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

    Using carbon, saltpeter, and sulfur compound (not even in a molecule, just powders mixed) as oxidizer is really silly.
    -snip-

    Most things in Minecraft are rather silly. At some point I intend on expanding the components list by...a lot, and adding a success/failure ratio to each component, Which is to say: too much fail in your recipe components results in liquid slag. Around the time I've got that going, I'll look into adding entries from other mods, but given the unsupported status of GregTech with TConstruct, I'll just skip over that one. Personally, I play with very few mods and I'm not very adventurous where tech-based mods are concerned, so I'm pretty well in the dark as to what adds what and where and rarity and processing and all that jazz. So I'll gladly welcome suggestions.

    Bearing all that in mind, I would like to note that I have been planning on adding a few raw materials to the mod myself, such as lime and magnesium as you'd mentioned. However, I don't want to add a bunch of stuff which only has only one crafting purpose + decor. Magnesium in this instance could be used to create something akin to flares or simply used in the fireworks recipe, and and as an aluminum/magnesium alloy - magnalium - it would make a fine arrow shaft and tool handle, among other things. As an added bonus, for no reason other than Minecraft logic, magnesium blocks could do something fun, like repel Creepers. Meanwhile, lime could have many potential uses
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from OpsTheXeno

    I tried to pour the molten seared stone onto the tier one book, but nothing happened to it, please help
    -Ops, :(

    Perplexing. I just tried it to make sure I didn't do something silly somewhere - worked fine for me. Are you sure you poured enough seared stone onto it? What version are you using? As of the newest dev version it requires 8mb, which is 1 cobblestone, Previous versions erroneously required 9mb. Also, as of 0.0.2 and onwards, you can use any TCon book or simply a normal book.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Good news, everyone!
    I'm a little tea pot, short and stout,

    Mod updated. Info and links in the OP.

    ~~~

    Quote from Gyro

    I know very little too. Just feeling adventurous. :>

    That's how you learn these things, you know?
    I do!


    ...Actually, that'd be really cool in this mod. Steam-based pressuregun that fires rails. Stick it in your wall at the end of a hallway and hook it up via redstone to pressure plates. *Fun* for anybody who tries to sneak into your base.


    Quote from boondockArtist

    "Hey Bobby do you have any mac'n'cheese I can borro--" *beamed in the face with a rail shot at 200mph*

    I agree, it sounds like a fun time, Gyro, heheh...*evil laughter*

    Haha, poor Bobby.
    Consider it on the absolutely must-do list.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from BakuMinerGuy

    The Department of Redundancy Department must've had a leak in the walls of their tank of foggy fog of fogginess.
    -snip-
    See what I mean?

    The Department of Redundancy Department. Hahahahahaha lol.

    I see what you mean! Yes, like that, Only not transparent to avoid rendering issues and to cover up some trickery I'd likely have to do in order to make them work smoothly. (Or in other words, entity goes in, *disappears* and is relocated to the other side - for players... well, it's dark in there!)
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from BakuMinerGuy

    Portal, anyone?

    I don't get it. D:

    However, here's a little doodle.



    ~~~

    Lemme finish up my earlier reply...

    Quote from KimiroDragon

    And speaking of juice, why not make essence berries juice-able into liquid XP. :3

    Hmmmm, combined with the idea of smelting enchanted -stuff- to liquid XP, which could be poured over some sort of food - say, bread, and eaten to gain XP... I like it!

    Oooh! Steam-powered berry picker! All the better if it's on tracks!
    I dunno, I would rather leave that task to -confidential-

    -snip- I've actually used MineTweaker to add in a custom recipe for tracks, using 6 steel tough rods and a tough wooden binding to make a full stack of tracks. It be popular on KimiTech, for the few times we need rails.
    Very nice. I wanted to make tracks a little cheaper on resources, and from some quick mental math, that makes them what, around 1/3rd cheaper? Not bad! I'll add it in as a config option. Come to think of it, I was originally planning on rails (not the full track, the rails themselves) as a casted component, but tough rods keep it simple.

