• 1

    posted a message on KernCraft: Chemistry based mod

    In the next few week I will not have time to continue development. It will resume later.


    I can provide a pre-alpha build if you are interested, however many things are still missing. I might release an alpha in a month or so. Maybe...

    Posted in: WIP Mods
  • 1

    posted a message on KernCraft: Chemistry based mod

    If I recall correctly (I might be awfully wrong), TiC removed custom materials in 1.8, and ExtraTiC is stuck on 1.7.10.


    As for support for Modtweaker: is not planned yet, although I can say that editing/removing/adding recipes (even elements etc...) should be extremely easy even now, also for non-developers, since it amounts to edits things like:

    <Extractor energy="900">
            <Input>
                <Item>iron_ingot</Item>
            </Input>
            <Output>
                <Element amount="90">Fe</Element>
            </Output>
    </Extractor>
    Posted in: WIP Mods
  • 2

    posted a message on KernCraft: Chemistry based mod

    I am currently developing a Chemistry based mod. Is in a very (very very) early stage, I spent most of the time building a small infrastructure for it. If somebody is interested in helping out (testing, playing, giving feedback, suggesting features, developing, painting, ...) that would be awesome. Keep in mind is for 1.11.2.


    I am looking for people to have fun creating the mod with (do not need to be experts). And people that want to try it out and give feedback.


    Main idea: bring Chemical Elements to the Minecraft world. The mod must be fun and instructive (and possibly late-game OP).


    So far:

    • there is a way to handle Chemical Elements trough Forge Capabilities. Chemical Elements are the core of the mod.
    • The main idea is: we have "containers" for elements that we can use in various manners. Such as crafting, special effects, etc...
    • Example (not yet there): you can electrolyze Water into H2 (Hydrogen) and O2 (Oxygen), and then possibly use H2 for fuel and O2 to breath under water
    • Example: you extract iron element (Fe) from broken tools, broken anvils, and then you can recombine iron into ingots or in new alloys

    This is the basis of all.


    Some machine, to obtain/use elements:

    • an "Extractor", to obtain Chemical Elements from items
    • a "Chemical furnace" that "burns" elements and gives items, energy, fluids
    • a "Detector" that emits redstone when a player is nearby
    • a "Filler" that transfers elements trough containers
    • a "Centrifuge" to separate elements
    • an "Electrolyzer", to use Items and Fluids to create elements.

    New tile entities:

    • a proper Clock, emitting the correct redstone signal;
    • a "time machine" that changes the time of the day (very early stage);
    • a Lamp that can be configured to emit a defined light level;
    • more ideas... including some block that is just useful.

    Items:

    • custom armor (a lab suit), shields (very early stage)
    • a manual (of course), currently almost-empty but the infrastructure is there;
    • a portable beacon, you fill this with Elements and get various effects depending on the element;
    • a potato battery, not sure what it does. But is supposed to be an item to kickstart the mod;
    • containers for Elements: Pressurized Gas Cells, Erlenmeyer Flask for liquids and Canister for solids;
    • an item (currently a placeholder test item), that automatically creates a floor (out of cobble?) for you to stand on (but uses element, likely a common one),

    Also:

    • Ore duping (ahah of course)
    • Explosions (best feature of the mod).

    Plan for future:

    • have a "progress" system
    • things and stuffs
    • many many ideas
    • see the TODO list on Github

    Plans for the far future:

    • isotopes and molecules

    The standard applies: there is some early support for JEI, Baubles and Forge Energy/Tesla. The more the mod is integrated with the most common mods, the better.


    Mandatory screenshots:

    2017-04-25_20_27_26.thumb.png.91ddcaa19714efadd9349bfd4bd888d0.png

    The GUI for the extractor: redstone configurable, side configurable, and whatnot


    2017-04-25_20_01_19.thumb.png.42a5e1460650bbbd4fa8f153fe26511b.png

    Extractor JEI interface, standard (a Canister is the default container, I also plan to differentiate between solid/liquid/gas containers).


    2017-04-25_20_09_48.thumb.png.fde77a174c709c0cb5147428b0030f7d.png

    because why not? I plan for the potato battery to be the kickstarter of the mod (the items that let you start with the mod).


    2017-04-25_20_10_47.thumb.png.7c90e59d8d353447cdc686aa06976938.png

    Bauble-fied Portable Beacon, my proudest creation so far. Uses elements to give you abilities.


    2017-04-25_20_23_56.thumb.png.079c2a3686af6acd67ef895c87c838ed.png

    Manual with comprehensive periodic table...


    2017-04-25_20_24_10.thumb.png.b085bdcfc58cb1c2ac82805c9fa88f23.png

    ...and pages for each element.


    If you are interested:

    https://github.com/FilippoLeon/KernCraft

    Posted in: WIP Mods
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