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    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    MultiBlockStructure Instructions:


    all of the multi-block structures added consist of the following:

    - Build the basic structure, normally made out of bricks or stone bricks.

    - Place the active block where it should be in the structure, then right click it.

    - All of the basic structure blocks can then be right clicked to access the mult-block, pipes work to any of them as well.

    Dust/Lime Furnace:

    Note: Build this structure with Bricks for the Lime Furnace and Stone Bricks for the Dust Furnace.





    Mixer

    Use hoppers for best results, place sand, gravel, cement and water buckets into a hopper feeding the mixer, then use a second hopper below to extract the empty buckets. place an empty tank into the lone slot to extract the concrete.




    Automation with BuildCraft



    Current bugs:

    The inventories allow you to manually place blocks that shouldn't be there into them.


    1.0.1.0.0 ChangeLog:

    removed concrete recipe, now made in the concrete mixer mentioned above.

    tank now filled from the mixer

    TODO: add a mixer type that mixes asphalt (after making the tar).
    Posted in: WIP Mods
  • 0

    posted a message on Deep Core Mining [Discontinued]
    Quote from bdew

    Don't have any plans for something like that for now. At any rate my Hand Pump and Canister use IFluidContainerItem from forge and should work with anything else that does that.

    Mine do as well, I guess It means that all I need to do is make my spout check for fluids other than the ones I add(all are finite fluids), and use that to place them, and it should work for placing from your canister as well :D
    Posted in: WIP Mods
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    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    Quote from Taka5225

    Will you also update for the 1.6.4 version? I mean, like in 1.7.2? I don't good with the textures :(


    unfortunately I don't have the dev environment setup for 1.6.4 anymore, and the entire package layout of the mods has changed, so backporting to 1.6.4 will be quite difficult/long
    Posted in: WIP Mods
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    posted a message on Deep Core Mining [Discontinued]
    I am quite interested in your hand pump, my mod recently added a device that does the exact opposite, it pulls from a tank and places it in the world. Do you have any plans for something similar? If so, I might go and try to somehow make my tanks (also holds 64 stacks of fluid) compatible with yours.
    Posted in: WIP Mods
  • 0

    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    changelog for 1.0.0.1.1:

    Added a spout and portable tank to thuttech. This allows for easier pouring of liquids. The tank can hold a stack of the liquid concrete, fill it by placing the stack to fill with to the left of the tank in the inventory, then right click with the tank. then have the tank in your inventory and right click with the spout.

    Known Bugs:

    the tank can hold solids as well, so can be used for placing solid concrete as well as liquid.

    TODO:
    get better textures for the spout and tank, if anyone is willing to provide these, it would be greatly appreciated.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4][Forge] Roads Mod (procedural worldgen)
    Quote from freeradicalx

    Thutmose, this is amazing! How long did this take you? I've been looking over your changes and additions, I see what you did (More or less) and really like it. I was planning on eventually transitioning to configurable "road profiles" like this and I think your solution does so quite elegantly. As you probably figured from my posts in the ATG thread, I've spent the last month or so re-thinking the way that road locations are determined in the world and am only halfway done, but the methods of actually drawing the roads remain more or less the same so it shouldn't be too hard to merge your code for road profiles into the new roads once I'm finished. I'm working on several mods at once right now and they're all in various states of infancy so I'm a little self-conscious at this point about uploading code, but I saw your email which I'll reply to in a moment, and I'd love to work with you on the pieces we have in common so I'm sure I can figure out how to send something your way.

    Love the way the asphalt ends up curving at the edges of the road, too.


    it took about 10 minutes, most of it was find/replace, or copy/paste.
    Posted in: WIP Mods
  • 0

    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    Updated the 1.7.2 version, It now includes Asphalt, which has two forms, the liquid, which flows quickly, and flows to cover very large areas, and the "solid" which still flows slowly, but will not be as flat, you can also walk on the solid version.

    TODO:

    Add tar and tar generation, then make a recipe for tar -> liquid asphalt.
    Posted in: WIP Mods
  • 0

    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    Quote from Carriontrooper

    So, are the elevators 1.7.2 only? Any chance it'll get backported to 1.6.4?


    check the downloads spoiler, I have a 1.6.4 link there.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4][Forge] Roads Mod (procedural worldgen)
    Quote from freeradicalx

    All excellent ideas. I'll definitely be adding different types of roads and materials, and will probably code in asphalt, concrete and steel blocks to replace the wool and cobblestone placeholders on the current road type. I'm thinking of making larger roads (Like highways) far more rare than smaller roads (Like the current ones and dirt roads). That way I can use the larger roads to spawn out the smaller roads.

    Thanks a ton for the feedback so far!


    I am very interested in these roads, as I have wanted something like this in minecraft for a while (found this mod via ATG, another mod I am rather interested in).

