loads more, very soon).
But that's all boring, so I'll get into the real theme behind Engicraft. As the name indicates, this mod is going to be about engineering (it already is, but just letting you know it's not NEARLY at its final stages, but I feel it's ready for release as of now, hopefully you agree :tongue.gif:)
I'll make a list of features color coded for already having been added and ones that haven't been added yet, but will be soon, as well as a few that are probably pretty far off (as many before me have done :tongue.gif: it's a good system, what can I say).
So, down to the nitty-gritty:
First thing you'll NEED to know-
Installation:
This mod REQUIRES Risugami's Modloader, but I would also recommend getting Risugami's Audiomod (it -will- run without it, but it's not even half as satisfying :happy.gif: - no sound effects from my mod will work :tongue.gif:)
If you do not know how to install modloader, read the readme I included in the mod's .rar file.
If this is your first mod, you will need winrar. Risugami's instructions and my own readme should be able to guide you through how to add this stuff.
This mod does modify one of the original classes, the xw class, to be specific, though I'm pretty certain most other mods won't modify this class, which is why I haven't bothered finding a workaround, though it's likely if you use a custom world gen, there's a pretty good chance this won't be compatible.
I am working on finding a way around this, but at the moment, it's not exactly on the top of my priority list. If I get enough feedback on the subject from everybody here, I may start putting more focus on that, but until then... it's not that important to me :tongue.gif:
Ok, so now that you know how to install this, let's get into the fun part! The new stuff!
First off, is the Chisel
You'll be using this little piece of equipment a lot, starting off in Engicraft. It comes quite in handy, you'll find.
Next on the chopping block (sorry, had to) is processed lumber!
demonstrating the first important use of the chisel!
And processed wood is used to make the Rustic Engineering Desk!
Now THERE is a crafting table, friends. Look on its beauty and remember not to place it down below one block in your house so you can hide it, like you do with those -OTHER- crafting blocks *cough*workbenchandfurnace :biggrin.gif:
But don't worry about that one too much yet, we'll get to the details on that little number in a minute. First we have to cover a few more basics of engineering:
For one, you will find it a bit easier to craft paper.
Also paper is actually USEFUL now, but again, getting ahead of myself.
If you look around your world (granted that it is a new world, or a newly generated section of world, though this is not -required- for crafting, it is merely an addition that will make it easier to get certain materials you will need more of :tongue.gif:) I present to you:
STINK WEED!
IF you don't mind the smell, they actually can be very handy, mostly in that they contain ...ink sacs..?
Yep, it's partly why they smell so bad, but anyway, that's their purpose.
Next up- Glass Bottles:
They can be used with the ink sacs, collected via squids or stinkweed, to produce Ink bottles!
Which are in turn used with paper and a feather to make some basic blueprints!
We'll be using the blueprints in a minute here, but before that, we have to satisfy that much needed fancy-shmancy side of engineering, because you wouldn't be an engineer, if you lacked that sort of pompous formality, right? BEHOLD! The... uhhh... what is that...?
OHHHH It's a monocle!
Right... I knew that... uhm, BEHOLD! the MONOCLE! Impress and AMAZE your friends with your INCREDIBLY FANCY STATUS SYMBOL EYE-WEAR! Yes, that will do nicely.
But the monocle isn't ONLY for looking sharp... it's also used for crafting!
This is the aforementioned rustic engineering desk crafting gui! (this is where you all go "ooooh, preeety craafting guiiii :biggrin.gif: .......I WORKED HARD ON THIS THING, Y'NO!!!)
Moving on to the crafting I mentioned earlier, with the monocle, as well as the blueprints, and some more stuff with the processed lumber, and a little iron (not much though, as you can see)... THE BEAR TRAP!!! To use it, place it and right click it to arm it. If you want to disarm a beartrap, just right click it again.
Here's a demonstration video:
You've all been waiting for this... and it's finally here! We've reached the half-way point for this generation of Engineering!
