Mod Feedback Thermal Series Design/Feedback

King Lemming

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Jul 29, 2019
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On mobile so can't edit quotes to reply sorry...

On the multipart thing, ok fair enough I get it. Let's leave FMP for aesthetic purposes.

How bout get together with the other nod devs and come up with a universal system?

Cos atm I have Buildcraft, Thermal Dynamics, Applied Energistics, Ender Io and FMP all adding in things(and recipies) to cover pipes... That's ridiculous.

I instantly removed Thermal Dynamics from Infinity for this reason.
For what reason? The way we do recipes you literally don't improve your load time, performance, or anything at all actually. We don't have a million recipes - we have one extremely intelligent recipe. If you're worried about recipe bloat, you removed exactly the one mod on the list that doesn't cause it. We also have connected textures. ;)

If it's just an OCD thing, then I can't really help you there. There is no good way to do a truly universal system, because it has to interface with the underlying tiles and they're responsible for the behavior and the rendering. Is it possible to do an interface? Maybe, but it becomes something everyone implements on their tiles and does their own way. It could assist with a bit of crossover stuff, but it wouldn't be truly universal.

I don't like the Buildcraft dependency for LP. Also, I was unaware Signalum and Resonant Retrievers do this already. You, sir, have all the wins.
Didn't realize it still had that dependency. That's unfortunate.

Matter Generator?
Maybe in Thermal Ascension. I sort of consider those things to be broken by design and wouldn't put it in TE proper.

I want the old omniwrench back. That texture was amazing to me.

I really like Redstone arsenal, but I'd love a bit of customization on the armor. Nothing major, but being able to dye the armor would be very nice. Its kinda boring to have awesome armor that makes you look like every other player wearing it. That was the huge drawback to qsuits back when I used IC2. I don't know how much of a connection you guys have with Redstone Armory so I won't comment on that.

Thanks for your efforts as always and kudos to you and the entire CoFH team.
We don't have anything to do with Redstone Armory. As far as changing the color on the armor, it's tricky. We'd have to greyscale it to allow that, and it will lose some of the details in the process. It may be feasible, however.

Oh i got a new one. Augments for RA stuff. Like adding enhancements on armor and make it visible.
Currently, RSA doesn't have a direct dependency on TE, but that would sort of change that. I've had some ideas for augmentable armor (since TE2 really, before modular powersuits was released), so it's worth looking into definitely.
 

psp

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Jul 29, 2019
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It also has this warning:

Don't use this in productive environments
WARNING: This is a early version of LP v0.9. It does contain bugs and cause crashes. So be sure to make backups because of possible trouble.
How buggy is buggy, too buggy for a modpack?
 

ShneekeyTheLost

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Dec 8, 2012
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Lost as always
How buggy is buggy, too buggy for a modpack?
I dunno, that's the warning on the Jenkins page I found for 0.9. If the mod dev suggests I don't use it, I generally listen.

Also, I found nothing in the changelog that indicates that it has moved away from BC dependency. If so, this is great, but I can't find any documentation to confirm this.
 

asiekierka

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Dec 24, 2013
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I dunno, that's the warning on the Jenkins page I found for 0.9. If the mod dev suggests I don't use it, I generally listen.

Also, I found nothing in the changelog that indicates that it has moved away from BC dependency. If so, this is great, but I can't find any documentation to confirm this.

The entire point of LP 0.9 at its conception was to make the new pipe models and a unique, non-BC identity - even LP 0.8 doesn't have any big dependencies on BC.
 

psp

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Jul 29, 2019
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The entire point of LP 0.9 at its conception was to make the new pipe models and a unique, non-BC identity - even LP 0.8 doesn't have any big dependencies on BC.
Is actively being worked on? (The 0.9 version)
 

asiekierka

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Dec 24, 2013
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That may well be, but I still cannot find anything citing this in the changelog or any other official documentation.

Perhaps they didn't finish it yet; however I inspected the codebase and the direction it's going in, and that is the plan. (Right now, they still seem to depend on BC - Core, Transport and Silicon specifically; with BC 7, you will be able to include just those again)
 

ShneekeyTheLost

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Perhaps they didn't finish it yet; however I inspected the codebase and the direction it's going in, and that is the plan. (Right now, they still seem to depend on BC - Core, Transport and Silicon specifically; with BC 7, you will be able to include just those again)
The problem with this being that I have no interest in installing Buildcraft
 
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VapourDrive

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Jul 29, 2019
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I love the light hearted design of the mod and i think it makes the minecraft feeling. Spending hours just get a machine is not my thing. For suggestions I'd say a retexture could be fine. But i dont hate this textures as well.
Check out the Unity textures that we have been working on
https://github.com/CyanideX/Unity/pull/19
https://github.com/CyanideX/Unity/pull/8
https://github.com/CyanideX/Unity/pull/5
We are ever getting closer to a full release, but you can download the repo as a zip and convert it yourself easily.
 

ShneekeyTheLost

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Check out the Unity textures that we have been working on
https://github.com/CyanideX/Unity/pull/19
https://github.com/CyanideX/Unity/pull/8
https://github.com/CyanideX/Unity/pull/5
We are ever getting closer to a full release, but you can download the repo as a zip and convert it yourself easily.
Any plans on adding Agricraft? Having a resource pack that includes Agricraft makes things MUCH easier for making custom plants because you have to make the textures as well and you've got to make sure they are in the correct folder.
 

Golrith

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Nov 11, 2012
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Check out the Unity textures that we have been working on
https://github.com/CyanideX/Unity/pull/19
https://github.com/CyanideX/Unity/pull/8
https://github.com/CyanideX/Unity/pull/5
We are ever getting closer to a full release, but you can download the repo as a zip and convert it yourself easily.
Offtopic, but while I don't use a 16x texture pack, I must say, I actually prefer the original textures for storage blocks and ingots over the Unity ones. The Unity ones are very drab/dull, especially the storage blocks. The original textures are much more interesting and feel much more like a solid lump of metal.
 

TheSepulcher

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