Heh, I switched to imgur when my photobucket started doing that to me. Seems you'll be needing a new image host as they all seem to be busted with "Look who's popular". In any case, since I have seen you around plenty, and have occasionally spoken with you, I feel assured enough that it's safe to go ahead and add your mod to the list regardless.
Just need to run a quick test and will add it. Good day!
EDIT: So far, the only trouble is trying to get it to work on a server. Not sure if it was you who sent a request for its addition to the mod list, but the request said Universal. Going to have to mark it on the list as SSP and LAN for the time being. If you get it working on server, please let me know (by quoting my post or PM) so I can update it on the list for you.
Heh, I switched to imgur when my photobucket started doing that to me. Seems you'll be needing a new image host as they all seem to be busted with "Look who's popular". In any case, since I have seen you around plenty, and have occasionally spoken with you, I feel assured enough that it's safe to go ahead and add your mod to the list regardless.
Just need to run a quick test and will add it. Good day!
EDIT: So far, the only trouble is trying to get it to work on a server. Not sure if it was you who sent a request for its addition to the mod list, but the request said Universal. Going to have to mark it on the list as SSP and LAN for the time being. If you get it working on server, please let me know (by quoting my post or PM) so I can update it on the list for you.
Thanks for the tip, I have now fixed it, at any rate, it is totally fine that you added it to your list, as far as SMP goes, I guess I have never tested it for it, but it works on LAN, so it is probably best to post it as such, I may work on getting it SMP compatible at some point.
Thanks for the tip, I have now fixed it, at any rate, it is totally fine that you added it to your list, as far as SMP goes, I guess I have never tested it for it, but it works on LAN, so it is probably best to post it as such, I may work on getting it SMP compatible at some point.
No worries. If you do begin working on trying to get it working and such on servers, feel free to contact me (post quoting or PMing) if you need guinea pig to help test server stuff.
Keep up the great work.
Rollback Post to RevisionRollBack
I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
No worries. If you do begin working on trying to get it working and such on servers, feel free to contact me (post quoting or PMing) if you need guinea pig to help test server stuff.
Keep up the great work.
Ok, if I ever get around to making it SMP, I will let you know.
Thanks
I have added somewhat of a balance update, it probably makes the pirates a bit more powerful, but their should be less of them. The guns are less OP so as to not make all normal mobs... Lame. Feel free to download it if you like, but know that you really don't need to.
Added a new version, it adds some rather unneeded things, but some of it is rather handy, most notably the rats should now be usable. Feel free to download it if you like
The Meaning of Life, the Universe, and Everything.
Join Date:
5/11/2013
Posts:
43
Minecraft:
Myelecor_Fireson
Member Details
Not bad, it looks like you put some serious effort into it, but my mod count is already too high (45 mods and counting), so another mod like this may cause unthinkable glitches and lag issues. Perhaps after 1.7 I may download it, though. Keep up the good work!
Not bad, it looks like you put some serious effort into it, but my mod count is already too high (45 mods and counting), so another mod like this may cause unthinkable glitches and lag issues. Perhaps after 1.7 I may download it, though. Keep up the good work!
Great job with the mod! I am enjoying the aspect of a truer-to-life form of smithing and reloading, and I created an account just to comment on this mod because I see a big potential here!
1) Using snowballs as a stackable fuel in the chilling block like coal is to a furnace instead of having to cart water around all the time. The convenience would be great, but it's something not too easy to get (depending on the biomes around), so it still maintains a level of difficulty. In 1.7+ packed ice may be an alternative to snowballs.
2) A use for kelp: sushi! As Japanese cliche as it is, hear me out.
-People could craft sushi with kelp (unique to the mod), raw fish (fish trap utilization!), and maybe some third ingredient. Rice?