You'd all better get ready for this. It may be a good idea to stay seated, as you may go into shock. Wouldn't want our top engineers to be falling and hitting their valuable little heads now would we?!
Anyway, the next crafting items we have for you today, are pretty exciting, let's take a look!
First off, we have the gear (oooo, exciting! another gear... *sigh*)
Yes, yes, but hold off your sighs. It's what it's used to make that's important. Well, not what it's used to make DIRECTLY, but... anyway, next thing we need to learn to craft is the engineering-kit box, made from processed lumber, like so:
(still boring...)
Keep your pants on, we're not done yet. Next, is the stone engineering kit:
(you going somewhere with this?? cuz... I got stuff to do...)
As amazingly interesting as all that was, this next HORRIBLY boring step, crafting the STONE GOLEM!!!
(wait...what??)
This guy is a big, lovable oaf who will stand by to protect his creator to the bitter end. Right click him to make him follow you, right click again to make him stop following (he won't teleport behind you if he's standing there, but if a mob does happen to run into him, he will still attack it, so it's good for holding down the fort if you're being chased back into your home :tongue.gif:)
Who needs a door when you've got a 12' tall pair of stone-cold fists awaiting any intruders? (please, ignore the pun XD but I had to...)
Check 'im out in action (sorta)-
(pay no attention to that horrible floating dirt-castle in the background. I was getting impatient and started building XD)
SIDE NOTE: Bottles are able to pick up water and milk (same way as a bucket) but cannot put them back. HOWEVER, if you right click with a water/milk bottle, you drink it, healing yourself for a few hearts (inspired from tehkrush's plasticcraft a little... I needed another use for the bottles so I thought I'd have them used for drinking :tongue.gif: PLEASE FORGIVE MEH TEHCRUSH T_T I <3 your work...)
Anyway, for now, that's it! ENJOY!
1.7.3 is coming VERY soon!
1.6.6 DOWNLOAD
(c)2011 Rylie
don't steal this plz... not to say I'm awesome and my stuff is totally worth stealing, but this is my baby, and it took me a lot of work to make it. Don't use it without my permission. All artistic creations are placed under official US copyright law, and therefore cannot be re-posted without the creators expressed permission, the creator, in this case, being me. I don't need a special cut-and-paste semi-legal document to tell you that. Law is law, break it, see what happens.
Tier 1: Wood/stone (traditionally thought of as two tiers, but I honestly consider them to be one, as you sorta move between the two consistently until you have enough iron to confidently move into the Iron tier).
For the sake of continuity, I will start with the items/blocks that have already been implemented and go from there-
Chisel- used to craft "processed lumber," as well as paper (possibly used for a few other things that will be later implemented. Depends on how the recipes work out).
Processed Lumber - A higher quality of wood than hand-crafted planks, which are then used to make a number of other useful items and blocks. Used with the chisel to craft paper, or in a square 2x2 pattern to craft a "rustic engineering desk."
Stinkweed - Currently, the only use for stinkweed is the extraction of their ink-sac, which can be used as a dye, or can be processed to extract the ink into glass bottles (making ink bottles).
Glass bottles - currently, their only use is to make ink bottles, though I have plans to use them to make a drink (a source of "food") by combining them with wheat. The drink will be known as "suspiciously strong drink." Its healing properties have yet to be decided, but they may range from substantially good, to potentially bad, if you drink too much of it at once(for those of you who know what drink wheat is used to make... shhhh there are children here... I think XD).
Ink bottles- currently, their only use is to make simple blueprints, but they will also be used for various other items that will become much more important toward the end of Tier 1. Currently they do not return empty bottles after being used to make blueprints. This will be changed in the next update to Engicraft (not dependent on when the next update to Minecraft is, in case someone may have thought that :tongue.gif:).
Simple Blueprints- Simplistic schematics drawn out on parchment-paper. They are fairly limiting, due to the bad drawing-skills involved in their making, and the figures are fairly confusing, but when working with simpler machinery, it gets the point across.
