These 'conduits', 'pipes', 'magical energy movers' or whatever you want to call them are for those engineers who need to distribute power efficiently between geographically separated locations. Your needs may be one block or two or even up to 500 blocks, however far you need to travel.. Flowing Flux has a conduit to suit you.
The energy distribution in this system is also balanced so that more efficient network designs will offer more power available to whatever manical device you are powering. Currently there are four tiers of conduits to help you move any amount of power, with power transfer levels of 80, 840, 6920, 55560 RF/t for each respective tier 1 - 4.
Network Design
The way that power is modeled to travel through your conduit network means that designing and planning your network requires some consideration and planning.
The first thing to consider is that in order to have a functioning network you must first craft a "Network Manager". This block forms the backbone of your network and as the name so intuitively suggests, it manages all the networks operations such as intake of power, distributing power and maintaining a map of the network. Be very careful not to have two Network Managers on the same network as bad things may happen.
The second thing to consider is the power requirements for the machines/devices that you are powering. Energy flow is restricted to the maximum amount that can flow from the network manager to the particular machine. So If you have 6920RF/t conduit connected to a 840RF/t conduit, the most power you will be able to draw is 840RF/t. However you can also use augmenting paths, ie. connecting that same 6920RF/t conduit to two 840RF/t conduits will enable 1680RF/t to flow. Have fun abusing these augmenting paths to your hearts content.
Blocks:
Conduits:
There are Four tiers of conduits that can handle various amounts of RF/t per side.
The Tiers are 80RF/t 840RF/t 6920RF/t and 55560RF/t
The recipes for higher tiers increase exponentially in material cost, and decrease exponentially with the number of conduits you get out of them.
//TODO post recipes here once textures have been done
Network Manager
The Network Manager is the brains of each network of conduits and as such it is important that you ensure that each network only has one Network Manager. All power that flows through the network will flow through this network manager. The Network Manager also maintains a small buffer of energy which the size is determined by the number and tier of conduits.
The input of power to the network is handled by the generators you should have installed from other mods. There is no limit to the RF/t that you can send into the network other than the size of the energy buffer.
The export of power is handled a little differently. Each side of every conduit will try to find adjacent machines to power. If one is found then the network will try and push as much power as can flow through the conduits to the machine. For more information on how this works see the wiki. (//TODO Make Wiki)
If you want to attempt to keep track of the power drain through your network, you can place a sign next to the network manager. The text of the sign will be update to feature the average power drain through the network. The lines of text in the sign from top to bottom represent the average power drain in the past 1. 20 ticks (1 second) 2. 200 ticks (10 seconds) 3. 1200 ticks (1 minute) and 4. 6000 ticks (5 minutes)
If the network is misbehaving you can shift right click it with the item "Debug Item 2" in order to reset it, however in some cases this may cause all energy in the buffer to be sacrificed to the gods of RF Power Sacrifices
RF Output Meter
If you want to attempt to keep track of the power drain through your network, you can place a sign next to the RF Output Meter. The RF Output Meter must be adjacent to a network and allows you to keep all sides of the network manager available for conduit connections. Another advantage is that you can place as many of these in as many locations across the network. The text of the sign will be update to feature the average power drain through the network. The lines of text in the sign from top to bottom represent the average power drain in the past 1. 20 ticks (1 second) 2. 200 ticks (10 seconds) 3. 1200 ticks (1 minute) and 4. 6000 ticks (5 minutes)
Eventually the text displayed on the sign will be configurable from a GUI in the block.
Items:
Debug Item
This item has one purpose, to find connected blocks based upon a list of valid blocks. To add blocks to the valid blocks shift right click them, doing the same again will remove them.
Once you have your valid block list set, right click on any block to begin a Breadth First Search to find all connected blocks in the valid blocks list. For large areas this can take a very long time so I strongly suggest this is used with discretion.....
Debug Item 2
I'm very imaginative with names hey xD
If this item is right clicked on any Conduit, Network Manager or RF Output Meter, it will display the maximum power in RF available to that conduit How many conduits must be traveled through to get from the network manager to that conduit, and the amount of power stored in that network.
