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    posted a message on [Idea][Concept][Wip] TractorCraft
    TractorCraft (concept documentation)

    As a Concept, this Document/Thread shall be updated as progress has been made.
    [Last Update: Initial Posting June 21st 2013 at 10:28 pm Mountain Time]

    [Disclaimer:
    -all ideas, concepts, etc. stated below are presented as share-alike. Meaning anyone is free to use

    them as long as they present any works based off them in a simular manner for no cost.
    -respective rights for other modifications and game(s) mentioned are not included in the above, and

    are owned by their respective creators (ie mojang owns minecraft, etc)
    -The author of this concept (liesoftri) expects no help and plans to do the majority of the project

    herself, any help offered will be appreciated and credit for the part helped with will be recorded in

    the mod readme and the main release post
    -any mod created from this concept is to be viewed as share-alike as stated above, and will have

    permission to be used in any mod pack created by members of the minecraft community]


    TractorCraft is a work in progress concept of a multi-purpose utility vehicle modification for

    minecraft.

    The purpose of this document/thread is to bring the authors ideas into one space and garner input from

    the minecraft community. After input and knowledge is gained in sufficient amount, coding and

    implementation shall begin. members of the community who what to take this project on themselves are

    encouraged to, I will not be offended by this as i know that i am a very slow ponderous worker.

    The purpose of TractorCraft is to implement a Multi-purpose vehicle into minecraft,
    -Allowing for a alternative to flan's slip and slide vehicle system by offering complete gear based

    driving system for wheeled, on-rail (mine craft rail gauge), and tracked vehicles.
    -Adding compatibility for other mods that focus on industrialization such as buildcraft,

    industrialcraft, universal energy, Railcraft, etc.
    -Allowing for complete customization of any module for the Utility Vehicle, or "Tractor", from

    suspension type (wheeled, tracked,etc), Engine type from base engine using coal or charcoal to

    another mods engines ranging from batteries to biofuel depending on compatibility, Tool modules from

    mining bores to combine drums and etc. , canopy modules from open to turret housing.
    -allowing for on the fly addition or removal of modules of base "hull" of the "Tractor" with the use

    of a right click of provided tool or "spanner"
    -Allowing for dirt or grass to turn into mud or tire tracks as the vehicle passes over them or slope

    as the Vehicle Climbs up the block.


    Further Details, Concept Drawings and such are to follow after initial posting and will be listed below

    in sections. In the mean time thank you in advance for Reading and any input received.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    Quote from nerd-boy

    -snip-


    ah i apologize, i did read the OP but must have skipped over that bit of info. thank you for your time
    Posted in: WIP Mods
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    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    this looks like a great mod nerd boy, looks well done and professionally put together like all the mods of your ive seen.

    i do have a minor request, can you include a previous version download section? some people don't update minecraft until all of their favorite mods are updated.

    i personally haven't updated to 1.4.5 due to minefantasy only being for 1.4.2 and would love to have some soldier to populate my fort.

    feel free to ignore this, as it is merely a suggestion.
    Posted in: WIP Mods
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    posted a message on MineFantasy: B1.0 - Beta

    the program i use is no better than paint.
    Ever try GImp? its better than paint and its free, works wonderfully wether your making mincraft skins or .dds textures for New vegas.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta

    the thing i hate with updates is how they keep renaming the fields and functions


    oh the obscurification, the minecraft coder pack clears that up better than anti venom clears up a snake bite .-.

    Quote from Proeliatorus

    -snip-

    Quote from TheCopperWarrior

    -snips


    ya it was stated a couple of pages back magic wasnt working as intended.
    it happens with all rune what are placed on a totem.
    the upside it attacks anything that comes in a 5x5 area around it, the downside it attacks you too.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    meant magic essence naimg functionality for the MF anvil.

    i see creative juices flowing oooh this makes me excited to see whats going to be in the update :3
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    Quote from Neur0t

    Sorry, wasn't my intention to lay a guilt trip down.. just wanted to let you know that there's still interest out here.. :) I know it'll come when it comes, and that's fine. As far as the color change, it wouldn't need to be anything more than a subtle difference from the vanilla anvil, just something to make it stand apart. It may already be clear enough, I haven't tested 1.4.2 yet (since I've been playing MineFantasy on 1.3.2), but from the pictures I've seen the anvils look similar.