Magnifying Eye Piece- fancy name for a monocle. It's used in crafting to more carefully scrutinize blueprints and to help with detail-work on any given mechanism being built. Currently, they are consumed on use during the crafting process. This will hopefully be fixed soon, but I cannot set a direct date or update that I will definitely have this put in. If 9 of them is too few of a return for 9 blocks of glass, I will accept a consensus among a large enough number of people to change the number higher, if I haven't already figured out how to return this item after the crafting process by that time.
Bear Trap- The first truly functional piece of machinery Engicraft has had to offer. Able to be placed, armed, disarmed, picked up, and re-placed unlimited times. Does 5 hearts of damage (I'll have to check that, but I'm pretty certain it's 5 :tongue.gif:). Further plans would be to implement a wear-and-tear system on blocks (much like the damage system with tools), as well as a system for materials used in its construction, allowing for more advanced forms of the bear trap that will be more effective. Furthermore, I'm actually on the verge of figuring out what went wrong when I was originally trying to make the bear trap stop movement of the victim for a short time (time the victim is slowed would increase with better materials, ie. diamond would stop movement for a lot longer than wood :tongue.gif:).
Thus far, that is all that has been implemented. As for what WILL be implemented, I have, so far, listed the following:
First major implementation- deploy-able, craft-able NPC helpers. In other words, canned automatons :tongue.gif:. These guys will become a huge help to you and your new engineering lifestyle, but will be limited by the number you can create. They will be controled with "flares," at least to start with, later versions may or may not have different means of issuing commands.
I have mentioned one of these so far in this thread: the Stone Golem. The Stone Golem can be used as a sentinel, or a bodyguard. The sentinel part will likely be more for when I eventually get this thing working on SMP, but he would be an excellent bodyguard (certainly better than those pesky wolves...). His one purpose in life is to protect his creator (as the legend tells, though I believe in that legend, he also betrayed his creator... but that's not gonna happen here XD... or is it? lol jk, it won't, at least not yet o_O but I'll explain more on that later).
They are big, hulking behemoths, and will easily overpower some of the lower end mobs out there (ie. spiders and skeletons) however- they are -not- explosion-proof (in other words, creepers would still be rather threatening to them :tongue.gif:). Their main setback would be their massive power consumption. The exact numbers are yet undetermined, but they will take around double that of a normal sized automaton to run, and thus it is usually best to keep them stationary and powered down until they are truly needed.
Wooden builder- These guys are, as their name indicates, made mostly of wood. They are the simplest of construction-bots, and thus must be used in large numbers to construct complex structures with any real efficiency. They cannot carry much, but their power runs out almost half as fast as stone golems' does, so they will keep at it for a lot longer, so long as there is a designated chest for supplies within the general construction-area (a radius around the construct they're told to build on). -side notes- My thinking is that in order to tell them which material each respective builder is to use in construction, they will have a sample of said material in a certain slot in their GUI, and will only build with that material, OR you will have to organize and calculate the materials required for the construction project as a whole, based on a pattern of building that goes from the bottom of the construct to the top (ie. if you want a wooden floor but stone walls, and a wooden roof, in the chest, all the wood they need would be first, then all the stone needed for the walls, then all the wood needed for the roof). All the specifics for these mechanics will be decided later. Rest assured that you will be given ample control over precisely -what- they build, however the rate of construction may vary by complexity of the structure you want them to build :tongue.gif:.
I apologize if that was ridiculously complex, but I must move on.
Next, and this is where we start getting into a gray area for whether or not I will be able to implement this idea any time soon, I have planned to implement a "pulley" system.