    Oooh! Steam room multiblock! It could aromatize (word? is now!) potion ingredients into 1-3 minute buffs![ -snip- And lastly... Some sort of distilling system?
    Possibly much later on down the line. Though, as the High Oven is quickly becoming multi-functional, distilling could easily be shoed in.

    Oooh! Combine wood alcohol, a slimeball and a piece of flint to make a camp stove, which is like a ready to use portable furnace with a low temperature but a really long burn time, -snip-
    Now you're reaching. :P
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Just got off work. Damn the weekend work! Taking up all my Steelworks time!
    To top it off, I have to go back in 10 minutes to retrieve my paycheck. So this will be brief.

    Quote from Gyro

    I still intend to take you up on that. Maybe I'll take a bash over the weekend (tomorrow & Sunday) at a class to automatically building a dealloying list via reflection? I don't know if you've started on that or what.

    Excellent! I haven't started yet, and that would be perfect since I know nothing of java reflection - show me your ways, wise one.

    Quote from KimiroDragon

    Sooo... On the subject of tools, on a scale of 1 to ­ yeah, how likely is a blasting drill machine that uses steam to bore holes (read: not like a boring machine, but like this thing) which it then fills the bore holes with (mining) TNT before detonating?

    Hmmm. Possibly!

    Combine that with some sort of roving... Tunnel beautifier machine/minecart and you got a subway system. :D (Not to step on RailCraft's toes or anything, though honestly "Mod X already did that" is a terrible reason to not do something).

    Sounds fun. I've wanted to do more with minecarts since forever. And I agree. If I held back on the basis of Mod X's features this mod would never have been made.

    Also, speaking of steam-powered drilly-things... why not turbo-charge that spike block with steam and monoflillament wires to make some sort of sadistic mob cheese grater of doom? As a kind of high-tier, massive AoE upgrade to the spike.
    Perhaps. Moreover - totally gonna make spikes able to spin and cause higher damage when attached to turbines.

    Except maybe an explosive-powered piston that consumes gunpowder to launch entities like the old (beta 1.5) piston mod? And another idea relating to pistons: Self-toggling steam-powered pistons, with a variable rate? o:
    Springs and spring-loaded tracks will be used for all entity-launching needs. Self-toggling pistons with in-game configurable toggle rates sound wunderbar! Applying a redstone signal would simply stop it.

    Perhaps a multi-block mob "juicer" for the explicit purpose of mass-producing blood (and other mob-esque fluids) in a simpler but messier manner? :D
    Ha! Another use for Deep Tanks with a steam turbine! What I would like to do with my take on pipes make them full-block sized with slightly rounded edges and able to suck entities (mobs and players) through them, Mario style. So, synergy!

    Crap. Time to go!
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from ruyan
    But I'm sure Toops appreciates the positive feedback from us as well, because we totally rock the socks off of him with our glorious input and astonishingly good taste. :D
    Fixed that for ya'. ;)

    Quote from KimiroDragon

    :DDD

    Nice mouths you have there. :o

    Got a new pair of pruning sheers. Here we go...
    Quote from DaKingCartoon

    i've had a thought marinating in my noggin for a while: hangable steel chains and steel chain claws, able to hold on to mace balls and release them like a trap, along with holding other things. another idea that popped into my head is metal barbed barricades -snip- (...does harm players but only in the direction the barbs are slanted towards.) -snip- this may be leaning to a bit of a medieval direction... i hope that i'm not conflicting with the growing steampunk atmosphere of recent -snip-. also, i don't mean to step on any toes, but when i heard about the steam turbine, i thought it would look a bit bronze-like, -snip-, but whenever i hear steampunk, i think of bronze or brass fittings on wood and metal... -snip- -crack- *damnit!*

    Regarding chains: already in the google doc - except instead of releasing whatever its holding, they will be rigged to pulleys so that they can be raised and dropped.

    The mace ball is also in the plans for the actual mace/morningstar type whip, except it'll be cuboid shaped as suggested by xeronut.

    Barricades ain't a bad idea! I was also thinking about making a spike "block" to attach to blocks in any direction - specifically sticky pistons. They would be crafted with 5 dagger blades in an X shape - I think you could get the visual picture of what it would look like and how it would function.

