Actually PC if you looked into a texture system similar to how Industrialcraft2 handles theirs I'd be interested in expanding my texturemod to include MF textures as well (I'm trying to get SpaceToad to do the same, hopefully he'll listen).
Basically IC includes every machine and every side of said machine, even duplicate ones. So that way you can edit any face of the machine at will (instead of the usual "this texture for sides and back" for all of them).
Of course with the animated tiles I'm unsure yours would be able to do that (sadly) but if you could manage to give each machine their own texture listing with all sides I'd love to retexture them as part of my IC/BC/BF tileset.
Edit: Also on an earlier topic, basically every view is $0.002 on Adfly. Which is so low unless you are generating tens of thousands of downloads.
Whoops, I completely missed this post! My apologies.
Yeah, I saw IC2 did that with their machine textures. The next version of MFR probably will as well because it's a clever idea, but it's not worth putting out a new version for just that. As for the animations, they "replace" the front face of the machine at runtime, and you can replace the animations with your own same as you would the normal sprite sheet - you can even change the number of frames, since that's calculated when the animation loads. So in MFR's terrain file, you can find the front face of the harvester because it looks like one of the animation frames (because it is), but that's only displayed if animations are turned off or not working (ie you used mcpatcher instead of optifine and are using an HD texture pack), but the actual animation is located in MineFactorySprites/animations/harvester.png. You can even put in HD animations; I tested with a 128x pack somebody made and everything worked correctly.
I want to make life easy for you texture people, just understand that I'm kind of busy lately and so there's only so much I can do at once :tongue.gif:
e: I should say that it's not quite as simple for the conveyor animation because it has a "stopped" state as well.
Also, why have a planter and a fertilizer when they both do the exact same thing. Why not make 1 block that can plant, and Fertilize. Same thing goes with the harvester and the block breaker.
Also, I know right now you can convert Steel to Refined Iron and a 1:1 ratio, but would you be able to make it possible so you can use Refined Iron to craft your Items?
Minefactory and IC2 both use forge. Why not take use of the ore dictionary.
I do use the ore dictionary as of MFR 1.3.2. IC2 doesn't for refined iron yet; I posted on their forums and they are now committed to doing that in 1.24 or 1.30 or whatever they call their next version.
For textures, sorry, he's staying; he's a good friend of mine and I like the work he does. If they upset you that badly, get a texture pack :smile.gif:
And the planter/fertilizer are separate because they do do separate things. Likewise, the blockbreaker/harvester code is very different internally, they are just outwardly similar.
I also went in and made some minor tweaks like making machines powered by engines instead of redstone current, and making the rancher never injure animals. Rock on Power Crystals! Thanks so much!
Its completely understandable PC =P I was just saying as a future thing it'd be nice and might get some of those anti-default texture people off your ass :wink.gif:
I'm hoping to get my texture pack into BC, RP, and MF so there can be one set of machines all looking the same (pipes/cables/conveyors would all get retextured too!)
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Love your Power Converter mod. it was just what I was looking for. Best way I have found to run my quarry off of solar panels.
I do have a suggestion though, put a GUI on the IC -> BC Converter to set the amount of power that they use.
This is my setup.
[Spoiler]
Solar -> BatBox -> Power Converter -> wooden Pipe ->
Stone Pipe -> Quarry 1
Stone Pipe -> Quarry 2
(all BC pipes are Conductive)
Now my solar array produces 32 EU of power and the Quarries only consume 9 each, for a total consumed of 18 units. Now when I measure the power going to the Converter I am using all 32 EU produced by the solars, with none to charge the bat box. it would be nice to be able to set the converter to use 20 EU (Enough to power both quarries) but save the other 12 EU to charge a BstBox or MFE for night time operation.
I prefer the Planter/Fertilizer separate, they aren't the same thing (one plants, one fertilizes, I don't see why/how they'd be combined unless you had a special UI for it), and the Harvester/Block Breaker are completely different. I'm not seeing the point in combining these machines.
They can totally be combined. Look what RedPower2 did. Eloraam added the deployer. It does exactly what the Planter and fertilizer can do. It could also place any block. Not just Seeds and bonemeal.