-If you wouldn't mind doing it, modify the color of sugarcane and create a rice plant for the third ingredient! The environments it is grown in naturally mimic sugarcane's location in-game as it is. (No big new code to write AND it's something that your mod does that nobody else's does.) The rice units when harvested could just be seeds colored white as to indicate a small amount of rice. If you wanted to differentiate it from sugarcane more, I suggest making it plantable in sand or dirt under 1 block of water (maximum) to mimic flooded fields. Rice plants would grow most often in Jungle, River, and Swamp biomes naturally. Or just make the seeds as finds in treasure chests with cucumber seeds. Either way, more farming, please!
-The best part about the sushi is that it would be stackable like cookies. Perhaps with a cucumber (or pickle) addition, it would carry a 25% chance or so to cure poison when eaten. Get poisoned, spam the food, creating a need to craft more. You then created a demand for it! As a drawback, make it worth only 2 to 2.5 food value to keep it balanced.
Crafting for sushi?
[C][K][F] Generates 4 or 5 Sushi
[K][R][K] K=kelp(seaweed), R=Rice, F=Raw fish,
[X][K][X] C=Cucumber (optional: Gives between 25-33% cure poison chance to sushi), X= Empty
3) As a thought: How about using salt to increase the food value of all cooked meats? Salt+Random cooked meat = Seasoned random cooked meat. Example: Salt + Cooked Porkchop = Seasoned cooked porkchop worth 1.5 to 2 more food than normal. Also, how about using cucumber as a 50% chance to cure poison when eaten that also gives 0.5 food (1.5 food if turned into a pickle). I know, everyone hates nerfing, but sometimes it is necessary to maintain order. To encourage crafting sushi over eating pickles, make the yield of cucumber plants fairly low (2 norm, 3 max), so pickles aren't just made due to their higher poison curing percentage. (Making them easy to find on pirate ship chests would balance this out.)
4) Also, underground salt mines could be cool, rare things to find. (I envision a couple skeleton spawners and a treasure chest being involved) Large, natural deposits of salt are mined every day. (Fun fact: One of the largest nuclear waste storage facilities in the USA is in a depleted Utah salt mine)
5) Add the eating animation and delay mechanic for your food. As nice as an instant effect is, it's too unbalanced and feels less wholsome than the normal eating and food mechanic. It feels... well, cheap to put it bluntly. That is really my only major bone to pick with the mod.
With these additions, you create underwater/flooded farming for rice and kelp, a MUCH better alternative to milk buckets, create aquaculture with fish traps (and have a demand for it), improve all current meat products, and most importantly, keep it all BALANCED within the game (Maintains an equal emphasis on mining, farming, smithing, combat, and exploring.)
Again, great work. (Sorry about the novel-length post.) I'm looking forward to seeing more good things come from you!
Great job with the mod! I am enjoying the aspect of a truer-to-life form of smithing and reloading, and I created an account just to comment on this mod because I see a big potential here!
1) Using snowballs as a stackable fuel in the chilling block like coal is to a furnace instead of having to cart water around all the time. The convenience would be great, but it's something not too easy to get (depending on the biomes around), so it still maintains a level of difficulty. In 1.7+ packed ice may be an alternative to snowballs.
2) A use for kelp: sushi! As Japanese cliche as it is, hear me out.
-snip-
3) As a thought: How about using salt to increase the food value of all cooked meats? Salt+Random cooked meat = Seasoned random cooked meat. Example: Salt + Cooked Porkchop = Seasoned cooked porkchop worth 1.5 to 2 more food than normal. Also, how about using cucumber as a 50% chance to cure poison when eaten that also gives 0.5 food (1.5 food if turned into a pickle). I know, everyone hates nerfing, but sometimes it is necessary to maintain order. To encourage crafting sushi over eating pickles, make the yield of cucumber plants fairly low (2 norm, 3 max), so pickles aren't just made due to their higher poison curing percentage. (Making them easy to find on pirate ship chests would balance this out.)
4) Also, underground salt mines could be cool, rare things to find. (I envision a couple skeleton spawners and a treasure chest being involved) Large, natural deposits of salt are mined every day. (Fun fact: One of the largest nuclear waste storage facilities in the USA is in a depleted Utah salt mine)
5) Add the eating animation and delay mechanic for your food. As nice as an instant effect is, it's too unbalanced and feels less wholsome than the normal eating and food mechanic. It feels... well, cheap to put it bluntly. That is really my only major bone to pick with the mod.
