"My" texture artist is the co-author of this mod so we will not change him
What textures do look so bad to you? I quite like the crystals and the ores myself
Is he unable to do 16x16?
First example: Dust. The pixels are horribly stretched and there is random colours and random streaks of colours as if a 5 year old edited the texture in paint.
Next thing are ingots. You continue to use the horrible original textures and then do a seperate another too high resolution ingot that has a completly different style? That's like a texturing sin
Everything else is mostly 32x32 too, please don't use that scale. It looks horrible and nobody likes it.
There are decent BR retextures around and right now this mod is in a completly bad aesthetic position. This isn't supposed to be mean or anything, just something that should encourage your co-author to use a new style. The only acceptable textures right now are the ores since those are 16x16 and taken from vanilla so you can't go wrong with that.
You have to ask that to Erogenous Beef, the original author of the mod: he's the one who made the dusts textures
I personally like the steel ingot texture. And you are talking about an item not available in-game
Nothing stopping you to use those textures if you don't like the default ones. Resource packs exists for that reason
Cheers
Z
I don't like the mod, this is more for the general good as the mod is an eyesore right now and before your port. Your choice to keep it like that, good luck in the future!
sorry, but if you don't like the mod, why are you so interested on how the textures look? you won't be playing with them anyway...
As I said, for the greater good. I texture several mods that I wouldn't necessarely play but I like to texture for them. If you can't accept help then it's hopeless anyway
all we are saying is that at the moment, we don't want other users working on the mod, is our choice. and if we want to be honest, if someone likes the mod but thinks that he has better textures, he can add a texture pack just for the mod.
Anyways, i'm not saying that my textures are great, personally there are some that i'm not so fond of and i think i could have done better maybe, and i'd gladly accept constructive criticism to help me improve in future release, however all i can percive from your you telling us that my textures and the one from the old mod look terrible.
i'm sorry that you don't like them, but just telling me that they suck isn't going to help me fix them
Sure, could give you some constructive crtisim. As I said in the first 2 posts, do not use 32x32. It makes your mod look unprofessional. Many authors do it because they want to be "extra fancy" but it actually backfires. The GUIs of Beef were fine, however, blocks and items were not. For the blocks, select a nice "base" metal texture that you can use for all of your reactor blocks. As a texture artist you should be able to do that. Items need a nice base as well and may be just recoloured but again, that is self-explanatory.
Here's an easy tutorial that every beginner can follow:
I'm having problems with the coolant port of a big reactor and getting its steam into a turbine. No matter what wrench I use on 1.10.2 (Modpack doesn't have Thermal Expansion yet) I can't seem to make the coolant port be an output for steam. The only other mod that has a steam generator isn't working for me. Do you have any idea's why it's not working?There is an attachment of a picture of my mods folder if that would help.
And how did you come to the conclusion that they are unnecessary?
A mod in itself add negligible overhead. It's the content of the mod that use resources
Would you prefer having said content duplicated in any mod that use it? How wasteful is that?
APIs are the core of mod interaction and integration: without them we will go back to the ugly days when mods poked around each others accessing undocumented/private data and breaking stuff
ZeroCore is the reason why you can play with Big Reactors in 1.9+ : I've started working on it when 1.8 came out, way before I've had any thoughts of porting BR itself
Just passing by to say thank you for porting BR to 1.10, I'm playing hermitpack atm and I got really exited to see this port on the pack. I read all the thread and I kinda agree with the textures issue, they are good, but consistency would be appreciated. Also I'm very exited to see where you go with the mod, the tier thing and adaptation to all the new batch of mods for 1.10+.
I'm starting to learn modding myself, so any tips would be appreciated, thou I understand this may not be the thread to do so xD
I also work developing videogames, and sound FX are part of my skills, so if you need help with those feel free to PM me.
I'm wondering if there's any documentation for this about which substances can act as coolants, radiation regulation, etc. As the last major version of the game I played contained Thermal Expansion, all of my cooling was cryotheum/ender liquids. I recall a cryptic hint about "life force" being a good coolant, but if I need to get into blood magic for the reactor, that's something else!
@Ivy I think it's intended that we experiment with different materials. Yesterday I tried a couple of things. If anyone doesn't want to be spoiled, don't read the... spoiler xD
I found that Life essence (a.k.a. "blood" or LP from blood magic) is a really good coolant, and like 1.7.10 with liquid ender, its only necessary to put liquid flowing from top to bottom, not fill the whole thing with source blocks. The result its better than using iron and diamond blocks (tested it in hermit pack on creative mode) and way cheaper, although you have to have a level 1 blood altar. As I said before connecting the rods with the casing with metal blocks, also do the trick of cooling, but not as efficiently, If you find more, about this please share your findings.
