Posts by TurokGMT

    kodemunkey


    Requirements to use a blueprint file:


    Have Buildcraft v3.x (SSP only version at time of writing)
    Unzip blueprint files to:


    ../.minecraft/buildcraft/blueprints


    add the exact name of the blueprint file (including the .bpt extension) to the entries in index.txt and also <your name>.list (the last one makes the blueprint accessible from the blueprint library block.


    Place builder ingame
    Create blueprint library block
    create blueprint and load it with desired template


    load blueprint into builder


    change trousers after seeing iron requirements.


    Profit.



    CiderCraft


    The hangar should work fine at any rotation - it's all solid blocks, also the template was made with architect table outside the back left corner as you look in the door. Bit of a fail of placement there. Test it in creative first - you don't need to supply blocks in creative mode, just power.
    The colony ship should be fine under rotation with the possible exception of the sticky pistons and machine facings - experiment!



    EDIT: Added more blueprints to the zip file, some redpower items which might not work as intended.


    Redpower has some issues under any kind of rotation.


    That includes rotating a schematic in MCEdit as well as placing a builder in a different orientation with buildcraft.


    Wasn't aware of an issue with the farming ship doors though, will look into it.


    failing that, just TMI/NEI up the bits you need - hardly an issue if you've already got the know-how to get the ship into the game in the first place =]

    Russdee is in strong agreement with you CiderCraft - he prefers all his builds legit.


    Our current workaround on new servers is that we can MCEdit in only those items which we have built legit on a previous world.
    We work as a team however, so until BC has updated 3.x for multiplayer, we can't blueprint anything apart from for SSP worlds.


    Some of the ships also have issues since the upgrade because of one or two block ID changes, but we're fixing that as best as we can.


    If you can wait a week until the easter break however, I'll see if I can knock up a few blueprint files for ease of use for the SSP players.


    Just be aware that you are going to need a LOT of iron and lapis for these builds - I'm also not sure if the blueprinter handles RP panels and wiring properly. If that's the case, I'll see if I can do some stripped out hulls for a builder which you can then wire up the internals on.


    EDIT:


    k, played around with the architect table and discovered that there's at least one block on the 4-man colony ship that it doesn't like.


    I'm slowly stripping out all the blocks to figure out what it is - I'm suspecting it's the partially charged MFE's...


    EDIT: K, looks like it's the cables causing it - specifically the glass fibres


    RELEASE EDIT:


    k, finished testing and uploaded 2 BC blueprints to OP and updated.


    You wanted endgame RP cider? You got it ;)


    Fibre cables cause black screen crash when attempting to use in a blueprint, so you'll have to wire it all up yourself.
    Machines appeared with correct orientation in testing - your mileage may very.


    STRONGLY recommend using equivalent exchange if you want to have any world left after gathering the iron needed for the hangar.


    Default block IDs for BC v3.x, so didn't upload config.


    MOAR EDIT:


    8 diamonds encased in redstone, encased in obsidian, surrounded by lava.


    Spacerocks as an alternative to that initial redstone hunt to get machines up? Thoughts?


    We got stickied?! ;(


    A huge thank you to Alblaka for the recognition - the team are currently glowing with pride =]


    On an irritating note, we missed out on upgrading to v1.23 of minecraft whilst waiting for all the mods to catch up - the v1.24 patch landed before we could upgrade the server, so it might be some time before we can release anything new.


    Have tried using MCNostalgia on v1.24, but it looks like it's not compatible yet =[


    Rest assured we are working on new ideas in our 1.1 shipyard and will try and get the situation fixed as soon as possible!


    Once again, a huge thanks to Alblaka and the IC2 community - we raise our wrenches in salute to you all.


    The Colony Ships Crew

    Going to wait on more shipbuilding until mods catchup with minecraft v1.23 with regard to SMP.


    Will be looking into BC blueprints for ships once we're back in the fray. Still have some ideas to play around with, but will also be making some vanilla only, IC2 only etc. hulls to allow for more folks to enjoy what we make.


