Rejuvenation Explosives should be available in the latest (not recommended) build. I'll hopefully be pushing a new minor release in the coming days.
- Curse Premium
Member for 6 years, 5 months, and 25 days
Last active Sun, Nov, 26 2017 12:34:11
- 16 Followers
- 157 Total Posts
- 132 Thanks
Apr 28, 2016aidancbrady posted a message on DefenseTech v1.0.1 - Missiles, High-Tech Explosives and Rocket Launchers!Posted in: Minecraft Mods
Apr 25, 2016aidancbrady posted a message on DefenseTech v1.0.1 - Missiles, High-Tech Explosives and Rocket Launchers!Posted in: Minecraft Mods
Just pushed version 1.0.1 which includes a load of fixes.
Apr 24, 2016aidancbrady posted a message on DefenseTech v1.0.1 - Missiles, High-Tech Explosives and Rocket Launchers!Posted in: Minecraft Mods
Apr 24, 2016Posted in: Minecraft Mods
DefenseTech is a Minecraft mod bringing high-tech, advanced defense systems into the game through missiles, powerful explosives, and other nifty gadgets. The mod serves as a classic continuation of Calclavia's ICBM mod with a few tweaks here and there to help things run nicely.
This entire project has been built on the Mekanism libraries, meaning everything will run smoothly, but you'll need the core module of Mekanism to play.
Source Code & Modpacks
DefenseTech is a bit tricky in its licensing nature. The skeleton of the mod is based on the 1.6.4 version of Calclavia’s ICBM mod, which was passed onto DarkGuardsman through an agreement made back in 2014. I am permitted to develop and distribute this software as per special terms laid upon me by DarkGuardsman, and as a result, any requests to modify and publicly distribute this source code will have to go through him. Note that this is temporary, and only until I have rewritten most or all of the old mod’s source code. You can read the agreement discussion here.
Some people really don't like others to review or distribute their mods, something which I honestly don't understand. You are the ones who help get this mod into the Minecraft community's hands, which seems like a good thing from my perspective. So go ahead, do whatever you like. I honestly just don't want you messaging me on IRC or on the forums, asking my permission. If you need proof, just provide a link to this page.
DefenseTech is available for download on my official website, along with my other mods.
I have a blog! Please check it out if you're interested in knowing what I'm up to, I try to update it as often as I can!
If you want to get in contact with me, IRC is the best way! I try to idle on Mekanism's channel: #mekanism, irc.esper.net.
Due to popular demand, I have included a donate button below. I pay about $20/month for website and server hosting, as well as an additional yearly fee to keep my domain name. All donations are greatly appreciated, and if you include a message with your username on any donation over $5, you'll get your very own MekaCape™
Thanks for reading!
Jul 23, 2015aidancbrady posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!Posted in: Minecraft Mods
Enjoy the update
Jun 5, 2015aidancbrady posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!Posted in: Minecraft Mods
Just pushed out 8.1.4, should fix those issues.
Mar 20, 2015aidancbrady posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!Posted in: Minecraft Mods
v8 is out. Exciting!
Jun 8, 2014I just realized that the Salination Plant's water usage is actually way higher than it is supposed to be, even though I meant it to be very high. I just sliced it to 2/5 what it was before, hopefully that will make things a bit easier.Posted in: Minecraft Mods
Feb 23, 2014Posted in: Minecraft ModsQuote from PlowmanPlow
ACB has finally made good on his threat to put the dev builds and changelog behind a paywall. Everybody gets to do what they want, but let me toss out a couple points:
- The dev version, before it was paywalled, had useful information in the changelog. Many updates to the digital miner, some machines, etc. The "release" version has "fixed some stuff". How is that helpful.
- Despite claims to the contrary, even though the dev builds "may" include some new content at some point they are most surely bug fixes to the release versions which could provide working mod versions to people days before (at a minimum) the release shows up.
PlowmanPlow, why are you so upset about this? To think you have the nerve to request the making of a third-party jenkins just for the dev builds, and state it here on my post...I don't get it. You state that they include fixes, and this is very true. This is why I have pushed out two major release versions in the past week. I will always push a release if there are fixes ready for issues. However, new content will continue to be developed in the development branch.
