Spent most of this weekend attempting to get MCForge, Modloader, and ModloaderMP working properly, hitting a few snags. After a large volume of hours combating the problem (and some help from a few people) its still unresolved for the time being. I'm going to take another crack at it tonight.
It was brought to my attention in a feedback discussion in IRC that one of the chief issues with having so many metals is that the metals themselves serve no use besides armor/tools/deco (Doors etc.). So I'm curious, where do you guys stand on the topic? I just enjoy mining regardless, the ability to mine tons of various ores in and of itself is interesting to me, but I can easily see the issue of "Mithril is worthless once you have Orichalcum" etc.
So if you are opposed, what suggestions could you muster up that would solve such a problem? If each ore had a single thing it was used to craft specifically to it, what would it be?
well this is a hard question... i've been thinking about it but other than makes a new furnace with the ore or new things that require to be powered by redstone i cant think of much. Maybe new items that require alot of the ores to make. For example a sword that has the chance to drop double of the items mobs drop but have the strength of wood.
as soon as u put stone and daimond tools back in the game i will love this mod
Stone will be back in, as for Diamond no promises. I want to use Diamonds in the gemstone part of the mod, and having Diamonds (which require no smelting or such) ingame is meh, I'd rather make Orichalcum the current equivalent to Diamonds in quality/strength and put them as the same rarity.
BADASS! :biggrin.gif:
You should take this to the next level.
Add a fictional ore called skyrite that is similar to diamonds but can be found on surface in meteorite crash sites.
Also add new armor textures because vanilla ones SUCK.
Damn it
BADASS! :biggrin.gif:
You should take this to the next level.
Add a fictional ore called skyrite that is similar to diamonds but can be found on surface in meteorite crash sites.
Also add new armor textures because vanilla ones SUCK.
Damn it
Armor is getting new textures :wink.gif: as for meteorite, nah.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Stone will be back in, as for Diamond no promises. I want to use Diamonds in the gemstone part of the mod, and having Diamonds (which require no smelting or such) ingame is meh, I'd rather make Orichalcum the current equivalent to Diamonds in quality/strength and put them as the same rarity.
Even to not have diamond used as tools i would still like to have diamonds in the game. You could change the use of it but it would be nice.
So, if you split the mod are you still going to keep a full download? And maybe you should add cubic chunks suppoprt so you would have to find adamtite 3000 blocks bellow the surface
So, if you split the mod are you still going to keep a full download? And maybe you should add cubic chunks suppoprt so you would have to find adamtite 3000 blocks bellow the surface
There's still a lot of primary things I want to support first truthfully. Modloader, ModloaderMP, and MCForge are first and foremost. OreDictionary will be allowed so other mods can use my metals in place of theirs or vice versa (IE: Industrialcraft using my Copper or Tin Ore, or allowing my ore to be macerated)
My knowledge of Java and such isn't exactly super, I know enough to get stuff done but extensive usage and linking of other mods is a bit more difficult. Basically here's the layout I was intending to do.
You'd download the Additional Metals pack, inside this would contain a series of mods (Metallurgy_Copper.zip, Metallurgy_Tin.zip, Metallurgy_Bronze.zip, Metallurgy_Iron.zip, Metallurgy_Manganese.zip, and Metallurgy_Steel.zip) these files would each also have their own configuration file that you can tweak spawn areas, vein sizes, etc. in so you can customize where/how much shows up. You could also remove ores altogether if you didn't want them.
However some ores would have dependencies (IE: Bronze requiring Copper and Tin, Steel requiring Manganese and Iron) but they'd be "soft" dependencies (I'd like to try) (So you could exclude the ones they're dependent on, but all it would do is mean you wouldn't be able to craft them ingame, no forced crash or anything like that)
There will be a "download all" option for a single core download if you want accessibility though :wink.gif: I'm splitting the download so people can pick and choose what they want pack-wise (Like I doubt I'll be using Fantasy Metals on my IC server personally) then if there's specific ores you don't want you'll be able to remove them on your own (or tweak them in the configs)
Hey! I made something for you. I dont know if you are gonna use it and I dont really care if you do. I just made this for fun.
Just resize it and it'll be fine! :smile.gif:
I actually really really like this. I'll probably end up using it (with thanks in the main post!)
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
For special uses of ores, I've thought of a few.
Azurite: armor allows you to breath underwater*
Volcanite: armor gives lava and fire immunity*
Mithril: rails that can be placed anywhere, including on walls, the cieling, and in air
Umbrum: super minecarts which can go on mithril cieling/ wall rails, and act as lave boats
There's still a lot of primary things I want to support first truthfully. Modloader, ModloaderMP, and MCForge are first and foremost. OreDictionary will be allowed so other mods can use my metals in place of theirs or vice versa (IE: Industrialcraft using my Copper or Tin Ore, or allowing my ore to be macerated)
My knowledge of Java and such isn't exactly super, I know enough to get stuff done but extensive usage and linking of other mods is a bit more difficult. Basically here's the layout I was intending to do.
