• 0

    posted a message on [MOD API] Will there be a modding API?

    So, the question is in the title. Will there be a full-featured modding API available, like Forge or smth.? In LUA or in C?


    One of the main reasons Minecraft became so popular, is, of course, mods. It's undeniable. Will there be a chance to make mods for C version as well?


    And by Mods I mean things like Thaumcraft, IndustrialCraft, GregTech, Immersive Engineering - things that not only add custom blocks and models, but also introduce whole new awesome mechanics, unavailable by basic engine.

    Posted in: Discussion
  • 0

    posted a message on Custom Ore Generation: First Revival
    Quote from Keybounce»

    It does seem that 1.10.x is going to be supported by a good number of mods.


    With that said, I am also a 1.7.10 person. Too many stuck mods; it'll be like 1.4.7 waiting for 1.6.4. :-).


    Well, yeah, but speed optimization in 1.10 is way too good to go back to 1.7. I, for example, have like 50 fps on 1.10 where I had like 20 fps on 1.7
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom Ore Generation: First Revival

    Go straight for 1.10 ;) And then just backport. There's less difference between 1.10 and 1.8 than between 1.8 and 1.7

    Posted in: Minecraft Mods
  • 0

    posted a message on Custom Ore Generation: First Revival

    Any possible news on 1.9/1.10 upgrade?

    Posted in: Minecraft Mods
  • 0

    posted a message on easiest way to make blocks bigger than a normal block?

    Sorry to raising this topic again, but I have a question. I've heard a lot of people say that "bounds can not be bigger than 1 block". But everyone forgets that fences are actually HIGHER than 1 block. It's 1,5 or so. So it IS possible after all. But how?

    Posted in: Modification Development
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Oh, thank you, then. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Hi Reika,


    Since you're ignoring PM messages I'll take my chances here...

    Is it possible to ask you to release the power network and it's logic as a separate API or move it to be a part of DragonAPI core? So other people could implement their own wires, sources, sinks and accumulators, without needing to extend/override Electricraft itself?


    Thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016

    How do you charge a jetpack? I've generated some "energy" with Electrotine generator (are there any other generators?), put Charging Bench next to it, chargbench got some charge, I've put half-used jetpack inside, and... nothing happens. Thehell?!

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    The mod is awesome, all the gears ticking, running, working, it's hypnotising. But… It's too FREEBIE!! 1 bucket of lava and a bit of iron - and you've got 16MW of power for free, FOREVER. 2 buckets of lava, and you can bake steel, for almost no expenses, for free, FOREVER. Dirt column with a ladder, a few buckets of water, and a few turbines - and you can basically forget about power shortages for a very, very long time. A few ingots, and you get ridiculous amount of power. And again, they will run, for free, FOREVER.


    So here we have - HUGE amounts of power, out of nothing, for free, forever, and the only consumable (and easily renewable! too easy.) is lubricant, which is also farmed with no hustle at all, so easy that I can not even call it an expendable resource.


    And x5 ore multiplication? (x8 with steel). Are you serious? Like endless power was not OP already…

    Toss in a few stacks of iron and a few lava buckets, and you have a closed-loop x5 ore mult, forever, for free. This is just plain ridiculous.


    DC engine is a perfect power source: low power, good for start, but for anything decent you have to move on. Wind turbine is ok'ish too, as it takes quite up some space and the power is low enough. But AC & steam engines and especially water turbines - it's just one big fat freebie joy kill.


    I think this mod needs some serious rebalancing...


    ...


    @Reika, please, is it possible to at least add a config option to...

    ...make steam engines AND blast furnaces consume coal or lava, like other mods do. Lava HAS TO cool down eventually.

    ...waterwheels consume much more lubricant, have a durability/life time of about 12-24 real-world hours, be installable only in River biome OR consume huge amounts of water.

    …water pump to consume water while also preventing water respawn, preventing endless water supply made by mere of 2 water buckets. With the exception being River and Ocean biomes. Put those condensers to some use!

    …reduce resource multiplication from 5 to a maximum of 2,5, while also considerably complicating the process by using multiple devices instead of all-in-one-block magic box.

    …implement power losses on gearboxes and other moving parts that are subject to friction.

    …implement multiple tiers of lubricant for reducing friction losses.

    ?


    This would be really appreciated by all the hardcore/Gregtech players out there… Really.

    Posted in: Minecraft Mods
  • 0

    posted a message on Drawing/Rendering a curved line

    I've run into this post via google and I'm currently trying to do a similar thing: draw a powerline between poles. Would you mind sharing your findings/the code?

    Posted in: Modification Development
  • 0

    posted a message on [1.7.10] Iguana Tweaks
    How do I disable slowdown when walking backwards?
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    How about a config file for FWG? To control density and randomness of flying islands...
    Posted in: Minecraft Mods
  • 0

    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from thislooksfun»

    You mean only blocks that have been placed by the player in general? Or only those *just* placed by a player?
    Namely, if someone builds a castle, should all of that be affected? Or only when they have just placed a block over a hole, and it falls down?

    Both scenarios are pretty valid. After all, you'll have to build a castle in the first place. :) Anyway, "blocks that have been placed by the player in general" would be a better option. But if that's too much hassle to implement, then option "only blocks that are being placed by the player right now" is a good fallback. Only downside in this approach I see is that you can build a physically valid roof (for example) and then remove the support and it will stay in the air, if there is no check for onBlockDestroy event...

    Anyway, the main idea is to leave naturally generated (or mod generated) landscape and structures intact and unaffected by physics.
    Posted in: Minecraft Mods
  • 0

    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Quote from kaylo7»

    Make it a few blocks deep, and it won't collapse when you walk on it. Physics checks don't go down indefinitely.

    That's not exactly what I mean. The point is to make worldgen unaffected by physics at all. I want only the newly player-placed blocks to be affected by physics and gravity.
    Posted in: Minecraft Mods
  • 0

    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Is it possible to make the mod apply physics ONLY to a blocks placed by player? So If I have a flying island generated, it doesn't fall down next instant… :/
    Posted in: Minecraft Mods
  • To post a comment, please .