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    posted a message on Virus organism bench
    Cool idea. Seems to be better suited to a mod or something than an addition to vanilla MC, though...
    Posted in: Suggestions
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    posted a message on [1.2.5] [cc1.33] ccSensors - Adding Sensors to Minecraft - now with SMP
    PLEASE tell me this is going to be multiplayer compatable. Can't wait to use it in Tekkit.

    Also, I would like some more information about what everything does and how to encode it all. Or is that included in the download somehow?
    Posted in: Minecraft Mods
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    posted a message on Block deleter tool [v1]
    Neat idea. Yeah, I can see how balance might be an issue. What if you replaced the diamond with a diamond block? Makes it harder to get, because now you have to spend twelve diamonds instead of four (if that is indeed obsidian I see there)
    Posted in: Minecraft Mods
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    posted a message on New Enchanments
    Minecraft needs some more enchantments. Specifically, elemental enchantments. I've always loved the elemental rock-paper-scissors aspect of things like Pokemon and - well, any RPG, actually.

    So, we already have Fire Aspect for swords, and Fire (which I would like to rename to Flame) for bows. Lights stuff on fire, pretty obvious. Next logical step is Ice. Ice can slow down enemies, does double damage on Blazes, and at higher levels stops enemy movement altogether. Also, hitting a water block with an arrow fired from an Snow bow will cause the block to freeze solid. Thunder Aspect is also possible, since we already have lightning in the game. It produces an electric current that shocks and knocks back enemies. A bow with Lightning will simply call down a bolt of lightning from the sky to wherever it hits (though it won't reach if its target is in a cave or under an overhang). Last, we have Poison Aspect. This is exactly like Fire aspect, except that it works on Blazes and other creatures that are resistant to fire. Sludge for the bow works exactly the same. All of these enchantments are incompatible with each other; much like how you can't put Sharpness and Smite on the same sword, you can't put Fire Aspect and Lightning Aspect on the same sword.

    Some additional ones; Penetrate. One of the Invasion mods out there has a bow that, when charged, can shoot multiple targets at once (so long as you can line up your shot right). Also useful against the Enderdragon, or other extreme long-distance targets; because the arrows are moving much faster, they reach their target before it has time to move and fall less, so you don't have to make adjustments as much. Higher-level Penetrates have a better effect, and at higher levels, they can actually destroy 1-2 blocks in their path if the bow is drawn back fully. As a downside to getting this enchantment, maybe the draw time of the bow is increased (because to make the bow shoot farther, you have to stiffen up the spring or something)

    We also have Magnetism. Watching a video of the Meteor mod, I liked the idea of items floating towards you. Putting this on a pickaxe or other tool causes the dropped items to float towards you. This is an expensive, hard-to-get enchantment, much like Silk Touch. It could also be applied to armor

    Any other enchantment suggestions, please comment.
    Posted in: Suggestions
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    posted a message on Less random enchanting - Enchanting tags
    Quote from Syntheosis

    Why not just eliminate the random element?


    'cause that takes some of the fun out of enchanting. Part of the whole thing is supposed to be that you don't know what you're going to get. It forces you to experiment. But having it be completely random isn't fun.
    Posted in: Suggestions
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    posted a message on Less random enchanting - Enchanting tags
    Okay, so you know how you can't find the enchantment you want because the assignment is completely random and you always get Thrust II instead of Silk Touch? That always bugged me, so much so that I really don't use enchantments. Thing is, I get the idea behind making it random - it encourages discovery among those new to the system. And most of the enchantment mods out there, like BetterEnchanting, can get you the enchantment you want, but it removes the random element completely. So I thought, why not combine the two elements? Why not make enchanting more reliable while still giving it an element of chance? Thus, I give you, Enchanting tags.

    So the way this works is simple. You craft a blank enchanting tag by combining a gold nugget with a piece of paper (because Gold is naturally conducive to magic). When you get an enchanted tool, you can craft it with the blank enchantment tag to transfer the enchantment(s) from the tool onto the tag (to clear it, craft the tag with another gold nugget). Unfortunately, To retrieve the enchantment from the tag, simply place the tag in a new slot on the enchanting table. This will lock the table into the enchantment on the tag - if you don't have the levels to enchant the tool, then all the boxes will be grey. The tag is never used up like this, letting you reenchant multiple tools with the same enchantment. The enchanting itself is still random, but once you get an enchantment that you like, you can get it again, at the cost of twice the experience and the original tool. Also, imagine this with multiplayer - you could trade enchantments cards and give the game a whole new economy.
    Posted in: Suggestions
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    posted a message on [REQ] Swiss Army Knife.
    Quote from karatemaccie

    I can't make the
    RP2 handsaw
    RP2 screwdriver
    BC wrench
    IC2 wrench
    Railcraft crowbar (if you don’t know, it reorients rails and modifies Railcraft thingies)
    IC2 treetap



    Things because I don't have the sourcecode of that tools and don't have permission from the mod owners to use code from them, if I have I can make the tools in it...


