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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Dushess74»

    I have lil' question: now we using MCMultipart, and i tried it on 1.9 but found nothing like mod tools. I doing something wrong? (MCMultiPart-1.1.1-universal)


    What do you mean by "mod tools"? Also, this isn't the place to ask about MCMP, you should probably ask on our IRC channel (#MCMultiPart on esper.net) :)
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from Kaisaurus»

    Hey fellows !


    I just discovered this mod after playing for a long time on the old RedPower 2 mod on 1.4.6 and i was wondering if any plans of adding the old frame structure system ( with frame tubes and redstone frame tubes ) are gonna be implemented any day ? Because to be honest the frame motors are just useless without the ability of making whole structures move, not a single bloc. It adds so much possibility for advanced machinery.


    There are frames already (added by Forge Relocation, which is automatically downloaded by the module that adds the motors), and since they are multiparts you can place tubes inside of them. However, as far as I know MrTJP is dropping his frames in favour of Framez's (much like RWTema did with Funky Locomotion). Framez's main purpose is to be compatible with as many mods as possible, be it in terms of power system support, different methods to control motors other than redstone signals (like BC gates or computers) and also stable (non-crashy) block movement for pretty much every mod's blocks. In 1.7.10, though, if you already have PR and Forge Relocation you can just search for frames in NEI and you'll find them - the move to Framez will happen in 1.10+.

    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from FnordMan»

    Frames already exist in several different formats. See one of these two mods:
    Remain in Motion (has computercraft support)
    Funky Locomotion
    Another one or two may exist but I can't think of any others right now.


    Framez would be another one :P (Totally not one of my mods xD)

    * Edit: For some reason the quote didn't appear at first :/
    Posted in: Minecraft Mods
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    posted a message on [1.7.2][Forge/MCPC+] TBIRCME - The Best IRC Mod Ever
    Quote from XanderGryphon

    This looks promising.

    Unfortunately, it doesn't work at all for me. I can't add servers, when I try to and hit connect, it deletes all the information I put in.

    Rewrite incoming! (And I know I'm answering this almost 3 months later, but I've been quite busy with BluePower and some other mods)
    Posted in: WIP Mods
  • 1

    posted a message on [1.7.2][Forge/MCPC+] TBIRCME - The Best IRC Mod Ever
    TBIRCME is a mod for Minecraft 1.7.2 that adds IRC connectivity to the game.
    This means that you'll be able to talk ingame and people over on IRC will be able to read what you say and vice versa.


    What does this mod add?
    One of the main differences between this mod and other IRC bridges is that this one has compatibilty with multiple servers and channels.
    It also adds support for MCPC+, as most IRC mods for 1.7.2 aren't compatible with it.
    Aaaaaaand... it adds emotes! :D


    Screenshots:
    Here are some screenshots of the mod in action:



    Downloads:
    Latest version: [1.7.2]
    None yet, this is a new mod :P
    If you want to use it with MCPC+ make sure you also download the "TBIRCME-mcpc.jar" file and drop it in your plugins folder.


    Source code and bug reports:
    Github!

    - [0.1.0] First time you type an emote it doesn't render (still don't understand why this happens)
    - [0.1.0] When you write the same emote a lot of times in a row it sometimes displays the text in the background (Fixing...)
    - [0.1.0] Line splitting makes emotes render where they shouldn't (as if in you write a really long text and type an emote that might have fit on the first line, it goes to the next one) (Fixing...)


    Modpacks:
    Feel free to include any of my mods in your packs, you don't need to ask me! ;)
    Posted in: WIP Mods
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    posted a message on [1.6.4] [WIP] [Technological] TechQuake (new name :D)
    I keep the TODO list from the other day, but I have to say that me and the graphics artist are working on some new machines (battery and terminal) http://gyazo.com/ef81e94b706d2e55233c6032d21c506e.
    You probably know what the battery is going to do, but the special thing here is the terminal:
    It's a machine that will allow you to route energy, items and liquids from one machine to the next or just store them. Also specify how many to put, keep filling it or keep an exact amount at every time... And that will be working with slot ids (you'll be able to see them in every machine with a special tool), so you can put and pull items from exact slots. :D

    Hope you like the idea. Comment on what you think and send me ideas if you want :)

    for(Item item : mod){
      mod.add(item);
    }
    for(Block block : mod){
      mod.add(block);
    }
    xD
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4]Blockworks
    Hope you continue developing it. It looks really cool ;)
    Posted in: WIP Mods
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    posted a message on [1.6.4] [WIP] [Technological] TechQuake (new name :D)
    Alloys won't be in the second update anymore. They'll beimplemented in the first version and that gives me some machines to code, so expect more than the wiremill that I've got right now xD

    TODO:
    - Blocks:
    - Smelter (coal) - To make liquid metals
    - Regulable smelter (electric) - To make liquid metals
    - Add crafting recipes
    - Make the wiremill compatible with liquids (maybe not in this version) for the alloy implementation
    Posted in: WIP Mods
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    posted a message on [1.6.4] [WIP] [Technological] TechQuake (new name :D)
    QUICK AND IMPORTANT UPDATE!!!

    First release of the mod coming soon.

    I've got the energy system working 100% and the first machine (wiremill) done. I'll make two or three more machines and I'll release it.

    Sneak Peak of the second version: Alloys ;D
    Posted in: WIP Mods
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    posted a message on [1.6.4] [WIP] [Technological] TechQuake (new name :D)
    Quote from nextized

    Would be nice if you update it to 1.6.2 before the release. So you can start with the newest release of minecraft.

    I've already updated it, but I forgot to change the title of the post ;)
    Posted in: WIP Mods
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    posted a message on [1.6.4] [WIP] [Technological] TechQuake (new name :D)
    I'm sorry I couldn't finish it for July 20th but I'm having some trouble with the wiring mechanics (a generator sends power, but just to the machines or cables on the sides and the cable and these cables only send energy to nearby machines... So it basically sends power 1 block away). I'm fixing it right now, so I hope I can upload at least a working version of the energy system along with the worldgen ;) But it will be useless as there are no working machines at the moment xD
    Posted in: WIP Mods
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    posted a message on [1.6.4] [WIP] [Technological] TechQuake (new name :D)
    Quote from anicet74

    I think that this mod will perfectly fit with another mod : rotary craft,since both have really good 3D models and RC use mechanical power and your's electrical one,I think with both mods,we'll be able to do amazing stuff
    really nice,can't wait for a release


    I'm looking right now at Rotary Craft and it seems to be pretty cool. When I make more progress with the mod, I'll talk to Reika and ask him to add implementation to each other's mods :)

    BTW, a little spoiler of the first public version of the mod: I'm already working on generators and also finishing the energy and wiring system.
    Posted in: WIP Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    AlgorithmX2, can you help me on making dynamic bounding boxes for the cables in my mod(http://www.minecraft...ip-technologik/)?

    With dynamic bounding boxes I mean that, for example, you have a cable on the right, the bounding box extends all the way to the right, and the same with the other sides. I really need it D:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] [WIP] [Technological] TechQuake (new name :D)
    Quote from reubenman25

    if you have gears than you should add different types like iron, tin, copper, wood, stone, diamond etc. also should make them be able to be
    on walls

    It sounds really good. I'll do it :) Also, I think the metal ones could be made with a metal extruder or something like that, and the wooden and stone ones could be made with a chisel.
    Posted in: WIP Mods
  • 4

    posted a message on [1.6.4] [WIP] [Technological] TechQuake (new name :D)
    .
    Posted in: WIP Mods
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