Minseo2000: Liquiducts are pretty near instant. Definitely a lot less laggy.
Oh that's good. Anyways, are there more ways to automate liquid transportation between the smelterly and other things that need molten metals? Othee than BC waterproof pipes and TE liquiducts?
Oh that's good. Anyways, are there more ways to automate liquid transportation between the smelterly and other things that need molten metals? Other than BC waterproof pipes and TE liquiducts?
If there are, I'm not aware of them.
Note that the BC waterproof pipes are a lot easier to make than liquiducts; to make liquiducts, you need (at least):
(for making the dusts)
1 IC2 Macerator, Metallurgy 2 Crusher, or TE Pulverizer
(for making the hardened glass)
1 TE Induction Smelter (requires 2 gold ingots, 7 iron ingots, 2 copper ingots, 2 Invar ingots, 2 redstone dust, and 4 glass)
to make 4 liquiducts.
Wheras BC waterproof pipes, you just need 2 wooden planks, 2 pieces of cobblestone, 2 pieces of glass, and 2 cactuses to make 8 wooden and 8 cobble waterproof pipes. The only machinery required is some kind of furnace and a regular crafting table.
That said, that is precisely why I prefer TE liquiducts over BC pipes
I've caught a lovely virus that only knows the word PAIN. Progress is understandably slowed, sleepless nights abound. Yay?
Minseo2000: I have aqueducts planned for automation of sorts. They don't exist yet, and I'm not really a fan of automation, just shiny liquids flowing everywhere.
joeyjam: I have buckets of liquid metal for the smeltery, albeit they're not cooperative right now.
Minseo2000: I have aqueducts planned for automation of sorts. They don't exist yet, and I'm not really a fan of automation, just shiny liquids flowing everywhere.
joeyjam: I have buckets of liquid metal for the smeltery, albeit they're not cooperative right now.
To pull over from a recent post in Minefactory Reloaded that I made:
Or, if you really want to go with a multi-block sort of thing, you could add a couple types of liquid blocks, a still block and a flowing block, and, using tile entity data, make them work with all of the Liquid Dictionary And then you'd have to build actual aquaducts to make them flow, and use pumps and whatnot to lift them up blocks and then have liquid gatherers and drainers and whatnot for your machines
Very little automation, very much multi-block structure creativity.
(for making the dusts)
1 IC2 Macerator, Metallurgy 2 Crusher, or TE Pulverizer
(for making the hardened glass)
1 TE Induction Smelter (requires 2 gold ingots, 7 iron ingots, 2 copper ingots, 2 Invar ingots, 2 redstone dust, and 4 glass)
to make 4 liquiducts.
Wheras BC waterproof pipes, you just need 2 wooden planks, 2 pieces of cobblestone, 2 pieces of glass, and 2 cactuses to make 8 wooden and 8 cobble waterproof pipes. The only machinery required is some kind of furnace and a regular crafting table.
That said, that is precisely why I prefer TE liquiducts over BC pipes
electrum is for redstone energy conduts not liquiducts
liquiducts use copper not electrum
Feeling better today, still looking at a minimum of a week (probably more) before TConstruct is ready for 1.5.
KPallday: Enchantments will be put on the tools via books as modifiers eventually. Some of them will have alternatives, like luck.
Minseo2000: I find that I always need more ores, no matter how many I have on hand.
KPallday: I had intentionally not started on bows because of the things they entail. Armor I just don't have enough modifiers for yet. (Double-jump and speed do not a full set make)
KPallday: I had intentionally not started on bows because of the things they entail. Armor I just don't have enough modifiers for yet. (Double-jump and speed do not a full set make)
Hmmm.
Impenetrable (positive) - any incoming hits to the armor (meaning anything bypassing the armor still passes through normally) only deal 1/2 heart of damage; all the rest is converted into armor damage points.
Rusty (negative) - contact with water, be it rain, snow, snowballs, or swimming causes damage over time, slowing the player's speed due to the rusty joints.
Shiny (positive) - anything attacking you without a weapon or projectile (with fists, essentially) has a chance of being blinded by shininess if the light level is high, and not only missing you, but being unable to move, stunned with pain, for a few seconds.
Bulletproof (positive) - any projectile hitting you has a chance of bouncing off.
Magnetic (positive/negative) - nearby items and XP orbs are attracted to you from greater distances. But, so are lightning strikes during a storm...
Spiky (positive) - anything hitting you with its fists has a chance of taking damage instead of damaging you.
Airtight (positive/negative) - increases your breath time underwater, decreases the amount of damage you get from lava and fire, and makes you immune to poison and wither effects from attacking creatures, but only if you have a full airtight set, and also decreases your walking speed a little. You can't eat while wearing an airtight helmet, either.
