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    posted a message on Ex Nihilo 2

    Hey, I'm not gone yet! I'm going to finish this metal transmutation system if it kills me!


    i thank you dearly for that

    Posted in: WIP Mods
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    posted a message on Ex Nihilo 2

    How to get started with Ex Nihilo 2

    Chapter 1 (Wood)
    If you start on an Easy map, then you'll start skip to Chapter 2.


    You'll start with a tree and some dirt. Your first bits of wood should go towards making a crafting table and then a few crooks. Using a crook to break leaves means you'll get more saplings. Your second tree will give you enough would to make a barrel or two. A barrel allows you to compost saplings to make more dirt, or place it outdoors and you can catch rainwater with it.

    When you have a fair amount of dirt you can make a furnace using eight pieces of it. This will allow you to cook sticks into ash. You can use ash to make trees and crops grow faster. It's not as good as bonemeal, but it helps with the boredom.


    Eventually you'll want to make a sieve and mesh so that you can move to the next chapter. Both can be made of wood, but a silk mesh is preferable. If you have enough would, a monster farm can be very profitable at this stage, but it can be very difficult to automate without a bucket. Also, zombie flesh will cause compost to become coarse dirt

    If you sift dirt, you will find some tiny stones. The stones aren't much, but they can add up to cobblestone blocks. A wooden hammer will break cobblestone into gravel, sand, and dust. Dust can be mixed with a barrel of water to create clay.

    Clay can be mixed with bonemeal and ash to create a much harder and water-tight type of clay called porcelain. Porcelain clay, once it is molded and fired can be used for buckets or a crucible, which is the key to the next chapter.


    Once you have successfully created a crucible, place something hot under it. You can do this with a torch, a burning furnace, a bit of lava or an actual flame. Add cobblestone to the crucible and wait. Once you have given enough of both stone and time, you then can use a bucket to extract some lava.


    Lava from a crucible, and rainwater from a barrel will allow the construction of a cobblestone generator.

    Chapter 2 (Stone)

    Now that you have a cobblestone generator, you can begin to build up a surplus of stone materials but metals remain rare. Zombies will occasionally drop iron ingots when killed by a player or you can sift gravel to get rust. Purifying rust in a furnace will also give you an ingot of iron.

    At this point you'll probably want to set up some farms, but for that you'll need some plants to get you started. Zombies drop potatoes and carrots, creepers drop cactus when killed by a player, sugarcane be found while fishing.


    A few iron bars can be used to make shears which can greatly speed up dirt production. Composting leaf blocks allows the creation of podzol and sifting them allows you to gain saplings for new types of trees. If you didn't start with oak trees then getting an oak sapling can be very useful because apples are a very welcome bonus when food is scarce.


    Eventually you'll want to make your way to the nether. Use crucibles to create lava. You can build a frame of dirt and create your nether portal frame layer by layer using alternating buckets of lava and water. Another option is to make a barrel of a non-flammable material like glass or stone which will allow you to make obsidian blocks. Simply add a bucket of lava to your barrel and shift+click a bucket of water on top. It's messy, but very effective.


    Chapter 3 (Hell)

    Now that you're in the nether you'll need to exercise caution! Any block where the top surface is not a slab or a transparent block like glass will potentially allow ghasts to spawn. A ghast in a void nether world is a true nightmare to deal with!

    Build out from your portal at least 25 blocks, but make sure that you control the spawning of mobs as you go or recovery can become very very difficult. Make a small room, at least 7 x 7 x 7 blocks in size and remember to spawn-proof the ceiling. When you get far enough away from the room zombie pigmen will spawn, which is a good source of gold but not what you want. Rarely, a ghast will appear inside the room. When you have a ghast tear and eight gold bars, head back through the portal.


    On the other side, use the gold to make a golden apple. Then find two empty barrels. Into one barrel, put the golden apple and into the other put the ghast tear. Finish filling the barrels with whatever random compost ingredients you have available but be wary of zombie flesh. The golden apple will cause the compost to become grass and the ghast tear will become mycelium. I suggest taking them out of the barrels and giving each their own area to spread out.