    ...you could ask them, you know.
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQ] Swiss Army Knife.
    Quote from karatemaccie

    Do-able, but not the IC2 stuff

    Starting coding right now.


    ...Wait, for real? Sweet!

    Hang on, is there a reason why IC2's wrench won't work?

    Also, edited some stuff so the corkscrew is no longer useless.
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQ] Swiss Army Knife.
    Success in Minecraft depends on having the right tools. But ever get frustrated because you can’t pick up that diamond ‘cause you’ve got too much crap in your inventory? Well, the Swiss Army knife is for you! Basically, this piece of technology will perform the functions of a lot of tools already in Minecraft – the only thing it doesn’t imitate is the pickaxe (‘case incorporating it into a pocket-sized device would make the whole thing ineffective and way too heavy). It even works with other mod items, like Industrial Craft machines. It can perform the functions of:
    A shovel
    A hoe
    A sword (penknive attachment)
    An axe
    RP2 handsaw
    RP2 screwdriver
    BC wrench
    IC2 wrench
    Railcraft crowbar (if you don’t know, it reorients rails and modifies Railcraft thingies)
    Shears (though the scissors are slower on plant matter; it’s best to use shears if you’re a jungle explorer)
    IC2 treetap

    And in addition, it has a file on it that lets it repair other tools by up to half of their full durability. The upshot to this tool; it can do all of these things with 1000 durability on it. The downside; all of the functions that it does – digging, chopping, ect – are as efficient as using stone tools, even though it’s made of iron (that’s what you get for trying to make everything smaller, I suppose). Also, the scissors are slower than the normal shears when you’re chopping down leaves and vines - it's not super slow, but it's not an instant drop like with the normal shears. The way you craft it is like so;

    Red dye Red Dye Red Dye
    Iron bar Iron Bar Iron Bar
    Red dye Red Dye Red Dye
    Makes the handle of the multitool

    Iron
    Iron Iron
    Iron Iron Iron
    Makes the Trowel (dual spade/hoe)

    Iron
    Iron
    Iron
    Makes the penknive. Using the penknive costs double the durability (just like RP’s screwdriver). Also, in the Technic pack, you can make a throwing knife, so it would be cool if you could do that with this.

    Iron Iron Iron
    Makes the saw, which acts like an axe and (if it’s possible) an RP2 handsaw. In the final recipe, you can substitute it for RP2’s iron handsaw (though that uses more iron than this, but if you have one laying around, that’s fine by me).

    Iron
    space Stick
    Makes the screwdriver. If RP2 is installed, this recipe turns into the RP2 screwdriver, and you will use that ingredient in the final recipe. If it isn’t installed, then you can use the screwdriver to reorient stairs, pistons, and repeaters.

    Iron Iron
    space Iron
    space Iron Iron
    Makes the corkscrew, which acts as a treetap (the logic being that you twist it into the wood to pull the resin out). If you don't have IC2 installed, then the corkscrew has several other uses. You can use it to uproot plants (read; melon stems). You can destroy and collect whole melon blocks. You can destroy and collect giant mushroom blocks. When you use it on tree leaves, the leaves have a 50% chance to drop a sapling, 25% chance to drop an apple, and 25% chance to drop a stick. And you can use it to tap on stone and rocks by tapping the left mouse button - if there is empty space, dirt, sand, or gravel behind the rock, it will sound different, and if the rock in question has a silverfish in it, you will hear silverfish sounds.This shape is the best approximation I can come up with to get a spiral shape into the 3x3 grid. Comment if you have something better.

    Iron space Iron
    space Iron
    space Iron
    Makes the wrench. In the final recipe, you can substitute this for either a BC wrench or an IC2 wrench. If you don’t have Buildcraft, IndustrialCraft, or Railcraft installed, then the wrench can redirect railroad tracks, just like the Railcraft crowbar.

    Iron
    space Iron
    space space iron
    Makes the file. By crafting a file with a tool, like a pickaxe, it can restore the pickaxe’s durability to up to half of its maximum.

    Oh, and if you want to use any of these tools on their own, go ahead. However, they’re going to have only 251 durability if you decide not to use them as ingredients.