They don't look bad in my opinion. >:3
Is he unable to do 16x16?
First example: Dust. The pixels are horribly stretched and there is random colours and random streaks of colours as if a 5 year old edited the texture in paint.
Next thing are ingots. You continue to use the horrible original textures and then do a seperate another too high resolution ingot that has a completly different style? That's like a texturing sin
Everything else is mostly 32x32 too, please don't use that scale. It looks horrible and nobody likes it.
There are decent BR retextures around and right now this mod is in a completly bad aesthetic position. This isn't supposed to be mean or anything, just something that should encourage your co-author to use a new style. The only acceptable textures right now are the ores since those are 16x16 and taken from vanilla so you can't go wrong with that.
You have to ask that to Erogenous Beef, the original author of the mod: he's the one who made the dusts textures
I personally like the steel ingot texture. And you are talking about an item not available in-game
Nothing stopping you to use those textures if you don't like the default ones. Resource packs exists for that reason
Cheers
Z
I don't like the mod, this is more for the general good as the mod is an eyesore right now and before your port. Your choice to keep it like that, good luck in the future!
As I said, for the greater good. I texture several mods that I wouldn't necessarely play but I like to texture for them. If you can't accept help then it's hopeless anyway
Sure, could give you some constructive crtisim. As I said in the first 2 posts, do not use 32x32. It makes your mod look unprofessional. Many authors do it because they want to be "extra fancy" but it actually backfires. The GUIs of Beef were fine, however, blocks and items were not. For the blocks, select a nice "base" metal texture that you can use for all of your reactor blocks. As a texture artist you should be able to do that. Items need a nice base as well and may be just recoloured but again, that is self-explanatory.
Here's an easy tutorial that every beginner can follow:
I'm having problems with the coolant port of a big reactor and getting its steam into a turbine. No matter what wrench I use on 1.10.2 (Modpack doesn't have Thermal Expansion yet) I can't seem to make the coolant port be an output for steam. The only other mod that has a steam generator isn't working for me. Do you have any idea's why it's not working?There is an attachment of a picture of my mods folder if that would help.
You should use our own wrench to change the input/output settings of the ports
Oh... My bad, should've checked for that! Thanks
No problems
Look at other mods metals for example. Some of them may work
And how did you come to the conclusion that they are unnecessary?
A mod in itself add negligible overhead. It's the content of the mod that use resources
Would you prefer having said content duplicated in any mod that use it? How wasteful is that?
APIs are the core of mod interaction and integration: without them we will go back to the ugly days when mods poked around each others accessing undocumented/private data and breaking stuff
ZeroCore is the reason why you can play with Big Reactors in 1.9+ : I've started working on it when 1.8 came out, way before I've had any thoughts of porting BR itself
We're going to be using this in our LDSGamers mod pack. Thanks so much for making this!
@pontiaj2066: Thank you! Have fun with the mod
Just passing by to say thank you for porting BR to 1.10, I'm playing hermitpack atm and I got really exited to see this port on the pack. I read all the thread and I kinda agree with the textures issue, they are good, but consistency would be appreciated. Also I'm very exited to see where you go with the mod, the tier thing and adaptation to all the new batch of mods for 1.10+.
I'm starting to learn modding myself, so any tips would be appreciated, thou I understand this may not be the thread to do so xD
I also work developing videogames, and sound FX are part of my skills, so if you need help with those feel free to PM me.
Anyways, great job porting BR and ty again!
I'm wondering if there's any documentation for this about which substances can act as coolants, radiation regulation, etc. As the last major version of the game I played contained Thermal Expansion, all of my cooling was cryotheum/ender liquids. I recall a cryptic hint about "life force" being a good coolant, but if I need to get into blood magic for the reactor, that's something else!
@Ivy I think it's intended that we experiment with different materials. Yesterday I tried a couple of things. If anyone doesn't want to be spoiled, don't read the... spoiler xD
I found that Life essence (a.k.a. "blood" or LP from blood magic) is a really good coolant, and like 1.7.10 with liquid ender, its only necessary to put liquid flowing from top to bottom, not fill the whole thing with source blocks. The result its better than using iron and diamond blocks (tested it in hermit pack on creative mode) and way cheaper, although you have to have a level 1 blood altar. As I said before connecting the rods with the casing with metal blocks, also do the trick of cooling, but not as efficiently, If you find more, about this please share your findings.
@Phithe1: yes, that's the idea PLAY with the mod
Hi, best mod for power generation !
I will use in my Modpack.
Nice! Have fun