As the thread title pretty much says, this is an implementation of something that I know a lot of people have wanted, a wrench that works on many different mods: BuildCraft (and Forestry, RailCraft, Thermal Expansion), IndustrialCraft, and all Universal Electricity mods as well.
So here's the deal - for those of you who are unaware, I am the coder of Team CoFH - we make Thermal Expansion (http://www.minecraft.../topic/1297506-). I will be implementing functionality similar to an omni-wrench in a future update, however this mod is being released as a standalone and is completely open source.
3.0.0 Update:
Version 3.0.0 adds portable functionality to the Lexicon and changes the mechanics up a bit. To create the Block version of the Lexicon, create the Plinth and then place the Lexicon on top of it. To use the Lexicon directly from inventory, Sneak + Right Click.
Sneak + Right Clicking the Lexicon Block will remove the book and leave the Plinth behind. Another Sneak + Right Click will remove the Plinth as well.
Version 3.0.0 also changes how valid conversions are detemined - either a whitelist or blacklist model is used, and can be chosen in the config file. A default list will be generated if one is not present - you may then alter this list as you see fit for your own server.
Downloads:
Download links (including source) are provided on the Thermal Expansion wiki, located at: http://thermalexpans...wikispaces.com/ under the OmniWrench link.
Installation:
Drop in the /mods folder. That's it.
You can get a warning for not including pictures of the mod on the OP.
Honestly I felt I was being quite descriptive enough, but since a picture of the low-resolution 16x16 artwork is so in demand, I have edited the OP. I do appreciate your comment on this. The wiki has the recipes.
Honestly I felt I was being quite descriptive enough, but since a picture of the low-resolution 16x16 artwork is so in demand, I have edited the OP. I do appreciate your comment on this. The wiki has the recipes.
I think it's just to prove the item exists and the mod is ligitimate. It is in the M&M specific rules, though.
This is just awesometastic. I've wanted one for a while. Thanks! Repped.
Would you consider adding functionality for Redpower2 as well? I know it uses a screwdriver, but it's all really the same thing. I don't know if Eloram have an API for that mod (maybe not, cause she maintains a tight control of her mod?), or if she would allow it (though people have been know to have been granted permission to provide integration with her mod, if asked nicely).
This is just awesometastic. I've wanted one for a while. Thanks! Repped.
Would you consider adding functionality for Redpower2 as well? I know it uses a screwdriver, but it's all really the same thing. I don't know if Eloram have an API for that mod (maybe not, cause she maintains a tight control of her mod?), or if she would allow it (though people have been know to have been granted permission to provide integration with her mod, if asked nicely).
I would love to have support for RP2 stuff, but yes - it needs Eloraam's approval and some sort of API hook. On the flip side, as this is open source, she is more than welcome to include this functionality in her Screwdriver as well.
Bit of a silly but serious question: Is this prototype combat ready? If so, how much damage should one expect from it?(I'm dead serious, you can't make a Omni-Wrench and NOT have it be a decent weapon, doubly so if the recipe involves DIAMONDS and GOLD![Unless you have never heard of the Ratchet and Clank game series, but that's somewhat unlikely in my eyes here])
Also, UE compatible? Bit of a decider there for me.
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
It's not combat ready, no. It also doesn't require diamond and gold - that's just the recipe if you don't have Thermal Expansion installed - it's much cheaper if you do.
This mod is to serve mainly as a proof-of-concept - Thermal Expansion will eventually have an improved, much more interesting, and arguably more balanced version of this wrench.
It is currently not compatible with UE, simply because I didn't have any requests for it and am unfamiliar with the API. Depending on how UE chooses to implement things, it may or may not be an easy thing to implement, and despite what I am about to say below - I really am willing to add compatibility if it's something that isn't difficult.
On a personal note, I can't really wrap my head around the actual need for UE - the BuildCraft power API is already open source and very well developed. The argument can be made that it isn't "realistic" enough, but it's actually pretty good for Minecraft - it's a little goofy and whimsical, but it really does work. The perception may be that it isn't robust enough, but that is due to BuildCraft's implementation of it's own API (which is not a flaw so much as a design decision). In Thermal Expansion, I have been able to implement energy storage, energy conversion/transformation, loads which auto-balance their power consumption and operational speed, and generation which obeys rudimentary torque-speed curves all with the BuildCraft API, and all with fairly low computational overhead.
Now, full disclaimer, I have an M.S.E.E. with a specialty in Power Systems engineering and I'm currently working on a PhD with a few years of field and research experience under my belt. So yeah, I know how to code power systems and I can make the BC API exceed its perceived limitations. But I'm not doing anything special here, and I feel like adding yet another form of electricity doesn't necessarily help the mod community. I admire the intentions behind the mod, I just feel like an open source power API is already covered, so I have to question the purpose of creating a new API.
Keep in mind that despite what I just said, I'm not averse to adding "wrench" support for UE. It just depends how UE is choosing to handle it. If it's a simple interface, not a problem, if I have to do yet more wrangling in the item code itself as I did with IC2, I'm a little less likely to go that route. (Hint: RailCraft absolutely got this right, interface is the way to go.)
I use UE for ICBM and the fact that it's not IC2(IC2's EULA leaves a bad taste in my mouth).
Not a great reason, but I chose ICBM as my "rainy day" mod because it's pretty damn fun, actually. Not a mod I would normally stick with, but it's enjoyable enough that being able to launch nukes down on NPC villages when I'm feeling down is a plus for me.
And I'm only somewhat serious about Combat Potential of the Omni-Wrench. The 10000 series uses a black hole in it's construction to allow for it to smack that bit harder. It also looks much more badass the the 4500 series.
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Bukkit port approved, and I appreciate you asking, but there's no need. It's open source after all. I'll continue to maintain and improve this one, but if anyone wants to take this code and run with it, I am completely fine with that.
This is something that the community has wanted for a while, and although I'll eventually put a version of it in Thermal Expansion proper, this is really meant to serve as a blueprint on how to make one of these things.
Wow, this seems majorly helpful - glad it got ported to bukkit to
Quick question, how exactly does it work as an IC2 wrench? I mean, does it act like the Electrical Wrench with lossless mode or does it act like the old fashioned regular wrench (which means it'll break your machines half the time)? I'm assuming it doesn't require a EU charge like the IC2 wrench does which is why I'm asking.
isn't there any chance that you'd make a second version of this mod which would be compatible with BC2?
I won't say it's completely impossible, but BC2 doesn't support anything like this and I'm sticking with API-supported code as much as is feasible to keep with the intent of the modders.
BC2 is also largely obsolete - fairly stable builds of BC3 can be found for SMP, and once released for 1.3.x, BC2 will forever fade into obscurity.
A Team CoFH Mod
As the thread title pretty much says, this is an implementation of something that I know a lot of people have wanted, a wrench that works on many different mods: BuildCraft (and Forestry, RailCraft, Thermal Expansion), IndustrialCraft, and all Universal Electricity mods as well.
So here's the deal - for those of you who are unaware, I am the coder of Team CoFH - we make Thermal Expansion (http://www.minecraft.../topic/1297506-). I will be implementing functionality similar to an omni-wrench in a future update, however this mod is being released as a standalone and is completely open source.
3.0.0 Update:
Version 3.0.0 adds portable functionality to the Lexicon and changes the mechanics up a bit.
Sneak + Right Clicking the Lexicon Block will remove the book and leave the Plinth behind. Another Sneak + Right Click will remove the Plinth as well.
Version 3.0.0 also changes how valid conversions are detemined - either a whitelist or blacklist model is used, and can be chosen in the config file. A default list will be generated if one is not present - you may then alter this list as you see fit for your own server.
Downloads:
Download links (including source) are provided on the Thermal Expansion wiki, located at:
http://thermalexpans...wikispaces.com/ under the OmniWrench link.
