I want to believe it, but I don't think I can. Anything Mojang can do, the community can do better, and I think that adopting Forge AS the official API would be a better idea than creating a whole new one. I hope I'm wrong though.Quote from AidenKhaal
What i find funny is that they decide to extend their reach to forge mods with the impending launch of 1.6, and later 1.7, which will end forge as we know it.
- LordBlackHole
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Jun 21, 2013LordBlackHole posted a message on Upload Your Mods, Get Free Stuff!Posted in: News
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Jun 21, 2013LordBlackHole posted a message on Upload Your Mods, Get Free Stuff!Posted in: News
I disagree. Look at all the different ways users can filter and search for mods. I think that will make it a lot easier to find and be found.Quote from Geforce132
This would be great for people like Risugami and Eloraam who get 5 million downloads within 5.7281 femtoseconds of porting their mods to the newest version. Not so much for smaller, lesser known mods... . It would a much longer time to accumulate enough points to earn anything if your mods not as well known. But ill still try it .
@ahamling27
Does this mean that *soon* the Official Minecraft launcher will be able to directly access this site, download and install mods without users needing to know anything?
And if that can be done, it'd be a simple step to allow whole mod packs to be created, shared, and used that way. Anyone could make a mod pack with any mods on the site, and anyone could install it, and the mod authors will still get the credit/points they deserve for it.
I'm really excited about this! Will be uploading my mods sometime this weekend. - To post a comment, please login.
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As for Twilight Forest and Ars Magica, I don't use either of them, so all I can say for sure is that I'll look at them and see what backpacks they might need.
Ah, and Redpower 2 is hard because Eloraam uses a different configuration style than any other mod. Meta's are easily handled with brute-force for loops.
The "Special Item" is the item used to craft the backpack. Other than that item, all the recipes are the same. Four string in the corners, two wool on the top and bottom, a chest in the middle, and two "special items" in the sides. All woven backpacks are the normal backpack in the middle, a diamond on top, and woven silk all around, in a carpenter with a bucket of water.
That's funny, I have Steve's Carts installed and it's fine. Does it work with just More Backpacks? Otherwise it's not REALLY my problem .......... and um, I think that not everything likes Id resolver, so it COULD be that. Eh, go ahead and post the crash log I guess. Just do it in "spoiler" tags (or pastebin link) so it doesn't clutter up my thread too much.
Oh, and I'm looking at Metallurgy right now, and I don't feel like it needs it's own backpack. Instead, what I feel like it needs is to have it's ores added to the Miner's Backpack, and it made me feel like I should have a "Metallurgist's Backpack" not for the Mod Metallurgy, but for all metals in all mods. Perhaps I could even make it transmute ingot types with the Forge Ore Dictionary. So it could, for example, turn any copper ingots into ..... Redpower copper ingots for example. Maybe it could even compress nuggets into ingots and ingots into blocks.
I'm also going to toss the coins into the new "Trader's Backpack" (which I'm also thinking of calling the "Merchant's Backpack").
One last thing I'm considering is adding any blocks that would only be used for decoration into the "Artist's Backpack". The tricky bit is how to decide what counts as decoration blocks and what doesn't.
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I've never actually used Metallurgy, it does look pretty cool though. I'll look into it, shouldn't be to hard.
Demolitionist's Backpack is totally going in now, good idea. Illuminator's Backpack ....... I kinda like the idea, but I'm not a fan of the name. Maybe. Trader's Backpack is good, I'll do that.
AH! I knew I missed things! Pistons will defiantly fit in Redstone Backpacks in my next update, which will probably be in a few days.
Cool
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My first thought was "Not possible." Then I thought "Wait, maybe it is." but then I thought "No, no, it can't be done." and then I thought "well ..... maybe it is" then I tested it. Now I can say this: it is possible ...... but I'm not going to do it. Yes, I could make a "Cheater's Backpack" and I thought about it, but it just sort of defeats the whole point of More Backpacks.
If you REALLY want infinite portable storage, I suggest combining Enderchests with Logistics Pipes.
