Maybe -- though I don't play quite as much as I once did, and I am preoccupied with developing some other mods (a MF2 addon, an RPG campaign world generator, and two spin-offs, a small teleportation mod from the MF2 addon and a better biome placement mod from the RPG campaign mod), so I have a lot of time eaten up with all that.
Hi all, long time no see. Good luck to anyone trying to keep MF alive! I was pretty excited for what was coming in MF2 and sad to see it cease work. Any MF is better than none going forward!
With the incredibly slow progression i'm seeing, i'm gonna have to get a dev team on this. I don't have time to do it myself, I may just pay someone to port the code to 1.10 and 11.
I still haven't actually played mf2, and I haven't even checked it out in creative for quite a while, so I'll have to do that at least before I start making MF: Reforged. Pm me if you have any opinions on what MF: Reforged should be like.
I still haven't actually played mf2, and I haven't even checked it out in creative for quite a while, so I'll have to do that at least before I start making MF: Reforged. Pm me if you have any opinions on what MF: Reforged should be like.
Forge does now have a beta for 1.12 already (fast!) if you have checked and would like to know, btw.
Yeah, I haven't done anything with it, though as I'm waiting for it to stabilize. Also, I've been considering putting off MF3 for a while, because I think a magic mod would be more fun to make, and because MF1 (and probably 2) hold up really well, and I don't mind going back a few versions for them since mod compatibility isn't an issue.
So, I've got good news and I've got bad news. Bad news first.
So, I ended up deciding to make a magic mod instead of a Minefantasy sequel (but the main crafting system in the magic mod will be highly inspired by forging in Minefantasy, so that should be cool). I might still make a Minefantasy sequel after the magic mod is released, but the magic mod and my other mods will require a lot of maintenance and I'll have a lot less free time in a few months, so I just can't make any promises. Plus, I kinda want to make a Minecraft "clone" instead.
Good news is, I've been spending the last week taking a break from the magic mod to work on a 1.6.4 modpack with Minefantasy, and in the process, I've added NEI and MineTweaker support to Minefantasy, so I'll release that version of the mod alongside the modpack when it's done. So hopefully that will make Minefantasy 1 easier to go back and play with moving forward. I plan on releasing the modpack and the new MF version within a week, and I also plan on hosting a server with the modpack when it's released. I won't be hosting the server on my personal computer, as I have done with most of my previous Minefantasy servers, so performance should be much better.
So, yeah, I hope to see some of you all on the server, and even if no one uses the server, hopefully the NEI and Minetweaker compatible version of MineFantasy will find some use.
I have released the modpack and started the server, if you're interested check out the server's discord channel for the download link.
Along with the pack, as promised, I have a new version of MineFantasy which includes support for NEI and MineTweaker. I figured I'd changed enough to warrant a version bump up to 1.4, though since that was sort of taken by nofole's older versions, I called it "MineFantasy 1.4 Mangoose Edition". Documentation for the MineTweaker support is not included, but you can check the source code for it, or if anyone actually wants information on it, I can write something up. I also made a small mod, MFCompat, which depends on both MineFantasy and Witchery, and all it does is replace all the Witchery rituals that required unobtainable vanilla items with equivalent rituals that use MineFantasy items instead.
I don't have access to the main download page, so I'll just leave the download links here for now.
I have released the modpack and started the server, if you're interested check out the server's discord channel for the download link.
Along with the pack, as promised, I have a new version of MineFantasy which includes support for NEI and MineTweaker. I figured I'd changed enough to warrant a version bump up to 1.4, though since that was sort of taken by nofole's older versions, I called it "MineFantasy 1.4 Mangoose Edition". Documentation for the MineTweaker support is not included, but you can check the source code for it, or if anyone actually wants information on it, I can write something up. I also made a small mod, MFCompat, which depends on both MineFantasy and Witchery, and all it does is replace all the Witchery rituals that required unobtainable vanilla items with equivalent rituals that use MineFantasy items instead.
I don't have access to the main download page, so I'll just leave the download links here for now.
Unfortunately I don't have home internet right now -- I won't until at least after my new (loser level) job has pay start coming in.
Fixing the witchery rituals was a good idea -- my system of letting vanilla items by rare artifacts worked for thaumcraft (where you crafted items to reuse indefinitely) but didn't really fit with one-shot use in rituals.
Maybe I'll check this out in the future. In the mean time I'm learning make mobs for 1.10+, since apparently Chocolate Better Dungeons is dead.
At some point, probably next time I make a 1.6.4 modpack with MineFantasy, I'll make a mod to bridge MineFantasy and Thaumcraft, which would change thaumcraft's recipes which use vanilla tools and weapons, as well as a thaumium anvil, which would be a combination of an anvil and an arcane crafting table. I didn't do that for this pack because I was lazy, and didn't want to delay the pack any longer, since some people were waiting for it already. Good luck with mob stuff/a possible chocolate quest successor. I haven't done too much with mobs since 1.10 came out, but from what I've seen and done, it doesn't seem too difficult, and should definitely get easier very quickly once you get the hang of custom AI stuff.