You'd download the Additional Metals pack, inside this would contain a series of mods (Metallurgy_Copper.zip, Metallurgy_Tin.zip, Metallurgy_Bronze.zip, Metallurgy_Iron.zip, Metallurgy_Manganese.zip, and Metallurgy_Steel.zip) these files would each also have their own configuration file that you can tweak spawn areas, vein sizes, etc. in so you can customize where/how much shows up. You could also remove ores altogether if you didn't want them.
However some ores would have dependencies (IE: Bronze requiring Copper and Tin, Steel requiring Manganese and Iron) but they'd be "soft" dependencies (I'd like to try) (So you could exclude the ones they're dependent on, but all it would do is mean you wouldn't be able to craft them ingame, no forced crash or anything like that)
There will be a "download all" option for a single core download if you want accessibility though :wink.gif: I'm splitting the download so people can pick and choose what they want pack-wise (Like I doubt I'll be using Fantasy Metals on my IC server personally) then if there's specific ores you don't want you'll be able to remove them on your own (or tweak them in the configs)
I wonder what would happen if I changed the adamantium spawn hight to -3000 with cubic chunks in? Would actually spawn that deep or would the game just spontaneosly combust?
And, (srry for so many posts) you could make certain ores spawn in different biomes, for example, mithril is more common in extreme hills, azurite is only found under oceans and rivers, etc.
As for new ores, how about froststone, only found in snow biomes.
Or it could be like your firestone idea, only this time its a light blue stone that is found all over snow biomes. Drops cobbled froststone, can be crafted into froststone stairs, etc.
Spent most of this weekend attempting to get MCForge, Modloader, and ModloaderMP working properly, hitting a few snags. After a large volume of hours combating the problem (and some help from a few people) its still unresolved for the time being. I'm going to take another crack at it tonight.
It was brought to my attention in a feedback discussion in IRC that one of the chief issues with having so many metals is that the metals themselves serve no use besides armor/tools/deco (Doors etc.). So I'm curious, where do you guys stand on the topic? I just enjoy mining regardless, the ability to mine tons of various ores in and of itself is interesting to me, but I can easily see the issue of "Mithril is worthless once you have Orichalcum" etc.
So if you are opposed, what suggestions could you muster up that would solve such a problem? If each ore had a single thing it was used to craft specifically to it, what would it be?
Here, let me lend you a hand:
Rock: Used in stone arrows, which are slightly less powerful, but far easier to create than regular flint arrows.
Copper: Possible redstone substitute.
Tin: Used to make 'Tin Cans' which act as a bowl-bucket combo. Tin cans cannot hold lava, but they can hold water and mushroom soup.
Bronze: Bronze statues/armor stands, maybe? I dunno.
Manganese: Can be ground into a powder, combined with sandstone to make a more powerful explosive than TNT, such as C4.
Steel: Steel swords are just as powerful (but not as durable) as the next tier of sword; Mithril. In addition, can be crafted into steel arrows, which are slightly more powerful than regular arrows.
Mithril: Produces light; Full set of Mithril armor will create a small aura of light around the player.
Orichalcum: No change.
Adamantine: Slower than Orichalcum, but has unlimited durability.
And looking at some of those other ores you've mentioned:
Vulcanite: Crafts vulcanite arrows. Vulcanite arrows would do higher damage than steel ones, as well as catch things on fire. Also used to create "Vulcan's Forge"; a forge that accepts obsidian as fuel, therefore allowing it to be useful for smelting high-tier items.
Midasium: Sounds magical... maybe a 1.9 potion ingredient?
Umbrum: Sounds like something dark and scary... perhaps a top-tier ore that, when smelted over Vulcan's forge, can break through bedrock?
Overall, this is a great mod and I'm really looking forward to seeing some of those new ores! :biggrin.gif:
i would love this mod if you could add the orginal tools back in and change rocks droppignf rom smoothstone as that is really the only bad thing i see in this mod
i would love this mod if you could add the orginal tools back in and change rocks droppignf rom smoothstone as that is really the only bad thing i see in this mod
I may implement a config with that, there are people who like it and those who don't.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Awesum! :smile.gif: Tell me if you need some other textures made. I Really suck at making tools and textures for things that isnt blocks. But if you ask me nicely maybe I'll try C:
EDIT: Oh yeah btw, Do you have a steam account? If you do then add Me!
Definitely will.
My original idea was just to use the basic pale red stone, but seeing the burn/dodge tools tear into it, some sort of sharp jagged red cobblestone is sexy.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
well this is a hard question... i've been thinking about it but other than makes a new furnace with the ore or new things that require to be powered by redstone i cant think of much. Maybe new items that require alot of the ores to make. For example a sword that has the chance to drop double of the items mobs drop but have the strength of wood.
