• 1

    posted a message on [1.7.x][Library][Forge] Developer Capes - HD Cape Support!
    Looks so awesome can i get permission to use this code in my OpenSource Project :D

    the only change that i'll make(maybe) is to change the package declarations
    Posted in: Minecraft Mods
  • 0

    posted a message on Getting blockID from metadata
    I want a method to select saplings from different leaf blocks like

    if the broken block is a birch leaf block i want the method to return a birch sapling how do i do that :D

    sorry i'm in a hurry writing this...
    Posted in: Modification Development
  • 0

    posted a message on ItemStack Entities not obtainable [Help]
    Hello,

    I was working on my OpenSource mod Extraneous Craft and i've made a tool for it called "Sapling Accumulator"
    which is a copy of Forestry's "Grafter" but for vanilla leaves. I could checked out spawning a sapling everytime a leaf block is broken but that sapling remains unobtainable.

    source code can be found at http://www.github.com/Astorian/ExtraneousCraft

    Thanks
    Posted in: Modification Development
  • 0

    posted a message on [1.5.2][Open-Source][Universal]ExtraneousCraft 2 - AlienicTechnologies/Alter Space&Time [1st Dev Release]
    Being in an exam month i can not afford the time for ExtraneousCraft i need people to help me now our first steps should be adding Localizations and Configuration since we have the Update manager that fenceFoil kindly contributed

    ANYONE WHO CAN DO STUFF FOR THE MOD PLEASE DO SO I WANT TO SEE A PROGRESS THIS MOD IS FOR THE COMMUNITY AFTERALL pheww. Got it all outa my head so happy now :P
    Posted in: WIP Mods
  • 0

    posted a message on [1.5.2][Open-Source][Universal]ExtraneousCraft 2 - AlienicTechnologies/Alter Space&Time [1st Dev Release]
    Github update! Thanks to fenceFoil we now possess an update manager this'll do great for early stages if we can get the mod really going i may consider upgrading to mod update manager. I just don't like the idea to be bounded to someone else's update for updating your mod :S
    Posted in: WIP Mods
  • 0

    posted a message on Remote VersionCheck Possible with GitHub?
    FenceFoil sir i've already made my mind thanks idk why i do not want mod update manager i think i so not want to merge another whole project with this. Too late i merged your request and thanks a lot you'll be in the cdits as the first contributor ;DEdit: also thanks i'll have a guide on setting up eclipse with EC
    Posted in: Modification Development
  • 0

    posted a message on [1.5.2][Open-Source][Universal]ExtraneousCraft 2 - AlienicTechnologies/Alter Space&Time [1st Dev Release]
    Bam! Github update this mod now possesses a Base class and Proxies in theory it works now! Nothing is implemented though:(

    Compatibility plus 1 this mod now implements ic2 api this means compressor and macerator alternate recipes and ore dictionary stuff are on the way :D
    Posted in: WIP Mods
  • 0

    posted a message on Remote VersionCheck Possible with GitHub?
    I already know about mod update manager but since this is an opensource project i would like my own OPEN code to be in it so is there a way i can do that with or without a tick handler?
    Posted in: Modification Development
  • 0

    posted a message on Remote VersionCheck Possible with GitHub?
    Hey guys i'm running an openSource mod project called ExtraneousCraft and i'm looking for a way to Check if there's a new version of the mod from a text file(or something like that a .xml would do) hosted on github
    i want the version check to contain ModVersion, Minecraft Version and for early stages suffixes like Alpha and Beta thanks in advance (or you can just go ahead click my signature find the github link and contribute the code there on StartupHelper ; :steve_lol: )Or do i need like a TickHandler in-game to do that i want this to just check before the game loads idk if i should send a chat message and annoy the user:...?
    Posted in: Modification Development
  • 0

    posted a message on [1.5.2][Open-Source][Universal]ExtraneousCraft 2 - AlienicTechnologies/Alter Space&Time [1st Dev Release]
    thanks dude i need comments like this to keep on ;)
    Posted in: WIP Mods
  • 18

    posted a message on [1.5.2][Open-Source][Universal]ExtraneousCraft 2 - AlienicTechnologies/Alter Space&Time [1st Dev Release]
    Version 0.01a-dev is Here!