Minseo2000: I find that I always need more ores, no matter how many I have on hand.
Digging out gravels seems to uncover quite a few amounts of ores, ravines will probably host more ores than caves. Well of course,that is depending on the size of the cave. Minshafts are dangerous but if going with a handful of torches and a sword, they are pretty much safe and you'll be coming back with more than a full satck of iron ore by the end of your mining trip. Once, i found a HUGE cave system and gathered enough ores to fill my inventory (or a small chest) on the first mining trip, which was around 1 minecraft week.
Note: by ores, i am including ores added by IC2, GT, TC3, Metallurgy and a few other mods.
Impenetrable (positive) - any incoming hits to the armor (meaning anything bypassing the armor still passes through normally) only deal 1/2 heart of damage; all the rest is converted into armor damage points.
Rusty (negative) - contact with water, be it rain, snow, snowballs, or swimming causes damage over time, slowing the player's speed due to the rusty joints.
Shiny (positive) - anything attacking you without a weapon or projectile (with fists, essentially) has a chance of being blinded by shininess if the light level is high, and not only missing you, but being unable to move, stunned with pain, for a few seconds.
Bulletproof (positive) - any projectile hitting you has a chance of bouncing off.
Magnetic (positive/negative) - nearby items and XP orbs are attracted to you from greater distances. But, so are lightning strikes during a storm...
Spiky (positive) - anything hitting you with its fists has a chance of taking damage instead of damaging you.
Airtight (positive/negative) - increases your breath time underwater, decreases the amount of damage you get from lava and fire, and makes you immune to poison and wither effects from attacking creatures, but only if you have a full airtight set, and also decreases your walking speed a little. You can't eat while wearing an airtight helmet, either.
here are some modifiers for armor:
recharge: when hit by lightning, your durability recharges to full durability.
un-angering: endermen don`t become angry when looked at.
Mob indication (helmet): this would allow you to see through walls for mobs. it would only indicate that there is a mob there, not wich mob it is or if its neutral hostile and you would only see a dot and not how far away it is.
Healing(chestplate only):this heals you 0,5 heart (1 health) per 4 sec.
parachute(chestplate only): you would slowly decent when you hold shift, but it would use 1 durability every second. you would not get fall damage when you slowly decent to the ground.
bows:
Arrow rain: You shoot multiple arrows at the same time.
marking: this would have a 10% chance to ''mark'' mobs/players. when a player/mob is marked the next arrow automatcly goes to the marked entity,but when the next shot is done, the ''mark'' is removed.
I think what he also means is the code for them. The java programming language is very comprehensive.
Absolutely amazing mod. The tools and the variety are so vast, I think I will never run out of unique tools. I do have a few questions:
What does the writable aspect do? It seems you can rename any tool, so why would I want to add this to a tool?
How do you rename tools. I see the line for entering text, but after putting the tool in the slot, and modifying it, it doesn't have a name(this was on a writable tool)
BTW, I can't make tools out of the ores you added. Is this a bug, or only temporary?
The armor modifiers are appreciated. Some of them look nice enough to make it in the game.
Liquid rendering went from a generated sprite to an animated spritesheet. I'm done with catchup on most other things, I just have to sprite the liquids, test, debug, then finish up the smeltery. Golems will come later.
And before anyone gets the wrong idea, I'm still on the edge of burnout. Gonna need some time off somewhere.
Minseo2000: Digging out gravel? Psh, you need to mine with TNT!
ryanjh55212: Java is limiting and slow. It's unbiasedly the worst programming language I've worked with.
Conure: When tools are created they are given a unique identity. These tools last forever, they are a product of your work. Changing the identity of a tool is such a shame...
Taigore: Descriptions on tools will be one of the main draws on the upgraded tool station. That and 4 slots to work with.
http://www.minecraftforum.net/topic/774113-110-golem-factory-updatejan-16-medusa-and-antigravity-golems/
Oh that's good. Anyways, are there more ways to automate liquid transportation between the smelterly and other things that need molten metals? Othee than BC waterproof pipes and TE liquiducts?
If there are, I'm not aware of them.
Note that the BC waterproof pipes are a lot easier to make than liquiducts; to make liquiducts, you need (at least):
2 electrum ingots
(and thusly)
2 gold dust
2 silver dust
1 hardened glass
(and thusly)
1 lead dust
2 obsidian dust
(makes 2)
(for making the dusts)
1 IC2 Macerator, Metallurgy 2 Crusher, or TE Pulverizer
(for making the hardened glass)
1 TE Induction Smelter (requires 2 gold ingots, 7 iron ingots, 2 copper ingots, 2 Invar ingots, 2 redstone dust, and 4 glass)
to make 4 liquiducts.