Also how is the Block Breaker and Harvester completely different? You place the block breaker next to a grown crop and power it. Is the crop not going to pop out the back of the block breaker like the harvester.
They can totally be combined. Look what RedPower2 did. Eloraam added the deployer. It does exactly what your Planter and fertilizer can do. It could also place any block. Not just Seeds and bonemeal.
Also how is the Block Breaker and Harvester completely different? You place the block breaker next to a grown crop and power it. Is the crop not going to pop out the back of the block breaker like the harvester.
I'm sorry but Elo's mod is Elo's mod, she's welcome to do whatever she wants. Some people like having multiple blocks for multiple jobs, I'm one of those people. Under the logic putting a Rancher near water should generate Fish because they both output food related items out the top.
The point of the matter is some of us are perfectly fine with how the mod is, and I'm sure if it was going to be simplified like that PC would've done it already. The concept of having multiple machines really doesn't hurt anything at all.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Is there any way to use the Power Converter Engines to pull items out of a chest (e.g. Connect them to a regular wooden pipe)? I would love to be able to pull full stacks out of a chest without having to have a Steam Engine running.
I'm sorry but Elo's mod is Elo's mod, she's welcome to do whatever she wants. Some people like having multiple blocks for multiple jobs, I'm one of those people. Under the logic putting a Rancher near water should generate Fish because they both output food related items out the top.
The point of the matter is some of us are perfectly fine with how the mod is, and I'm sure if it was going to be simplified like that PC would've done it already. The concept of having multiple machines really doesn't hurt anything at all.
You fail to see the point.
What does elo's mods have to do with anything? I was using her deployer as an example, and to prove its possible.
It was a suggestion. Having 1 Block that can do 2 things, makes the mod more simple and less confusing.
Having more then one block does not hurt. But I don't like it. That's why I am suggesting it.
What does elo's mods have to do with anything? I was using her deployer as an example, and to prove its possible.
It was a suggestion. Having 1 Block that can do 2 things, makes the mod more simple and less confusing.
Having more then one block does not hurt. But I don't like it. That's why I am suggesting it.
That's understandable, thought it was more of a demand than anything my apologies about the hostile tone. Its just RP as a mod has been stepping on some toes as of late and it seems to have started a few people on "well RP will replace x unless they x" mode, I made an assumption and proved the old adage once again, my apologies.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Any chance of adding a water mill that works off of water that gets pumped into it through a pipe? (sorry if this has been suggested before/is in progress currently)
Its completely understandable PC =P I was just saying as a future thing it'd be nice and might get some of those anti-default texture people off your ass :wink.gif:
I'm hoping to get my texture pack into BC, RP, and MF so there can be one set of machines all looking the same (pipes/cables/conveyors would all get retextured too!)
I'll try to remember to do that for the next update of each mod. Have fun with the geomk2 having four textures for each side :tongue.gif:
Love your Power Converter mod. it was just what I was looking for. Best way I have found to run my quarry off of solar panels.
I do have a suggestion though, put a GUI on the IC -> BC Converter to set the amount of power that they use.
This is my setup.
[Spoiler]
Solar -> BatBox -> Power Converter -> wooden Pipe ->
Stone Pipe -> Quarry 1
Stone Pipe -> Quarry 2
(all BC pipes are Conductive)
Now my solar array produces 32 EU of power and the Quarries only consume 9 each, for a total consumed of 18 units. Now when I measure the power going to the Converter I am using all 32 EU produced by the solars, with none to charge the bat box. it would be nice to be able to set the converter to use 20 EU (Enough to power both quarries) but save the other 12 EU to charge a BstBox or MFE for night time operation.
Thanks again for the great mod.
The Doc.
This is something I want to do but I just didn't have time to get it into 1.1.0 because GUIs are a horrible thing to make. So basically, rest assured that it'll get in eventually, but just not yet.
Is there any way to use the Power Converter Engines to pull items out of a chest (e.g. Connect them to a regular wooden pipe)? I would love to be able to pull full stacks out of a chest without having to have a Steam Engine running.