The secondary purpose of this tool is to reset a malfunctioning network. By shift right clicking on the Network Manager, the whole network will be reset and reinitialized. It will try and restore the pre-existing power from the networks buffer but this power may be sacrificed.....
DOT Graph Tool
This tool is used to save a network into a DOT format graph file that can be read by any good DOT format graph reader, I recommend GraphViz. To use simply right click on the network manager and voila, you are done. The file will be created in the minecraft directory in a subfolder DOTGraphs. The file name takes the format yyyyMMdd_HHmmss.gv
Computational Grid
This item is used solely for crafting the Network Manager and has no other function. It will gain more uses in the future
Planned Features:
-Incorporate more energy systems such as IC2, UE etc...
-Add better detection and handling of multiple Network Managers on the same network
-BETTER TEXTURES!!!!
-Add method of joining two separate networks to share energy (but maintain separate status)
-Whatever gets suggested that I like the sound of
Changelog:
-v0.2.4
-Fixed loading crash on dedicated servers
-Fixed collision masks affecting walking on conduits when running a dedicated server
-v0.2.3
-v0.2.3
-Conduits are now non, full block and have a newer placeholder texture.
-New Texture for Network Manager, Also added was the ability to rotate this.
-Updating build.gradle to correctly handle versions (Forgot to check at all when I made it. Sorry)
-Conduits are now properly receiving power from generators (My stupid derp)
-Implemented RF Output Meter
-v0.2.2
-v0.2.2
-Fix crash when placing RF Output Meter, this block is still NOT IMPLEMENTED however it should no longer cause issues.
-Fixed up missing and incorrect crafting recipes
-Prevented conduit textures from giving views through the world.
Credits:
Aesen - Texture for the Network Manager
Screenshots will be added when I get some textures that are not just placeholders.
PLEASE NOTE: There is now a dependency on CoFHLib. You can download it here. Just place the jar alongside this one in your mods folder.
Btw your output meter crashes me on right click(left click for me), also the conduits can have stuff from blockglass.java I would reccomend making it now a non opaque cube in the code.
Output meter crash report
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
java.lang.NullPointerException: Ticking block entity
at com.tinkerlad.conduits.entities.TileRFOutputMeter.func_145845_h(TileRFOutputMeter.java:28)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.tinkerlad.conduits.entities.TileRFOutputMeter.func_145845_h(TileRFOutputMeter.java:28)
-- Block entity being ticked --
Details:
Name: tileOutputMeter // com.tinkerlad.conduits.entities.TileRFOutputMeter
Block type: ID #559 (tile.tnkconduit:rfOutputMeter // com.tinkerlad.conduits.block.BlockNetworkRFOutput)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (631,4,542), Chunk: (at 7,0,14 in 39,33; contains blocks 624,0,528 to 639,255,543), Region: (1,1; contains chunks 32,32 to 63,63, blocks 512,0,512 to 1023,255,1023)
Actual block type: ID #559 (tile.tnkconduit:rfOutputMeter // com.tinkerlad.conduits.block.BlockNetworkRFOutput)
Actual block data value: 0 / 0x0 / 0b0000
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: Fliwing Flux!
All players: 1 total; [EntityPlayerMP['ENDERWITHER0790'/7, l='Fliwing Flux!', x=632.14, y=4.00, z=540.75]]
Chunk stats: ServerChunkCache: 290 Drop: 0
Level seed: -4425753657582492832
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (630,4,531), Chunk: (at 6,0,3 in 39,33; contains blocks 624,0,528 to 639,255,543), Region: (1,1; contains chunks 32,32 to 63,63, blocks 512,0,512 to 1023,255,1023)
Level time: 2107 game time, 2107 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 15705 (now: false), thunder time: 142348 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
ysteriousModder: This is amazing, might make a spotlight!!!
Can I make a spotlight?Just the idea and concept is very astounding!
Btw your output meter crashes me on right click(left click for me), also the conduits can have stuff from blockglass.java I would reccomend making it now a non opaque cube in the code.