    or he could change the the vanilla anvil, with a model swap. altho not sure how well that will work consider java gives me a migrain.

    in theory it works with other games so just tossing it out there.

    also *high fives*
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    guilt tripping you was not my intention at all, i figured it would be a nice change to here that versus' the usual "ME WANT UPDATE NOW" fair you get as a mod maker (i mod for fallout new vegas and few other games i know that feel)

    as far as the experience for naming why not do the same thing only with magic essence (would give me something to use the the warehouse full i now have since i learned totems arent working the hard way.)

    as you stated the vanilla anvil is an ugly cobble thing so no need to change the colour.
    altho cast iron anvil are generally frowned upon since its high carbon content making the steel too rigid and brittle, most anvils are steel, wrought steel, wrought iron, or cast with a steel striking surface.

    so take your time and do it right, dont rush for us ^^

    random thought, it would be cool to see cast iron and wrought iron in the mod
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    well there you go then, and cast iron is just iron with a 6% carbon content.

    can you tell that the blacksmithing aspect drew me to your mod yet? :3

    i have yet to play 1.4 yet, patiently waiting for MF to update.
    take your time, relax and do an amazing job like you have been doing.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    ya that name is a bit lame, maybe making the colouration slightly different? speckle some gray or dark grey in there?
    irl anvils are made from wrought iron, iron, steel. and cast iron with a steel plate on top.

    keep in mind im only tossing out suggestions.
    Posted in: Minecraft Mods
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    posted a message on MineFantasy: B1.0 - Beta
    this is a mod so good it made me drudge up my old forum account so i could tell you.

    keep up the good work AP, i look forward to the updates.

    might i suggest the names 'blacksmith's anvil, and power hammer' as to avoid confusion with 1.4 vanilla items.

    also might i add the forge,anvil, weapon racks, and tanning are absolutely amazing features.
    goes nicely in my mud bricked castle.
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from Xigbar

    -snip-

    Quote from I am The Bomb

    -snip-


    im going to waste my breath hear seeing as a few people opt to just hit reply button (i mean no offense im well aware of how impatient the majority of humanity is).

    unbreakable locos, track bulders and rolling stock and the missing texture is a know bug since the 1.8 update.
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from Hunter01652

    Tri has a good idea. Another one that has been on my mind is using the sticky piston property. Like at a certain point on the train contains that property and can stick to the other end of a train. But like detestable said, since it has set points, crashing may be a problem. But it is another idea to consider. I was thinking if something like that was implemented it would be best to include a GUI to set when the train would "stick" to the one behind it.


    ya that's the same problem when i tested it out. the code for the sticky piston only updates a blacks location, the minecart being an entity rather than a block wouldn't allow that to work properly. granted it could be done, but as you move the minecart would updated its position every block it moved causing lag worse than a 7000+ tnt explosion. a gui might be better to set the owner loco, but a shunter's pole could be used to set the 'pet' carts to follow that loco.
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from Detestable

    You know, that looks like a very clever way of setting up the system. I will try it tomorrow, but I can see some problems arising, including cars being at different distances away from each other, going through each other (don't forget, only 1/3 of the body is defined by an (x,y,z) coordinate; everything else is "transparent"), and just going off the tracks. Maybe even teleporting to one another? :tongue.gif:

    i think that's mainly because the collision points at the center (where its rendered from) of each car. it might be plausible to program in a collision off set or build some sort of collision box for the carts. as far as the teleport to owner script that can most likely be disabled by reference the .class that controls tamed behavior by setting it to false. unfortunately i haven't looked through all the files yet so ill get back to ya when i find it.
    Posted in: Minecraft Mods
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    posted a message on [Forge] TrainCraft (formerly Trains and Zeppelin mod)
    Quote from Detestable

    We plan on adding stakes. Unfortunately, this has been going on for a month with barely any progress, so who knows when it will actually be completed (and I'm not even talking about perfecting it).


    Stakes? you mean like chain and hook couplings? wouldnt it be easier to implement something like the wolf taming script?

    basically instead of a bone you use a shunter's pole that way the cart would set to follow any live loco you have or the nearest cart to it, and then have it reset once its hit with the shunter pole again.

    i figure it would look something like this
     setIsTamed(true);
                            setPathToEntity(true);
                            setIsSitting(null);
                            setOwner(entityloco); 

    granted i havent tested that bit yet so idk. thats just my two cents.
    Posted in: Minecraft Mods
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