The Energy Link should connect to wooden pipes. I haven't actually tried this, but it should work based on how everything is set up. If you're on 1.1.0, you can even tell if it's connected as the texture on that side of the EL will change.
That's understandable, thought it was more of a demand than anything my apologies about the hostile tone. Its just RP as a mod has been stepping on some toes as of late and it seems to have started a few people on "well RP will replace x unless they x" mode, I made an assumption and proved the old adage once again, my apologies.
Replying to the whole chain with this post so I don't need to quote a bunch of crap:
RP's goals are different than mine; if you want RP machines, use RP machines. I happen to like MFR the way it is, and so it isn't going to change in that way :smile.gif:
(The difference between the block breaker and the harvester is semantics; they both collect drops from blocks, but you don't want the harvester harvesting your ungrown saplings, and nor will the blockbreaker work with cactus correctly so that it can regrow.)
Any chance of adding a water mill that works off of water that gets pumped into it through a pipe? (sorry if this has been suggested before/is in progress currently)
I think you may be the only person in the world who wants to use water power, but this certainly isn't impossible. I'll see about getting it into the next major update if it makes sense.
Man, i dont want to spamm the post with un-useful messages, but...
i own a small server, and i ALWAYS play with industrialCraft, and i come to like buildcraft too. I end up here looking for the energy converters thingy, but then i stumble with the nether ores things. I installed on my server, test it, ant see that it worked. and i see that it was good.
This thingy is the thing i ever ever wanted, and you make more and put the ic ores there too. I am almost crying, really. REALLY THANKS GUY!!!!
now i have to test the energy converter :biggrin.gif:
Rollback Post to RevisionRollBack
If I found some hard evidence that God exists, i would change my lifestyle completely to follow his demands, ensuring the opportunity to go to heaven and meet God himself. Then, I would finally give a well deserved kick in his bag. Man, i hate trolls.
Man, i dont want to spamm the post with un-useful messages, but...
i own a small server, and i ALWAYS play with industrialCraft, and i come to like buildcraft too. I end up here looking for the energy converters thingy, but then i stumble with the nether ores things. I installed on my server, test it, ant see that it worked. and i see that it was good.
This thingy is the thing i ever ever wanted, and you make more and put the ic ores there too. I am almost crying, really. REALLY THANKS GUY!!!!
now i have to test the energy converter :biggrin.gif:
Man if only all the spam I got was "you are amazing" like that! :smile.gif:
Power Converters 1.1.1 out, just fixes a bug causing the Energy Link to put out way too little power if the input rate was more than a very small amount.
Whoops, apparently BC 2.2.5 changed the value of lava - if you want to update to match, the correct value for the lava fab/geo mk2 should be 50EU per lava unit.
--- BEGIN ERROR REPORT c27d8c96 --------
Generated 03/11/11 10:05 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows XP (x86) version 5.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9600 GT/PCI/SSE2 version 2.1.2, NVIDIA Corporation
java.lang.NoClassDefFoundError: ic2/api/EnergyNet
at powercrystals.powerconverters.TileEntityEnergyLink.b_(TileEntityEnergyLink.java:40)
at rv.l(World.java:1472)
at net.minecraft.client.Minecraft.k(SourceFile:1384)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ic2.api.EnergyNet
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 5 more
--- END ERROR REPORT 96c104af ----------
--- BEGIN ERROR REPORT c27d8c96 --------
Generated 03/11/11 10:05 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows XP (x86) version 5.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9600 GT/PCI/SSE2 version 2.1.2, NVIDIA Corporation
java.lang.NoClassDefFoundError: ic2/api/EnergyNet
at powercrystals.powerconverters.TileEntityEnergyLink.b_(TileEntityEnergyLink.java:40)
at rv.l(World.java:1472)
at net.minecraft.client.Minecraft.k(SourceFile:1384)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ic2.api.EnergyNet
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 5 more
--- END ERROR REPORT 96c104af ----------
2 Suggestions
After losing my oil & lava Fabricator/refinery plants to a exploding overloaded pipes
I think its time to Add Pressure Release Valves
Safety Release Valve
For Water - Oil - Lava
- Creates rivers of Water - Oil - Lava
Incinerator Release Valve
Refined fuel - Jets flames 10 blocks high!
