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    posted a message on MorePicks v1.4b (400+ downloads)

    What minecraft version is this for?

    Posted in: Minecraft Mods
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    posted a message on [BETA] Biplanes Mod

    That looks great! thanks!

    Unfortunately, I'm having eclipse problems right now and can't see what it looks like in practice, but I'll test it out as soon as I can

    Posted in: WIP Mods
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    posted a message on Space ship mod

    I think it's a mod suggestion, so you'd have to program it before you added it

    Posted in: Requests / Ideas For Mods
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    posted a message on Electrical, Plumbing utilities MOD

    Minecraft isn't really specific enough for that kind of precision work, there's a lot of stuff that goes on inside walls in modern houses. If he really wants to get realistic, I'd recommend actual Architecture-like tools like Revit and the like. I remember enjoying fiddling with floorplans and things like that when I was younger.


    As for in modded minecraft itself, I don't think there are many mods out there that add that sort of thing specifically for creative mode, as there isn't much demand for it. For pure decoration purposes, Decocraft or other mods in the decoration category of Curse might have things like that.


    For function purposes, I'd recommend turning on Survival mode and loading up Immersive Engineering or some other technology mod (also a curse category). You can turn off the monsters with peaceful mode, and it gives you an opportunity to work (simulated work, of course) for what you build, giving you a sort of a feel for what we have in our somewhat-convenient society today.

    Of course, mod crafting requirements aren't for the faint of heart, so he could just use the blocks added for creative decoration purposes as well.


    Those are my suggestions

    Posted in: Requests / Ideas For Mods
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    posted a message on Space ship mod

    whoa, slow down.



    No offense, but just typing/talking fast may confuse people a mite more than inspire them.

    Add some pictures, extra spacing, all that sort of stuff. I want an in-depth space mod as much as you do, but give your ideas gradually as the opportunity comes up.

    En-mass requests just tend to stress people out more than inspire them.


    but since you're making suggestions:

    -nix the commands, it takes the immersion out of it. Maybe a map like Galacticraft has? That could even give an opportunity for using satellite constructs for plotting star charts!

    -landing beacons. enough said.

    Posted in: Requests / Ideas For Mods
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    posted a message on [BETA] Biplanes Mod

    awesome!

    I'll have to think about it, I've mostly been thinking about how to fix bugs recently... (arthropods don't really seem to like surgery)


    Perhaps better textures for Aluminum and Steel plating? Mine don't tile well and look too much like the cowling.

    I have the textures set up in the blocks folder as follows right now:


    textureSteelPlating.png

    textureSteelPlatingWing.png

    textureSteelPlatingAileron.png


    textureAlumPlating.png

    textureAlumPlatingWing.png

    textureAlumPlatingAileron.png


    note:

    -the bottom and top 6 rows of pixels in the Aileron textures are taken to be used for rendering plated Ailerons

    -most of the textures in biplanes mod are to the scale of 1 pixel ~1/16th of a block, so try to keep it at that scale


    other than that,

    thanks, and good luck to you!

    Posted in: WIP Mods
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    posted a message on [BETA] Biplanes Mod

    yes, but they're not permanent. I want to make a unique way to craft the various parts, but I'm not sure how and I want to get things fixed before I start on that.

    oh yeah, and engines are moving to their own blocks in the next update, so be sure to mention that. It's just taking a while because another system I have in the mod suddenly decided to work, but after its usefulness in that configuration had expired.


    teaser picture:

    dun dunn DUUNNNN

    Posted in: WIP Mods
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    posted a message on [BETA] Biplanes Mod

    A biplane, in its natural habitat:

    (apologies for the "Activate Windows" thing, I didn't turn my computer off enough during the Insider Preview)

    Sopwith

    Biplanes Mod adds multiblock biplanes into Minecraft, allowing you to build and modify flyable biplanes from a variety of custom parts and components. Keep in mind, though: it's still in development. I've been working on this mod for about 3 months now, and I've worked hard to iron out a lot of the bugs, but this mod is NOT ready for integration into any modpacks or survival worlds.


    The primary items in this mod are as follows:


    The Fuselage Frame Block/Slab: Oak Wood AeroStruct Block

    This block comes in various materials. you can place them in the world and use the Mechanic's Wrench Mechanic to turn a line of them into the fuselage for a biplane. (Note: the block you click becomes the nose block of the plane and MUST be a Steel Fuselage Frame Block Steel AeroStruct Block. The rest of the fuselage is generated in a line going back from said block)


    The Mechanic's Wrench: Mechanic

    This item is the basic tool for Biplanes Mod, it's used to generate the fuselage, adjust wing positions, and remove rotors from engines.


    The Wing Section: Wooden Wing Section

    After forming the fuselage, you can use these items to add wings onto your aircraft to generate lift (don't take off without 'em)


    Various Components: Steel Aileron ItemEngine ItemFuel Tank ItemOak Wood PlatingWooden Rotor Item

    These Items can be placed within biplane structural parts to modify how it flies.* For example, Ailerons Steel Aileron Item are used to control the degrees of movement for your aircraft. (I realize that the general term is "flaps", but aileron sounds cooler) I don't have the code in to allow canards yet, but I'm working on it!

    Note: don't try placing components into a structural block after you've already plated Oak Wood Plating it. They aren't ghosts, they can't phase through blocks (but apparently you can, the collision code isn't done yet either)


    Useless Items: Fuel Bucket?Combustion Cylinder?Drive Shaft?Magneto??Spark Plug???

