• 0

    posted a message on Minecraft Modding Team Hiring
    Hey, we need modders over at T1A. Can you help us? We just need more modders, and cause your assembling a team I thought you might want to help us. If you aren't already doing a mod.
    Posted in: Mods Discussion
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Guys. Accept the help and don't pick on people, horrible grammar or not.
    Posted in: WIP Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I'm gonna make a private modpack using your mod. I want to ask permission. I will make no profit nor anyone else, except maybe if someone is nice and gives me money for no reason. This will only be available to a group of my friends and I will run the ONLY server using it unless someone makes a copy of my modpack by pure chance. I will use the FTB private modpack system and credit will be given to you right in the middle of the description where it is hard to miss.
    Quote from EvilBatsu



    So why advertise your server here if it's for only Friends and Family?


    Idiot, he is stating that its not gonna be public and asking permission. Read the entire message next time.
    Posted in: Minecraft Mods
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from Khlorghaal


    Yea; though with your mod I don't understand why you don't merge with MMPS





    You make the bullets be affected by gravity
    They are? even in the current DL which is really outdated.

    pierce blocks, ricochet off stone and meta and stick into block like dirt and sand
    Yeah ill make it so low blast resist blocks absorb bullets while high resist blocks ricochet.
    Bullets are currently slowed 30% per ricochet, i might increase the slow.
    I just made it so slower bullets do less damage.

    "Speed" would be a variable that affects the actual travel speed of the bullet.
    Again, I already have this? Rifle bullets obviously travel faster than others

    "bullet resistance" variable, and some would break when hit by a bullet at sufficient speed.
    Im just using blast resist as that makes enough sense; ill make so select blocks like glass break. I might also make a system where high caliber guns will break weak blocks if you do so many hits in an amount of time

    air resistance would take a percentage speed per millisecod
    In MC a tick is the minimum unit of time which is 50ms, alpha 0.10 already has bullet drag but its not very noticeable.

    Currently there is a global wind variable that affects fallout falling, but I dont think I'll apply wind to bullets as that overcomplicates things.


    Yeah, wind would just make it too realistic, sorta like having to clean infections and remove splinters in minecraft. Did you get the concept of the bullet thing? I didn't see you mention the piercing. What I was trying to say, was that sniper bullets going very slow wont pierce a wall while smg bullets at point blank might. So it would be a universal system for all projectile weapons.
    Posted in: WIP Mods
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Khlorgaal should
    Quote from Khlorghaal


    There was another mod that focused on mechs that came out some time after I announced T1A and it was suspiciously similar, so I know that feel. What aggravated me with that is that the guy leading it didn't even know how to program; afaik it died though, probably for that reason.

    The biggest uniqueness of T1A is the equipment system (which I've rewrote like 4 times and I'm still not satisfied with it... eventhough it 'works'...) and that is enough to make it stand out from any other mod. If I ever get version 2 done then the space dimension will be a very unique mechanic as well.

    Also I don't know of any other gun mod that has recoil, nor any other gun mod with 3d gun models, visible bullets, ballistic behavior, firing animations, and a proper magazine system all together.


    Realistic Bullet Behavior Idea

    -Idea

    I have an idea for a bullet movement system based on speed. Currently the bullets aren't realistic as you can see them go past quite clearly. This is the reason most gun mods make their bullets invisible. If the bullets are sped up to the point of being realistic then it would be epic. You make the bullets be affected by gravity (They just go very fast and are lightweight compared to most entities), pierce blocks, ricochet off stone and meta and stick into block like dirt and sand, all depending on bullet caliber, power of the gun, distance traveled, ricochets, and pierces.

    -Coding Concept

    "Speed" would be a variable that affects the actual travel speed of the bullet.

    Each block would have a "bullet resistance" variable, and some would break when hit by a bullet at sufficient speed.

    Pretty much, you just make it so each event where the bullet comes into contact with a block requires a certain level of speed and subtracts a percentage of speed, which is multiplied by the hit block's assigned bullet resistance.

