• 3

    posted a message on Lore Expansion - [1.7.X]
    *draws pentagram*

    I hereby summon the Jaded one
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Industrialcraft 2 Addon] Industrial Agriculture | No more crop sticks! | 1.0.0
    Quote from dmillerw

    As overdone as it may be, what about something to "analyze" the crop, and manufacture seeds that would grow it?


    I was thinking of something similar aswell

    I never really liked how random the IC2 crops were, I don't really mind having to plant them on crop sticks, but I hated the whole weed thing and the randomness from cross-breeding

    so perhaps you could keep the crop sticks, but remove the weed mechanic, and perhaps prevent people from breaking farmland when jumping on it when crop sticks are placed on them.

    a machine could be introduced where you could put 2 different types of seed bags in, and the machine would cross-breed it for you, though this does require an actual breeding structure for the crops.
    perhaps you could add the same kind of mechanic that extra bees/gendustry has added for bees/trees/butterflies, where you can take certain genes and traits from one crop, and transfer them onto another.

    perhaps you could also introduce a machine similar to the industrial apiary, where you can influence the machine through upgrades, for example a light upgrade so the crop will grow even during night, or a watering upgrade, to keep the crop hydrated, or the exact opposite an upgrade that makes it very dry. or an upgrade that'll speed up the production of the crops, or shorten it's lifespan.

    you could perhaps even add some new kind of crops and perhaps a proper machine that can farm/manage all the crops
    Posted in: Minecraft Mods
  • 0

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    Quote from bdew



    I went ahead and implemented Import and Ejection Covers.

    Import cover will automatically pull items from a nearby inventory once per second. All valid stacks will be pulled (so for example you can throw a chest with a bunch samples, drones and labware next to a sampler, add an Import Cover and it will take everything correctly)

    Ejection cover will push everything that can normally be extracted with pipes to a nearby inventory, BC pipe, TE itemduct or EIO conduit. Should work with tesseracts and such as well tho this needs more testing.

    To install or change covers - right click with the item in your hand. To remove shift+right click with an empty hand. If the block is broken or wrenched all the covers will be dropped as well.

    They work on both the Industrial Apiary and all machines.

    This is currently available in dev versions for 1.6.4 (download from jenkins) and will be included in the next release. Don't forget to update BDLib or you will crash! I will port it to the 1.7.2 version in the near future.

    If anyone has any interesting ideas for other cover upgrades - i'm open to suggestions :)


    me love you long time

    but I started thinking for a bit... will the ejection cover recognize inventories it can eject to? so let's say you've an industrial apiary with 2 ejection covers on the left and right, and on one side you've a DNA Extractor, and on the other side you've a centrifuge. will the ejection covers properly send the combs to the centrifuge and the drones to the DNA Extractor? or will they try to just dump everything in the first available slot? or perhaps you could add an option to filter the covers, so you can configure which items will get ejected with each cover.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.X]ModTweaker 0.6
    Quote from Drullkus

    How about... Forestry? Add new stuff for bee species to make. Idk about making NEW bee species.


    I think Gendustry already added a way for people to add their own custom bees
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.X]ModTweaker 0.6
    Quote from joshie

    It didn't, but I do believe that should be doable. :)


    awesome to hear :)
    Posted in: WIP Mods
  • 1

    posted a message on [1.7.X]ModTweaker 0.6
    I see you've Tinker's Construct on the future plans list, does this include the option to change the required items for modifiers? so as a random tweak let's say instead of using quartz for the sharpness modifier it could require something like an iron sword, where 1 iron sword would add a full level of sharpness
    Posted in: WIP Mods
  • 0

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    Quote from bdew
    Is this really needed? Pretty much every pipe system has some way to pull items nowadays.


    this would be really helpful for me in certain situations. there are some bees with effects that I want to use, but I want to keep the setup as compact as possible, for example having a bee with the ripening effect, I would want to keep the setup as compact as possible so there's more area for the effect to work on. if I had an industrial apiary with auto output, I would only need the industrial apiary and 1 tesseract, set to receive energy and export items. now I'd need 2 more ducts and a servo for this...

    well, in the end it's just my personal preference to make builds as compact as possible, so it's not really a feature that's needed, but more of a personal wish, so I can fully understand if you choose to not add it

    Quote from bdew
    This is an interesting idea, i'll think about it.

    Another idea i had is some kind of integration with ComputerCraft that would allow reading/writing of genetic information with a computer. That would require some way to limit transfer of genetic information between different worlds tho...


    I hope that would also be possible with just gendustry, as not everyone is good at coding for computercraft :(

    but thinking a bit further on this idea, perhaps you could actually take the idea a few steps further and change some of the machines altogether.

    when I think of changing the DNA of something you'd need to do this in a very sterile environment, so being able to hold templates and samples with DNA in Minecraft like this seems a bit weird. perhaps you could introduce a few multiblock machines that you can connect to eachother, making a factory like construction to be able to properly manipulate the DNA of bees/trees/butterflies.

    most of the work would be done through a computer terminal as all the machines would do the work for you, as doing it manually would be too dangerous for the DNA. the machines would require constant power and perhaps another type of liquid to be able to keep the DNA templates and samples cooled down so they do not decay. you would be able to move the templates/samples around outside the machines, but you would either require a container to transfer them without decaying, otherwise they'll quickly get durability damage and will completely be destroyed.

