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    posted a message on Morph - Turn into almost any mob!
    Quote from Sharshar

    The IDEA of Morphing is super awesome, but as it stands (from what I can tell) everything is just massively overpowered. What I'd love to see is stuff like, "you can morph into the bat and fly, but you get blindness that turns off for 0.5 seconds every 2-3 seconds' (a pseudo echo location thing). I'm also hoping for stuff like, "you can only use items if the thing you morphed into can normally equip items" (ie if you chose a zombie you could use your sword/pick, but if you chose bat you couldn't use/place anything)

    Aside from that having something you have to unlock or research before you can learn to morph into certain things would be awesome. Like at the start of the game you can only "learn" Zombies, and then through research (something like ArsMagica's talent system or Thaumcraft's research system) you can increase your "knowledge", which would allow you to learn to morph into new things.

    That would be a very easy way to make some creatures (like bats, squid, etc.) be more mid-to-end-game only.


    I'd prefer a multiblock structure that consumes enormous amounts of power to be what is required to morph a player. You've got the player in the surgical table or the nanomachine vat or the <technobabble> ray chamber, a supercomputer to run the thing, and to even use any of that you'd need to sequence the genes of the mobs you'd want to become (also would require a supercomputer). This could be done through Mad Science, with the gene sequencing mechanics that are already in that mod. On top of all that, this is also required to morph *back*, so if an errant creeper blows up your reactor you'd be stuck as a sheep or whatever. What purpose do punishing mechanics like that serve? Well, on the one hand, it's less overpowered with a potential drawback like that. On the other hand, it encourages the player to build backup machines in backup facilities.

    ...and that goes back to why I think this would be better. The unique thing about Minecraft is it's about building. It's not (by and large) about research minigames and it's definitely not about combat or else the combat wouldn't suck so much. A technological, build a big lab and some backups would be *all* about building. Engineering problems and tradeoffs would be presented for the design of the shapeshifting machine and the systems (energy, gene sequencing, PCR, computing power, safety) required to support it. Players would get a chance to exercise their artistic creativity, designing all of the facilities for this. It'd just fit with the game as a whole so much better (problems with the tech mod scene aside).

    Also, blindness on bats would not only suck, it would suck more than life for a real bat because bats aren't actually blind. ;)

    e: and obviously any situation where the player can't use items and is also stuck as an animal would just be some I Wanna Be The Guy level annoying game design, so hell naw. Default-off config option at most.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4] Tinkers' Steelworks
    Making magneseum and limestone usable would be fantastic, especially for the collection of mods I'm using right now - Chisel provides limestone, and Tinker's Steelworks would give me a reason to enable Metallurgy magneseum.

    w/r/t Aluminum dust, thermite, etc, I've already got thermite in a mod I'm working on but the behavior isn't coded. I'd be happy to share that code with you guys if/when I ever get it working, as long as intermod compat works just fine with the replicated functionality. A certain gas I wrote already rusts iron blocks and that's how I get some iron oxide. It's really a shock that Thermite doesn't exist in a Minecraft mod yet (I think), considering how many mods add aluminum dust and how cool thermite is.
    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Toops
    Excellent! I haven't started yet, and that would be perfect since I know nothing of java reflection - show me your ways, wise one.

    I know very little too. Just feeling adventurous. :>

    That's how you learn these things, you know?

    Except I'm a bit busier than I thought I would be this weekend, so it might take a bit longer. Scratch that, took me about an hour.

    Quote from Toops
    Come to think of it, I was originally planning on rails (not the full track, the rails themselves) as a casted component, but tough rods keep it simple.
    If you continue to have rails as a casted component you can make a terrible "railgun" pun, however.

    ...Actually, that'd be really cool in this mod. Steam-based pressuregun that fires rails. Stick it in your wall at the end of a hallway and hook it up via redstone to pressure plates. *Fun* for anybody who tries to sneak into your base.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Toops

    Feel free to lend a hand at any time.

    I still intend to take you up on that. Maybe I'll take a bash over the weekend (tomorrow & Sunday) at a class to automatically building a dealloying list via reflection? I don't know if you've started on that or what.
    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Toops
    And really, I may have just invalidated half of this post with what's occurred to me just now: remember that alloy separator centrifuge thingy? It uses a steam turbine and works because Minecraft science. The tesla coil? Steam turbine. Cotton candy machine? Steam turbine.

