Erasmus just a random idea : make some natura's sapling seed once you have time (no rush) and maybe just maybe have a little ,,thing'' to use with tinker's construct because your's mod and tinker's construct goes so well together
I second this. I would really like to be able to get the high end (nether) tinker's ores on skyblock.
If you need to make a lot of clay or glass then I could see that mechanic becoming annoying. Allowing the hammer to be automated wouldn't be too bad, so I'll see about doing that in the future. I haven't decided what kind of power mechanic I want to use or if I want to put my own together, so that will be a while in the making I'm afraid.
I'm totally for an axle / gear box low tech power (at least for the beginning stages) Mods that skip straight to electricity or "energy" are immersion breaking. Eventually you would be able to add a steam engine to create mechanical power or use steam directly in your machines. then stage three could be "energy" or Electricity. As for how to do the automation i would suggest a "Mechanical Arm" that uses the mechanical power to "swing" a tool. that way you could put a hammer or a pick axe in it with the block facing the cobble gen to automate cobble and dust. or smooth stone with an enchanted pick.
Regarding Mechanical Power, I think some sort of clockwork, wind-up system might work best. That way, it's possible to get stuff done in large batches without constant supervision, but it'd still need the player to come and re-wind it, maybe expending a large amount of hunger depending on the size of the system in question?
I know these posts are a little old so you probably didn't see them, but I wanted to know if you made any headway on a automation system? Its just the hammer mechanic in question really, the other aspects can be automated with other mods.
@Erasmus_Crowley: how about automating the hammer in a different way? E.g. using that gunpowder to make e.g. shaped charges that don't destroy the cobble but blast it like hammer? It would not need any contrived (and yet another) power system and would give use to gunpowder. Also making new meta-machines (i.e. not a multiblock furnace or a single block do everything machine) is way more interesting. Bonus "points" if it's somehow hard to use/make (e.g. needs 64 gunpowder and blasts a HUGE area, thus you would need to design such blasting facility around that).
Or maybe make a multiblock like the tinkers construct smeltery where you put items to break eg cobble, gravel, sand, ores, ore, gravel, ect. and have a slot for gunpowder, and have it use a certain amount of gunpowder per block broken down? I would really like to see something like that! Also thank you @warmist for giving me this idea!
I Agree that would be awesome even though you can automate the use of hammer with tubestuff block breaker which aint too op....THOUGH it would be awesome to have a siever turtle
you wouldn't even need a separate turtle type, just make it so the turtle place block command acts on the seive like a player right click--wouldn't be too op, turtles are pretty slow.
never used tubestuff before myself; i just really like programming computercraft.
I'm gonna take a couple of days to catch my breath and read up on the new posts in the thread and then I'll get back to work. Thanks for the patience and all the great feedback. I really appreciate it!
Time: 10/12/13 22.11
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 4048 to the Fluid 'electrum.molten' but this Fluid has already been linked to BlockID 3200. Configure your mods to prevent this from happening.
at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:136)
at tconstruct.common.TContent.registerBlocks(TContent.java:695)
at tconstruct.common.TContent.<init>(TContent.java:306)
at tconstruct.TConstruct.preInit(TConstruct.java:90)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 4048 to the Fluid 'electrum.molten' but this Fluid has already been linked to BlockID 3200. Configure your mods to prevent this from happening.
