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    posted a message on [1.6.4] Tinkers' Steelworks
    I started working on a bunch of textures for 1.7 last night.

    Here's (x4 enlarged) limestone:


    I could add it in for 1.6, but given how late we are in the 1.6.x cycle, it seems a little silly. However, if that's what the people want, that's what they'll get.

    Not pictured: retextured steam turbine, magnesium, thermite, deep tank valve, pipes, drill head, steam chamber, chain, and steel golem. ;)
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Actually, they can store a massive amount of fluid.
    Let's look at the Smeltery. It holds 20,000mb per layer.
    Now, let's look at the Deep Tank.
    It holds 4,000mb per block space x layer.
    The Smeltery has 9 block spaces per layer, and again holds 20,000mb. A same-sized Deep Tank holds 36,000mb per layer (4,000 x 9) * layer. So, if you made an 11x11x11 (internally 9x9x9) Deep Tank, that would translate to (9 x 9 x 9) x 4,000 = 2,946,000mb. To acheive that capacity with a Smeltery, it would have to be 145 (+1) blocks high.

    Now, to actually answer your question: of course there will be special uses for it! For starters, it does not alloy fluids, which in its own right makes it a handy smeltery companion. Secondly, it will be able to de-alloy fluids soon when the steam turbines are ready. Third, and funny that you mentioned it: it will also eventually have a valve addon that allows you to eject fluids from the tank into the world space, and visa-versa. Four: You know how you can dispose mobs in a smeltery for various fluids? Now picture sucking mobs in through a pipe, activating a turbine attached to the tank, and insert frog in a blender joke. Benefit: extra fluid output from mobs. Five: ...Actually, I'm keeping that one a surprise.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Nieue

    Dang 404 error

    How odd, it was in the Dropbox folder and sync'd. I deleted the jar and replaced it. Anyhow, here's the link again: https://dl.dropboxusercontent.com/u/11017392/Minecraft/TSteelworks/1.6.4/TSteelworks-mc1.6.4_0.0.3d5fix.jar
    Quote from Nieue

    I can't even produce steam in the high oven at 3000 degrees

    Strange. ...You did pipe the water in, yes? At the moment it doesn't work with water buckets.
    Or did it work while it was under 3000 degrees? The only statement regarding temperatures and heating fluids in the code relates to internalTemperature > 1300. It's been working fine on my end. @_@
    Alternately, are you also using any steam-producing mods?
    I'll test with Railcraft personally, soon. But I'm 90% certain the fix I posted should work, as I referenced how TCon registers fluids that overlap with TE3 fluids - specifically, molten ender.

    EDIT: Toops tested, Railcraft approved! Adding link to main post now...

    EDIT 2: More Dropbox shinanigans. Somehow it managed to corrupt the jar. Very odd. If you downloaded before this edit, download once more. >_<
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Tinkers' Steelworks
    Blazes!

    I've gotta make this brief.
    I appreciate the feedback folks. I really need to toss more mods in my test environment. Anyhow, I think this should fix it:
    https://dl.dropboxusercontent.com/u/11017392/Minecraft/TSteelworks/1.6.4/TSteelworks-mc1.6.4_0.0.3d5fix.jar
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Tinkers' Steelworks
    Good news, everyone!
    You mustn't interfere with the past. Don't do anything that affects anything. Unless it turns out that you were supposed to do it; in which case, for the love of God, don't not do it!

    Mod updated. Links and info (and a strong warning, do read!) in OP.
    Seriously, read the warning and follow the instructions. Chances are it won't affect 97% of you, but if you're in that 3%, you've been warned!

    You've seen the new deep tanks and steam. Here's a couple other smaller things that can happen now. Note: images directly related.



    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Readying the final touches.

    I just felt like posting.

    Here, have a screenshot.

    The Steam be legit.
    Posted in: WIP Mods
  • 2

    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Nieue

    Hey toops, another question for ya:
    Will steam producing (and usefulness) be implemented after the Deep Tanking Update or will it be part of it?

