• 1

    posted a message on WE NEED A PISTON MOD FOR 1.8

    Impossible is not the word you are looking for when it comes to large piston doors. Search piston door on youtube.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [MCedit Filter] Selection to Command [1.8/1.9]

    I hope that get's fixed too. This progect i'm working on is going to heavily rely on this filter.

    Posted in: Minecraft Tools
  • 1

    posted a message on Tinkers' Kilnworks, A Tinkers Construct addon concept.

    The basic idea I had is this. The core of the mod would revolve around a new multiblock structure, The Tinkers' Kiln. The kiln has two purposes, breaking down ores into reduced and refined chunks that can be further processed to yield more ingots per ore, and forging metal toolparts .

    Example of ore processing:

    Smelting an iron ore in a vanilla furnace yields 1 ingot

    Smelting an iron ore in the Smeltery yields 2 ingots

    Smelting an iron ore in the Kiln will produce either two or three reduced iron chunks.

    Smelting a reduced iron chunk in a furnace will produce one iron ingot.

    Smelting a reduced iron chunk in the smeltery will produce one iron ingot and six nuggets

    Smelting a reduced iron chunk in the kiln will either produce one or two refined iron chunks

    Smelting a refined iron chunk in a furnace will produce one iron ingot.

    Smelting a refined iron chunk in the smeltery will produce one iron ingot and three iron nuggets

    Smelting a refined iron chunk in the kiln will produce one iron ingot.


    The kiln can also double the number of bricks gained from smelting clay, grout, and netherack, and double the amount of glass gained from sand.


    How you power the kiln will affect the odds of multiplying your ore, as will the type of brick used to create it.



    Forging:

    By heating a metal toolpart in the kiln, one can referee it with better stats. A toolpart may only be forged once.

    Forging happens over three steps. First, the toolpart is heated in the kiln. Different metals will require different temperatures. Once the part is heated, you then take it to the tool forge (from Tinker's construct). There, you will add a modifier to it. To finish this step, place any tinkers' hammer in the GUI, and finish crafting the part. The hammer will take some damage in the process.

    Modifiers:

    Gold ingot: Gold Inlay: Allows the resulting tool to accept vanilla enchantments

    Obsidian Tool rod: Obsidian core: Grants the toolpart Reinforced III

    Redstone and glowstone: Charged: attacks have a chance of hitting multiple entities

    Ender pearl: Resonant: Long reach, you can attack from a distance, projectiles teleport.

    Thaumium (with Thaumcraft): Adds the Thaumic ability. Using it on a thaumium toolpart will make that one part count as three.


    Finally, to finish forging the toolpart, it needs to be cooled. Dropping it in water will cool it the fastest, resulting in a hardened toolpart. This will raise the amount of damage it does and it's mining level, but it's durability will plummet. The next option is to let it air cool, keeping the attack damage and durability the same as when it was first cast. Finally, one can take it to a kiln burning at a low temperature, to temper the part, raising it's durability.



    Kiln brick: made from four vanilla bricks, and a piece of clay.

    Kiln Controller: made from eight vanilla bricks, and a piece of clay.

    Hellish Kiln Brick: made from four nether bricks, and a piece of grout.

    Hellish kiln controller: made from eight nether bricks, and a piece of grout.

    All kiln blocks must be smelted before they can be used.


    Building the kiln:

    The kiln has three layers. The bottom layer is simply a ring of kiln bricks surrounding a heat source (in order of temperature level; air, torch, glowstone, fire, Nitor (with Thaumcraft installed), and lava)

    The second layer is another ring of kiln bricks, with the kiln controller in the middle of one side.

    The final layer is a third ring of kiln bricks.


    Running the kiln:

    The kiln GUI should be similar to that of a furnace, with slots for inputs, outputs, and fuel. The temperature of the kiln is determined by the heat source, and what fuel is being burned. If the kiln is running too hot, the item being heated will be lost. If it is not hot enough, ores will not multiply, and you will not be able to forge toolparts.

    Each fuel has different chances of multiplying ores, and will burn at different tempratures. The hellish kiln also has higher tolerances for heat before items are lost

    Fuels:

    Any wood. Adds low heat, has low chance of multiplying ores.

    Charcoal: Adds medium heat, has High chance of multiplying ores

    Coal: Adds medium heat, has low chance of multiplying ores

    Lava bucket (Burntime in a kiln is the same as coal): Adds high heat, has high chance of multiplying ores

    Alumentium (with thaumcraft): Adds medium heat, long burn time, Guaranteed ore multiplying (because magic)


    If you want to forge a bronze toolpart, it needs a medium to low temperature kiln, while something made of manylum would require a hellish kiln heated by lava, fueled with a lava bucket.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Bringing models as part of resource packs into 1.7.10

    That is CURRENTLY not possible, which is why he wants it to be modded in.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on MFR/Tinkers' Pink Slime Islands Addon

    MFR pink slimes aren't rare, so much as manufactured. You use the Slaughterhouse to make liquid meat and liquid pink slime, fill a bucket with the pink slime, place it somewhere in the world, and that spawns the pink slime mobs. I'm not saying that your idea is bad, it's just that it's being presented for the wrong reasons.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Is this a good idea?

    If that were true, you would be unable to play vanilla Minecraft.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Is this a good idea?

    And again I repeat, almost none of the jetpacks mods have you hold a key.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Is this a good idea?

    Then what follows is your own fault for not paying attention.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Is this a good idea?

    A Skyjack would likely have limited reach, that jetpacks easily surpass. Furthermore, most mods that add some form of jetpacks simply have them act like creative flight, no holding keys required.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on Need help teleporting people to different places
    First off, you will want to have some instruction for the players to go in one at a time.

    Then use any counting mechanisim to activate the command blocks.

    A counting mechanism is basicly a device that has one input, and multiple outputs. The first time the input is activated, the first output is activated (staying activated is optional). The second time the input is activated, the second output activates, and so on. Each output would lead to another command block.
    Posted in: Redstone Discussion and Mechanisms
  • To post a comment, please .