... 41 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
This is a block ID conflict. It's saying that a mod (probably my mod) is taking ID 3200. Tinkers Construct is moving its blocks to a different number because of that. The easiest remedy is to move my blocks to a different chunk of IDs. You can do that in the config.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/15/2013
Posts:
137
Minecraft:
Rustyminer28
Member Details
A random suggestion that I got was a Hellblock. In the Overworld, there is a block of dirt where you spawn or a Skyblock. So, what about a block of soul sand, replacing dirt and netherrack, replacing trees that spawns in the Nether. Could you also add support for the Aether II and spawn an Aethblock in the Aether with a Skyroot treeand Aether Dirt? Could you also add support for the Aether II, like aether plants through sifting Aether Dirt, decomposing Aether materials in Skyroot Barrels and breaking aether blocks with an aether hammer to make some blocks renewable? More Suggestions;
6: Holystone Barrel
7: Renewable Holystone by enchanting cobblestone on a altar
8: Creating quiksoil by enchanting sand on an altar
9: Creating Different Aerclouds through listed methods:
White: Placing Ambrosium torches around a Skyroot Barrel
Golden: Putting a Cold Aercloud in a Holystone Barrel and left clicking it with ten golden amber. Then you put Ambrosium torches around the barrel
Purple: Same as Golden Aercloud but with ten purple flowers
Green: Put a purple Aercloud in a Holystone Barrel with ten Redstone dust units
Storm: Transforms from cold when hit by lightning
10: Cold Water which is created when a cold Aercloud is put in a Holystone barrel
11. Freeze Holystone into icestone when a cold water barrel is nearby and change Holystone to mossy Holystone when water barrel is nearby.
12. Zanite and gravitite broken forms through hammer and sifting.
13. Swetty Balls can be made by putting a bucket of cold water into a bucket of slime and left-clicking. Addig glowstone dust will turn it into golden slime
14. Dungeons still spawn if empty world is turned on
15. Continuum Orbs can be created by heating a cauldron and putting in aether dirt and enchanted gravitite, representing value and non value
I know that aether II for 1.6.4 hasn't come out yet, but I hear that it will soon so these are just some suggestions to take into consideration.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/15/2013
Posts:
137
Minecraft:
Rustyminer28
Member Details
Set of suggestions 2
Sorry for the long posts, but I really like to suggest many ideas at once
Corruption of witch water
1: Change only priests into witches. Priests cannot turn into zombies
2: When villagers change, they are equipted with items specific to their profession.
3: Squids change to Ghasts in witch water
4: Zombies change into skeletons, because the witch water is acidic and burns away their flesh.
5: Skeletons are corrupted into Wither Skeletons
6: Pigs become creepers because the first creeper was supposed to be a pig.
7: If you create a snow golem in witch water, it will absorb some of the witch water, making it stronger but also eviler. It would look something like the mutant snow golem from the mutant mod but will attack you.
8: If a player dies in witch water in MP, they become a zombie and do not respawn until someone kills them. If all other players leave the server, they die and respawn.
Thank you for taking your time to read these two really long posts
Correction: For the cold Aerclouds, you put water in he barrel first. I know that swets and zephyrs and tempests can drop Aerclouds but I like the idea of having a way to get Aerclouds on peaceful
Set of suggestions 2
Sorry for the long posts, but I really like to suggest many ideas at once
Corruption of witch water
1: Change only priests into witches. Priests cannot turn into zombies
2: When villagers change, they are equipted with items specific to their profession.
3: Squids change to Ghasts in witch water
4: Zombies change into skeletons, because the witch water is acidic and burns away their flesh.
5: Skeletons are corrupted into Wither Skeletons
6: Pigs become creepers because the first creeper was supposed to be a pig.
7: If you create a snow golem in witch water, it will absorb some of the witch water, making it stronger but also eviler. It would look something like the mutant snow golem from the mutant mod but will attack you.
8: If a player dies in witch water in MP, they become a zombie and do not respawn until someone kills them. If all other players leave the server, they die and respawn.
Thank you for taking your time to read these two really long posts
Correction: For the cold Aerclouds, you put water in he barrel first. I know that swets and zephyrs and tempests can drop Aerclouds but I like the idea of having a way to get Aerclouds on peaceful
For the Aether suggestions, maybe. I've never really played with that mod. I'll have to give it a try sometime, but when I do I'll come back and look again at your list.
For the rest...
Already done.
Might be cool, but might be OP if not handled delicately. I can't have blacksmith villagers turning into zombies with anvils. =)
Already done.