    Come at me, bro. My answer to everything is steam turbine.


    That's actually what I was trying to imply. Steam in itself can be considered a power system if you abstract away the pistons or turbines required to turn pressurized steam into mechanical energy. Just pump steam into a machine, and away it goes. Or, add a separate steam turbine block (which seems to be what you're thinking of) which can run Steelworks machines, and allow the machines to be run off of, say, Redstone Flux, as well.

    (...and I have to agree with you about FTB's pack-building philosophy. Just throwing in absolutely everything is terrible for performance, to start with.)

    (Cutebold.)

    Quote from Toops
    Now, with that said, there is certainly lots of potential for creating chemical fuels in the high oven.

    On the one hand this sounds awesome (especially if the High Oven's combinatorial mechanics get implemented) but on the other hand it would really only have meaning in certain contexts. For a player using Steelworks in conjunction with a bunch of tech mods, it would be a godsend. For a player who is playing with TCon as the most technical mod in their magic-centric pack, not so much.

    Still, a lot of interesting possibilities there.
    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from KimiroDragon

    I dunno, most mods already have a power system. Adding another one is kinda risky in this day and age.
    Then again it might be useful for running things like the Grinding Station or a Pnuematic Hammer.


    Any power system that involves pumping Forge fluid stacks of fluid dictionary steam around will already be compatible with a lot of mods since I can think of Thermal Expansion, RotaryCraft, and possibly MFR off the top of my head which have an engine that is just, pump in steam and get their power out.

    e: I also think it's more acceptable to make a new power system if that new power system isn't competing with those that already exist. There are multiple forms of power in the real world. Think about it, you've got electricity, hydraulic pressure, pneumatic pressure, mechanical energy, chemical energy in the form of batteries, chemical energy in the form of various fuels. This can add some interesting engineering to the game rather than just being a pain. The reason multiple energy systems feel so dumb *now* is that most of them are supposed to be electricity and it just seems immersion-breaking and arbitrary that they don't work together and there are so many different versions of a copper wire.
    Posted in: WIP Mods
  • 2

    posted a message on [1.6.4] Tinkers' Steelworks
    Man oh man this mod is sounding better by the day. The heat mechanics sound fantastic, and good choice dropping the extra dimension (IMO) to work on things closer to the focus of the mod. The brick-throwing golems are great too. Keep it up!

    Is the feature wherein the material properties of steel (and maybe other High Oven materials) varies based on how you produced it still on the table? Is that still planned? If so, that'd work really well with a steam power system. How much pressure a boiler or piston can handle could be based on the material you built it with. Tinker's Construct material durability, maybe.

    e: and if you're going to have Dwarves you've gotta have the natural enemy of Dwarves' property rights: the Kobold thief (or maybe the Cutebold thief I dunno).
    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Riggs Tooples
    Still, there's some things I'd like to do which would require a power system, and I don't want to make Thermal Expansion an outright requirement, despite my love for it.


    Fun facts: You can support RF power without requiring anything. It's all interfaces. This is how, for example, Engineer's Toolbox stuff can get power from Extra Utils engines without Thermal Expansion being installed. It's pretty neat. I can understand not wanting the only way to power Rennaissance-era tech be what is basically electricity, though.

    Resonant Induction is gonna get mechanical power, maybe you could support that + RotaryCraft power?

    (A pull request is basically "yo, I changed / added code in <project>, wanna put those changes in the master branch of <project>?" Real easy to manage because GitHub are cool dudes.)

    Quote from KimiroDragon

    Also, Liquid Charcoal? Let the HO turn wood and other organics into fuel it can use? o:


    Pyrolysis oil is a thing IRL and it is awesome.

    e: Probably couldn't be used as a carbon source for steel IRL, but this is Minecraft, so whatever.
    Posted in: WIP Mods
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    posted a message on GrowthCraft - [JUL-15-2014] Proper 1.7.10 release
    Awesome, time to try this out.

    With regards to the modularity thing - couldn't you just roll it into one mod but also provide extensive config options, such that people aren't obligated to use anything from the mod except what they really want?
    Posted in: Minecraft Mods
  • 1

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

    I got them mostly done. :)




    Oh man, this looks great. Thanks for deciding to make RF compatibility happen.
    Posted in: Minecraft Mods
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