All right! CreepTech has broken 1,000 downloads, and is in the top 25% of all mod downloads in the last month on Curse! Not bad for the first month on 1.7. Thanks again for the support and feedback.
Question: Anyone care to do another Spotlight or a Let’s Play? (If so, msg us for a few insider secrets nobody seems to have found yet.)
Looks like the NEI plug-in for the CreepTech machines is leading the race for the next feature to be released. Don’t forget to vote above.
In case you didn’t know, there are rich achievement systems for both CreepTech and the Quantum Dimension. Check ‘em out.
Modpackers, let us know if you are running into any build issues. We check OpenEye for bug reports regularly, but want to stay on top of it. Thanks to those who have contributed already.
Big news: Our second mod is coming in about 2-3 weeks. We think it's a ton of fun.
A couple of updates in this maintenance release to help with servers, and some general bug squashing:
New Features
CreepTech 1.1.2 now properly runs on a Forge Server (woot!). Enjoy responsibly.
Bug Fixes
Fixed particle effects and armor so they declare/render client side only (this was the cause of the Server problems)
Quantum Crystal Monster no longer destroys his own home. Bad Monster! Bad!
Fixed Quantum Crystal Monster Dungeon mob spawners (you early adopters had it easy!)
A thought for server players: you could easily create a game or even a mini game with the goal of spreading/stopping the virus between team bases. Perhaps some random drops of Block Disruptors, Block Converters, Dust Blazes, Nano Sabers?
Thanks for posting the error and the note. Honestly, we didn't test on a server (though we coded for it to work). We'll do that now and see what falls out. That error is pointing to vanilla code, so I'm curious what would cause that.
Also, we like the idea of the Quantum Creeper. You may see something in a future release
Thanks again for all the support and downloads. Finally got the CreepTech Wiki updated with Recipes for Armor Sets and Weapons:
Nano Suit(Tier 1) - Recommended minimum armor for entering the Quantum Dimension. Auto-retrieve throwable weapon. Quantum Suit (Tier 2) - Good upgrade set, good for Quantum Dimension and the End. Fiery Suit (Tier 3) - Great for the Nether. Shadow Suit(Tier 3) - Great end game set. Hazmat Suit (Special) - Great for volatile situations, uranium, or retrieving that hard to get Ore.
CreepTech just passed 500 downloads, thanks for all of your support! Please send us a PM or post here if you find any bugs, or have requests or questions.
A couple of updates in this maintenance release to help with modpacks:
New Features
Add OreGen to Config file, so all CreepTech Overworld Ore WorldGen can be turned on or off ore by ore
Custom CreepTech machines and recipes can now use like Ores and Items from other mods, provided they are listed per convention in OreDictionary (e.g., Forestry, IC2, Thermal Expansion)
Quantum Crystal Monster boss music now targets nearest player
Great news, everyone. CreepTech has finally been updated to 1.7.10, and is ready for play! Lots of updates this round (see below). Please let us know if you find any compat issues with modpacks, or run across any other errors.
Release Notes 1.1.0
New Features
Updated to Forge 1.7.10
Increased the working radius of the Void Bucket, which now evaporates a lake-sized swath of water, lava, or endersludge into the void with one click (apologies to all squids in advance)
Removed particle effects for all special armors (Nano, Shadow, Quantum, Purplicious, Hazmat)
Lowered the crafting requirements for the Portable Extractor (used for extracting Latex from Rubber Trees)
Added more items into OreDictionary for better modpack compatibility
Added MobIDs, DimensionIDs, BiomeIDs to config file
Changed MobIDs so that they are instance-based to avoid global conflicts
Quantum Crystal Monster now randomly drops Radiation effects on attackers
Added Steel Bucket, which can stack up to 16 even when full of liquid (including vanilla liquids), using the same stacking technology found in crafting tables and furnaces
Cut processing time in half for all machines
The Quantum Invasion can now enter any Dimension, including the Nether, the End, and any Custom Dimension. Be careful where you place your Portal
Bug fixes
Increased pursuit speed of aggravated Quantum Enderman
Reduced client chunk loading lag in Quantum Dimension (credit and thanks to Eternaldoom)
Time and Rubber Trees: leaves properly decay, correct saplings drop, and saplings can be bone-mealed
Accelerated water to endersludge conversion and vice-versa
Updated effects for Radiation and Damage Boost to reflect correct names when viewing inventory
Compressed Lapis no longer unbreakable
Changed Shadow Suit teleport keybind to X
Endersludge can now only be retrieved with a Steel Bucket
Gaseous Extractor no longer eats your empty canisters
The “Mmoe” Blade no longer hidden from Creative Inventory
Not long now, people. It's up and running in the 1.7.10 test environment, with 85% of the functionality working as intended as of today. Plan to release this weekend. Thanks for your patience and support!
Very late answer to this, but just getting around to updating my own mod. Found the answer my usual method, when I can't find the answer quickly on the forums, I usually go to the original class where it came from, in this case, SlotFurnace, which is under net.minecraft.inventory.
