Tiercraft is a mod that completely changes Minecraft.
NEWS:
Ok, MCP/Python is incompatible with something in my hardware. I can't really code, so I'm going to stop development (which wasn't much) until I get a new computer. I will be getting one sometime relatively soon, this one is getting rather old. Probably sometime this summer.
MCP is exploding. This means that I can't really test my code. Making very little progress now.
Complete restructure of the mod! Basically, I will probably ask to create an edited version of people's mods, and have them do whatever, assuming they upload the edited version (they get to adfly it themselves if they want) and simply have links to their forum posts. So the mod will be EXTREMELY modular. However, some parts will be required to reach certain tiers, but those will probably included in core. So you could probably advance to a useless T6 without any additional parts. The core package will include- Ores, necessary advancement stuffs, 3D chunking, all the Generic Changes, some edited MCForge chunk generation hooks, which are used in the API, so I don't need to make all the mods work myself, and a few other things. Plus a seperate API that doesn't require the mod to add a few things, I.E. 3D chunks and Energy Transport.
I have just barely begun working on it, so no screenshots yet.
By the way, the 2x2 grid is tier 0, 3x3 is tier 1.
List of changes-
Normal- Not started Underlined- Started Italicized- Finished Crossed Out- Not going to be implemented
Generic Changes 3D chunk generation Block limit up, to 2048- Forge increases it to 4096 already. Sprite limit for terrain up to 4096
Item sprite limit up to a ridiculous number. Already added by MCForge, up to infinite, which will be one of the requirements.
Terrain features scaled upwards 10-20 times
Tons of different types of ores, flora, and a fauna list (to prevent duplicates) The ores and flora will be added by default, inside the core package.
Tiers Adding a 4x4 Crafting Bench For tier 2- Need to talk to someone who knows how to do this.
Adding 5x5 for tier 3
Adding 6x6 for tier 4
Adding 7x7 for tier 5
All of these will have a regular crafting mode and a terraria style mode, however, you have to put the recipe in at least once in regular mode to be able to use it in terraria mode. And I may add a research system later on.
Tier 1 Changes Compasses removed. Maps no longer are GPS units. (GPS units will be part of Tier 4)
Tier 2 - Gunpowder Era
Mechanical Energy
Better Than Wolves
RedPower (maybe)
Compasses
Tier 3- Steam Power Era
Steam Energy
SteamCraft
BuildCraft
Tier 4- Modern Era
Electrical Energy
BuildCraft
IndustrialCraft2
Tier 5- Future Era
Particle Energy
IndustrialCraft2
Lotsa random cool stuff. Including Australium. Which may or may not be used to make and/or transport energy extremely efficiently.
Energy Generation notes
Steam energy can only be generated by burning generators, Geothermal, and solar.
Mechanical can only be generated by Watermills and Windmills.
Electrical can be generated by all 5.
Particle Generation is TBD. Possibly using Antimatter reactors. And or negative matter. And you may need Australium plating for the latter. And the latter most definetely won't be able to make you lighter. And definetly won't be able to make you fly. Because negative matter does NOT have a negative mass.
Please post if you have an idea!
Also note that this list is unfinished. I will be doing a lot more later, including new ores, fuels, chemicals, explosives, tools, armor, and more.
I think this will make the most laggy minecraft ever.
The tier idea isn't so bad, but a bit too ambitious. It looks like a giant combo between Steamcraft, IndustrialCraft and some big mods. It would take years to code.
It won't be too laggy, assuming you have a fair deal of RAM (Something around 4 gigs, with 3 gigs you might experience some crashes on larger worlds). Otherwise, it will be unusable.
Or, if I add 3D chunk generation, it will simply get deeper on demand. The thing that causes lag is chunk generation, not chunks themselves. The chunks use RAM.
Very nice! How will you be adjusting the height/depth? Will you use the techniques developed for ymod or are there new ones?
It depends on whether I end up using a fixed chunk height or 3D generation. If I use fixed height, then probably yes. 3D generation, definitely no, as it's a completely different thing.
1. This will take forever to make.
2. This is way too complicated.
3. This will cause alot of lag.
4. Removing compasses? How will you craft map?
5. 7x7 is WAY too large.
1. This will take forever to make.
2. This is way too complicated.
3. This will cause alot of lag.
4. Removing compasses? How will you craft map?
5. 7x7 is WAY too large.
I could go on and on.
Apparently, you are one of those guys who goes, "Heres a mod. I have a giant list of things I hate." Instead of helping the thread, you do nothing except for waste space.
