This is a post to indicate that I would like to include Factorization in the Official ForgeCraft public modpack. I think we're covered in that a) novel builds using Factorization will be built on the Official ForgeCraft server (and by users of the modpack), and that any bugs/etc with the mod will be reported properly to mod developers.
If I did this wrong please yell at me neptunepink
According to the license, you mustn't mention why you post the screenshots/video (don't mention your intent or the mod pack), but people generally seem to ignore this rule, so whatever.
Regarding the video itself, Wood->Charcoal with servos is hardly novel, but maybe it'll count.
I managed to add full ComputerCraft support to RedLogic. I'll give it to you next time we see each other on IRC, better come online soon
It was actually very easy to do. I basically added two new classes and modified 3. Added about 33 lines of code in existing classes (including imports), so you see I didn't have to change much.
This is mainly to tell you that you won't have to do it, I hope you didn't start yet...
I used to be a good friend of Thutmose before he vanished. I am very certain he will not mind you marking this as a Official release Vex. I'm glad someone actually revived his mod. it was so awesome back in the days. Granted if you didn't mind the obscene tick rate lag caused by the volcanoes.
As specified in his "license", i could do whatever I want with his code, so I am fairly certain I could do so, but I'd rather keep the things in this thread as I don't have a LOT of time for this mod, having to keep so many translations up-to-date (my main hobby is translating mods, and that takes 99% of my free time already). I will continue working on it, but I don't think I have enough time to consider myself actively developing it enough so it's worth an official taking-over-of-the-mod. I wouldn't dare to tell my ports a release as they have exactly 3 working features (concrete casting, elevators and volcanos), but almost no crafting recipes yet and the mod isn't usable in SSP at all yet (Elevators will be usable after I added crafting recipes, will be my next step for version 0.0.3). Thank you for the kind words, I essentially ported this because it's my very most favourite mod of all time, just because of the concept (I mean, elevators that move you without any glitchiness o.O). I am planning on adding some kind of sideways-elevator simply called a "platform", moving you around horizontally on some rail, that will take a while to do, though, due to, as I said, limited time. However, I am rather positive I will continue keeping this at least ported to newer Minecraft versions, so the mod stays alive and you can at least play with elevators and awesome concrete skyscrapers.
My code can be used/distributed in any way by any one who wants to. I don't care what is done with my code, so long as the disclaimer below is followed
Since Thutmose stated that anyone may distribute his code, I grabbed it and ported the mod to 1.7.10; it requires Forge version 10.13.0.1188 or later to run. It also includes a couple of bug fixes.
Get the (unofficial) 1.7.10 port here:
Umm... That's a good question actually
I searched for usage of jet engines and that's power generation and aircraft propulsion, so, yeah, that's really not much...
Well, maybe some... jet aircraft? Or a jet-powered minecart (or maybe turbojet locomotive or gas turbine one) that works with RailCraft. However, I think locomotives and rails are not very useful since every modpack adds fasttravel methods like Mystcraft or Dimensional Doors. Jet furnace is what you already made, but maybe make it a little bit more useful so it can smelt other stuff, too? (I want to eat some bread cooked on a thousand-degree jet)
I'd love to see an actually FAST locomotive, and with a giant jet engine on it it would look so cool
A global suggestion: Jet fuel/devices seems to be a good "second idea" of your mod. First idea of course is the shaft power but jet fuel is somewhat unique, too. For now there're only two engines and one furnace using it, maybe it's a good idea to make more jet stuff? :3
But what?
Maybe what PonyKuu suggested about a turbine that needs to be kickstarted, but a new one: It is slightly more efficient than the currently best turtbine (same production, but less fuel cost) but needs to be started with something else than redstone.
Also, there could be some real kind of Jet (Not sure about that working well).
Other suggestion: A way to distill Buildcraft Oil to Buildcraft fuel and Jet fuel, and maybe also some kind of wax and fuel oil, so actual distillation in a distillation tower.
Spell Charge Times
The other option though, is:
D/N: instant cast
A: charge time
across the board. That might be a happy medium. Your most powerful spells you need to charge up. Love to hear thoughts on that.
My opinion: I really like the idea of instant casting on low or normal mode since this is really making the spells worth, and I would like augmented spells to require charge time, since they do a LOT more than the normal spells.
