Keep of Metal and Gold (in-development mod)

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RavynousHunter

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Jul 29, 2019
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As I'm sure some of you have noticed in the Mod/Item/Stuff Ideas thread, I'm kinda planning out my own Thief/steampunk themed mod, which I have decided to dub Keep of Metal and Gold, after one of my favourite members of the Thief fan community.

Q: What's this mod about?
A: In part, its a Thief-inspired, steampunk themed mod which features many different forms of steam boilers with what I hope will be wholly unique mechanics regarding the production and usage of steam. It'll have its own power system, which will focus on short-to-medium distance electricity transportation and modular power generation a la MFFS. The mod will also feature many neat tools, toys, a few new hostiles to combat, plus a few TV/movie/game references here and there.

Q: How does this mod's steam differ from Railcraft steam?
A: In two fundamental ways: its focus is less on realism and more on providing an enjoyable and intuitive experience; also, its not another way to make BuildCraft power, Keep of Metal and Gold's power system is unique unto itself and its steam will not be able to mingle with Railcraft steam, nor is it a (technical) liquid, and thus can't be carried via liquiduct or waterproof pipe.

Q: Will it have its own ore processing machines and mechanics?
A: Sort answer is yes. The longer answer is that I want to take something that is, again, unique, but also intuitive. Ore processing machines start off somewhat weak, providing bonuses roughly analogous to Factorization slag furnaces. However, you'll be able to build, later on in your game, machines and upgrades that will grant you greater yields, and the ore machines will be able to work as one cohesive unit if placed adjacent to one another in the proper order, no pipes/tubes/AE necessary.

Q: You mention "unique mechanics," what are some examples?
A: First and foremost, the idea of upgradable machines, items, and other odds and ends. The end result will be the user keeping their early machines longer, diverting from the norm established by mods like IC2, where upgrading your machines usually means replacing them entirely. For example, your standard electricity generator block will be a generator housing, which can be made of different materials, which all have their own unique properties: steel has high durability, gold has low durability, but high conductance and capacitance, and so on. However, the block won't function without a motor inside it which can, again, be made from many different materials granting different levels of performance in different areas.

Also, a theme of routine maintenance will be in place, where users must occasionally look over the components in their machines (viewed by shift-right clicking the machine in question) and assessing their levels of wear and metal fatigue. Wear is something like a health bar for the item, as opposed to normal Minecraft item damage; it'll wear down the longer the machine's active, but will be restored over time, moreso if the machine is inactive. Metal fatigue is more along the lines of what Minecraft players are accustomed to in terms of item damage; its semi-permanent and will require the item being taken to a repair bench and supplied with the necessary materials and/or replacement parts to keep it in good, working order.

In addition to maintenance, some machines, such as generators, will require lubrication to prevent excessive, unnecessary wear. An easy, early-game form of lubrication will come in the form of water-based lubricant, which doesn't last very long and only stops some wear and metal fatigue from affecting the components inside the machine. As time goes on, the player will be able to create better lubricants, including petrol-based lubes in addition to those based around renewable plant/animal resources (the former likely requiring BuildCraft for oil), all the way up to modern, synthetic lubricants, namely Teflon.

Q: I heard something about golems, or automatons, or somesuch...what's that all about?
A: Well, methinks their official name (courtesy of Lambert) will be VAO, or vapor amet operarius ("steam powered worker" in Latin). Apart from that, the VAOs will be mid-to-late game pieces of advanced technology, capable of performing one of a multitude of functions: area patrol, point defense, construction, wood harvesting, mining, food gathering, farming, bodyguards, and even sorting VAOs! Their functions will be determined by what core module you install into the VAO Orb (think golem-in-a-ball, kinda like Morrowind), and they can be given a range of upgrades which will include intelligence, strength, carrying capacity, perception, chunk loading (requisite for mining VAOs), and even upgrades which will (if they're installed) allow them to interface with things like IC2 tools, MPS gear, and Applied Energistics inventories.

Q: So, you want to interface with other mods? Do you have any examples or a wishlist of mods you'd like to interface with?
A: Actually, I do! I'd definitely want to be able to interface with IC2, BuildCraft, and their constituent addons like GregTech and Thermal Expansion. In addition to those, I'd really like to be able to interface with XyCraft, Modular Power Suits, Applied Energistics, and perhaps even Computer Craft and PowerCraft. That is assuming, of course, that I get permission to do so from their authors...I'd not do so without it; I show them the same respect I'd want them to show me.

There's more to come, I've just kinda hit a fair stopping point for this post. Please note that this mod will take a fair bit to create and get working properly, and that its principal author, me, will be going thru several critical life changes over the next few weeks, so code will take a bit to come into being as I get situated and get my life in order.

Questions? Comments? Criticisms or suggestions? Bring 'em on! I'll do my best to ensure that no reasonable post is ignored or unanswered.
 

Lambert2191

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Jul 29, 2019
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I think I'm gonna be calling this MaGCraft tbh XD

Looks pretty awesome, looking forward to trying it out. I would kinda like it if RC and your steam could intermingle, some integration with the Forge ore/liquid dictionary would be very well recieved imo.
 

RavynousHunter

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Jul 29, 2019
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I do plan to integrate with the ore dictionary, and some liquids in the liquid dictionary, but my steam and CJ's steam are, from what I see, too different from one another to interface properly. I might could add my two-pence to Power Converters, so you can convert my steam to CJ's steam, and electricity and such.
 