    No toes stepped on or conflicts raised! This actually brings up a good point. See, when the true blacksmithing system (see google doc) is implemented, it will actually serve as a pre-smeltery (very manual) way of casting metals to tool parts. It's an effort to smooth out the TConstruct experience and tech tier progression, and more importantly add an element of immersion. With that in mind, If the early-game TCon tool station/pattern builder/stencil table might be considered stone-age, then blacksmithing could be considered iron-age, smeltery considered bronze+ age, and the high oven leaps to industrial era. The steampunkish stuff fits in shortly after a High Oven s created. Of course these are loose approximations for the lack of a better term.

    That said, I like your suggestion of the steam turbine having a more brass-on-wood texture about it; that would actually fit in better with the TMechworks machines. Totally gonna do it that way. The current texture was mostly just a placeholder I whipped up in a few minutes, but it may come in handy down the line for something else.

    ~~~

    Next release will be tomorrow, though it's mostly just bugfixes (it's ready now but I must sleep) - immediately afterward I'll start working on making the Deep Tank a little more customizable and unique and centrifuge functionality.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Nieue
    Zoom in on that a bit...

    That, sir, made my day.

    Quote from boondockArtist
    Also, for silliness, since you are planning on making new tool parts and etc, could the ability to make...baseball bats possible? -anip-

    Not a bad idea! Variety being the slice of life and all that. I'll throw it in the pile next to maces.

    Come to think of it, I really need to sit down some day and create color palettes for all the TCon materials so that I make a semi-automated system of recoloring when I start actually making tools/weapons/parts.

    Quote from SixOnTheBeach

    Wow. This mod has grown a lot from a simple smelt iron for steel nuggets mod. I only wished I could have helped and learned myself, but real life.

    Well hold onto your pants, because I'm only warming up!
    Feel free to lend a hand at any time. At some point I do plan on doing some thorough documentation to the code. I also plan on adding the Steel Golem in 0.0.4, so textures are welcome. ;)
    Posted in: WIP Mods
  • 2

    posted a message on [1.6.4] Tinkers' Steelworks
    Good news, everyone!
    THE REST OF THIS POST WILL BE WRITTEN IN CAPS!

    MOD UPDATED.
    LINKS AND INFO IN OP.

    SCREENSHOT TIME!

    TEMPORARY NETHERQUARTZ RECIPE: MELT SAND(OR GLASS) WITH GUNPOWDER, FLINT, AND CLAY BLOCK. THIS WILL NEED REBALANCING BEFORE 0.0.3 STABLE.

    DEM CAPS.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Next dev release hits fileserver shelves tomorrow! Be sure and reserve your copy today for a free strategy guide and trinkets.

    I ended up packing this release with more than usual. It will fix a couple more bugs with the high oven (corrected layer scanning - no more 'dead' spots you can't place a drain or duct, and items will be spit out of the controller if the structure is changed as opposed to vanishing), fully functioning ducts, a framework for solid item output from the high oven, the beginnings of a framework to heat liquids (like water to steam), TE3 slag output, a couple cross-mod compatibility features/fixes, steam, multi-block tanks, a non-functional steam turbine, a very slight nerf to the heat rates of charcoal/blocks (reduced from 3/9 to 2/8), and probably a few things I'm forgetting.

    EDIT: By heat rates, I mean internal temperature increase, not the melting temperatures. I actually plan on buffing melting temperature rates slightly.

    ~~~

    Quote from theweltinator

    Hmm...all right. Not sure if you're serious about that Jack Bean thing. Or the orcs/dwarves. I'll guess I'll have to wait and see.

    Serious about everything but the names. ;)
    Slimey bean sounds better.

    A note on steampunkishness:
    Well, judging from the picture, Water is poured into the High Oven and turned into Steam -snip- Water is then poured -snip- into an airtight -snip- chamber made of Seared Brick and Windows where it is stored until it needs to be funneled/piped/vented into whatever thing it needs to push pistons in -snip- So, would Steam be a Liquid, Fluid (there is a difference!), or Gas (yep, that's also now a thing!)?
    I broke my sheers! D:

    Correct, (correct), correct, (correct), correct.

