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    posted a message on Chisel 3 [The Dev Releases]

    I want to add new blocks variations to a mod I am using. It's possible to create the new blocks using Customitems mod and create the recipe with MiineTweaker, but I am wondering if there is a way to add cusom chisel block groups.

    For example it could be a config file where you create a new group of blocks and give the block id of all the blocks in the group.


    Edit : And the answer is ModTweaker.

    Posted in: Minecraft Mods
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    posted a message on Chisel 3 [The Dev Releases]
    Look like there is a lot of positive feedback. I can't wait to try the future release.

    Could I suggest a new block to chisel ? Hay bale could be turned in thatch, tatami and half tatami. The half tatami would have to be a block that can be rotated, the tatami being 2x1, and the texture having a u shaped edge, you need to rotate the block to have a 2x1 with the edge all around. I can give the texture for these blocks
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Really happy I could help to setup the translation file. It's working, Ducth was updated trough the spreadsheet and French is almost done. There is even a new language being translated right now : Bulgarian.
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Quote from Nuchaz

    I too am a fan of TFC and awhile back I did get started on a TFC addon. The recipe situation made things quite difficult though. At the time, the API for TFC was only working for blocks and not items (or it was the other way around, I forget) so I had to hard code ID's for recipes. I also felt like some things really deserved to be more in the nature of TFC and have plans for the anvil and that kind of good stuff. I have a full set of textures made for most of my stuff for TFC too, but the main issue was with getting recipes to all work and seem fair. Some of my stuff is built on the idea of how easy it is to get some of the stuff in minecraft, but TFC changes everything so a lot had to be rethunk in terms of recipes.

    I would like to get back to this eventually. I would like to see TFC update to the minecraft 1.7.x branch too, since that is kind of where all my development is happening now. I don't really want to release a half finished 1.6.x version that I started and never finished. As far as adding a compatibility layer yourself, since I don't have an API or anything, I don't really have an easy way for you to access my blocks and items to make recipes. One of those 3rd party mods that deal with recipe stuff as mentioned above might help at least make the current versions of bibliocraft more playable with TFC for now.


    There is a TFC branch for 1.7.2 right now : https://github.com/D...ft/tree/Build79

    For the recipe I could not tell how it work as I am not a coder, however, you can ask on irc on #tfcraft and many people involved can check with you, among others, Bioxx, Dunk, Kittychanley and Emris. If a change to TFC is required to make it easier for addons, I am sure that they can check what can be done.

    Assuming you can use anything in recipes, you could change slabs by simgle planks and wool blocks by wool carpet or wool cloth. Right now there is only 1 color of wool cloth, but I can guarantee that if colored wool cloth is required for an addon you make, someone will send a pull request to add them in the game and Bioxx will accept it.

    (see edit) I know for sure that one thing that would need to be done is to include the code to make your storage as TFC storage, so hot item stored in it would cool down and food would decay. For that, ask on irc and they can tell you about it. Other thant that I migh require some tweak, like allow alcohol in potion shelve (TFC also disable potion).

    And of course, some Bibliocraft items are useless in TFC, as there is no enchantment for example. I also think that we do not have map and compass recipe withtout addon so the items related to maps would be hard to get.


    As for the spreadsheet for translation, if you are interested, I can work on the initial setup for you and give you support if needed. Just PM me. If you want to host the file, just make a copy and send me the share link and I will work on it.


    Edit
    I asked on irc

    about ID in recipe :
    <Kittychanley> yeah, that was a long time ago
    <Kittychanley> before there was a static list of IDs

    TFC have "ticking" inventories so hot metal cool down and food decay.
    <Kittychanley> if we leave it so the bibliocraft inventories don't tick, you can use them just as display without worrying about the food rotting away unless you take it out
    <Kittychanley> if you put the hot ingot in the shelf, when you take it out, it will quickly make up for all of those lost ticks and cool to be the same temperature as if it was stored in your inventory the entire time
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Quote from Libraeum

    The dropbox link for the translation: https://www.dropbox....zrnx/ro_RO.lang


    I submited it to github. Here is the pull request page : https://github.com/AlgorithmX2/AppliedEnergistics-2-Localization/pull/21

    How github work is that I can submit changes to files hosted, these are "pull requests". Then the owner can accept the pull and update the files with the changes you made. You will see on the pull request page when it is accepted.
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Quote from Libraeum

    I don't know Github or Pastebin either but i have Dropbox if that helps. :steve_blushing:


    Yes, give a link to the file and someone can send in on github
    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Hi, I don't know how you manage translation of the mod, but I made a tool that could be useful. Let me know if want to use it, I can help with initial setup.

    http://www.minecraftforum.net/topic/2596391-mod-translation-tool/
    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    hi,
    I made a tool to manage translation of mods. You might want to create one so it would be easier for people to translate your mod. Once the file is ready, you do not have much to do if you don't want to. I can help for initial setup, Check it here.

    http://www.minecraftforum.net/topic/2596391-mod-translation-tool/
    Posted in: Minecraft Mods
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    posted a message on BiblioCraft [v2.4.5]-Bookcases, armor stands, shelves, printing presses, seats, clocks, the Atlas and more! Updated 06/21/2018
    Hi

    I saw your disclaimer about the languages available for your mod. I notices that some are not up to date with your latest release. I made a google spreadsheet to facilitate the translation of a mod. I just made it public so other people can use it and I tought you might appreciate it.
    If you want, I can help you for the initial setup of the file to have sheets for your main mod and for the addons.
    If you are interested, let me know.