1. True
2. Perhaps
3. Why?
4. Derp
5. True
Edit: To elaborate: In a 3*3 grid, the amount of possible combinations of 1 item is like ... 511? In a 7*7 grid, that is a whopping 562949953421311 something.
Now, that is the amount of combinations for ONE item, add in more items (There are quite a lot even in vanilla) and the amount of possible recipes goes clear trough the roof!
Look at IC, it has many complicated crafts on the 3*3 grid. Suppose 4*4 COULD be reasonable... But NOT 7*7!
On the entire EU business, you should def try and consult Alblaka (Creator of IC)
On the "reveal ores only when on high tire" thingie, why not just make them noncollectable until you are high enough? (You can mine them, but they drop nothing...)
Edit2: You should be careful about increasing map height. If you do it with the current chunk system, the 8x map height you prefer would make loading take 8x longer, use like 8x more RAM, severely reduce the max amount of players on servers, put a huge load on CPU and GPU ...
Really, even a double map height would have extreme consequences.
Edit3: You really should cut back on the scope of the mod, at least for now. Even just the tire things ought to be a metric shitton of work, improving mobs and messing with chunk system and map generation should be distinct second priority...
For the EU system, mine is going to be different than Al's. Mine will still operate with numbers, but it will be coded completely seperately, so any overlapping code will be completely coincidental.
Increasing map height will probably be done lastish, and I'm leaning towards doing 3d generation, which will be fairly low RAM usage (Possibly even less than default, unless you go around digging everywhere and trying to go explore every single chunk.
The revealing ores thing will actually cut DOWN on lag for the first half of the game. The way I think I am going to code it is that when you use the block, it gives a loading screen, and during that time the ores will be seeded throughout the existing stone on the map. It might be a bit buggy, but it should cut down on generation time.
This looks like a great idea. I use Industrial craft as my building mod right now. Its great and is really in depth but this looks awesome. If you want to check out my lodpack head over to our forums.
Its called The Legend of Moon Crossing
tlmc.createfreeforum.net
who knows, if its good maybe i can pack it in my next update. There are no plans right now as LMC is in 8.0 final. But if this is way better then industrial craft it will definetly be used. You could take all the mods made right now and use them in your mod thats whats so awesome about it. So i really am looking forward to seeing the finished product.
i've got a relly laggy pc, so i'll probably can't be using it. i really like the bigger oceeans and the zombie mode :biggrin.gif:. you should really make this, but with less items otherwise it will be just too big and too laggy
Rollback Post to RevisionRollBack
schrödingers cat is
return (new Random().nextInt(2) == 0 ? "alive" : "dead");
This looks like a great idea. I use Industrial craft as my building mod right now. Its great and is really in depth but this looks awesome. If you want to check out my lodpack head over to our forums.
Its called The Legend of Moon Crossing
tlmc.createfreeforum.net
who knows, if its good maybe i can pack it in my next update. There are no plans right now as LMC is in 8.0 final. But if this is way better then industrial craft it will definetly be used. You could take all the mods made right now and use them in your mod thats whats so awesome about it. So i really am looking forward to seeing the finished product.
Your mod pack is illegal. It's basically- Free minecraft! So yeah.
But anyways, did you even get permission? And also, it is impossible for millenaire to be incompatible, except for the ID's.
NEWS:
Ok, MCP/Python is incompatible with something in my hardware. I can't really code, so I'm going to stop development (which wasn't much) until I get a new computer. I will be getting one sometime relatively soon, this one is getting rather old. Probably sometime this summer.
MCP is exploding. This means that I can't really test my code. Making very little progress now.
Complete restructure of the mod! Basically, I will probably ask to create an edited version of people's mods, and have them do whatever, assuming they upload the edited version (they get to adfly it themselves if they want) and simply have links to their forum posts. So the mod will be EXTREMELY modular. However, some parts will be required to reach certain tiers, but those will probably included in core. So you could probably advance to a useless T6 without any additional parts. The core package will include- Ores, necessary advancement stuffs, 3D chunking, all the Generic Changes, some edited MCForge chunk generation hooks, which are used in the API, so I don't need to make all the mods work myself, and a few other things. Plus a seperate API that doesn't require the mod to add a few things, I.E. 3D chunks and Energy Transport.
I have just barely begun working on it, so no screenshots yet.
By the way, the 2x2 grid is tier 0, 3x3 is tier 1.