    Currently it's a fluid as Forge defines fluids. Later though, I would like to make it gas-like - or at least, emulate a gas as much as possible without it being too taxing. I'm not talking anything major, but obviously it should rise a bit and plume out if placed in the world, while still using forge's fluids to maintain cross-mod compatibility.

    Quote from Nieue

    These look like customizable sized tanks... :3

    Quote from Gyro

    According to Toops on IRC, they're not of fully customizable size... yet, because they will be before a stable 0.3 release.

    Exactamundo.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks


    Yesterday had many distractions. I would have had a download ready by now if it weren't for those meddling kids!

    ...please ignore the fact that steam is being poured from a faucet. I've yet to implement another solution... (pipes)

    Quote from KimiroDragon

    Oooh! Hadn't thought of that. :D
    Also, if tanned leather is going to be a thing, you should add a full tanning system.
    Something like... -snipped for inappropriate flesh-based content-
    *filed in kimiro_notes.txt* Yes, that's a thing. Tanned leather will certainly also be a thing. Things!

    THINGS!
    Quote from Nieue

    So Toops, will that steam drill be able to be upgraded like all other TiC tools?
    And did I hear it will be powered by steam? Like this mod kinda http://www.minecraft...n-to-minecraft/ but of course better?

    Also, for the exo-armor, you can alwas go to slimeknights github and post some code there that you would like the armor to be like. Because they have kinda stopped working on it.

    Oh, of course it'll be built and upgraded as all TCon tools. That's a neat little mod. From what I've gleaned, it'll be similar thematically but of course the implementation of Steelworks will be different. When a GUI isn't necessary, there will be no GUI. So by that logic, for example, filling a drill with steam will be as simple as placing it on a casting table,

    No need to fiddle with the original exo-armor, since the steelworks variant will effectively extend tcon's exo-armor and allow me to do more with it where modifiers and the like are concerned.

    Quote from theweltinator

    That's no shield...it's a cape! (mebbe?) Also, if all this stuff that's been discussed lately is implemented, it's kind of turning this mod from Tinkers' Steelworks to Tinkers' Fill In ALL The Blanks!works.-snip-
    Now there's nothing wrong with any of these things, but they are kind of straying from the main topic of steel. So maybe a name change will be in order soon?

    It's a glove. ;)
    I understand your point completely, but I'll have to politely disagree my good sir. Much of the things being implemented now have been planned for a while, but fleshed out a bit better both thematically and mechanically. It may seem a little sporadic currently because not all the pieces are present to display the larger picture, but that's also why we're in the W.I.P section and my versioning scheme is so low.

    Rest assured, nothing has changed in the plans of things like true blacksmithing and combinatorial steel variants, but be also need some some mechanics, frameworks, and of course blocks/items/etc implemented before we get there. It also provides a chance add in a few more fun things before shifting over to 1.7 permanently, which I'm looking forward to as much as I'm dreading, as I plan on starting on that with a total rewrite rather than a simple port. With what I've learned so far, I'm pretty confident that I can do most everything much more efficiently.

    On the topic of Mechworks: any sort of tech added to the mod will be made specifically to compliment Mechworks, outside of things which should obviously have no bearing. I've heard it through the grapevine a little birdie mDiyo that Mechworks will resume development. Meanwhile, things like steam power and turbines (which can be attached to various things for various effects) are actually outside of Mechworks' scope. Mechworks is clockpunk thematically, while Steelworks is industrial-lite sprinkled with steampunk and a dwarven topping. And much like TConstruct itself, Steelworks will have some small random additions here and there to spice things up a bit - actually, to enhance TCon's flavor, EX: TConstruct has floating slime islands? They sure are cool, aren't they? Too bad you have to make an obscene pillar of dirt/cobble/sand to reach them. My answer? Jack Bean. Wassat? It's dungeon loot. Plant it. Watch it grow. And grow. And grow. Then climb.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from KimiroDragon

    If this is gonna be a thing, you totally gotta include a steam-powered upgrade the exo-armor. :D
    Oooh! And some sort of steam boiler backpack that burns fuel and uses water to produce steam.