It's not so much that it's acidic as it is evil and hungry. Besides, this would basically cause all villagers (except priests) to turn into wither skeletons. Villager -> Zombie -> Skeleton -> Wither Skeleton.
Already done.
That's not a bad idea either. Right now they turn into zombie pigmen. I think both could fit, so I probably won't change it.
I really like this. =)
It would be next to impossible to hijack the respawn features. Even if I managed to pull it off, it would make a witch water a very powerful griefing tool. Imagine someone turning you into a zombie and then locking the zombie in a cage for a few days.
For the Aether suggestions, maybe. I've never really played with that mod. I'll have to give it a try sometime, but when I do I'll come back and look again at your list.
For the rest...
Already done.
Might be cool, but might be OP if not handled delicately. I can't have blacksmith villagers turning into zombies with anvils. =)
Already done.
It's not so much that it's acidic as it is evil and hungry. Besides, this would basically cause all villagers (except priests) to turn into wither skeletons. Villager -> Zombie -> Skeleton -> Wither Skeleton.
Already done.
That's not a bad idea either. Right now they turn into zombie pigmen. I think both could fit, so I probably won't change it.
I really like this. =)
It would be next to impossible to hijack the respawn features. Even if I managed to pull it off, it would make a witch water a very powerful griefing tool. Imagine someone turning you into a zombie and then locking the zombie in a cage for a few days.
Ok. Thanks for telling me all this. I haven't really experimented with Witch Water yet.
2. Blacksmiths hold hammers. Farmers hold hoes. Librarians hold book and quill. Butchers hold swords, because they butcher animals for meat.
4. Villagers become Zombie VILLAGERS, not zombies so this wouldn't affect them. But you would have to take them out again before they can transform. How's that?
6. Pigs already change when they are struck by lightning.
8. You're right.
7. Here's a new suggestion: When you kill these mutant snow golems, they drop mutant snow. If you use these to craft a snow golem in WATER, they become friendly mutant snow golems. If you craft them on land, they are still evil. This is because the water kind of 'washes away' the evil but not the power.
Here's another thought. You can put witch water in a bottle and drink it. You will have strength IV, fire resistance, resistance and health boost but will also have nausea and can sometimes lose control of your actions.
Next idea: Witch Water in a bottle can be used to brew the missing potions, Health Boost, Blindness, etc etc.
Final Idea: When Witch Water and Lava mix, it spawns a new mob, some kind of Fiery Devourer (got the idea from Witch Water is evil and hungry). When you kill this mob, seperates into an Enderman and Blaze and drops and Ender Frame. If you place endstone beneath and Ender Frame and ignited a TNT above it, they would transform into a portal frame after the explosion.
I don't know if it is intended or not but I cant get the fluidducts from thermal exp to work on the crucibles.
Someone else reported this at some point, but it's not a bug. This is because of a recent change in the way that fluiducts work. Fluiducts won't auto-pump fluids anymore unless the machine automatically ejects fluids. The crucible doesn't do that.
To make it work, you have put the fluiduct into pull mode. Then you have to right click on the connection between the fluiduct and the crucible with a pneumatic servo. Then you have to apply a redstone signal to the fluiduct.
Just to clarify, this is the way that the Thermal Expansion team wants fluiducts to work. I didn't have anything to do with it.
I know that there's a mod that cooks rotten flesh into leather, that could be a feature. Also, you could make a throwing dynamite with two gunpowder and a string, used as a weapon that gives blast damage to mobs. when you kill an enderman with it it drops an ender shard.
Can you add a way to obtain Oil, Aluminum, and Sulphur for Galacticraft? I was happy to see that your Tin and Copper work with all Galacticraft recipes even though they're different item ID's. Oil in world generation isn't pretty for Skyblock, but I use it for a custom map. (255 layers of nothing but brick. :P)
Equivalent Exchange and Thermal Expansion still aren't updated for 1.6.x, used by you in your youtube videos...TE is in beta phases at least.
