Do you ever feel like Industrial Craft just doesn't go far enough? Like most tech mods limit themselves to a couple of nice feature sets and never reach for more? We go further, all the way to things so small they can't be known!
Did you ever want to ride through the air in a flying car or an alien saucer? How about piloting your own giant robot armor? We're designing them now!
Do you think Endermen (or other mobs) are underused? How about having Endermen who actually build things, instead of move stuff around randomly! We'll be adding a good handful of new mobs, with their own abilities and behaviors.
Wouldn't you like robots that think for themselves? Taming rogue robots, having your own go rogue from loneliness, having to feed your nanobots lest they devour you and your world to fuel themselves?
How about an emulated CPU so simple you could build it in redstone? We'll have that, just for fun!
Wouldn't you like to take your energy supplies to the furthest limit there is? How about some supercapacitors, fusion cells, neutronium seeds, and quantum singularities? What if you could build a giant power storage facility to go with your nuclear-powered steam turbines? Say hello to vanadium flow batteries, everyone!
And of course, with nanotech comes things like super-medicines and matter generation. With singularities and gravitic technology come new kinds of portals and dimensional travel. And aliens.
For server owners, we'll have configs that let you turn off some of the overpowered items and machines, like mecha-powered impact hammers, various superbombs, gravity swords that destroy any armor in one hit, and super-suits that give you crazy powers like flight and electrical attacks. You'll also be able to configure various effects and events, like nuclear radiation, nuclear mutants, and mob sieges that get triggered when certain actions occur.
Mod team members so far:
* Zeeth_Kyrah - Designer, the man with the plan
* dmillerw - Coder, master of the pattern
Others may be added in due course. If you're interested, apply within. We currently need a second coder (dmillerw is very busy with school) and a texture artist. You will be asked to provide examples of your work!
Resources added:
Dug from the ground -
* Copper (of course)
* Tin (as usual)
* Zinc (getting different, here!)
* Tungsten
* Vanadium
* Uranium
* Sapphire and Ruby
* Light and Dark Opal
Crafted (through alloy smelting) -
* Brass (Copper and tin)
* Bronze (Copper and zinc)
* Steel (Carbon dust and iron)
* Vanadium bricks (Vanadium dust with a brick mold)
* Tungsten steel (Guess, guys)
* Purified silicon (Like RP2's silicon boules, just different)
* Glass fiber (for fiber optics and fiberglass, requires a steel drawplate)
* Carbon fiber (for certain advanced materials, not just carbon plates; requires a diamond drawplate)
* Various forms of uranium, from raw ore to yellow cake
There are no new plants or other worldgen currently planned, but as this mod is extreme pre-alpha and resource needs are still being planned, that may change before release.
Power system data:
We're currently basing our energy system on Universal Electricity, but I've been feeling that this may not fit the desired aesthetic, so it may change. I hope not to have to, but we'll see.
Power generation - blocks
* Hand-cranked generator, for all your boredom's clickspam needs.
* Solar panel, giving you free energy if you want to wait on it
* Steam generator - This isn't your daddy's coal-based generator, but it still uses burnables to make power.
* Steam turbine - Because you're worth it. This turbine will be used with several forms of steam generation, including nuclear power.
* Magnetic-confinement fusion (The good old Tokamak design!)
* Laser-pulsed fusion
* Neutronium radiotherm
* Singularity containment unit (SCU)
Power generation - items
* Portable fusion cell - If you want to keep feeding it deuterium cells
* Neutronium seed - Self-regenerating energy, but don't ever drain it completely!
Power storage - blocks
* Battery box - A literal box to put your batteries, charged or uncharged. It will attempt to balance the charges of all batteries placed inside, changing the overall amount of energy stored when it comes in or goes out.
* Vanadium flow battery - Consisting of charge urns and an ion exchange membrane. The ion exchange membrane has a pump inside it, and will always try to keep the charges of urns next to it in balance. Note that it only works if it has urns on two sides. Charge urns on opposite sides of the membrane are not compatible, having positive or negative values; if they touch, they will balance their charges and lose all the energy you've stored up in them!