    And to combine them into the final recipe, you craft them like so (you'll need a pair of vanilla shears);

    Trowel Shears Wrench
    Penknife Handle Screwdriver
    File Corkscrew Saw

    As a bonus, the multitool has a special recipe, where if you craft it with a single piece of wool (shapeless), it will make four string and return the multitool.

    Now here’s the tricky bit. I would like for all of those functions to have their own sprite – such that when you’re hitting a pig, it shows the penknife extended, but when you’re tilling farmland, the sprite changes so it’s evident you’re using the trowel. Thing is, I’m not sure if it’s possible with the way Minecraft uses item data. Or if it is possible, it’s going to be tricky.

    Now, I’m also thinking of some other things that multitools can do, and the three things that come to me are a flashlight and a USB flashdrive. So, acting on that, there would also be modules for Dynamic Lights and Wireless Redstone. By replacing the wrench and the saw with a piece of redstone and a piece of glowstone, you’ll get a light that, when you right-click the air, will toggle on and off. Leaving the light on drains the battery, though, leading to a decrease in the life of the tool. If you’ve got Wireless Redstone, you can replace the trowel (‘cause that’s the biggest tool) with a Wireless Remote, and it will act like a Wireless Remote. Not sure how to craft it, but having Buildcraft version 3, IC2, or Railcraft (‘cause that has circuits, I think) would let you replace that part with either a BC chip (iron or higher), an Advanced Circuit, or a Controller circuit. The circuit board can also link certain items in Industrialcraft and Railcraft. Alternatively, if you have Computercraft installed, then you can use the Multitool w/Circuit board to hold up to three programs.
    Posted in: Requests / Ideas For Mods
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    posted a message on Technic Pack 2.0 Let's Play
    Age: 18, soon to be 19
    IGN: chif_ii
    Skype: chif_ii
    Experience with technic pack: I've played with a lot of these mods before, never this specific pack.
    Record***: I can definitely record
    Mic: A very good headset mic, check out some of my vids here

    PM me if you're game.
    Posted in: Video/Series Help
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    posted a message on ChickenBones Mods
    Can you update Wireless Redstone please?
    Posted in: Minecraft Mods
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    posted a message on [REQ] EE/BC/IC2 mod - Antimatter Generators/Engines
    Quote from bobbysq

    It transferrs EMC between things as if they were placed next to each other.


    Hm...I dunno...it kinda sounds a little bit cheat, just from the standpoint of just stringing a whole bunch of collectors along that wire + watching the EMC rack up. I think I would be better with it if it was more expensive, like two redmatter around a gold conductive pipe or something. Or if, like my idea, it could only accept EMC from a relay, thus forcing you to build two pieces of equipment instead of one.

    Anyway, adding pictures.
    In this highly technical illustration, I am using the peat engine from the Forestry mod to simulate the antimatter engine. All of the mechanics here apply to both the BC and IC equivalents of these items




    Now we shall note that the following operation does not work - neither block accepts power directly from an Energy Condenser.



    In order to supply EMC to the block, you must first route the EMC through an Antimatter Relay, as shown here.



    This is a sample rig that I built in creative mode here. I've taken off a couple of layers of collectors and relays, but it gives you a good idea of the kind of set-up you want to build. If you look on the EE wiki, the set-ups they have there for energy collectors would all work very well with these blocks.



    Now of course we know that BC engines require redstone power to run. The most effective way to do this without loosing any relays or collectors is to put a Buildcraft gate on the pipe and, using pipe wire, wire a remote switch to turn it on. Here's what I mean.



    Off camera, there's another BC gate with the condition to turn on the Blue pipe signal when redstone power is supplied. The gate near the engine is wired to emit redstone power when it receives a blue pipe signal; thus, when you flip the switch on the off-camera gate, it turns on the blue pipe wire, which turns on the gate next to the engine, which gives redstone power to the engine, turning it on.


    Something I should add is that the BC engine doesn't have an interface; however, when you right-click on the IC2 generator, it gives you an interface much like an MFSU or any other storage device. The top slot lets you fill up a battery; the bottom slot lets you discharge the EMC from a storage device into the machine. The three tiers of IC antimatter generators are much like the three storage devices - you can't charge quantum suit armor in a Batbox, and similarly, you can't charge a laptron crystal in a Mark I generator.

    I'm working on item recipes, I'll have something for you soon.
    Posted in: Requests / Ideas For Mods
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    posted a message on {Request} SMP Player/Mob Radar
    Doesn't Rei's Minimap do this?
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQ] EE/BC/IC2 mod - Antimatter Generators/Engines
    Quote from bobbysq

    I like this idea. I had an idea that could go with this mod called the EMC Pipe, which was Dark Matter and a gold conductive pipe. Good luck with this!


