I’m back… with a load of new stuff

So, obviously, i’m back since about 20 hours.
Slept, ate, worked through my mail bin and now are nearly ready to get fully back into action. Need to prepare for an exam tomorrow, but after that one i’ve got some neat time to push IC² forward.

As i already mentioned, i was on a 2-week vacation on Bodensee (a mid-sized lake in Europe). The promised WLAN refused to work, thus the sudden silence from my side 😛

However, due to continously random weather (generally we got coldness, lot of rain and a few hours of burning sun… EACH day) and my Laptop i’ve pushed quite a few new concepts for IC2. Here a short summary:

  • Rubber Trees
    Yes, we finally got a more realistic way of obtaining rubber. Instead of “extracting wood”, you now need to travel along the world, to search the sacre Rubber Trees (now actually not sacre, but they only spawn in a few Biomes, thus you may stumble into a rubber forest on your spawn, or need hours to find one). These trees are easyly distinct by their leaf and wood color. To create Rubber, you first need to gather Resin. This can be done in multiple ways. The  obvious one, you cut down the tree for it to drop a few rare pieces of Resin.  Secondly, you can craft the all-known treetap to extract Resin from treeholes, usually you will find 1-2 of these on each trees. Treeholes turn dry after being harvested, but will eventually get juicy and re-harvestable again, if given enought time. Resin can be smolten into Rubber by any furnace. However, once your advanced to the Industrial Age, you can use Extractors to retrieve Resin from any RubberTree-material, whether it’s saplings, leaves or wood. As well, EXTRACTING resin will return 3times the rubber gained by smelting.
    Probably i should mention i’ve implemented the frequently requested, fall-absorbing rubber boots, too… AND there are some “placing” uses for both, resin and rubber :3 Jumpyjumpystickysticky
  • ITNT and Nuke now come with correct, custum rendering. Actually i doubt anyone got really bothered by it, but now it will blink like TNT (with it’s correct texture) and not display a white cube.
  • DYNAMITE! Some people probably read this intention of mine shortly after the implementation of ITNT itself in IC1. However, it took until now to finish. You can now craft Dynamite sticky from ITNT. You get loads of dynamite from each (I)TNT and whereas each stick can only blow up a 3×3 cube (with the dynamite in the middle), it’s extremely short fuse upon exploding makes chain-explosions possible. And you can actually use it to quickly excavate cubig areas with exactly pre-determined explosions. Did i mention you can place it on walls, torch-style? :3
    Even better though, you can THROW dynamite. It will explode after a few seconds, bounce off (with a crappy collision code, needs to reworked still) blocks and ignores entitys/mobs (its meant for mining, seriously).
  • Additionally, you can use Resin to cover Dynamite in a sticky hull, causing it to become STICKY DYNAMITE. Throw it against a wall or even the roof and you got an aimed distance-explosion.
  • Even more hyped, you can craft a Dynamite-o-mote. Rightclicking a Dynamite stick will add a small receiver to it’s top and link the receiver to the hold remote. Once you rightclick without pointing at a block, all Dynamite will instantly explode (hey, it’s merely a 1/4th second delay). Mining was never this cool…
  • Wait, did i just say Remote Controlled Explosion Chains are the best Mining Strategy? Man, i probably forgot to tell you about the new MINING LASER. Now with a wooping storage of 80.000 EU, 5 different fire modes and OMG A RED LASER BEAM INSTEAD OF A WHITE CUBE.
    But ye, seriously, now it’s a goddamn useful tool. You can choose between standard shots, low-frequency laser (extremely low EU use, 2 block range, can only penetrate a single block), long-range shots (EU-costly, but can reach up to 32 blocks distance. IDeal if you want to create mining shafts), the allmighty cave-crusher “Scatter” shot (20.000 EU a shot, releasing 25 laser projectiles to your front, literally evaporating solid walls and turning them into mediocre-sized caves) and the all-new boomstick “Explosive”-Shot (small ITNT explosion upon contact).
  • And of course, the REAL industrial Miner combines Mining Lasers with… JETPACKS.
    I’ve promised it quite some time ago, now it’s here, a jetpack with HOVER MODE. Pressing H (configurable) will turn the jetpack to hovermode, limiting it’s thrust to “keep the player sinking slowly”. Using this feature, you will never have problems landing anymore. As well, the code got reworked and works independent from your CPU performance now.
  • And even better, there’s now an ELECTRIC JETPACK.
    Obviously, neither it’s raw power, nor it’s capacity can match the Fuel Jetpack, but in redo it’s much better for cave exploration and it’s hover mode is AI at it’s best: While in hover mode, holding space will make you hover upwards slowly (slow enough to have real control of where you’re going), while not pressing space will NOT make you fall… as the jetpack will regulary give small trusts to keep you from actually falling. > No more fall damage (unless your Jetpack runs out of energy)
  • Next i’ve got the implementation of a neat “Electric Ladder” idea proposed in the forum: Metal Fences & Poles.
    You can either use them as casual “Industrial” Fences.
    OR you stack them to poles, which will cause them to become one-way downwards trips: Holding sneak while touching a pole will cause players to slide down on the pole, much faster then climbing down a ladder, while still preventing fall damage.
  • The opposite way, you can craft a small MAgnetizer block, which (if powered) will charge up poles below and above to be electro-magnetic. If you then get close to one, while wearing metal boots (any metal counts), you will be launched into the air (actually, WAY faster then any ladder could). Watch not to hit your head!
  • Lastly, i present you a whole new concept for the Nuclear Reactor.
    Instead of the “Generator-with-different-rare-and-useless-fuel” it was before, you now got a masterpiece of MC engineering: A Reactor provides a 6by3 grid of slots… in which you can stuff your mechanics: Uranium Cells, Coolant Cells, Heat derivators and Plating. Based on the arrangement of these things, your generator will produce more or less heat, small or big amounts of energy. I recommend going for low heat + big energy as high heat will cause the already-known explosions, spawn fire and even melt your house into lava. Before it explodes extremely devastingly, that is.
    On the good side, it won’t explode randomly anymore and a well-set up Reactor is safe as a bag of feathers. (Is that even a term?)
    Lastly, you can sometimes reuse Depleted Uranium cells and breed them back into fully charged URanium cells. OR mix uranium ore with coal to create multiple depleted cells instead of a single charged one (multiplying the actual gain you get from a single piece of uranium ore). Yes, BreedReactors are now possible :