Basically, what the pulley system would do, is you would put a starting and ending block down (likely these will be the same block-type, just they will have to be vertically oriented to work the way they're supposed to) and these two blocks will be connected by metal chains or ropes (also blocks, but only place-able on the tops and bottoms of pulley-blocks or other chains). This is where the interesting/awesome part comes in: Onto the sides of these chains, you will attach a chest, and every time you right click a pulley block, the chest will move up or down (depending on which pulley block you used, top block moves the chest down, bottom block moves it up). This way, you will be able to quickly move large amounts of materials UP over large distances VERY quickly, eliminating the need for extensive minecart tracks or ridiculously long trips back-and-forth from a particularly deep mine/dungeon-area. The chests can then be accessed from the top or bottom (depending on which direction you wanted to move the items to) while still attached to the pulley block, and then moved back again. With the later addition of a counterweight, you will only need to click the pulley-block ONCE to move the chest whatever distance there is between the two pulley blocks (I will make the counterweight block the same block-id as the normal chain block, but with a different damage amount, so as not to take up more of the already sparse free block-ids).
As far as other systems for tier-1, I have put a small amount of thought/consideration into a few ideas:
Catapults, trebuchets (look it up if you don't know what a trebuchet is :tongue.gif:), wall/grandfather clocks, pocket-watches, wool "armor" (essentially clothing, mostly to go with the super-pompousness/awesomeness of the monocle, or "magnifying eye piece"), drawbridges, and chained ferries (one instance where chains would be allowed to move side-to-side, and work with pulley blocks, accordingly).
Tier 2- industrial revolution:
(not to be confused with "industrialcraft," though I will admit, a lot of his work inspired me to get into modding :tongue.gif:)
Iron-repair hammer- Will be used/implemented when blocks and vehicles/entities are given set "health." Tier 1 automatons will not be able to be healed, as that would be a bit overpowered, and honestly, it doesn't make sense that if a stone/wooden object is damaged that hitting it with a metal hammer would help anything. Note that this was not originally my idea, but rather it was posted by another user on this thread, earlier. THANKS! :biggrin.gif:
Counter-weights- this is actually where counter-weights will be implemented, as they will be made from a block of iron, and one chain-link on the top, and one on the bottom, when crafted.
reflector/lense Blocks- These amazing objects will be used to redirect, concentrate, and redistribute light. You will have to be careful, though, because if you walk through too high a concentration of light you may start on fire! o_O They can be used quite effectively for creation of complex trap systems, and (if you have risugami's light sensor, or some mod that uses a light sensor :tongue.gif: I'm not readily planning to make one, myself, as it's been done) you can use it as a remote-trip-wire to tell you if someone/something has entered a certain vicinity. You will be able to use glowstone to produce high enough light-levels to simulate sunlight over the same area that redirected sunlight would have covered.
Steam-powered Drill- The first iteration of your engineering abilities implemented for POWER-MINING! No more sissy stuff! >:smile.gif: Will drill downward at a 45 degree angle (down one block, foreward one block) but will consume large amounts of energy very quickly (roughly 2-3 times that of a stone golem) and will require maintenance fairly often
Iron Sentinel- the second tier has brought about a revolution in home security! The new Iron Sentinel will be able to protect you twice as well, for only roughly 3/4 the required power (still coal/wood burning)! Basically the same as the stone golem, but considerably more resilient to explosions and almost completely undamaged by most small-mobs (spiders/skeletons) though zombies can deal somewhat formidable damage, over a long time, they don't really pose much of a threat in one-on-one combat.
Iron Transporter-bot- These guys will be used to transport loads over short distances, and will be usable in tandem to transport the substances over longer distances, so as to supplant the old (and arguably extremely buggy/cumbersome) minecart system of chest-cart transports.
Although the idea of an underwater breathing system has been implemented before, I don't think it's quite prevalent enough to call it overused. I may or may not re-create this system. Don't quote me on that, though, because I haven't decided yet. However, if I did, you'd be able to use those light reflectors/lenses for more effective underwater lighting. The more I'm thinking about this, though, the more I want to do it, so, I'll probably end up making one :tongue.gif:.
One thing to note about iron-tier robots- they will be slowly damaged when in water, so be careful where you place them/guide them to!
Various other ideas that are in the earliest stages of development (too early to announce).
