Hm. I thought rebar would be a placeable block and the cement could be poured over from a bucket/cement pourer... Either way works I guess but it'd be freaking awesome to have something like this -
- when you're building your totally epic industrial headquarters.
Totally agree with the blast-proof idea though - reinforced concrete is one of the single-toughest bulk building materials we've come up with as a species and can actually survive hurricanes, explosions and years of exposure to the elements. There's a reason we build nuclear reactor housings, skyscrapers and bomb shelters out of it.
Pouring it over is fine also. I was suggesting right-click because it's a bit simpler mechanics-wise than doing a multi-step pour.
Hmmm, I wouldn't want to detract from the usefulness of brownstone though, especially since I've made a full set of chiseled counterparts to complete the set and submit to TCon (per request). Buuuuut, I dunno, we'll see. I might work something out with cement variations or some such.
Well you wouldn't be detracting from the usefulness of Brownstone seeing as it would be an aesthetic choice rather than a one is strictly better than the other.
Although if "brownstone infused cement" isn't implemented, I can always make sidewalks.
Although if "brownstone infused cement" isn't implemented, I can always make sidewalks.
Speaking of which, I think I may make a slightly simpler way to acquire bulk brownstone through a high oven recipe akin to the solid output for scorched bricks.
I *could* perhaps put a smaller speed boost effect on cement. Brownstone adds a multiplier of 2.2 or 2.4 depending on the block. Cement could be, say, 1.5 and 1.7.
Speaking of which, I think I may make a slightly simpler way to acquire bulk brownstone through a high oven recipe akin to the solid output for scorched bricks.
Bulk brownstone is easy enough - just set up a series of hopper-fed and extracted casting basins with some sort of piping pointing into the tops (ExtraUtils pipes work nicely for this BTW - much simpler for continuous pouring), add gravel and melt some tin.
I *could* perhaps put a smaller speed boost effect on cement. Brownstone adds a multiplier of 2.2 or 2.4 depending on the block. Cement could be, say, 1.5 and 1.7.
Eh, I personally feel cement doesn't need a speed multiplier - I see it getting more use as a construction block than a paving material. Though I did have a thought: Multiple concrete grades. o-o
Paving Grade - No reinforcement - Twice as blast resistant as normal stone, contains no rebar component. Possibly gives a speed boost when walked on. Ideal for roads.
Structural Grade - Light reinforcement - Twice the blast resistance of End Stone, contains light-duty rebar made from steel tool rods and bindings. No speed boost when walked on. Ideal for normal construction uses.
Bunker Grade - Heavy reinforcement - Twice obsidian's blast resistance, contains heavy-duty rebar made from steel tough rods and tough bindings. No speed boost when walked on. For use in building panic rooms, shelters and anything else where stuff might try to blow it up.
Also, crafting recipe:
RBR
BRB => Rebar x 32 or Heavy-Duty Rebar x 32 depending on whether using tough or normal variants.
RBR
Rebar could also be used in the casting of blast-resistant clear glass, and when placed as a block in-world it could act as a ladder.
Also! You know how natura has topiary grass? I was thinking it'd be neat to have explosion-resistant astroturf-style blocks. XD
Eh, I personally feel cement doesn't need a speed multiplier - I see it getting more use as a construction block than a paving material. Though I did have a thought: Multiple concrete grades. o-o
Paving Grade - No reinforcement - Twice as blast resistant as normal stone, contains no rebar component. Possibly gives a speed boost when walked on. Ideal for roads.
Structural Grade - Light reinforcement - Twice the blast resistance of End Stone, contains light-duty rebar made from steel tool rods and bindings. No speed boost when walked on. Ideal for normal construction uses.
Bunker Grade - Heavy reinforcement - Twice obsidian's blast resistance, contains heavy-duty rebar made from steel tough rods and tough bindings. No speed boost when walked on. For use in building panic rooms, shelters and anything else where stuff might try to blow it up.
Also, crafting recipe:
RBR
BRB => Rebar x 32 or Heavy-Duty Rebar x 32 depending on whether using tough or normal variants.
RBR
Rebar could also be used in the casting of blast-resistant clear glass, and when placed as a block in-world it could act as a ladder.
Also! You know how natura has topiary grass? I was thinking it'd be neat to have explosion-resistant astroturf-style blocks. XD
If the rebar system of pouring over the bars is what's going to be used, the rebar blocks could just mimic barricades and the dried cement would detect what "teir" of rebar block is there (AKA how many bars).
Also explosion resistant topiaries sound scary o_o
If the rebar system of pouring over the bars is what's going to be used, the rebar blocks could just mimic barricades and the dried cement would detect what "teir" of rebar block is there (AKA how many bars).
Also explosion resistant topiaries sound scary o_o
I read that as explosion resistant ovaries. I kid you not.
And yeah, sounds about reasonable to a degree, though rather tedious to do en masse for large projects. Could to both though. o-o
I built a Deep Tank improperly by making the entire bottom layer out of bricks, and couldn't figure out why I couldn't pipe liquids in. So after a long time of letting it sit there while doing other things, thinking maybe the pipes were just being slow, I broke part of the glass and right-clicked the controller. I got this crash:
I broke and replaced the controller and it stopped crashing no matter what I did to the glass afterwards. Then I eventually figured out I needed to make the inner part of the bottom layer out of glass and that was that. Still, though, I figured I should hand over the crash report.
Finally got around to building a Deep Tank in the Agrarian Skies pack. It's really the only part of the Steelworks mod I'm interested in right now, as steel's not worth the trouble (it's also less realistic in terms of Minecraft's tech level than you're assuming unless you plan to add industrial alloys at some point, since I can make & have made crucible steel in my real life forge in my back yard with nothing more than iron, borax or clean sand for flux, and powdered charcoal in a sealed clay crucible) for its overall stats.
But I digress… so I made the Deep Tank, and it was working quite well, and I'm falling in love with the thing UNTIL I left the area to work on something else a few chunks away. Now anytime I try to interact with the Deep Tank Controller, I crash out with an "Exception in world tick" error as follows:
Having two less points of armour than diamond isn't anything to dismiss. Jumped into a pool of lava with it on accidentally, and it gave me plenty of time to get out of it. Really, the steel armour is amazing.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/26/2014
Posts:
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TyoAtrosa
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been using the mod for a bit and have a few awesome ideas to throw your way:
saw the bit on concrete, thought a good way to make it would be instead of a normal crafting recipe just placing a iron/steel toolrod of tough rod in the casting basin and pouring it over. works efficiently and could be automated easily with hoppers/redstone.
also, something i've been doing is making and exo-suit, putting all the modifers on it i want on my armor, and then using ingame NBTedit to cut/paste the exo armors abilities onto my steel armor. i think a way to make a steel shell that could be added on top of finished exo armor would be awesome, just have the exo armor overlay the steel armors texture to make sort of a high tech armorsuit. i love my quad jump steel armor already but a legit way to make this would be SWEET.
Having two less points of armour than diamond isn't anything to dismiss. Jumped into a pool of lava with it on accidentally, and it gave me plenty of time to get out of it. Really, the steel armour is amazing.
Many apologies for the delays, folks. I've had life going on, and in regards to TSteelworks: I'm preparing the codebase for something much bigger than anyone is probably expecting. I have 0.0.3.2 (and subsequently 0.0.4 dev) ready now, I'm just running through the final stages of testing. Some plans have changed slightly in regards to the content/release schedule, but it's for the best, I promise!
With that said, I'm fairly certain ducts will now contain 100% less WTF. While I haven't done much to the Deep Tanks lately, they should also behave a bit better.
True, maybe just craft the different teirs then. Was just suggesting it because it wouldn't require adding too many new items.
I don't see a problem with adding both methods for cement + rebar. Could be rather convenient, even.
Also about crafting, maybe just use a single steel/iron tough rod in a crafting table (Can place rebar back in table to make tough rod again).
I'd been in deep thought recently about how to implement this myself. Separate casts just seems too redundant. Then I thought about placing alternating nuggets around a steel rod, but wasn't fond of that either. Straight up Tough Steel Rod => Rebar and back seems like the most sensible method to me as well.
Having two less points of armour than diamond isn't anything to dismiss. Jumped into a pool of lava with it on accidentally, and it gave me plenty of time to get out of it. Really, the steel armour is amazing.
Yeah, the balance seemed to be pretty reasonable to me. All of the steel armor properties are split just about evenly between iron and diamond, and given steel is much more easily renewable than diamond, its much easier to repair. Though mid-level enchants aren't amazing, they can still work wonders on steel.
saw the bit on concrete, thought a good way to make it would be instead of a normal crafting recipe just placing a iron/steel toolrod of tough rod in the casting basin and pouring it over. works efficiently and could be automated easily with hoppers/redstone.
Ha! I'm inspired now.
also, something i've been doing is making and exo-suit, putting all the modifers on it i want on my armor, and then using ingame NBTedit to cut/paste the exo armors abilities onto my steel armor. i think a way to make a steel shell that could be added on top of finished exo armor would be awesome, just have the exo armor overlay the steel armors texture to make sort of a high tech armorsuit. i love my quad jump steel armor already but a legit way to make this would be SWEET.
Hmmm... that would look pretty amazing. Honestly my focus will be on the Steamguard Armor suit - see below...
I have translated some texts bearing the signature of Slags O'Molten in regards to this material known as Pig Iron. It seems as though it is much easier to concoct than initially thought, Your manual should reflect this knowledge soon enough~
I think there was some mention of steam-powered exo-armor upgrades. o:
While there is much research to be done, it would seem as though the ancients were adept at fitting individual armor pieces onto external skeletal steam-powered performance enhancement equipment - commonly known as exo-suits - at the cost of other potential upgrades. We are currently investigating these matters, and have a crack team of miners digging a little deeper into the secrets of old.
Good news, everyone!
We're gaining steam... turbines!
Mod updated. Info & links in OP.
~~~
Okay, so I've decided to skip 0.0.3.2 and step up the increment to 0.0.4. Why? I'm lazy, and there would've been a lot of content to block out. Still getting ready for a bold update, so if this update has you feeling a little underwhelmed, just look at that manual again, then take comfort in the knowledge that ol' Toops has it on lockdown.
Edit: Question: Will the steam tools etc. be added in 1.6.4 or are they planned for 1.7?
I'm really not sure. The plan was to wrap up 1.6.4 development after TSteelworks v0.0.5 and start on 1.7. Now, some things have changed where the release schedule is concerned because... ...well, I'm not sure if I'm allowed to announce things like that.
So, 1.6.4 development will still continue for a little bit longer, features may possibly ported to 1.7 as I go. The good news in all this is that my dev environment will change a bit, and I won't need to reimplement duplicates of TConstruct code, or be forced to work around it - which means development on things like the steam-powered tools will be much, much faster.
I'm really not sure. The plan was to wrap up 1.6.4 development after TSteelworks v0.0.5 and start on 1.7. Now, some things have changed where the release schedule is concerned because... ...well, I'm not sure if I'm allowed to announce things like that.
So, 1.6.4 development will still continue for a little bit longer, features may possibly ported to 1.7 as I go. The good news in all this is that my dev environment will change a bit, and I won't need to reimplement duplicates of TConstruct code, or be forced to work around it - which means development on things like the steam-powered tools will be much, much faster.
Spoiler alert: Toops kills mDiyo and takes over Tinkers. Millions dead in resultant steam explosion. XD
Also, while you're not announcing it yet, let me be the first to congratulate you on the upcoming *thing*. :3
And based on said thing, I suggest not really putting much into steam tools beforehand, since it'd probably requisite a re-write anyways. ^^;
I got a crash bug on 0.0.4. I accidentally put aluminum dust (from Ex Nihilo) into the oxidizer slot (by shift-clicking it in) and it crashed with a Ticking tile entity java.lang.NullPointerException. (SMP, Agrarian Skies, manually updated steelworks in our server)
Pouring it over is fine also. I was suggesting right-click because it's a bit simpler mechanics-wise than doing a multi-step pour.
Well you wouldn't be detracting from the usefulness of Brownstone seeing as it would be an aesthetic choice rather than a one is strictly better than the other.
Although if "brownstone infused cement" isn't implemented, I can always make sidewalks.
If you could, hit me up on #TinkersContruct on irc.esper.net some time. We need to talk. :3
Speaking of which, I think I may make a slightly simpler way to acquire bulk brownstone through a high oven recipe akin to the solid output for scorched bricks.
I *could* perhaps put a smaller speed boost effect on cement. Brownstone adds a multiplier of 2.2 or 2.4 depending on the block. Cement could be, say, 1.5 and 1.7.
But esper is full of furries and pedos! D:
... It's a date. XD
Bulk brownstone is easy enough - just set up a series of hopper-fed and extracted casting basins with some sort of piping pointing into the tops (ExtraUtils pipes work nicely for this BTW - much simpler for continuous pouring), add gravel and melt some tin.
Eh, I personally feel cement doesn't need a speed multiplier - I see it getting more use as a construction block than a paving material. Though I did have a thought: Multiple concrete grades. o-o
Paving Grade - No reinforcement - Twice as blast resistant as normal stone, contains no rebar component. Possibly gives a speed boost when walked on. Ideal for roads.
Structural Grade - Light reinforcement - Twice the blast resistance of End Stone, contains light-duty rebar made from steel tool rods and bindings. No speed boost when walked on. Ideal for normal construction uses.
Bunker Grade - Heavy reinforcement - Twice obsidian's blast resistance, contains heavy-duty rebar made from steel tough rods and tough bindings. No speed boost when walked on. For use in building panic rooms, shelters and anything else where stuff might try to blow it up.
Also, crafting recipe:
RBR
BRB => Rebar x 32 or Heavy-Duty Rebar x 32 depending on whether using tough or normal variants.
RBR
Rebar could also be used in the casting of blast-resistant clear glass, and when placed as a block in-world it could act as a ladder.