    The system works like this: A "pierce" requires at least "x" speed, and each partial pierce aka stick needs under "x" but over "y" speed, a ricochet needs "y" speed or lower, air resistance would take a percentage speed per millisecond (or, if air blocks count as real blocks when hit by a bullet, and the air blocks could have a VERY low bullet resistance), therfore simulating drop speed increasing over distance, where really its just not making as much distance per millisecond and dropping the same as always.)
    Posted in: WIP Mods
  • 0

    posted a message on Futurecraft
    You guys whould check out T1A aka Type 1 Anarchy Mod (google it its about mechs and drop pods and space so you could work together.)
    Posted in: WIP Mods
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from Khlorghaal


    Satellites and all will be actual Entities in the space dimension. When you go into space itll be like the nether where you travel faster in the overworld, except much faster and you also have to worry about orbital mechanics. Drop pods will have to travel through space somehow, perhaps on a rocket or dropped from a teleported-to station like you suggested. Sadly I'm pretty sure I won't have the time to version 2 unless I get more people on the team however.


    I know how to do a few things. I also have a few good ideas on what to do for the models. Can I join the team? I may be a bit rusty, and maybe (aka definitely) I wasn't so good in the first place, but I have used a computer since I was 2 and know how to translate idea into function with code. If so then I think I can work out how to get a fe things working well.

    Oh, by the way, I would like to make a modpack with this mod. The primary mods would be: IndustrialCraft 2 (With your addon of course), BuildCraft 3, RedPower 2 (If I can contact Eloraam to ask permission), CodeChickenCore (Plus chickenchunks and NEI), and Computercraft with addons for most of em. I am sure I forgot something, but that's some of the main mods. If you decide to let me make it feel free to give your opinion on which mods should be added/removed.

    One more thing: What I meant about the command console was that you would have a stationary computer (passworded of course) that the commpack would be linked to. Then there could be a way to sabatoge.
    Posted in: WIP Mods
  • 0

    posted a message on Futurecraft
    I have plenty of ideas: First, maybe a ship part building machine/building for different sized modules with customizeable layout and features, which can be used to make parts that are used in a ship building machine, ect. and different structures you can build. Storage warehouses, docks, bunkers, civilian buildings, ect.
    Also you should be able to designate where things go. For example you make a warehouse than designate it as "ship parts". Terraforming ships should be available for making flat worlds, or making worlds where nobody can find your base. Also, there should be a ship/satallite that can become a space station that you can expand.

    EVEN MORE IDEAS: Space objects, like nebulas, comets, random stars, alien tech (?), random planets that are not servers, supernova stars, and the rare "block" hole. (HA HA THATS SO FUNNY HOW MUCH I FAILED AT A JOKE) Escape pods are essential, and you should be able to make a blueprint of a ship setup you make in a ship builder/shipyard. Then you can automate it! I'm stopping for now but I have thousands (literally) of ideas.

    BTW: I have a super fast computer with a 64 bit operating system. I can help with beta testing, coding, and as you have seen, ideas. I have ideas to make all this stuff work and I know what to do with coding. E-mail mail me at [email protected]
    Posted in: WIP Mods
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from Thutmose

    some optimizations to the blast code, results in this taking 20s on my laptop:

    http://imgur.com/70RuoHW,RixPdhQ

    Edit: This sized blast will destroy obsidian if it is a direct hit. Even with obsidian's absurd blast resistance.


    I'm satisfied. Btw will this mod mess up reinforced stone? Apparently obsidian keeps its blast resistance, so I'm not sure.

    Quote from Khlorghaal


    This is minecraft obsidian which != real obsidian.
    In the official server ill make the crafting for IC2 construction foam 3x yield, and reinforced stone 2x yeild. So CF and reinforced stone will still serve as the main fortifying measures.


    Though driving up hills at an angle is a good idea; tanks are still denied.

    Have you not played IC2 recently? 1 uranium is worth 2M-10M eu depending on reactor config.

    The average vehicle will store around 1M eu. Unless you're using energy hungry equipment like lasers and shields that will be enough to last you at least 30 minutes of combat.


    Ok. Maybe you could use a battery equipment system. And the lasers and stuff is what I mean. The energy comparison was just an example. Still, it would be good for long term missions and exploring, plus you can use all the good guns. Whatever you decide. I just got the inspiration from a game, a few REAL vehicles, and some thinking.

    Another idea: the drop pods. When the space stuff comes out, will you be able to teleport to a satalite or ship and launch from there?
    Posted in: WIP Mods
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Tanks should be able to drive at an upwards angle to go up 1 block steep hills. And mechs would have an onboard reactors so it could generate on the fly and not lose power slowly from the battery. Instead of a giant battery that u need to charge every 10000 EU, an onboard reactor could run 10000 EU from uranium and have some with it. Reactor and 10 uranium: 100000 EU Battery: 10000 Of course the mech would be unstable.