- Should make your refinery look like a real world refinery or make a nice Incinerator / Boiler
Wait, how the hell did your pipes overload and explode? I've never heard of that happening.
That said, dumping liquids on the ground is kind of a pain in the ass; you could sort of achieve that right now with an iron pipe and a big tank (that you can smash and put back if you really want). Your incinerator release actually sounds kind of cool though.
The bigger problem is I can't add new pipes without either overwriting BC's sprite sheet (which then makes me incompatible with zeldo's stuff, and I don't want to do that) or by rewriting a decent portion of BC inside my own mod. It's just ugly.
That actually sounds more like a buildcraft bug or misunderstanding, never heard of that happening anytime ever, the engine powering the pump would explode for having nowhere to 'send' the power as the pump shuts down when the pipeline is 'full', but the pipes don't explode as far as I'm aware.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumWhoops, I completely missed this post! My apologies.
Yeah, I saw IC2 did that with their machine textures. The next version of MFR probably will as well because it's a clever idea, but it's not worth putting out a new version for just that. As for the animations, they "replace" the front face of the machine at runtime, and you can replace the animations with your own same as you would the normal sprite sheet - you can even change the number of frames, since that's calculated when the animation loads. So in MFR's terrain file, you can find the front face of the harvester because it looks like one of the animation frames (because it is), but that's only displayed if animations are turned off or not working (ie you used mcpatcher instead of optifine and are using an HD texture pack), but the actual animation is located in MineFactorySprites/animations/harvester.png. You can even put in HD animations; I tested with a 128x pack somebody made and everything worked correctly.
I want to make life easy for you texture people, just understand that I'm kind of busy lately and so there's only so much I can do at once :tongue.gif:
e: I should say that it's not quite as simple for the conveyor animation because it has a "stopped" state as well.
I do use the ore dictionary as of MFR 1.3.2. IC2 doesn't for refined iron yet; I posted on their forums and they are now committed to doing that in 1.24 or 1.30 or whatever they call their next version.
For textures, sorry, he's staying; he's a good friend of mine and I like the work he does. If they upset you that badly, get a texture pack :smile.gif:
And the planter/fertilizer are separate because they do do separate things. Likewise, the blockbreaker/harvester code is very different internally, they are just outwardly similar.
Glad I could help!
INFORMATION WANTS TO BE WRONG
I'm hoping to get my texture pack into BC, RP, and MF so there can be one set of machines all looking the same (pipes/cables/conveyors would all get retextured too!)
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
I do have a suggestion though, put a GUI on the IC -> BC Converter to set the amount of power that they use.
This is my setup.
[Spoiler]
Solar -> BatBox -> Power Converter -> wooden Pipe ->
Stone Pipe -> Quarry 1
Stone Pipe -> Quarry 2
(all BC pipes are Conductive)
Now my solar array produces 32 EU of power and the Quarries only consume 9 each, for a total consumed of 18 units. Now when I measure the power going to the Converter I am using all 32 EU produced by the solars, with none to charge the bat box. it would be nice to be able to set the converter to use 20 EU (Enough to power both quarries) but save the other 12 EU to charge a BstBox or MFE for night time operation.
Thanks again for the great mod.
The Doc.
I think Tale of Kingdoms is conflicting with it.
Nvm.
Also, I got the .bat to work with Minecrafter.Nope, the mods do not load when I launch Minecraft with Minecrafter and the .bat
They can totally be combined. Look what RedPower2 did. Eloraam added the deployer. It does exactly what the Planter and fertilizer can do. It could also place any block. Not just Seeds and bonemeal.
Also how is the Block Breaker and Harvester completely different? You place the block breaker next to a grown crop and power it. Is the crop not going to pop out the back of the block breaker like the harvester.
I'm sorry but Elo's mod is Elo's mod, she's welcome to do whatever she wants. Some people like having multiple blocks for multiple jobs, I'm one of those people. Under the logic putting a Rancher near water should generate Fish because they both output food related items out the top.