    ofcourse people would want to be able to move their machines around if needed and don't want to risk losing their samples and templates, so perhaps there could be a way to lock the samples and templates in a block you can pick up, but you'd be unable to open the contained until it gets placed back into the machine

    then again... this would be quite a massive change, so it might just be a better idea for a new mod
    Posted in: Minecraft Mods
  • 0

    posted a message on Gendustry 1.6.3 - Updated to forestry 4.2
    I'd really like to see an auto-export upgrade/option for the industrial apiaries if it's possible

    I was also thinking of perhaps a new kind of block... it'd be sort of a tier 2 machine for the genetic transposer. what this block would do is allow you to store templates and samples in the block. see it as a database holding all the information. the player would able to write templates onto samples, the templates would automatically be copied so you do not end up losing the template.

    you'll also be able to take an existing sample, which will show you all the current templates it holds, and you can remove, replace or add a template.

    this way the player can store all their templates in 1 place and they're able to configure their samples without having to keep a few dozen different types of samples. I know you can replace templates on a sample, but you might also want to remove a template from a sample

    this block could be a block like any other machine in this mod, or it could be a multiblock, where the size would decide how much templates/samples it could hold, or it could be a block structure like you see with Tinker's Construct, where you can place different kinds of blocks together to unlock new functions of those blocks.

    I was thinking of this kind of machine because I'm currently doing bee breeding and I'm constantly running around getting different templates from different chests trying to keep everything organized and it's a pretty annoying thing to do
    Posted in: Minecraft Mods
  • 2

    posted a message on The Spice of Life (encouraging dietary variety through diminishing returns)
    awesome mod, but at the same time, I really fear it D:

    Quote from Jadedcat »
    Yeeees, I can put a stop to the "eat nothing but carrots" strategy
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 Forge] Thaumic Integration! Get your ME Essentia and Thaumic TiCon Tool Modifiers!
    perhaps an idea for a crafting terminal where you can select which potentia you want, and you can select in the terminal which item to be used in the alchemical furnace to get that essentia. when selected the item will automatically be deposited into the alchemical furnace which would be hooked into the system, perhaps through an essentia interface
    Posted in: WIP Mods
  • 1

    posted a message on CyanideX's Project: Retexture
    y'know, I'd love to see textures like this for Blood Magic
    I'd really be interested to see how that'd look, as the textures you've already done look very awesome
    Posted in: Mods Discussion
  • 0

    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    any chance for the auto-spawner to have a colored area aswell when holding the hammer? or perhaps have it behave like the planter aswell, so it'll only spawn mobs 2 blocks above it instead of the same level the spawner is on or sometimes even below the spawner?

    or perhaps a bit of a crazy idea, but how about being able to configure the area the machines work by using more range upgrades? you'd still be able to configure the size of the area the machine works at, but for example you would also be able to have that area be a few blocks higher or lower then where the machine is at. or have the area be a few blocks to the left or right, or from the front or back a few blocks more.
    I'm the kind of player who likes to hide machines and wiring as much as possible, and with this I'd be able to do that, and it'll also give range upgrades more uses

    also, is there any way to control the mob counter for when it emits a redstone signal? I want it to only send a full redstone signal when there's 30 mobs infront of it, and not 15, so being able to configure that would greatly help
    Posted in: Minecraft Mods
  • 1

    posted a message on Tic Tweaks
    happy to see this mod being continued :)
    also a question, do you have any plans of adding a way to remove random modifiers from tools?
    I know iguana was working on a way, but it never got added.

    I believe iguana was adding a way to remove modifiers from tools by using either the silky cloth or jewel.
    I was thinking myself of having your tool in a tool station next to a tool forge, and you place the tool in the center.
    you'd then place an item (in my opinion the silky cloth is the best one for this) in one of the surrounding 8 slots, and the modifier that gets removed depends on which slot you placed the silky cloth. it would work clockwise, so if you place the silky cloth in the slot above, it'll remove the first modifier, if you place the silky cloth in the top right, the second modifier gets removed, if you place the silky cloth in the center right slot, the third modifier gets removed and so on.

    you do get back your modifier slot when you do this, so it's probably fair if the silky cloth gets used up in this process instead of it receiving a damage value.

    also it might be an idea to look into some of the mods that squeek502 developed, specifically TiC Tooltips as it would really be a helpful feature to see in TiC tweaks
    Posted in: Minecraft Mods
  • 0

    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from Nuchaz
    I've added a new way to obtain the enchantment that will be part of BiblioCraft 1.7.0. You will be able to take any enchanted book, doesn't matter what it is and throw it in a crafting grid with some reading glasses (or tinted glasses or monocle) and you will be able to craft an enchanted book of reading. You lose the original enchantment on the book and get back just the reading enchantment, so definitely best to use a cheap enchanted book you don't want. This way I feel there is still enough cost to make it an upgrade over the glasses, plus you still have to spend levels to get the book + levels to put on a helmet, but you are guaranteed to get the enchantment. Seems like a good balance for something that basically just adds convenience.


    sounds good, thanks alot :)
    Posted in: Minecraft Mods
  • 0

    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    just asking to be sure, but is the hammer modifier meant to spam the console with "hammered" messages everytime you use the tool with the hammer modifier?
    Posted in: WIP Mods
  • To post a comment, please .