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R3DKn16h7

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Posts posted by R3DKn16h7

  1. I have a few suggestion to improve the quality of the "CraftingHelper" class:

    - "register" should be private, as it doesn't work for custom registrations even if you want.

    - what about adding some extra custom conditions? E.g.

    
    public class ForgeHasOreConditionFactory implements IConditionFactory {
        @Override
        public BooleanSupplier parse(JsonContext context, JsonObject json) {
            String ore = JsonUtils.getString(json, "ore");
            return () -> OreDictionary.doesOreNameExist(ore);
        }
    }

    - would somebody be interested if I write a section on 1.12 recipes to add https://mcforge.readthedocs.io/en/latest/ ?

  2. 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).

     

    Main idea: bring 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 elements trough capabilities. 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... This is the basis of all.

    • some machine/special blocks:

      • an "Extractor", to obtain Chemical Elements

      • a "Chemical furnace" that "burns" elements and gives items, energy, fluids

      • a proper clock, emitting the correct redstone signal

      • a "time machine" that changes the day (very early stage)

      • a lamp that can be configured

      • a "Detector" that emits redstone when a player is nearby

    • custom armor, shields (very early stage)

    • a manual (of course), currently empty but the infrastructure is there (very early stage)

    • Items:

      • A portable beacon, you fill this with Elements and get various effects depending on the element.

      • A potato battery (mandatory), not sure what it does

    • Ore duping (ahah of course)

    • Explosions

    • Real chemistry

     

    Plan for future:

    • have a "progress" system

    Plans for far future:

    • isotopes and molecules

     

    The standard applies: there is some early support for JEI, Baubles and I will to use Forge Energy/Tesla.

     

     

    Mandatory screenshots:

    2017-04-25_20_27_26.thumb.png.91ddcaa19714efadd9349bfd4bd888d0.png

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

     

    2017-04-25_20_01_19.thumb.png.42a5e1460650bbbd4fa8f153fe26511b.png

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

     

    2017-04-25_20_09_48.thumb.png.fde77a174c709c0cb5147428b0030f7d.png

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

     

    2017-04-25_20_10_47.thumb.png.7c90e59d8d353447cdc686aa06976938.png

    Baublyfied Portable Beacon, my proudest creation so far. Uses elements to give you abilities.

     

    2017-04-25_20_23_56.thumb.png.079c2a3686af6acd67ef895c87c838ed.png

    Manual with comprehensive periodic table...

     

    2017-04-25_20_24_10.thumb.png.b085bdcfc58cb1c2ac82805c9fa88f23.png

    ...and pages for each element.

     

    If you are interested:

     https://github.com/FilippoLeon/KernCraft

    • Like 1
  3. So, I'm writing this mod, and I would love to share this experience with other people.

    I started modding a few months back and love it: I have ideas and willingness to create a nice mod.

    But I'm sure in group is goin' to be a hell of a lot of fun.

     

    Who am I looking for?

    Literally anybody: I myself am bad at art, even if pixel-art. So a pixel artist would be awesome.

    I do programming and (by now) I know some stuff about modding, and I'm willing to share my (little) experience with others.

    But I'm also prepared to learn. So if you are a newbie modder or you are a genius at it, I just do not care.

    Also ideas and feedback appreciated.

     

    Whoami

    Actually, I have never written a single line of Java before starting with modding, always relying on C++ (especially for work), C# or python (or anything else ;)). Sometimes I still am confused about some "meta" technique that only Java uses, but I'm starting to get a hang of it.

     

    Why?

    The idea is to have fun. I like coding, I like doing ugly pixel art, and modding is extremely fun.

    If I manage to write something others can enjoy, then I am extra happy.

     

    Plans

    The idea is probably one many already had and nothing extremely original (looking at AtomiCraft, but even Azanor's Thaumcraft).

    Here is the idea: manipulating

    items by decomposing them to the chemical elements (Hydrogen, Helium, ...) that constitute them. I want something that is somehow scientifically accurate (so learn while having fun). Knowing myself

    I also want to put some dark humour into the mix :). On top of this there would be a layer of somewhat useful/fancy items, crafted using "element decomposition" mechanic(s).

    So it's gonna be a tech mod. And I am dreaming big.

     

    Here some examples:

    - of curse a way to store elements within Minecraft, this I've done so far using items with NBT data;

    - a way to obtain/craft with chemical elements: this includes shaped/shapeless crafting, but also machines, like:

      - an extractor (DONE), that "decomposes" an item into it's fundamental elements (at a cost), for instance iron ingots in (you guessed it) iron.

      - a "composer?/synthesiser" that creates items from elements (at a cost)

      - fusion reactor: create  heavier elements

      - fission reactor: create lighter elements

    - power gen: (of course) fission/fusion should have a power gen feature

    - ore duplication (of course :) ) or more :)

    - weapons/armor/shields

     

    Some item that I added/plan to add shortly (that has nothing to do with the mechanics):

    - detector (DONE): an item that emits Redstone when a player is within a  specified space (can be made configurable)

    - clock (DONE): an item that emits a Redstone based on the real time (not a  Minecraft solar panel)

    - a time-machine: configurable to set the time of the day (at a cost ofc)

    - a lamp (yes, a lamp): that emits light as specified by a GUI

    - a portable beacon: name says it all

    - a manual (with some accurate scientific information and standard stuffs)

    - integration with other mods: usual stuff

     

    What is there for now?

    I already written a bunch of ugly code and painted some extremely ugly texture, to demonstrate the intent. Here some ideas:

    https://www.youtube.com/my_videos?o=U

     

    TL;DR whatever, just join me

     

    PS: why a new mod and not join another team/mod? I want something different.

  4. I am currently writing a mod, and I would love to find collaborators. Am I allowed to "promote" here? If yes, then I will. Otherwise just close. :)

     

    PS: its technically a request for help, but not as intended in "Mod Support". So I guess it belongs here.  :-[

  5. So, I just recently stared to look into modding.

     

    I am currently implementing awesome new shields.

     

    There is a piece of code in PlayerEntity, that I do not understand:

    this.worldObj.setEntityState(entityplayer, (byte)30);

     

    AFAIK, from the code, each (Living?) entity has some state that is misteriously represented by a byte value.

     

    Any enlightened individual knows the deal? Any mapping state->what it means?

     

    PS: my guess is that is the same as IBlockState, just much less cooler.

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