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With the two mods being so very different, I felt it was more fair to the user to keep them separate. Yes, I could pull Refined Biofuel into this mod and just add a config for it, but I like to keep them separate. I don't like it when a mod I like adds random things that don't fit the scope of the mod. This mod adds backpacks, and that's it. The only reason I put that link there is to help get some more traffic for my both my mods. Is it really so hard to download two different things? And it's not hard for me, since I don't expect to do much changing to Refined Biofuel unless Buildcraft or Forestry change things, and I don't think that will happen often.
Yes, they all have woven counterparts. And the Survivalist's Backpack already stores full and empty IC2 cans.
Ah, I was curious about that too, so I tested it right after making the Redstone backpack, since the miner's backpack holds redstone dust too. It works by the position of the backpacks in your inventory. First it will look at your hot bar, and fill any backpacks from right to left. So if your hot bar has a miners and a redstone backpack, it will put any redstone into the right-most.
If your hot bar has no backpack space, it will go to the top row of your inventory and fill from right to left, and then down to the next row and so on.
The same thing would happen if you had two of one kind of backpack. I might have to make a picture explaining how that works.
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Bam!
Version 1.1.0 is up. Added Redpower integration and a few backpacks to go with it. Redpower will easily be the hardest mod to integrate with, so adding other mods should be a cake-walk after what I had to go though to get Redpower items. Check the change log for all the changes.
Any ideas on what I should code next? I'm thinking either Buildcraft of Computercraft, but I'm more than open to suggestions.
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I've got 70 mods on. How many do you have?
By the way, there should be an update later tonight or tomorrow. Depends on how long it takes to squash a few bugs.
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This mod is an addon for Forestry, and adds a bunch of new backpacks, each on crafted just like the vanilla forestry ones.The Backpacks!
Farmer's Backpack - holds plant materials like seeds and wheat, as well as netherwart, cacti, reeds, and if you have Industrialcraft 2 installed, it holds seed bags, the cropnalizer, fertilizer and hydration cells. Special Item:Seeds
Survivalist's Backpack - holds food! Lots of food! All cooked meats (not raw), bread, mushroom soup, apples, forestry honey pots, and if you have Industrialcraft 2, it can hold full and empty food cans, and if you have Thaumcraft 3 it can hold meat nuggets and the triple meat treat. Special Item: Cooked Porkchops
Artist's Backpack - holds all dyes registered with Forge, decorative blocks such as wool, stone bricks, bricks, slabs, stairs, torches, lamps, glass, ect: Industrialcraft 2 painters, iron fence, scafold. Special Item: Yellow Dye
Magician's Backpack - holds anything related to magic, from bottle o' enchanting, enchanted books, to Thaumcraft 3 golems, jars, essences, wands and more. Special Item: Enchanted Books
Metallurgist's Backpack - Hold (nearly) all metal nuggets, ingots, blocks, dusts, small dusts and plates. Special Item: Gold Ingot
Hydraulic Engineer's Backpack - Holds all liquid containers registered with Forge, as well as liquid transport and storage devices. Special Item: Empty Buckets
Jewler's Backpack - Holds any items from the Ore Dictionary that start with "gem" such and diamonds, emeralds, Redpower and Gregtech rubies, sapphires and others. Special Item: Emeralds
Logistical Engineer's Backpack - Holds anything relating to item transport, from hoppers, rails and carts to Buildcraft Pipes.
Electrician's Backpack - Holds anything related to energy or power, from MJ to EU. Special Item: If IC2 is installed it will be copper cables, if Buildcraft it will be gold power pipes and if neither it will be redstone dust.
Nuclear Engineer's Backpack - REQUIRES Indusrtrialcraft 2: Holds all nuclear reactor components, as well as the reactor and reactor chambers. Can hold all GregTech reactor components as well. Special Item: Coolant cells
Programmer's Backpack - REQUIRES ComputerCraft: Holds computers, cables floppy disks, turtles. Special Item: Cables
Installation
Install Red Gear Core*.