-snip-
Firstly, Thanks for the feedback
1) This idea I rather like, I will likely add a few new fuels to the cooling rack in a future update.
2) I hate sushi, As much as it isn't a bad idea, minecraft really doesn't need more food, it has plenty, even the cucumbers I debated adding.
3) I think it does do that already... Salt can be used with steak, pork, and fish (all cooked) the get better foods, and pickles currently cure potion effects when you eat them...
Edit: additionally, I would say that the cucumber gives about 2-2.5 on average, generally they give one, and I think I have gotten as many as 9.
4) This idea I honestly like, something of this nature will likely be added.
5) Going back to point two, minecraft doesn't need more food, so I wanted to add something different that would be useful, but not OP, the cucumbers do feel rather unwholesome, but they really are, they are slightly better then melons I believe, and the instant eat it what sets them apart. Otherwise there would be no reason to collect them as any other food is just as good.
Can I use this for my public modpack? On the official server there will be a building showcasing the mod and if you want a description on what the mod packs about I'll gladly give you one
Thanks Love the mod
A bit more information would be great
Preferably you would put a link to here, but if you really want to you can just include it in the download.
So, as stated in the first post, I released a new version of this mod, still for 1.6.4, but it fixes/adds a few cool things that might be of use. Feel free to download it.
I have a question. Could u use the mine fantasy API to allow it's forged iron to work to craft ur items?
Here's the mod link: http://www.minecraft...sy-version-181/
It is not 1.6 yet but could u just keep this as a possible idea
Um, I believe that I could, however, I don't feel that it would make much of a difference, and it would be a great deal of work.
Um, I believe that I could, however, I don't feel that it would make much of a difference, and it would be a great deal of work.
It would just be for convince. But if you want to do it soon, i sugest not AP is working on allot of changes. I just requested it as an idea to keep in mind
Just need to run a quick test and will add it. Good day!
EDIT: So far, the only trouble is trying to get it to work on a server. Not sure if it was you who sent a request for its addition to the mod list, but the request said Universal. Going to have to mark it on the list as SSP and LAN for the time being. If you get it working on server, please let me know (by quoting my post or PM) so I can update it on the list for you.
Thanks for the tip, I have now fixed it, at any rate, it is totally fine that you added it to your list, as far as SMP goes, I guess I have never tested it for it, but it works on LAN, so it is probably best to post it as such, I may work on getting it SMP compatible at some point.
No worries. If you do begin working on trying to get it working and such on servers, feel free to contact me (post quoting or PMing) if you need guinea pig to help test server stuff.
Keep up the great work.
Ok, if I ever get around to making it SMP, I will let you know.
Thanks
I have added somewhat of a balance update, it probably makes the pirates a bit more powerful, but their should be less of them. The guns are less OP so as to not make all normal mobs... Lame. Feel free to download it if you like, but know that you really don't need to.
Uh... I think it does... It is programmed to spawn in sand so it should spawn anywhere that sand is present.
Thanks, as for moving boats, you should look at the 'A few notes' spoiler in my first post
To everyone: I have been really busy will school lately, but I may but out a new version this friday that will include some handy stuff.
I suppose that would make sense, that will likely be added when I add manufacturing salt as an option.
Just install Archimedes' Ships
That looks pretty nice, I may add it as a optional download, or I can make rats spawn in different colors
Thanks
1) Using snowballs as a stackable fuel in the chilling block like coal is to a furnace instead of having to cart water around all the time. The convenience would be great, but it's something not too easy to get (depending on the biomes around), so it still maintains a level of difficulty. In 1.7+ packed ice may be an alternative to snowballs.
2) A use for kelp: sushi! As Japanese cliche as it is, hear me out.
-People could craft sushi with kelp (unique to the mod), raw fish (fish trap utilization!), and maybe some third ingredient. Rice?