Posted a new update. It's on the small side, but I'm trying to get back in the groove. It's hard to find my mojo again after a long break from a project like this. I expanded all the directories in my IDE and I have hundreds of files filled with code. This is by far the largest and most complex thing that I have ever coded.
Changelog:
-added a chance to get lilypads by right clicking dirt with a crook if the dirt is underneath exactly one block of water.
-changed artificial hives to be a little more difficult to pick back up once placed.
-fixed a rare NPE crash bug involving barrels and lighting updates.
After this update, it should now be possible to get every single organic item in the vanilla game with this mod. Yay!
I also updated the documentation in the OP with a bunch of stuff that I've been neglecting. I've still got a lot of work to do on it, but I hope that it's better than it was.
I've been doing some experiments with 3D Studio Max and doing the professional modelling and texturing thing. I'm hoping to use that for the ingot mold block when I do the liquid metals update. Up till now I've been using Techne, which is nice, but it's also very limited in what I can accomplish with it. Hopefully we'll all be showering in molten gold soon! ...Actually, on second thought, lets not do that. Golden showers are usually frowned upon. I'm totally going to do it though, just because I can.
On a side note, thanks for all the suggestions guys. Even if I don't respond to your post, I promise that I read them and I consider every bit of feedback that I get very seriously.
I second this. I would really like to be able to get the high end (nether) tinker's ores on skyblock.
I know these posts are a little old so you probably didn't see them, but I wanted to know if you made any headway on a automation system? Its just the hammer mechanic in question really, the other aspects can be automated with other mods.
Or maybe make a multiblock like the tinkers construct smeltery where you put items to break eg cobble, gravel, sand, ores, ore, gravel, ect. and have a slot for gunpowder, and have it use a certain amount of gunpowder per block broken down? I would really like to see something like that! Also thank you @warmist for giving me this idea!
never used tubestuff before myself; i just really like programming computercraft.
I'm gonna take a couple of days to catch my breath and read up on the new posts in the thread and then I'll get back to work. Thanks for the patience and all the great feedback. I really appreciate it!
This is a block ID conflict. It's saying that a mod (probably my mod) is taking ID 3200. Tinkers Construct is moving its blocks to a different number because of that. The easiest remedy is to move my blocks to a different chunk of IDs. You can do that in the config.
6: Holystone Barrel
7: Renewable Holystone by enchanting cobblestone on a altar
8: Creating quiksoil by enchanting sand on an altar
9: Creating Different Aerclouds through listed methods:
White: Placing Ambrosium torches around a Skyroot Barrel
Golden: Putting a Cold Aercloud in a Holystone Barrel and left clicking it with ten golden amber. Then you put Ambrosium torches around the barrel
Purple: Same as Golden Aercloud but with ten purple flowers
Green: Put a purple Aercloud in a Holystone Barrel with ten Redstone dust units
Storm: Transforms from cold when hit by lightning
10: Cold Water which is created when a cold Aercloud is put in a Holystone barrel
11. Freeze Holystone into icestone when a cold water barrel is nearby and change Holystone to mossy Holystone when water barrel is nearby.
12. Zanite and gravitite broken forms through hammer and sifting.
13. Swetty Balls can be made by putting a bucket of cold water into a bucket of slime and left-clicking. Addig glowstone dust will turn it into golden slime
14. Dungeons still spawn if empty world is turned on
15. Continuum Orbs can be created by heating a cauldron and putting in aether dirt and enchanted gravitite, representing value and non value
I know that aether II for 1.6.4 hasn't come out yet, but I hear that it will soon so these are just some suggestions to take into consideration.
Sorry for the long posts, but I really like to suggest many ideas at once
Corruption of witch water
1: Change only priests into witches. Priests cannot turn into zombies
2: When villagers change, they are equipted with items specific to their profession.
