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    posted a message on KernCraft: Chemistry based mod

    In the next few week I will not have time to continue development. It will resume later.

    I can provide a pre-alpha build if you are interested, however many things are still missing. I might release an alpha in a month or so. Maybe...

    Posted in: WIP Mods
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    posted a message on KernCraft: Chemistry based mod

    I appreaciate you effort with the translation. Actually translations in minecraft use "*.lang" files, you just need to create one of those files:


    New creation of which I am extremely proud: the "Multi Tool". Is like a backpack, but you select the items and you can use them directly (a single item that switches between any sword, any shovel, any block etc. (anything you want)

    Posted in: WIP Mods
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    posted a message on KernCraft: Chemistry based mod

    Maybe this can be helpful to you:


    I think I will add some TiC support if it's not too cumbersome. The problem is that I need to figure out a good way to do it.

    Progress update: machines now have upgrades, new salts and elements, new recipes

    Posted in: WIP Mods
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    posted a message on KernCraft: Chemistry based mod

    If I recall correctly (I might be awfully wrong), TiC removed custom materials in 1.8, and ExtraTiC is stuck on 1.7.10.

    As for support for Modtweaker: is not planned yet, although I can say that editing/removing/adding recipes (even elements etc...) should be extremely easy even now, also for non-developers, since it amounts to edits things like:

    <Extractor energy="900">
                <Element amount="90">Fe</Element>
    Posted in: WIP Mods
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    posted a message on KernCraft: Chemistry based mod

    Glad you are interested.

    Also I worked a bit on it over the weekend.

    * There is a new "ring" (optionally Bauble) that you you will be able to fill with elements, this ring creates a "bridge" of blocks automatically for you, whilst using elements.

    * I created a (ugly) official logo, added a config file/config gui

    * Fixed cleaned many many things

    If somebody wants the latest builds to try out I'll be happy to provide that to them (still have to setup a CI system).

    Also there is a lot of "wonkyness" when it comes to capabilities and dedicated servers, since I am not sure what is the standard way to proceed I hacked together some code that uses getSharedTag. However this seems far from optimal, but at least it works.

    Short term is now to create all recipes in the xml format. That's gonna be an awful long work.


    PS: I really need somebody that knows how to do pixel art :)

    Posted in: WIP Mods
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    posted a message on KernCraft: Chemistry based mod

    For all those items there is little choice, if you want to be "realistic". Salt gives Sodium and Chlorine after you do salt water electrolysis, Water can be decomposed in Hydrogen/Oxygen using again Electrolysis (or you can burn Hydrogen to generate power and water), and sugar, well that's tricky but will likely transform into carbon, hydrogen, and oxygen.

    Then you can have fun with ender pearls, nether stars, blaze rods, ...

    Anyways if you are interested I can give you the .jar. I can also tell you a bit more how modding works (not that I am an expert)....

    Posted in: WIP Mods
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    posted a message on KernCraft: Chemistry based mod

    Ahah, well right now, since I implemented the decay of elements using "real life" half-life of those elements, as soon as you obtain them they vanish on you.

    However my initial idea was to use them for end-game purposes. You can "stabilize" your containers and then contain those elements to use for "OP" purposes.The example would be rare items such as nether stars, dragon eggs and so on.

    PS: for the "wanting to create a mod": on youtube there isn't much, but to get started setting up IntelliJ, you can look up cpw's tutorial:

    Then you can start reading theses:



    And then start looking at the Vanilla code, some other mods on github and you are done.

    Posted in: WIP Mods
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    posted a message on KernCraft: Chemistry based mod

    All 118 elements are added, everyone with properties loaded from a ".json" file. Each element has properties like state at room temperature, density, ... However this doesn't do anything right now, except a few things:

    What I have so far:

    - a toxic element poisons you if the container is not isolated

    - a radioactive element decays (loses quantity in time) as the time passes (I need to improve this)

    - Plutonium explodes if it reaches critical mass, It will be easy to do the same for all other elements but hadn't gotten around to it so far

    - fluids only go into Erlenmeyer flasks, gases into cells, and solids into canisters.

    Recipes are added trough .xml files, so it's extremely easy to add new ones (also trough ore dict):


    PS: I do not think it is the first mod to do this, I think once there was Minechem 2, but I think this is dead by now


    Posted in: WIP Mods
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    posted a message on KernCraft: Chemistry based mod

    I am currently developing a Chemistry based mod. Is in a very (very very) early stage, I spent most of the time building a small infrastructure for it. If somebody is interested in helping out (testing, playing, giving feedback, suggesting features, developing, painting, ...) that would be awesome. Keep in mind is for 1.11.2.

    I am looking for people to have fun creating the mod with (do not need to be experts). And people that want to try it out and give feedback.

    Main idea: bring Chemical Elements to the Minecraft world. The mod must be fun and instructive (and possibly late-game OP).

    So far:

    • there is a way to handle Chemical Elements trough Forge Capabilities. Chemical Elements are the core of the mod.
    • The main idea is: we have "containers" for elements that we can use in various manners. Such as crafting, special effects, etc...
    • Example (not yet there): you can electrolyze Water into H2 (Hydrogen) and O2 (Oxygen), and then possibly use H2 for fuel and O2 to breath under water
    • Example: you extract iron element (Fe) from broken tools, broken anvils, and then you can recombine iron into ingots or in new alloys

    This is the basis of all.

    Some machine, to obtain/use elements:

    • an "Extractor", to obtain Chemical Elements from items
    • a "Chemical furnace" that "burns" elements and gives items, energy, fluids
    • a "Detector" that emits redstone when a player is nearby
    • a "Filler" that transfers elements trough containers
    • a "Centrifuge" to separate elements
    • an "Electrolyzer", to use Items and Fluids to create elements.

    New tile entities:

    • a proper Clock, emitting the correct redstone signal;
    • a "time machine" that changes the time of the day (very early stage);
    • a Lamp that can be configured to emit a defined light level;
    • more ideas... including some block that is just useful.


    • custom armor (a lab suit), shields (very early stage)
    • a manual (of course), currently almost-empty but the infrastructure is there;
    • a portable beacon, you fill this with Elements and get various effects depending on the element;
    • a potato battery, not sure what it does. But is supposed to be an item to kickstart the mod;
    • containers for Elements: Pressurized Gas Cells, Erlenmeyer Flask for liquids and Canister for solids;
    • an item (currently a placeholder test item), that automatically creates a floor (out of cobble?) for you to stand on (but uses element, likely a common one),


    • Ore duping (ahah of course)
    • Explosions (best feature of the mod).

    Plan for future:

    • have a "progress" system
    • things and stuffs
    • many many ideas
    • see the TODO list on Github

    Plans for the far future:

    • isotopes and molecules

    The standard applies: there is some early support for JEI, Baubles and Forge Energy/Tesla. The more the mod is integrated with the most common mods, the better.

    Mandatory screenshots:


    The GUI for the extractor: redstone configurable, side configurable, and whatnot


    Extractor JEI interface, standard (a Canister is the default container, I also plan to differentiate between solid/liquid/gas containers).


    because why not? I plan for the potato battery to be the kickstarter of the mod (the items that let you start with the mod).


    Bauble-fied Portable Beacon, my proudest creation so far. Uses elements to give you abilities.


    Manual with comprehensive periodic table...


    ...and pages for each element.

    If you are interested:


    Posted in: WIP Mods
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