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    posted a message on Looking for people with opinions and Ideas

    I'm working on a mod called Technika currently and it's like a mix between a magic and a tech mod. Each chunk in the world has a "Lifeforce" and your machines run off this. The progression of the mod starts you as evil and over time you have to attempt to purify yourself to gain access to the higher-level machines and items. I'm not looking for any coders or artists or anything, just two or three people to run ideas past. You would also be able to give your own Ideas for different mechanics or the way things should work in the mod. In the end, the decision on whether or not to add them is up to me, but if your ideas make sense and I like them, I see no reason not to. If you're interested, add me on Discord: AnZaNaMa#3242 and send me a message.

    Posted in: Requests / Ideas For Mods
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    posted a message on EnergyTools - Control the world!

    EnergyTools is a tech mod that adds many items, blocks, and mechanics into the game. Basically, the mod adds Energy into the game that can be used in 3 different forms: Physical, Electric, and Gaseous.


    Energetic ore is found in the world and is about as rare as emerald, but spawns in chunks of at least 2 and is not biome-specific. It can be smelted down into an Energetic Ingot, which is the basic crafting component of the mod.

    Energetic Ore Energetic Ingot


    Another basic material added by EnergyTools is the coal stick. This stick is much stronger and more durable than regular sticks, so it must be used for Energetic Tools and other things. It is crafted with two blocks of coal.

    Coal Stick


    Physical Energy (P-E):


    Physical energy is stored in and used by the player to power items and other things that the player uses. The amount of physical energy a player has is indicated in the upper-left corner of the screen. For information on how to get physical energy, check out the electrical energy tab. Some of the things that use physical energy include:


    Energy Tools:

    The namesake of the mod. They do exactly what they suggest. They are a set of tools that use energy instead of durability. They are very fast and they never break unless you try to use them without energy.

    Energetic PickaxeEnergetic ShovelEnergetic AxeEnergetic SwordEnergetic Hoe (textures look better in-game... MinecraftForum upscaling is blurring them a bit).

    RedBison (totally not RedBull):

    This is an expensive item that can be activated to allow creative flight, but uses physical energy from the player at a quick rate while activated (Y'know, cause redbull gives you wings). I created this item, because I felt that the ExtraUtilities angel wings were a bit too simple. They're a one-time fight the wither and fly forever, which can be done very quickly in modded minecraft. I just felt that flying is not something that should be free. I guess you could say it's the law of Equivalent Exchange :)

    Red Bison


    [b]Planned Features:[/b]


    Energetic Armor that blocks all damage, using energy instead of durability. Breaks instantly if the player takes damage with no energy. Can be configured to hold upgrades that boost the player's abilities (fly, jump high, run fast, walk on water, invisibility, feed self, etc). The upgrades would use energy every tick and would use exponentially more for each extra upgrade.


    Player-Anchored Chunk-loader: can be disabled by server owners or modpack makers if they don't want it. Select a chunk or group of chunks that will be constantly loaded whenever the player is alive and logged in. Will eat away massive amounts of energy from the player. Should be used in conjunction with the EnergyLoader from the Electrical Energy tab.


    Electrical Energy (E-E):


    Electrical Energy is the equivalent of RF or EU to other mods. It powers machines and can be transferred by pipes and stored in banks. It can be created in a few ways:


    Energizer:

    This is the most basic way to get energy. When an item is dropped onto it, the item is consumed and transmuted into energy. A piece of cobblestone is worth 10 E-E (which is the same amount of energy it takes to mine one block with an Energetic Pickaxe). By default, the energizer can hold up to 50,000 E-E, but this can be upgraded by surrounding it with Energetic Blocks (3x3 crafting of Energetic Ingots). The red energizer means there is no upgrade. The Green is the second tier of Energizer and it doubles the maximum contained E-E as well as the amount of E-E obtained from one item. The blue is the third tier and doubles the second tier's max energy and energy multiplier (4x the original Energizer). The purple is the fourth tier of Energizer and doubles the previous tier (8x the original Energizer). I plan to add a final 5th tier, which will be black and will add additional features. E-E can be piped out of the Energizer using Energetic Pipes. Also, if the Energizer is receiving a redstone signal, it will transfer E-E from its internal storage into P-E in any player standing on it (just put a pressure plate on top and stand on it). Note that if it's a multiblock, the center block is the one that must be powered. Also, if the energizer has upgrades, it will pick up items in the range of the whole structure, as well as transfer energy to any player in the zone.