Toss the More Backpacks.jar into your mods folder.
In the config you can easily enable or disable any backpacks you like, and change the item ID's if necessary.
*Must be version 2.0.2 or higher
Adding Items To Backpacks
-The first value; backpackKey, is the name of the backpack.
-The second value; items, is a list of approved items using the new 1.7 item registration system. You can find the values for these in the fml-client logs.
--The syntax for these entries is "modId:itemName@meta" where "@meta" is optional and leaving it empty will allow any meta value. Save and restart minecraft to see your changes effects.
Deleting one of these files will replace it with the default.
What Happens when two backpacks hold the same thing?
Change Log:
1.7.2 update
New configuration system. scripts have been replaced with .json files.
The first value; backpackKey, is the name of the backpack.
The second value; items, is a list of approved items using the new 1.7 item registration system. You can find the values for these in the fml-client logs.
THe syntax for these entries is "modId:itemName@meta" where "@meta" is optional and leaving it empty will allow any meta value.
2.1.9
Fixed fatal crash bug.
2.1.8
Red Gear update.Getting ready for 1.7
2.1.7
Minor changes and fixesFixed Null Pointer Exception for null ore dict references.
2.1.6
Updated for new buildcraft pipes.Updated for new IC2 Experimental branch (Build 60).Forestry is out and everything works great.
2.1.5
Updated to Minecraft 1.6.2. As of the time of upload, Forestry is not yet updated. As long as Forestry does not change the backpack API, this release should work fine for it. I can't promise anything though.Requires Chemcraft Core 1.4.2 or higher. (aka the 1.6.2 version)
2.1.1
Edited the names used for scripts. Should remove any use of "item.null" or "tile.null". Shouldn't affect anything that already worked, but does allow some things to be added that couldn't before. Still not perfect, there could be other non-unique items.Also added my own system to print the log. Set "printItemRegistry" to true in the configs and it will print the new id - name mappings to a text file in the Minecraft root. See script section for more details.
2.1.0
scripts can now be in folders inside the script folder. Likely useful for script packs.A bunch of code cleanup and whatnot.You must have Chemcraft Core 1.2.0 or higher.
2.0.1
Fixed Metallurgist's Backpack Ore Dictionary transmutation.
Fixed Scripts to allow adding and item with ONLY meta 0.
Added '!' symbol to scripts. Read script section for more details.Fixed Scripts failing to read one file causing other files to be ignored. Now if one file causes a problem it will be skipped but the rest of the files will be read.
2.0.0
Major changes!Removed many backpacks and consolidated several more.
Removed RedPower compatibility. It will be readded when RedPower updates.
Added more things to more backpacks.
Updated Metallurgy compatibly for Metallurgy 3 Betas.
Completely rewrote large areas of code.Added scripting system.
A ton of things I've forgotten.
More Backpacks now requires Chemcraft Core. Link in installation section.This version is NOT compatible with version 1.x
Take your items out of the backpacks before upgrading. Backpacks will likely change with update. I recommend just throwing them out and cheating them back in after update.I also recommend throwing out the config. Not only have the default IDs changed but so have backpack names.
1.4.0
Added tons of blocks to the Artist's Backpack, probably making it one of the most useful. It should now hold anything "decorative".
Added Pipist's Backpack
Added Railer's Backpack
Added Buildcraft support
Added Steve's Carts support
Added Railcraft support
Changed the Metallurgist's Backpack: It can now transmute different metals through the Forge Ore Dictionary. Meaning that if you have say, Thermal Expansion copper ingots in the backpack and you pick up some Industrialcraft copper ingots off the ground, the IC2 ingots will be transformed into TE ingots automatically (it does this right before picking it up, so you can actually see it change). As long as no mods you're using abuse the Ore Dictionary there shouldn't be any problems.I also added "dust", "dustSmall" and "plate" to the acceptable prefixes for the Metallurgist's Backpack, and a few new metal names as well.There is still both a 1.4.7 and a 1.5+ version.