Power storage - items
* Carbon battery - Unlike IC2's carbon batteries (that nobody seems to use), these are rechargeable.
* Battery pack - Power you can carry with you. Chargeable in a battery box. While not actually wearable, this will help keep your power tools charged.
* Capacitor - Stores only a low charge, but dumps it quickly unlike a chemical battery.
* Supercapacitor - Needs a high energy level to charge it, but stores a lot more power. Used in all improved power tools.
New fuel-like items (can't be burned in a normal furnace)
* Oxygen tank - You can perform hydrolysis, after all.
* Hydrogen tank - Don't cook this!
* Hydrogen cell - Stores less H2, but won't explode.
* Deuterium cell - To feed your fusion devices.
* Singularity drive - Containment guaranteed only for specific uses.
Videos and images:
None yet, just saving this space.
Post editing log:
* Oct 24 - Changed title. 1.4 is almost here, and there are features in it that will be very useful for this mod.
* Oct 31 - Added uranium to resources list.
I like the idea of high-ultra technology. May I suggest that you not worry about energy generation early on. If you use UE there are several power generation systems, and there are crossover to industrialcraft that has awesome addons like gregtech. But if you made some of those interesting technological devices, then you're talking.
So work on the cool stuff. UE has power. It actually needs more tech to flesh out its use anyway. And pace yourself. Get something cool done, then add to it. I've seen a lot of mods that were a great idea but the modder bit off more than he could chew right from the beginning.
Good luck. I hope to be commanding a robot construction fleet from my flying car.
Rollback Post to RevisionRollBack
If you think something's impossible.
You haven't tried hard enough.
I might be interested in doing textures and a little bit of coding for you guys. As for proof of work if you pm me I'll send you download links for an extremely alpha version of my own mod and a couple of my texture sheets.
Either way, good luck with the mod.
I like the idea of high-ultra technology. May I suggest that you not worry about energy generation early on. If you use UE there are several power generation systems, and there are crossover to industrialcraft that has awesome addons like gregtech. But if you made some of those interesting technological devices, then you're talking.
So work on the cool stuff. UE has power. It actually needs more tech to flesh out its use anyway. And pace yourself. Get something cool done, then add to it. I've seen a lot of mods that were a great idea but the modder bit off more than he could chew right from the beginning.
Good luck. I hope to be commanding a robot construction fleet from my flying car.
We're sort of building from the floor to the ceiling, though, and I'm not sure about it. I do like UE's copper cable, and how wool-wrapped cable is vulnerable to water. And I like some of the add-on mods based on UE, like the pipes and steam power mods. That said, I'm not sure if full compatibility with the various UE mods is even feasible. And UE's watts-only stats and unidirectional power net bother me. I want something closer to actual electricity -- like Blutricity, actually, where electrical "pressure" (aka volts) pushes the power (amperes) from one place to another. I'll save the unidirectional stuff for laser and microwave power transfer devices. But on the other hand, mods that other people have built for us save time and effort, and UE has worldgen stuff built in.
For the moment, energy can be abstracted a bit, but ultimately we need to sit down and have a good look at the nuts and bolts -- and soon, if we're going to build machines that use it. This is a tech-focused mod, and most of our stuff will need some form of power, after all. So it's UE, provisionally, until we agree that a change is needed.
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
You're welcome to donate; I have a Paypal account, I could set up a button for this and share out whatever we get. As for non-monetary things, you can provide them, but that doesn't obligate us to use them.
By the way, guys: I'm hoping to confirm a code repository within the next couple of days, and then we can move forward with adding coders.
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
2. Elements Mod - for 1.4.2, requires FML, my more recent project. Very early release, not public yet. It is going to have every element in it, with all of it's reaction properties, ect. right now it has the first 10 elements down pretty good:
Sounds great. After extensively playing with IC2, I would like to see something more advanced. If you are interested in sponsorship, send me a message.
Sounds cool for sure, just dont try to make things "too cool". Basically don't get to wrapped up in having every single thing in the mod be epic. Make a few things you think are epic and let your fans (the users) decide what they think is epic.