    Basic Energizer:

    Energizer


    Tier 2:




    Tier 3:






    Tier 4:








    (PLANNED) Energy Link: this is an item that will bind two players together (if both of them consent) and will even out the energy between their players. The item must be activated by sneak-right-clicking and must remain in the player's inventory for it to work. If one of the two players removes the item, he will stop sending energy. He can still receive energy from the other player, though.


    More ways to obtain energy to come.


    [b]Machines:[/b]

    [b] [/b]

    Enervator: accepts energy from pipes and stores electrical energy, but can also use the player's physical energy as power. While the player is on the active area of the enervator (the lift platform, rendered as a cloud), the player is set as the active user and is the only player who can control the enervator. To go up, the player can hold the space bar and to go down, the player can hold shift. The client processes the up/down movement of the player and then sends it to the server. This means that, unlike other elevators from other mods, the enervator has no latency lag and should run smoothly for anyone riding on it. When the player steps off the enervator, the cloud dissipates and returns to the bottom of the enervator. However, if the enervator has no currently active player and a player steps out into thin air within the range of the enervator, the cloud will appear under their feet and allow them to use the elevator as normal. If the enervator runs out of electrical energy and the player has no energy, the cloud will dissipate and the player will fall. The range and speed of the enervator can be upgraded by placing energetic blocks below it.


    (PLANNED) Energy Loader: does not require electrical energy to run, as it would be sort of redundant. Links to a player and converts electrical energy to physical energy and transfers it to the player, no matter where the player is. Note that this machine does not load chunks, so you will need to keep the chunk it is in loaded all the time. This can be accomplished by using the energetic armor chunk loader and loading the chunk that the loader is in, so that it can transfer energy to power the chunk loader. Alternatively, you can just use chunk loading from other mods... but that's boring.


    (PLANNED) Ore Processing:




    Gaseous Energy (G-E). Electrical Energy is transferred in pipes and used by machines. Gaseous Energy is the most abstract of the types and is a liquid of sorts that is stored in tanks and can be used in the world to do different things. For example, if a farm is flooded with it, the plants grow much faster, If the player breathes it in, their speed increases, etc.


    I have already implemented:[/b]

    Energetic Ore: Ore found in the world that is used to create Energetic Ingots which are the basic crafting component of the mod. About as rare as emeralds, but found in all biomes.


    Energizer: Machine that turns items into pure energy and can transfer it to the player or into pipes. Can be augmented with upgrades.


    Pipes: transfer around Electrical Energy.


    Enervator (WIP): uses electrical energy to lift or lower the player. Height limit can be upgraded.


    Energy Tools (Pickaxe, Sword, Shovel, Axe, Hoe): use physical energy from the player to break blocks. Very fast and never break, unless the player uses them with no energy.


    Red Bison (totally not redbull): Constantly uses energy while activated, allowing the player to use creative flight. Very expensive and moderately high energy costs. Y'know, cause redbull gives you wings?


    To be implemented:[/b]

    Gaseous Energy


    Piping and storage system for gaseous energy


    Electrical Energy Storage, Ore processing, and other basic machines, as well as teleporters, and more


    Upgrades to the player (store more energy, run faster, jump higher, fly with no item, teleport short distances, etc)


    I have listed all of this because I want to prove to you that I am not just another 12 year old who knows nothing about programming, asking people for "help" creating a mod they had an idea for and then doing nothing else. I am a programmer, I have already been developing this mod, and I will continue development with or without help. This project is legit and real.


