[512x - 32x] Applied Energistics 1 & 2 [MC1.4 - 1.7, 1.10, 1.12, 1.15 - 1.16, 1.18 - 1.20]

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Post 24 Mar 2014, 20:28

mrbysco wrote:
Why is the crank not like the default crank file?

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default:
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Sphax-ified:
Image

Ingame look:
Image
Because I got annoyed that it was just a singular texture and not a model or anything. So just used the normal wood and cut out a shape so it didn't License infringe.

Also, never seen it look that awful before :P

The grinder is kind of pointless if you have any other grinding machine anyway.

I have every intention of redoing it in AE2.
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Post 01 Apr 2014, 07:41

Wellity AE2 has been postponed for MC1.8 because, let's face it, as far as modding has gone MC1.7 has been a bit of a bust...

Announcement and the why for AE2 getting postponed:
https://ae2.ae-mod.info/Rotatable-Blocks/

I will still work on the textures for MC1.7. Hopefully most, if not all, will be used for MC1.8 anyway.
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Post 01 Apr 2014, 07:56

HanFox wrote:
Wellity AE2 has been postponed for MC1.8 because, let's face it, as far as modding has gone MC1.7 has been a bit of a bust...

Announcement and the why for AE2 getting postponed:
https://ae2.ae-mod.info/Rotatable-Blocks/

I will still work on the textures for MC1.7. Hopefully most, if not all, will be used for MC1.8 anyway.
I dont trust that it was announced on april fools....
The rotatable blocks is a total april fools though.
I make sphax tutorials once in a blue moon - Textures like a monkey with a typewriter
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Post 02 Apr 2014, 08:16

Maybe.

-- Wednesday 2014-04-02 @ 08:16:14 --

Well as April Foolsy as all that was Algo is actually thinking about making Rotatable Blocks a real mod now because so many people liked it ;)

In regards to textures: I'm at a minor sticking point with the monitors as they are all using the same texture png, but they don't use it in the same way. So edges and faces are getting a bit messy. I'd rather not use a generic "whatever" texture. So I've poked Algo to think about making the texture support a bit more acute :)

Just putting this out there in case anyone is using the textures and notices and complains :P
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Post 06 Apr 2014, 05:59

Well I'm as done as I currently can be with the AE2 patch.

A few things aren't done, but I should tidy them up as we go. Really I want Forge for MC1.7.4+ so the texture flip bug is gone :|
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Post 12 May 2014, 03:05

2014-05-14
*Fixed: Two incredibly long-standing bugs in the GUI states.png sheets for MC1.6
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Post 21 Jul 2014, 21:33

Random crafting array screenshot (a.k.a. Yes, I'm working on updating it :P):
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Post 21 Jul 2014, 21:58

*sees skystone*
*dies*
(not really)
Teach me your Secrets! Please :)
:D
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Post 22 Jul 2014, 21:48

GUIs are slowly getting weirder and weirder with this mod as they pull slot textures from odd places and replicate them... May need to rethink how they're done, but I'm not sure what could happen...

The only thing making this no longer backward compatible with rv0 is that some blocks got renamed (I don't remember which). If people particularly want rv0 support back I can do it, I guess.

rv1.alpha b17 2014-07-22
#Added: Block Paint, MolecularAssembler block & GUI, BlockCrafting* blocks, Crafting Card, PaintBall item, ColorApplicator item, Compass model, craftAmt GUI, craftingcpu GUI, craftingreport GUI, InterfaceTerminal GUI, patternTerminal GUIs
*Updated: GUI states, interface GUI
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Post 24 Jul 2014, 02:03

Missing - pack.mcmeta and pack.png ..
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