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    posted a message on Realistic Pain - Now Client Side!
    Quote from Kv0224»

    is there any point when you'll update this mod? just curious


    Nope
    Posted in: Minecraft Mods
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    posted a message on Modular Systems (Formally Modular Furnace)
    Quote from Cybertron»

    I fed the values into excel and made some nice comparison charts for comparing the blocks.

    http://voxelvortex.tumblr.com/post/149581299562/modular-systems-mod-for-minecraft-stats


    Very interesting
    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)
    Quote from proslaws»

    I see that a version of NeoTech dropped today (at least I think it was today) ... and I'm looking forward to playing around with some of the stuff. I'm SO SO glad that you didn't drop the mod and especially that you didn't drop the pipes!


    Next of course I hope to see a 1.10 version of Modular Systems. :P


    Keep it up man... bloody brilliant


    Good news that is out
    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)

    Due to the reaction that I was getting about removing pipes, they have been enabled. However, I do not want them to take all my time once again so don't be surprised if issues go unfixed for a while as I do other things


    <!--StartFragment -->

    https://gyazo.com/f0696d5f09f6d661b83922e2dd03ba13

    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)

    Vote on the future of the pipes here. I honestly don't know which way to go


    https://twitter.com/pauljoda/status/759624315054665729

    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)
    Quote from BaccarWozat»

    I am grateful that you're still working on this great mod, but you are throwing out the stuff that made it great, and the stuff I was using your mod for!
    The best pipes were in Extra Utilities, but yours were second-best and were only not optimal because of the high cost to manufacture.
    Your Dimensional Storage barrels were the reason I got and learned about NeoTech-- nothing anywhere near as good was available for (at the time) 1.8.9. JABBA is still not available for anything more recent, and Storage Drawers doesn't have a proper display to tell how much of anything is in them (tooltips aren't proper in this case).

    It is now months later, and I have abandoned my 1.8.9+ modpack and am playing some 1.7.10 mods (yes, including JABBA). For the most part, this is because of reluctance of modmakers to get everything on the same page and have what we want in mods, but also partly because there has been no new NeoTech, and now if the pipes and "barrels" are gone it might as well not be.

    Don't be too discouraged yet. While I have no plans to revive the dimensional storage, I have a plan for the pipes. They will still be the same, but much more accessable and easy to produce. It may be a bit, but after hearing people's thoughts on our pipes I have a few plans to make it enjoyable for me and still provide the pipes you all have come to know
    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)

    Ok so the pump is being removed. I don't feel I'll be able to get it working right and I've spent a lot of time trying to get it to work to no avail.

    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)

    The great revival is coming. I'd like to go over some of the changes before we release.


    First off, thank you all for the great support. This mod has become bigger than either Dyonovan or I could have imagined. The feedback has been amazing. With these big changes coming, please feel free to leave feedback but at least hear me out on why I made these decisions.


    So with that out of the way, here are the changes in 1.10.2



    1) Pipes have been removed

    This is a decision I have been mulling over for a long time. To give you an idea on why I made this decision here is a bit of a back story on how they came to be. When this mod was first introduced it was intended to hold the fort while other major mods updated. We never intended to replace them, just show that it is possible to all the haters of 1.8 *cough cough Team COFH* We then decided to break the myth that a full featured pipe system would need millions of json files. We succeed in doing so and even showed the advantages of the new system. At this point, the mod had become more than a proof of concept. We had gained popularity and people were looking to us to bring them the much needed tech to the otherwise techless 1.8 and above. This began what I call the "Pipe Coding Hell" that lastest until the last update we published. No matter what I wanted to work on, every update I did a lot of work on pipes. They would never be complete and needed constant attention. Not only that, Forge changed how inventories and fluid tanks were handled, requiring a large rewrite of our system. The system we had in the end was good, but still far from perfect especially as energy APIs and tile handling underwent drastic changes. This still continues and is a large part of why the pipes are removed.