    So you're probably wondering: Why is he posting this? What does he want from me? Answer: I'm looking for someone (singular - one person, maybe two) who knows how to program (because if you don't, you can't really help me), with prior experience in minecraft modding and specifically in rendering. I have hit a roadblock in mod development, because I simply do not have enough knowledge of how to make custom models and render them into the game. If you believe you can help me, leave a comment and show me something you've done.

    Posted in: WIP Mods
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    posted a message on SubMod/FollowerMod

    That doesn't mean you can't change it to work with followers or make your own separate mod.

    Posted in: Requests / Ideas For Mods
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    posted a message on The Mod Codename X

    That said, minecraft runs using OpenGL, which is a generic renderer, so technically, you could use a texture of any size or shape, but it won't look good. You can even render almost any 3d model into minecraft if you really want to.

    Posted in: Requests / Ideas For Mods
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    posted a message on [Already in progress] EnergyTools - looking for another programmer

    Hi, I'm Andrew. A couple years ago, I came up with an idea for this mod, so I decided to go for it. Since then, I have learned Java and have been working on my mod. It's called EnergyTools and it is a tech mod that adds many items, blocks, and mechanics into the game. Basically, the mod adds Energy into the game that can be used in 3 different forms: Physical Energy (P-E), Electrical Energy (E-E), and Gaseous Energy (G-E). Physical energy is stored in and used by the player to power items and other things that the player uses. Electrical Energy is transferred in pipes and used by machines. Gaseous Energy is the most abstract of the types and is a liquid of sorts that is stored in tanks and can be used in the world to do different things. For example, if a farm is flooded with it, the plants grow much faster, If the player breathes it in, their speed increases, etc.


    I have already implemented:

    Energetic Ore: Ore found in the world that is used to create Energetic Ingots which are the basic crafting component of the mod. About as rare as emeralds, but found in all biomes.


    Energizer: Machine that turns items into pure energy and can transfer it to the player or into pipes. Can be augmented with upgrades.


    Pipes: transfer around Electrical Energy.


    Enervator (WIP): uses electrical energy to lift or lower the player. Height limit can be upgraded.


    Energy Tools (Pickaxe, Sword, Shovel, Axe, Hoe): use physical energy from the player to break blocks. Very fast and never break, unless the player uses them with no energy.


    Red Bison (totally not redbull): Constantly uses energy while activated, allowing the player to use creative flight. Very expensive and moderately high energy costs. Y'know, cause redbull gives you wings?


    To be implemented:

    Gaseous Energy


    Piping and storage system for gaseous energy


    Electrical Energy Storage, Ore processing, and other basic machines, as well as teleporters, and more


    Upgrades to the player (store more energy, run faster, jump higher, fly with no item, teleport short distances, etc)


    I have listed all of this because I want to prove to you that I am not just another 12 year old who knows nothing about programming, asking people for "help" creating a mod they had an idea for and then doing nothing else. I am a programmer, I have already been developing this mod, and I will continue development with or without help. This project is legit and real.


    So you're probably wondering: Why is he posting this? What does he want from me? Answer: I'm looking for someone (singular - one person, maybe two) who knows how to program (because if you don't, you can't really help me), with prior experience in minecraft modding and specifically in rendering. I have hit a roadblock in mod development, because I simply do not have enough knowledge of how to make custom models and render them into the game. If you believe you can help me, leave a comment and show me something you've done.

    Posted in: WIP Mods
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    posted a message on Looking for developers for a mod I'm making.

    I've been working on a mod for quite a while. It's called EnergyTools and no, I didn't copy RFTools. I Started this mod long before RFTools ever came out, but I took a break from developing and now I'm back. Anyway, I've been working on this mod and I like everything I've done so far, but it's not progressing as quickly as I'd like it to be.


    The current scope of the mod includes:

    Energy that can be created by a machine

    A pipe system that transfers energy

    Basic machines that run using said energy

    A set of tools that uses energy

    Also some random items such as "red bison" (as to avoid copyright) that allows you to fly.