I have created a changelog on the download page that includes a summary of all release information. It's updated automatically whenever a release is pushed. If, however, someone does decide to make a third-party jenkins system, I will be forced to make development a separate closed-source job for the same reasons I put on my blog post. Note that Thermal Expansion functions in the same way (with a closed development branch), aside from the fact that its main branch is closed source as well. Please don't make me restrict the development any further!
Feb 17, 2014Posted in: Minecraft ModsQuote from Taiine
Just a warning. Be careful with updating to the new v6 version.
as it just boxed my wind turbine and changed all my universal cables to basic energy cubes...
Well.. I was planing to make some soon.. but like.. a few....
Hehehe, love the boxed Wind Turbine. This should be a warning for all...be careful when updating.
Feb 17, 2014Posted in: Minecraft ModsQuote from PlowmanPlow
Some clarification on what is "dev" and what is "main build" would be handy. If dev means "new stuff I am doing for a future major version number" then that be fine. I can't imagine more than a handful of people paying for something like that, but different strokes and whatnot. If dev means "any updates/fixes between official releases of the current version of the mod" then that is one giant stack of suck for the whole community and anyone trying to use the mod.
Oh, just thought of another giant "screw you" if it is option #1 in the above paragraph. If you have a mod for which you want to maintain compatibility with Mekanism the implication is that you will need to pay ACB for the privilege of testing your stuff against his stuff. Nice.
Developer builds contain WIP features that are not yet ready for release. These are only intended to be used by confirmed testers or those who have signed up for Mekanism Premium (about 9 so far). I explain this in more detail on my latest blog post - it's so that there aren't an influx of bug reports for known issues, and so that hype can be maintained for big releases
If you are indeed a developer and wish to test Mekanism against your stuff or are just an experienced user, nothing is stopping you from just hopping over to the GitHub repo, cloning the development branch, and testing the bare source in Eclipse. The mod is and will remain open source - the developer build server is simply a perk you get upon donating over $10.
Feb 16, 2014That's it, v6's releasePosted in: Minecraft Mods
About Jenkins, everything should be working now. I just switched jenkins and web hosting and was attempting to put in place some changes (which sadly resulted in a broken download system).
I'm going to keep the main build server up continuously from now on; the dev server will remain public for the next week or so, but will become restricted to testers after.
Mekanism is, and will remain, under the MIT license, and will become public domain if the new Minecraft license changes force it to do so.
Jan 31, 2014Posted in: Minecraft ModsQuote from Amorai
I was able to reproduce the same sound with only Minecraft, Forge 220.127.116.115, Mekanism v18.104.22.168, and Mekanism Generators v22.214.171.124.
Created a new test world in survival mode (didn't have NEI installed) and placed an advanced solar generator and the noise begins. If this noise is intended, similar to other sound effects of the machines, the noise should not continue when leaving the chunks range or closing the world. It also seems that the volume of the noise has little to do with the proximity of the advanced solar generator, if the player has entered the chunk containing the power device.
Erm...that's the Solar Generator sound effect that plays when it is generating electricity, and it is not a bug. You'll hear it when you get near a Solar Generator which is under the sun.
Jan 14, 2014Posted in: Minecraft ModsQuote from EzerArch
Yes, we need salivation controllers, so bad.
Oh god, did I say that? Ha!
Jan 9, 2014Posted in: Minecraft ModsQuote from Roma1704
Hello, aidancbrady! Your mod is amazing. I like it very much for its convinient and very cool stuff
but why did you put FMP support in the 6th version of mekanism? It crashes my minecraft with permgen space error explanation. When i had 5.6.0 version on the same modpack this error did not exist.
P.S. When i tried to install only FMP on my modpack i have the same permgen space error.
Sorry for my BAD ENGLISH.
Most likely you haven't allocated enough PermGen memory to Minecraft. Simply add "XX:MaxPermSize=256" to the JVM Arguments option of the MC launcher and you're good to go!
- To post a comment, please login or register a new account.
May 9, 2012Posted in: NewsQuote from aidancbrady
Here's my entry. I don't own an X-Box, but my friend does, and I really want to get him playing Minecraft, a gift code may get him to play more
The download link! I forgot!
- To post a comment, please login or register a new account.