My biggest issue with the sand, gravel and dust mechanic, by using a hammer all the time is how tedious it becomes, as I LOVE to build structures on Skyblock.
If you need to make a lot of clay or glass then I could see that mechanic becoming annoying. Allowing the hammer to be automated wouldn't be too bad, so I'll see about doing that in the future. I haven't decided what kind of power mechanic I want to use or if I want to put my own together, so that will be a while in the making I'm afraid.
I hate splitting reply comments so I'll do it like this ;P
Hm... dirt and a sapling... maybe true but it would prolly take a while to grow the tree... I know it can be skyblock practice but FTB put that bone in there for a reason
But that opens up an interesting idea... especially for SMP but also for SSP... having an item you can use in the overworld that, if you have no other items in your inventory and equipped, will teleport you to a random place in a new dimension, that will be completely void... and it will spawn you on a small dirt "island" with a tree...and if you want back, you use the item again (same rules) and it teleports you back to your current "spawn" in the overworld... I could potentially see a lot of players on SMP going "i wanna try this mode out"... and if that ever happens.... i'll bug you for mod permissions to use it in the enderville.com modpack/server
Especially once you get mod compatibility running... cause the modpack, atm, is registering 99 mods... and keeping track of what's a "mod specific" item is kinda hard... but it boils down to "if mekanism in the mod pack, load copper, uranium and xyz"... altho... that would prolly mean that the easiest way of doing it is having your own metals... and that would kinda bloat the mod... hm...
I'm prolly over-analyzing it ^^
Hm... but yea... copper, tin, apatite (maybe), uranium, silver for factorization and think some other mod uses it... and ic2 uses lead now too... oh and quartz for AE... since AE is the "latest fad"
apart from that... dunno... TC4 crystals i guess and amber...and a way to get forestry/magic/extra bees... you already have larvae in and the 2 TC4 trees... ars magica would be cool too but it has too much world gen i think atm...so that's kinda low on the priority list...
oh and... dunno if that's possible...if you ever listen to my idea about the separate dimension and teleport... any chance of adding a config option so the recipes work only in there? On a server, it would be a bit OP to have people generate gold and iron out of "thin air" in the overworld
I would help but dunno how ^^
edit: forgot tinker... but that one has blue slime, 2 nether ores and 1 overworld ore... and they are used for tools... that you don't really need that much in a sky map
and another edit... sigh what does UE and it's mod add? osmium and uranium?
You're right, I wouldn't spawn a player with just a seed and some dirt. There is a certain romantic quality to the idea though. After a few weeks, when you look at your island, you can say "All this came from a single acorn..." Maybe I'll just torture myself that way and let other people start with the tree.
I'm pretty much going to do exactly what you suggest with ores. I'm aware that I'll have to add my own metals, but I'm okay with that. I can always add any nether-specific ores to the tables for soul sand for those players that are hell bent on getting them. For most other items like uranium, apatite, certus quartz, and amber, I can just add them directly to the reward table for gravel.
For the forestry bees I want to add a Bee Trap block that you have to bait with sugar. It'll scan the nearby blocks and if it's in the correct biome with correct flowers to polinate and any special conditions are also met (in a tree for forest bees, near grass for meadow bees, etc) then the Bee Trap will transform into a natural bee hive. It'll take a lot of replacing of the sugar and each attempt will take time though. I'm pretty happy with that idea.
I would like to do something similar for Thuamcraft crystals. My current idea is to add greatwood and silverwood sieves that will only find the elemental shards and only accept gravel. I'm not really satisfied with that idea though, and it probably won't end up being the way I go. Maybe I'll go with something similar to the old TC2 thaumic crystallizer that turned empty crystals into full ones, and then add a recipe to turn nether quartz into empty crystal shards? Still not sure at all on that one. I'll cross that bridge when the time comes.
I really don't think the sieves are overpowered in the overworld, definitely not any more than mining turtles, laser drills, quarries, or mass/matter fabricators. They are impossible to automate and require the player to invest time into sifting the materials. In the overworld, it would be WAAAAY more profitable to mine by hand. Try sifting a stack of gravel sometime and see what you get out of it. I'm pretty happy with where it's balanced.
Making the skyblock map as a separate dimension is an interesting idea. There are ways to exploit that though, and I have no idea how to counter them. For example, ender chests or tesseracts that ignore the barrier between dimensions. I believe magic mirrors from Thaumcraft cross dimensions as well. I have no clue how to keep a dimension isolated. =(
So, I decided to add this to my setup (Ancient warfare, Thaumcraft 4, Bibliocraft) because I like the style and approach - Things mostly occur in-world in all of them, rather in GUIs, and none of them are high tech. So far, I'm quite enjoying it, even though many of its features aren't strictly necessary.