List of changes-
Normal- Not started
Underlined- Started
Italicized- Finished
Crossed Out- Not going to be implementedGeneric Changes
3D chunk generation
Block limit up, to 2048- Forge increases it to 4096 already.Sprite limit for terrain up to 4096Already added by MCForge, up to infinite, which will be one of the requirements.Item sprite limit up to a ridiculous number.
Terrain features scaled upwards 10-20 times
Tons of different types of ores, flora, and a fauna list (to prevent duplicates) The ores and flora will be added by default, inside the core package.
Tiers
Adding a 4x4 Crafting Bench For tier 2- Need to talk to someone who knows how to do this.
Adding 5x5 for tier 3
Adding 6x6 for tier 4
Adding 7x7 for tier 5
All of these will have a regular crafting mode and a terraria style mode, however, you have to put the recipe in at least once in regular mode to be able to use it in terraria mode. And I may add a research system later on.
Tier 1 Changes
Compasses removed.
Maps no longer are GPS units. (GPS units will be part of Tier 4)
Tier 2 - Gunpowder Era
Mechanical Energy
Better Than Wolves
RedPower (maybe)
Compasses
Tier 3- Steam Power Era
Steam Energy
SteamCraft
BuildCraft
Tier 4- Modern Era
Electrical Energy
BuildCraft
IndustrialCraft2
Tier 5- Future Era
Particle Energy
IndustrialCraft2
Lotsa random cool stuff. Including Australium. Which may or may not be used to make and/or transport energy extremely efficiently.
Energy Generation notes
Steam energy can only be generated by burning generators, Geothermal, and solar.
Mechanical can only be generated by Watermills and Windmills.
Electrical can be generated by all 5.
Particle Generation is TBD. Possibly using Antimatter reactors. And or negative matter. And you may need Australium plating for the latter. And the latter most definetely won't be able to make you lighter. And definetly won't be able to make you fly. Because negative matter does NOT have a negative mass.
Please post if you have an idea!
Also note that this list is unfinished. I will be doing a lot more later, including new ores, fuels, chemicals, explosives, tools, armor, and more.
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It won't be too laggy, assuming you have a fair deal of RAM (Something around 4 gigs, with 3 gigs you might experience some crashes on larger worlds). Otherwise, it will be unusable.
Or, if I add 3D chunk generation, it will simply get deeper on demand. The thing that causes lag is chunk generation, not chunks themselves. The chunks use RAM.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
It depends on whether I end up using a fixed chunk height or 3D generation. If I use fixed height, then probably yes. 3D generation, definitely no, as it's a completely different thing.
Inside every cynic is a disappointed idealist ~ George Carlin
2. This is way too complicated.
3. This will cause alot of lag.
4. Removing compasses? How will you craft map?
5. 7x7 is WAY too large.
I could go on and on.
Oh great, I spelled propulsion wrong.
Apparently, you are one of those guys who goes, "Heres a mod. I have a giant list of things I hate." Instead of helping the thread, you do nothing except for waste space.
I might add a few new mobs that are more dangerous/use different modes of attack. I'm also going to modify the existing mobs a fair deal.
For the EU system, mine is going to be different than Al's. Mine will still operate with numbers, but it will be coded completely seperately, so any overlapping code will be completely coincidental.
Increasing map height will probably be done lastish, and I'm leaning towards doing 3d generation, which will be fairly low RAM usage (Possibly even less than default, unless you go around digging everywhere and trying to go explore every single chunk.
The revealing ores thing will actually cut DOWN on lag for the first half of the game. The way I think I am going to code it is that when you use the block, it gives a loading screen, and during that time the ores will be seeded throughout the existing stone on the map. It might be a bit buggy, but it should cut down on generation time.
Its called The Legend of Moon Crossing
tlmc.createfreeforum.net
who knows, if its good maybe i can pack it in my next update. There are no plans right now as LMC is in 8.0 final. But if this is way better then industrial craft it will definetly be used. You could take all the mods made right now and use them in your mod thats whats so awesome about it. So i really am looking forward to seeing the finished product.
Your mod pack is illegal. It's basically- Free minecraft! So yeah.
But anyways, did you even get permission? And also, it is impossible for millenaire to be incompatible, except for the ID's.
So you want to turn some skeletons into zombies? Or do you want them to turn into high-damage zombies that drop bones and swords?
I'm not. I may include part of it (With permission) albeit with edited recipes to fit the new grid, or just do something similar.
Also, you had some bad grammar there. Shouldn't it be:
I hope you're not implying that you will steal content of my mod