Sounds cool for sure, just dont try to make things "too cool". Basically don't get to wrapped up in having every single thing in the mod be epic. Make a few things you think are epic and let your fans (the users) decide what they think is epic.
I agree. I like to advertise the epic, because that's the idea of Ultratech: going big, going further, taking you where others hadn't really gone. There should be enough epic to go around, but plenty of mundane stuff to keep folks grounded.
The energy net I've finally worked out should be awesome, and since it's a pressure-based system, the underlying code can be re-used for fluid pipes (water, steam, lava, liquid metal). The components will be fun and occasionally epic, but it's just wires, generators, and storage otherwise, or several different types of pipe and fluid valve.
Making pills will require extracting plant starch, which means either grinding potatoes or getting sugar from sugar cane and/or carrot juice. Then you have to mix it with a potion or use other means to imbue the starch with an effect, then press it into a pill. Unlike potions, pills will stack, maybe up to 6 or 8, though duration may suffer slightly during the process. Or you can make a sugar pill, which will just restore a point of food saturation. Nothing much, but in a pinch a few of them could keep you from starving to death.
I think you'll find you switched up how bronze and brass are made. Brass is copper and zinc while bronze is copper and usually tin.
Thank you. I do a lot of my research for this mod on Wikipedia, and also I sometimes forget to double-check when writing my notes. I'll be sure to triple check this.
By the way, folks, I've decided to include a potato battery, crafted with one copper ingot, one potato, and one zinc ingot. That's cheaper than the lowest-tier normal battery, but it's not rechargeable. Put a bunch of 'em in a battery box, and hurrah for potato power! You could run a relatively low-energy machine with it, like the hydrolysis unit, or power up a couple of rechargeables with assistance from a hand-cranked generator.
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
I'm assuming you dont need any help with coding, but if you do, let me know.
Im excited to see where this mod will go, it looks promising!
Also, when you release the mod, you should make it open source, so that other modders (Like me!) can benefit from it.
dunno if this mod is still being worked on( i hope so) and if it is would it be possible to add BC compatibility ( i dont use UE and i stoped using IC2 recently due to APS and TE for BC3) and would love to play or test this mod at some point to see what kind of tech twist you can do.
Any updates on the developenent? This mod sounds amazing.
Sadly, the only updates in the past couple of months have been silence. I've been working on the design independently for a while. The mod doesn't even have a properly configured worldgen; I was relying on faulty numbers for vanilla ore spawns.
dunno if this mod is still being worked on( i hope so) and if it is would it be possible to add BC compatibility ( i dont use UE and i stoped using IC2 recently due to APS and TE for BC3) and would love to play or test this mod at some point to see what kind of tech twist you can do.
It's in the design docs to have at least one machine that can convert power between mods. I'm actually thinking I'll want a block for BC power (since it's supposed to be pneumatic) and one for both IC2 and UE power (since they're electric but directional). These will be fairly low-tier blocks, possibly tier 1 or 2, but I won't know exact details until I come up with crafting recipes for them.
Announcing Ultratech, the extreme technology mod!
Do you ever feel like Industrial Craft just doesn't go far enough? Like most tech mods limit themselves to a couple of nice feature sets and never reach for more? We go further, all the way to things so small they can't be known!
Did you ever want to ride through the air in a flying car or an alien saucer? How about piloting your own giant robot armor? We're designing them now!
Do you think Endermen (or other mobs) are underused? How about having Endermen who actually build things, instead of move stuff around randomly! We'll be adding a good handful of new mobs, with their own abilities and behaviors.
Wouldn't you like robots that think for themselves? Taming rogue robots, having your own go rogue from loneliness, having to feed your nanobots lest they devour you and your world to fuel themselves?
How about an emulated CPU so simple you could build it in redstone? We'll have that, just for fun!
Wouldn't you like to take your energy supplies to the furthest limit there is? How about some supercapacitors, fusion cells, neutronium seeds, and quantum singularities? What if you could build a giant power storage facility to go with your nuclear-powered steam turbines? Say hello to vanadium flow batteries, everyone!
And of course, with nanotech comes things like super-medicines and matter generation. With singularities and gravitic technology come new kinds of portals and dimensional travel. And aliens.
