All the power and convenience of a mining laser, but with the backbone of Redstone Flux.
Description: I've always loved Industrial Craft 2's mining laser, but truthfully I've never been a huge fan of the EU energy system. This mod adds a set of lasers powered by redstone flux which allow you to easily and conveniently mine from a distance. Right clicking the laser (while it's charged, of course) will fire a transparent beam of energy that will break blocks. THIS MOD REQUIRES COFHCORE, THERMAL FOUNDATION, AND THERMAL EXPANSION. YOU CAN FIND THEM HERE, HERE, and HERE.
Recipes
NOTE: I AM NOT RESPONSIBLE FOR ANY DAMAGE DONE TO YOUR MINECRAFT CLIENT, WORLDS, OR COMPUTER.
Source Code
I don't know why you would ever want to see my cruddy code, but in case you're a little stuck and need some help, check out my code HERE.
Issues
If you find any bugs or have any requests you would like to make, please make them HERE.
Perhaps you could have alternate recipes for the lasers when Thermal Expansion is installed? I see all it requires now is Foundation. Perhaps something like these:
The gun at the bottom left is a Flux Transfer gun. Transfering power through the colored crystal and a diamond (Or if Redstone Arsenal is installed, a Flux Crystal) can produce a powerful concentrated beam.
Resonating Redstone Flux through a blaze rod increases the beam's efficiency.
Using Basalz Rods to guide the beam through a nullification chamber(hardened lumium glass if you prefer) creates a devastating earth-shattering beam.
And finally, using elemental power and a lumium gear creates the final stage of beam concentration.
Perhaps you could have alternate recipes for the lasers when Thermal Expansion is installed? I see all it requires now is Foundation. Perhaps something like these:
The gun at the bottom left is a Flux Transfer gun. Transfering power through the colored crystal and a diamond (Or if Redstone Arsenal is installed, a Flux Crystal) can produce a powerful concentrated beam.
Resonating Redstone Flux through a blaze rod increases the beam's efficiency.
Using Basalz Rods to guide the beam through a nullification chamber(hardened lumium glass if you prefer) creates a devastating earth-shattering beam.
And finally, using elemental power and a lumium gear creates the final stage of beam concentration.
Just a thought.
You are an angel, sir. I have been trying to figure out how I wanted to properly balance the recipes for the lasers if Thermal Expansion was installed, and you have given me nearly perfect recipes. You can expect a new version later this morning with recipes just about matching these.
If you have any other suggestions, I'd be happy to hear them
Like Redstone Arsenal tools, adding the Efficiency enchant to the mining lasers should decreases power consumption.
Adding a portable tank to the gun adds a secondary fuel source (able to hold half of the tank's original value of fluid) and filling it up with Blazing Pyrotheum adds an auto-smelt function to the mining laser.
Filling it with Tectonic Petroneum greatly decreases power consumption(stacks with Efficiency enchants).
Adding Gelid Cryotheum to the tank will cause the beam to freeze water, and turn lava into obsidian.
And adding Zepherous Aerotheum to the tank will allow the beam to travel farther and faster.
Primal Mana will carry all of these effects, but utilize twice as much liquid per shot than the previous four, however due to the fact that its impossible to make this yet, it would essentially be a cheat fuel.
Each shot will consume 50 milibuckets of material on Normal Mode, 100 mbs on Mining Mode, and 200 mbs on Explosive Mode.
The gun will function as normal without any liquid fuel.
Using the V key(same key as empower for Redstone Arsenal tools) will allow you to switch between using fuel and not using fuel. You could fill and extract fuel using a liquid transposer. Obviously, this suggestion requires having Thermal Expansion installed to make use of.
Like Redstone Arsenal tools, adding the Efficiency enchant to the mining lasers should decreases power consumption.
Adding a portable tank to the gun adds a secondary fuel source (able to hold half of the tank's original value of fluid) and filling it up with Blazing Pyrotheum adds an auto-smelt function to the mining laser.
Filling it with Tectonic Petroneum greatly decreases power consumption(stacks with Efficiency enchants).