Golrith

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Thumbs up at at this idea, especially for mentioning Morrowind, best TES game out there :D
 

Jess887cp

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Jul 29, 2019
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A thread for your mod! I'm definitely looking forward to it. I have two questions; what *is* the power system, and will there still be nuclear boilers?
 

Omicron

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Jul 29, 2019
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What kind of worldgen will you have, and will your materials be ore dictionary compatible?
 

RavynousHunter

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Jul 29, 2019
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A thread for your mod! I'm definitely looking forward to it. I have two questions; what *is* the power system, and will there still be nuclear boilers?

I've not decided upon a name for the energy units just yet, but I'm thinking of it as something of a cross between the simplicity of MJ with the limited early-game long-range power transmission of Blutricity.

What kind of worldgen will you have, and will your materials be ore dictionary compatible?

So my mod won't 100% rely on a ton of other mods for variety, the worldgen will be similar to what you've seen elsewhere: copper, tin, etc. I do plan on adding a chromium ore, though, which can be (via something analogous to an alloy furnace) mingled with iron to create steel. I want to work off of what's already there as much as I can, while still being reasonable, coherent, and logical. Also, all materials will be ore dictionary compatible out of the box.

As for what steam's used for, its primary role is as something along the lines of a mod-universal fuel for electricity generation. However, I've been entertaining the idea of things like steam grenades which, while they do no collateral damage, deal significant damage to unarmoured mobs, along with other weapons both in-hand and as emplacements, like cannons and such. The idea of a steam-powered cannon just sounds cool, and I can kinda hand-wave the persistent steam existing inside self-contained capsules and such by having their crafting recipes include fire crystals from elementals, which will keep the water at the requisite temperature.

Actually, that makes me think about a use of fire crystals aside from fire arrows and the above: craftable, throwable Super-Heating Orbs, which will be a precursor for steam grenades, but can also work as grenades themselves by throwing them into a water source block. The source block's destroyed, as its flash vaporized, and a TNT-like explosion is set off, with some extra damage caused due to anything in range basically being boiled with ultra-hot steam.

Ooooh, maybe have steam be usable as traps and such for mob farms and/or security stations. A steam vent pipe that, when hit with a redstone signal, outputs steam. The higher pressure the steam's under, the more damage it does, and the faster it does it. At low enough pressures, though, it'd be perfectly harmless and would just emit steam particles (which it does so long as there's any steam at any pressure in the pipe network), which would be great for atmosphere.
 

Lambert2191

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Jul 29, 2019
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Actually, that makes me think about a use of fire crystals aside from fire arrows and the above: craftable, throwable Super-Heating Orbs, which will be a precursor for steam grenades, but can also work as grenades themselves by throwing them into a water source block. The source block's destroyed, as its flash vaporized, and a TNT-like explosion is set off, with some extra damage caused due to anything in range basically being boiled with ultra-hot steam.

Ooooh, maybe have steam be usable as traps and such for mob farms and/or security stations. A steam vent pipe that, when hit with a redstone signal, outputs steam. The higher pressure the steam's under, the more damage it does, and the faster it does it. At low enough pressures, though, it'd be perfectly harmless and would just emit steam particles (which it does so long as there's any steam at any pressure in the pipe network), which would be great for atmosphere.

I can see myself using these to get rid of floating water source blocks from quarries XD
 
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RavynousHunter

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Jul 29, 2019
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I dunno, I feel that the power armour side of things is pretty much dealt with by IC2 and MPS. I mean, there's not much I could do in terms of functionality that isn't already covered by the other two. I don't mind a little redundancy, FTB already has some by its very nature, but power armour would be a tad too redundant, for my tastes.

Also, I think I've devised something of an improvement on ThaumCraft's sorting and inventory marking system. Marker blocks are an excellent idea, and I'm thinking that I could perhaps add native support for them and the VAOs should the mod be present alongside mine. However, there's only 16 different colours of marker block. For most purposes, this is more than enough, but I think I have a way to make it more...flexible, and customizable, by taking a leaf from Soaryn's book.

What I'd have is a craftable item called a "Colour Wheel," which would be made out of a wood plank slab and any combination of 8 dyes (of different colours, so you can't just use all red dye, for example) in a regular old crafting bench. Shift right-click, and it'll open up a menu where you can key it to any combination of Red, Green, and Blue you want, for full 24-bit (no alpha) colour, giving you a range of some 16 million colours! Also, each Wheel can store up to 16 favourite colours, for easy access to the colours you use most often, and can even be given a name which will be displayed in its tooltip. Combined with Interface Markers, this will make handling inventories much more precise, and much, much more flexible. Just right-click an Interface Marker with a Colour Wheel, and the former's colour will be visually changed to reflect the current chosen colour of the Wheel that was used on it!
 

FastTquick

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Jul 29, 2019
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You've really got a great concept for a great mod here. If I do have some gripes with this, it's that having to constantly check on and maintain any running machines can become annoying after a while. Especially if you want to do other stuff like research Thaumcraft items, making mob grinders with soul shards, etc. after making your generators and ore processing machines. Is there any way you can make a way to automate the process of maintaining your machines (i.e. making a kind of VAO that you can program to automatically maintain and repair when necessary a certain machine you assign it to while you're off doing other things?)
 

RavynousHunter

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Jul 29, 2019
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Aye, one of the functions I was planning on including in a VAO was a machine maintenance core. Also, the damage won't be extremely fast, unless you do something terribly wrong like not lubricating the engines in your generators. Like, for an otherwise well-maintained basic machine, the components will last...around 2, maybe 3 Minecraft weeks before the degradation gets to the point where it harms performance. I want my mod's machines to be able to be fully automated, I just want the player to have to work for it, ya know?