    You can use bonemeal on the grass to grow flowers, or create tall grass which allows you to gain seeds of wheat. The mycelium can be sifted to gain spores. The fastest way to pick up mycelium is with a shovel enchanted with silk touch, but if you are patient then you can leave dirt inside a barrel and the mycelium will grow inside the barrel allowing you to pick it up. Spores can be added to water to create witchwater, or you can feed them to a cow to transform them into mooshrooms. Mycelium next to water or exposed to rain will spontaneously sprout mushrooms too, which can be a good source of compostable materials. The same effect occurs occasionally with cobblestone, only it generates moss instead.


    Witchwater, once unlocked, has several powerful uses. Firstly, it can be mixed with sand to create soul sand. Soulsand can be sifted to gain netherwart, which is required for many powerful potions. Also, any monster that touches witchwater will have it's powers amplified. Most neutral or good creatures will die when they touch it, but a few will undergo terrible and dangerous mutations. Witchwater also has a very dramatic reaction to metals, corroding them away until only the purest metallic salts remain.


    These salts seem to have unexpected curative powers though. They can be mixed with water and the resulting elixir can be consumed to cure seemingly any poison or illness. It even seems to speed the healing of physical injuries.


    Chapter 4 (Transformation)

    Now that you have netherwart, you can attempt to cure a zombie of it's affliction. While the azoth elixir has no effect, a potion of weakness combined with a golden apple will drive the curse from the zombie and restore his sanity. A cured villager makes an excellent companion.

    Your new friend seems to have an uncanny gift for discovering emeralds laying around, which he will happily give you in exchange for some random things you have lying around.


    After some meditation on the nature of these jewels, you think there might be a way to convert them into a more durable form. It's a grizzly and dangerous business, but the results are well worth it.

    You begin by severing the head from the body of one of your enemies. That head, once placed in a barrel of water to soak for a time, will become laden with a curious slime which can dissolve away impurities in gemstones. Add charcoal as a carbon source and squid ink to bind it. Then apply this black slime to an emerald to begin the transmutation. The black shell quickly becomes harder than steel and impossible to work with. It must be imploded off! You accomplish this by making a hollow obsidian cube with only the top open. Inside you drop the black emeralds and above them you place a block of TNT. When the TNT activates, it will fall into the hollow. Quickly place another block above the emeralds so that they are enclosed on all six sides! If you've done it correctly, then the emeralds that were able to withstand the blast will be revealed to be diamonds of the highest quality and clarity.

    Further experiments with the black slime reveal another interesting property. When heated in a furnace it becomes a potent fuel source, nearly identical to coal mined from the earth.


    Chapter 5 (Transcendence)

    To be continued...


    you can't mix sand with witch water atm, soulands only return is quartz,

    Posted in: WIP Mods
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    posted a message on Ex Nihilo 2

    needed to make another post because i got to testing this out and it seems that after i get to azoth there's nothing more to do?
    or am i just missing some steps?

    Posted in: WIP Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9
    Quote from DrCyano»

    Oh sorry, I forgot to fix that bug. Now fixed in Power Advantage version 1.2.4


    Man, I'm making too many tiny updates in a short time. That's 3 updates in about 24 hours, 4 if you include the Steam Advantage update. I've just been unusually ADD this past 2 days. :)


    thanks man, but i have some sorta bad news the dev for exnihilo is on the verge of quitting after this last round of bugfixes

    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo 2

    I've made you guys wait long enough for an update, so I put a "halfway there" build up on Curse.

    If you're curious what took so long, there was a really annoying series of events that occurred.

    Firstly, I put off this particular update as long as I could because Forge for 1.8 didn't support custom fluids. After asking around and even talking to Lex Manos, nobody had any idea when that support was going to get added. Apparently the person who was supposed to be working on that had vanished without talking to anyone.

    Eventually I decided that I didn't want to wait anymore, so I wrote my own fluid rendering code. It wasn't the most fun thing to work on, but I spent about week or so building and tweaking it. When it was finally done, guess what had happened? If you guessed, "Fry reappeared, rewrote the Forge fluid rendering system and broke the code that you just spent a week on..." well, you should win a prize or something. So I stripped out my custom code and rewrote my fluids to use the new Forge rendering instead. Lots of wasted effort there.


    So, that was about half of the issue. The other half was that I had another opportunity fall into my lap to back to full time software development. I promised you guys that I would use my own savings to finish Ex Nihilo 2 and I still plan to do that, but it's been a few months now and those savings are quite a bit smaller then they were in April. This made me take a good long look at Minecraft modding and what I've accomplished so far.

