That was just me asking something that has plagued me since I first started modding. For some weird reason I cannot import a 3d model from techne into minecraft without messing up. Although in the future, I will most likely just look through the code until I figure out how to do something. After looking at the tutorials. (There are so many now compared to a few years ago.)
Posts by Ithithdui
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Okay, I might use CodeChickenCore for a few things then.
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I want to use a Techne model as an block in my addon. How?
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Screws and rounds? Seems to me that we are robots then But I think we should wait what will come:)Screws will be used to make/fix machines, construct items, etc. Rounds will be used for weaponry (AE2 already adds the matter cannon which can use gregtech rounds. On another note I forgot to mention I would be adding more ways to dish out pain in this mod too)
Rods and screws to fix joints and broken bones?
Cybernetic replacement limbs?
Robotic surrogates?
- Yes
- I didn't even think about that. Oh yes
- Think Modular Power Suits except it isn't visible. But yes
rubber pellets to fill your tumtum? calcium dust to increase bone strength?
- You mean to quell stomach aches? Didn't think about that, but yes
- Yes
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Hello fellow IC^2 players!
A few days ago I was playing minecraft in creative mode and noticed while playing that gregtech has a humongous amount of items(bolts, screw, lenses, etc.) that you can make but don't really do much. I decided to change that. If you think the name is a bit weird then you should understand how I am going to add purpose to these items. I am going to redesign the player hit/damage system. And to fix your hurts you will need to use the formerly not-so-useful items.It will add not only ways to fix hurts, but ways to make hurts as well. Guns, lasers, dynamite launchers, etc.
Downloads/Images/More Info later
This mod will require not only Industrial craft ^2, but also Gregtech. I will be moving straight ahead to version 1.7.10 or 1.8, depending on how soon 1.8 is released.
How I am going to implement this (in other words what I am going to do):
First of all, the old health system will be partially disabled. The player hitbox will be modified to detect different kinds of damage and specify the area damaged.
I have also decided that players will not be the only ones to have the new advanced health system. Villagers, wolves(tamed version only), cats(tamed version only), and horses(tamed version only) will also have the ability to be fixed up and upgraded through technology.
Robotics will be heavily used in single-player worlds, players will be able to patch each other up in multi-player worlds. To a limited extent patching yourself up will be implemented.
Health will be given as a bar under this mod, however this will be more of a general indicator of pain than a precise this-is-how-much-health-you-have-left thing. To find out what is actually wrong you will usually have to give yourself a check-up. However, if it would be obvious in the real world, it will be immediately obvious in the game too. There will be both low and high tech options for fixing stuff.
Another thing, injuries will only last until a) they heal, b) you fix them, or c) you die and respawn(unless you're playing hardcore. this is also to prevent you from dying endlessly because your fatal wound persisted through respawning). But, anything you do right on an operating table will persist, even through respawn. This means that you can keep all of your augmented strength and the like even when you got killed and are now 20,000 blocks away from your stuff.I will be editing base classes in order to do this, unless I somehow find a better way to implement a new health system.I just found out you can't change the base classes anymore. The good news is, I can still make this work. Compatibility should not be a problem unless someone tries doing the same thing.Every game loop ends with a call to a method in my mod. The method
checks for damage to an entity that will use the new health system and
calls three functions upon discovering it. The first gathers information
that the second will use. The second translates the damage to the new
system and updates the entities health. The third refunds the health for
the old system and prevents the entity from dying except under the new
system.When I am going to implement this:
0.0.1 through 0.0.9 will be dev versions that I won't release
I will add basic mechanics, machines, and items during 0.0.1 through 0.0.90.1.0 through 0.4.9 will be alpha versions that I will release
, but this will be a mod that edits base classes, and I will not be hardcoding support during this period
Most of the final content will be added during 0.1.0 through 0.4.90.5.0 through 0.9.9 will be beta versions where I get inter-mod compatibility set up.
Polishing up and mod-specific items and machines will be added during 0.5.0 through 0.9.91.0.0 onward will be final releases.
Polishing up, taking requests, possibly an overhaul at some point.