    Most of these don't do anything. I might use them in the construction of components and parts later, but for now they're just here to look cool.


    Note:

    Start up propellers by right-clicking them, mount your craft by right-clicking on a seat, and maneuver with W, A, S, D, LSHIFT, SPACE, and LCTRL. Disembark with LCTRL+RIGHT_MOUSE


    A short explanation of the mechanics of flight:

    Wings' shapes cause air moving past them to increase in pressure beneath them and decrease above them (see bernoulli), producing an upward force. As a result, the more unobstructed wing area you have the more lift your craft produces, and the less speed it requires to balance the force of gravity.

    However, it's not enough to merely float in the air, in order to easily navigate in your craft you must have control over the three degrees of freedom: yaw, pitch, and roll.

    -if you want to fly upward, have two options: 1) move fast enough for lift to overcome gravity and rise with your speed, or 2) install Elevator flaps in the rear or front of your plane (currently, Biplanes only supports rear) to change the pressure across your plane to raise or lower the nose (or adjust the pitch), channeling the lift and forward propulsion forces to help you go up and down.

    -to turn is somewhat more complicated. You could put a stabilizer with a rudder onto your plane, and use that to adjust the yaw and therefore turn it, but in the air there's not much you can use for traction, so you would drift and may lose control of your craft. Therefore, in order to properly turn while airborne you must control the final degree of freedom: roll. By installing Ailerons on the wings of your aircraft, (only at the front for now, in Biplanes) you can spin your craft. This, in conjunction with the rudder, channels the plane's lift into the turn, minimizing drift. Thankfully, Biplanes does this for you, and you only need to install the rudder and ailerons and press "A" or "D" to adjust your rate of turn.


    Another note, in case you've forgotten:

    This mod is a work in progress. Currently, the biplanes don't render if you relog, or let you fly them, for that matter. They also only fly correctly if you have the same wing area as the Sopwith sample plane. AND for some reason they don't load chunks when you fly in them, any projectiles you fire from a bow spawn from where you boarded, and unless you disembark in mid-air you just teleport back to where you started from. THESE ARE ALL BEING FIXED. DON'T PANIC.

    Do, however, help. this is my first mod, and I can use all of the pointers I can get**. I want this mod to be as amazingly awesome as possible, and I'll make it open source as soon as its un-broken and I figure out how to use github properly.

    But above all, enjoy.***


    View/Download on Curse: http://minecraft.curseforge.com/projects/biplanes-mod


    Screenshots:


    I think the wing needs to be moved... maybe

    If this doesn

    From humble beginnings...

    Sorta cold today

    Are you crazy!? We can

    PULL UP!!!

    Remember, stay above the treeline

    Aim toward those mountains down over yonder

    Is she fast? She


    *Note: As this mod is still a work in progress, not all blocks work as they should. I'm still working on it and encourage** suggestions

    **Don't be spammy in your suggestions, or rude. No one likes rude people. Not even you! Yes, you! the one with the green and gray striped shirt!

    ***Without stealing.

    Posted in: WIP Mods
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    posted a message on custom entity updating player position visually but not practically

    I'm working on a mod that adds a new rideable entity to minecraft, but whatever I do it seems that I can't get the player position to update properly with movement of the entity.


    What I'm doing:

    -moving a custom entity with moveEntity in the onEntityUpdate event

    -moving said mounted player (mounted with player.mountEntity) using the setPosition method

    -player mounting/dismounting is changed in the interactFirst method


    What I'm seeing:

    -Player appears to move with the entity

    -entity movements remain effective on player dismount

    -Arrows spawn from the position the player was at when mounting the entity when shot with a bow

    -On dismount, player teleports back to initial position (unless posY is different than it was when the player mounted, or maybe onGround, I'm not sure about that one)


    What I've tried:

    -Setting the player's position variables directly, same result

    -moving the super in updateRiderPosition around, ditto

    -changing moveEntity in the entity to setPosition, also no change


    Has anyone got any ideas or encountered similar issues in the past which might help?

    thanks

    Posted in: Modification Development
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    posted a message on TheRealMcrafter's Siren Mod! [BETA TESTERS NEEDED]

    whoops, sorry, I am using 1.7.10, but I'd forgotten that I wasn't using ICBM, a lot of other mods add things I'd associated with it at some point or another.

    Posted in: Minecraft Mods
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    posted a message on TheRealMcrafter's Siren Mod! [BETA TESTERS NEEDED]

    Great mod! I've always thought that minecraft was in need of more sirens!

    A few questions/suggestions:


    is the silicon OreDictified? As in, could I use other mods' silicon to make your integrated circuits? and have you considered compatibility with PCBs from other mods, like ICBM or pneumaticraft?


    the sirens don't seem loud enough close up, could you make them just a bit louder? It might just be my hearing going from listening to too many sound clips of sirens on the internet


    Excellent work!

    Posted in: Minecraft Mods
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    posted a message on The Dalek Mod - Updated (Oct 2021) - Tardis, Sonic Screwdrivers, Daleks, Cybermen, Time travel and much more!
    Some of the mobs are missing in the forge version.

    Also, you should label the different cybermen (Mandos, etc.) and make it so that, when you die it says the messages, such as '[PLAYERNAME] was exterminated', '[PLAYERNAME] was deleted', etc.

    FINALLY! Daleks don't need to hover to get up stairs! (it must be stopped!)
    Posted in: Minecraft Mods
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