Now, the only bad thing about it: It’s of course not released and i’m now probably the cause of any nightmares you will have after reading about the new awesomeness in the future IC2 ^^’

But i promise, we’re working hard to get it done asap!

Exspecially i hope to get a first runable beta (closed, though) out for our beta testing team to get into action.
And of course Killerbeez will create one or more YT-videos, featuring the new content.

 

Anyways, so far that’s it ^^
Now, please excuse me, got to learn for an annoying Software-Project/UML/SQL exam tomorrow >.>

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41 Responses to I’m back… with a load of new stuff

  1. Chris says:

    Dude… this sounds absolutely fantastic! Sooo looking forward to this. 🙂

    Out of interest are you worried about the ‘big’ update that’s coming? Surely it has high likelihood of breaking a lot of what you’ve all been working on with MinecraftForge?

    • Alblaka says:

      Hmmm… not really.

      Actually, not at all XD

      The amusing part about using Basemods like MCForge is, you don’t need to watch actual Minecraft code anymore. Or, lets say, BARELY. The poor guys of MCForge will have to do a lot of merging and porting, i will merely need to update IC² to a new version… eventually fixing some minor issue’s or at worst rewriting a few lines of code.

      The only problem will be a reduce of avaible block IDs :O

      • Chris says:

        Ahh Ok. That’s kind of what I meant. Had it in my head that you were one of the developers contributing to MCF obviously not.

        • Alblaka says:

          Now… I’m not directly working on MCForge, but i am offering ideas, pseudocodes and as well requesting features to/from SpaceToad. But i wouldn’t call myself a developer of MinecraftForge, merely a contributor and supporter ^^

          • Chris says:

            That’s cool 🙂 Anyway, I congratulate and thank you for you fantastic work and can’t wait to play IC2 🙂

  2. MineHippie says:

    Oh yes. Dying to see this. Your additions are better then anticipated. Your really moving minecraft up from a poor guy building huts on a deserted island to a post-industrial age.

