hi, i found a bug with wood chopper. i was farming 1 type of wood and it chopped and collected wood and saplings normally, but when i placed few saplings of another wood type the top left slot for saplings, it started to collect saplings from first type and turn all incoming new saplings into second type.
I can't think of any good additional features for it to have.
I have one, make config for mining speed.
could also try to get or make better textures to make it more appealing for potential new users.
or add additional support for TiC so your mod will detect mining lvl of tool and with that it will judge if it's enough for chosen machine
or you could add toggle for this fuel usage multiplier, if it will be ON it will change for consumed fuel per operation / 1 mined block, if OFF it will stay as it is.
also I really like how your mod works with every tool and already have option like fuel usage multiplier.
The TiC features are actually already implemented. The machines will take TiC tools if their level is equal to the level that it would take, with the diamond machines taking all levels of TiC tools. In my option turning off the fuel usage makes the machines pointless, you may as well just cheat in the ores, I may add it though...
And yes, better textures, but I'm not an artist, those are the best I can do so I'd need someone to come on board and help out.
hi, i found a bug with wood chopper. i was farming 1 type of wood and it chopped and collected wood and saplings normally, but when i placed few saplings of another wood type the top left slot for saplings, it started to collect saplings from first type and turn all incoming new saplings into second type.
Well that's an interesting one. I'm sure I tested that situation...
have you thought about adding more upgrade slots to every tier of the miner?wood would have no slot, stone with 1 slot, iron with 2 slot and diamond with 4 slot
with the added slots, there would be new upgrades you can use.fluid module: if there's an adjacent liquid container, this module will allow the miner to pick up fluids and export them into the adjacent fluid container. the miner will replace the fluid blocks with the filler blocks (this could be helpful to gather lava or get rid of liquid pools underground)
filler module: this module will replace air blocks beneath the miner with the filler blocks (with this you can get rid of any unwanted caves underneath the area you've placed the miner at)
block module: you're able to choose what blocks the miner will use to fill areas with (this way you could for example choose stone and it'll look like no one mined any blocks at that area, what does happen with cobblestone) or what blocks to mine or not to mine (for example you could blacklist mob spawners from getting mined)
cobble module: this module will automatically produce cobble for the miner to use as filling material when provided with a bucket of water and lava. for the cost of some extra water this module can also produce stone, which can be used as a filling material.
inventory module: the inventory of the miner becomes bigger. you can also put in pickaxes and shovels in the inventory which will automatically be replaced whenever the miner breaks a tool. the miner will not export these pickaxes and shovels.
upgrade module: with this module the miner can use special effects from tools such as silk touch or fortune.the miner will also be able to use the 3x3 digging effect from a TiC hammer or the cluster effect from the pickaxe of the core from Thaumcraft
there are probably more modules that you could come up with, but to prevent lower tiers from becoming too unbalanced you could have it so the modules are tiered aswell, so you won't be able to put a tier 4 upgrade in a tier 2 machine. or you could perhaps have it so the modules have points to them, so for example a tier 2 miner would have 10 module points and a cobble module would be 5 points, so you'd have another 5 more points to use on another module.
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There is going to up other types of upgrades (I have 2 planned already and I like the sound of some of yours especially the cobble one!) They are actually just going to go into the same upgrade slot as the others. The planned ones are not going to be tiered, but may not be usable in some of the earlier machines.
I was kind of playing around with this and I wish that if you could make this able to be a source of power to advanced genetics machines please and also please make wires for long distance powering
have you thought about adding more upgrade slots to every tier of the miner?wood would have no slot, stone with 1 slot, iron with 2 slot and diamond with 4 slot
with the added slots, there would be new upgrades you can use.fluid module: if there's an adjacent liquid container, this module will allow the miner to pick up fluids and export them into the adjacent fluid container. the miner will replace the fluid blocks with the filler blocks (this could be helpful to gather lava or get rid of liquid pools underground)
filler module: this module will replace air blocks beneath the miner with the filler blocks (with this you can get rid of any unwanted caves underneath the area you've placed the miner at)
block module: you're able to choose what blocks the miner will use to fill areas with (this way you could for example choose stone and it'll look like no one mined any blocks at that area, what does happen with cobblestone) or what blocks to mine or not to mine (for example you could blacklist mob spawners from getting mined)
cobble module: this module will automatically produce cobble for the miner to use as filling material when provided with a bucket of water and lava. for the cost of some extra water this module can also produce stone, which can be used as a filling material.
inventory module: the inventory of the miner becomes bigger. you can also put in pickaxes and shovels in the inventory which will automatically be replaced whenever the miner breaks a tool. the miner will not export these pickaxes and shovels.
upgrade module: with this module the miner can use special effects from tools such as silk touch or fortune.the miner will also be able to use the 3x3 digging effect from a TiC hammer or the cluster effect from the pickaxe of the core from Thaumcraft
there are probably more modules that you could come up with, but to prevent lower tiers from becoming too unbalanced you could have it so the modules are tiered aswell, so you won't be able to put a tier 4 upgrade in a tier 2 machine. or you could perhaps have it so the modules have points to them, so for example a tier 2 miner would have 10 module points and a cobble module would be 5 points, so you'd have another 5 more points to use on another module.
For the upgrade module - I think it should be named Enchanted Module , and it won't be crafted, instead, it would use the appropriate tier of (range?) module, enchanted with 1,8,15, or 30 levels (depending on the module's tier) that will make it take enchantments into account.
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I'm sorry if someone has already said this (I'm too lazy to read the entire thread) but are you going to take down the poll options for auto trees & rf support seeing as you have already added them?
For my "Something Else" vote, I'd like to suggest support for Metallurgy 4, because somebody needs to give their tiers of metals a point if they won't.
I was kind of playing around with this and I wish that if you could make this able to be a source of power to advanced genetics machines please and also please make wires for long distance powering
I'll have to look and see if their machines can take other power but I'm fairly they have their own closed power system.
I'm sorry if someone has already said this (I'm too lazy to read the entire thread) but are you going to take down the poll options for auto trees & rf support seeing as you have already added them?
I haven't mentioned it yet but after the forums upgrade I somehow lost the ability to edit the poll and I've only managed to edit it now.
For my "Something Else" vote, I'd like to suggest support for Metallurgy 4, because somebody needs to give their tiers of metals a point if they won't.
hahaha. That's a whole lot more tiers.... Probably not going to happen though.
Love this mod, it has great potential for automation!
May I suggest adding a block breaker and placer? The block breaker could break blocks with a specific tool, allowing for fortune and maybe a custom grinding tool to help with the demand for ore processing? This could help with cobblegen, and turn cobble to gravel, and gravel to sand? Maybe also add auto repair. just some Ideas for the poll.
Love this mod, it has great potential for automation!
May I suggest adding a block breaker and placer? The block breaker could break blocks with a specific tool, allowing for fortune and maybe a custom grinding tool to help with the demand for ore processing? This could help with cobblegen, and turn cobble to gravel, and gravel to sand? Maybe also add auto repair. just some Ideas for the poll.
I'm mostly against placers and breakers tbh, they're in enough mods. You could always line up a load of silk touched blocks under a miner and give the miner a fortune pick axe. Some sort of grinding tool in on the books!
The TiC features are actually already implemented. The machines will take TiC tools if their level is equal to the level that it would take, with the diamond machines taking all levels of TiC tools. In my option turning off the fuel usage makes the machines pointless, you may as well just cheat in the ores, I may add it though...
And yes, better textures, but I'm not an artist, those are the best I can do so I'd need someone to come on board and help out.
Well that's an interesting one. I'm sure I tested that situation...
There has been a few requests for a builder type machine. I'm starting to come around to the idea.
Post bug reports fof my mods on github
Support me on patreon
with the added slots, there would be new upgrades you can use.fluid module: if there's an adjacent liquid container, this module will allow the miner to pick up fluids and export them into the adjacent fluid container. the miner will replace the fluid blocks with the filler blocks (this could be helpful to gather lava or get rid of liquid pools underground)
filler module: this module will replace air blocks beneath the miner with the filler blocks (with this you can get rid of any unwanted caves underneath the area you've placed the miner at)
block module: you're able to choose what blocks the miner will use to fill areas with (this way you could for example choose stone and it'll look like no one mined any blocks at that area, what does happen with cobblestone) or what blocks to mine or not to mine (for example you could blacklist mob spawners from getting mined)
cobble module: this module will automatically produce cobble for the miner to use as filling material when provided with a bucket of water and lava. for the cost of some extra water this module can also produce stone, which can be used as a filling material.
inventory module: the inventory of the miner becomes bigger. you can also put in pickaxes and shovels in the inventory which will automatically be replaced whenever the miner breaks a tool. the miner will not export these pickaxes and shovels.
upgrade module: with this module the miner can use special effects from tools such as silk touch or fortune.the miner will also be able to use the 3x3 digging effect from a TiC hammer or the cluster effect from the pickaxe of the core from Thaumcraft
there are probably more modules that you could come up with, but to prevent lower tiers from becoming too unbalanced you could have it so the modules are tiered aswell, so you won't be able to put a tier 4 upgrade in a tier 2 machine. or you could perhaps have it so the modules have points to them, so for example a tier 2 miner would have 10 module points and a cobble module would be 5 points, so you'd have another 5 more points to use on another module.
Post bug reports fof my mods on github
Support me on patreon
~Jackleton
Link
For the upgrade module - I think it should be named Enchanted Module , and it won't be crafted, instead, it would use the appropriate tier of (range?) module, enchanted with 1,8,15, or 30 levels (depending on the module's tier) that will make it take enchantments into account.
I'll have to look and see if their machines can take other power but I'm fairly they have their own closed power system.
What level of hatchet are you using with what level of chopper?
Thanks!
I haven't mentioned it yet but after the forums upgrade I somehow lost the ability to edit the poll and I've only managed to edit it now.
hahaha. That's a whole lot more tiers.... Probably not going to happen though.
Post bug reports fof my mods on github
Support me on patreon
ohhhhhhhhhhh my bad... I forget only work on Diamond; I will test now.. Im using Iron... my bad
edit: yep.. my bad... work perfect
edit2: can un add support for silk touch to the chopper and use durability; sometimes I want leaves xD
I was actually thinking about this and I might add a space for a shears. But it might just be easier to do as you say and use silk touch..
Post bug reports fof my mods on github
Support me on patreon
May I suggest adding a block breaker and placer? The block breaker could break blocks with a specific tool, allowing for fortune and maybe a custom grinding tool to help with the demand for ore processing? This could help with cobblegen, and turn cobble to gravel, and gravel to sand? Maybe also add auto repair. just some Ideas for the poll.
I'm mostly against placers and breakers tbh, they're in enough mods. You could always line up a load of silk touched blocks under a miner and give the miner a fortune pick axe. Some sort of grinding tool in on the books!
Chopping too? I know it will happily keep planting but it shouldn't keep chopping.....
Post bug reports fof my mods on github
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You'd Need An Expensive Recipe Like:
1) 4 Diamond Blocks And 4 Obsidian Around A Diamond Miner To Get Obsidian Miner
2) You Could Make A Diamond-Infused Obsidian Block Out Of Obsidian and diamonds, Then Craft It Around The Diamond Miner To Get The Obsidian Miner
~Jackleton