@Dudester28, @cf451: Jeb never designed Pistons. They were from a Mod made by a community member. Jeb implemented his own version based on that mod's code.
-http://twitter.com/#!/jeb_/status/53362275754590208
If i remember correctly there was a mod out that did NPC Villages before they were implemented into Minecraft.
In any case its good news that Jeb is taking over lead as Notch hasn't shown the same level of dedication to the game that Jeb has.
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I am slightly late in replying but you basically just need to place the mega mole and then supply it with power. Using item pipes you can extract the items it digs. If you want to fill the hole back in you need to supply it with blocks from the top (Using item pipes or manually placing them into the top inventory from its GUI), you then need to click on the slots below the top inventory with the blocks your using as filler to specify which range is filled with what blocks. The 4 slots are each 25% of what it digs, so you can specify 4 different materials for each stage of the filling. Note that you need to have 75x75 area clear in-front of the mega mole so the drill can spawn.
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Wouldn't you want an AND gate? OR gate would shut the system down when 1 space is filled.
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Update:
MCI Craft won't be converted to anything higher than 1.7.10 . I will continue to support 1.7.10 if anyone has any issues.
I am however working on 1.10.2 mods (1.8 and 1.9 will be skipped) which will incorporate some of the blocks/items which MCI Craft has. Currently i have most of the Redstone Circuits implemented (Not sure if R64 will be implemented). No ETA as its a work in progress.
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It may at some stage get updated to 1.9 but 1.8 will likely be skipped. For the last week i have been working on a small mod (Nothing to do with MCI Craft) that is designed for 1.9 . Its allowing me to get to grips with the new model system (Which is a pain. 1.7.10 is king when it comes to modding).
If it wasn't for the fact that MCI Craft pretty much needs to be remade to upgrade it to a new version there would already be a 1.8/1.9 version out. Going from 1.6.4 to 1.7.10 was easy, but 1.8's changes mean all rendering code is useless.
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I have just uploaded a new WIP build that should solve the issue. When a mod doesn't register a block for the heavy water, MCI Craft will register its block. The Liquid Storage blocks will now render Water if the fluid stored in it doesn't have a block registered to it.
- mcicraft-1.0.8_MC-1.7.10_WIP_2016-04-21.rar
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Doing a quick search of Mekanism's source code on GitHub it looks like they are not assigning a block to the fluid. Which will be why you see nothing. MCICraft doesn't assign its Heavy Water block to the fluid unless it registers it. With current builds there is no code to check if the fluid has been registered without a block but i will add code for it in future builds (Technically fluids should always be registered with a block so they can be rendered)
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Sorry for the delay, the forum never notified me of your post (I think i have fixed the notification settings).
10.13.0.1190 is the version of forge that the source code was made against and i have tested it up to 10.13.4.1448 . Have you tried MCI Craft on its own in creative to see if you get the same results (If you don't then its some kind of mod conflict)?
Do any of the mods you have installed use HeavyWater? I havn't tested the code which should deal with the event that another mod registers the heavywater first.
P.S i would recommend using the latest WIP of 1.0.8 . It is stable and contains bug fixes. It still needs a bit of work before a proper release but the work needed is adding some GUI's to the new blocks/etc.
- mcicraft-1.0.8_MC-1.7.10_WIP_2016-04-18.rar
Note that all builds can be found at http://www.mcicraft.com/dl/ .
The API available on the site is just the source code of the API so other mods could use it (Though i don't think any have )
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Just to update on the status. In January a family member had a stroke and in February i was visiting them with my family. As a result i didn't have the time to work on the mod. So the new goal is this month.
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This month i have been playing MCI Craft with a friend on a local server. Found quite a few bugs and crushed them. Their will be a WIP release either at the end of the month or during February.
In future versions the PHW Reactor will be able to output how much RF it has generated in the last second using a R64 Block Info. Useful for anyone who tries to make a PHW Reactor which runs hot (With constant water it will only generate 5,000 RF/s but you can get about 15,000 RF/s if you can keep its heat at about 40,000).
If you have any ideas for MCI Craft please let me know.
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Turns out that Custom Chunk Data is never sent to clients. So the solution is to have the rendering side (Client) use the metadata value (0 to 10) and have the server side use the Custom Chunk Data (0 to 200). The advantage is that as there are only 11 possible water heights when rendering so you get a smoother looking water height (With the full 0 to 200 you get a staircase effect due to the minimum transfer amount rule). Also should result in less block updates for the client.
I have also finally gotten round to fully implementing ISidedInventory. Its used by blocks so you can know if an item can be extracted or inserted based on the side your trying to get the items from. Blocks like Furnaces use it.
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New WIP Build.
Note that Finite Water does not render correctly on Clients in Multiplayer but works in Singleplayer (Don't get why but it seems on multiplayer the custom chunk data is not sent to clients).
- mcicraft-1.0.8_MC-1.7.10_WIP_2015-09-03.rar
1.0.8 Changelog
If you have any issues please let me know.
To use the Emergency Teleporter you need to set its destination in the Emergency Teleporter Binder and then charge it up in a battery slot (I.E Steam Powered Generator or Power Storage). Its a single use device which requires 250,000RF each time its used.
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I went off on a tangent and experimented with Finite Water. Its only a days worth of work. If i can get Custom Chunk Data to work it will be better (Its currently limited to 10 levels of water height)
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Small update. I plan on releasing the next WIP build within a week.
The MinecraftInfo Website has been updated to have all the blocks/items from 1.0.7 (Excluding the Invisible Torch as it can only be obtained in creative). If you notice any errors, missing blocks or outdated information let me know.
I also today modified the Zero Delay Repeater to toggle between a single output and three outputs (Right clicking on it changes the mode).
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Small update of a video showing the reactor in action:
The 3 rows of LED Displays show heat at different points of the reactor:
When the reactor melts down (Due to heat being 60,000 or higher by default) it spreads to all connected Reactor Blocks. The meltdown causes any heavy water in the Reactor Blocks to be used up. Meltdowns last for 1 minute during which time no Heavy Water can enter the Reactor Blocks.
The safety measures used in the first part of the video are just checks to disable the reactor rods if the heat in the top middle block is above 45,000 or when it has less than 1,000 heavy water.
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Small Update on the Graphics of the Multi Block Reactor. Reactor Blocks now render the Heavy Water with a lighter water texture (Aqua with green highlights) so that you can see inside. Reactor Rod block renders a Uranium Rod above its self when its extended (Has redstone signal). I'm currently at a loss as to what the Generator blocks should look like.