    Other mods have done an amazing job at pipe systems. Ender IO, Mekanism, and Buildcraft to name a few that are staying up to date in the new versions do a fantastic job at giving a stable pipe system which is what 90% of people will use anyway. We are simply outclassed by larger teams and more work put into other systems. I encourage you to use those if you are upset that our system is gone.


    Perhaps most importantly to everyone involved, pipes were the main thing keeping me from developing on this mod. Honestly, I just didn't enjoy it. It is by far the most detailed aspect of any mod I have worked on and while it may have been fun for a bit, it just became tedious to keep it stable and high quality. With them gone, I feel free to develop other aspects of the mod and finally fix existing bugs with the rest of the mod.


    2) All WIP development has been removed

    This is essentially meaning that the future star system for generating power, WIP blocks, and other unfinished blocks have been removed. This also includes the Dimensional Storage block. It was a cheap knockoff of the barrels from JABBA or the drawers from Storage Drawers. Those mods do it so much better and it doesn't really fit our mod.



    So what does all this mean? No we are not giving up on the mod. In fact, quite the opposite. This marks a shift in how we fit into the modding scene. No longer do we have to be the tech mods to end all tech mods but can develop high quality machines that have specific purposes. We want you to feel confident using our machines and enjoy using them. All machines have configurable and automatically updating recipe registries that the player can even edit on the fly during gameplay. The GUIs are polished and easy to understand, and the machines are easy on servers and optimized for performance. That is where 1.10.2 will come in. With the edges trimmed, the core can shine and show just how great this mod can be. The weapon and armor system is still going to be developed, but will be much more balanced in the future.


    All in all I hope you all stick with me as I transition this mod into the future. Expect a much more solid and detailed mod with powerful machines and tools. New ways of generating power, storing power, and even more are planned and soon you will see the new Neotech. We may even be doing a name change. Maybe. Leave suggestions if you like.

    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)

    I've seen some interesting trends with the power systems of forge. I would like to state that until a definitive winner has been chosen between Tesla and RF I don't see this mod evolving and even then that is if we come back. I personally don't see this mod moving forward as it served it's purpose and did so well but doesn't stand next to other modern tech mods. Perhaps it will evolve into something totally different but perhaps not. Either way, here are my thoughts on the new Tesla API


    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)
    Quote from majestyc2k1»

    Funny you should mention magic. I'm working on a magic mod write up (I'm not a programmer).


    If you get something going feel free to throw it our way. We might could make it happen
    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)
    Quote from majestyc2k1»

    You guys will always have my support.


    You've been amazing at helping with our development process. Hopefully we can continue to bring high quality content in the future. We plan on doing a magic mod at some point (maybe a mob tools reboot) but also Dyonovan has been looking at Factorio modding. So who knows what the future will bring and as always thank you for your support.
    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)
    Quote from dhalek»

    Is there any hidden config to change the key for the elytra upgrade for the electrical armor?

    As a left handed person I have some difficulties using the right alt key for gliding. I'm using the 1.9 version if that matters.


    You should be able to use left alt. And no I don't have a config yet
    Posted in: Minecraft Mods
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    posted a message on NeoTech by pauljoda and Dyonovan (TeamBRModding)
    Quote from dhalek»

    I'm currently facing a couple of duplication bugs with the newest 1.9 version. First, when I place a dimensional crate there seems to be a desync between client and server. If I put any other block in the hotbar where the crate was, another crate appears.

    When I try to break an item interface pipe with the wrench, the pipe does not break but another pipe appears.

    Or is this some deeper bug in Forge?


    You were right on the money. Forge is not stable yet and the interaction with blocks is still not final. There are some things we can do to mitigate this, but currently we are waiting to see what forge does so we don't have to keep updating. I'm glad you're using 1.9 versions but keep in mind it is very unstable as forge itself is very unstable. We will keep looking into the issue as forge updates. Hope this helps. You are right, the server and client are both spawning a copy and only one is allowed to be picked up.
    Posted in: Minecraft Mods
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