Stone will be back in, as for Diamond no promises. I want to use Diamonds in the gemstone part of the mod, and having Diamonds (which require no smelting or such) ingame is meh, I'd rather make Orichalcum the current equivalent to Diamonds in quality/strength and put them as the same rarity.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
You should take this to the next level.
Add a fictional ore called skyrite that is similar to diamonds but can be found on surface in meteorite crash sites.
Also add new armor textures because vanilla ones SUCK.
Damn it
http://www.minecraft...china-mech-mod/
Armor is getting new textures :wink.gif: as for meteorite, nah.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Even to not have diamond used as tools i would still like to have diamonds in the game. You could change the use of it but it would be nice.
The version of diamonds I'm putting ingame will share name only.
However I'm going to see about using ore dictionary to make them useable in normal recipes (IE: Industrialcraft)
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
There's still a lot of primary things I want to support first truthfully. Modloader, ModloaderMP, and MCForge are first and foremost. OreDictionary will be allowed so other mods can use my metals in place of theirs or vice versa (IE: Industrialcraft using my Copper or Tin Ore, or allowing my ore to be macerated)
My knowledge of Java and such isn't exactly super, I know enough to get stuff done but extensive usage and linking of other mods is a bit more difficult. Basically here's the layout I was intending to do.
You'd download the Additional Metals pack, inside this would contain a series of mods (Metallurgy_Copper.zip, Metallurgy_Tin.zip, Metallurgy_Bronze.zip, Metallurgy_Iron.zip, Metallurgy_Manganese.zip, and Metallurgy_Steel.zip) these files would each also have their own configuration file that you can tweak spawn areas, vein sizes, etc. in so you can customize where/how much shows up. You could also remove ores altogether if you didn't want them.
However some ores would have dependencies (IE: Bronze requiring Copper and Tin, Steel requiring Manganese and Iron) but they'd be "soft" dependencies (I'd like to try) (So you could exclude the ones they're dependent on, but all it would do is mean you wouldn't be able to craft them ingame, no forced crash or anything like that)
There will be a "download all" option for a single core download if you want accessibility though :wink.gif: I'm splitting the download so people can pick and choose what they want pack-wise (Like I doubt I'll be using Fantasy Metals on my IC server personally) then if there's specific ores you don't want you'll be able to remove them on your own (or tweak them in the configs)
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
I actually really really like this. I'll probably end up using it (with thanks in the main post!)
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Azurite: armor allows you to breath underwater*
Volcanite: armor gives lava and fire immunity*
Mithril: rails that can be placed anywhere, including on walls, the cieling, and in air
Umbrum: super minecarts which can go on mithril cieling/ wall rails, and act as lave boats
And are there any support banners I could use?
*you would need the full set of armor
I wonder what would happen if I changed the adamantium spawn hight to -3000 with cubic chunks in? Would actually spawn that deep or would the game just spontaneosly combust?
As for new ores, how about froststone, only found in snow biomes.
Or it could be like your firestone idea, only this time its a light blue stone that is found all over snow biomes. Drops cobbled froststone, can be crafted into froststone stairs, etc.
Here, let me lend you a hand:
Rock: Used in stone arrows, which are slightly less powerful, but far easier to create than regular flint arrows.
Copper: Possible redstone substitute.
Tin: Used to make 'Tin Cans' which act as a bowl-bucket combo. Tin cans cannot hold lava, but they can hold water and mushroom soup.
Bronze: Bronze statues/armor stands, maybe? I dunno.
Manganese: Can be ground into a powder, combined with sandstone to make a more powerful explosive than TNT, such as C4.
Steel: Steel swords are just as powerful (but not as durable) as the next tier of sword; Mithril. In addition, can be crafted into steel arrows, which are slightly more powerful than regular arrows.
Mithril: Produces light; Full set of Mithril armor will create a small aura of light around the player.
Orichalcum: No change.
Adamantine: Slower than Orichalcum, but has unlimited durability.
And looking at some of those other ores you've mentioned:
Vulcanite: Crafts vulcanite arrows. Vulcanite arrows would do higher damage than steel ones, as well as catch things on fire. Also used to create "Vulcan's Forge"; a forge that accepts obsidian as fuel, therefore allowing it to be useful for smelting high-tier items.
Midasium: Sounds magical... maybe a 1.9 potion ingredient?
Umbrum: Sounds like something dark and scary... perhaps a top-tier ore that, when smelted over Vulcan's forge, can break through bedrock?
Overall, this is a great mod and I'm really looking forward to seeing some of those new ores! :biggrin.gif:
I may implement a config with that, there are people who like it and those who don't.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Definitely will.
My original idea was just to use the basic pale red stone, but seeing the burn/dodge tools tear into it, some sort of sharp jagged red cobblestone is sexy.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.