    Quote from xxAKSxx
    Hello Guys,
    The first edition of the mod is abandoned and will not be continued, ExtraneousCraft2 is written from scratch and already has more functionality and stability than its prequel.

    I'm willing to work with a core team on this one alongside with github contributors. Please don't apply if you can't understand half of my code because it's pretty basic and/or you can't bugfix on a regular routine,

    I'm also willing to recruit texture artist, just show me your version of the herbal accumulator, both 32px and 16px

    That was all Cheers
    Astorian


    Quote from xxAKSxx

    As I said if anyone wants to help just drop in and Be like,
    • Hey, I have a code snippet that does this or that: [Code goes here]
    • Hey, I have some awesome textures for that: [Images or Link goes here]
    • Hey, I have some cool ideas you can include in the mod: [Ideas in spoiler]

    You're all welcome


    Index:
    1. Brief Description
    2. How To Translate!
    3. Message to Everyone from Author
    4. How to set-up Eclipse
    5. Who/What do we need
    6. FAQ
    7. Screenshots
    8. Alpha Release Notes
    9. Version Alpha Includes Guide
    10. Resources/Releases (Downloads)
    11. Archive (Older Downloads)
    12. Credits
    Hey guys Ever wanted a mod that you can use for your ore processing and other tech purposes that can be used with other awesome mods out there without any problems? Have you ever wanted to be able to alter the thin balance of Time&Space? Than this is your Mod!

    How to Translate:
    1. Register a Github Account if you haven't already...
    2. Go to www.github.com/Astorian/ExtraneousCraft2
    3. Fork the Repository
    4. Go to your own ExtraneousCraft repository and create a new language file as a ".xml"
    5. it doesn't have to have a accurate name i can fix that later...
    6. Copy the "en_US.xml" file's contents and translate! do not forget to chage the author name to your own
    7. and voila... Send me a pull request.

    This Project Needs YOU.
    This is an open source project. I'm a noob myself at Minecraft Coding i just have an average grade java knowledge and also i'm a graphic designer. Which means i can make this mod myself BUT. Then it won't do any good for the community with my "noobly arranged" code. so i want your help making this project even better i'll make the most of the awesome graphics that this mod'll possess. But code is nearly all up to you guys and if you think that you don't have any skills to contribute. Shut up everyone has a Brain and everyone can do something if you can't code or make awesome graphics than you can share ideas that nobody ever thought about and still get a credit in this project. Please do so. I need good coders to make this into reality!
    Is the Place Please Contribute...

    How To SetUp Eclipse To Develop With This Mod
    To Start with create a folder wherever you want this folder'll be described as
    [code]ExtraneousCraft-Dev[/code]
    I must thank Pahimar for this awesome folder setup if you're interested in learning go watch his series on youtube. OK. Start by creating 4 folders in the directory
    1. api
    2. eclipse
    3. mcp
    4. source
    In the api folder we simply keep the api s that we do not want to download over and over again like starting with latest mcp [Download Latest (As of 26.06.13)] and MinecraftForge [Look at the downloads section] if this mod is going to use any other apis which it will they go there too

    In the MCP folder we setup mcp with forge as always and leave it like that.

    In source folder create a folder named ExtraneousCraft that is just for if you're working with multiple projects at the same enviroment.

    Open up Eclipse and select the eclipse folder as the workbench and you'll see nothing. follow the instructions on Pahimar's let's mod series to import natives libraries Minecraft jars and create Linked/Virtual folders i cannot cover them here. and download the mod as zip from github open it and paste "common", "resources", "README.md", "COPYING" and "COPYING.LESSER" into ExtraneousCraft-Dev/source/ExtraneousCraft2/

    What/Who do we need so far:
    1. People that can code (anything would do :P even if you make the items for us it's exepted as contribution :D )
    2. Serious kickass coders that can do some stuff like ServerSide and Packet/Energy/Network Handling
    3. Some Graphic Artists or PixelArt creators for the mod to have awesome HD textures and graphics
    4. Techne Modelers for not to have boring old minecraft blocks :D
    5. Translators if you can only translate the mod to your Own language when the Localizations comes out we(I) would really appreciate that
    6. Volunteer Alpha Testers because we do not want to crash everyones beloved worlds ;)
    FAQ:

    Q: Will this mod ever be considered as OP(OverPowered)?
    A: Never i'll do whatever i can to be respectful to gamers and the community. i would rather not make a mod than having a mod that is used to cheat with(Yes that's a bit harsh but still NO.)