1.3.1
Fixed crash bug with ComputerCraft
1.3.0
Ported to 1.5+ There is also a 1.4.7 version. They are the same other than different Minecraft versons.
Added Bucketeer's Backpack
Added Jewler's Backpack
Added ComputerCraft support
Major under-the-hood code changes cut file size to a quarter and improve compatibility, load time, time it takes to change code.
1.2.0
Added: Demolitionist's Backpack - Thanks to AnonTheMouse
Added: Merchant's Backpack - Thanks to AnonTheMouse
Added: Metallurgist's Backpack
Added: Piston and sticky piston to Redstone Backpack - Thanks to AnonTheMouse
Added: Redpower Blulectric Engine to Blulectric Backpack
Added: Metallurgy Compatability! HE and LE TNT in demolitionist, coins in merchant, added Utility Ore drops to miner's backpackBugfix: Backpacks now work with Redpower 2 packages separatly.
1.1.0
Added: Redpower compatablitly
Added: Programmer's Backpack
Added: Tube Enthusiast's Backpack
Added: Blulectrician's Backpack
Added: Redpower items to Redstone Backpack, with alt recipe to backpack if it's installed
Bugfix: Backpack crafting recipes now correctly respect metadata. Aka, Artist backpack was crafted with black dye and now it's fixed and uses yellow dye
Change: Thaumaturge's Backpack is no longer disabled when Thaumatic Bees is installed. (I thought having two backpacks with the same name would cause problems, but it looks like it doesn't. Let me know if I was wrong.)
1.0.0Initial release!
Download Page
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Things that flow and also burn! Turn your stacks of saplings, wheat, nether wart, or whatever else into sweet delicious fuels to power your industrial complex!
Things that flow and also burn! Turn your stacks of saplings, wheat, nether wart, or whatever else into sweet delicious fuels to power your industrial complex!
How?
Step 1: Put water and plant materials into a Masher. The Masher will produce Biomass (not compatible with Forestry Biomass).
Step 2: Put Biomass in a Bio Reactor, which is a multi-block of 34 Bio Reactor Tanks in a 3x4x3 pattern with the inside hollow and the Bio Reactor block on top. Fill it all the way and provide power for it to turn the biomass into Mash.
Step 3: Put Mash into Fermenter to produce Stillage
Step 4: Put Stillage into Still along with Steam. Steam can come from Railcraft, Factorization, or by providing water and power to the Electric Boiler. Still will use Steam and Stillage to produce Ethanol (which IS compatible with Forestry).
Step 5: (Optional) Use a Buildcraft refinery to turn Ethanol into Fuel (there is no advantage to this other than mixing ethanol with fuel).
Petroleum line
Step 1: Find some Buildcraft oil, because I haven't gotten around to adding my own oil world gen.
Step 2: Pump the oil into the base of a Cracking Tower, which is a multiblock structure made of one Cracking Tower Base with 5 Cracking Tower blocks stacked on top of it.
Step 3: Pump Steam into the base of the tower. The steam will heat the oil and the tower blocks on top will each fill with 5 different products. Those products are ...
Asphalt. One bucket of asphalt can be combined with eight gravel to make a strong Asphalt block. It doesn't do anything but look neat.
Petroleum Coke Fluid. Pump this into a Dryer and the excess water will evaporate, leaving you with Petroleum Coke, which burns twice as long as coal.
Diesel. Can be burned in a Railcraft Boiler, IC2 SemiFluidGen, or Thermal Expansion Compression Dynamo, but is EXTRA effective in a Buildcraft Iron Engine.
Kerosene. Can be burned in all the same machines as Diesel, but it is extra effective in the Railcraft Boiler.
Gasoline. Same as above, with it's advantage in the SemiFluidGenerator.
Energy
Crafting
Other Additions
The default conversion ratios are:
5 Ethanol to 2 Fuel
20 Seed Oil to 1 Fuel
20 Creosote to 1 Fuel
These numbers are completely configurable.