    Can’t wait.

  3. Tempest says:

    OMG!!! cant wait to see this coming out, certainly like the nuclear generator ideas, already starting to form plans of global nuclear warfare, and can link the youtube videos? i cant seem find them

    also good luck on the exam

    • Alblaka says:

      You probably missunderstoof me: The Beta is close, but not yet done. Thus, Killerbeez doesn’t has anything to create a YT video from, yet.
      Ofc you can’t find anything XD

      • Tempest says:

        ahh right ok then, will beta be available for everyone to try or just the beta testers?

        • ray10k says:

          the post says the beta is closed, meaning it is only accessible to the testers.

          • Alblaka says:

            Jup, the first few versions will solely be accessible for the beta tester team.Once i get somethin near-finished done, though, i will eventually leak a link to a secret download here or in the forum. Or just post it.

            The full publish with wiki on MCForum will of course only occur if beta testing is finished.

  4. John ryan says:

    So excited I peed a little… You are the man… I can’t explain how happy you make me and all my friends… THANK YOU… THANK YOU or great dragon lord

  5. Offboss says:

    2 questions
    1. If you chop down a rubber tree, place the wood near your base, will it have wood holes on it? To clarify, can you move rubber trees for easier access?
    2. How do you go about joining to beta team? Is it just people you know or is it people who are veterans and very active on your forums? (i.e. Adien Alexander)

    • Alblaka says:

      1. Treeholes are only generated on growing trees. As well, the mechanism for rubber wood to drop resin occasionally is linked to not-placed blocks (thus you can’t farm it). However, rubbertree leaves drop rubber tree saplings like any tree, thus you can regrow them next to your base.
      2. I’ve set up a recruitment thread about 2-3 weeks ago for people to sign up for beta testing. We got a full team by now, sorry ^^

  6. Ian Maayrkas says:

    Man, you’re such a genius! (Or such a dragon lord, if you want XD)

  7. Nerox says:

    Did you ever think of… a custom crafting table? Like the one the planes mod has… 1 slot for electric circuits, a few for redstone/glowstone, a few for machines and their components and such. Would make crafting alot easier (and looking more professional, haha)

    Anyway, as what you wrote above is….ill call it mindblowing. awesome job sir, cant wait until its out. (;

    • Alblaka says:

      Got suggested already… but currently i’m on the side of “Keep it Minecraft-styled and let Steve craft every sort of nano-equipment with his ol’ wooden workbench”. XD
      Though it would admittedly be time for some more advanced crafting table…

      • Tempest says:

        how about a crafting bench with storage? so it will store the things you put in it for later use, instead of drop it on the ground

  8. Buggy1997123 says:

    Wow, thats great! I can’t wait untill you release it. Also, could you give us some kind of release date? I’m not begging for the exact date or something, I just mean something along the lines of “Next month”, or “Probably in september” or “2061”, something along those lines.

    • Alblaka says:

      Darenton proposed to set September 31th as official release date, sounds fine to me. *chuckle*

      • lee2dee2 says:

        Ohh, please no… Not that long, You drop an awesome teaser like that and then say it will be a month and a half before we can get all off the IC^2 goodness!

  9. Keyalha says:

    literally, i mean OMG finally a super neat and usfuel reactor new rubber mechanics and OMG JETPACKS ! 🙂 Cant wait to see vids of the new stuff in action and even more to play it, count me in as soon as this thing gets released to the public ! 🙂

  10. Emeralis00 says:

    YAY YAY YAY!
    I like the rubber tree idea a lot. But why do you need rubber boots?

    • Alblaka says:

      Many people complained about Jetpack = Commonly Fall damage = Death… and NanoBoots were claimed to be too expensive by the time you get Jetpack. A couple of people suggested “Fall Absorbing Boots” made of rubber.. and that’s what i’ve implemented now ^^

      • Emeralis00 says:

        oh, I never used the jetpack (I’m a cave dweller) so I haven’t really encountered the fall damage.