-If you wouldn't mind doing it, modify the color of sugarcane and create a rice plant for the third ingredient! The environments it is grown in naturally mimic sugarcane's location in-game as it is. (No big new code to write AND it's something that your mod does that nobody else's does.) The rice units when harvested could just be seeds colored white as to indicate a small amount of rice. If you wanted to differentiate it from sugarcane more, I suggest making it plantable in sand or dirt under 1 block of water (maximum) to mimic flooded fields. Rice plants would grow most often in Jungle, River, and Swamp biomes naturally. Or just make the seeds as finds in treasure chests with cucumber seeds. Either way, more farming, please!
-The best part about the sushi is that it would be stackable like cookies. Perhaps with a cucumber (or pickle) addition, it would carry a 25% chance or so to cure poison when eaten. Get poisoned, spam the food, creating a need to craft more. You then created a demand for it! As a drawback, make it worth only 2 to 2.5 food value to keep it balanced.
Crafting for sushi?
[C][K][F] Generates 4 or 5 Sushi
[K][R][K] K=kelp(seaweed), R=Rice, F=Raw fish,
[X][K][X] C=Cucumber (optional: Gives between 25-33% cure poison chance to sushi), X= Empty
3) As a thought: How about using salt to increase the food value of all cooked meats? Salt+Random cooked meat = Seasoned random cooked meat. Example: Salt + Cooked Porkchop = Seasoned cooked porkchop worth 1.5 to 2 more food than normal. Also, how about using cucumber as a 50% chance to cure poison when eaten that also gives 0.5 food (1.5 food if turned into a pickle). I know, everyone hates nerfing, but sometimes it is necessary to maintain order. To encourage crafting sushi over eating pickles, make the yield of cucumber plants fairly low (2 norm, 3 max), so pickles aren't just made due to their higher poison curing percentage. (Making them easy to find on pirate ship chests would balance this out.)
4) Also, underground salt mines could be cool, rare things to find. (I envision a couple skeleton spawners and a treasure chest being involved) Large, natural deposits of salt are mined every day. (Fun fact: One of the largest nuclear waste storage facilities in the USA is in a depleted Utah salt mine)
5) Add the eating animation and delay mechanic for your food. As nice as an instant effect is, it's too unbalanced and feels less wholsome than the normal eating and food mechanic. It feels... well, cheap to put it bluntly. That is really my only major bone to pick with the mod.
With these additions, you create underwater/flooded farming for rice and kelp, a MUCH better alternative to milk buckets, create aquaculture with fish traps (and have a demand for it), improve all current meat products, and most importantly, keep it all BALANCED within the game (Maintains an equal emphasis on mining, farming, smithing, combat, and exploring.)
Again, great work. (Sorry about the novel-length post.) I'm looking forward to seeing more good things come from you!
-Regards,
An MMO software development intern
Firstly, Thanks for the feedback
1) This idea I rather like, I will likely add a few new fuels to the cooling rack in a future update.
2) I hate sushi, As much as it isn't a bad idea, minecraft really doesn't need more food, it has plenty, even the cucumbers I debated adding.
3) I think it does do that already... Salt can be used with steak, pork, and fish (all cooked) the get better foods, and pickles currently cure potion effects when you eat them...
Edit: additionally, I would say that the cucumber gives about 2-2.5 on average, generally they give one, and I think I have gotten as many as 9.
4) This idea I honestly like, something of this nature will likely be added.
5) Going back to point two, minecraft doesn't need more food, so I wanted to add something different that would be useful, but not OP, the cucumbers do feel rather unwholesome, but they really are, they are slightly better then melons I believe, and the instant eat it what sets them apart. Otherwise there would be no reason to collect them as any other food is just as good.
A bit more information would be great
Preferably you would put a link to here, but if you really want to you can just include it in the download.
Here's the mod link: http://www.minecraftforum.net/topic/1238049-151152-minefantasy-version-181/
It is not 1.6 yet but could u just keep this as a possible idea
Um, I believe that I could, however, I don't feel that it would make much of a difference, and it would be a great deal of work.