Okay guys. I got one last surprise for y'all, because I know you guys love this mod so much.
Any Blood Magic love?
Any Blood Magic love?
Yeah, Do you mean Wyld? He was one of the first beta testers of Pay2Spawn (in 1.6.4) as the creator is a moderator in his channel
Okay guys. I got one last surprise for y'all, because I know you guys love this mod so much.
Any Blood Magic love?
YESSSSSSSSS YES YES YES YESFSP comes out very soon.
Get hype!!
/me drops the mic.
SO GUIZ. Remember when I posted teasers and you guys went ape-shit over the new Flaxbeard's Steam Mod stuff?
I'm looking forward to the optimization in 2.8, no so much as with all the bloat that'll come with it.I'm waiting to see what he can do with 1.8. Can't you see him make rayguns using the Guardian's beam mechanic.
I'm looking forward to the optimization in 2.8, no so much as with all the bloat that'll come with it.
Also steam-powered rayguns lolwut
8/4/2014 0.4.1a
Tweaks to provider power usage.
8/3/2014 0.4.1a
Corrected emitter inventory orientation.
Added redstone particle effects to emitter.
Linked redstone mode button tooltips.
Bugfix: IO gui doesn't show updated filters on shift click.
8/2/2014 0.4.1a
Massive network code cleanup.
Rewrite of the essentia emitter.
Corrected slot size on emitter gui.
Corrected emitter title placement.
8/2/2014 0.4.0a
Added IO research.
Added A.C.T research.
Added Essentia Terminal research.
8/01/2014 0.4.0a
Added root research node to Thaumonomicon.
Added core's research.
Added storage research.
7/31/2014 0.4.0a
Made Thaumonomicon tab.
Got textures from CyanideX!
Bugfix: Providers do not use a channel on load.
Bugfix: Providers can not determine network color when placed to another provider who's cable is full(8 devices).
Essentia Terminal now always drops any items in the input and output slots when broken or wrenched.
7/30/2014 0.4.0a
Adding regular recipes.
7/29/2014 0.3.1a
Bugfix: AE Parts now drop or save inventory contents when broken or wrenched.
Bugfix: AE Parts now require power to work.
Bugfix: Import and Export GUI slots don't indicate when they can be used.
Bugfix: Can't place torches, levers etc against the side of providers.
Bugfix: Providers give no visual indication that they are inactive or disconnected.
7/28/2014 0.3.0a
Added search to ACT.
Added item tooltips to ME slots in ACT.
Fixed build error: Was using JVM 1.7 compliance, changed to 1.6
7/27/2014 0.3.0a
Cleaned up widget and gui code.
Added ME deposit support to ACT.
Added ME extract support to ACT.
Added ME linked crafting to ACT.
Added fuzzy match to linked ME crafting to ACT.
7/26/2014 0.3.0a
Linked ACT to ME item network.
7/25/2014 0.3.0a
Added vanilla crafting functionality to ACT.
Added Thaumcraft crafting functionality to ACT.
Comments and code cleanup on abstract packet.
Implemented packet compression for lists.
7/24/2014 0.3.0a
Bugfix: Terminals now drop contents when destroyed.
Added Arcane Crafting Terminal AppEng part.
7/23/2014 0.2.1a
Fixes #2: Added IO whitelist. Tiles must be on the whitelist for extraction/injection.
Added "Cell" to the storage cell names.
Refactored EssentiaTileContainerHelper method names for clarity.
Refactored EssentiaItemContainerHelper method names for clarity.
Added whitelist registration methods to EssentiaTileContainerHelper and EssentiaItemContainerHelper.
Bugfix: Can no longer put items that do not hold essentia into terminal input slot.
Several bugfixes related to jars when used in the terminal.
7/22/2014 0.2.0a
Created Infusion provider block.
Added custom renderer to provider.
Implemented AppEng part of provider.
Implemented Thaumcraft part of provider.
BugFix: Import bus would not import if no filter was set.
7/21/2014 0.1.3a
Various bug fixes.
Code comments and cleanup
Bugfix: Possible CME on terminal inventory when multiple players are using it.
Major Bugfix: Shift+Click did not properly transfer items, and could dupe items.
7/20/2014 0.1.2a
Essentia Providers now take on the color of the cable they are placed against.
Essentia Providers will take on the color of the first cable it finds if there are not matching cables with its color.
Bugfix: Incorrect lighting on essentia providers.
Rotated provider textures for a more seamless look.
Various code cleanups.
7/19/2014 0.1.1a
Created block for Essentia Provider.
Implemented Thaumcraft part of essentia provider functionality.
Implemented AppEng part of essentia provider functionality.
Removed unused tickable interface from essentia terminal.
BugFix: Potential issue in essentia<->fluid conversion handler when input list was null.
Various name refactors.
BugFix: All parts, trying to use the world before it existed.
BugFix: Storage bus did not update when phial was used to deposit essentia in empty neighboring jar.
BugFix: Terminal plays sound each time it is opened, if an item was left in the output slot
Added custom renderer and overlay texture for essentia provider.
New Blocks
Steampunk*Steampunck. It's like that. Robots and flying machines are also a thing.
MOAR OPTIMIZATIONZ!!! MOARRRI'm looking forward to the optimization in 2.8, no so much as with all the bloat that'll come with it.
Also steam-powered rayguns lolwut
Steampunk*
And how the HELL would you power a ray gun with steam? The rest makes sense, b/c pressure and all that, but RAY GUNS?
Ya, that is a good comic.I have no idea. I think it has something to do with how little they understood of radioactive materials.
But please preview at your leisure the webcomic girl genius. You might understand it eventually.
http://www.girlgeniusonline.com/
LogicMode=trueSteampunk*
And how the HELL would you power a ray gun with steam? The rest makes sense, b/c pressure and all that, but RAY GUNS?
Not gonna lie this it my favorite one so far.BUT WAIT. DERS MOAR.
I especially like the "When hit, my suit will flicker for a couple seconds." bit. That seems like it would be awesome.BUT WAIT. DERS MOAR.
You spin a crystal really fast while also generating an electric spark (Tesla is very steampunk contemporary). When the spark is strong enough, spray your steam outward in a jet. Bam! Ionized pathway to target: Lightning ray.Steampunk*
And how the HELL would you power a ray gun with steam? The rest makes sense, b/c pressure and all that, but RAY GUNS?