Unfortunately, one of the biggest things I really wanted (ancient spores) has yet to reveal itself, despite sifting through a double chest of sand (byproduct of terraforming a desert into a small town/base). So my question is this: Just how rare are they supposed to be?
TC crystals... I would, personally, go with the infuser idea... not sure about how to turn quartz into an "empty crystal"... it would be nice if it had a "magic feel" to it...and then maybe add a block that will slowly charge them into the 6 existing ones... it could even cost "nothing" but just be a very slow and very random process... that "siphons magic out of the auras"... or you could have it sit under or above a node to work... but you need crystals to properly see them... so that would be a no-go i guess...
one idea would be to craft together quartz blocks (maybe) and then smash them with a hammer... maybe while they are on top of a redstone block or something? or if a quartz block sits on top of redstone it has a random chance (world tick, like seeds or trees) to turn into crystal... then you can then smash with a hammer... or make it sit on some new block that's "magic"... made of glowstone, quartz, redstone, slime and other "magicy" stuff... and eventually it becomes a random color crystal block that you can just smash?
Perhaps you take quartz, glowstone and redstone, melt them together in a crucible, and pour the result into some witch water?
Further thought: Also add in stone. When you pull the cooled result from the witch water, it's an infused stone block?
TC crystals... I would, personally, go with the infuser idea... not sure about how to turn quartz into an "empty crystal"... it would be nice if it had a "magic feel" to it...and then maybe add a block that will slowly charge them into the 6 existing ones... it could even cost "nothing" but just be a very slow and very random process... that "siphons magic out of the auras"... or you could have it sit under or above a node to work... but you need crystals to properly see them... so that would be a no-go i guess... one idea would be to craft together quartz blocks (maybe) and then smash them with a hammer... maybe while they are on top of a redstone block or something? or if a quartz block sits on top of redstone it has a random chance (world tick, like seeds or trees) to turn into crystal... then you can then smash with a hammer... or make it sit on some new block that's "magic"... made of glowstone, quartz, redstone, slime and other "magicy" stuff... and eventually it becomes a random color crystal block that you can just smash? there's a lot of ways of doing it... the question is just what feels right for you and is not TOO hard to implement
Perhaps you take quartz, glowstone and redstone, melt them together in a crucible, and pour the result into some witch water? Further thought: Also add in stone. When you pull the cooled result from the witch water, it's an infused stone block?
The two of you have really helped clarify this in my mind. I think I'm going to use a combination of the two. I could drop some quartz crystal into some lava to create a 'dead' infused stone block. Then you can place that block on top of a special pedestal that I'll add. The pedestal will pull in vis from nearby nodes and choose a random element based on what flavors of vis it was able to draw in. You might not be able to see the nodes clearly until you get enough shards, but you could always just keep planting silverwood trees until you get the job done. =)
So, I decided to add this to my setup (Ancient warfare, Thaumcraft 4, Bibliocraft) because I like the style and approach - Things mostly occur in-world in all of them, rather in GUIs, and none of them are high tech. So far, I'm quite enjoying it, even though many of its features aren't strictly necessary. Unfortunately, one of the biggest things I really wanted (ancient spores) has yet to reveal itself, despite sifting through a double chest of sand (byproduct of terraforming a desert into a small town/base). So my question is this: Just how rare are they supposed to be?
Sounds like a bit of bad luck. The rarity of ancient spores is currently set to 1:128. Basically, for every stack of sand that you put through the sieve, you have a 50% chance of getting some spores. That may be a bit harsh, but I really wanted them to be something you aim at and work for. They can basically eliminate hunger and allow you to create an infinite supply of soul sand.
I'm absolutely loving this mod. Skyblock has never been as rewarding. Other than silkworm'd trees giving off way too much string, I think this is a worthy companion mod to the difficulty of skyblock. Keep up the good work and I'll be helping out on the Wiki!
Sounds like a bit of bad luck. The rarity of ancient spores is currently set to 1:128. Basically, for every stack of sand that you put through the sieve, you have a 50% chance of getting some spores. That may be a bit harsh, but I really wanted them to be something you aim at and work for. They can basically eliminate hunger and allow you to create an infinite supply of soul sand.
