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DarkGuardsman 11a2ac41b1 Toyed with a new way to register TileEntitySpecialRenderers
The idea is to let the object being registered control all aspects of
how its registered. This started with the blocks adding config files,
disabling themselves, and loading their own tile entities. Now i'm
working on having the tile entities register their own renderers, and
have configs as well. Give that the registration is actually handled by
the ModObjectRegistry and the object just provided the data instead of
the mod class.
2013-09-24 11:22:12 -04:00
APIs UpdatedToNewForgeVersion 2013-09-23 12:09:59 -04:00
bin LicenseUpdate 2013-09-20 05:39:24 -04:00
models Started work on electric furnace model 2013-09-21 23:31:10 -04:00
resources Working on a way to load mod dependencies 2013-09-23 10:59:10 -04:00
src Toyed with a new way to register TileEntitySpecialRenderers 2013-09-24 11:22:12 -04:00
.gitattributes might have fixed the binary change issue 2013-08-14 13:39:59 -04:00
build.properties Version bumb 2013-09-22 00:10:01 -04:00
build.xml Toying with build script some more 2013-09-06 21:07:17 -04:00
LICENSE.txt LicenseUpdate 2013-09-20 05:39:24 -04:00
README.md Update README.md 2013-07-22 01:12:45 -04:00

The Dark Machine

For Lack of a better name

Brief

This is a mod set or series for minecraft that is designed to add ores, items, machines, and news ways to play the game in an industrial setting.

Leaders and Developers

  • Darkguardsman - Code & Project Lead
  • HangCow - Art Lead
  • Doppelgangerous - Tester

License

Read the license.txt in the repo file for more information

Contact

Email - DarkGuardsman - rseifert.phone@gmail.com