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    posted a message on A bit more "primitive" of a tech mod.
    Yo, anyone?
    Posted in: Requests / Ideas For Mods
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    posted a message on A bit more "primitive" of a tech mod.
    Not sure if this should go under ideas or development, since I already have my idea, and plan to make this mod really, I could just use a bit of help deciding balance before I start.

    I'm planing on making a tech mod, more fitting in theme to the existing magic related mods, I plan to run it alongside the like of Thaumcraft, Ar's Magica, Blood Magic and Witchery. But also work well in conjunction with Toops' Tinkers series of mods and Railcraft. While it should stand up on it's own and be useful when used without any other mods, I want to avoid making the stuff added by the magic mods obsolete.

    As for theme I want to keep in line with an early Industrial era type theme, nothing more advanced that what we see in Railcraft, while still allowing for stuff like automated mining, item transport and such.

    I'm thinking as far as power goes I want to avoid using electricity and stay more on just "rotational energy" using windmills, water wheels and maybe even a giant hamster wheel type thing you can run inside. At the most have an early steam boiler engine or a clockwork machine. Transfer the energy with the use of axles, gears and belts. Use simple wooden ducts and archimedes screws for the transport of liquid, upgrading to stone and metal ducts to transfer lava and molten metal, transport items with conveyor belt setups or just send them floating down water ducts. With mining I would like it to work somewhat like railcraft tunnel bores, or a dredge set up where it scoops up parts of the ground and sends it for ore processing. Something like smashing the ore into bits, sorting out the ore chunks them dumping the useless gravel that's left over somewhere else, then it processes the ore chunks into making ingots.

    I was also thinking of a way to reduce the wastefulness of that style of mining, allowing you to set up a sluice system where you can sift out slag materials that would normally just fill chests and do nothing in your base, for a small chance to receive tidbits of ore or other resources, do this to gravel, sand and dirt, with a machine for crushing cobblestone into gravel. The problem I have here though is how could I maintain this as a balanced process when it's obtaining valuable stuff from a useless input.

    I was also thinking of stuff like sawmills and the like, maybe include ways for automated farmed and such in the later sections of the mod.

    And suggestion/help/ideas are greatly appreciated.
    Posted in: Requests / Ideas For Mods
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    posted a message on Let's Talk About Strongholds
    Quote from dommenick

    snip

    Very nice, man. I'm adding this to the OP
    Posted in: Suggestions
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    posted a message on Replacing the Wool in Pyramids (Implemented)
    Take a look at the snapshots.

    They actually put this in.

    Though with blue clay over a lapis block, understandable given the fact that Lapis is now used in enchanting, but I still think it would look better.
    Posted in: Suggestions
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    posted a message on Mesa biomes are really empty

    *laughing* YES! And it's great because it doesn't really intrude on the barrenness of the Mesa (although if it weren't for the patches of dirt and trees in the Mesa Plateau F, the tumbleweeds wouldn't actually make any sense).


    Although the mesa is covered in dead shrubs, and in reality the desert is surprising full of life compared to what some may think, I could see tumbleweeds being worked in and not too out of place.
    Posted in: Recent Updates and Snapshots
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    posted a message on Mesa biomes are really empty
    Quote from Bishounen_Floyd

    Pueblo villiage



    That's actually exactly what I meant by adobe villages, I forgot what they were really called, seeing that was one of the most memorable parts of traveling through the southwest. I need to do that again, I really love the American desert.

    Quote from PoisonDagger273

    Or a new mob. I'd rather have a new mob.


    Tumbleweeds could be a new mob! Simply because that could make them roll around like they're being blown by wind, otherwise they'd be completely useless...

    Coyotes maybe? They would just be slightly different wolves, though... Gila monsters? Giant Scorpions that replace spiders?


    Also if anyone is wondering the treasure stash idea is a reference to Arizona folklore of there being a secret cache of loot somewhere dug into the side of the Grand Canyon, supposedly near impossible to find because of the sheer size of the canyon and over the years the metal doors sealing the entrance have rusted to match the walls of the canyon.
    Posted in: Recent Updates and Snapshots
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    posted a message on Mesa biomes are really empty
    Face it, this is true, I mean, other than being the only natural source of red sand and hardened clay, what do they really have, other than gorgeous generation?