Wheras BC waterproof pipes, you just need 2 wooden planks, 2 pieces of cobblestone, 2 pieces of glass, and 2 cactuses to make 8 wooden and 8 cobble waterproof pipes. The only machinery required is some kind of furnace and a regular crafting table.
That said, that is precisely why I prefer TE liquiducts over BC pipes
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Minseo2000: I have aqueducts planned for automation of sorts. They don't exist yet, and I'm not really a fan of automation, just shiny liquids flowing everywhere.
joeyjam: I have buckets of liquid metal for the smeltery, albeit they're not cooperative right now.
To pull over from a recent post in Minefactory Reloaded that I made:
Very little automation, very much multi-block structure creativity.
Heh, I think mDiyo meant the physical kind of virus... if a computer virus is giving you sleepless nights, you have an addiction to break somewhere.
Hope you feel better soon. Being sick sucks. :/
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
electrum is for redstone energy conduts not liquiducts
liquiducts use copper not electrum
Doesn't matter what is the material cause I got plenty. Once you find a friggin huge cave system, your ore finding problems are OVER.
Ah, my bad. Sorry
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
KPallday: Enchantments will be put on the tools via books as modifiers eventually. Some of them will have alternatives, like luck.
Minseo2000: I find that I always need more ores, no matter how many I have on hand.
KPallday: I had intentionally not started on bows because of the things they entail. Armor I just don't have enough modifiers for yet. (Double-jump and speed do not a full set make)
Hmmm.
Impenetrable (positive) - any incoming hits to the armor (meaning anything bypassing the armor still passes through normally) only deal 1/2 heart of damage; all the rest is converted into armor damage points.
Rusty (negative) - contact with water, be it rain, snow, snowballs, or swimming causes damage over time, slowing the player's speed due to the rusty joints.
Shiny (positive) - anything attacking you without a weapon or projectile (with fists, essentially) has a chance of being blinded by shininess if the light level is high, and not only missing you, but being unable to move, stunned with pain, for a few seconds.
Bulletproof (positive) - any projectile hitting you has a chance of bouncing off.
Magnetic (positive/negative) - nearby items and XP orbs are attracted to you from greater distances. But, so are lightning strikes during a storm...
Spiky (positive) - anything hitting you with its fists has a chance of taking damage instead of damaging you.
Airtight (positive/negative) - increases your breath time underwater, decreases the amount of damage you get from lava and fire, and makes you immune to poison and wither effects from attacking creatures, but only if you have a full airtight set, and also decreases your walking speed a little. You can't eat while wearing an airtight helmet, either.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Digging out gravels seems to uncover quite a few amounts of ores, ravines will probably host more ores than caves. Well of course,that is depending on the size of the cave. Minshafts are dangerous but if going with a handful of torches and a sword, they are pretty much safe and you'll be coming back with more than a full satck of iron ore by the end of your mining trip. Once, i found a HUGE cave system and gathered enough ores to fill my inventory (or a small chest) on the first mining trip, which was around 1 minecraft week.
Note: by ores, i am including ores added by IC2, GT, TC3, Metallurgy and a few other mods.
I think what he also means is the code for them. The java programming language is very comprehensive.
What does the writable aspect do? It seems you can rename any tool, so why would I want to add this to a tool?
How do you rename tools. I see the line for entering text, but after putting the tool in the slot, and modifying it, it doesn't have a name(this was on a writable tool)
BTW, I can't make tools out of the ores you added. Is this a bug, or only temporary?
On a completely unrelated note: I got a crash after adding the Buildcraft Additional Pipes Mod.
http://pastebin.com/L0CDYAnQ
That's because you have to use the Smeltery. Read back through the past 5 pages or so to see how it works.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Liquid rendering went from a generated sprite to an animated spritesheet. I'm done with catchup on most other things, I just have to sprite the liquids, test, debug, then finish up the smeltery. Golems will come later.
And before anyone gets the wrong idea, I'm still on the edge of burnout. Gonna need some time off somewhere.
Minseo2000: Digging out gravel? Psh, you need to mine with TNT!
ryanjh55212: Java is limiting and slow. It's unbiasedly the worst programming language I've worked with.
Conure: When tools are created they are given a unique identity. These tools last forever, they are a product of your work. Changing the identity of a tool is such a shame...
Taigore: Descriptions on tools will be one of the main draws on the upgraded tool station. That and 4 slots to work with.
Conure: You probably have an item ID conflict.