    Edit: AND very very expensive to build and power. But why not if ur rich?

    Quote from Thutmose



    I haven't reduced obsidian's explosion resistance. The only reason why it does not survive IC2 nukes is because IC2 drastically nerfs obsidian.

    Have you ever looked at the default blast resistance for obsidian?


    I know. IC2 nerfs it cause they don't want to put the Nuke explosion riduculously high, and it still survives all explosions before the nuke. Don't overpower obsidian.

    Sorry about the double post, mobile device keeps posting when I don't want it to.
    Posted in: WIP Mods
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from Khlorghaal


    For many reasons, I plan on removing enchantments on the official server, so obsid will not be OP.


    O_O that wasn't what i meant. You see, if obsidians survives a NUKE its not realistic. Heck, real life obsidian wouldn't survive Tnt! Plus, you can make reinforced stone/glass in IC2 to survive nukes. If you don't use that system use something similar. Dumping water on a lava pool and then mining it shouldn't be the steps to make a Nuke proof base.
    Posted in: WIP Mods
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from Thutmose

    how long is too long to wait for an explosion to happen? I am working on explosion code, and It takes 26s to make a hole 160 blocks across and 15 deep (does account for blast resistances, so things in obsidian houses live, does not drop blocks for lag reasons).

    Also, how many blocks should I put as a limit for maximum number to allow for blocks to drop?


    Dude, seriously? Obsidian shouldn't survive.
    Posted in: WIP Mods
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Oh, for some reason my device posted a second time so I had to edit it. Soon ill be back on my regular computer.
    Posted in: WIP Mods
  • 0

    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Ideas:
    ~Naval units (Subs to own them also, attack subset to own that, and ship defenses to killlight attack subs.)
    ~Battleships (Hey, if someone has a base in the ocean, you need something like this.)
    ~Carriers (Expensive mobile bases, downside is they are sub food
    ~Submarines
    ~Command console hooked up to everything. satalites, mech comms, drone commands?
    ~Drones (harder to make and use, less versatile than humans, just worse overall. Drones aren't very compact and room needs to be made.)
    ~Radar that can detect humans when they shoot guns/do certain things with energy signature. Maybe a good old radar that works like a normal one but can be jammed easily.
    ~Huge base mounted cannons. (If you can launch it into space on a satalite, you should be able to put it on your base fairly easy.)
    ~A mobile floating base for a superweapon.
    ~Ways to shoot down drop pods, along with ways to drop em. (Missile, gunship, satalite + teleporter)
    ~A research system? Modern to far future tech? Upgrades? Maybe all the extras, like huge mega cannons and making your base fly and satalite drop pod stuff, and the control console.
    ~Laser turrets
    ~Most epic idea ever. For super OP tech, you should have to make a long-range satalite beacon, and a ship will crash somewhere. Just look for the giant crater and- oh, wait- the giant alien wreckage. I mean, do you really think HUMANS could make that tech so fast? We are the race that Justin Beiber belongs to. (Or rather, is one,but belongs nowhere.)

    EDIT: Probably a low chance that repeats every day, with a chance any number of things could happen to your expensive little satalite. BTW satalite has to be powerful enough to transmit galaxy's away from itself, so it will be amongst the most crazily expensive. Thought a carrier was expensive? This thing makes carriers look like coal.

    EDIT 2: The ideas I have are almost all for the distant future of this mod.
    ~Force shield pylons that make a forcefield (MFFS Compatibility, works as projecter?)
    ~A way to have territory without factions (compatible though) using a nation flag (Just a fun idea. A machine you fill in pixels with, make a pattern, then make an adjustible flagpoles (telescoping, right click to extent up, shift right click to retract.)
    ~Buildable structures, ex. FF pylons= Tesla coil on top of mfsu on top of concrete platform which could be a 3×3 structure. More to come when I figure out how to show it all.
    Posted in: WIP Mods
  • 0

    posted a message on ChickenBones Mods

    You are using a different type of resolution, since NEI and Minecraft Mods focus on a basic normal screen resolution(around 1366x1080) as a square.


    I'm pretty sure he knew that. There is a difference between identifying the problem and fixing it.
    Posted in: Minecraft Mods
  • To post a comment, please .