    I don't think there is really any hope of getting any combination of methods to support even a quarter of my expenses. I tried the Kickstarter thing, and that didn't work. I've been trying the Curse/Patreon/Paypal thing, and it's not working either. At this point I just have to accept the results of this experiment. Still, its a really bitter truth, and that combined with the Forge stuff has left me really unmotivated.

    Long story short, I'm going to be finishing up a few more things, like creating ores from azoth, and then I'll probably be going into semi-retirement. I have a few months left before I'm in real danger of running out of funds so I'm going to use that time to work on my own game that I've been designing while I still have the opportunity to do it. I'll fix bugs that crop up on the 1.8 version when I can but I don't plan to design any new features and the 1.8 -> 1.9 update is completely up in the air.

    I wish I had better news. I'll get a new update out as soon as I can and I'll hopefully have a better grasp on my future plans then.


    sucks to hear that man but i know how it go's i had to give up a game that i created myself because of work/family/money so i do understand
    are you reserving the rights to this? or are you letting it get passed over to another person that has the time to put into it?

    just curious what are your monthly expenses?

    Posted in: WIP Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    thanks for the fixes, but drains still don't interact with ex-nihilo-2-0.26 like they used to

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9
    Quote from zohar101»

    Hmm but you're not moving it by piston technically. The pistons are moving the whole setup, and just at the back, you build a platform. It's not like it obeys the laws of physics so you just make an overhang of any size. Then you build your setup on it. So in essence, the whole platform is moving. The drill relative to it is stationary.

    The real challenge would be to actually drill ahead of the vehicle which would be kind of difficult but maybe...you set up like 3x3 rigamarole in front of it, connected sideways so it doesn't interfere with the moving parts so it just drills straight ahead. Agh if I have time, I'll try it out.


    but you are moving by piston because the piston pushes the slime block and all attached slime blocks up to 12, so it still won't work
    however you could set up a fuel source like the tank or the creative items and have them on the moving platform and as they go by they power the drills

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    lol, this won't work the drill is considered a container and containers can't be moved by pistons
    but it is a good idea if it would work

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9
    Quote from DrCyano»

    @Nightlone: No offense taken. I appreciate the feedback! It's no secret that I'm a terrible artist and I welcome any help with textures and models. There will be more uses for metals (and there are a lot of other mods with uses for copper and silver), though I had originally intended to add potions using the powdered metals until I looked at how convoluted the brewing system is in Minecraft (anyone know of a Brewing API for Minecraft 1.8?).


    So a better drill has got everyone excited. Here's the two proposals so far:

    1. Bigger drill bits. In this case, there'd be a drill bit slot to put your drill bit item. It'll probably be a steel, invar, and diamond progression. I won't make it go any bigger than 5x5 digging area because a drill bit that fat coming out of a tiny machine would just look ridiculous (and be very dangerous).

    2. Self-propelled drill. The idea is that there would be a "steam drill track" block that you could place to specify the path that the drill moves. Every time the drill hits its range limit (or hits bedrock), it moves into an adjacent track block and places a steam pipe in its former position to keep it powered. You'd still need to empty the inventory periodically or place a row of conveyors parallel to the track.


    Which option would be more fun?


    closest thing to a api i can find is this http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2363266-wip-alchemycraft-v-0-3alpha-forge-your-personal


    neither imo i would add them both, did have a idea that i don't like too much but it could work in this instance

    have the drill be able to be a muti block device (can use connected textures so it don'e look so odd) id say off the top of my head you have 1x1, 4x4, 9x9 builds you can chose from you would just place multiple drills or add drill slaves in a array and have just 1 hold the drill bit (item) and have them all deploy the drill (block)

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9
    Quote from majestyc2k1»

    Prob not start with wood or stone. Since it needs Base Metals, prob start with Iron and work up from there.


    don't forget about base metals, im not sure this is the way to go for it

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    lol it's ok i understand
    any ground on the drain change?

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9
    Quote from DrCyano»

    @Zohar: Your conveyor setup should work, so I've got a bug there to fix. I guess I could add a block that you could put next to the drill that the drill would then move into when it hits its drill distance limit.


