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Added steam distillery tutorial.

 

Molecular Science.

Probably the first mod I'm making and also going to release.

 

 

 

What is Molecular Science\What am I trying to accomplish with this mod?

Well I'm trying to accomplish adding allot of real-life things Molecules, Atoms, how you refine ores and so on.

What I'm also trying to accomplish is a whole different way of multi-block structures not just a fixed 3x3 or 6x6.

Build the structure to your needs and see what works best with trail and error.

 

 

 

Images

 

 

Building a Steam distillery to get pine Oil(Lots of images):

 

 

Okay so first lets gather our items:

1. Netherrack, we need a constant heat source so fire will do great.

2. Flint and steel, does this need explaination?

3. Fast HeatConductant to conduct some heat.

4. Water, a steam distillery requires water ofcourse.

5. Insulator, insulator blocks the heat.

6. Pistons and some redstone stuff(to be replaced by items from the mod itself).

 

 

Lets first dig a hole 10 x 11 x 2 and place some netherack on the bottom and light it.

7lRL2pI.png

 

Okay lets start building the base of our boiler.

 

The faint red/dark stuff are the heat conductants they're red because fire heats them to a max of 200 degrees celcius

Then a row of pistons to push in the spruce/pine wood and a second row so we can refill the pine wood.

NsK0Bja.png

 

Okay so now for the water mechanism:

AvDKvlf.png

 

Oooh we're nearly done now!

finally some heat conductants to cool the steam and a tank to save our pineoil!

Look at this badass

the missing texture blocks are insulators

EhELEPk.png

 

Badass working:

EIVrLzm.png

The product:

hWCVTVY.png

OMG but those are blocks?

YES THEY ARE GOT A PROBLEM?

I'm using blocks instead of water like stuff. I think wierd moving blocks are better and they're still doing their job well.

If you have a problem with blocks. Then simply don't play :)

 

 

 

 

 

 

 

 

 

 

 

Recipes

 

Whoops nothing here I guess

 

 

 

 

ModPacks

Anyone can use my mod in anymod pack private and public don't pm me about it you will be ignored or I will reply with no.

Just make sure you'll give credit to me.

 

 

 

LICENSE

http://dev.bukkit.org/licenses/2174-standard-minecraft-modding-license/

 

Greetings Stijnhero ps: check my github for mod progression: https://github.com/stijnhero/molecularscience

 

This mod was made possible by the kind folks of modder support

Especially Diesieben07 and Draco18s Thanks for all the help!

I'm always happy to help others!

 

Java is not my main programming language but I have alot experience in PHP/HTML/JS/CSS3/C#/SQL

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} private static ResourceKey<BiomeModifier> registerKey(String name) { return ResourceKey.create(ForgeRegistries.Keys.BIOME_MODIFIERS, ResourceLocation.fromNamespaceAndPath(EchoingEnd.MOD_ID, name)); } } The tutorial's code -  public class ModBiomeModifiers { public static final ResourceKey<BiomeModifier> ADD_ALEXANDRITE_ORE = registerKey("add_alexandrite_ore"); public static final ResourceKey<BiomeModifier> ADD_NETHER_ALEXANDRITE_ORE = registerKey("add_nether_alexandrite_ore"); public static final ResourceKey<BiomeModifier> ADD_END_ALEXANDRITE_ORE = registerKey("add_end_alexandrite_ore"); public static void bootstrap(BootstrapContext<BiomeModifier> context) { var placedFeature = context.lookup(Registries.PLACED_FEATURE); var biomes = context.lookup(Registries.BIOME); context.register(ADD_ALEXANDRITE_ORE, new ForgeBiomeModifiers.AddFeaturesBiomeModifier( biomes.getOrThrow(BiomeTags.IS_OVERWORLD), HolderSet.direct(placedFeature.getOrThrow(ModPlacedFeatures.ALEXANDRITE_ORE_PLACED_KEY)), GenerationStep.Decoration.UNDERGROUND_ORES)); 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} }   ModConfiguredFeatures:   My code -  public class ModConfiguredFeatures { public static final ResourceKey<ConfiguredFeature<?, ?>> GAZITE_ORE_KEY = registerKey("gazite_ore"); public static final ResourceKey<ConfiguredFeature<?, ?>> TRANSCENDINE_ORE_KEY = registerKey("transcendine_ore"); public static void bootstrap(BootstrapContext<ConfiguredFeature<?, ?>> context) { RuleTest endReplaceables = new BlockMatchTest(Blocks.END_STONE); register(context, GAZITE_ORE_KEY, Feature.ORE, new OreConfiguration(endReplaceables, ModBlocks.GAZITE_ORE.get().defaultBlockState(), 4)); register(context, TRANSCENDINE_ORE_KEY, Feature.ORE, new OreConfiguration(endReplaceables, ModBlocks.TRANSCENDINE_ORE.get().defaultBlockState(), 8)); List<OreConfiguration.TargetBlockState> EndOres = List.of( OreConfiguration.target(endReplaceables, ModBlocks.GAZITE_ORE.get().defaultBlockState()), OreConfiguration.target(endReplaceables, ModBlocks.TRANSCENDINE_ORE.get().defaultBlockState())); } public static ResourceKey<ConfiguredFeature<?, ?>> registerKey(String name) { return ResourceKey.create(Registries.CONFIGURED_FEATURE, ResourceLocation.fromNamespaceAndPath(EchoingEnd.MOD_ID, name)); 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