    In the meantime, please continue to post any ideas you'd like to see us put together or work on and thank you again to those who have downloaded our creations.


    TurokGMT - back soon!

    Just put the finishing touches to the new CASUC reactor dome for the colony modules:




    Features:


    -Snow Golem cooled 5-chamber reactor capable of putting out a minimum of 1700 EU/tick


    -Single switch control activates reator, MFFS reactor forcefield and Ice coolant system.


    -Ridiculous amounts of power storage


    -MFSU power output above each airlock door to allow easy plumbing into other domes.


    -Requires Redpower and MFFS addon for IC2


    -Comes pre-loaded with 40 partially used uranium fuel cells leftover from initial startup and testing.


    Added to Modular Colony Systems.zip in OP


    Requires:


    IC2 v1.64
    Redpower 2 pre 4d
    MFFS Addon for IC2

    Thanks for the thumbs up Kojack!


    There's already the floating worlds style terrain generators out there which would work well enough, and likely some mod which alters gravity to give some semblance of weightlessness.


    I'm using buildcraft and forestry in my ssp atm (although I'm becoming less of a fan of buildcraft as without the quarry and autocrafting bench, it's really only the mods like logistics pipes etc. that make it worth using at all over eloraams pneumatic tubes)


    Will likely put in some more work on modular designs over the weekend - got a couple more ideas for colony modules and my engineering team needs to get together to get a space station going at some point.


    I'm dubious about using more blocks from more mods purely becomes a bigger hassle for end users having to match mod numbers and block IDs with me (and I'm frankly bored at waiting for adfly timers as it is...)


    I've been playing around with a few ground vehicle designs too, I'll keep you guys posted on anything new.


    Thanks for the continued views and the anonymous downloads (I've no idea how many there are of you guys - as I say, dropbox doesn't have a counter) - please post some love if you're enjoying the work or have any suggestions for things you'd like to see!

    Config Files added to OP to assist with any BlockID errors.


    For those of you not using Redpower, the original shuttle craft should still work fine, but the modular ship and colony systems all require it for their internal doors, wiring and panels.
    The modular colony systems should be easy enough to butcher the doors off using MCEdit, the rest are all just vanilla blocks.


    I'll endeavour to make a couple of IC2 and vanilla only ships for those that only want to use IC2 - although I highly recommend RP2!

    Versions used for making the maps:



    Minecraft v1.1 (current stable release - NOT snapshots)
    IC2 v1.64 (not the current 1.70 release, although shouldn't cause an issue)
    Redpower 2 prerelease 4d for minecraft 1.1 (current release at time of writing)
    MFFS Forcefield addon for IC2 (current version from IC2 forums)


    Server also has Equivalent Exchange and Wireless Redstone mods installed, but no items or blocks from these mods are used in the savegame maps.


    No other mods required.
    No changes to default block IDs


    Templates.zip and Shipyard.zip contain savegame folders that should be unzipped to your savegame directory (default is .mincraft/saves)


    Questions to answer:


    1. I'm assuming your minecraft is starting ok, but crash occurs on map loading?
    2. Which of the two maps (Shipyard or Templates) are you trying to load?
    3. Any crash report logs?


    Failing that you could try downloading MCEdit and pasting in schematics into a new world generated by your minecraft - see what happens then.


    Hope something there helps!

    Update!


    Presenting the new 4-man Light-Industry Hauler based on the modular ship systems components:



    Features:


    New cockpit, module interior and engine sections
    Full equipment chest for 4-man crew in starboard module (That's the right side as you look to the front end folks)
    Twin 3-chamber nuclear reactors plus compinents for getting them going (note, no safety override switch!)
    Mooshroom milking capsule - just go find one and entice it back or cheat up an egg
    Light-Industry module for processing wood and ores (can also handle miscellaneous junk)
    Top-hatch exterior airlock for jetpack deployment


    Ship added to ships.zip schematics at bottom of OP. You'll also find it in the shipyards.zip worldsave



    Need somewhere to park your shuttle? Try our all-new fighter and corvette landing pads:



    Available in both the ships.zip schematics file and the modular colony systems file for your convenience.


