Keep of Metal and Gold (in-development mod)

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
Precisely! I want it to be intuitive, yet challenging. Not GregTech challenging, but not instant "get all the things and become a god," either. Though, I think the decor should be available out-of-the-box. They're nothing terribly complicated, but its never too late to let out your inner interior decorator!
 

dgdas9

New Member
Jul 29, 2019
1,564
0
0
This mod idea is getting better and better.This research metod is really cool and new !:)
 

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
Thankee! Sorry I've not been updating as much as I used to in the past few days, things have gotten pretty hectic since I'm only 9 days away from moving out, and I've been handling a lot of shit, both in business terms and emotionally.

However, let's talk worldgen! Damn near every mod's got it, and mine shan't deviate in that regard. Here are my ideas for ores, so far...

  • Copper and Tin - Bog-standard metals for almost every mod out there, nothing all that new, here.
  • Chromium - May or may not be cross-compatible with GT chrome, but this ore and its resulting ingot can (and will) be both used on their own and, when combined with iron in a Metal Melding Machine, is used to form steel.
  • Zinc - GregTech already gives us zinc in hell, and its not all that hard to get, in that regard, so this will likely be cross-compatible with it. Zinc, like tin, can be placed in the Metal Melding Machine (either as any stage of maceration, dust, or ingot) to form brass, which may be cross-compatible with RedPower, assuming Elo wouldn't yell at me.
  • Aluminum - While not as common as its XyCraft counterpart, they can be used almost interchangeably: 2 XyCraft aluminum can be crafted together to get one of my aluminum ingots, and it can go the other way 'round to get 2 XyCraft aluminum.
That's all I can think of in that regard, so far, but there may very well be more coming down the pipe. Now, this Metal Melding Machine (so named for added alliterative appeal, lol) is one of those early-game machines that technically require no power. Starting off, they work quite like a grindstone from AE, attach a crank, and click it just like the grindstone to alloy your metals together. However, once you get it established, you can eliminate the need to do this by giving it power, and it'll work faster when powered, too!
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
Could I put forward the request that on the ore processing, you don't have the different types of "dust" dependent on the type of machine the ore has gone through. That's one thing I don't like in factorization. Just have one iron dust, and the yield you get from it depends on the machine you've processed it through. You don't need coarse, gritty, refined, smooth, whatever versions of dust, that's just extra micro management.

As to the ores, make sure you have uses for them that matches world gen. Using the DW20 pack, I totally ignore XY aluminium, plus most of the ferrous ore by TE.

For Aluminum, I think a 4 to one ratio might be even better, there's just so much of that damn stuff everywhere from XY.

How about a rare made up resource unique to your mod? But, instead of it being below 10 level, have it spawn only in the highest mountains. People then have to climb mountains to find this resource, instead of digging down to diamond level.
 

Kocyk

New Member
Jul 29, 2019
113
0
1
Maybe instead any kind of dust the entire processing chain would be treated as a multiblock structure with shared GUI?
Eg. you have Tumbler and Sieve next to each other (and maybe some sort of furnace as required part). If you insert ore you just get ingots as output, but 50% more than just smelting ore in furnace. Adding Washer and Chemical Bath would increase amount of ingots to +100%. Electroplating Machine would bump it up to 250% total.

Each machine would open up new parts of GUI where you can see the progress and maintain them (replacing used up parts and stuff).
 

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
Maybe instead any kind of dust the entire processing chain would be treated as a multiblock structure with shared GUI?
Eg. you have Tumbler and Sieve next to each other (and maybe some sort of furnace as required part). If you insert ore you just get ingots as output, but 50% more than just smelting ore in furnace. Adding Washer and Chemical Bath would increase amount of ingots to +100%. Electroplating Machine would bump it up to 250% total.

Each machine would open up new parts of GUI where you can see the progress and maintain them (replacing used up parts and stuff).
Actually, I like this idea. It makes the processing more accessible, simpler to use, and more modular. Though, I think until you get the Electroplating Machine, it'll just make dusts that you'll have to melt down to ingots in a furnace of your choice, since that's pretty much -the- express purpose of the Electroplating Machine, as well as granting a bonus to more easily recoup the investment.

Also, thinking on it, aye, I think I'd go with a 4:1 ratio of XyCraft aluminum vs my own, given how common the former is. It'll let you craft it in your own personal 2x2 grid in your inventory. I was thinking of incorporating aluminum tools, as well. When processed correctly, aluminum can be quite durable, hence why its being used in a greater range of applications today than it was in the past, so I think putting it between iron and diamond in terms of speed and durability would be a fair idea...as for the mining level, dunno which I'd go with, iron or diamond.

