Spiritual successor to Steamcraft2, which was in itself was a spiritual successor to the original Steamcraft around back in beta. Some features are reminiscent of Steamcraft2, others are entirely new. Discord: http://discord.gg/0h9DNazfyABqZMeC
Please note: Although this is a BrassGoggledCoders mod, because it uses the B.A.S.E library its configs are found under the ../config/acronym/ directory.
Important information for current release stage:
The core content lacks a lot of polish but should be reasonably stable. At this point I'm fairly confident worlds won't explode, but content may still change dramatically or even be removed. You have been warned. WIP features will be kept to alpha builds and your help testing is appreciated!
Patchouli is an optional but strongly recommended dependency. When present, an in-game manual will guide you through using the mod. It is a work in progress, but is currently the only available documentation. Suggestions as for how or where to improve the documentation are very much welcome, as above.
SteamAgeRevolution is just that. It offers a steamy way to do many familiar things...and even more brand new.
Currently, the mod provides multiblock machines for a staged tech progression from simple alloy creation by hand grinding through to an alloy forge and steelworks for advanced creation of alloys. Steel and brass are both vital components in the mod.
The most important machine is of course the boiler, also a multiblock, that generates steam used to drive the other machinery.
Besides this, there is pneumatic point-to-point direct item transfer, a fluid hopper and various other utilities including the ability to blast steam at your enemies. Or friends, steam's not picky.
Thanks to ProfessorProspector for the logo.
The mod seems to have enough potential, are you already accepting translations?
Zinc texture is slightly transparent for some reason, I can see overlays through it, any possibility of more visualizations?
I don't know if 1.12 will be receiving further updates, but I would be glad if items not rendering correctly in the autohammer would be fixed, aswell as to have the ability to use a vanilla anvil (or even better to define a valid block so that other anvilas such as the ones from Pyrotech and BWM could be used). I really see a lot of potentia here and I would love to have this mod added to Rebirth of the Night.
In reply to Foreck1:
Unlikely that 1.12 will see more updates unless this lockdown goes on many more months
Very unlikely that ability to use other anvils will be used, also. That seems like a lot of work from my side for no particular gain?
In reply to FreneticScribbler:
You would be right on that, that's completely fine. It would only bennefit pack devs to get more config options like that; regardless of the answer, thanks for taking the time to response. Someday I'll find a mod that adds an auto anvil that can fit in progression after Pyro's anvil haha.
In reply to Foreck1:
I mean - the drop hammer is just a regular recipe machine - so you could use crafttweaker to copy the Pyro anvil's recipes into the drop hammer I suppose?
In reply to FreneticScribbler:
I did, but to adapt the mod to fit into ROTN's progression was too difficult (justifying the fact that we have 3 different anvils is enough for us to add another one that doesn't do anything by itself), I'll had to come with a way to produce steam that fits into the theme too, plus steam acting just like water/lava and being able to place that in world didn't seem right. These are not critics to your mod, it is awesome! they are just reasons why it wasn't worth it to add :c
In reply to Foreck1:
I mean, it might not do anything new in a pack, but it's pretty vital to SAR as a standalone mod...
Not sure how else you'd expect steam to act?
In reply to FreneticScribbler:
oh, well, like gases in other mods (and like gases in general):
(pollution of the realms / Glenn's gasses)
In reply to Foreck1:
Could have sworn I made it lighter than air....
Hello, is there a wiki or any documentation I can refer to about the configs of this mod?
I want to know what any of this does:
B:"Alchemical enabled"=true
B:"Armoury enabled"=true
B:"Crafttweaker Support enabled"=true
B:"Materials enabled"=true
B:"Metalworking enabled"=true
B:"Mining enabled"=true
B:"Processing enabled"=true
B:"Steam enabled"=true
B:"Storage enabled"=true
B:"Transport enabled"=true
B:"Worldgen enabled"=true
In reply to shadownrun1:
They enable or disable various modules - exactly what is in what module isn't written down anywhere useful I'm afraid. The module system will be going away in future versions of the mod...
In reply to FreneticScribbler:
Ohh I see, that's ok, thank you anyway I will try checking on the source code if I have any need to tweak the configs, as of right now my pack is working as I wanted it :D
I tried to input the fluid into the inside of the machine, but I entered more and couldn't extract it. How can I clear it? If I can't clear it now.
I want to use the shift and right in the next version to clear all fluids.
Heyo
Are you going to update to 1.14.x?
In reply to Forge_User_90440388:
Eventually, yes.
There is currently no fluid system in 1.14, and being that this mod is by nature entirely based around fluids, updating isn't yet feasible!
This mod looks like it has some really great potential. Keep up the good work.
In reply to pikdummi:
Thanks. Big improvements coming Soon (TM)
I've been needing a mod like this for forever! Been wanting to play Minecraft as my steampunk SU gem character and this marks all the important check boxes! Thanks so much for continuing this mod!
When I create a world, the environment is very foggy. It limits visibility. I tested this using Biomes 'O Plenty and Naruta mods, and with the mod by itself.