Matter Overdrive is a Mod about Replication and Matter Manipulation. It's heavily inspired by the popular TV series Star Trek.
I was always fascinated with Science, and especially, Science Fiction. I wanted to bring some of the most noted features from star trek, with a twist.
I knew that, the technologies of Star Trek, would translate into a game as too OP, so I decided to put my own twists on them, and make put a lot of work, before being able to replicate everything he wants. At it's core, the mod is about the betterment of the player, so that he e left to build and create, not waste time in resource finding and collection. The mod is still in progress and a lot more features will be added, but the basics are there.
I still need to do a detailed, guide of the mechanics, but I wanted to get it out there, even if it's not that stable, so I can see your reactions and feedback.
This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://minecraft.net/terms is the sole property of the Mod author (Simeon Radivoev, henceforth "Owner" or "The Owner"). By default it may only be distributed on its own from https://mo.simeonradivoev.com/download_category/downloads/ or http://minecraft.curseforge.com/mc-mods/229694-matter-overdrive. It may not be distributed on its own from any other source. It may be included in any modpack with other mods, as long as it does not attempt to make money off The Owner's Mods. URL shorteners or other attempts to make money off The Owner's Mods are strictly forbidden without advance written permission. Attempts to modify the Mod, and distribute modified versions are Strictly Prohibited, regardless of the modifications in question.
Woah! Awesome Science Mod! After Beta or (possibly Alpha), I'm gonna have fun with it.
If it's your first mod, then this is cool for a first mod!
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
Had an interesting stack trace crop up in a crash report. You aren't at fault, but it's come to our attention that you are packaging CoFHLib as part of your mod.
Don't do that. Seriously, you risk breaking packs, and it's also somewhat unfair to us. Depend on it externally to ensure that everyone loads the correct version. Thank you.
I'm getting a crash on world loading with the newest versions that are online (0.2.6 & 0.2.6.1).
Maybe you can fix this.
---- Minecraft Crash Report ----
// Don't do that.
Time: 08.05.15 23:09
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at java.util.TreeMap.getEntry(Unknown Source)
at java.util.TreeMap.containsKey(Unknown Source)
at net.minecraftforge.common.config.ConfigCategory.containsKey(ConfigCategory.java:231)
at net.minecraftforge.common.config.Configuration.hasKey(Configuration.java:788)
at com.MO.MatterOverdrive.handler.MatterRegistry.checkInConfig(MatterRegistry.java:105)
at com.MO.MatterOverdrive.handler.MatterRegistry.register(MatterRegistry.java:89)
at com.MO.MatterOverdrive.handler.thread.RegisterItemsFromRecipes.run(RegisterItemsFromRecipes.java:46)
at java.lang.Thread.run(Unknown Source)
at com.MO.MatterOverdrive.handler.TickHandler.onWorldStart(TickHandler.java:68)
at com.MO.MatterOverdrive.handler.TickHandler.onWorldTick(TickHandler.java:59)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_660_TickHandler_onWorldTick_WorldTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:268)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:620)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
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:
---------------------------------------------------------------------------------------
I was trying to automate the recharging of the Phasers, but it looks like the charge level is in the NBT data, along with all the other stats, and not in the damage value. And there is a difference in NBT data between a fully charged Phaser and one that has been used and fully recharged again. This means common mod filters—which can detect damage values and changes to NBT—can't tell a full Phaser from an empty or partially charged Phaser.
If the charge value is in NBT, would it be possible to also duplicate that data in the damage value? Then filters can be set to white or blacklist Phasers just on whether the damage value is full or empty, and automating the charging of them would be possible.
I love my Phaser, it's a lot of fun. Thanks for that.
I was trying to automate the recharging of the Phasers, but it looks like the charge level is in the NBT data, along with all the other stats, and not in the damage value. And there is a difference in NBT data between a fully charged Phaser and one that has been used and fully recharged again. This means common mod filters—which can detect damage values and changes to NBT—can't tell a full Phaser from an empty or partially charged Phaser.
If the charge value is in NBT, would it be possible to also duplicate that data in the damage value? Then filters can be set to white or blacklist Phasers just on whether the damage value is full or empty, and automating the charging of them would be possible.
I love my Phaser, it's a lot of fun. Thanks for that.
I think... I maaaay have broken one of your black holes. It seems they don't cope too well with a few stacks of octuple compressed cobblestone being dumped in all at once. It grew really, REALLY large... And then it went poof.
Rollback Post to RevisionRollBack
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
I think... I maaaay have broken one of your black holes. It seems they don't cope too well with a few stacks of octuple compressed cobblestone being dumped in all at once. It grew really, REALLY large... And then it went poof.
Yea :D. It too big that and Integer can't hold the amount. So I Changed it to a Long.
Great mod!