Adding Gelid Cryotheum to the tank will cause the beam to freeze water, and turn lava into obsidian.
And adding Zepherous Aerotheum to the tank will allow the beam to travel farther and faster.
Primal Mana will carry all of these effects, but utilize twice as much liquid per shot than the previous four, however due to the fact that its impossible to make this yet, it would essentially be a cheat fuel.
Each shot will consume 50 milibuckets of material on Normal Mode, 100 mbs on Mining Mode, and 200 mbs on Explosive Mode.
The gun will function as normal without any liquid fuel.
Using the V key(same key as empower for Redstone Arsenal tools) will allow you to switch between using fuel and not using fuel. You could fill and extract fuel using a liquid transposer. Obviously, this suggestion requires having Thermal Expansion installed to make use of.
1. I set myself a goal of not letting any sort of upgrade change energy consumption, because the lasers become too OP at that point, in my humble opinion of course. I may end up letting that be a config option at some point, but for now I'm going to leave it be.
2. While I like the idea of the newest liquids adding power-ups to the lasers, Aerotheum and Petroneum currently have no other uses, and you can't even make Primal Mana. That reasoning makes me shy away from making them an integral part of the mod. However, the Pyrotheum and Cryotheum features sound somewhat balanced, so I may add them at some point.
3. I decided to go ahead and add Thermal Expansion to the dependencies in the latest update, so using liquid transposers shouldn't be a problem.
Thanks for all your input, it really helps to know what other people want in the mod
Welcome to (hopefully) the last official beta before release! I have decided that enough of the mod has been written to be considered a full release, but I want to clear a few bugs and wait for any more bug reports before I make it official.
Changelog:
- Fixed the last known nbt-passing recipe bugs.
- Added auto-smelting feature (Just use a fluid transposer to add 1000mB of Blazing Pyrotheum to the laser).
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
Mining lasers made before this version will disappear from inventories. This is because I switched to metadata to make things easier for myself. I'm sorry for any inconveniences caused.
- Removed the silenced, silk touch, fortune, and auto-smelt features due to balance issues.
- Removed explosive and mining modes, the laser now has only 1 mode.
- Laser crystals are now made in Fluid Transposers instead of being found in dungeons. (Also, the bug with dungeon creation is no longer an issue).
- Lasers now display durability on their durability bars.
- Fixed general ease of access issues for myself. (I switched to metadata values).
Version 0.0.2a is out and can be found here.
Changelog:
- Added the model for the mining laser.
- Progress made on implementing laser upgrades.
Version 0.1.1b, also know as: "The Cosmetic Update!" is out and can be found here.
Changelog:
- MAJOR visual revisions and optimization tweaks. (All laser items will be gone when you load up your world.)
- Colored crystals added, they spawn randomly in dungeon chests.
- Colored laser beams!
- Changed the recipe for the leadstone mining laser, though it will probably change again at some point.
- Laser energy usage mucked around with.
- Laser beams now damage entities (Kill someone in multiplayer for a nice little Easter Egg).
Version 1.0.0a, also known as: "The Utility Update!" is out and can be found here.
Changelog:
- More visual changes and revisions.
- Energy input and output changes.
- Silk touch and fortune added (You have to add it through an anvil, can't enchant in an enchanting table).
- Laser modes added (Sneak-right click to scroll between Normal, Mining, and Explosive).
- Silenced laser beams feature added (Just add wool in a shapeless recipe.)
- Fully featured nbt-passing recipe feature added.
Fixes:
- Fixed creative tab localization (Oops).
Welcome to the first full beta release!
Version 1.0.1a is out and can be found here.
Changelog:
- Optimized nbt-passing recipes (And by optimized, I mean fixed my own cruddy mistakes).
- NEI can now recognize laser recipes and upgrades.
Fixes:
- Fixed nbt-passing recipes being stupid (Oops, don't know what I was thinking).
Sorry about the nbt-passing recipes not showing up in NEI. They should work just fine now.
Perhaps you could have alternate recipes for the lasers when Thermal Expansion is installed? I see all it requires now is Foundation. Perhaps something like these:
The gun at the bottom left is a Flux Transfer gun. Transfering power through the colored crystal and a diamond (Or if Redstone Arsenal is installed, a Flux Crystal) can produce a powerful concentrated beam.