Tier 3 Electrical Engineering (space/nuclear/digital ages!): Gold/diamond/red-stone initial equipment (ie. when you still don't have all that much of those substances)
As of yet, this tier is a bit foggy, but I've glazed over the idea of implementing more complex AI's in the robots, as well as waterproof-metal robots, larger-scale vehicles and transports, robotic pets/animals, and various other ideas that I'm not quite ready to announce. One mechanic that will be implemented, however, is the potential for rogue ai's. This means that if you don't have good enough control on your more complex robots (will be based on the presence of certain types of blocks, which I have yet to determine how EXACTLY they work, but will likely be either based on the number presently placed in your world, or more likely, based on a radius of control) may potentially go funky-licious and try to crush/kill/destroy their creator (you).
As well, I have planned to have special "magnet tracks" usable to walk up walls with magnetic boots (if I can manage it, I would like to allow you to actually turn on your side to do this, but I may not). When you are walking up a magnetic wall with said magnetic boots (of awesomeness), it will (likely) function like a ladder, only you can stop at any point along the wall, and you won't start sinking, and thus can essentially mine/place blocks/whatever at normal speed, and without worrying about your cursor leaving the block you're trying to break as you frantically tap the space-bar in a desperate attempt at keeping yourself level.
Tier 4: Genetic Engineering- I have yet only really planned rough ideas for how this tier is going to work, but it is safe to say that it will involve genetic engineering, and "rogue ai" will be replaced with "abomination" and "super-zombies." Meaning if you dun screw up, you may be facing a very large number of extra-vicious critters... the kind that would make a creeper crawl back into wherever it is they come from. Do NOT take this tier lightly. I do not plan to make this game get easier in all ways as you go through the tiers, as that would leave out the possibility of endgame, and cut the whole thing short by a LOT. Unlike other mods, and the main minecraft game, you will be faced with significantly increased challenge beyond that of lava, underground flooding, and random simple mob spawns in areas you have yet to cover in torches. Be prepared.
The issue is that I need to fill up the tiers all the way through to the end at least somewhat evenly, and so a lot of my ideas are more geared toward higher tier work XD
Just a little announcement, though, next update is going to be the first craftable NPC for Engicraft: the STONE GOLEM!
steam pistol or revolver, steam vehicle and boat,
harvesting devices
lamps,drills,
advanced original items ,like super furnace =)so on
i have the ideas ,
but can you realize them=)?
P.S. and reamke gui texture=)
you have blueprints( )
u can craft
to get advanced blueprints
and so on
ask me
And can give ya a bunch of ideas
To keep the thread alive i downloaded it....
You get diamonds from me!
Lamps would be easy, I'm working on a deployable guardian NPC, the Stone Golem, and it's coming along pretty smoothly. As for vehicles, I actually plan on adding a drivable mining vehicle, whether it's some sort of powered armor/mech type vehicle, or a wheeled/treaded drill, I have yet to decide, but either way it will be able to mine on a much larger scale than any normal player would, much faster, so long as it has fuel. That's for later, though. For now, I need to fill this thing out a little more with some more easily reached mechanics.
As for the advanced original items, I feel like there have already been several mods that have done this, and just a simple "advanced version" of an original item would be sorta boring, and pointless, since you could easily just get the other mods and add them with this one.
I'm going more for original ideas that haven't been implemented before, and trying to stay as conservative of the sprite-limit as I can.
That being said, I realize it seems like there's a lot of ingredients and steps that go into something as simple as a bear trap, and I will be taking Occam's razor to a lot of these intermediate steps, very soon(Occam's razor is the theory that if you have two versions of what is essentially the same thing, the 'correct' one is the one that is more simple, for those who didn't know that :tongue.gif:).
Thank you for the suggestions though! I appreciate the help :smile.gif:
Ideas so far:
-Paint viewtopic.php?f=1&t=80453
More ideas soon to come!!!!
hope u like it bye :biggrin.gif:
lol That is a good idea with the cave-ins thing, though I think it would be easier/better to just have it take damage over time, and require occasional maintenance. The wrench is a good idea, though. It could prove handy in repairing many of the automatons you'll be crafting, as well.