Thanks, I originally just wanted to do the whole network thing to try and minimise lag; however I soon saw the potential for a much more complex system to evolve Your are absolutely welcome to make a spotlight The only thing I can suggest is that you wait a couple of versions just for a little more functionality and proper textures Also the RF output meter crash should be fixed now in v0.2.2
TheMysteriousModder: The texture theme I am sorta going for is to match this http://imgur.com/a/Z1Y9F (This will be the texture for the Network Manager)
Not at all, Thanks heaps for the offer I just have a particular taste in how I want the mod to look :/ Hopefully it turns out.... v0.2.3 aims to be a fully textured version
They will, at this point in time the conduits only seem to be working in my dev environment but not once packaged as a jar. If anyone is having success I would love to hear about it
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
This is a texture that I made for a mod that I'm working on, I can make some for you as well, if you'd like.
That looks pretty awesome!
Rollback Post to RevisionRollBack
Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
Well, yea. It's going to be released under the gnu general public license which means do whatever you want with it, but it's not out yet. Don't expect it to be for maybe a month.
Rollback Post to RevisionRollBack
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
Well, yea. It's going to be released under the gnu general public license which means do whatever you want with it, but it's not out yet. Don't expect it to be for maybe a month.
Sorry, I'm generally confusing with licenses and whatnot, and there's the beta you know..
Rollback Post to RevisionRollBack
Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
Click on this spoiler to see mods and ideas that I support!
Click on this Spoiler to see misc. banners and whatnot!
Sorry, I'm generally confusing with licenses and whatnot, and there's the beta you know..
Yea, but it kinda relies on another mod that isn't out either. I'll make a mc forum post when it's ready.
Anyways, I loaded up flowing flux and it has really weak textures, and I want to help with that. I love the idea of an rf meter.
Rollback Post to RevisionRollBack
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
The energy distribution in this system is also balanced so that more efficient network designs will offer more power available to whatever manical device you are powering. Currently there are four tiers of conduits to help you move any amount of power, with power transfer levels of 80, 840, 6920, 55560 RF/t for each respective tier 1 - 4.
Network Design
The first thing to consider is that in order to have a functioning network you must first craft a "Network Manager". This block forms the backbone of your network and as the name so intuitively suggests, it manages all the networks operations such as intake of power, distributing power and maintaining a map of the network. Be very careful not to have two Network Managers on the same network as bad things may happen.
The second thing to consider is the power requirements for the machines/devices that you are powering. Energy flow is restricted to the maximum amount that can flow from the network manager to the particular machine. So If you have 6920RF/t conduit connected to a 840RF/t conduit, the most power you will be able to draw is 840RF/t. However you can also use augmenting paths, ie. connecting that same 6920RF/t conduit to two 840RF/t conduits will enable 1680RF/t to flow. Have fun abusing these augmenting paths to your hearts content.
The Tiers are 80RF/t 840RF/t 6920RF/t and 55560RF/t
The recipes for higher tiers increase exponentially in material cost, and decrease exponentially with the number of conduits you get out of them.
//TODO post recipes here once textures have been done
Network Manager
The input of power to the network is handled by the generators you should have installed from other mods. There is no limit to the RF/t that you can send into the network other than the size of the energy buffer.
The export of power is handled a little differently. Each side of every conduit will try to find adjacent machines to power. If one is found then the network will try and push as much power as can flow through the conduits to the machine. For more information on how this works see the wiki. (//TODO Make Wiki)
If you want to attempt to keep track of the power drain through your network, you can place a sign next to the network manager. The text of the sign will be update to feature the average power drain through the network. The lines of text in the sign from top to bottom represent the average power drain in the past 1. 20 ticks (1 second) 2. 200 ticks (10 seconds) 3. 1200 ticks (1 minute) and 4. 6000 ticks (5 minutes)
If the network is misbehaving you can shift right click it with the item "Debug Item 2" in order to reset it, however in some cases this may cause all energy in the buffer to be sacrificed to the gods of RF Power Sacrifices
RF Output Meter
Eventually the text displayed on the sign will be configurable from a GUI in the block.
Items:
Once you have your valid block list set, right click on any block to begin a Breadth First Search to find all connected blocks in the valid blocks list. For large areas this can take a very long time so I strongly suggest this is used with discretion.....