Also! You know how natura has topiary grass? I was thinking it'd be neat to have explosion-resistant astroturf-style blocks. XD
If the rebar system of pouring over the bars is what's going to be used, the rebar blocks could just mimic barricades and the dried cement would detect what "teir" of rebar block is there (AKA how many bars).
Also explosion resistant topiaries sound scary o_o
And yeah, sounds about reasonable to a degree, though rather tedious to do en masse for large projects. Could to both though. o-o
http://pastebin.com/pkg88LSs
I broke and replaced the controller and it stopped crashing no matter what I did to the glass afterwards. Then I eventually figured out I needed to make the inner part of the bottom layer out of glass and that was that. Still, though, I figured I should hand over the crash report.
But I digress… so I made the Deep Tank, and it was working quite well, and I'm falling in love with the thing UNTIL I left the area to work on something else a few chunks away. Now anytime I try to interact with the Deep Tank Controller, I crash out with an "Exception in world tick" error as follows:
http://pastebin.com/8zX4z2Um
True, maybe just craft the different teirs then. Was just suggesting it because it wouldn't require adding too many new items.
Also about crafting, maybe just use a single steel/iron tough rod in a crafting table (Can place rebar back in table to make tough rod again).
Having two less points of armour than diamond isn't anything to dismiss. Jumped into a pool of lava with it on accidentally, and it gave me plenty of time to get out of it. Really, the steel armour is amazing.
saw the bit on concrete, thought a good way to make it would be instead of a normal crafting recipe just placing a iron/steel toolrod of tough rod in the casting basin and pouring it over. works efficiently and could be automated easily with hoppers/redstone.
also, something i've been doing is making and exo-suit, putting all the modifers on it i want on my armor, and then using ingame NBTedit to cut/paste the exo armors abilities onto my steel armor. i think a way to make a steel shell that could be added on top of finished exo armor would be awesome, just have the exo armor overlay the steel armors texture to make sort of a high tech armorsuit. i love my quad jump steel armor already but a legit way to make this would be SWEET.
I think there was some mention of steam-powered exo-armor upgrades. o:
With that said, I'm fairly certain ducts will now contain 100% less WTF. While I haven't done much to the Deep Tanks lately, they should also behave a bit better.
Will do!
I don't see a problem with adding both methods for cement + rebar. Could be rather convenient, even.
I'd been in deep thought recently about how to implement this myself. Separate casts just seems too redundant. Then I thought about placing alternating nuggets around a steel rod, but wasn't fond of that either. Straight up Tough Steel Rod => Rebar and back seems like the most sensible method to me as well.
Yeah, the balance seemed to be pretty reasonable to me. All of the steel armor properties are split just about evenly between iron and diamond, and given steel is much more easily renewable than diamond, its much easier to repair. Though mid-level enchants aren't amazing, they can still work wonders on steel.
Ha! I'm inspired now.
Hmmm... that would look pretty amazing. Honestly my focus will be on the Steamguard Armor suit - see below...
I have translated some texts bearing the signature of Slags O'Molten in regards to this material known as Pig Iron. It seems as though it is much easier to concoct than initially thought, Your manual should reflect this knowledge soon enough~
While there is much research to be done, it would seem as though the ancients were adept at fitting individual armor pieces onto external skeletal steam-powered performance enhancement equipment - commonly known as exo-suits - at the cost of other potential upgrades. We are currently investigating these matters, and have a crack team of miners digging a little deeper into the secrets of old.
Hitting picks against artefacts = !SCIENCE!
We're gaining steam... turbines!
Mod updated. Info & links in OP.
~~~
Okay, so I've decided to skip 0.0.3.2 and step up the increment to 0.0.4. Why? I'm lazy, and there would've been a lot of content to block out. Still getting ready for a bold update, so if this update has you feeling a little underwhelmed, just look at that manual again, then take comfort in the knowledge that ol' Toops has it on lockdown.
I'm really not sure. The plan was to wrap up 1.6.4 development after TSteelworks v0.0.5 and start on 1.7. Now, some things have changed where the release schedule is concerned because... ...well, I'm not sure if I'm allowed to announce things like that.
So, 1.6.4 development will still continue for a little bit longer, features may possibly ported to 1.7 as I go. The good news in all this is that my dev environment will change a bit, and I won't need to reimplement duplicates of TConstruct code, or be forced to work around it - which means development on things like the steam-powered tools will be much, much faster.
Also, while you're not announcing it yet, let me be the first to congratulate you on the upcoming *thing*. :3
And based on said thing, I suggest not really putting much into steam tools beforehand, since it'd probably requisite a re-write anyways. ^^;
Haven't been able to replicate the issue, but then again, I don't have a server running Agrarian Skies...