Version 1.3.3 is now out. It fixes an EU output bug, as well as changes the way energy storage upgrade modules work. You can now use the new side specific mode on the socket remote (white) to switch them between input and output mode, or turn off their energy interface completely (no arrow).
I've just released a quick bugfix update (1.3.4) which fixes the following bugs:
*Sockets accept and request BuildCraft energy when their internal capacitors are full
*Multi outputs only outputting the first type of resource they are able to output
*Item ejectors not ejecting items that were present in inventories when they were added to the socket, or when the sockets config changes
It also adds a minor new feature; you are now able to select an inventory or tank to exclude for an item or fluid distributor respectively, allowing you to distribute evenly in two directions instead of just 3.
I found these when I finally got around to playing around with the mod in SSP.
Version 1.4.0 is now out. It adds redstone timers, BUDS, freezers, lava intakes (cobble generators), water coolers (harden lava into cobble/obsidian in the world), and advanced energy storage upgrades (10x the storage of the normal ones allowing you to store up to 6 000 500 MJ in one block). It also adds two new tools, the Engineer's wrench, which is a BuildCraft wrench with a few extra features for working with sockets, and something called a redstone wand, which allows you to place temporary redstone emitting orbs into the world.
This mod looks extremely interesting, I'm not sure why your thread isn't blowing up with views. The only thing I can suggest is to get a better place to store all of your information besides all in the forum thread. You should save the forum thread for a brief description and pictures to get people interested, and leave it up to them to seek out additional information like a wiki or website. All of this information is very overwhelming on first look over, and I think that's what is turning people away from your page.
Other than that, it looks like great work I'm going to test this mod out as soon as I download it. Also, what are your views on mod packs? Would you be willing to allow people to redistribute your mod in a mod pack? If so, I'd love to have this mod in my server pack.
That's something I've been meaning to do. I'm also planning on making a few tutorial videos as I've spoken to a few people who are having trouble understanding how the mod works. The mod has only been out for a couple weeks so I just haven't had the time to better organize everything.
I don't have any sort of problem with modpacks. As long as you're not breaking the Minecraft ToS in some way, and give appropriate credit, go right ahead.
I was playing with this mod for just a little and I had a quick suggestion, for those of us playing with mods that get rid of infinite water off, maybe a configuration option to shut off the crafting of the water grate, the one where if it is touching source blocks it'd generates water for free. Just a suggestion, not really a big deal if you don't do it
I was playing with this mod for just a little and I had a quick suggestion, for those of us playing with mods that get rid of infinite water off, maybe a configuration option to shut off the crafting of the water grate, the one where if it is touching source blocks it'd generates water for free. Just a suggestion, not really a big deal if you don't do it
I honestly hadn't thought of that. It will only take 3 lines of code, so I'll add it in for the next release if I remember.
Not at the moment, although, I suppose it couldn't hurt to look into making one. For the time being, if you have any questions you can reach me either via this thread, or my twitter (@Emasher_)
Was wondering if you had any plans for a color blind mode? Perhaps a config option where you can switch from colors to number. Something like what TE and a few other mods do?
Been playing with it and it is a very cool mod. But as everything relies entirely on colors and being unable to see them I'm kinda left doing the guessing game until stuff works how I want.
I hadn't considered that. I don't know if I'll have time to fit it into the upcoming version 1.5.0, but I'll definitely add it in when I update to Minecraft 1.6.
In the mean time, the indicators at the bottom of each face are Blue, Green, Red, and Purple from left to right. The green and red indicators are on either side of the center of the face. With the remote, the damage values are the key. Blue mode is 0, green is 1, red is 2, purple is 3, white is 4, and in version 1.5.0 yellow will be 5, and cyan will be 6. You can view the damage value of an item by installing a mod like NEI and then looking at the items tooltip. They have the format "itemName itemID:itemDamage".
Development of the next version is going fairly well. I just have a few more things to add, so I expect it will be out sometime this evening. The update has a number of new features including (but certainly not limited to) a type of power generation which I believe no mod has touched before, which has some cool mechanics, as well as support for a certain BuildCraft feature.
I have a colour blind mode working for the socket remote now, so it's definitely going to be in the next version. I'm not entirely sure if there are any other textures that need adapting though.
I have a colour blind mode working for the socket remote now, so it's definitely going to be in the next version. I'm not entirely sure if there are any other textures that need adapting though.
Oh, wow! You jumped on that request quite quickly. Awesome! Thanks.
Ya, the ones tripping me up the most were the remote and the bars at the bottom of the of the covers. Being a red/green color blind the colors that trip me up are red & green (obviously! Lol) and like the blue and purple look similar and can be hard to tell the difference of. Orange and Yellow can also be pretty hard to see the difference between.
Okay, version 1.5.0 1.5.1 is now out. I'm too tired to update the information right now, but here's a quick changelog:
+ Colour blind mode for the remote
+ Cheaper recipes for the more basic modules (See NEI)
+ Buttons can now be dyed
+ BuildCraft facades can be placed on sockets
+ New remote functions to remove facades (cyan) and hide (and lock) indicators (yellow)
+ Added delayer (pulses after timer counts down, timer starts on a pulse from an internal circuit)
+ Added state cell (like the delayer, but has a continuous signal when counting down)
+ Added Pressure plate (self explanatory, but must be on top of the socket to work)
+ Added Piezo Electric tile (Generates 1 MJ every time an entity walks on it)
+ Added hydroelectric turbine (Generates power when adjacent to a water tile when in a river)
+ Added self destruct system (This could make some great landmines when combined with the pressure plate, facades, and the indicator locker)
*Fixed a bug that caused the breakers to not break blocks with hardness zero.