Debug Item 2
If this item is right clicked on any Conduit, Network Manager or RF Output Meter, it will display the maximum power in RF available to that conduit How many conduits must be traveled through to get from the network manager to that conduit, and the amount of power stored in that network.
The secondary purpose of this tool is to reset a malfunctioning network. By shift right clicking on the Network Manager, the whole network will be reset and reinitialized. It will try and restore the pre-existing power from the networks buffer but this power may be sacrificed.....
DOT Graph Tool
Computational Grid
Planned Features:
-Add better detection and handling of multiple Network Managers on the same network
-BETTER TEXTURES!!!!
-Add method of joining two separate networks to share energy (but maintain separate status)
-Whatever gets suggested that I like the sound of
Changelog:
-Fixed collision masks affecting walking on conduits when running a dedicated server
-v0.2.3
-Conduits are now non, full block and have a newer placeholder texture.
-New Texture for Network Manager, Also added was the ability to rotate this.
-Updating build.gradle to correctly handle versions (Forgot to check at all when I made it. Sorry)
-Conduits are now properly receiving power from generators (My stupid derp)
-Implemented RF Output Meter
-v0.2.2
-Fix crash when placing RF Output Meter, this block is still NOT IMPLEMENTED however it should no longer cause issues.
-Fixed up missing and incorrect crafting recipes
-Prevented conduit textures from giving views through the world.
Aesen - Texture for the Network Manager
Screenshots will be added when I get some textures that are not just placeholders.
PLEASE NOTE: There is now a dependency on CoFHLib. You can download it here. Just place the jar alongside this one in your mods folder.
Can I make a spotlight?
Please click my eggs, they would love it
Please click my eggs, they would love it
Output meter crash report
// Hey, that tickles! Hehehe!
Time: 11/14/14 6:06 PM
Description: Ticking block entity
java.lang.NullPointerException: Ticking block entity
at com.tinkerlad.conduits.entities.TileRFOutputMeter.func_145845_h(TileRFOutputMeter.java:28)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.tinkerlad.conduits.entities.TileRFOutputMeter.func_145845_h(TileRFOutputMeter.java:28)
-- Block entity being ticked --
Details:
Name: tileOutputMeter // com.tinkerlad.conduits.entities.TileRFOutputMeter
Block type: ID #559 (tile.tnkconduit:rfOutputMeter // com.tinkerlad.conduits.block.BlockNetworkRFOutput)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (631,4,542), Chunk: (at 7,0,14 in 39,33; contains blocks 624,0,528 to 639,255,543), Region: (1,1; contains chunks 32,32 to 63,63, blocks 512,0,512 to 1023,255,1023)
Actual block type: ID #559 (tile.tnkconduit:rfOutputMeter // com.tinkerlad.conduits.block.BlockNetworkRFOutput)
Actual block data value: 0 / 0x0 / 0b0000
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: Fliwing Flux!