I wasn't complaining about it being rare, I was just looking for clarification on how rare. It seems that the RNG hates me enough to refuse to roll a 1 in almost 3500 tries with that 128 sided die.
I've gotta say I'm super impressed with this. All the blocks look great and it feels like everything has had a fair bit of thought behind it.
Time to learn how to make the Magic launcher behave across the 152 gap!
I've gotta say I'm super impressed with this. All the blocks look great and it feels like everything has had a fair bit of thought behind it.
Time to learn how to make the Magic launcher behave across the 152 gap!
I agree, this mod is certainly a well thought out one.
That said, as an aside, why use Magic Launcher these days? While I never did so, I could see the appeal of different profiles with their own custom mod arrangements and ease of installation. Post 1.6, however, the native launcher supports different profiles, each with its own directory and configurations.
If you need to make a lot of clay or glass then I could see that mechanic becoming annoying. Allowing the hammer to be automated wouldn't be too bad, so I'll see about doing that in the future. I haven't decided what kind of power mechanic I want to use or if I want to put my own together, so that will be a while in the making I'm afraid.
I'm totally for an axle / gear box low tech power (at least for the beginning stages) Mods that skip straight to electricity or "energy" are immersion breaking.
Eventually you would be able to add a steam engine to create mechanical power or use steam directly in your machines. then stage three could be "energy" or Electricity.
As for how to do the automation i would suggest a "Mechanical Arm" that uses the mechanical power to "swing" a tool. that way you could put a hammer or a pick axe in it with the block facing the cobble gen to automate cobble and dust. or smooth stone with an enchanted pick.
Regarding Mechanical Power, I think some sort of clockwork, wind-up system might work best. That way, it's possible to get stuff done in large batches without constant supervision, but it'd still need the player to come and re-wind it, maybe expending a large amount of hunger depending on the size of the system in question?
I agree, this mod is certainly a well thought out one.
That said, as an aside, why use Magic Launcher these days? -snip-
Mainly because I still do most of my play pre-1.6, in between forge and non-forge mods. I've had very little hassle with it then. I just find the new official launcher to be kind of half-assed because of needing to go in and edit the .json files yourself. Frankly I'm a little disappointed in recent official minecraft stuff in general.
I agree, this mod is certainly a well thought out one.
That said, as an aside, why use Magic Launcher these days? While I never did so, I could see the appeal of different profiles with their own custom mod arrangements and ease of installation. Post 1.6, however, the native launcher supports different profiles, each with its own directory and configurations.
For me, one of the big reasons I still use Magic Launcher is that it lets you set your mod loading order (for mods that are added via the interface, not external mods already in your mods folder), and you can disable/enable mods individually without having to move them out of the folder. Configuring the mod loading order can be extremely helpful for getting certain mods to work together that would otherwise crash. For instance, Mekanism used to crash if you had Optifine installed, but loading Optifine after Mekanism let me get around that.
Updating the wiki and playing skyblock at the same time is a wonderful use of time. Wait for crops, update the wiki. It's zen-like. Wiki is up to date on pretty much everything the mod entails.
Updating the wiki and playing skyblock at the same time is a wonderful use of time. Wait for crops, update the wiki. It's zen-like. Wiki is up to date on pretty much everything the mod entails.
Thanks! You've done a great job! I actually laughed IRL when I read your post.
Lots of chatter in the thread today. I'm not sure how to keep up responding to everybody. 0.o
Thanks! You've done a great job! I actually laughed IRL when I read your post.
Lots of chatter in the thread today. I'm not sure how to keep up responding to everybody. 0.o
Erasmus_Crowley, Your audience of skyblock players will stay interested in your mod,
And as long as you keep up the great work you shouldn't feel so obligated to answer absolutely everyone
Just saying as your mod got me hooked into skyblock and I don't think I could get rid of it now
If anyone agree's your reply is welcomed
Erasmus_Crowley, Your audience of skyblock players will stay interested in your mod,
And as long as you keep up the great work you shouldn't feel so obligated to answer absolutely everyone
Just saying as your mod got me hooked into skyblock and I don't think I could get rid of it now
If anyone agree's your reply is welcomed
Same here, this mod may be the only reason why I obsessed on Skyblock so much
Keep up the good work, and I would like you to add features to obtain blaze rods and leathers for the next update (Both of them are very important as blaze rod allows producing villagers with potions; while leathers are mainly needed for books and ESPECIALLY enchanting table :3)
Same here, this mod may be the only reason why I obsessed on Skyblock so much
Keep up the good work, and I would like you to add features to obtain blaze rods and leathers for the next update (Both of them are very important as blaze rod allows producing villagers with potions; while leathers are mainly needed for books and ESPECIALLY enchanting table :3)
Both of these things are possible, and in fact very easy in sky block...
