Is there a reason food is cooked into a different type of cooked food? I realize that you are steaming it but it basically breaks using food mods with this mod as all your cooked food would not be compatible with those mods. Is this a configurable option in the mod? If not, is there any way you can add that for future versions?
Can you explain how this breaks food mods? I don't remove the vanilla furnace nor cause any other non-steamable food to become unsmeltable.
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Can you explain how this breaks food mods? I don't remove the vanilla furnace nor cause any other non-steamable food to become unsmeltable.
OK, maybe breaking is the wrong term, but I would not steam food if I had other food mods installed, such as Harvest Craft, or Spice of Life or Still Hungry installed. Those mods require the vanilla versions of cooked meats. I'm wondering if there is a way to add a config toggle so that the steaming process outputs vanilla versions of the cooked foods.
Hi Flax I really love your mod after playing with it in Bevo's Tech Pack - it has some really neat features and I adore the steampunky feeling to it.
My only feedback/suggestion - Brass is quite a chore to make, granted for a small boiler setup that's not really a problem, but when you want something on a grander scale -well... that's when brass gets a bit tedious to make
I was thinking what if the molds had some compatibility with hoppers? E.g you could keep the mold closed and the hopper would pull out the metal - I do realise this would be a pretty powerful feature but maybe you could have an upgraded version?
Molds do have hopper compat, but only when open. Automation is in development but I'm not sure in what form :/
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Hi Flax I really love your mod after playing with it in Bevo's Tech Pack - it has some really neat features and I adore the steampunky feeling to it.
My only feedback/suggestion - Brass is quite a chore to make, granted for a small boiler setup that's not really a problem, but when you want something on a grander scale -well... that's when brass gets a bit tedious to make
I was thinking what if the molds had some compatibility with hoppers? E.g you could keep the mold closed and the hopper would pull out the metal - I do realise this would be a pretty powerful feature but maybe you could have an upgraded version?
Yup, just like flax said. once you open the mold the cast part gets drawninto the hopper. I show this in my videos too.
As for YET ANOTHER UPDATE! i cant keep up with this mod and its add-ons now I have to change more stuff for my next video @_@ ONly one thing to da. Throw on my Death Punch Radio on Pandora and get to work building and testing
Link to your channel? My ghetto solution for now is using autonomous activators. If the crucible had some kind of compatibilty with comparators that would also be kind of cool
heres the spot in my 3rd video showing the set up I have with 0.25.2
Hope it helps
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Yes I have tried that technique before - but if you stand above the mold you're essentially grabbing the metal anyway. Some really nice steam tech you have there by the way
@Flax - have you ever considered some tinkers construct integration? It seems like this would go pretty nicely with something like that - although I understand that you probs want to find your own niche and mechanism for making alloys
Yes, but I'll leave that for someone to PR or mod in, I have little knowledge of Tcon.
This is my mega ghetto, AFC (away from crucible) brass making thing - I have no idea why but autonomous activators aren't very reliable on a timer so the delayed repeater seems to wake them up more often than not - it's not a great solution but will do for now
EDIT: After some further testing - it may just be easier to stick a lever on the autonomous activator and forget the timer stuff - the activator will open the mold very quickly so it will often miss the crucible but because the lid opens so fast there are more opportunities to get the liquid in the mold - as I said, a real ghetto solution
EDIT 2: Thought I would try the ProjectRed repeater to see if I could get more reliabilty with a timer setup, set it to 16 ticks and it seems to work 100%.
EDIT 3: Thought I would show a pic of the updated design - the lever on the stone brick is to stop the timer and switch to rapid mold open and closing mode
Looks cool!
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Going to ask, did the item canisters alt recipe get added?
Shoot, no. What would you suggest?
For me, I would probably suggest the use of zinc nuggets, or perhaps a combo of both iron and zinc nuggets, like 2 zinc nuggets 2 iron nuggets. Just my suggestion.
For me, I would probably suggest the use of zinc nuggets, or perhaps a combo of both iron and zinc nuggets, like 2 zinc nuggets 2 iron nuggets. Just my suggestion.
Hey JT, wazzup? How's the RotA mod coming along? Can I borrow the sentry's texture? I'm working on the model atm.
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Can you explain how this breaks food mods? I don't remove the vanilla furnace nor cause any other non-steamable food to become unsmeltable.
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
Feel free to PR improvements =)
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OK, maybe breaking is the wrong term, but I would not steam food if I had other food mods installed, such as Harvest Craft, or Spice of Life or Still Hungry installed. Those mods require the vanilla versions of cooked meats. I'm wondering if there is a way to add a config toggle so that the steaming process outputs vanilla versions of the cooked foods.
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Shoot, no. What would you suggest?
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The steam powered furnaces save me much coal.
Molds do have hopper compat, but only when open. Automation is in development but I'm not sure in what form :/
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Yup, just like flax said. once you open the mold the cast part gets drawninto the hopper. I show this in my videos too.
As for YET ANOTHER UPDATE! i cant keep up with this mod and its add-ons now I have to change more stuff for my next video @_@ ONly one thing to da. Throw on my Death Punch Radio on Pandora and get to work building and testing
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heres the spot in my 3rd video showing the set up I have with 0.25.2
Hope it helps
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1.Using the blunderbuss sometimescrashes the game
2.Using the power fist automatically crashes the game
I don't know is it because my mac or the mod but please could you update it quickly I know most people want it as a update
I'd guess you'd need to redownload it. I'll check my zip/jar file of this and see if I have the textures.
Edit: Wow, even I don't have the textures in there. Flax, you might want to check this.
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I need a crashlog to do anything. I will not take crashlogs from 0.26.1 or earlier.
Yes, but I'll leave that for someone to PR or mod in, I have little knowledge of Tcon.
You should be fine, it just cant' find some textures. It won't crash.
Again, non-issue =)
Looks cool!
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
For me, I would probably suggest the use of zinc nuggets, or perhaps a combo of both iron and zinc nuggets, like 2 zinc nuggets 2 iron nuggets. Just my suggestion.
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Hey JT, wazzup? How's the RotA mod coming along? Can I borrow the sentry's texture? I'm working on the model atm.
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Yah you could use the same components to, only more!
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3x3x3 = 27 blocks so roughly 3 and a half. It could do the power of 4 and be a ULTRA_FLASH boiler (sorry if i copied you but its a good name)