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    posted a message on ScientificAlchemy - A mod about Alchemy, a bit of Magic and a bit of Science! (Update! Version 1.3 is out)

    Hello guys!


    After a long time i finally got time to update this mod. I´m currently working on updating it to 1.10. Some people complained about the textures for the machines, and i do agree that they arent perfect in any shape or form, so, any one that has a ideia for a texture to any of the blocks and wants to help out just give me a shout here.

    Posted in: Minecraft Mods
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    posted a message on ScientificAlchemy - A mod about Alchemy, a bit of Magic and a bit of Science! (Update! Version 1.3 is out)

    it was not been abandoned, i'm just out of time right now. Some point on the near future i will be addressing the ongoing problens.

    Posted in: Minecraft Mods
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    posted a message on ScientificAlchemy - A mod about Alchemy, a bit of Magic and a bit of Science! (Update! Version 1.3 is out)

    No it is not normal, i will be checking in to it.

    Did you put more than one or just one gunpowder?


    Did you pipe it in or manually placed it?


    And if you can, tell me what pack it is so i can test on the same conditions.

    Posted in: Minecraft Mods
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    posted a message on ScientificAlchemy - A mod about Alchemy, a bit of Magic and a bit of Science! (Update! Version 1.3 is out)

    Hey guys!


    Been a long time since the last update, i was really busy with work. But now the new version is out !


    Now it takes the values from crafting recipes and some base values, if you see any simple item on vanilla or on a mod that doesn't have a value let me know. Most of the issues with that should be fixed now.

    Posted in: Minecraft Mods
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    posted a message on ScientificAlchemy - A mod about Alchemy, a bit of Magic and a bit of Science! (Update! Version 1.3 is out)
    Quote from kiou23»
    do you even chemistry bro?

    Why such a salt comment?
    Posted in: Minecraft Mods
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    posted a message on ScientificAlchemy - A mod about Alchemy, a bit of Magic and a bit of Science! (Update! Version 1.3 is out)
    Quote from dman11235»
    Two things that may help: base constructed items off of the things that make them. So, for example, a diamond pickaxe would have the value of three diamonds and a stick. this is how mods like EE2 and Project E work, and one reason they're fairly balanced.



    Another thing that may help with pure balance: in the real world atoms up through Sodium tend to have the same number of protons and neutrons. So a carbon (Z=6) atom tend to have 6 neutrons, for a net weight of 12 (incidentally, this is how we define atomic weight, one atomic weight unit is 1/12th of a carbon 12 atom). So if you were able to strip the atoms of all integrity (this is...uh....a very VERY bad idea, unless you want to make things go boom. Lots of boom. Takes more energy input on elements below iron, and get more energy out on elements higher than iron) you would have a soup of roughly equal parts protons, neutrons, and electrons. Higher elements tend to start to have more neutrons than protons (Sodium for instance on average has 1 more neutron than proton, but until you get to Potassium it stays nearly 1:1:1), but for the most part a 1:1:1 guide is reasonable. So if you are getting rid of neutrons and having to still make them, irl the amount would be around 2 times the number of protons in the atom to make the thing. That's the protons and electrons, plus another of each per proton to make the neutrons.



    Fun fact, btw, if you have an Open Blocks tank each filled with electrons and protons, you would not survive them being in the same solar system! If they were one meter apart, the tanks would nearly instantly be traveling the speed of light! The force pulling the two tanks together would be on the order of 10^34 N. That's an order of 10^3 MORE than the force due to gravity between the Sun and the Earth. The electromagnetic force is freaking STRONG. At 1 m apart (the space between them if you have the burner between them), the acceleration induced in the electrons is 3.5x10^37 m/s/s. The speed of light is 3x10^ 8 m/s. It would take less than a yoctosecond....by more than 6 orders of magnitude. It is longer than a plank second though (1 tp= about 5x10^-44 seconds), so that's good. If they were place at opposite ends of a solar system sized area (Pluto orbit, at 10^10 km), the force is still enough that under classical acceleration it would reach the speed of light in under a second. now, the energy involved in this interaction...well, it's more than 18 times the energy that the Earth has in orbiting the Sun. It's more than 4 times the energy that the Sun produces in a YEAR. Imagine that going off, right next to you, in an instant.

    I didn't even consider that.TY for pointing it out.

    Neutrons are there more just so you can`t get the same for the same, so to make condensing items more expensive but not to much expensive, that is the reason why the neutrons actually have to be made and are not just another liquid. If i use something close to real numbers you can probably see how it can become a pretty crazy value. I do see what you mean but it is just impraticable over the game context .

