"as a begining for the mod (should someone ever decide to do so), it would probably be easier to do what IE does, and just use Ray Tracing (going from one point to another, checking for obsticals then rendering a line) but with a bigger cable, maybe eight or ten pixels tall (would still render as a 2d object that always faces the player). Then, later on once people ahve made it common practive to have ray-traced pipes that look freeking awesome, someone can come along and do the unthinkable, and make items render in the pipes. But before that happens, have 2 states for the types of pipes: Off and On. On will have a collored arrow (blue: liquid; white: item; red: energy) animated that goes from one point to the other, and when there isn't anything in the pipe, it doesn't get animated!"
Other things later in development to consider:
hanging mini conveyor belts for items?(instead of pipes being able to)
crafting with rubber from other mods!
use by length?(more comes out of your pocket as the connection is longer)
transporting Pneumatic Craft Pressure!!!(one of my favorite Ideas!)
FLAXbeard's steam support!!!
Liquid pressure system to transport liquids faster in stronger reinforced pipes!
pressure explosions!
optional Rf powered pumps for fluids(maybe in config)!
movement animations!
rubber pipe collisions with blocks!
redstone connections?
Project Red hanging Bundled cable?
Sometime in the past I made a little more vague proposal for this and a modder caught on and started work on it.
But alas he has vanished a long time ago.
This concept is so simple I just wonder why no one has done it...
It doesn't seem like it'd be hard to implement.
I just hope this thread goes somewhere and doesn't go dead...
sorry for being critical... I'm just antsy about not being able to play tall worlds in survival with ought starving, drowning, or dying of bordom cuz no trees...
A nosy question:
is there anyone devising how will be the 3D biomes (in the vertical axis)?
Will there be underground biomes in the released version, type giant cave or giant ore lode?
They still gotta fix the bugs that make it unplayable. Like the loss of physics and no natural tree generation.
sry for bringing it up cuchaz
also could you provide jar files too along with the insatller for m3l? i use multimc.
Nope sorry it will take some more time, maybe try 1.0.17
It said that we are busy reprogramming the old system and making support easier. Don't know if i will support for (ic2, etc.). I will appreciate if some people could add support for these mods, it isn't to complicated.
You didn't answer my question... and also that mod doesn't have anything to do with crafting recipes unless you plan on adding complete and thorow support for Minetweeker...
We are working on a new mod called (InGameConfigManager) which is almost the same as crafting manager, but better. The problem is that developing takes longer than we thought, it will take at least a month until we have something ready, i'm sorry about that.
So does this mean your abandoning integrating other crafting systems for craftingmanager? has anyone else used your api?
I've looked at minetweeker and It is sooo complicated.... editing configs is hard enough but this is confusing... I dont want to have to learn a scripting system...
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Ever wished you could clean up that mess of blocky pipes in your laboratory? Ever wanted to stylishly transport items or fluids?
Now I've seen the the epic wiring system of Immersive engineering and it look and works spectacularly.
Other things later in development to consider:
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sorry for being critical... I'm just antsy about not being able to play tall worlds in survival with ought starving, drowning, or dying of bordom cuz no trees...
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I love this mod it just needs better textures. I could help with that for free if you want.
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Please take the effort to read... this been asked so much and THERE will NOT be any mod compatability for a LONG time.
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change logs?
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gany's surface ladders dont work and so dont ones from ropes+
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They still gotta fix the bugs that make it unplayable. Like the loss of physics and no natural tree generation.
sry for bringing it up cuchaz
also could you provide jar files too along with the insatller for m3l? i use multimc.
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So, sorry to be pushy but. Any recent developments or interesting progress with tall worlds mod?
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oh. ok.
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You didn't answer my question... and also that mod doesn't have anything to do with crafting recipes unless you plan on adding complete and thorow support for Minetweeker...
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I don't like the shift to 1.8.....
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yay!!!!!!!1
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So does this mean your abandoning integrating other crafting systems for craftingmanager? has anyone else used your api?
I've looked at minetweeker and It is sooo complicated.... editing configs is hard enough but this is confusing... I dont want to have to learn a scripting system...
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oh. sorry. and thank you.
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but that dosent work for nbt data or damage values and I donot like leaving the game thousands of times...