There are some semi-rare, made-up resources already in planning: the elemental crystals. Granted, you can only get them from elementals, but their utility will be quite broad, I assure you. I'll even throw in a custom bow to use the special arrows you can make with them, as well as vanilla arrows: the composite bow. The shape of the crafting recipe for it is the same as the vanilla bow, but instead of string you use leather, and instead of sticks you use composite wooden planks (made by combining 2 different kinds of planks together). Given how much more it'll take to make, the bow will be much more durable and have a greater range than the vanilla bow, and you can select the type of arrow it uses by either using shift+tab or your mouse wheel to cycle thru the arrow types. I was also thinking of implementing quivers: using a similar principle behind the Forestry backpacks, these will act as 2nd smaller inventories that will only accept and work with arrows, and when searching your inventory for arrows of a given type, the composite bow will search thru any quivers in your inventory first, making long range combat more convenient!
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
well, if you`re gonna make your version of aluminum with 1:4 conversion rate from xycraft, you should also name it like its actually different, like "dense aluminum" or something along this line.
a better bow sounds good. any words on other possible weapons? flintlock pistol maybe, with addition of ammo and gunpowder pouch? :)
 

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
I was considering adding stationary weapons like cannons and such. The mod's supposed to be Thief-themed, or at least as close as you can get in Minecraft, and the world of Thief is devoid of guns. Cannon-wielding, steam-powered robots, however, are quite present and quite annoying, lol.

I do like the idea of siege warfare in Minecraft, as well. You've got a big enemy on your SMP server that you and your friends have backed into their keep, but their walls are too well-defended to rush in. What to do? Let fly with the artillery!
 

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
Its been far too long since I posted here, but I figured I'd give you guys an update. I've moved out successfully (minus a bitch of a bus trip, lots of delays), and the shock from that is...beginning to wear down, at least. I'm in the process of gathering the tools I need to get to working on this thing, got most of what I need (Eclipse, MCP, Forge), now its more a matter of getting the dev environment setup properly. Of course, life's gotta come first, and I'm gonna meet the girlfriend's family for the first time today, sooooo yeah, lol.

Its getting settled down a bit, its more a matter of getting into the right frame of mind, ya know? I've long since learned to never code when depressed, anxious, or overly frustrated. Doesn't lead to good results, lol.
 

DreamBound

New Member
Jul 29, 2019
10
0
0
Dammit.
I'm just reading this now, and I've already started making my SteamPunk base. WHYYYYYYYYYYY?!?!?
 

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
Okay, so amongst other things, I've been thinking about how to handle steel. Railcraft's way is just too slow, and GregTech's way is too time/resource-intensive, for my tastes at any rate. Sooo, I'm introducing my own way! Well, two ways, technically, but they achieve the same result. The first, early-game, way is thru the Steel Mill. It works similarly to a vanilla furnace, except it requires two different fuels.

Komag-steel-mill-GUI-mockup_zps39f7b737.png


That's a mockup of what the GUI is basically going to be, minus stylization and such. As you can see, it requires both coal/charcoal, and coal/charcoal dust. Why the dust? So you can lend carbon to the iron, one of the ways that steel is made in the real world. How does one make Steel Mill? Like so:

Code:
BHB
BFB
BBB
B = Brick Block
H = Hopper (Turns to a Chute if BuildCraft is available)
F = Furnace (Turns to an Iron Furnace if IC2 is available)

One piece of coal/charcoal and dust nets you 4 pieces of steel, but it cooks at one piece every 5 seconds. Reasonable cooking speed at the cost of extra fuel, and the fuel being used less efficiently than a vanilla furnace.

To acquire coal/charcoal dust in-mod, I've thought up something somewhat reminiscent of the Quartz Grindstone from Applied Energistics: the Flint Grindstone. No, it won't be able to process ores, flint's too brittle to handle anything that hard, but it can process such soft materials as coal, wood, and various other plants.

Code:
Flint Grinder Head
 S
 S
FFF
S = Stick
F = Flint
 
Flint Grindstone
 S
CHC
CCC
S = Stick
C = Cobble
H = Flint Grinder Head

It comes out-of-the-box with a crank, so all you need to do is shift+right click to open the GUI, place your materials in, exit GUI, then work it just like a clockwork engine. It takes about 25% less time to grind down a single item when compared to the Quartz Grindstone, but this comes at the cost of less utility.

Now, you've gotten your steel, setup your bioler(s), and got some electricity going. It'd be wonderful if there were a way to make steel more efficiently, wouldn't it? Well, there will be! Introducing the Convection Steel Mill; it requires only iron and coal/charcoal dust, since we still need that critical carbon to make steel, but does it faster than the regular Steel Mill, and produces 8 steel for every dust instead of 4, making it more fuel-efficient!