    On the topic of concrete and asphalt, My mods (Thut's Mods) add hardenable liquids (concrete and lavas for now), which slope nicely for roads/constructions. It is opensource, so if you want, you can either take directly from there (i require no credit in any way, and don't care what my code is used for), or I could add asphalt and we could discuss merging my stuff into your mod.

    I am in the process of trying to split the contents as much as possible, so it might be as little as adding a small sub-mod. I would need to figure out how I want to have the tar for asphalt spawn if i make it form from a hardening liquid, though for just spawning roads, it can just be placed directly as the solid version.

    edit: went ahead and added the asphalt to the src on github, still need to get around to packaging a new version that includes it

    second edit: I went ahead and forked the repository, I updated my fork to 1.7.2, seems to work fine. My suggestions are to add some config options to allow the surface blocks to be added to a list, as well as fluid blocks, rather than using all of the and/or statements to check if the block is valid.

    Just added that change, it works for surface blocks, but misses the flowing blocks, I will see about adding more refined fluid detection later.

    Here is the fork's repository: https://github.com/Thutmose/roads

    More Edits:

    I added a config for what blocks make up the road, and then tested using ThutConcrete:asphalt,15 as the value, here is the result, for some reason it made the lanes in the middle wider than they should be, using the default config of wool,15 it is identical to what it was before



    Posted in: WIP Mods
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    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    Quote from Taka5225

    A question: I have tried to do an elevator with mas separated blocks, but always with it a message " not completes rails ". Can all those blocks be added to an elevator?. Thank you

    P.D excuse me, I don't want be a bother for you, my english is bad. This It is really what I needed


    that message indicates that either the rails are not long enough, or are in the wrong spot. check the pictures on the front page for locations the rails should be in
    Posted in: WIP Mods
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    posted a message on [1.7.10] The Robot Mod, The Unfinished but hopefully to be finished some time in the next year or two Robot mod!
    Quote from Snow_Yoshi98

    Don't make it camo make it the colors of the old scout if you can please :)

    Thanks for the advice but I have seen some of those mods that use blender models and they don't look like your playing the same game which is good for some people but I honestly just don't like it plus this mod is really meant to be more blocky.


    this is a model made in blender, they can be made to look blocky, the main advantage for blender is if you want triangles (useful for corners of tank treads), then blender does triangles, I agree that most people go overboard and make the models not fit with minecraft when they use it, but if your model has more than about 30 or so cubes in it, then the blender models are less strain on the computer once in minecraft (assuming in blender you go and remove all hidden faces)

    Posted in: WIP Mods
  • 0

    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    Quote from Taka5225

    Woww, thanks very much I hope this mod have a far life :) , thanks.


    Hopefully sometime tomorrow or so I will be able to get around to fixing the problem with the indicator lights not working.
    Posted in: WIP Mods
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    posted a message on [1.7.10] The Robot Mod, The Unfinished but hopefully to be finished some time in the next year or two Robot mod!
    you might also consider looking into using wavefront objects instead, Blender is a much more powerful modeling tool than techne, so unless you are specifically trying to stick to only using cubes, it might be an idea to look into. the forge advanced model loader makes it very easy to add the models, so long as you use the correct settings for exporting from blender
    Posted in: WIP Mods
  • 2

    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    Basic Elevator Instructions
    no video instructions from me due to very slow upload speed, if someone can make one, that would be great.

    Step 1 - Build the Elevator


    First build the following structure

    Then right click the bottom block, and it should turn into this:


    Step 2 - Place the controllers

    Place the controller block, a few block above where you want the base of the elevator to be for that floor

    use the device linker to rotate it (right click side you want buttons on), note, currently bugged and sometimes the texture appears wrong way around, That will be fixed shortly.

    repeat this to add more controllers.
    Step 3 - Link Device Linker to elevator

    Shift right click the base of the lift, it should say "lift set"


    Step 4 - Link the controllers

    for each controller, shift right click the number that you want that floor to be, It should say "Set this Floor to <number>

    Step 5 - use elevator

    Right click the number associated with that floor to make it move to a floor, you can stand anywhere on the elevator you want.


    For the 3x3 and 5x5 versions, see Post by Crankheartfreeze
    Posted in: WIP Mods
  • 0

    posted a message on Thut's Mods - Elevators, Concrete and Volcanos
    Quote from Taka5225

    I don't get that elevator work. How It´s made for working?


    did you get it to at least form the elevator itself? If so, you shift click it with the device linker, then shift click the button on the controller that you want to link as the floor, the button should turn green when this is done.

    you then place another controller at a different height, and shift click a different button on that one, and it is linked as another floor, from there, just right click the number on the controller block and elevator moves to that floor.

    I'll see about getting some images to describe this process up shortly.

    edit, seems it doesn't turn green like it should, i will see about fixing that bug
    Posted in: WIP Mods
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