For the leather, just make a patch of grass 24 blocks away from you, and if you wait long enough, passive mobs will begin spawning.
For blaze rods, even if the nether is a void, the data about where nether fortresses would have been is retained. If you install this mod: http://www.minecraftforum.net/topic/1538820-bounding-box-outline/ , you can press a key combination, and then look around the nether to see red boxes where a nether fortress would have been. You can just build over to them and build a spawning platform for blazes and wither skeletons to spawn. The nether fortresses are usually pretty close to the portal too; I know that both the original noobcrew sky block, and my ex nihilo companion map have nether fortresses within 100 blocks.
Both of these things are possible, and in fact very easy in sky block...
For the leather, just make a patch of grass 24 blocks away from you, and if you wait long enough, passive mobs will begin spawning.
For blaze rods, even if the nether is a void, the data about where nether fortresses would have been is retained. If you install this mod: http://www.minecraft...ng-box-outline/ , you can press a key combination, and then look around the nether to see red boxes where a nether fortress would have been. You can just build over to them and build a spawning platform for blazes and wither skeletons to spawn. The nether fortresses are usually pretty close to the portal too; I know that both the original noobcrew sky block, and my ex nihilo companion map have nether fortresses within 100 blocks.
I'm not sure about the nether spawning, because I'm using Better World Generation mod (survival skyblock), and I noticed there's only one biome: skyblock survival
I'm not sure about the nether spawning, because I'm using Better World Generation mod (survival skyblock), and I noticed there's only one biome: skyblock survival
I use BWG too and Theres not alot in the nether besides some glowstone
just how I likes it, also no luck with spawning blazes or wither skeletons so far
I however have some Zombie Pigmen wandering back through my portal to wander round my house
If you need to make a lot of clay or glass then I could see that mechanic becoming annoying. Allowing the hammer to be automated wouldn't be too bad, so I'll see about doing that in the future. I haven't decided what kind of power mechanic I want to use or if I want to put my own together, so that will be a while in the making I'm afraid.
You're right, I wouldn't spawn a player with just a seed and some dirt. There is a certain romantic quality to the idea though. After a few weeks, when you look at your island, you can say "All this came from a single acorn..." Maybe I'll just torture myself that way and let other people start with the tree.
I'm pretty much going to do exactly what you suggest with ores. I'm aware that I'll have to add my own metals, but I'm okay with that. I can always add any nether-specific ores to the tables for soul sand for those players that are hell bent on getting them. For most other items like uranium, apatite, certus quartz, and amber, I can just add them directly to the reward table for gravel.
For the forestry bees I want to add a Bee Trap block that you have to bait with sugar. It'll scan the nearby blocks and if it's in the correct biome with correct flowers to polinate and any special conditions are also met (in a tree for forest bees, near grass for meadow bees, etc) then the Bee Trap will transform into a natural bee hive. It'll take a lot of replacing of the sugar and each attempt will take time though. I'm pretty happy with that idea.
I would like to do something similar for Thuamcraft crystals. My current idea is to add greatwood and silverwood sieves that will only find the elemental shards and only accept gravel. I'm not really satisfied with that idea though, and it probably won't end up being the way I go. Maybe I'll go with something similar to the old TC2 thaumic crystallizer that turned empty crystals into full ones, and then add a recipe to turn nether quartz into empty crystal shards? Still not sure at all on that one. I'll cross that bridge when the time comes.
I really don't think the sieves are overpowered in the overworld, definitely not any more than mining turtles, laser drills, quarries, or mass/matter fabricators. They are impossible to automate and require the player to invest time into sifting the materials. In the overworld, it would be WAAAAY more profitable to mine by hand. Try sifting a stack of gravel sometime and see what you get out of it. I'm pretty happy with where it's balanced.
Making the skyblock map as a separate dimension is an interesting idea. There are ways to exploit that though, and I have no idea how to counter them. For example, ender chests or tesseracts that ignore the barrier between dimensions. I believe magic mirrors from Thaumcraft cross dimensions as well. I have no clue how to keep a dimension isolated. =(
Unfortunately, one of the biggest things I really wanted (ancient spores) has yet to reveal itself, despite sifting through a double chest of sand (byproduct of terraforming a desert into a small town/base). So my question is this: Just how rare are they supposed to be?