Resonating Redstone Flux through a blaze rod increases the beam's efficiency.
Using Basalz Rods to guide the beam through a nullification chamber(hardened lumium glass if you prefer) creates a devastating earth-shattering beam.
And finally, using elemental power and a lumium gear creates the final stage of beam concentration.
Just a thought.
You are an angel, sir. I have been trying to figure out how I wanted to properly balance the recipes for the lasers if Thermal Expansion was installed, and you have given me nearly perfect recipes. You can expect a new version later this morning with recipes just about matching these.
If you have any other suggestions, I'd be happy to hear them
Two more suggestions, then.
Like Redstone Arsenal tools, adding the Efficiency enchant to the mining lasers should decreases power consumption.
Adding a portable tank to the gun adds a secondary fuel source (able to hold half of the tank's original value of fluid) and filling it up with Blazing Pyrotheum adds an auto-smelt function to the mining laser.
Filling it with Tectonic Petroneum greatly decreases power consumption(stacks with Efficiency enchants).
Adding Gelid Cryotheum to the tank will cause the beam to freeze water, and turn lava into obsidian.
And adding Zepherous Aerotheum to the tank will allow the beam to travel farther and faster.
Primal Mana will carry all of these effects, but utilize twice as much liquid per shot than the previous four, however due to the fact that its impossible to make this yet, it would essentially be a cheat fuel.
Each shot will consume 50 milibuckets of material on Normal Mode, 100 mbs on Mining Mode, and 200 mbs on Explosive Mode.
The gun will function as normal without any liquid fuel.
Using the V key(same key as empower for Redstone Arsenal tools) will allow you to switch between using fuel and not using fuel. You could fill and extract fuel using a liquid transposer. Obviously, this suggestion requires having Thermal Expansion installed to make use of.
1. I set myself a goal of not letting any sort of upgrade change energy consumption, because the lasers become too OP at that point, in my humble opinion of course. I may end up letting that be a config option at some point, but for now I'm going to leave it be.
2. While I like the idea of the newest liquids adding power-ups to the lasers, Aerotheum and Petroneum currently have no other uses, and you can't even make Primal Mana. That reasoning makes me shy away from making them an integral part of the mod. However, the Pyrotheum and Cryotheum features sound somewhat balanced, so I may add them at some point.
3. I decided to go ahead and add Thermal Expansion to the dependencies in the latest update, so using liquid transposers shouldn't be a problem.
Thanks for all your input, it really helps to know what other people want in the mod
Version 1.0.2b is out and can be found here.
Changelog:
- Fixed some more recipe bugs.
- Changed the recipes to be more balanced.
- Thermal Expansion has been added as a dependency.
- Added a vain little easter egg for myself. This neat little rainbow laser beam for myself as the mod author.
Version 1.1.0a is out and can be found here.
Welcome to (hopefully) the last official beta before release! I have decided that enough of the mod has been written to be considered a full release, but I want to clear a few bugs and wait for any more bug reports before I make it official.
Changelog:
- Fixed the last known nbt-passing recipe bugs.
- Added auto-smelting feature (Just use a fluid transposer to add 1000mB of Blazing Pyrotheum to the laser).
- Fixed energy disparity between crafting.
Yay more lazers to add to my 300+ private modpack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
Version 1.2.0 is out and can be found here.
Mining lasers made before this version will disappear from inventories. This is because I switched to metadata to make things easier for myself. I'm sorry for any inconveniences caused.
- Removed the silenced, silk touch, fortune, and auto-smelt features due to balance issues.
- Removed explosive and mining modes, the laser now has only 1 mode.
- Laser crystals are now made in Fluid Transposers instead of being found in dungeons. (Also, the bug with dungeon creation is no longer an issue).
- Lasers now display durability on their durability bars.
- Fixed general ease of access issues for myself. (I switched to metadata values).
The mod has made an official release, so I have moved the topic to the Mods section.
Click here if you want to see the new post!