1st: Yes, I can edit XML files, I could translate the handbook file, but I think this does not have to be translated, for completion I would do it if you want. At least Item/block names as well as tooltips, GUIs and chat messages should be translatable. Because all the scientific names might be easier to remember in your language
I like the way it is generating the rocks are generated, neither too much nor to less. Also, I like that they are generated a little as ores, in smaller or larger chunks. In my opinion, keep it this way.
By the way: I would also translate GeoStrata if you added localization support
0
According to the license, you mustn't mention why you post the screenshots/video (don't mention your intent or the mod pack), but people generally seem to ignore this rule, so whatever.
Regarding the video itself, Wood->Charcoal with servos is hardly novel, but maybe it'll count.
0
Hey immibis,
I managed to add full ComputerCraft support to RedLogic. I'll give it to you next time we see each other on IRC, better come online soon
It was actually very easy to do. I basically added two new classes and modified 3. Added about 33 lines of code in existing classes (including imports), so you see I didn't have to change much.
This is mainly to tell you that you won't have to do it, I hope you didn't start yet...
0
I guess I will keep working on the mod then. Thank you so much for letting us know you're alive!
0
Wait.... You... Holy ****! Where have you been? I felt so desperate I needed to port your mod to 1.7.10 xD
1
As specified in the main thread, yes, it is ok.
0
You find the download link for Minecraft 1.7.10 here.
0
As specified in his "license", i could do whatever I want with his code, so I am fairly certain I could do so, but I'd rather keep the things in this thread as I don't have a LOT of time for this mod, having to keep so many translations up-to-date (my main hobby is translating mods, and that takes 99% of my free time already). I will continue working on it, but I don't think I have enough time to consider myself actively developing it enough so it's worth an official taking-over-of-the-mod. I wouldn't dare to tell my ports a release as they have exactly 3 working features (concrete casting, elevators and volcanos), but almost no crafting recipes yet and the mod isn't usable in SSP at all yet (Elevators will be usable after I added crafting recipes, will be my next step for version 0.0.3). Thank you for the kind words, I essentially ported this because it's my very most favourite mod of all time, just because of the concept (I mean, elevators that move you without any glitchiness o.O). I am planning on adding some kind of sideways-elevator simply called a "platform", moving you around horizontally on some rail, that will take a while to do, though, due to, as I said, limited time. However, I am rather positive I will continue keeping this at least ported to newer Minecraft versions, so the mod stays alive and you can at least play with elevators and awesome concrete skyscrapers.
0
Which version of the mod and which Minecraft/Forge version are you using?
0
Since Thutmose stated that anyone may distribute his code, I grabbed it and ported the mod to 1.7.10; it requires Forge version 10.13.0.1188 or later to run. It also includes a couple of bug fixes.
Get the (unofficial) 1.7.10 port here:
Please post any bug repots in this version at https://github.com/Vexatos/Thut/issues.
Changelog
Have fun with it!
Sincerely,
Vexatos
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I'd love to see an actually FAST locomotive, and with a giant jet engine on it it would look so cool
Well, isn't Gas engine for gases? If I misunderstood something, I want this too
0
Maybe what PonyKuu suggested about a turbine that needs to be kickstarted, but a new one: It is slightly more efficient than the currently best turtbine (same production, but less fuel cost) but needs to be started with something else than redstone.
Also, there could be some real kind of Jet (Not sure about that working well).
Other suggestion: A way to distill Buildcraft Oil to Buildcraft fuel and Jet fuel, and maybe also some kind of wax and fuel oil, so actual distillation in a distillation tower.
0
My opinion: I really like the idea of instant casting on low or normal mode since this is really making the spells worth, and I would like augmented spells to require charge time, since they do a LOT more than the normal spells.
0
1st: Yes, I can edit XML files, I could translate the handbook file, but I think this does not have to be translated, for completion I would do it if you want. At least Item/block names as well as tooltips, GUIs and chat messages should be translatable. Because all the scientific names might be easier to remember in your language
I like the way it is generating the rocks are generated, neither too much nor to less. Also, I like that they are generated a little as ores, in smaller or larger chunks. In my opinion, keep it this way.
By the way: I would also translate GeoStrata if you added localization support