    While its usefulness may not be (unless you're using other mods that use steam), it will indeed be included. In fact, that's what I'm working on this very second.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Tinkers' Steelworks
    It's been a while since I've text walled. Let's text wall.
    Quote from KimiroDragon

    Really? I thought this ship was propelled by an Orion Drive.
    Common misconception. It actually uses an Onion Drive.

    I've been reading up on primitive steel-making methods and I found a really cool one.
    Caveman Steel or gtfo.

    Basically a set of iron bars, rods or sheets is packed into a clay crucible with chunks of charcoal and heated at high tempetures.
    I found this really neat because it would allow an even earlier-game access to steel - even before making a smeltery - and could allow the High Oven to have steel components in an optional hard-core/realism mode. :D
    -snip-
    Why would you want a method of circumventing the High Oven? Well for starters, the HO requires you to have a smeltery established, which means a steady supply of lava, a lot of clay and much effort for something that does primarily become obsolete almost immediately. So why bother with a cumbersome setup that might require loads of resources you don't have (or have access to) when you could cut the middle man and use steel to make steel?
    -snip-

    I'm with it. That's why the Blacksmithing Update will be a thing. Eventually, I think, scorched bricks will be the by-product of a small multiblock stone forge structure. After using the forge for so long, all that slurry of slag and metal drippings cause the forge to turn colors - the sure sign of a seasoned blacksmith forge, thus changing stone bricks to scorched stone. Meanwhile, the standard crafting recipe will also be available in addition to another recipe I'm going to add for it through the High Oven shortly.

    At that point, the High Oven will also be switched over to a steel stricture. 9x25+ is a bit much, even for me! So, it won't use standard steel block, but instead (this is only some initial plotting, mind you), 6 steel ingots to create a steel wall (x16) akin to iron bars, which would be useful for decoration, privacy, and of course used in said High Oven block recipe. Hmmm, let's see. 6 Steel = 16 Walls / (2 or 4) = (4 or 8) HO Blocks. That sounds a little more reasonable.

    "What on Earth is he on about?" I hear you ask (and if that's not you I should see an exorcist).
    I didn't say anything, but you should be fine. Unless you begin to projectile vomit split pea soup.

    The Cyclical Assembly Autoclave - or in laymans terms, an autocrafting furnace that feeds itself.
    Oh neat. We've kind of got that going on with the High Oven currently with the ducts. Fun fact: originally I set up the GUI inventory as a crafting grid for the sake of output, as the plan was to make it pop items on an adjacent crafting station (TCon craft table) in their respective slots. I only flipped over to using the hopper-style GUI because I that feature wasn't ready, and obviously there's currently only a couple solid items it can output, anyhow.

    When we get pipes worked out, I'll get to work on some fun automationy goodness.

    For one example: When fed a supply of logs, and set to feed its fuel supply, it will ensure its fuel slot is full before outputting to an adjacent chest. This means, with very little piping, you can have a steady supply of charcoal.
    Currently, you can stick a furnace on an upward-facing duct with its input mode set to fuel, then a hopper on top of the furnace to supply logs. While not as slick, it is slightly more autonomous. :3

    The current problem with the High Oven from a code perspective is it relies on fluids even for solid output. For example, the current recipe for quartz actually uses for molten glass as a base, then checks to see what other component materials are available. This is because the high oven was built off the smeltery, which obviously has absolutely no solid output. The way I've got it set up is a little cumbersome on several fronts, such as the way component materials are added to its recipe list: first they are registered, then added to a crafting list. Components cannot have duplicate entries between slots such as sand cannot go in both a purifier slot and a reducer slot. I plan on doing a total rewrite of the high oven for 1.7 in an effort to eliminate redundancies, increase flexibility, and make its API as easy as humanly possible to hook into.

    Perhaps it could feature some sort of recipe pre-configuration and also allow liquid crafting, too. So, you know, cake.
    You know what's funny? I've only crafted a cake 1 time ever. You know what sounds like an awesome idea? Flour in the smelting slot, with sugar as an oxidizer, egg as a reducer, and milk in the fluid tank. Out pops a cake.

    -snip- Plus, well... I think it's a good idea.
    Keep 'em coming.