    It is actually a really interesting fact

    Another interesting fact is that alchemists actually worked on decomposing matter to the basic components of earth water air and fire that is kinda of the basis of the philosopher stone and the akahest, one to decompose to the simpler state, another to change to complex states. Over time the uses for the philosopher stone and the akahest actually changed from alchemist ro alchemist but they keep this basic functionality.

    I love to say "actually", I removed 10 "actually" from this text
    Posted in: Minecraft Mods
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    posted a message on ScientificAlchemy - A mod about Alchemy, a bit of Magic and a bit of Science! (Update! Version 1.3 is out)
    Well then i will really have to change the way it calculates. The best way probably will be to keep a basic item list and for the rest of the items let the player decide over a config file.
    Posted in: Minecraft Mods
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    posted a message on ScientificAlchemy - A mod about Alchemy, a bit of Magic and a bit of Science! (Update! Version 1.3 is out)
    Quote from dman11235»
    You need to REALLY overhaul how this mod works. As it is right now, I get free items, instantly. And no, I'm not just talking about item duplication. See, you base the atomic composition of an item based on its ID number. Instant issues. A diamond, for instance, has more electrons and protons than a diamond block. A stick has more than a diamond block (or wood....). Super easy to farm sticks, and use that, to get all of the instant item juice you need! But that's not all. If you're playing in a modpack, item IDs tend to get...rather high. In the pack I'm playing Tinker's stone tool rods have an ID of over 5000. Those are made from cobble. But here's to most exploity bit: tanks. In order for this mod to work, you need tanks of some sort, to store the juice. So: fill a couple tanks using sticks or stone tool rods. Pick up a couple tanks. Replicate those. I have, with a few pieces of cobble, created an infinite spring of electrons and protons that doesn't even need a burner anymore. If you have, like you do in your preview pics, Extra utilities (everyone does), it introduces drums. A normal drum is not that hard to make. It holds 256 buckets of liquid. Fill a drum with each, and replicate that. Use a Bedrockium drum for even more power, those hold over 65,000 buckets of juice


    No, it does not only bases it self on id, the mod actually has a extensive base of itens using the real amount of protons and electrons, for the others items there is a mathematical recipe so you should never end up with itens more than 1000 electrons/protons in its compositions, and the neutrons from the items/block have to be crafted from protons and electrons so you cant simple duplicate items at will a cobble wont give you a cobble in return it will give you less, now if you take the common way (a cobble generator for example, feeding a burner) to create diamonds that will take a long time, because even if the items are immediately generated if you have the required protons and electrons, takes time to accomplish the required amount.

    Previously to 1.2 version IT DID only take the id in some cases, that was a bug with the calculation. if you still see this going on, plz check if you are on the 1.2 version. If you are on 1.2 and mod items are showing the ID for the item and the id is bigger than 1000 plz let me know. In mods like this, like it was on EE2, automatically generating values for items/blocks is actually really difficult, If you feel that it is too much unbalanced even if it is working the way it is supposed to i will be glad to actually change it.


    That is the kind of input that every new mod needs to become better, so i´m really glad that you are pointing problems!

    EDIT:

    I will be looking at tanks, i didn't really take that on account while doing the mod so i will be fixing it.

    I will be w8ting on your response about the proton/electrons value calculation, depending on it, i may simple implement a fixed list for the more common mod blocks/itens and a config file for the rest of the itens/blocks.

    Everyone can expect a update on the mod till the weekend.
    Posted in: Minecraft Mods
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    posted a message on Dynamic mod dependencies
    Just to compliment CosmicDan post, if you want anything close to a conditional import (out of forge), like you pointed out, you will need to look not only at reflection but at a custom classloader.
    Posted in: Modification Development
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    posted a message on synthetic sunlight producing block for deep world survival.
    Still for mods like ic2 you won't be able to use the solar panel at night, has it looks for the word time .... Good work bro, i´m just pointing it out.
    Posted in: Modification Development
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    posted a message on mod can be playable on multiplayer?
    I can't understand what you're saying ....
    Posted in: Mods Discussion
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    posted a message on Coders Needed
    Will be hard to find people interested in helping if you don't give more details of the project
    Posted in: Mods Discussion
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    posted a message on synthetic sunlight producing block for deep world survival.
    Actually, there is no easy way to do like so, you will probably have to rework a good part of the minecraft for that to actually work
    Posted in: Modification Development
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    posted a message on Structure Spawning Mod. How do I make my own?
    CosmicDan actually did give us a great way, that could be converted in a simple api to be used in any mod, this kind of api makes the life of programmers much easier.
    Posted in: Modification Development
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