I should note that if/when I do get the mining drill/drilling-mech in the mod, it's going to work on an angle (if it's a drill with treads, and not some sort of bipedal vehicle, like a mech, which has feet) so it would drill downward in a -1 slope (one unit down, one unit forward, for however many units wide/high the drill will take down at one time) and will likely collect all the materials in a "hopper" that would be accessible as a secondary-inventory while in the drill (or possibly even outside the drill, I haven't worked out all the decisions since that part is still in the very, VERY early stages).
It's a nice idea, but unfortunately the trains mod has already done that exact thing :tongue.gif: I'm not looking to rip people off. I will settle for some things being similar, perhaps, but that'd be a straight copy. I do appreciate the help, though! :biggrin.gif:
THANKS! :biggrin.gif:
haha i never seen the mod before :/ atleast it was a good idea, but i didnt know it was already done XD oh well, ill make sure too talk to you when i get an idea
EDIT also,i can imagine EXTREME complicated crafting recipes and crafting table to make stuff, like a crafting table furnace, its like a crafting table but then you have to wait
for it too cook, like it u would make a iron pickaxe, insead of unrealisticly glooing the iron blocks together, you have to put the crafting recipe (without the sticks) to make the head of the pickaxe, then u atatch it to the sticks, and the crafting furnace would be crafted like a furnace but with a crafting table in the middle.
see, i have WAY too many ideas, ill tell u when ever i get one.
dont worry you'll never run out of ideas XD
just making sure you know just in case its the mod.
EDIT: oops im stipid for got to delete meta inf,
oh well fixed now
EDIT: nvm i deleted it and when i go on a world it loads and
then goes streight to saving chunks :/ and when u make a new one it makes a new one then it saves chunks and turns black and closes.
I TALK TOO MUCH
its because u need it for all recipes cuz its a blue print and a eye piece to help u look at it, then there is a crafting recipe has iron and wood too, also, i think he should make it so the eyepiece doesnt disapere, and once u craft the ricipe or any other (when theres more) u can only use the blueprint for that recipe, im not sure how u can do that, u can make it like a bucket that way for example u craft a cake u craft it with a bucket of milk, u get your bucket back, but instead, it gives u a beartrap blueprint back and u can re-use it BUT i think to make it use less ID's, u should make it like dye and wool, where its all the same ID just diffrent damage.
OMG TOO MANY IDEASSSS!!!!!
EDIT: wonder if anyones ganna read this :tongue.gif:
EDIT AGAIN: i just realised that the crafting recipe for the blue print doesnt give empty bottles back.
Ideas so far:
-Paint viewtopic.php?f=1&t=80453
More ideas soon to come!!!!
ahh, I'm glad you asked. That's something I sorta forgot to explain:
Those two slots are "side" slots. They're intended to be for things that are used as "tools" during the crafting process.
The upper slot is intended for equipment that aids in detailing (ie. ocular assistance :tongue.gif:)
and the blueprints are... well... they're blueprints :tongue.gif: the blueprints part should be pretty self-explanatory.
Believe it or not, my original intention was to have visual tools harder to make, but not take damage/disappear after the crafting process, but I have yet to actually figure out how to do that XD
I've tried looking into how the bucket does it, but you would not BELIEVE how complex minecraft's bucket is... The recipe for cake doesn't even directly mention that the bucket will be given back, it's actually the fact that the empty-bucket is a "container" for the milkbucket (so to speak), and that CONTAINER is what gets returned. Considering the fact that I'd have this thing containing itself, I don't know how well that would work. Believe me, though, I'm right there with you on that one XD
[edit] also thank you for reminding me, I can actually (probably) use that container method to make the bottles come back to you, after crafting. I did plan on giving them more than just the use for ink :tongue.gif: