Can I just go on record as saying THIS mod is the ONLY reason I still play 1.7.10. I would kill to see this ported to 1.10.
I'm electrician's apprentice by trade and my kids and I love minecraft. I have been using this mod to teach them the basics of Ohm's law However, minecraft continues to move forward and this mod not being up to date with it is now holding it back I get it though... still so much to do and change and fix and code and remodel... just to get the mod where you want it... then you have to redo everything for the new version(s) it's a pain in the ass I'm sure
Updating mods across major versions of minecraft is, as you say, a horror. It'll happen eventually, but honestly I'm waiting until someone writes some decent documentation of the process.
If there already is, then you'd do us all a great favor by pointing to it.
This is from my experience porting a mod from 1.7.10 to later versions of minecraft.
for 1.7.10 -> 1.10, the process will be mostly as follows:
Find/replace all instances of the old FML location with the new one (used to be cpw.fml, now is under minecraftforge.fml)
All methods that currently access blocks via world.getBlock(x,y,z) will need to be converted over to using world.getBlockState(blockPos) where the blockpos has the x,y,z.
All entity related methods using datawatcher need to be transfered over to new system (not so relevant here)
All interact methods now have an additional hand variable passed in.
Most methods in Block are now handed the IBlockState to go with it.
Metadata for blocks is replaced with IBlockStates, so methods which use metadata numbers in 1.7.10 need to swap over to using them for 1.8.9.
Block/item rendering needs to move over to using jsons, forge has helped quite a bit here, with some of the things it adds making this easier, including support for obj models. I can point at some code for items with nbt or damage based textures if you want.
Find remaining things that changed locations, and renamed, there were quite a few things, most of the helper classes got moved around.
The largest part for a mod like this one will probably be finding which methods got their names changed, and getting the block rendering working, all of your custom electricity stuff should be mostly fine, I would suggest starting by getting everything but the rendering working, then looking at open source mods for 1.10 to get the rendering done, forge for 1.8.9 fixed most of the things that made fancy rendering pretty much impossible early on in 1.8
In my case, it took a couple days to move my mod over, though it did not have quite as much fancy block rendering as yours does, and all of the entity rendering was pretty much identical.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Are there any servers which run this as their only mod? Thanks. Having an official server for this mod would be really cool... people could make companies for mining, power distribution...
That's a bug. You'll notice that the 200V battery is similarly mis-textured (unless they changed that since I last played).
The capacity oriented one is a bug, for the voltage oriented it is actually not a bug. If you look close you will see that there are two 100V cells in series.
What the deuce, man!?! I have a whole new level of appreciation for modders. How the heck do you all keep up???
I went digging to find info on porting a mod from one version to the next; and there is NOTHING out there... Forge has virtually no documentation at all, other modders guard their trade secrets - cause reasons.... and what few people have written guides have pretty much just frankensteined together whatever they could... The best I could come up with is this post that seems to be an effort at gathering the info in one place. Even they admit that is far from being truly helpful or complete:
already played about 5 hours on 1.7.10 and nothing (almost) to say.
I decided to make a Curse account to give a positive review on this mod.
Pros:
-lots and lots of blocks and items to play around with
-Very realistic behaviors; overheating n shet, yknow, stuff...
-EXPLOSIONS: overloading wires to see boom is fun ( ͡° ͜ʖ ͡° )
-Making something that works is as rewarding than making a perfect bacon sandwich
Cons:
-wind turbine makes weird sounds tho
-fire explosions would be nice (like exploding 4 turbines like i did should do fire)
-Diodes: which way is the input? (texture)
i had 7 water turbines and 6 wind turbines. One turbine made 57 volts by itself (both water and wind if i remember correctly). They were all conected together but they only outputed 57 volts. i would need sum help!
is it because the electricity is lost and it goes nowhere? do i need transformers? diodes? breakers?
Can I just go on record as saying THIS mod is the ONLY reason I still play 1.7.10. I would kill to see this ported to 1.10.
I'm electrician's apprentice by trade and my kids and I love minecraft. I have been using this mod to teach them the basics of Ohm's law However, minecraft continues to move forward and this mod not being up to date with it is now holding it back I get it though... still so much to do and change and fix and code and remodel... just to get the mod where you want it... then you have to redo everything for the new version(s) it's a pain in the ass I'm sure
Well said x0rr0x, i would kill (myself) to see this for 1.10
Seriously, such a great mod like that shouldnt be abandonned. If i just take time to learn another programming language (the one that this mod uses) i would love to help developping this wonderful mod.
@shutdown_lua
The issue with the water and wind turbines is that the power generated is cumulative, but the voltage is not. If you connect two 1.5V batteries to a device, they have a net voltage of 1.5V. It's when you wire those batteries in series that you get 3V. Think of it at putting two fans next to each other. You won't get the air moving faster than with just one fan, but you will get more air moving total. Same logic applies for the turbines.
If you want higher voltages you should use transformers. They trade the current in a wire for voltage based on the equation P=IV, or Power=Current*Voltage. You can also skip the transformers if you have a battery bank, as those can pull double-duty as electricity stores and transformers. I use a pair of water turbines in my basement to charge a set of current-oriented batteries for my Transporter.
@shutdown_lua && @x0rr0x
I've been modding for a while, and can say that just because you know Java doesn't mean you know Minecraft. The code is horribly documented, and only the all-mighty Forge crew seems to know what does what. I'm not part of that circle, so I get hit with tons of surprises each update. I've prepared for most of it by bypassing Minecraft and Forge classes and substituting my own, but things like Block rendering still come back to bite me.
I have't looked at the EA code in a while, but I can say that it's incredibly complex. If I had to take a guess, it's the models that are presenting the most troubles to updating. 1.8 threw a rock into the rendering system that a good number of the smaller mods have yet to overcome.
Turbines can only be set up in parallel, as they only have one wire. Sources with two wires, like batteries and solar panels, can be set up in either parallel or series.
Turbines can only be set up in parallel, as they only have one wire. Sources with two wires, like batteries and solar panels, can be set up in either parallel or series.
So... how should i set up all this? What component do i need to wire this up in parralel, at least.
I would like to ask if it is possible to have mechanisms here.
Let's say a piston will have two ports: 1 for signal and 1 for power. It will be controlled by a signal but won't work without power supplying it. Likewise, we have a normally-open and normally-close piston.
I am using 1.7.10 by the way.
This will be also great if it can work with Project Red. The possibilities with electricity and IC fabrication is endless!
Can I just go on record as saying THIS mod is the ONLY reason I still play 1.7.10. I would kill to see this ported to 1.10.
However, minecraft continues to move forward and this mod not being up to date with it is now holding it back
I get it though... still so much to do and change and fix and code and remodel... just to get the mod where you want it... then you have to redo everything for the new version(s) it's a pain in the ass I'm sure
I'm electrician's apprentice by trade and my kids and I love minecraft. I have been using this mod to teach them the basics of Ohm's law
Forgive writing through a translator. Please add nuclear power. Ore nuclear reactor and its components. Draw inspiration from mod Atomic Science. link to events http://10minecraft.ru/mody-minecraft/164/670462-mod-atomic-science-dlya-minecraft-1.6.4.html.
This is from my experience porting a mod from 1.7.10 to later versions of minecraft.
for 1.7.10 -> 1.10, the process will be mostly as follows:
The largest part for a mod like this one will probably be finding which methods got their names changed, and getting the block rendering working, all of your custom electricity stuff should be mostly fine, I would suggest starting by getting everything but the rendering working, then looking at open source mods for 1.10 to get the rendering done, forge for 1.8.9 fixed most of the things that made fancy rendering pretty much impossible early on in 1.8
In my case, it took a couple days to move my mod over, though it did not have quite as much fancy block rendering as yours does, and all of the entity rendering was pretty much identical.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Are there any servers which run this as their only mod? Thanks. Having an official server for this mod would be really cool... people could make companies for mining, power distribution...
The Capacity-oriented battery's nominal output voltage seems 12V, but the texture says 50V. Is this intentional or bugged ?
The capacity oriented one is a bug, for the voltage oriented it is actually not a bug. If you look close you will see that there are two 100V cells in series.
Website | Github | IRC
I went digging to find info on porting a mod from one version to the next; and there is NOTHING out there... Forge has virtually no documentation at all, other modders guard their trade secrets - cause reasons.... and what few people have written guides have pretty much just frankensteined together whatever they could... The best I could come up with is this post that seems to be an effort at gathering the info in one place. Even they admit that is far from being truly helpful or complete:
https://www.reddit.com/r/feedthebeast/comments/4bc5zj/any_good_18_and_19_modding_resources_aside_from/
EDIT: also found this: http://www.wuppy29.com/minecraft/1-8-tutorial/updating-1-7-to-1-8-part-2-basic-items/#sthash.sAjo7G5N.dpbs
BEST OF LUCK TO ALL MODDERS EVERY WHERE!!!!
Looks good but.
WHY?
Wow really nice mod! Can't wait for next update!
already played about 5 hours on 1.7.10 and nothing (almost) to say.
I decided to make a Curse account to give a positive review on this mod.
Pros:
-lots and lots of blocks and items to play around with
-Very realistic behaviors; overheating n shet, yknow, stuff...
-EXPLOSIONS: overloading wires to see boom is fun ( ͡° ͜ʖ ͡° )
-Making something that works is as rewarding than making a perfect bacon sandwich
Cons:
-wind turbine makes weird sounds tho
-fire explosions would be nice (like exploding 4 turbines like i did should do fire)
-Diodes: which way is the input? (texture)
i had 7 water turbines and 6 wind turbines. One turbine made 57 volts by itself (both water and wind if i remember correctly). They were all conected together but they only outputed 57 volts. i would need sum help!
is it because the electricity is lost and it goes nowhere? do i need transformers? diodes? breakers?
Any help would be appreciated.
Well said x0rr0x, i would kill (myself) to see this for 1.10
Seriously, such a great mod like that shouldnt be abandonned. If i just take time to learn another programming language (the one that this mod uses) i would love to help developping this wonderful mod.
@shutdown_lua
The issue with the water and wind turbines is that the power generated is cumulative, but the voltage is not. If you connect two 1.5V batteries to a device, they have a net voltage of 1.5V. It's when you wire those batteries in series that you get 3V. Think of it at putting two fans next to each other. You won't get the air moving faster than with just one fan, but you will get more air moving total. Same logic applies for the turbines.
If you want higher voltages you should use transformers. They trade the current in a wire for voltage based on the equation P=IV, or Power=Current*Voltage. You can also skip the transformers if you have a battery bank, as those can pull double-duty as electricity stores and transformers. I use a pair of water turbines in my basement to charge a set of current-oriented batteries for my Transporter.
@shutdown_lua && @x0rr0x
I've been modding for a while, and can say that just because you know Java doesn't mean you know Minecraft. The code is horribly documented, and only the all-mighty Forge crew seems to know what does what. I'm not part of that circle, so I get hit with tons of surprises each update. I've prepared for most of it by bypassing Minecraft and Forge classes and substituting my own, but things like Block rendering still come back to bite me.
I have't looked at the EA code in a while, but I can say that it's incredibly complex. If I had to take a guess, it's the models that are presenting the most troubles to updating. 1.8 threw a rock into the rendering system that a good number of the smaller mods have yet to overcome.
@don_bruce
Yeah, after posting my reply ive watched a tutorial for parralels and series, i understand a bit more how it works.
At first, my turbines were connected entirely with wires. Just a question, how do you set up turbines in parralel?
Finished translating French on transifex
Hope that helped!
So... how should i set up all this? What component do i need to wire this up in parralel, at least.
The answer really depends on what you're trying to do with the power you're generating. What I recommend differs depending on power draw.
I would like to ask if it is possible to have mechanisms here.

Let's say a piston will have two ports: 1 for signal and 1 for power. It will be controlled by a signal but won't work without power supplying it. Likewise, we have a normally-open and normally-close piston.
I am using 1.7.10 by the way.
This will be also great if it can work with Project Red. The possibilities with electricity and IC fabrication is endless!