fluid to fluid transformation майнкрафт

Реалистичный Minecraft и вода в Portal: подделываем геймплей с помощью Blender

Провернуть такой трюк автоматически не выйдет: придется поработать руками.

fluid to fluid transformation майнкрафт

Время от времени случается так, что во время презентаций или в геймплейных роликах игры выглядят не совсем так, как после релиза. Иногда дело просто в даунгрейде, иногда — в том, что вместо реального геймплея разработчики показывают специально отрендеренные кадры. Можно действовать проще.

В мае ютубер 5tick man выпустил три коротких, но необычных ролика. В одном он играл в Garry’s Mod, стреляя из водной пушки: она создавала блок, испускающий бесконечное количество реалистичной воды. В другом видео в Portal внезапно появлялась субстанция, проходящая через порталы и пачкающая стены.

Третье, самое длинное видео, было посвящено Minecraft. Сперва мы оказывались в затопленном помещении — причем вода уходила через дыру в полу, — а затем встречались с рекой лавы. Вот, посмотрите.

Механики и эффекты, показанные во всех роликах, отсутствуют в оригинальных играх и сделаны без помощи модификаций. На самом деле это пост-эффекты, добавленные геймплейным роликам с помощью Blender и Perfect Fluids.

Созданию эффектов 5tick man посвятил отдельное видео. К сожалению, добавить их автоматически невозможно: требуется достаточно большая ручная работа. Но это все равно проще, чем рендеринг с нуля.

На создание качественного ролика, рассказывает ютубер, уходит очень много времени. Только настройка трекинга камеры занимает 1-3 часа на каждые 10 секунд видео, тонкий тюнинг эффектов тоже требует массу сил.

Но если геометрия и трекинг сделаны аккуратно, то создается полное впечатление, что все дополнительные эффекты были в реальном геймплее.

Источник

Fluid to fluid transformation майнкрафт

AE2 Fluid Crafting

Everybody loves AE2 autocrafting! When the need arises to procure a couple thousand 64k disks, there’s no better solution than to make a crafting CPU do the work for you!

However, if you want to craft a couple thousand Cryo-Stabilized Fluxducts, you’re out of luck. These fancy-looking knockoff kinesis pipes are crafted by transposing half a bucket of Gelid Cryotheum into a frame. The problem here is that AE2 does not natively support fluids as first-class crafting ingredients and is thus unable to handle recipes with a quantity of fluid as an ingredient.

AE2 Fluid Crafting is a mod that offers an experimental solution: by treating fluids as items, it attempts to reconcile fluid ingredients with the existing item-based autocrafting algorithm. This document will provide a brief overview of how this is done.

You’ll want to craft two apparatus: the ME Fluid Discretizer and the Fluid Pattern Encoder.

The Fluid Discretizer is a device that, when attached to an ME network, exposes the contents of its fluid storage grid as items, which take the form of «fluid drops». It does this by functioning as a sort of storage bus: when fluid drops are removed from its storage via the item grid, it extracts the corresponding fluid from the fluid grid. Conversely, when fluid drops are inserted into its storage via the item grid, it injects the corresponding fluid into the fluid grid.

Each fluid drop is equivalent to one mB of its respective fluid, which means a full stack of them is equivalent to 64 mB. Fluid drops have an important property: when an ME interface attempts to export fluid drops to a machine, it will attempt to convert them to fluid. This means an interface exporting drops of gelid cryotheum into a fluid transposer will successfully fill the transposer’s internal tank rather than inserting the drops as items. This is the central mechanic that makes fluid autocrafting possible.

Note that the only way to convert between fluids and fluid drops is a discretizer attached to an ME network. While you could theoretically use this as a very convoluted method of transporting fluids, it is not recomomended to do so.

Fluid Pattern Encoder

Most crafting recipes involving fluids require far more than 64 mB of a particular fluid, and so the standard pattern terminal will not do for encoding such recipes into patterns. This problem is solved by the Fluid Pattern Encoder, a utility that functions similarly to a pattern terminal. When a fluid-handling item (e.g. a bucket or tank) is inserted into the crafting ingredient slots, they will be converted into an equivalent stack of the corresponding fluid drops. Using this, patterns for recipes that require more than a stack of fluid drops can easily be encoded.