    Dead shrubs? A few trees on the top of the occasional verdant plateau? Even normal deserts have more content, with villages, cacti, the occasional temple, and mountains with stone and ores under than sand. All we have in mesas are huge mounds of solid clay.

    What could be done to give the mesas a reason to be visited other than for some cosmetic blocks and a pretty view? Maybe some sort of adobe type village built on the side of the ridges? Some sort of unique mesquite tree with use in cooking or potion making? Tumbleweeds? A hidden treasure trove in the side of a mesa behind tough rusted metal doors that blend in with the clay around it?

    Who else thinks mesas really need something more?
    Posted in: Recent Updates and Snapshots
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    posted a message on Animated texture pack questions
    I actually just wanted to make glass partially transparent, so I could give it texture in the middle without being all annoying and opaque, but I guess that's not possibly then?
    Posted in: Resource Pack Discussion
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    posted a message on Animated texture pack questions
    Animate the hud, I want rotating gears in corners of the overlay showing which item in your bar is selected, and the exp bar to be like an ever so slightly flickering neon lamp.

    As for items, I really want to know if you can, it would be changing the shape of the item considering the teeth on a chain, or a rotating buzz saw, which could cause problems, but I think I've seen a texture pack with animated items that showed properly.
    Posted in: Resource Pack Discussion
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    posted a message on Animated texture pack questions
    Say I wanted to make a texture pack with animated textures, could that apply to items or the HUD too, and would the item be animated while holding it?

    Say I wanted to to make a set of tools that kind of "pulsed" with light a bit to be my diamond tools, or animated powertools, such as a drill and chainsword, which would be used as the skin for stuff like the drill and nano saber on an IC2 resource pack, or option for diamond tools on vanilla.

    Could I make the texture for the item animated and would it animate properly in the inventory or while being held?
    Can I use partially transparent textures on items and make them properly see through, or any block really, or is the translucent texture feature only possible on stuff like ice.

    Thanks in advance and pardon my ignorance.
    Posted in: Resource Pack Discussion
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    posted a message on Trees of 1.7
    So this update gave us several new trees to look at.

    First off, the Acacia of the savannah


    And then we have two flavors of these giant Redwoods.


    And these biguns from the mushroom woods.


    Theres also the ones from the Mesa biomes, that arent different from the normal oaks but I feel like they should be.


    What do you think?

    Personally, the roof forest trees could be taller, and more detailed and the curved part of those Acacias could use some work.

    Maybe make the ones in Mesas some sort of Mesquite tree.

    And hopefully they will get their own unique types of leaves and logs, though the redwoods are fine using spruce.
    Posted in: Recent Updates and Snapshots
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    posted a message on Let's Talk About Strongholds
    Quote from pizzaandy

    I like the style of the strongholds, and many maps are base off it, so personally I would say that this should stay the same, as other Stronghold-themed maps would then be ruined. But I support!


    I made sure to try to preserve the style of strongholds in my examples, though I'm not that good of a builder, what I made was just some examples and hopefully some better architects could make better rooms.

    Thanks for all the support you guys.

    And making a mod would be awesome, if anyone would like to try you're welcome.
    Posted in: Suggestions
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    posted a message on Double-extender piston, please
    Quote from Tizorna

    if its a double extender piston i would make the whole piston 2x1x1 that would give it the correct size and would fit into minecraft.
    but anyways i support.


    I like that, though it seems a bit complicated to place as opposed to a 1x1x1. Perhaps there could be double, triple and even quadruple pistons but the longer they push the weaker they are.
    Posted in: Suggestions
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    posted a message on New Minecraft Biome: Mesa/Canyonlands


    Areas like this can look pretty good made from stained clay.

    But I would love to see more red/orange stone and stand materials
    Posted in: Suggestions
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    posted a message on Replacing the Wool in Pyramids (Implemented)
    Quote from AnonTheMouse

    I agree with the reasoning, but for aesthetics, I think the exterior blocks should be yellow, and the interior ones should be orange.


    I'm okay with this.
    Posted in: Suggestions
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