    Quote from Nieue

    ... also, no need for seared windows as walls anymore? :D
    Nay, it's optional. While I liked the idea for several reasons, it was just so... damned... ugly (/expensive). :3
    Besides, colored glass looks lovely.

    (This was from an earlier build, now the insides of the upper and lower layers must also be composed of glass. I had to do it this way for scanning reasons.)

    Quote from Dylan4ever

    That arouses me. Any chance you will add some sort of way to make other blocks (say, Erebus Amber Glass) available as ''walls''?

    Also, I think there should be an achievement for crafting the Deep Tank Controller called ''Deep Thinker''.

    Aye sir, I'd planned on adding a section in the configs for adding (glass) block ids.

    Also, I <3 the Deep Thinker achievement suggestion. I'll look into adding achievements soon, especially since I also want to have the steelworks manual given to the player automatically at a certain point. Perhaps after the first time the player smelts iron in a smeltery.
    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4] Tinkers' Steelworks
    Gentlemen! Deep Tanks.

    The deepest multi-fluid tanks you'll encounter. Ever.


    0.0.3d5 to be had tomorrow. 0.0.3 stable to follow shortly thereafter.

    Quote from DaKingCartoon

    hey toops, i was wondering if a recipe to smelt a variation of stone into scorched stone would be something you consider? -snip-

    Not only will I consider it, it will most certainly be included in tomorrow's release! I've been trying to figure out a way to introduce a faster method of producing scorched bricks for some time now yet keep it balanced and rely less on clay, Then you just bust in and be all like "Hey stupid, you've got the perfect elements already in play. Use them." And I'm like, "Whoa dude, you're amazing. How does one obtain your outstanding intellect and devilish charm?" Then you're like "It's just what I do", And I'm like "Word". And you're like "Word".

    Suggest away, o' holder of impeccable ideas. I may be steering this boat, but it takes a crew to get it moving.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from KimiroDragon

    Re-implimenting alumin(i)um would probably go beyond the scope of this mod, honestly - perhaps someone else should make a "Tinkers Aluminum" mod. :P

    You're probably right. I only hated seeing aluminum go as I had a small handful of uses for it. No biggie, really - saves me the trouble. xD

    Why not something like 2.5x the burn time and 1.5x the heat rating?

    For whatever reason, in my last post I'd said charcoal block. Let me redact that. Now that it's redacted, 4x charcoal burn time, 1.5x heat rating, which would technically make it the most efficient fuel. I'm fine with that. B)

    ~~~

    Just before going to bed last night, I finally worked out dynamic scanning for variable tank sizes. It works off of odd numbers, so a Deep Tank could be 1x1, 3x3, 5x5, 7x7, and 9x9 or any combination thereof, like 1x3, 7x1, 3x9, and so on with a cap of 9. I could probably go bigger, but anything larger may introduce unnecessary l lag. I'm also going to scale the amount of fluid it may contain by its absolute size, and the walls may be composed of glass, TCon glass, or tanks. For each open internal 'slot', it may contain the equivalent of 4 buckets worth of fluid.

    Also noteworthy: controllers must be placed in the center of the top of bottom layers, as well as drains. For aesthetics, mostly, but also to make wall scanning somewhat more efficient. EDIT: To clarify, drains can be placed anywhere on the top or bottom layers, while the controller must be placed in the center of the outer rim of the top or bottom layers on any side

    ~~~

    EDIT: In working all this out, I accidentally stumbled upon some other uses for the code. Remember those building tools mentioned a while back?
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from KimiroDragon

    Electricity, acids, consumable electrodes, massive steel cauldrons, and intense heat. There's a reason aluminum was once worth more than it's weight in gold (which, incidentally due to aluminum's low density compared to gold, means you'd get a flak-ton of aluminum).