How does this impact the use of chromium in the mod? Well, instead of using it to make steel, its now going to be used to make stainless steel. It'll be much more durable, produce superior tools, and make more resilient boilers and pipelines compared to its regular counterpart. Of course, you'll need an Alloy Oven to make stainless steel, a device which can only be run on electricity, as electric heat is the best way to provide consistent, tightly-controlled heat required for proper alloy creation.
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
so Steel Mill is faster version of RC`s Blast furnace, with different fuel efficiency? and Convection Steel Mill is more efficient version of GT Ind, Blast furnace?
i like it :) but will be your steel compatible with RC and GT?
 

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
It should be, aye. Where there's overlap between my items and materials and other mods, I do want there to be compatibility between them. Though, steam will be functionally -very- different from Railcraft; its not a fluid (both literally and in terms of mechanics), and therefore can't be stored in things like tanks. Basically, its measured in terms of pressure, expressed as pounds per square inch or PSI. This way, there's no fiddly fluid transfer mechanics having to be done, which should make the whole power thing more FPS-friendly...in theory, at least, I've not gotten to the "in practice" part, yet. However, I do plan on seeing if I can't work with Power Crystals on getting my steam and electricity to interface with Power Converters, once the mod's to a semi-stable testing point.

Also...maybe a bit of an odd request, but would anyone there like to design me a logo for the mod? Keeping in mind the theme, of course, something like "Keep of Metal and Gold Mod" with "for Minecraft" as a subtitle. I'd do it myself, but as I said 'fore, I'm pretty much crap at CAD, lol.
 

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
Let's talk power! Our basic unit of electrical charge is called the Magnetic Charge Unit, or MCU, which is created by putting steam thru generators with a steam motor in them. Depending on what the motor and generator housing are made from, as well as the pressure (in PSI) passed to the machine, you'll get a varying amount of MCU. The amount of MCU created by the motor is expressed as a ratio, PSI:MCU. For example, a simple iron motor would net you a 2:1 PSI-to-MCU ratio whereas a gold one would net you a 1:2 PSI-to-MCU ratio, but wouldn't last as long as the iron one. The power created by the motors can be boosted by different generator housings and lubricants. A gold housing would get you, say, a +20% MCU bonus, whereas one made of electrum would give you +33%. Water-based lubricants would only give you, say...+5% extra power, but something along the lines of teflon would boost your bonus to +50%, perhaps even more.

This way, you can mix-and-match to meet your needs, and gives you incentive to not only use lubricants, but to work up toward the higher-tier lubes, since you'll be getting more bang for your buck out of them compared to their lesser counterparts.
 
  • Like
Reactions: Pokefenn and dgdas9

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
i`m probably missing something, but iron and gold as materials for motor and housing sound a bit silly, because they dont poses decent mechanical properties.
 

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
They are a bit substandard, but they're for entry-level power; kinda toeing the line between realism and fun. Having to grind up enough steel to get a generator (let alone a boiler) running for early-game would, in my opinion, turn off a lot of potential players at a very critical stage in the mod's tech tree. If the beginning isn't enjoyable, yet challenging, then next to no one will want to use it.

However, the gold may be useable not as a motor/housing unit in and of itself, but as a conductor module inside the housing. I've got it planned out like so:

Each generator consists of a housing (the physical, in-world block), a motor (to convert kinetic energy to electromagnetic energy), and six optional slots for conductors which can grant you a boost to power (on the block face to which the slot corresponds). While the conductors aren't necessary for the machine to function, they're very useful, and will give players an incentive to sink something other than iron, rock, and coal into their machines. Plus, extra variety!
 

Loufmier

New Member
Jul 29, 2019
1,937
-1
0
I see, however it`d be nice to see a different variants of coils for motors: copper, gold, electrum, iron(why not?). or that is what you`ve meant by different conductors? :)

i`m also interested about your thoughts on power transfer.
 

RavynousHunter

New Member
Jul 29, 2019
2,784
-3
1
Hmm...I could have it set up so you can use the vanilla crafting bench to make single-material motors, but have a special machine later on that would allow you to mix and match materials for different parts of the motor, for even more customizability.

As for power transfer, methinks the entry-level transfer system would be cables made of copper, gold, and the like that'd look similar to Factorization lead wire. I'd like it if my cables would be compatible with BuildCraft facades, as well. However, once you get far enough into the tech tree, you'd be able to research and develop various methods of wireless power transfer; from short (maybe max of 20 blocks or so) range to long (up to a kilometer, with chunk loading), with the short-range nodes having particle effects leading between the sender and any receivers. You'd be able to create linking crystals that you can use (and they'd be reusable, too!) to attune a receiver to a given transmitter. Just right-click the crystal on a transmitter, then do the same to any receivers you want that transmitter's power to be sent; re-keying the crystal would be as simple as right-clicking it on a different transmitter.

The cables would be for short- to mid-range, depending on the material used to create them, power transfer; they'd incur greater distance-based losses compared to wireless power transfer. This way, you're less likely to end up with a ton of power lines snaking all over the place like some kinda Rorschach test.
 
  • Like
Reactions: Loufmier