It appears this no longer falls under Game Registry, and is now part of FMLCommonHandler:
Thanks, Cheeyev! Yes, I hear you on 1.7.10 (and we heard the same thing from diesieben07, bless his efficient forge-breathing heart). This is our first mod, and we started working on it December of 2013, back when 1.6.4 was still piping hot 'n' fresh. It took us the better part of a year to learn how to realize our idea. There's some stuff in here you won't see anywhere else, and much more to come. At any rate, we know some modpacks are still using 1.6.4, so not a complete loss ;).
Yes, we are big modpack fans, so have been checking compatibility as we go with some of the classics. I haven't checked on TYNKYN yet, so will do that. What are some of the other mods we should keep an eye out for?
Also, thanks for the tip on adding the mob ID to the config, we'll add that in the 1.7.10 update. Stay tuned!
Ringing in the new year with the release of CreepTech 1.0.2! Shouldn't one of your New Year Resolutions be to save the overworld from utter destruction? Still for 1.6.4 only, but should have 1.7.10 before the end of the month. Change Log:
Optimized all images to significanltly reduce overall file size without compromising quality of textures (fits much better in modpacks)
Lowered volume of the Boss Music
Modified images for Soft Uranium, Silicon, and Rubber Leaves to more closely match the rest of the design
Fixed a duplication bug caused by certain custom items with auto-enchants (Purplicious Armor, Hazmat Suit, the Mmoe blade)
Improved performance of Quantum Dimension rendering
We are still planning on doing work on it, so we will probably just change the name. Sorry for unintentionally copying your name!
BTW, your mod looks awesome! You should update to 1.7.10
Thanks again! No worries on the name. You guys have a good thing going, I checked out your github and your ideas... Keep it up! It literally took us 11 months to finish, with a few stops and starts. Only two of us though. By the time we looked up again, people were already skipping 1.7.2!
We'll have it updated end of Jan and will release the code too. Let me know if you guys have any questions. I'm no iChun, but I know my way around the vanilla code pretty well.
Looks Awesome! Why don't you release the source code?
Thanks, npm, much appreciated! We're more than happy to release the source code. Question to you and this board, though. Do you think people would be interested in 1.6.4 source code anymore? Or should we wait for January and 1.7.2/1.7.10 update? (or both)?
0
All right! CreepTech has broken 1,000 downloads, and is in the top 25% of all mod downloads in the last month on Curse! Not bad for the first month on 1.7. Thanks again for the support and feedback.
Big news: Our second mod is coming in about 2-3 weeks. We think it's a ton of fun.
0
A couple of updates in this maintenance release to help with servers, and some general bug squashing:
New Features
0
Thanks for posting the error and the note. Honestly, we didn't test on a server (though we coded for it to work). We'll do that now and see what falls out. That error is pointing to vanilla code, so I'm curious what would cause that.
Also, we like the idea of the Quantum Creeper. You may see something in a future release
Stay tuned.
0
Nano Suit (Tier 1) - Recommended minimum armor for entering the Quantum Dimension. Auto-retrieve throwable weapon.
Quantum Suit (Tier 2) - Good upgrade set, good for Quantum Dimension and the End.
Fiery Suit (Tier 3) - Great for the Nether.
Shadow Suit (Tier 3) - Great end game set.
Hazmat Suit (Special) - Great for volatile situations, uranium, or retrieving that hard to get Ore.
Questions about the CreepTech Ore Processing method? All the machines and recipes can be found here, along with the ore processing guide.
0
CreepTech just passed 500 downloads, thanks for all of your support! Please send us a PM or post here if you find any bugs, or have requests or questions.
A couple of updates in this maintenance release to help with modpacks:
New Features
0
Quantum Invasion Visits the Nether:
(It can visit your favorite vanilla or custom mod dimension, too. Just drop a Quantum Portal.)
Void Bucket:
(Works on Water, Lava, and custom CreepTech liquids, such as EnderSludge).
0
Release Notes 1.1.0
New Features
0
0
GameRegistry.onItemSmelted(thePlayer, par1ItemStack);
Very late answer to this, but just getting around to updating my own mod. Found the answer my usual method, when I can't find the answer quickly on the forums, I usually go to the original class where it came from, in this case, SlotFurnace, which is under net.minecraft.inventory.
It appears this no longer falls under Game Registry, and is now part of FMLCommonHandler:
FMLCommonHandler.instance().firePlayerSmeltedEvent(thePlayer, par1ItemStack);
0
Yes, we are big modpack fans, so have been checking compatibility as we go with some of the classics. I haven't checked on TYNKYN yet, so will do that. What are some of the other mods we should keep an eye out for?
Also, thanks for the tip on adding the mob ID to the config, we'll add that in the 1.7.10 update. Stay tuned!
PC
0
1
Thanks again! No worries on the name. You guys have a good thing going, I checked out your github and your ideas... Keep it up! It literally took us 11 months to finish, with a few stops and starts. Only two of us though. By the time we looked up again, people were already skipping 1.7.2!
We'll have it updated end of Jan and will release the code too. Let me know if you guys have any questions. I'm no iChun, but I know my way around the vanilla code pretty well.
0
Thanks, npm, much appreciated! We're more than happy to release the source code. Question to you and this board, though. Do you think people would be interested in 1.6.4 source code anymore? Or should we wait for January and 1.7.2/1.7.10 update? (or both)?
PC
0
0
In answer to questions, planning to release 1.7.10 in January, 2015.