3: Squids change to Ghasts in witch water
4: Zombies change into skeletons, because the witch water is acidic and burns away their flesh.
5: Skeletons are corrupted into Wither Skeletons
6: Pigs become creepers because the first creeper was supposed to be a pig.
7: If you create a snow golem in witch water, it will absorb some of the witch water, making it stronger but also eviler. It would look something like the mutant snow golem from the mutant mod but will attack you.
8: If a player dies in witch water in MP, they become a zombie and do not respawn until someone kills them. If all other players leave the server, they die and respawn.
Thank you for taking your time to read these two really long posts
Correction: For the cold Aerclouds, you put water in he barrel first. I know that swets and zephyrs and tempests can drop Aerclouds but I like the idea of having a way to get Aerclouds on peaceful
For the Aether suggestions, maybe. I've never really played with that mod. I'll have to give it a try sometime, but when I do I'll come back and look again at your list.
For the rest...
Ok. Thanks for telling me all this. I haven't really experimented with Witch Water yet.
2. Blacksmiths hold hammers. Farmers hold hoes. Librarians hold book and quill. Butchers hold swords, because they butcher animals for meat.
4. Villagers become Zombie VILLAGERS, not zombies so this wouldn't affect them. But you would have to take them out again before they can transform. How's that?
6. Pigs already change when they are struck by lightning.
8. You're right.
7. Here's a new suggestion: When you kill these mutant snow golems, they drop mutant snow. If you use these to craft a snow golem in WATER, they become friendly mutant snow golems. If you craft them on land, they are still evil. This is because the water kind of 'washes away' the evil but not the power.
Here's another thought. You can put witch water in a bottle and drink it. You will have strength IV, fire resistance, resistance and health boost but will also have nausea and can sometimes lose control of your actions.
Next idea: Witch Water in a bottle can be used to brew the missing potions, Health Boost, Blindness, etc etc.
Final Idea: When Witch Water and Lava mix, it spawns a new mob, some kind of Fiery Devourer (got the idea from Witch Water is evil and hungry). When you kill this mob, seperates into an Enderman and Blaze and drops and Ender Frame. If you place endstone beneath and Ender Frame and ignited a TNT above it, they would transform into a portal frame after the explosion.
Someone else reported this at some point, but it's not a bug. This is because of a recent change in the way that fluiducts work. Fluiducts won't auto-pump fluids anymore unless the machine automatically ejects fluids. The crucible doesn't do that.
To make it work, you have put the fluiduct into pull mode. Then you have to right click on the connection between the fluiduct and the crucible with a pneumatic servo. Then you have to apply a redstone signal to the fluiduct.
Just to clarify, this is the way that the Thermal Expansion team wants fluiducts to work. I didn't have anything to do with it.
Equivalent Exchange and Thermal Expansion still aren't updated for 1.6.x, used by you in your youtube videos...TE is in beta phases at least.
Changelog:
-added a chance to get lilypads by right clicking dirt with a crook if the dirt is underneath exactly one block of water.
-changed artificial hives to be a little more difficult to pick back up once placed.
-fixed a rare NPE crash bug involving barrels and lighting updates.
After this update, it should now be possible to get every single organic item in the vanilla game with this mod. Yay!
I also updated the documentation in the OP with a bunch of stuff that I've been neglecting. I've still got a lot of work to do on it, but I hope that it's better than it was.
I've been doing some experiments with 3D Studio Max and doing the professional modelling and texturing thing. I'm hoping to use that for the ingot mold block when I do the liquid metals update. Up till now I've been using Techne, which is nice, but it's also very limited in what I can accomplish with it. Hopefully we'll all be showering in molten gold soon! ...Actually, on second thought, lets not do that. Golden showers are usually frowned upon. I'm totally going to do it though, just because I can.
On a side note, thanks for all the suggestions guys. Even if I don't respond to your post, I promise that I read them and I consider every bit of feedback that I get very seriously.