    And finally, the enchanting module -putting the magic back into spaceflight.



    Available as part of the modular ships system download.


    All files on OP updated.


    Enjoy!

    Current versions of buildcraft for ssp (3.x) and redpower 2 pre4b for 1.1 have blockID conflicts.


    My smp server in which we built the templates, doesn't have buildcraft installed atm, so redpower is using it's default id values (autoassign=0).


    MCEdit saves block ID numbers, but isn't smart enough to be aware that they represent different blocks for different people.


    Here's my RP2 config file for the default values )taken from server, not client - although they would obviously match)


    Well, the drop pod has a "rough landing" variety to enable you to RP a situation along those lines.


    There's some difficulty on creating crashed ships with a good interior because of the obvious lack of angled floors, but I can certainly park one nose first in a mountain with some debris piled in through the cockpit glass and bits of the exterior sheared off.


    I'll see what we can come up with on the weekend - screenies to follow.


    Thanks for the request idea - if there's anything else you'd like us to have a crack at, keep em coming!


    EDIT: Maybe something like this?


    I've tinkered with the zeppelin mod back in 1.81 - from what I remember, the blocks had to be the same type or the bounding cuboid quite small - maybe good enough for the runabouts shuttles though.


    Still working on a few more modules for next update, but will look into zeppelin mod for 1.1


    Failing that, certainly more hangars to enable things like the helicopter mod etc. to be used alongside these static monsters =]

    Thanks for the support woonka - and all you other silent downloaders (not that dropbox keeps count ?( )


    More modules on the way:


    - Ore Processing
    - Med Bay (or possibly stasis pods, haven't decided yet)
    - Mushroom farm (likely as a colony dome)
    - mob transport (creeper seeding pod - idea similar to how predators use geiger's alien in the films)
    - various shuttle hangars
    - exo-skeleton hangar (if I can avoid it looking complete pants!)
    - ground vehicle hangar (either hover tanks or square treads most likely)


    Also some more bespoke ship designs


    - 2-Man Light industry corvette (no automation)



    AND more bio domes


    - Hab Dome
    - Radio/Comms Dome
    - Aquatic Dome
    - Nether Dome


    Now taking requests for anything else too!


    Looking to do weekly releases until this idea has run it's course, or we just run out of cool ideas! :thumbup:

    Schematics are designed to be used by a program called MCEdit


    Download for MCEdit here: http://davidvierra.com/mcedit/download.html


    MCEdit will create a schematic folder in your documents folder by default, but it can open them from anywhere.


    Very simple program to use, just open it, open one of your save games (specifically the .dat file in the savegame's folder), then use the import tool to put down the schematic of your choice.


    Controls are WASD and Q/Z for up/down. Hold left click on the green "nudge" bars that appear when pasting to position an obeject until it's right. Hit enter to finalise placement.


    Undo any mistakes with Alt+Z.


    Alt+S to save the map and relight it, then quit the program, load up minecraft and you're away.


    Hope that helps!

    Good to hear this stuff's getting used =]


    Our minecraft aerospace engineers have been overcome with enthusiasm for this idea too!


    Coming soon:


    Robotic Mining Pod


    Modular Hab/Farm Dome


    Modular ship design system - build your own ship to suit your needs!


    - Cockpit and crew quarters
    - Drop pod bay
    - Central Spine corridor


    All modules are sealed against hard vacuum and unwanted alien atmosphere as standard!




    Most of our designs are now making use of RP2pre4, so please bear this in mind before downloading (or rotating objects in MCEdit!)



    Also toying with putting together a low orbit space station to allow for jetpack deployment etc.


    Any adventure map makers out there wanna make use of this yet?!