    As I saw that you will be working on updating your addons in the near future, I am wondering if you are open to create an addon for different mod. I play Terrafirmacraft and I would love (as many other TFC players) to have access to Bibliocraft storage. TFC is a complete rewrite of MC and we do net even have vanilla wood... instead we have 17 different colors of wood. Someone is working on a 1.7 port of the mod so there is plenty of time to plan the addon if you decide to do it.
    Posted in: Minecraft Mods
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    posted a message on Mod translation tool
    I made a google drive spreadsheet to simplify the translation of mods. The file was made to translate Terrafirmacraft but I want to share it with other modders.

    The spreadsheat is available here and instructions here.

    As I am not a native English speaker, you are welcome to help me improve my instruction file (pm your google account e-mail address and I will add you to the edit list for the file).

    Feel free to ask questions and make suggestions.

    I can help for initial setup of your translation file.

    Share if you like.
    Posted in: Mods Discussion
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    posted a message on Are you bilingual? Translate my mod!
    Hi, I am working on translation for an other mod (Terrafirmacraft) and I made a google drive document for the translation. You might want to try something like this. I think it make the translation process way easier.

    I can help to set the document and translate into French (I know you already have it, but if there is missing parts, I can help)
    If people can help to start or complete new translations for Terrafirmacraft, you are welcome

    The translation document is here : https://docs.google.com/spreadsheet/ccc?key=0AqkdEiGCm-gedFoxNXp0T3FTOTFXUU9va3V2RDB4YkE&usp=sharing
    Posted in: Mods Discussion
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    On "waste of materials", I don't consider waste of materials a reason that a solution isn't good, if the solution is solid and functions without error, its a good solution.

    On "Ugly", Sounds like you might just want to change the the way you layout your overflow system, I'm not sure what your double chest is for, but condensers are cheap, and export buses can exject into transport or void pipes, theres many more astically pleasing ways to rig this up.

    If its possible to perform a task in the mod without issue, its likely I won't be adding something to make it easier, AE is supposed to be a game, and If I did these sorts of changes I'd end up with a single block that does everything in the entire game, with a big gui, cause its small, and easy, uses less resources; not really where I want the mod to go.


    I was expecting this kind of answer because I saw that you said, a couple of pages before, that if it can be done, then you won't implement something to make it easier. I think it'a a fairly good policy.

    I did not knew you could connect the export bus to a pipe. I tested it and it work pretty well, at least with iron pipes cause with gold pipes, the items are branching and half of it is going on the floor. Also tried with itemducts, and they won't connect. That is still a fairly big installation, but it's more effective and better looking.

    I guess I'll have two systems, one for processing and recycling, the other for storage.

    Thanks for your answer!
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    I really like the mod, with the drive formatting option,and the settings on the import/export buses and the interface, but I have questions about the possibility to do two things within a system. Is there a solution I did not thought to ? I also included what I would implement to be able to do it.
    1. I have a IC2 ore processing setup and all the recipe for 9 Tiny pile of dust to 1 dust. I want to auto craft the recipe to save storage space. I found two ways to do it, but it's not perfect.
      1. Build 2 systems, one that process the ore want export it to the second system with a ME interface, during the export process, the tiny pile of dust is crafted into a dust and transferred to the second system. I think it's a waste of resources, space and energy to have two complete systems for something a bunch of recipe (something like 8 recipes in total)
      2. Use Buildcraft auto workbench. That require 1 workbench, 1 import bus and 1 export bus... for every single recipe... that's a lot of lost space.
      3. I would add some settings to the Pattern Encoder to have an option to say "always craft when ingredients are available" and even a more advance setting to say "craft if there is more than x of each ingredients available". (for example, if there is more than 1 stack of redstone, craft redstone blocks). It could even require a more expensive pattern to be configured like that.
    2. I ran a Buildcraft quarry and ended up with a lot of cobblestone... of course. I want to keep some, but dispose of the excess of cobblestone.... and dirt and some other things that can overflow. I found one option to do it, but again, it's not that good.
      1. For every single item, I set a level emitter facing an export bus, the level emitter say "emit redstone signal if cobblestone is over 1000" and the bus say "export cobblestone if redstone signal is on". I can tell you that for the 8 items an export bus or interface can handle, it would take 16 ME items all linked around a double chest to export the items... it can work, but it takes a lot of space, it's ugly and hard to change the setting.
      2. I would add a setting to the export bus and interface to say "export item only if there is more than x", you could then turn extra saplings to biomass and extra cobblestone into scrap with one single and effective system. I can only imagine a fuzzy export bus set to export sapling if there is more than 1 stack, so it would only keep a maximum of 1 stack of any sapling.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Japanese Weapons and Architecture, v0.4.3 (Updated August 9, bug fix)
    I'm using a texture pack and many mods. Some of the mods are not in my texture pack, so some items look like crap in my better looking textured minecraft.
    If the problem is that it's too good looking, then for some people, they should only make a crappy texture for your mod.
    Posted in: WIP Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Since the new version is out, the wiki for thermal expansion is hard to use. Yes we have recipes for the machines, but not for their coponents. I found the machine frame one easily (as it did no change) but the coil recipe is new...
    I don't want to use NEI (it crashed the game when I pressed e so I uninstall and don't want to lose my time on it).

    Would it be possible to have the recipe for the coil (to make a pulveriser) and an update on the wiki would be appreciated.

    Ok, found the answer ... in a spanish video ...
    Posted in: Minecraft Mods
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