    Excellent ideas! I was leaning toward making the steel exo-armor an upgrade of normal exo-armor crafted with the original exo-piece, steel plate(s), and tanned leather straps. Maybe it should include some sort of steam-based components and call it Steam(punk/powered/gear/?) Armor.

    Steam boiler backpack? Splendid idea! It could use the knapsack slot. :D
    Posted in: WIP Mods
  • 3

    posted a message on [1.6.4] Tinkers' Steelworks


    Quote from HawkW

    How exactly do High Oven Ducts work? I mean...what do they do?

    See the icons in the high oven controller gui? Now, right click a duct for its gui, and note the box with the icon in the center surrounded by left and right buttons. Click the buttons to change its output mode as indicated by the icon in the center, except the last one. Items put into the duct's 9 slots will automatically route to their corresponding slots in the oven controller. You may also place a chest or any sort of inventory container next to the duct and it will draw items from said inventory in, and likewise route them. The last mode is for output, which as of the current releases doesn't work - but I've got it working dev-side so it will work in the next release. As you would expect, it is for ejecting items from the oven, as there will be some recipes that produce items rather than fluid (such as nether quartz) as well as extra benefits such as TE3 slag, if available. Without an output duct, the items are ejected from the controller in the world dispenser-style.

    Edit: Also, some quick testing indicates that Railcraft fuels don't quite work correctly in the High Oven. Blocks of coke are not recognized as a fuel at all, while coal coke is recognized as a fuel and "burns" (adding the flame icon and fire to the High Oven Controller, but does not increase the High Oven's temperature.

    I appreciate the feedback! I think I know what the problem is with the coal coke item - the block however, I didn't know existed! I'll have to track down its OreDictionary entry. Again, thanks. It will also be ready for the next release.

    Quote from GameGeek1998

    -snip-As for the steam tools aforementioned, what if the tool's saw/pick head could be launched to destroy blocks along with the expanded reach? I think it'd be a pretty cool mechanic.

    Actually, currently I'm thinking it will work like this: the drill will not have a durability per-se, but instead run on steam much like electric/flux modded tools, which would mean modifiers like auto-repair would have no effect at all. Left click would be standard mining similar to the hammer, but in a 3x3 cross/t pattern (think hammer but with the corners left in tact). Holding right mouse would charge the drill, mega buster style, then release to either 1) fire off the drill head, insta-mining through X layers of stone (maybe in a 5x5(x5?) diamond shape?) then retract. The reach of the charged drill - which is to say the amount of layers drilled through - would be dependent upon how long the drill was charged, like a bow. Of course charging the drill would eat up steam as its being charged, so modifiers like a steam tank could be applied to increase its storage capacity (like a diamond is to durability), meanwhile, diamond-tipping the drill would actually aid in its efficiency.
    Posted in: WIP Mods
  • 1

    posted a message on [1.6.4] Tinkers' Steelworks
    Not much to report today. I've finished controller output and ducts, fixed a couple logic bugs that no one would have noticed because I previously used some arbitrary code to sidestep the issues, and a couple other minor things.

    Next dev release will include:
    * Finalized high oven ducts with redstone control
    * TE3 (normal) slag output
    * Steam
    * Multi-block Fluid Tank

    Then, after that:
    * Turbines
    * Centrifuge functionality for aforementioned tank
    * High Golem sounds, some AI and animation tweaks

    When these features are done, that will wrap up 0.0.3.

    ~~~

    Let me show you my plan for sending you home. Please excuse the crudity of this model. I didn't have time to build it to scale or paint it.
    Posted in: WIP Mods
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    posted a message on [1.6.4] Tinkers' Steelworks
    Quote from Gyro
    Or, add a separate steam turbine block (which seems to be what you're thinking of) which can run Steelworks machines, and allow the machines to be run off of, say, Redstone Flux, as well.
    That's the idea.

    Daaaaaawwwwwwwww

    For a player using Steelworks in conjunction with a bunch of tech mods, it would be a godsend. For a player who is playing with TCon as the most technical mod in their magic-centric pack, not so much.
    Pretty much. Then again, what's to stop those fuels from having magical properties? :3
    I dunno. We'll see.
    Posted in: WIP Mods
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