AE2 Fluid Crafting also comes with a handy JEI integration module that allows the fluid pattern encoder to encode any JEI recipe involving fluids. This is the recommended way to play with the mod, since encoding patterns by hand is a little cumbersome.

Fluid Pattern Terminal

Encoding recipes in a big and bulky workbench separate from the rest of your AE2 equipment can be a little inconvenient. Luckily, we have the Fluid Pattern Terminal, which combines the functionality of the standard pattern terminal and the fluid pattern encoder. Now, you can encode your fluid recipes using the same familiar interface you know and love!

The standard ME interface lets you emit both items and fluids with AE2FC, but it will only accept items, as in vanilla AE2. This is a little inconvenient when you want to build compact setups for autocrafting with fluid outputs, where you would need to use both an item interface for inputs and a separate fluid interface for outputs. To make things easier, we have the Dual Interface, which functions as a combination of an item interface and a fluid interface! Using a button in its GUI, you can switch between its item and fluid GUIs, allowing you to configure import and export rules for both items and fluids. As a bonus, the dual interface even appears in the interface terminal, so you can easily access it from your central network hub. Automating fluid crafting machines has never been this quick and painless!

Sometimes, it becomes necessary to route different fluids and items in a single recipe to separate blocks—for example, when autocrafting with the GregTech assembly line. This is a problem, as the ME Interface will only export to a block if it can export its entire inventory at once. A simple solution is to use some sort of buffer as the destination for the interface, then piping the fluids and items out of that buffer as needed. To this end, we have the Ingredient Buffer, a useful device that functions as both a chest and a tank.

The ingredient buffer can store up to nine item stacks and four tanks of fluid in its inventory. It doesn’t automatically export, so you’ll need to use some external means of extracting items and fluids. All tanks and item slots are accessible from any side of the device, so filtered pipes are recommended for separating the contents. If you end up with fluid in the buffer that you don’t want, you can void the contents of the tanks from the GUI.

If, for some reason, you need to be able to encode a recipe using a weird amount of fluid, you can use the Precision Burette, a device that transfers fluids in configurable quantities. This device has an internal tank that holds 8 buckets of liquid and one slot of storage, where a fluid tank item can be placed. From the GUI, a specific quantity of fluid can be specified and transferred between the internal tank and the item. As with the ingredient buffer, excess fluid can be voided with a button in the GUI.

It’s worth noting that the need for this device is largely superseded by the JEI integration module.

This mod being experimental, it is possible that fluid insertion might sometimes fail, leaving you with a weird item called a «fluid packet». This item is used internally by AE2 Fluid Crafting to represent bundled quantities of fluid and is of absolutely no use otherwise. If you somehow manage to get your hands on one, you can use an ME Fluid Packet Decoder to convert them back into usable fluid. Simply connect the decoder to your ME network and insert the fluid packet; the decoder will, if possible, inject the fluid into your fluid storage grid.

Some funky recipes require the use of more than 9 distinct inputs—recipes for big, fancy machines like the GregTech assembly line. For such an item recipe, one might consider using the popular addon PackagedAuto, which allows for the bundling of multiple inputs into one «package». Now, AE2FC has its own PackagedAuto integration module to bring you the very same ingredient-packaging action that you know and love! Simply toggle your package recipe encoder to the shiny new «fluid» recipe type and use the same ol’ JEI integration to specify a funky recipe. AE2FC will do the rest; all you need to do is pump your ingredients into a packager and you’ll get them back out at an unpackager, duty-free. Just like magic!

Источник

Fluid to Fluid Transformation in JEI but not working #2

Comments

davqvist commented Feb 15, 2020

using Forge 31.1.0 and Interactio 1.2.0
also using this json as a test: https://pastebin.com/LYu9a7hR

The recipe shows correctly in JEI, but when I throw the item in water, nothing happens.
Probably I am doing something wrong, would appreciate some help. Thanks a lot in advance.