    I'm looking for someone who has experience making GUIs and other graphical things, such as rendering TileEntities and multiblock structures.


    I'm also looking for another 1-2 people who just have general experience making mods and possibly some machines.


    If you're interested in helping with the project, you can add me (AnZaNaMa) on skype or email me ([email protected]).

    Posted in: Mods Discussion
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    posted a message on [How-to] Ore Generation in Minecraft Forge 1.7.x

    In case anyone was wondering, in the update to 1.8, the structure stays about the same, but in the WorldGenMineable, you have to change the Block to an IBlockState and the (x,y,z) in .generate to a BlockPos. to follow along with the example given by Flamealchamist, it would be:



    BlockPos blockPos = new BlockPos(posX, posY, posZ);

    new WorldGenMinable(block.getDefaultState(), maxVeinSize).generate(world, random, blockPos);


    block.getDefaultState() is a simple way to receive the BlockState for a block, AS LONG AS IT DOESN'T CHANGE (i.e. Wheat, Carrots) as those have multiple block states. If you don't know much about block states, I HIGHLY suggest you look into them more, as they are quite important.

     
    Posted in: Mapping and Modding Tutorials
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    posted a message on [Forge] AnZaNaMa's Amazing Experience Mod


    *Note* This mod is a still a work in progress. If you find a bug or error in the mod, please make sure you have the most up to date version of the mod and then report it to me here or send me a message. You can also message my YouTube: OnTheFlipSide1234. Thanks for your patience!

    The Amazing Experience Mod is a concept I came up with about a year ago and I started work on it, but never got around to finishing it. I am now completely restarting from scratch on this mod and I will release a download as soon as a stable version is ready.

    Have you ever wanted a pickaxe that is faster than diamond? How about a shovel that never breaks? This mod offers all that and more! The Amazing Experience Mod is based around a set of impenetrable, unbreakable armor and tools. The tools and the armor are more efficient than any other in the game, but at a cost. Each use of a tool or armor takes up a small portion of your level in experience. In beginning versions of the mod, they may be expensive, but over time, there will be easier ways to collect a lot more experience than just mining or killing mobs.

    More about the mod will be revealed when the first release of the mod comes out. Until then, sit tight and be sure to check out my YouTube channel: OnTheFlipSide1234
    Posted in: WIP Mods
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    posted a message on iOS Minimap
    Hey so I just came up with a cool Idea for a minimap mod. Its pretty simple to explain. It's just a mod that lets you see your minimap on your iPad/iPhone through an app or browser or something. Just an idea.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Request, With Ores and Tools!
    Hey I'm sorry but I don't think i'm going to have time for this mod. I keep meaning to get around to it but I'm always too busy. Someone else can do it if they want. I have to abandon this mod.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Request, With Ores and Tools!
    Sorry. I had to go on a long, unexpected vacation... your mod is in the works
    Posted in: Requests / Ideas For Mods
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    posted a message on Making my own crafting manager
    Ohhh... I see. I'm still fairly new to Java. I don't know why I didnt think of that. Thanks for the help.
    Posted in: Modification Development
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    posted a message on Making my own crafting manager
    Hello, I am making a mod and I would like to make my own sort of crafting manager that holds all the recipes for my mod. The only problem is that crafting recipes are handled by GameRegistry. Things involving GameRegistry must be placed inside "@Init" How do I put the crafting recipes into a file without having to place them under Init.

    I tried to make my CraftingManager a sub-class of minecraft's CraftingManager, but it says it is not an explicit Super.

    Thanks for your help!
    Posted in: Modification Development
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    posted a message on Mod Request, With Ores and Tools!
    I'm finishing up another mod right now so I'll get to this one probably around tuesday. I will keep you up to date on my progress via this thread. Thanks!
    - NaMa
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Request, With Ores and Tools!
    So do you still want someone to create the mod? Because I'll do it.
    - NaMa
    Posted in: Requests / Ideas For Mods
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