Oh wow, I didn't expect the thermal monitor to look THAT good ingame ! On my way to fix it btw, I forgot there were a numeric display of some sort.
EDIT : Fixed for the next release.
Oh wow, I didn't expect the thermal monitor to look THAT good ingame ! On my way to fix it btw, I forgot there were a numeric display of some sort.
EDIT : Fixed for the next release.
Nice work!
Thanks :p
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Update v1.15 :
- Updated for GT 5.05.06.
- Better ore textures.
- Mixer, Laser Engraver, Forming Press, Electric Forge Hammer.
- GUI changes, a bit cleaner, and colored utility slots for electric machines.
- Screenshot album updated.
Reposting that here : https://vine.co/v/OaYZdl9wdUq
So being thats it's mod side and not texture side. Where would I find the correct file(s) to modify those blocks/items? I am not really a programmer but I have DJ Java Decompiler and Notepad ++ to use for editing I believe they're enough to do what I need. Also, once I start editing those files would it be easier to maybe set them to a default texture that was editable as a .PNG file or just set as a default single color in the mods programming? Hope that makes sense...
Seems like setting it to a default .PNG would be the best benefit if I was to be editing them in the long run as well as customizing the individual textures per type of item.
Thanks for the help so far.
The problem is modifying the source code is impractical at best.
You'd need to give an altered version of GregTech or tell people to replace X files in the mod, which is bad because sooner or later something will break or the user will do something they shouldn't, which will likely result in the former.
Plus, if Greg modifies the file(s) you modified in order to fix a bug or alter the way it works, you'd need to update that file again, and you'd never know when that will happen.
It's not just some config files you can edit to get the colors you want then put it in the resource pack, it's litteraly hardcoded.
I think the color is assigned to the material using the RGB format when registered by the mod - I did not check the source code btw, just making an assumption.
Like I said, when item/block textures are grey (ex: BLOCK_METAL_GOLD.png is a grey texture that's assigned to a peculiar material like gold (duh), copper, silver...), that's because the mod colors them, so you should do the same and make grey textures for them, and tweak their brightness if needed. You should be fine by doing that.
Almost everything that was grey in the original assets, like pipes, cables, ingots, etc. are in fact colored by the mod, which means you can't adjust the color yourself except by modifying the mod itself.
That's why you end up making grey textures for them so that the mod colors them.
Otherwise, even if I'm not really fond of high res textures for Minecraft, you're doing a pretty good job. Keep it up.
Update v1.14 : (1.13 was an unreleased version)
- Now compatible with 5.03m
- New ore textures. Highly WIP.
- Polarizer, Electromagnetic Separator, Autoclave
- Changed all overlays containing letters, since placing them in a certain way reversed the letters.
- Dark Concrete and Light Concrete.
- Screenshot album updated to reflect the changes.
Update v1.12 :
- Now compatible with 5.03g (5.03h only adds concrete, this will come later)
- Chemical bath and Distiller (block + GUI)
- New textures for multiblock components, bronze and steel machines.
- Some fixes in GUIs (new fluids input/output for some machines)
Also, new screenshot album : http://imgur.com/a/7pqGY
I miss the huge screenshot album you used to have in the first post.
I removed it because half of the screenshots were outdated, I'll remake it for the next update
Unfortunately, some of our members can't survive without TE, so we tweak it to hell, e.g. machine frames need stainless steel.
Update v1.11 :
- Fluid extractor and fluid solidifier (block + GUI)
- New molds
- GUI improvements, user friendliness (see screenshots)
This features bothers me a bit too, because I use water for my cacti farm to gather everything and I don't want to use laggy golems to fulfill that task.
No immibis microblocks ?
Eeerr...sorry if this is a stupid question but im relativly new to the Minecraft Modding scene so...
I just noticed you don't use Buildcraft or Minefactory Reloaded,Steves Carts ,Magic Bees, Extra Bees, Thaumic Tinkerer or Project Red.Are they op (just didn't played with them much so I don't know it ).
Do not care about what's op or not, if you enjoy the way some mods works, why not using them ?
You could also change recipes with Minetweaker to make them harder, if you think they are too easy.
To be honest :
- We almost have everything we need for automation, so Buildcraft is a bit superfluous.
- MFR actively sabotages GregTech users because its maintainer decided being a douche was the way to go.
- Extrabees is fine if you can remove the machines, and IC2/GT crops do the job fine I guess.
- We're not using Project Red because Immibis' Redlogic (+ Microblocks) is more fit to our needs.
Also Kirara was intended to be a server with a light modpack, so...
In a completely unconnected rant, why do skeletons like hiding under the shade of my windmills so much?!
Sunburn avoidance
Even if KingLemming's statement about IC2 upgrades is fair, in IC2 you can't power a macerator or any machine by punching a clockwork engine, even if the latter comes from another mod.
Also, spamming solars is not exactly a panacea, especially on SMP.
Update v1.10 :
- Tiered machines improvements
- New overlays for multiblock controlers, canning machine, assembler, disassembler, wiremill, extruder and scanner
- Improved output/input overlays
- Jackhammer
- Fermenter (Block + GUI)
- GUI tweaks (amplifabricator, matter fabricator, potion brewer)
- Nuggets textures
Looks like PIAT stop update?
Yup, it's a bit abandonned for now, but when I'll play 1.7.10 I'll update it.
You dont see the actual Nether Brick below the Pillars? Someone obviously got the Idea of replacing those Blocks by hand.
Yup I saw that the rest of the structure farther away was made of nether bricks. Someone must have been really bored.
Uuuuh, something... interesting... happened in the Nether's worldgen.
Long story short, I'm trying to do a mod that brings back something like pre-experimental IC2 UU Matter.
The ways of achieving this will depend on mods installed, from liquid UUM compression to Forestry liquid honey/biomass mutation, and so on.
My aim here is to use this mod as a way to improve in Java programming and modding altogether.
My question is : If such mod were to be released, would IC2 devs be fine with that ?