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MaxNeedsSnacks commented Feb 15, 2020

I’m currently still trying to figure out what’s wrong myself, but I’ll get back to you as soon as I’ve found anything. This is almost definitely on me though, unfortunately

MaxNeedsSnacks commented Feb 15, 2020

Seems like the forge version I’ve been compiling against for 1.2.0 was too old, so updating that fixed it ^^

It should work now in the latest build, which is gonna be available on Curseforge soon!

On that note, to anyone else reading this, I haven’t been able to properly keep up with testing the mod for 1.14.x versions, so I’m discontinuing support for it starting with release 1.2.2 or 1.3.0, whichever comes first!

If for some reason the recipe still doesn’t work (it did in both userdev and my test instance), please feel free to add more details, otherwise I’ll be closing this issue within the next few days ^^

Источник

Examples

Create a Block of Charcoal when 4 pieces of logWood has burned for 60 ticks. mods.inworldcrafting.FireCrafting.addRecipe( , * 4, 60);

Documentation

Note on fluidcrafting

Goooood

Fluid to Item Transformation

import should be mods.inworldcrafting.FluidToItem

Usage
FluidToItem.transform(IItemStack output, ILiquidStack inputFluid, IIngredient[] inputItems, @Optional boolean consume);

Fluid to Fluid Transformation

import should be mods.inworldcrafting.FluidToFluid

Usage
FluidToFluid.transform(ILiquidStack output, ILiquidStack inputFluid, IIngredient[] inputItems, @Optional boolean consume);

Burning Items

import should be mods.inworldcrafting.FireCrafting

Usage
FireCrafting.addRecipe(IItemStack output, IIngredient inputItem, @Optional int ticks);

The default number of ticks to create the output is 40 (2 seconds)

Exploding Items/Blocks

import should be mods.inworldcrafting.ExplosionCrafting

Exploding items

Usage
ExplosionCrafting.explodeItemRecipe(IItemStack output, IIngredient inputItem, @Optional int survicechance);

Survivechance sets the chance for how likely the recipe is to be successful. Default value is 100 %

Exploding Blocks

Usage
ExplosionCrafting.explodeBlockRecipe(IItemStack output, IItemStack blockStack, @Optional int itemSpawnChance);

blockStack should be a Block in its stackform. It will compare against metadata. itemSpawnChance sets the chance for how likely the block is to spawn the output when the block is destroyed by an explosion. Default value is 100 %

Documentation built with MkDocs using Windmill theme by Grist Labs.

Источник

Fluid to fluid transformation майнкрафт

AE2 Fluid Crafting

Everybody loves AE2 autocrafting! When the need arises to procure a couple thousand 64k disks, there’s no better solution than to make a crafting CPU do the work for you!

However, if you want to craft a couple thousand Cryo-Stabilized Fluxducts, you’re out of luck. These fancy-looking knockoff kinesis pipes are crafted by transposing half a bucket of Gelid Cryotheum into a frame. The problem here is that AE2 does not natively support fluids as first-class crafting ingredients and is thus unable to handle recipes with a quantity of fluid as an ingredient.

AE2 Fluid Crafting is a mod that offers an experimental solution: by treating fluids as items, it attempts to reconcile fluid ingredients with the existing item-based autocrafting algorithm. This document will provide a brief overview of how this is done.

You’ll want to craft two apparatus: the ME Fluid Discretizer and the Fluid Pattern Encoder.

The Fluid Discretizer is a device that, when attached to an ME network, exposes the contents of its fluid storage grid as items, which take the form of «fluid drops». It does this by functioning as a sort of storage bus: when fluid drops are removed from its storage via the item grid, it extracts the corresponding fluid from the fluid grid. Conversely, when fluid drops are inserted into its storage via the item grid, it injects the corresponding fluid into the fluid grid.

Each fluid drop is equivalent to one mB of its respective fluid, which means a full stack of them is equivalent to 64 mB. Fluid drops have an important property: when an ME interface attempts to export fluid drops to a machine, it will attempt to convert them to fluid. This means an interface exporting drops of gelid cryotheum into a fluid transposer will successfully fill the transposer’s internal tank rather than inserting the drops as items. This is the central mechanic that makes fluid autocrafting possible.