The point of the matter is some of us are perfectly fine with how the mod is, and I'm sure if it was going to be simplified like that PC would've done it already. The concept of having multiple machines really doesn't hurt anything at all.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
You fail to see the point.
What does elo's mods have to do with anything? I was using her deployer as an example, and to prove its possible.
It was a suggestion. Having 1 Block that can do 2 things, makes the mod more simple and less confusing.
Having more then one block does not hurt. But I don't like it. That's why I am suggesting it.
That's understandable, thought it was more of a demand than anything my apologies about the hostile tone. Its just RP as a mod has been stepping on some toes as of late and it seems to have started a few people on "well RP will replace x unless they x" mode, I made an assumption and proved the old adage once again, my apologies.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI'll try to remember to do that for the next update of each mod. Have fun with the geomk2 having four textures for each side :tongue.gif:
This is something I want to do but I just didn't have time to get it into 1.1.0 because GUIs are a horrible thing to make. So basically, rest assured that it'll get in eventually, but just not yet.
The only mod I know of with conflicts offhand is redpower (I think wiring and lighting); do you have that installed?
Uh, not that I know of. You may want to install risugami's recipe book mod if you want to be sure.
The Energy Link should connect to wooden pipes. I haven't actually tried this, but it should work based on how everything is set up. If you're on 1.1.0, you can even tell if it's connected as the texture on that side of the EL will change.
Replying to the whole chain with this post so I don't need to quote a bunch of crap:
RP's goals are different than mine; if you want RP machines, use RP machines. I happen to like MFR the way it is, and so it isn't going to change in that way :smile.gif:
(The difference between the block breaker and the harvester is semantics; they both collect drops from blocks, but you don't want the harvester harvesting your ungrown saplings, and nor will the blockbreaker work with cactus correctly so that it can regrow.)
I think you may be the only person in the world who wants to use water power, but this certainly isn't impossible. I'll see about getting it into the next major update if it makes sense.
INFORMATION WANTS TO BE WRONG
i own a small server, and i ALWAYS play with industrialCraft, and i come to like buildcraft too. I end up here looking for the energy converters thingy, but then i stumble with the nether ores things. I installed on my server, test it, ant see that it worked. and i see that it was good.
This thingy is the thing i ever ever wanted, and you make more and put the ic ores there too. I am almost crying, really. REALLY THANKS GUY!!!!
now i have to test the energy converter :biggrin.gif:
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumMan if only all the spam I got was "you are amazing" like that! :smile.gif:
INFORMATION WANTS TO BE WRONG
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumINFORMATION WANTS TO BE WRONG
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumINFORMATION WANTS TO BE WRONG
--- BEGIN ERROR REPORT c27d8c96 --------
Generated 03/11/11 10:05 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows XP (x86) version 5.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9600 GT/PCI/SSE2 version 2.1.2, NVIDIA Corporation
java.lang.NoClassDefFoundError: ic2/api/EnergyNet
at powercrystals.powerconverters.TileEntityEnergyLink.b_(TileEntityEnergyLink.java:40)
at rv.l(World.java:1472)
at net.minecraft.client.Minecraft.k(SourceFile:1384)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ic2.api.EnergyNet
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 5 more
--- END ERROR REPORT 96c104af ----------
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAre you using IC 1.15? Update to 1.20 or higher.
INFORMATION WANTS TO BE WRONG
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumWait, how the hell did your pipes overload and explode? I've never heard of that happening.
That said, dumping liquids on the ground is kind of a pain in the ass; you could sort of achieve that right now with an iron pipe and a big tank (that you can smash and put back if you really want). Your incinerator release actually sounds kind of cool though.
The bigger problem is I can't add new pipes without either overwriting BC's sprite sheet (which then makes me incompatible with zeldo's stuff, and I don't want to do that) or by rewriting a decent portion of BC inside my own mod. It's just ugly.
INFORMATION WANTS TO BE WRONG
-
View User Profile
-
View Posts
-
Send Message
Curse Premium