For server owners, we'll have configs that let you turn off some of the overpowered items and machines, like mecha-powered impact hammers, various superbombs, gravity swords that destroy any armor in one hit, and super-suits that give you crazy powers like flight and electrical attacks. You'll also be able to configure various effects and events, like nuclear radiation, nuclear mutants, and mob sieges that get triggered when certain actions occur.
Mod team members so far:
* Zeeth_Kyrah - Designer, the man with the plan
* dmillerw - Coder, master of the pattern
Others may be added in due course. If you're interested, apply within. We currently need a second coder (dmillerw is very busy with school) and a texture artist. You will be asked to provide examples of your work!
Resources added:
* Copper (of course)
* Tin (as usual)
* Zinc (getting different, here!)
* Tungsten
* Vanadium
* Uranium
* Sapphire and Ruby
* Light and Dark Opal
Crafted (through alloy smelting) -
* Brass (Copper and tin)
* Bronze (Copper and zinc)
* Steel (Carbon dust and iron)
* Vanadium bricks (Vanadium dust with a brick mold)
* Tungsten steel (Guess, guys)
* Purified silicon (Like RP2's silicon boules, just different)
* Glass fiber (for fiber optics and fiberglass, requires a steel drawplate)
* Carbon fiber (for certain advanced materials, not just carbon plates; requires a diamond drawplate)
* Various forms of uranium, from raw ore to yellow cake
There are no new plants or other worldgen currently planned, but as this mod is extreme pre-alpha and resource needs are still being planned, that may change before release.
Power system data:
We're currently basing our energy system on Universal Electricity, but I've been feeling that this may not fit the desired aesthetic, so it may change. I hope not to have to, but we'll see.
* Hand-cranked generator, for all your boredom's clickspam needs.
* Solar panel, giving you free energy if you want to wait on it
* Steam generator - This isn't your daddy's coal-based generator, but it still uses burnables to make power.
* Steam turbine - Because you're worth it. This turbine will be used with several forms of steam generation, including nuclear power.
* Magnetic-confinement fusion (The good old Tokamak design!)
* Laser-pulsed fusion
* Neutronium radiotherm
* Singularity containment unit (SCU)
Power generation - items
* Portable fusion cell - If you want to keep feeding it deuterium cells
* Neutronium seed - Self-regenerating energy, but don't ever drain it completely!
Power storage - blocks
* Battery box - A literal box to put your batteries, charged or uncharged. It will attempt to balance the charges of all batteries placed inside, changing the overall amount of energy stored when it comes in or goes out.
* Vanadium flow battery - Consisting of charge urns and an ion exchange membrane. The ion exchange membrane has a pump inside it, and will always try to keep the charges of urns next to it in balance. Note that it only works if it has urns on two sides. Charge urns on opposite sides of the membrane are not compatible, having positive or negative values; if they touch, they will balance their charges and lose all the energy you've stored up in them!
Power storage - items
* Carbon battery - Unlike IC2's carbon batteries (that nobody seems to use), these are rechargeable.
* Battery pack - Power you can carry with you. Chargeable in a battery box. While not actually wearable, this will help keep your power tools charged.
* Capacitor - Stores only a low charge, but dumps it quickly unlike a chemical battery.
* Supercapacitor - Needs a high energy level to charge it, but stores a lot more power. Used in all improved power tools.
New fuel-like items (can't be burned in a normal furnace)
* Oxygen tank - You can perform hydrolysis, after all.
* Hydrogen tank - Don't cook this!
* Hydrogen cell - Stores less H2, but won't explode.
* Deuterium cell - To feed your fusion devices.
* Singularity drive - Containment guaranteed only for specific uses.
Videos and images:
None yet, just saving this space.
Post editing log:
* Oct 31 - Added uranium to resources list.
"Well then, let's get awesome!"
So work on the cool stuff. UE has power. It actually needs more tech to flesh out its use anyway. And pace yourself. Get something cool done, then add to it. I've seen a lot of mods that were a great idea but the modder bit off more than he could chew right from the beginning.
Good luck. I hope to be commanding a robot construction fleet from my flying car.
