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Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 22 Oct 2014, 12:02
by Chaos
HanFox wrote:
Chaos wrote:
Seems to be stuff missing from the latest release (in the extra trees - items) including master bee database.
Oops, I realized I missed them pretty much straight away, but when I rezipped them I put the zips in the wrong folder :P

Should be fixed now.

Thanks a lot, works now :)

Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 14 Nov 2014, 20:17
by HanFox
Sneakypeaky of some of the Genetics stuff (ignore vanilla BC stuff, I generally don't use it :P):
Image

Genetics is about 95% done... once it is I'll push that out and then look at working on other bits.

If you find any issues with the Genetics bits of the mod let me know. I've not done the Raw DNA liquid. If anyone wants to take a crack at it feel free.

Next I'll probably make sure the ExtraBees part is done.

v2.0dev5 2014-11-14
#Added: Genetics: tile: LabMachine, Acclimatiser, Analyser, Genepool, Incubator, Sequencer, Inoculator, Isolator, Polymeriser; blocks: sequencer fx; bacteria, bacteriaPoly, bacteriaVector & growthMedium liquids; gui: process, process2; items: casingIron, cylinderEmpty, dna, geneDatabase, masterGeneDatabase, dnaDye, dyeFluor, integratedCircuit, growthMedium, enzyme, sequencer, sequencerEmpty, serum bottles, serum array bottles; validator: dye, enzyme, nugget
*Updated: BinnieCore: gui slot items for bee and block as they appear in slots that can also be used for other things
-Removed: ExtraBees: fx folder (pretty sure the fx in genetics replaces this) and some unused validator slot items

Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 04 Mar 2015, 14:23
by HanFox
Been a while since I worked on Binnie's... week without internet will make you do weird things :P

Still missing some food, the glassware (not sure if it's craftable) and all of the Botany stuff.

v2.0pre7 2015-03-04
#Added: binniecore: items: bee & block validator icons; ExtraBees: items: coalDust, clayDust, blutoniumDust, cyaniteDust & yelloriumDust; tile: alveary hatchery, stimulator & transmission; ExtraTrees: blocks: generic liquid, all the glass patterns; gui: brewery, press & distillery gui; items: grainBarley, grainCorn, grainRye, grainWheat, grainRoasted, yeast, yeastLager, glassFitting & polish validator icon; tile: fruit press, brewery, distillery
*Fixed: binniecore: gui: liquid tanks; Genetics: items: serum validator icon
-Removed: ExtraBees: items: uranium dust

Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 27 Apr 2015, 20:33
by HanFox
Actually back to working on this. Doing the flowers. They look pretty interesting when they cross-breed:
Image

Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 22 May 2015, 17:41
by HanFox
As I'm no longer working on any textures I figured I'd update the patch as far as I had gotten.

Some flowers are still missing. As are all the ceramic tiles and soils and various other Botany bits. Also the ceramic bricks could do with being tidied up. Also some foods from Extra Trees are still missing.

v2.0pre8 2015-05-22
#Added: Botany: blocks stained, ceramic bricks; blocks/flowers: agapanthus, allium, anemone, aquilegia, aster, azalea, bluet, carnation, cornflower, daffodil, dahlia, daisy, dandelion, dianthus, edelweiss, forget-me-not, foxglove, fuchsia, geranium, hydrangea, lavender, lilac, lily, marigold, mums, orchid, pansy, peony, petunia, pollen, poppy, primrose, rose, seed, tulip, viola, weeds, yarrow, zinnia; items: botanistDatabase, clay, encyclopedia, insulatedTube, mortar, pigment, powders, soilMeter & trowels; tile tileworker;
*Tweaked: Other machines

Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 12 Feb 2016, 19:14
by HanFox
Just a quick FYI for those wanting to play this mod with Forestry 4.2+:

Chocohead has released a patcher here: https://forum.feed-the-beast.com/threads ... er.143722/

(Yes, I'm aware about the updates in the Minecraft Forum thread, but I'm not a fan of people just taking other people's work because "they've gone, so who cares?").

Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 29 Jul 2017, 01:24
by Breadabix
Is Botany stuff ever going to be put into this? I feel like for a mod that has alot complete already it would be a shame to leave a whole 'sub-mod' undone.

Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 29 Jul 2017, 01:27
by HanFox
You could do it.

Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 29 Jul 2017, 12:48
by Breadabix
I can not do it. I am so awful at making or even editing existing textures. I have watched YT videos how to, gone through the guide for sphax, and I still am incapable

Re: [512x - 32x] Binnie's Mods [MC1.4.7 - 1.7]

Posted: 10 Dec 2017, 09:53
by C4veman
Is anyone willing to update this to 1.12.2?