    Though there is an alternative, albeit ineffecient way: Dissolve the ore in a strong acid, then pass a low current through it while slowly neutralizing the acid by base additions. The catch here is you need a seed crystal for the aluminum to congregate on, preferably one made of aluminum, though any conductive material could do it. The upshot is, certain acids or bases can be uses to grow synthetic rubies and sapphires. :3

    I believe TConstruct may be dropping alumin(i)um and replacing it with zinc in for MC1.7 if they haven't already. At least, that seemed to be a pretty firm decision. That means there's the potential for us to re-implement alumin(i)um and make its production it (somewhat) right. While I probably won't introduce any electrical system, there's always redstone/redstone flux. Could even attach some sort of low voltage mechanical power converter to the High Oven and a steam turbine behind it. I do play on adding temperature controls as well, so there's that.

    It's a thought.

    Quote from HuggableCreep

    ... 4 times longer than coal haha i know its a little op but I like my everything being able to run off alumentum

    Well, there's two options we could go with. Either make its burn time 4x higher than the charcoal block, or make its heating rate 4x higher. I'm leaning toward the former, personally.
    Posted in: WIP Mods
  • 2

    posted a message on Tinkers Construct
    Quote from AndaleTheGreat

    In fact. It is so beside the point that I'm done looking at this.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] Tinkers' Steelworks
    Forgot to add the newest dev download to the OP. Did so now.
    Getting very close to having really cool variable cubiod-sized multi-block tanks. Expect that in the next release (I hope!)

    Quote from OpsTheXeno

    The books still doesn't work, :(

    Your problem seems to be isolated. Try dropping another cobblestone in to ensure you have the correct amount of seared stone? And if you're using a smeltery, ensure the drain is in a valid position (not the corners).

    Quote from kalez

    Man, this looks great, Toops. Really coming along!

    Gentlemen, let me introduce you to my partner in crime. This guy.

    I haven't forgotten abou'cha. I've been flip-flopping between this mod and the engine. I just didn't want to pop in the IRC until I've got the field depth maneuverability working. You know me: easily distracted. >_>

    Quote from HuggableCreep

    Hey Toops I have a request for ya, could you make alumentum from thuamcraft a valid fuel ?

    Sure thing! I've thought about it before but just never got around to it. How long does alumentum burn in a furnace anyway?
    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from KimiroDragon

    -snip-

    I love it when you talk science.
    Talk more science.
    <3
    Quote from Gyro

    -snip-

    I love it when you talk sharing code.
    Let's share code.
    <3
    Also, I happened to be studying up on thermite last night! For Minecraft, of course!

    Quote from Barhandar

    -snip-
    I would rather welcome more uses for magnesium. And for aluminium and alumdust.
    -snip-

    P.S. And if you're willing to step on Metallurgy's toes, "refined gold" could be called Orichalcum -snip-

    I love it when a plan comes together.
    Let's make plans together.
    <3
    ...Okay, rule of 3 didn't work. In seriousness, nearly every crafting/smelting/highoven component will use OreDictionary references in the future, so fear not. Chances are good (I think) any materials supplied by mods like Metallurgy and Mekanism of which I reference will cover GT as well. I don't care to be rolled into any silly modding community drama. So while I won't directly poke around with GT, I won't go out of my way to discourage compatibility or usage. Further, if I get any request to add in "OreDictionaryNameX: ComponentType - ConsumeAmount - ConsumeChance" with a brief description of the material and its relative rarity (for balance reasons), I'll happily consider it and probably add it in. Wiki pages are a bonus.

    Orichalcum could certainly be a strong contender alongside Midium and Impervium. I think when it's created and ready, I'll add a poll.

    ...I almost typed pole.

    EDIT: Actually, considering ExtraTiC probably already covers Orichalcum as a tool material, that may not work after all, considering the nature of what I would be doing with it (modifiers, not tool parts). And also, OreDictionary.
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] Tinkers' Steelworks
    I've gotta go, so I'll make this brief.
    @Nieue: Whoopsie! Fixed.

    @OpsTheXeno: Very strange. Try updating Steelworks with this:

    TSteelworks 0.0.3d4: https://dl.dropboxusercontent.com/u/11017392/Minecraft/TSteelworks/1.6.4/TSteelworks-mc1.6.4_0.0.3d4.jar

    Changes:
    Fixed incorrect deep tank recipe
    Fixed incorrect temperature for seared stone in smeltery
    Made sugarcubes a valid horse food
    Posted in: WIP Mods
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