  11. Xeelanthol says:

    This sounds AWESOME! Looking forward to more information on your new features, good luck with your exam!

  12. Klopero says:

    Reading this i got my chin on the floor. I thought IC was a huge modification for MC, but all of this… It just blew my mind. Can’t wait till i see it.

  13. Gauban says:

    Thanks for the update, all the new things sounds great and I’m very excited about all the changes you described. One question though, will those things be available for SMP ? I hope so.
    Also as it was mentioned above can you give us some raw estimate, when it could be released ? I mean not an exact date, just something like next week ? next month ? in six months ?

    • Alblaka says:

      The first beta will be without SMP. Amusingly it’s far easier to
      – code a SSP mode fully, then port it to SMP
      then to
      – code SSP/SMP at once

      Due to MeC and M4D i’ve got quite some experience with SMP-related sync issue’s and i’m optimistic to be able to port all IC² functions from SSP to SMP without major bugs (eventually we will have to do a few workarounds, f.e. lacking GUI counts or some other minor stuff).

  14. The_Scary_One says:

    It should be punishable to make such an awsome mod, then troll all of us with the discontinuing of IC1, and then throw a teaser that sound awsome enough to make me sell my soul just to try it out, and then tell us to wait another 1½ month.
    Its like torture with awsomeness xD

    • Alblaka says:

      Sorry ^^’ At least at the teaser / waiting part 😛

      The fake regarding the discontinuing of IC1 was solely meant to bash people always skipping everything but “NEW” and “DOWNLOAD HERE”.

      @Awesomeness:
      I’m not going to be arrogant, stating IC² will be super-awesome. But i can gurantuee it’s awesomeness will be higher then IC… rate that term for yourself :3

      • The_Scary_One says:

        Which means awsomeness 😀
        Dorrin wrote a pretty good description of how i feel bellow xD

  15. Buggy1997123 says:

    Another question, are the new jetpacks going to be(and I mean NO offence here)lame like the old one? Because the old one basically just gave you a somewhat higher jump, with the exception of a few lucky souls who somehow managed to actually keep moving up with the jetpack. The hovering thing sounds cool, but I can’t help but feel its going to end up like flying did with the old jetpack.

    • Alblaka says:

      The old one was bugged, linking it’s thrusting power to your FPS rate.
      High FPS = Jetpack, low FPS = Merely jumping.
      I’ve fixed this bug with the newer jetpack, the thrust power is now bound to the tickrate of Minecraft (which is statically 20/second).

      Of course, if you’re minecraft is running with less then 20 FPS i can’t predict the result… but i doubt somebody with a CPU not capable of gettign minecraft beyond 20 FPS would touch IC, either way XD

  16. Dorrin says:

    It is kinda sad, how attached I’ve gotten to IC, the main game feels unplayable by comparison. Sixty seconds in to a new map now, I’m like “I’m not saving up enough iron for a macerator… what am I doing?”. Five minutes in “I miss my drill…”. Ten minutes later, I destroy my save by install a twentieth mod trying to fill the sad and yawning void of IC, that only IC^2 can fill.

    ><

    Any thoughts on that “mediate craft” thread that is floating out there? It seems like a cool idea.

  17. FutureTAnkX1 says:

    Can the machines have some kind of “queue” Similar to PlasmaCraft.

    • Alblaka says:

      Hmmm.. i don’t feel like modfiying all machines giving them queues… but i think i could eventually create a machine which consists “solely” of this queue (f.e. 3 of them) and can input/output/fuel a nearby machine. Kinda like a 1-block version of a BC chest+pipes system.

  18. Selenite says:

    My god…YES, THE AWESOMENESS. I was dissappointed for a second there until I saw: “Exspecially i hope to get a first runable beta” following that was “(closed, though) out for our beta testing team to get into action.”and then I was dissappointed again. Well, I do look foward to IC² very much!

  19. william davie says:

    with ic1 i used reinforced stone to create most of my buildings and it would be a huge pain to replace them so with ic2 could u keep the reinforced doors walls and windows the same block id/sprite or replace it with a new form of stone building block. thank you in advance

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