All players: 1 total; [EntityPlayerMP['ENDERWITHER0790'/7, l='Fliwing Flux!', x=632.14, y=4.00, z=540.75]]
Chunk stats: ServerChunkCache: 290 Drop: 0
Level seed: -4425753657582492832
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (630,4,531), Chunk: (at 6,0,3 in 39,33; contains blocks 624,0,528 to 639,255,543), Region: (1,1; contains chunks 32,32 to 63,63, blocks 512,0,512 to 1023,255,1023)
Level time: 2107 game time, 2107 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 15705 (now: false), thunder time: 142348 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 135585376 bytes (129 MB) / 403791872 bytes (385 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 33 mods loaded, 33 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
<CoFH ASM>{000} [CoFH ASM Data Initialization] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
cannibalism{1.0.1} [Cannibalism] (Cannibalism-1.0.1-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
chisel{1.5.7} [Chisel] (Chisel-1.7.10-1.5.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CoFHCore{1.7.10R3.0.0B8} [CoFH Core] (CoFHCore-[1.7.10]3.0.0B8-36.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded{1.7.10R2.8.0RC4} [MineFactory Reloaded] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EnderIO{1.7.10-2.2.0.272} [Ender IO] (EnderIO-1.7.10-2.2.0.272.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatAppliedEnergistics{1.7.10R2.8.0RC4} [MFR Compat: Applied Energistics] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatAtum{1.7.10R2.8.0RC3} [MFR Compat: Atum] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatBackTools{1.7.10R2.8.0RC4} [MFR Compat: BackTools] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatBuildCraft{1.7.10R2.8.0RC4} [MFR Compat: BuildCraft] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatChococraft{1.7.10R2.8.0RC3} [MFR Compat: Chococraft] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatExtraBiomes{1.7.10R2.8.0RC3} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatForestry{1.7.10R2.8.0RC4} [MFR Compat: Forestry] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatForgeMicroblock{1.7.10R2.8.0RC3} [MFR Compat: ForgeMicroblock] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatIC2{1.7.10R2.8.0RC3} [MFR Compat: IC2] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatMystcraft{1.7.10R2.8.0RC3} [MFR Compat: Mystcraft] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatProjRed{1.7.10R2.8.0RC3} [MFR Compat ProjectRed] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatRailcraft{1.7.10R2.8.0RC3} [MFR Compat: Railcraft] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatRP2{1.7.10R2.8.0RC3} [MFR Compat: RP2] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatSufficientBiomes{1.7.10R2.8.0RC3} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Baubles{1.0.1.8} [Baubles] (Baubles-1.7.10-1.0.1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Thaumcraft{4.2.1.4} [Thaumcraft] (Thaumcraft-1.7.10-4.2.1.4(1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatThaumcraft{1.7.10R2.8.0RC4} [MFR Compat: Thaumcraft] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalFoundation{1.7.10R1.0.0B3} [Thermal Foundation] (ThermalFoundation-[1.7.10]1.0.0B3-8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ThermalExpansion{1.7.10R4.0.0B6} [Thermal Expansion] (ThermalExpansion-[1.7.10]4.0.0B6-16.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatThermalExpansion{1.7.10R2.8.0RC3} [MFR Compat: Thermal Expansion] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatTwilightForest{1.7.10R2.8.0RC4} [MFR Compat: TwilightForest] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MineFactoryReloaded|CompatVanilla{1.7.10R2.8.0RC4} [MFR Compat: Vanilla] (MineFactoryReloaded-[1.7.10]2.8.0RC4-676.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NetherOres{1.7.10R2.3.0RC3} [Nether Ores] (NetherOres-[1.7.10]2.3.0RC3-84.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
tnkconduit{0.2.1} [RF Conduits] (tnkconduits-0.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['ENDERWITHER0790'/7, l='Fliwing Flux!', x=632.14, y=4.00, z=540.75]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Please click my eggs, they would love it
Thanks, I've been working on it for a while and I hope it fits in nicely with other mods
Thanks for the offer, I'd love it if you'd have a go If your still interested can you email me to discuss some details about the textures?
[email protected]
Thanks, I originally just wanted to do the whole network thing to try and minimise lag; however I soon saw the potential for a much more complex system to evolve Your are absolutely welcome to make a spotlight The only thing I can suggest is that you wait a couple of versions just for a little more functionality and proper textures Also the RF output meter crash should be fixed now in v0.2.2
I can make textures, because I do mod and do pixel art.
Please click my eggs, they would love it
Please click my eggs, they would love it
Please click my eggs, they would love it
Please click my eggs, they would love it
This is a texture that I made for a mod that I'm working on, I can make some for you as well, if you'd like.
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
That looks pretty awesome!
Click on this spoiler to see mods and ideas that I support!
Well, yea. It's going to be released under the gnu general public license which means do whatever you want with it, but it's not out yet. Don't expect it to be for maybe a month.
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
Sorry, I'm generally confusing with licenses and whatnot, and there's the beta you know..
Click on this spoiler to see mods and ideas that I support!
Yea, but it kinda relies on another mod that isn't out either. I'll make a mc forum post when it's ready.
Anyways, I loaded up flowing flux and it has really weak textures, and I want to help with that. I love the idea of an rf meter.
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
Yes i am still interested and if you didn't get my email then send me a PM on the forums. I think my email may be broke