You haven't tried hard enough.
Either way, good luck with the mod.
We're sort of building from the floor to the ceiling, though, and I'm not sure about it. I do like UE's copper cable, and how wool-wrapped cable is vulnerable to water. And I like some of the add-on mods based on UE, like the pipes and steam power mods. That said, I'm not sure if full compatibility with the various UE mods is even feasible. And UE's watts-only stats and unidirectional power net bother me. I want something closer to actual electricity -- like Blutricity, actually, where electrical "pressure" (aka volts) pushes the power (amperes) from one place to another. I'll save the unidirectional stuff for laser and microwave power transfer devices. But on the other hand, mods that other people have built for us save time and effort, and UE has worldgen stuff built in.
For the moment, energy can be abstracted a bit, but ultimately we need to sit down and have a good look at the nuts and bolts -- and soon, if we're going to build machines that use it. This is a tech-focused mod, and most of our stuff will need some form of power, after all. So it's UE, provisionally, until we agree that a change is needed.
"Well then, let's get awesome!"
You're welcome to donate; I have a Paypal account, I could set up a button for this and share out whatever we get. As for non-monetary things, you can provide them, but that doesn't obligate us to use them.
By the way, guys: I'm hoping to confirm a code repository within the next couple of days, and then we can move forward with adding coders.
"Well then, let's get awesome!"
1. Nightmare Mod - for 1.3.2, requires FML, uses pudelhund's Dimension API packed inside:
http://www.mediafire.com/download.php?1i2mu9dcel3hjpg
2. Elements Mod - for 1.4.2, requires FML, my more recent project. Very early release, not public yet. It is going to have every element in it, with all of it's reaction properties, ect. right now it has the first 10 elements down pretty good:
http://www.mediafire.com/download.php?dxaebswqyzktjdz
"
I am a representative of VudooHosting
I agree. I like to advertise the epic, because that's the idea of Ultratech: going big, going further, taking you where others hadn't really gone. There should be enough epic to go around, but plenty of mundane stuff to keep folks grounded.
The energy net I've finally worked out should be awesome, and since it's a pressure-based system, the underlying code can be re-used for fluid pipes (water, steam, lava, liquid metal). The components will be fun and occasionally epic, but it's just wires, generators, and storage otherwise, or several different types of pipe and fluid valve.
Making pills will require extracting plant starch, which means either grinding potatoes or getting sugar from sugar cane and/or carrot juice. Then you have to mix it with a potion or use other means to imbue the starch with an effect, then press it into a pill. Unlike potions, pills will stack, maybe up to 6 or 8, though duration may suffer slightly during the process. Or you can make a sugar pill, which will just restore a point of food saturation. Nothing much, but in a pinch a few of them could keep you from starving to death.
Thank you. I do a lot of my research for this mod on Wikipedia, and also I sometimes forget to double-check when writing my notes. I'll be sure to triple check this.
By the way, folks, I've decided to include a potato battery, crafted with one copper ingot, one potato, and one zinc ingot. That's cheaper than the lowest-tier normal battery, but it's not rechargeable. Put a bunch of 'em in a battery box, and hurrah for potato power! You could run a relatively low-energy machine with it, like the hydrolysis unit, or power up a couple of rechargeables with assistance from a hand-cranked generator.
"Well then, let's get awesome!"
Im excited to see where this mod will go, it looks promising!
Also, when you release the mod, you should make it open source, so that other modders (Like me!) can benefit from it.
Sadly, the only updates in the past couple of months have been silence. I've been working on the design independently for a while. The mod doesn't even have a properly configured worldgen; I was relying on faulty numbers for vanilla ore spawns.
It's in the design docs to have at least one machine that can convert power between mods. I'm actually thinking I'll want a block for BC power (since it's supposed to be pneumatic) and one for both IC2 and UE power (since they're electric but directional). These will be fairly low-tier blocks, possibly tier 1 or 2, but I won't know exact details until I come up with crafting recipes for them.
Unfortunately, I haven't had anything to sprite in a while. Maybe once the codebase is more substantial.
"Well then, let's get awesome!"