    Ooh, sounds cool. What's it do?
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQ] EE/BC/IC2 mod - Antimatter Generators/Engines

    So I'm kinda angry that you can't use Mobius fuel (from Equivalent Exchange) in other coal-burning machines like the Steam engine from Buildcraft, or the Generator from Industrial Craft. So, in order to make the lower-tier fuels actually useful, I propose this mod idea - to add two blocks to the game that create BuildCraft power and IndustrialCraft electricity, respectively. So, much like how you need to surround Energy condensers with Energy Collectors and Antimatter relays to give them energy (as described here), you would need to do the same thing with these guys. Basically, they can take energy from a surrounding Relay (they can't take energy directly from a collector; you have to put down some up-front EMC to set them up) and turn it into either BC or IC2 power (depending on whether you're using the Engine block or the Generator block, respectively). So. in order to power it with Alchemical coal, you need to place an Antimatter relay next to it, put the coal in there, hook it up to the grid, and (if you're using the engine) give it redstone power. There's three tiers of these blocks, much like with the Collector and Relay blocks; the higher tiers use up EMC faster, producing more power per second. Ergo, if you're trying to run a Mass Fabricator or get a Quarry really cranking, you'll want the higher-tier items; if you just want to run a pump or a Forestry item or something, you'll want a lower tier item. I have no idea how to craft these things; I can only assume that, like all EE blocks, the lowest tier would be crafted with a diamond block, tier two would need a tier one machine and a piece of dark matter, and tier 3 would need a tier two and a piece of red matter.

     

    Pics and stuff

     

     

    In this highly technical illustration, I am using the peat engine from the Forestry mod to simulate the antimatter engine. All of the mechanics here apply to both the BC and IC equivalents of these items
     
     
     
    Now we shall note that the following operation does not work - neither block accepts power directly from an Energy Condenser.
     
     
    In order to supply EMC to the block, you must first route the EMC through an Antimatter Relay, as shown here.
     
     
    This is a sample rig that I built in creative mode here. I've taken off a couple of layers of collectors and relays, but it gives you a good idea of the kind of set-up you want to build. If you look on the EE wiki, the set-ups they have there for energy collectors would all work very well with these blocks.
     
     
    Now of course we know that BC engines require redstone power to run. The most effective way to do this without loosing any relays or collectors is to put a Buildcraft gate on the pipe and, using pipe wire, wire a remote switch to turn it on. Here's what I mean.
     
     
    Off camera, there's another BC gate with the condition to turn on the Blue pipe signal when redstone power is supplied. The gate near the engine is wired to emit redstone power when it receives a blue pipe signal; thus, when you flip the switch on the off-camera gate, it turns on the blue pipe wire, which turns on the gate next to the engine, which gives redstone power to the engine, turning it on.
     
     
    Something I should add is that the BC engine doesn't have an interface; however, when you right-click on the IC2 generator, it gives you an interface much like an MFSU or any other storage device. The top slot lets you fill up a battery; the bottom slot lets you discharge the EMC from a storage device into the machine. The three tiers of IC antimatter generators are much like the three storage devices  - you can't charge quantum suit armor in a Batbox, and similarly, you can't charge a laptron crystal in a Mark I generator.
     

    Recipes

     

    (All recipes are subject to change)

    Antimatter Engine mk 1

    That redstone engine may be replaced with a steam or combustion engine. Also, if you have Forestry installed, you can use Copper, Tin, or Bronze gears in place of the Iron gears (which may be more EMC-effective)

     

    Engine mk 2

     

    The redstone engine is a placeholder for the Mark 1 engine
     
    Engine mk 3

    The peat-fired engine there is a placeholder for the Mark 2 engine

     

    Antimatter Generator mk 1

     

     

    Some things to point out here; first, the Batbox in the center may or may not be replaced with an Antimatter Relay. Second, those are obsidian blocks on the corner, and third, these generator recipes are symmetric. Go to the wiki page for the Watch of Flowing Time, and notice how you can switch the positions of the glowstone blocks and the obsidian and still get the same item back. Same principle applies with ALL the generator recipes
     
    Generator mk 2
    Those are a Mark 1 in the center, two MFEs, four obsidian, and two dark matter blocks (because you can't tell the difference between an obsidian block and a DM block from a screencap)
     
    Generator mk 3
    The solar panel stands in for a Mark 2, and those are two MFSUs, four obsidian, and four Red Matter blocks.

     

    Posted in: Requests / Ideas For Mods
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