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    posted a message on UtilityCraft Reborn
    Quote from Mcity241»




    I see. I have a few reccomendations:

    1. Make a wiki
    2. Highway sheilds with custom numbers
    3. 230kv Lattice transmission/sub transmission framing (slope(stair like)/block)
    4. 230kv Metal transmission framing+insulators (like in the picture)
    5. Concrete block (overpasses and sidewalks)


    Most of this stuff was already in my plan, so I'll explain how I'm implementing each.
    1. I can start on the wiki, this is one of the features I hadn't planned.
    2. Highway shields with custom numbers might happen, but I'm not sure.
    3. 230kV and 500kV lattice structures are definitely in the plan, although they might come a little later.
    4. Steel and concrete subtransmission/transmission structures are definitely in the plan.
    5. Concrete blocks are a definite yes.They will even have markings.

    Posted in: WIP Mods
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    posted a message on UtilityCraft Reborn
    Quote from Mcity241»


    When will you add the gantry and more street lights?


    The gantry will be added with the road stuff portion of the mod. Street lights will be added with power lines EXCEPT for the one street light added with traffic signals. I am planning on adding more than just a few street lights (same with gantries). Street lights can have different lamps (cobra head, cutoff, etc), many arm types (look a few pages back, I posted the planned types), and many arm lengths.
    Posted in: WIP Mods
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    posted a message on UtilityCraft Reborn
    Quote from Mcity241»

    Whats better:

    traffic signals 0.4 or 1.0?


    1.0 (new version, new models) is a lot better than 0.4 (old version, old models).
    Speaking of updates, the next update will add quite a bit!
    Planned features:
    -More fused cutouts (with and without surge arresters, with and without current limiting fuses, etc)
    -More 15kV and 35kV framing (taps, narrow profile construction, crossarm construction, etc)
    -More equipment (more transformers, capacitor banks, and reclosers)
    Posted in: WIP Mods
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    posted a message on UtilityCraft Reborn

    The new update is out so go grab a copy! Change log:

    -Updated 25kVa transformer model, regulator model, and all framing

    -Added 100kVa transformer and step transformer

    -Added disconnect switch

    -Added platform for regulators and step transformers

    -Added 0-750V framing

    -Added 35kV framing

    -Added 70kV and 120kV framing

    -Added substation framing and equipment

    -Added neutral spool insulator

    Download here.

    Posted in: WIP Mods
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    posted a message on UtilityCraft Reborn

    Well, the next update should be out soon. The transformers and distribution framing have been completely redone; subtransmission framing has been added at 2 voltage levels (70kV and 120kV); 2 risers were added (1ø and 3ø). Underground, substations, and 230kV transmission framing will be added as well.

    Posted in: WIP Mods
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    posted a message on UtilityCraft Reborn
    Quote from Mcity241»

    Can you add more gantry and transmission tower/substation screenshots? Reccomendations:

    1. Custom Highway Shields
    2. Exit Gore
    3. Rural highway signs
    4. Highway Pavement (Asphalt, Concrete, Bridge)
    5. Powerplants (long time from now)
    6. Sub Transmission Framing
    7. Transmission Insulators
    I've been away a long time because I've been working modding for Cities: Skylines.



    Custom highway shields could be a little difficult. Sub transmission is included with the transmission tab (I should change that); power plants might be a little tricky, I might just have a block you place down and then select a power plant to generate. Exit gores will be added as well as highway pavement. Transmission/sub transmission will be separated into 3 voltage levels: 70kV, 120kV, and 230kV. Rural signs are a definite yes.

    EDIT: Power plants would be to difficult to implement.

    Posted in: WIP Mods
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    posted a message on UtilityCraft Reborn

    Well, there are now 63 screenshots for the power line section of this mod. I haven't been able to work on this mod as much as I wish, but I have been able to get some low voltage, transmission, and substation framing ready for the next update. I'll try to post some more screenshots of the traffic signals and the new power lines.

    Posted in: WIP Mods
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    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from enderlord0028»

    one question, will I be able to turn my ship at some point?


    You already are able to, as of the latest update. You will need to go check the mod compatibility list though.
    Posted in: Minecraft Mods
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    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from LemADEC»

    You can already move to other mods dimensions defined as planets.

    Solar systems help to organize planets by group and give more realism, that's already in the roadmap.


    Jump gates are intended for small ships that can't use hyperspace. You can always merge your small ship with a big structure to give it enough mass to trigger hyperjump.


    Warp drive space already has gravity, so I don't quite get your point here :).


    What about different atmospheres, temperatures, and gravity on each planet? Maybe even have planet classes like in Star Trek or Star Wars. Also, do you mean planets will be included in the mod when you say solar systems are planned?
    Posted in: Minecraft Mods
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    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!

    Hey Lem, I just had a great idea for this mod. What if you created solar systems throughout space and a starmap block that showed where these planets are. Maybe you could connect your starmap to your warp core and it could program the warp core to jump to that solar system. Just a thought.

    Posted in: Minecraft Mods
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    posted a message on goldensilver853's Mod Hub- Official Home of Vehicular Movement, Monoblocks and Other Fine Mods

    I think goldensilver said when his eye color changed, he would update it, so probably no time soon.

    Posted in: Minecraft Mods
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    posted a message on UtilityCraft Reborn

    I've gotten 2 more models done. Here are some screenshots. These blocks will be included in the next update.

    Screenshot 1- Intellirupter Pulsecloser

    Screenshot 2- SCADA-Mate CX

    Both were made using S&C's dimensions at 1:1 scale.

    Posted in: WIP Mods
  • 1

    posted a message on UtilityCraft Reborn

    New update for power lines available! Download here. Screenshots here. Update includes:

    -Wood and steel pole

    -Wood tangent and deadend crossarms

    -Steel tangent and deadend crossarms

    -Pin and post insulators with both bracket mounting and steel pole mounting

    -Deadend polymer and porcelain insulators

    -A transformer (1ø)

    -2 capacitor banks (both 3ø, 3 and 6 unit banks)

    -A regulator

    -A regulator bypass switch (1/2 hr+ for model)

    -Fused cutouts (1ø bracket mounting, 3ø equipment arm mounting, 3ø solid blade equipment arm mounting)

    -A recloser (solid dielectric; Nova relcosers, type W reclosers, etc to come)

    The next update will have more reclosers, sectionalizers, more transformers, switches, transmission, and underground stuff. Every item added is 1:1, straight from factory specs. Every dimension is as accurate as possible.

    Posted in: WIP Mods
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    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2

    In the 1.7.10 version, do Walled Cities spawn (Walled City Generator Mod)?

    Posted in: Minecraft Mods
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    posted a message on WarpDrive: custom ships, laser cannons and modular force fields!
    Quote from LemADEC»

    The existing Weapon controller already gives you a mean to control multiple laser cannons from a single computer and monitor.

    For ships, you'll have to write your own script to send the commands to your slave ships through modems and such.

    What is the maximum distance between the lasers and monitor?
    Posted in: Minecraft Mods
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