• 0

    posted a message on [FORGE] Billund v1.0.0 - "That LEGO Mod"
    Needz moar multipart support! (Cause I know how much you love it, Dylan! XD)
    Posted in: Minecraft Mods
  • 0

    posted a message on MineMenu - v1.2.0 - Radial menu, 'nuff said
    Quote from dmillerw

    No? I just wanted it to be pretty :D

    Yeah that was meant for Cyanide. Battlefield has a feature similar to what he was asking about.
    Quote from CyanideX

    Pretty sure he was asking me. :P

    The new MCF editor wouldn't let me quote you for some reason. Wouldn't be the first problem encountered with the new interface.
    Posted in: Minecraft Mods
  • 1

    posted a message on MineMenu - v1.2.0 - Radial menu, 'nuff said

    Quote from CyanideX »
    This would be fun to use for team commands:

    • Go Go Go!
    • Cover me!
    • I'm taking heavy fire!
    • Reloading!
    • I found a kitty!



    By any chance are you a Battlefield fan?
    Posted in: Minecraft Mods
  • 0

    posted a message on MineMenu - v1.2.0 - Radial menu, 'nuff said
    Why was this not done sooner!?!?!? Brilliant idea Dylan!
    Posted in: Minecraft Mods
  • 0

    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Holy crap! When did this show up? It looks incredible!
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    So has anyone seen this: Looks like another RP2 recreation is taking shape.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Industrialcraft 2 Addon] Industrial Agriculture | No more crop sticks! | 1.0.0
    Quote from dmillerw

    As overdone as it may be, what about something to "analyze" the crop, and manufacture seeds that would grow it?


    I was thinking of creating a machine that could "unbag" seed bags. Each seed bag has it's properties stored in nbt so I could just grab the name and use that to convert it to a normal item form.

    Quote from Yusunoha

    I was thinking of something similar aswell

    I never really liked how random the IC2 crops were, I don't really mind having to plant them on crop sticks, but I hated the whole weed thing and the randomness from cross-breeding

    so perhaps you could keep the crop sticks, but remove the weed mechanic, and perhaps prevent people from breaking farmland when jumping on it when crop sticks are placed on them.

    a machine could be introduced where you could put 2 different types of seed bags in, and the machine would cross-breed it for you, though this does require an actual breeding structure for the crops.
    perhaps you could add the same kind of mechanic that extra bees/gendustry has added for bees/trees/butterflies, where you can take certain genes and traits from one crop, and transfer them onto another.

    perhaps you could also introduce a machine similar to the industrial apiary, where you can influence the machine through upgrades, for example a light upgrade so the crop will grow even during night, or a watering upgrade, to keep the crop hydrated, or the exact opposite an upgrade that makes it very dry. or an upgrade that'll speed up the production of the crops, or shorten it's lifespan.

    you could perhaps even add some new kind of crops and perhaps a proper machine that can farm/manage all the crops


    Thanks for all the suggestions! My original intention was to move away from crop sticks altogether for the sake of being able to mass produce crop products. As soon as they update, I plan to add automation support for MFR and Forestry. Breeding is still a prerequisite for obtaining normal seeds for my crops. I'm ok with the current breeding mechanics, but I found it incredibly annoying how the only way to duplicate a plant was to cross breed it with another. It would take days to populate an entire 9 x 9 field with hops.

    I do like the idea of speeding up the breeding process through genetic engineering though! Adding a machine that would handle that sounds fairly easy. I should also note that IC2 does come with a machine that manages the watering, weeding, and fertilizing of plants. GregoriusT also has a working IC2 crop harvester in his mod, though I've never tried it.

    Quote from The_Epik_Miner

    This is quite cool, but why does the Terra Wart plant look the same as Nether Wart?
    I mean the growing texture, not the fully grown texture.


    To be honest, I'm not quite sure why that is. I grabbed all of the textures directly from the IC2 assets folder for accuracy. In the real world, some baby plants do have a different color than their adult counterparts. So that's my best guess as to why Alblaka textured the terra warts that way.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Industrialcraft 2 Addon] Industrial Agriculture | No more crop sticks! | 1.0.0
    Quote from dmillerw

    I was wondering what you were making. Looks good!


    Yeah, I've been messing around with the IC2 api a lot recently. I'm also experimenting with some machines but I got stuck. So, I decided to try something else, and thus Industrial Agriculture was born! Any suggestions for seed recipes for the ore bearing crops?
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.2][Industrialcraft 2 Addon] Industrial Agriculture | No more crop sticks! | 1.0.0
    Does your Industrialcraft crop farm ever look like this?



    If so, then this mod is for you! Industrialcraft 2 crops are incredibly annoying to maintain and harvest, and Industrial Agriculture aims to fix that problem. Once you breed your crops the conventional IC2 way, you can plant the byproducts on vanilla farmland with the exception of hops. Hops must first be crafted into hops seeds like so:



    Right now there are only four crops: hops, coffee, cocoa, and terrawarts. However, I can easily expand the mod to include other crops if people desire. Right now I don't have an idea for a balanced way to create "seeds" for other crops like stick reed and red wheat. If you happen to have any ideas yourself, be sure to let me know!


    Additional Images of the Crops:



    Hops:



    Coffee:



    Cocoa:



    Terra Warts:



    *Terra Warts can only be planted on podzol


    Mod Spotlight by me:


    Download:

    I don't believe in the practice of profiting from modding in any way. Therefore, my downloads will never contain any ads. Enjoy!

    IndustrialAgriculture-1.0.0

    *Minecraft Forge and Industrialcraft 2 are both required to install this mod!

    *If you think you've found a problem or bug in the mod, make sure to post your crash log (if you have one) and a detailed description of the issue. If a problem is crash related, I cannot help unless you post a log!
    Posted in: Minecraft Mods
  • 0

    posted a message on Electrodynamics - [UPDATE]
    Quote from CyanideX

    Because, why not:


    So I see you've added some new things to the EDX website...

    Haven't heard much from you guys lately though. How's the 1.7 port coming? I also understand that you and Dylan are working on nextgen Buildcraft (which looks incredible by the way! Dat multiblock refinery...). Does this mean EDX development has been put on hold?
    Posted in: Minecraft Mods
  • 0

    posted a message on AOBD 2 - Process all the ores!
    Quote from ganymedes01

    Yeah I might ask him sometime :)
    About the localisation... make sure you are using the latest version of AOBD and the latest version of TiC (1.5.4d6)
    You can get TiC here : http://www.minecraft...kers-construct/


    That did the trick! For some reason I was under the impression that I had the latest build of TiC when I was a few builds behind. Major derp on my part lol
    Posted in: Minecraft Mods
  • 0

    posted a message on AOBD 2 - Process all the ores!
    Wow, this mod was a fantastic idea! I love it! Perhaps add support for Factorization dark iron. I don't think neptunepink would mind if you asked him. Also, just a heads up; In the latest version, the thermal expansion dusts seem to be missing localizations.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2] ICBM - Missiles and Military Tech! [6,000,000+ DOWNLOADS]
    As far as I can tell, the latest build of the mod is once again conflicting with Mo' Creatures and Custom Mob Spawner. I'm guessing the fix will be the same.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from bloodshot45



    No, DrZhark's policy is still the same for MoCreatures. I have not taken over development. I have been working with DrZhark since I added SMP support back in MC beta.


    Thanks for the response. I know the topic is rather controversial. Though I must admit this is disappointing news to me.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I have a feeling I'm being ignored for a reason... It's a shame seeing as how I had a legitimate question and reasons for asking it.
    Posted in: Minecraft Mods
  • To post a comment, please .