The Water Generator is expensive, but it produces an unlimited amount of free water with no lag or flowing water blocks. Just craft it with two buckets of water and it will never run out.
Installation:
While not required it is highly recommended that you also install the Universal Electricity Core
Toss Liquid Fuels.jar into your mods folder.
Mod is designed to work with: Universal Electricity Core, Buildcraft, Forestry, IC2, Railcraft and Thermal Expansion. None of these are required, but it's useless without at least one of them.
*Must be version 2.0.1 or higher
Changelog:
New Universal Electricity API automatically adds EU, MJ and RF support if you install UE Core. I recommend you do this, because otherwise my machines can only accept UE. This change also means that I had to change the internal values for energy, so they MIGHT be out of whack. Just let me know if it is and I'll try to fine tune it.
Thermal Expansion support, both power (with UE Core) and the fuels can be used in the Compression Dynamo. I actually personally asked King Lemming to add this into his API so I could do it.
Fixed that bug that caused buckets to vanish. Machines won't eat your containers anymore!
Localizations for German, French and Spanish. Enosphorous did these himself using Google Translate, so if anything doesn't work, complain to him. (No, don't, but if you could contact one of us we could fix the files if you provide corrected ones.) Want Liquid Fuels in YOUR language? contact one of use about that too and if you do the translations, we can put them in the mod.
Added tool tips to fluid tanks. They'll tell you what fluid is in the tank and how much.
Fixed some leaves not working in Masher.
2.2.0
Finished new machines - recipes, balance
Uses for all the new petroleum products!
Textures that don't suck thanks to shirodave
Stable enough to call a Beta.
2.1.1
Updated IC2 API - fixes crash.
2.1.0
All new machines - no recipes for them yet and their outputs aren't even remotely balanced. That what Alphas and testers are for.
Water Generator. It makes water, for free.
Fossil fuels line
Oil - doesn't generate in world yet, but is compatible with Buildcraft oil.
Cracking Tower - mulitlblock structure.
Cracking Tower Base - supply oil and steam
Cracking Tower - Place five of these in a stack on top of the Base to begin operation. The Base will fill each level with a different liquid.
Asphalt - put in a bucket and combine with four Gravel to make a tough road bedding.
Petroleum Coke Fluid - put into a Dryer
Dryer - input Petroleum Coke Fluid and it will output Petroleum Coke - burns twice as long as coal.
Kerosene, Gasoline, and Diesel - can be turned into Buildcraft fuel in a refinery, but otherwise have no use.
Basically, nothing in this update is ready for actual play use, but I needed to get it out anyway. Test it, check for bugs, and give suggestions on balancing.
2.0.0
All new machines! Can use EU or MJ.
No longer an addon of anything! (Although it's still useless stand-alone)
Requires Chemcraft Core now.
Biofuel production line complete.
-Masher
-Bio Reactor
-Fermenter
-Still
Electric boiler! Turn EU or MJ into Steam!
1.2.0
Updated to new Forestry version with renaming biofuel to ethanol.
Updated default values to accommodate Forestry's change to ethanol to biofuel
Added seed oil to fuel conversion
Added creosote oil to fuel conversion
1.0.1
Update to Minecraft 1.5+
1.0.0
Initial release
Download Page
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Golems are the greatest thing since tubes, I love those little guys running around my house carrying stuff. How about some kind of super-advanced-hard-to-get-expensive-to-make-super-smart-tool-using golems? He'd have a single slot, give him a sword and he'll attack nearby baddies, give him a pick and he'll mine nearby ores, an ax and he'll cut wood, a hoe and he'll till the ground, shears and he'll shear sheep. He'd use the tools just like a player would, taking damage, and they'd be confided only to a limited area, with still limited intelligence (ax golem would only cut wood he could reach, not the whole tree) and they couldn't pick up items, you'd need a wood golem to help do that. But I could see building an army of tool golems and placing them around in a cave and giving them each some silk-touch iron axes or whatever.
Great work on the mod, I really love it.
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Thank you very much ahead of time for any help you can provide. I can of course post code if you request it.