Note that the only way to convert between fluids and fluid drops is a discretizer attached to an ME network. While you could theoretically use this as a very convoluted method of transporting fluids, it is not recomomended to do so.

Fluid Pattern Encoder

Most crafting recipes involving fluids require far more than 64 mB of a particular fluid, and so the standard pattern terminal will not do for encoding such recipes into patterns. This problem is solved by the Fluid Pattern Encoder, a utility that functions similarly to a pattern terminal. When a fluid-handling item (e.g. a bucket or tank) is inserted into the crafting ingredient slots, they will be converted into an equivalent stack of the corresponding fluid drops. Using this, patterns for recipes that require more than a stack of fluid drops can easily be encoded.

AE2 Fluid Crafting also comes with a handy JEI integration module that allows the fluid pattern encoder to encode any JEI recipe involving fluids. This is the recommended way to play with the mod, since encoding patterns by hand is a little cumbersome.

Fluid Pattern Terminal

Encoding recipes in a big and bulky workbench separate from the rest of your AE2 equipment can be a little inconvenient. Luckily, we have the Fluid Pattern Terminal, which combines the functionality of the standard pattern terminal and the fluid pattern encoder. Now, you can encode your fluid recipes using the same familiar interface you know and love!

The standard ME interface lets you emit both items and fluids with AE2FC, but it will only accept items, as in vanilla AE2. This is a little inconvenient when you want to build compact setups for autocrafting with fluid outputs, where you would need to use both an item interface for inputs and a separate fluid interface for outputs. To make things easier, we have the Dual Interface, which functions as a combination of an item interface and a fluid interface! Using a button in its GUI, you can switch between its item and fluid GUIs, allowing you to configure import and export rules for both items and fluids. As a bonus, the dual interface even appears in the interface terminal, so you can easily access it from your central network hub. Automating fluid crafting machines has never been this quick and painless!

Sometimes, it becomes necessary to route different fluids and items in a single recipe to separate blocks—for example, when autocrafting with the GregTech assembly line. This is a problem, as the ME Interface will only export to a block if it can export its entire inventory at once. A simple solution is to use some sort of buffer as the destination for the interface, then piping the fluids and items out of that buffer as needed. To this end, we have the Ingredient Buffer, a useful device that functions as both a chest and a tank.

The ingredient buffer can store up to nine item stacks and four tanks of fluid in its inventory. It doesn’t automatically export, so you’ll need to use some external means of extracting items and fluids. All tanks and item slots are accessible from any side of the device, so filtered pipes are recommended for separating the contents. If you end up with fluid in the buffer that you don’t want, you can void the contents of the tanks from the GUI.

If, for some reason, you need to be able to encode a recipe using a weird amount of fluid, you can use the Precision Burette, a device that transfers fluids in configurable quantities. This device has an internal tank that holds 8 buckets of liquid and one slot of storage, where a fluid tank item can be placed. From the GUI, a specific quantity of fluid can be specified and transferred between the internal tank and the item. As with the ingredient buffer, excess fluid can be voided with a button in the GUI.

It’s worth noting that the need for this device is largely superseded by the JEI integration module.

This mod being experimental, it is possible that fluid insertion might sometimes fail, leaving you with a weird item called a «fluid packet». This item is used internally by AE2 Fluid Crafting to represent bundled quantities of fluid and is of absolutely no use otherwise. If you somehow manage to get your hands on one, you can use an ME Fluid Packet Decoder to convert them back into usable fluid. Simply connect the decoder to your ME network and insert the fluid packet; the decoder will, if possible, inject the fluid into your fluid storage grid.

Some funky recipes require the use of more than 9 distinct inputs—recipes for big, fancy machines like the GregTech assembly line. For such an item recipe, one might consider using the popular addon PackagedAuto, which allows for the bundling of multiple inputs into one «package». Now, AE2FC has its own PackagedAuto integration module to bring you the very same ingredient-packaging action that you know and love! Simply toggle your package recipe encoder to the shiny new «fluid» recipe type and use the same ol’ JEI integration to specify a funky recipe. AE2FC will do the rest; all you need to do is pump your ingredients into a packager and you’ll get them back out at an unpackager, duty-free. Just like magic!

Источник

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