Will you add other abilities to android?
and
is possible to add compatibility with Thirst Mod ? to disable Thirst when you become a Android ?(like with hunger)
I already have thoughts on Halo like shield bubbles. As for the Thirst Mod I might look into it.
Errr... Where could I find the license? I'd like to include this in my pack, and you seem like a cool enough guy to allow your mod into packs. On the other hand, you haven't posted your license anywhere, so I don't know what to do.
Matter Overdrive is a Mod about Replication and Matter Manipulation. It's heavily inspired by the popular TV series Star Trek.
I was always fascinated with Science, and especially, Science Fiction. I wanted to bring some of the most noted features from star trek, with a twist.
I knew that, the technologies of Star Trek, would translate into a game as too OP, so I decided to put my own twists on them, and make put a lot of work, before being able to replicate everything he wants. At it's core, the mod is about the betterment of the player, so that he e left to build and create, not waste time in resource finding and collection. The mod is still in progress and a lot more features will be added, but the basics are there.
I still need to do a detailed, guide of the mechanics, but I wanted to get it out there, even if it's not that stable, so I can see your reactions and feedback.
See the FAQ for common questions:
Here are some random screenshots, but most information on items and blocks can be found on the Website.
Screenshots:
Videos
here are some videos, of the animations and functions of items and Machines:
Transporter
Pattern Monitor
Phaser
Massive Gravitational Anomaly
Fusion Reactor Building
Shield Ability
https://mo.simeonradivoev.com/items/replicator/
https://mo.simeonradivoev.com/items/phaser/
https://mo.simeonradivoev.com/items/matter_scanner/
This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://minecraft.net/terms is the sole property of the Mod author (Simeon Radivoev, henceforth "Owner" or "The Owner"). By default it may only be distributed on its own from https://mo.simeonradivoev.com/download_category/downloads/ or http://minecraft.curseforge.com/mc-mods/229694-matter-overdrive. It may not be distributed on its own from any other source. It may be included in any modpack with other mods, as long as it does not attempt to make money off The Owner's Mods. URL shorteners or other attempts to make money off The Owner's Mods are strictly forbidden without advance written permission. Attempts to modify the Mod, and distribute modified versions are Strictly Prohibited, regardless of the modifications in question.
From the screenshots this mod looks really nice. Textures and models are well done.
Will have to give it a try.
Woah! Awesome Science Mod! After Beta or (possibly Alpha), I'm gonna have fun with it.
If it's your first mod, then this is cool for a first mod!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
I've got the new weapon system working, and i was keen on showing my ninja skills. Here is me showing one of the Phaser modules.
Hey there!
Had an interesting stack trace crop up in a crash report. You aren't at fault, but it's come to our attention that you are packaging CoFHLib as part of your mod.
Don't do that. Seriously, you risk breaking packs, and it's also somewhat unfair to us. Depend on it externally to ensure that everyone loads the correct version. Thank you.
I didn't realize that! I thought that if the library is loaded, my packaging is ignored. I will make it an external dependency.
Making progress on the Networking. I'm trying to simulate real world networking, and it's not as easy as I thought
I did finally implemented a way to easily order replications. Though I'm not sure if i should add my own transportation of items :X
It should work that way, but FML doesn't always seem to get it right.
Nice lookin' mod btw!
Finally implemented the transporter.
Try the newest version, or just delete the config file and let the mod rebuild it.
I was trying to automate the recharging of the Phasers, but it looks like the charge level is in the NBT data, along with all the other stats, and not in the damage value. And there is a difference in NBT data between a fully charged Phaser and one that has been used and fully recharged again. This means common mod filters—which can detect damage values and changes to NBT—can't tell a full Phaser from an empty or partially charged Phaser.
If the charge value is in NBT, would it be possible to also duplicate that data in the damage value? Then filters can be set to white or blacklist Phasers just on whether the damage value is full or empty, and automating the charging of them would be possible.
I love my Phaser, it's a lot of fun. Thanks for that.
Sure no problem !
Hey. FYI it looks like your website is down, and when my server and clients start up the game hangs trying to do a version check.
http://pastebin.com/qQNtG5YV
Implemented Gravitational Anomalies and Fusion Reactors.
I think... I maaaay have broken one of your black holes. It seems they don't cope too well with a few stacks of octuple compressed cobblestone being dumped in all at once. It grew really, REALLY large... And then it went poof.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Awesome mod dude been a while since i saw a new mod so sophisticated with so well made items ;p
keep it rolling this mod has a great future !
just showing The new android Abilities I'm implementing.
Yea :D. It too big that and Integer can't hold the amount. So I Changed it to a Long.
I already have thoughts on Halo like shield bubbles. As for the Thirst Mod I might look into it.
Errr... Where could I find the license? I'd like to include this in my pack, and you seem like a cool enough guy to allow your mod into packs. On the other hand, you haven't posted your license anywhere, so I don't know what to do.