Perhaps you take quartz, glowstone and redstone, melt them together in a crucible, and pour the result into some witch water?
Further thought: Also add in stone. When you pull the cooled result from the witch water, it's an infused stone block?
These two comments should be addressed together.
The two of you have really helped clarify this in my mind. I think I'm going to use a combination of the two. I could drop some quartz crystal into some lava to create a 'dead' infused stone block. Then you can place that block on top of a special pedestal that I'll add. The pedestal will pull in vis from nearby nodes and choose a random element based on what flavors of vis it was able to draw in. You might not be able to see the nodes clearly until you get enough shards, but you could always just keep planting silverwood trees until you get the job done. =)
Sounds like a bit of bad luck. The rarity of ancient spores is currently set to 1:128. Basically, for every stack of sand that you put through the sieve, you have a 50% chance of getting some spores. That may be a bit harsh, but I really wanted them to be something you aim at and work for. They can basically eliminate hunger and allow you to create an infinite supply of soul sand.
I can't think of a way to do this that isn't awkward. I might just ignore chainmail complete, other than to melt it down if it should drop from a mob.
I wasn't complaining about it being rare, I was just looking for clarification on how rare. It seems that the RNG hates me enough to refuse to roll a 1 in almost 3500 tries with that 128 sided die.
Time to learn how to make the Magic launcher behave across the 152 gap!
I agree, this mod is certainly a well thought out one.
That said, as an aside, why use Magic Launcher these days? While I never did so, I could see the appeal of different profiles with their own custom mod arrangements and ease of installation. Post 1.6, however, the native launcher supports different profiles, each with its own directory and configurations.
I'm totally for an axle / gear box low tech power (at least for the beginning stages) Mods that skip straight to electricity or "energy" are immersion breaking.
Eventually you would be able to add a steam engine to create mechanical power or use steam directly in your machines. then stage three could be "energy" or Electricity.
As for how to do the automation i would suggest a "Mechanical Arm" that uses the mechanical power to "swing" a tool. that way you could put a hammer or a pick axe in it with the block facing the cobble gen to automate cobble and dust. or smooth stone with an enchanted pick.
Mainly because I still do most of my play pre-1.6, in between forge and non-forge mods. I've had very little hassle with it then. I just find the new official launcher to be kind of half-assed because of needing to go in and edit the .json files yourself. Frankly I'm a little disappointed in recent official minecraft stuff in general.
For me, one of the big reasons I still use Magic Launcher is that it lets you set your mod loading order (for mods that are added via the interface, not external mods already in your mods folder), and you can disable/enable mods individually without having to move them out of the folder. Configuring the mod loading order can be extremely helpful for getting certain mods to work together that would otherwise crash. For instance, Mekanism used to crash if you had Optifine installed, but loading Optifine after Mekanism let me get around that.
Have you thought about something related to the villagers?
Thanks! You've done a great job! I actually laughed IRL when I read your post.
Lots of chatter in the thread today. I'm not sure how to keep up responding to everybody. 0.o
Erasmus_Crowley, Your audience of skyblock players will stay interested in your mod,
And as long as you keep up the great work you shouldn't feel so obligated to answer absolutely everyone
Just saying as your mod got me hooked into skyblock and I don't think I could get rid of it now
If anyone agree's your reply is welcomed
Keep up the good work, and I would like you to add features to obtain blaze rods and leathers for the next update (Both of them are very important as blaze rod allows producing villagers with potions; while leathers are mainly needed for books and ESPECIALLY enchanting table :3)
Both of these things are possible, and in fact very easy in sky block...
For the leather, just make a patch of grass 24 blocks away from you, and if you wait long enough, passive mobs will begin spawning.
For blaze rods, even if the nether is a void, the data about where nether fortresses would have been is retained. If you install this mod: http://www.minecraftforum.net/topic/1538820-bounding-box-outline/ , you can press a key combination, and then look around the nether to see red boxes where a nether fortress would have been. You can just build over to them and build a spawning platform for blazes and wither skeletons to spawn. The nether fortresses are usually pretty close to the portal too; I know that both the original noobcrew sky block, and my ex nihilo companion map have nether fortresses within 100 blocks.
I use BWG too and Theres not alot in the nether besides some glowstone
just how I likes it, also no luck with spawning blazes or wither skeletons so far
I however have some Zombie Pigmen wandering back through my portal to wander round my house