    Q: When will it come out?
    A: When enough people Contributes to make the mod playable.Period.

    Q: How Can I Contribute i know some stuff that i can help?
    A: How? this is an OpenSource mod you can contribute even by replying to this topic and some guy would or would not make it into reality. or just make a Pull Request on GitHub that helps me more :P .

    Q: Can I use this on my ModPack or BlaBla...?
    A: Of Course you can permission granted this IS OpenSource afterall. But please leave a reply if you do so it'll be included on a list or somethin' :D

    Q: Can I Donate?
    A:
    Well i see donations worthless at this point. This is OpenSource Stuff if you really want to help with money you can download from optional Sponsored Links when the mod comes out otherwise Nah. I don't really like asking for donations anyways :D

    Q: I have this awesome idea/Code snippet that you can use it's awsome!
    A:
    Leave a reply or write a suggestion/issue on Github if it really is awesome why not?












    Screenshots:
    Outdated:





















    ExtraneousCraft is a mod all about Alien Beings that have already learned to alter with physics of Time and Space. And it seems like they've already visited the overworld and Nether of ours they left Dungeons and Ancient Chambers of Knowledge for us to find and with help of their leftovers, humankind is able to do further research by the means of being able to alter the reality that lies deep within the attributes of Time and Space. By learning by studying the ways of these beings we're able to harness a power called Void Energy which is the highest tier of energy that is created trough the Space itself and used by the Extraneous(Alienic) Beings. By gathering and researching/studying this kind of energy humankind have learned ways to Craft their way trough the machines of the Extraneous and implement and use these in their daily routine such as mining/farming and processing ores.As the research goes on humans have discovered new ways to harness the Void Energy that exists in the Void where it is in it's most condensed and powerful form and not just use their enviromental energy to run their Energy craving machines. As the research continues finally we're able to gather"Attributes" out of materials that are founded troughout the Overworld, The Nether and The End; Decompose them to their essence as Molecules and Re-Compose them to other Materials that can be converted like Carbon Molecules in a stack of coal is equal to the Carbon density/molecules of 1 Diamond. As the Alienic Research and Evolution of Machines goes on and on humans wonder what they can do now. This mod is all about Alienic Research Time and Space that is all i can tell for you now as in mod Version 0.01alpha

    And Wait! It Gets BETTER it is completely open-source which means you can take a look at the code and copy or do wathewer you want with it! Howewer this does not mean thet the code belongs to you be respectful about it.


    [represent]


    Void Energy(vE):

    Energy used troughout the mod created by Extraneous beings that live in a galaxy far far away from ours. It is the most concentrated and condensed form of energy that has been ever known to man therefore one unit of vE equals to 20 units of IndustrialCraft EU and 10 units of BuildCraft MJ. Void Energy also exists in our world(The Overworld) and also in the Nether but very small amounts and it must be refined before it can be used Earlier in the game this method could be easier for processing ores and such but later on to gather the energy out of the Void itself will be much much powerful, complicated and more efficent.There are pretty complicated ways that a person can accumulate and use this type of energy like gathering the energy of "Void Lights" only avaible during night(Void Lights can spawn near or further away according to the researches of the Extraneous Beings accumulating it will be random, gathering a patch of VL can take 1 to 3 Minecraft Nights.); Eternal Alternator is another way to accumulate this type of energy basically takes materials to amplify it's gathering rate of vE. Void Concentrator can also be used to gather Void particles that spawn in the lowest points of overworld and concentrate it to Void Energy.Has 4 Considered subtypes. RAW is the raw form of the energy it can be used byt much like Buildcraft oil it must be refined before it can be used properly. CONCENTRATED is the fluid form of this energy it can be stored in tanks and can be refined again to make a fuel of high quality. CONDENSED form is what you gain from running void energy condensers it accepts liquid form of vE and condenses it to a higher quality to be properly used in machines. NOVA is not a form of energy that you can get by just refining one can only obtain nova quality void energy from harnessing rare Nova explosions that occur in outer Void a machine that can harness that power will be added in next few versions of ExtraneousCraft.
    Void Heliograph:

    You've been blessed with the tiniest amount of alienic research for creating this machine it'll be an essential to Craft different machines throughout your adventures of altering Space&Time. This is a machine that can use Void Energy to energize itself to combine different materials into one. Void Concentrator: Your own mind and research of the complicated ways of Alien Beings and Void Energy has finally gave it's fruits. You now can gather a bit of void energy that is hidden and spread troughout YOUR world. Can be Placed on Bedrock to gather and concentrate Void Particles into vE.
    Void Charging Station:

    More in-depth studies of vE and Space gives you a way to unlock the hidden potential of all materials that has been ever known to mankind however doing this uses significant amounts of vE and over-extending a tool's capacity can be very dangerous that if you try loading much more enery that a tool can handle it'll have a chance of breaking or even Exploding Randomly. Uses Void energy to Restore/Repair Stuff...(Can be used to Overcharge Tools/Overcharging = 3times Efficiency/5times Durability cannot be repaired)
    Eternal Alternator:

    Finally a way to gather huge, significant amounts of vE is revealed upon you but be aware of this method will alter the nature around it simply because the world that we know can not possibly handle that kind of vE you'll quickly have to store it or when it's internal buffer is full vE will leak and cause bad things to happen like Lightnings striking on living things in the area. Luckily further in your research you've founded a way to stop this madness simply apply a Redstone signal to stop this machine from functioning. It may need some materials to amplify itself and condense the gathered vE to Energy that can be stored. Gathers Energy from outer Space using selected materials(Scrap from IC2 will be avaiable) to amplify it's gathering rate.
    Molecular Decomposer:

    Wow this machine can decompose items or ores into it's very essence it is Blazing fast and it uses the minimum amount a Void Machine can ever use so you can even run it off of the minor vE you have been gathering from the enviroment around you or the Void Particles .Can process ores into Molecule Chunks, Cool and extra-ordinary way of processing your ores into 2 or sometimes maybe even 3 ingots.(Mod support included!)(Uses the Void energy.) Molecular Composer: An alien machine that can compose materials' molecules and create different materials like "3 copper Atoms + 1 Tin Atom = 2 Bronze Molecule(These Materials are only Valid if a mod that adds these to forge oreDictionary is installed/loaded and valid)"1 Carbon Atom + 8 Iron Atoms = 4 Reinforced Iron Molecule" Molecular Replicator: A cloning machine i'm Rich!!! Well not really it can only replicate molecules until they form a piece of matter like an ingot. It can Replicate stuff but it takes massive amounts of energy to do that a diamond in the Replicator can cost you 10000s of vE and yes that is a huge amount even creating diamond from coal in IC2 costs less. Once you have 1 kind of molecule you can replicate it until it becomes an ingot (or another material) using this machine operates in 5ticks(0.25th of a second)1vE per Tick
    Molecule Cell:

    Can Store one Molecule to be used in the replicator if a molecule chunk is storend in this and isolated from enviromental issues you can get 3ingots out of one molecule chunk. 4 iron ingots and 1 glass pane in the Heliograph is required to craft 4 Molecule Cells.
    Void Matter Assembler:

    Aren't you just tired of Ordinary Crafting ok now we've got you covered craft your stuff in this big-**** crafting bench that uses your precious Void Energy Units to assemble your Not-So-Raw materials. It has a very slightly chance of fail but don't worry it won't swallow up your items it'll assemble them as a "Failed Molecule Chunk" and you'll be able to use the Decomposer to get the materials back again .A 5x5 Crafting table that can use vE to craft Later-In-Game stuff.
    Molecular Storage Unit:

    Can only store Moleculized materials. 10000s of them!!! Eterneous Materials: A possible by-product of processing Void Materials. Sometimes a material that cannot be broken or disingenerated can be infused to high quality Extraneous materials and become a by-product of this material. Processing and shaping this material gives you Eterneous Material as in Ingots(Eterneous Ingots) They seem to possess the power of Space&Emptyness within. Therefore it's eternal it can be expanded or dispanded but it cannot disappear by any means. Tools crafted from this material break into Eternal Fragments That can be re-processed into Eterneous Ingots.This is the "Space" type of Material therefore it's attributes are "Emptyness", "Space", "Void", "Unbreaking", "Eternal" There are several types and attributes of materials in the universe. This material's ingots can be used to craft Tools and needed to craft some of the later on "Space" related machines. It seems to contain emptyness it can be used to upgrade one's chests to have more space (or can be used in place of Dark Iron to create barrel upgrades and WrathLamps if Factorization is installed)
    Energy Catalyst:

    A crystal of condensed energy requires a mighty "Nether Star" / 4 diamonds and 4 glass to craft. yeah storing Void Energy in matter can be expensive but it seems like the attributes a Nether Star possesses is capable of storing a little of this highly explosive compressed energy. Can Store 1000 vE
    Reinforced Catalyst:

    So you've gone mad with power and Reinforced your Energy Catalyst with 4 more Nether Stars, 2 Reinforced Iron Plating and 2 more Diamonds as Capacitors. Your handheld Void Energy Storage Catalyst (VESC for short) now can store over 9000!!!(Vegeta FTW) Void Energy Units. Can Store 10000 vE
    Void Catalyst:

    Okay now that is what i call insane the latest "Extraneous" way of storing vE on the go! a Void Catalyst being the densest version of VESCs it is allowed to store around a 100.000 Void Energy Units you'll need the Void Matter Assembler to craft this Item. Can Store 100000 vE
    Void Extractor:

    Using the "Infinite" attribute of Space related machines you've found a way to expand and finally extract your raw materials uses only a little vE and can be obtained early in game. The Void Extractor can be used in ways such getting 2 buckets of Water from an Ice block getting lava from Netherrack and getting "Luminous Fluid" from glowstone or Glowstone Dust. Can extract items into other items.
    Infernal Incinerator:

    Furnace that uses vE.(MultiBlock Considration)


    Source Code and Further Downloads

    Minecraft Forge API Forum and Downloads

    Download the Pre-release!!!

    Archive
    [1.5.1] ExtraneousCraft-0.03a (Mediafire)

    [1.5.1] ExtraneousCraft-0.02a-pre2 (Mediafire)

    [1.5] ExtraneousCraft-0.01a-pre5 (Mediafire)
    • Me: Started the Project and created the Repo.
    • Kaiyou: For helping me out alot on #mcp-modding. Thanks dude you rock.
    • Kyctarniq: For awesome textures ;)
    • Lukas: For German translations. And hosting Awesonium Modpack
    • ZeroLevels: For being awesome on IRC and keeping the mcf modlist :D
    • Pherex44: For his awesome skills at testing.
    • Pahimar for making EE3 open-source and inspiring me
    • SpaceToad for creating BuildCraft and forge
    • SirSengir for maintaining BuildCraft
    • cpw for all his work on Forge
    • LexManos for all his work on Forge
    • Direwolf20 for inspiring thousands of people to get started with mods
    Posted in: WIP Mods
  • 0

    posted a message on HD texture Rendering without Other Mods
    Thanks and i guess i don't have to worry about spritesheets now since minecraft itself seperated it out?
    Posted in: Modification Development
  • 0

    posted a message on [1.4.6/7]MythCraft Idea and Creation Topic
    Well thanks and this project has evolved into something else just wait for the alpha release notes ;)
    Posted in: WIP Mods
  • 0

    posted a message on HD texture Rendering without Other Mods
    I really like the way that new XyCraft textures turned out and they seem to be much more Clear than regular 16x16 textures but even without Optifine the mod itself can display these textures is there any way that i could implement that in my mod or just have a bbolean switch in the config file to switch between HD and 16x16
    any help appreciated, thanks.
    Posted in: Modification Development
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