    @Ha3x_Akuma: The changes made to the drain should not have interfered with that. All I did was make it pull fluids from the sides as well as from the top. I'll look into it. The fact that Neotech storage tanks can be drained makes me wonder what's different about the Ex Nihilo barrel that prevents that block from draining.


    Also, did you enable RF interactions in the config file? It's not on by default because it is experimental right now. I'll install Neotech on my test profile to test it myself.


    yes i did and had to clean out alot of mods for it to load and you can't generate a new world with it set to true

    good thing for us that ex nihilo is open source, neotech is not and the mod dev say's he's stopping updates for the mod until rf api is ported over....

    right now a stable sandbox version im running for testing is
    mutimc 0.4.7
    forge 1450
    java 8 se 64bit
    ///mods
    CodeChickenCore-1.8-1.0.5.36-universal (used for nei and ex-nihilo)
    base-metals-1.3.2

    hopperducts-mc1.8-1.4.5 (for testing builds)
    NotEnoughItems-1.8-1.0.5.104-universal
    progressive-automation-1.8-1.6.15

    neotech-formerly-jatm-1.8-1.6

    SteamAdvantage-1.2.0
    PowerAdvantage-1.2.1
    ex-nihilo-2-0.26



    btw i wanted to thank you for the mod it's great, i ended up making a fully automated cobble gen using your drill mixed with neotech's tanks and a redstone water refill station

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9

    im not seeing any interaction with anything that uses rf, what did you intend to do with this?

    i suggest you use neo tech to test rf related things

    EDIT: needed to edit because i see that the drain's lost a mechanic that made them very useful, before your update i could place a drain under a barrel or crucibles from Ex Nihilo 2 and was able to drain the liquid from them and now i cannot, i request that you revert your change to drains please to make your mod more compatible with other mods

    //can still drain from neotechs storage tanks

    Posted in: Minecraft Mods
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    posted a message on Power Advantage: Power Systems Mod and API for Minecraft 1.9
    Quote from DrCyano»

    That's a bug in the automatic RF interface. It appears that I guessed wrong about how Forge stores registered blocks internally.


    Fixed (I think) in version 1.2.1


    Which mod are you using to test RF? I'd like to find an RF 1.8 mod that I can use for debugging.


    progressive automation and neotech
    ill test this in a bit

    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo 2

    "* How to balance crucibles better for mod packs that are not skyblock? Possibly make them crack and need repairs?"
    make tiers for them, add support for automation of it( ex: a output for the lava on a side or a tool that let's you chose the output for lava), have them crack and spill out their liquid using a random tick chance after x uses with a increasing x% for this to happen with each use after x uses (have this linked to a config for skyblock and non skyblock)


    "* The current recipes for sieves are: dirt to stones, gravel to flint, soul sand to nether quartz. What other recipes are there that make sense and are useful, but not overpowered?"

    block of coal>diamond shards/ assorted minerals/coal dust or carbon dust witch is from another mod (this is balanced imo because in a skyblock the only way to obtain coal if from killing wither skeletons)
    podzol>mushrooms/ leaves or dead and or dry leaves/slik worm
    cactus>cactus juice and or water/thorns
    if better mesh's are added there' will be alot more that make sense


    suggestions:

    more crooks with better durability, more mesh's with better durability, have sieve's take mesh input from side and block input from top(for use with hoppers ect.), let mesh's stack to 16 atleast, add a new mechanic to sieves added weight blocks that can fall will increase the weight put on the item being sieved // making it posable to sieve more dense blocks ///can use gravle sand and anvil //// make weaker sieves break with the added weight and introduce better sieves stone/iron ect., add nei custom crafting support (for sieves and crucible ect.)


    fix:
    odd crash
    missing texture on dirt furnace causes a crash when optifine is installed (on some client's there's a texture but not on mine)

    [05:21:52] [Client thread/ERROR] [Ex Nihilo 2]: Images with different sizes can't be composited.


    [05:21:52] [Client thread/ERROR] [Ex Nihilo 2]: Critical error occured while generating furnace textures.


    [05:21:58] [Client thread/INFO]: Created: 2048x2048 textures-atlas


    render bug with filling water in glass barrels well they fill up during rain (it displays a random texture overlayed on top of the water, texture will change depending on what mods you have installed)




    that's all i have for you for now ill post more ideas as i think of them love the mod btw

    Posted in: WIP Mods
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