Wow, amazing mod you got there Emasher, an original and extremely functional concept, can't wait to try this out :D. I just wonder why this mod isn't very known, i know this mod it's new, but still, this thread should have more than just two pages of comments (most just from mod updates). Also i didn't know about those other mods you made, gotta go check those too.
Also, Bevo, can we expect a block/mod spotlight from this mod in the future? - a random subscriber.
Alright, version 1.5.2 is now out. It re-balances the piezoelectric generators. They now output 8 MJ per step, but they have a one second cooldown time. They also have a one in twenty chance of doing two hearts of damage whenever they generate power. This requires you to do something to keep your animals moving, as well as replenish them, as they will die over time. Version 1.5.2 also fixes a bug with sockets sometimes producing infinite energy when daisy chained.
I've also released an update for EmasherCore, which fixes a bug with algae not sending block updates when it's placed, or when it grows. It also doubles the output for the machine component recipes, which should make sockets much more accessible.
Wow, amazing mod you got there Emasher, an original and extremely functional concept, can't wait to try this out . I just wonder why this mod isn't very known, i know this mod it's new, but still, this thread should have more than just two pages of comments (most just from mod updates). Also i didn't know about those other mods you made, gotta go check those too.
Also, Bevo, can we expect a block/mod spotlight from this mod in the future? - a random subscriber.
Thanks. As someone else said earlier, it probably has a lot to do with the fact that the original post has an overwhelming amount of information in it. It makes the mod seem complicated, which probably puts people off from it. I'm going to move the information to my wiki, and re-write the post when I have time.
Also: GasCraft, and Defense.
Also: GasCraft, and Defense.
Also: GasCraft, and Defense.
*Sockets accept and request BuildCraft energy when their internal capacitors are full
*Multi outputs only outputting the first type of resource they are able to output
*Item ejectors not ejecting items that were present in inventories when they were added to the socket, or when the sockets config changes
It also adds a minor new feature; you are now able to select an inventory or tank to exclude for an item or fluid distributor respectively, allowing you to distribute evenly in two directions instead of just 3.
I found these when I finally got around to playing around with the mod in SSP.
Also: GasCraft, and Defense.
Also: GasCraft, and Defense.
Other than that, it looks like great work I'm going to test this mod out as soon as I download it. Also, what are your views on mod packs? Would you be willing to allow people to redistribute your mod in a mod pack? If so, I'd love to have this mod in my server pack.
Follow me on twitter! @dreinsteinium
I don't have any sort of problem with modpacks. As long as you're not breaking the Minecraft ToS in some way, and give appropriate credit, go right ahead.
Also: GasCraft, and Defense.
I honestly hadn't thought of that. It will only take 3 lines of code, so I'll add it in for the next release if I remember.
That could be a while. I'm not going to bother updating until BuildCraft is updated as it will be too difficult to test otherwise.
Also: GasCraft, and Defense.
Quick question if you don't mind, do you have an EsperNet IRC Channel?
Also: GasCraft, and Defense.
Been playing with it and it is a very cool mod. But as everything relies entirely on colors and being unable to see them I'm kinda left doing the guessing game until stuff works how I want.
In the mean time, the indicators at the bottom of each face are Blue, Green, Red, and Purple from left to right. The green and red indicators are on either side of the center of the face. With the remote, the damage values are the key. Blue mode is 0, green is 1, red is 2, purple is 3, white is 4, and in version 1.5.0 yellow will be 5, and cyan will be 6. You can view the damage value of an item by installing a mod like NEI and then looking at the items tooltip. They have the format "itemName itemID:itemDamage".
Also: GasCraft, and Defense.
I have a colour blind mode working for the socket remote now, so it's definitely going to be in the next version. I'm not entirely sure if there are any other textures that need adapting though.
Also: GasCraft, and Defense.
Ya, the ones tripping me up the most were the remote and the bars at the bottom of the of the covers. Being a red/green color blind the colors that trip me up are red & green (obviously! Lol) and like the blue and purple look similar and can be hard to tell the difference of. Orange and Yellow can also be pretty hard to see the difference between.
1.5.01.5.1 is now out. I'm too tired to update the information right now, but here's a quick changelog:+ Colour blind mode for the remote
+ Cheaper recipes for the more basic modules (See NEI)
+ Buttons can now be dyed
+ BuildCraft facades can be placed on sockets
+ New remote functions to remove facades (cyan) and hide (and lock) indicators (yellow)
+ Added delayer (pulses after timer counts down, timer starts on a pulse from an internal circuit)
+ Added state cell (like the delayer, but has a continuous signal when counting down)
+ Added Pressure plate (self explanatory, but must be on top of the socket to work)
+ Added Piezo Electric tile (Generates 1 MJ every time an entity walks on it)
+ Added hydroelectric turbine (Generates power when adjacent to a water tile when in a river)
+ Added self destruct system (This could make some great landmines when combined with the pressure plate, facades, and the indicator locker)
*Fixed a bug that caused the breakers to not break blocks with hardness zero.
Also: GasCraft, and Defense.
Also, Bevo, can we expect a block/mod spotlight from this mod in the future? - a random subscriber.
I've also released an update for EmasherCore, which fixes a bug with algae not sending block updates when it's placed, or when it grows. It also doubles the output for the machine component recipes, which should make sockets much more accessible.
Thanks. As someone else said earlier, it probably has a lot to do with the fact that the original post has an overwhelming amount of information in it. It makes the mod seem complicated, which probably puts people off from it. I'm going to move the information to my wiki, and re-write the post when I have time.
Also: GasCraft, and Defense.