Installation:
Drop in the /mods folder. That's it.
As far as I can tell, there is no API, so I can't support it, sorry.
Honestly I felt I was being quite descriptive enough, but since a picture of the low-resolution 16x16 artwork is so in demand, I have edited the OP. I do appreciate your comment on this. The wiki has the recipes.
I think it's just to prove the item exists and the mod is ligitimate. It is in the M&M specific rules, though.
Would you consider adding functionality for Redpower2 as well? I know it uses a screwdriver, but it's all really the same thing. I don't know if Eloram have an API for that mod (maybe not, cause she maintains a tight control of her mod?), or if she would allow it (though people have been know to have been granted permission to provide integration with her mod, if asked nicely).
I would love to have support for RP2 stuff, but yes - it needs Eloraam's approval and some sort of API hook. On the flip side, as this is open source, she is more than welcome to include this functionality in her Screwdriver as well.
Also, UE compatible? Bit of a decider there for me.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
This mod is to serve mainly as a proof-of-concept - Thermal Expansion will eventually have an improved, much more interesting, and arguably more balanced version of this wrench.
It is currently not compatible with UE, simply because I didn't have any requests for it and am unfamiliar with the API. Depending on how UE chooses to implement things, it may or may not be an easy thing to implement, and despite what I am about to say below - I really am willing to add compatibility if it's something that isn't difficult.
On a personal note, I can't really wrap my head around the actual need for UE - the BuildCraft power API is already open source and very well developed. The argument can be made that it isn't "realistic" enough, but it's actually pretty good for Minecraft - it's a little goofy and whimsical, but it really does work. The perception may be that it isn't robust enough, but that is due to BuildCraft's implementation of it's own API (which is not a flaw so much as a design decision). In Thermal Expansion, I have been able to implement energy storage, energy conversion/transformation, loads which auto-balance their power consumption and operational speed, and generation which obeys rudimentary torque-speed curves all with the BuildCraft API, and all with fairly low computational overhead.
Now, full disclaimer, I have an M.S.E.E. with a specialty in Power Systems engineering and I'm currently working on a PhD with a few years of field and research experience under my belt. So yeah, I know how to code power systems and I can make the BC API exceed its perceived limitations. But I'm not doing anything special here, and I feel like adding yet another form of electricity doesn't necessarily help the mod community. I admire the intentions behind the mod, I just feel like an open source power API is already covered, so I have to question the purpose of creating a new API.
Keep in mind that despite what I just said, I'm not averse to adding "wrench" support for UE. It just depends how UE is choosing to handle it. If it's a simple interface, not a problem, if I have to do yet more wrangling in the item code itself as I did with IC2, I'm a little less likely to go that route. (Hint: RailCraft absolutely got this right, interface is the way to go.)
Not a great reason, but I chose ICBM as my "rainy day" mod because it's pretty damn fun, actually. Not a mod I would normally stick with, but it's enjoyable enough that being able to launch nukes down on NPC villages when I'm feeling down is a plus for me.
And I'm only somewhat serious about Combat Potential of the Omni-Wrench. The 10000 series uses a black hole in it's construction to allow for it to smack that bit harder. It also looks much more badass the the 4500 series.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
This is something that the community has wanted for a while, and although I'll eventually put a version of it in Thermal Expansion proper, this is really meant to serve as a blueprint on how to make one of these things.
So, port / extend / expand away!
Quick question, how exactly does it work as an IC2 wrench? I mean, does it act like the Electrical Wrench with lossless mode or does it act like the old fashioned regular wrench (which means it'll break your machines half the time)? I'm assuming it doesn't require a EU charge like the IC2 wrench does which is why I'm asking.
I won't say it's completely impossible, but BC2 doesn't support anything like this and I'm sticking with API-supported code as much as is feasible to keep with the intent of the modders.
BC2 is also largely obsolete - fairly stable builds of BC3 can be found for SMP, and once released for 1.3.x, BC2 will forever fade into obscurity.