At some point, probably next time I make a 1.6.4 modpack with MineFantasy, I'll make a mod to bridge MineFantasy and Thaumcraft, which would change thaumcraft's recipes which use vanilla tools and weapons, as well as a thaumium anvil, which would be a combination of an anvil and an arcane crafting table. I didn't do that for this pack because I was lazy, and didn't want to delay the pack any longer, since some people were waiting for it already. Good luck with mob stuff/a possible chocolate quest successor. I haven't done too much with mobs since 1.10 came out, but from what I've seen and done, it doesn't seem too difficult, and should definitely get easier very quickly once you get the hang of custom AI stuff.
Thanks. Mobs have not turned out to be hard (though making a program to help skinning them might be a good idea) -- even if my fallen angel is a bit derpy. What I have had trouble with is items -- they don't render right for me, and that could be real problem in trying to update MF2 or work on any kind of MF sequel.
Item rendering is easy. Is your code on github? I'd be happy to take a look. Otherwise, you could just tell me more about what isn't working right, and I can try to figure out what's going wrong from that. Also, I have a bunch of 1.11 and 1.12 mods on github, so feel free to see how I do item rendering for any of those.
Are you interested in an complete overhaul of minefantasy, as a new fork?
I just can't afford it -- I'm back to having no income at the moment. So it was shut off because I couldn't pay. And the computer I barrow to check messages is slow and doesn't have enough ram to even install Forge Gradle.
Item rendering is easy. Is your code on github? I'd be happy to take a look. Otherwise, you could just tell me more about what isn't working right, and I can try to figure out what's going wrong from that. Also, I have a bunch of 1.11 and 1.12 mods on github, so feel free to see how I do item rendering for any of those.
I'm starting to think there is a renderer I need to register, like with the mobs, but I have no idea where that would be or what to call. So far I've been trying to get it to work using the json files. When I have my own internet I'll try to remember to look at your code. I should probably get a book or something fro 1.8+ -- so much was complicated with that update for modding. (I also don't know how to register drop -- basically anything connection the json to the java is unknown to me right now.)
Are you interested in an complete overhaul of minefantasy, as a new fork?
Well, someone asked me to update MF2 to a newer game version -- but I had other things to do and it was a bit tedious, so I didn't get far. Some people were interested in creating a MF1/MF2 hybrid plus new material for a newer game version, so I don't know. I've had my mind on real life, plus creating a 2d arcade engine, plus mods for dungeons, world gen, etc., with the unlikely to be realized fantasy to creating something like an Elder Scrolls clone in Minecraft (though that has more to relate to my interests in dungeons and world gen, and not really to Minefantasy beyond compatibility). So I'm not really sure.
I've updated MineFantasy quite a bit over the past few weeks, I can't even remember all the changes and fixes I've implemented. Here's some stuff I do remember:
Totally replaced vanilla villages. The new ones are larger, a bit rarer, and don't spawn in deserts. They are also a whole lot less ugly, much more historically accurate, again, just so much less ugly. Here are some images of what the new villages look like
Implemented a custom mob spawning system for dragons, modified dragons' spawn conditions (dragons can't spawn if another dragon exists nearby, for example), and added messages to warn nearby players of nearby dragon spawns
Added a new dragon breed: poison dragons. They are similar to red dragons, but exhale concentrated streams of poison instead of fire
Made dragons drop up to three fire glands instead of just one
Re-implemented cooking (still not sure why it was removed in 1.6.4)
Changed shields to work the way they were originally intended to, with damage thresholds and such
Made shield enchantments effective on MF's shields
Updated Battlegear dependency to the latest version for 1.6.4
Added ignotumite shields
Made ignotumite weapons usable in the offhand, like all other weapons
Made ignotumite tools and weapons enchantable (I know this changes the balance of end-game tools and weapons quite a bit, but it was very clearly caused by a bug. If there had been any code written to explicitly to prevent those items from being enchantable, I would have left things as they were)
Made spears single-handed, because I felt weird not being able to use a shield with a spear
Changed heavy weapons' balance offset effect to not be instantaneous, and therefore much smoother and less jarring. Also increased the intensity of the effect to help make up for any decrease in difficulty the change may have caused
Made any vanilla tools, armor, or weapons dropped by mobs get turned into MineFantasy equivalents
Modified nether fortress loot tables (other loot tables can be modified with minetweaker, the nether fortress ones couldn't, though)
Changed how mobs spawn with armor and weapons. Now, they spawn with MF armor and weapons, they are much more likely to get equipment on spawn, and much less likely to drop any of their equipment. The equipment they get and the likelihood that they will receive equipment is affected by distance to spawn, local difficulty, and global difficulty
Improved modded biome detection for mob spawning
Replaced all vanilla tools, armor, and weapons in villager trade tables with MF equivalents (even in priests' enchanting deals)
Removed old/extraneous recipes for repair hammers, since the new ones are cheaper anyway, making the old ones useless
When hardcore furnaces are enabled in the config, any vanilla furnaces found in a player's inventory will be forcefully converted into bloomeries
Fixed the vanilla recipe for beds not being properly removed
Fixed deep iron hunks not being heatable
Fixed a crash with rendering hot items in the inventory when the item has multiple layers
Reduced the size of items rendered on benchtops
Added tailor and baker villager professions
Fixed arrows being collectible when fired from a bow with Infinity
Improved MineTweaker and NEI support
Fixed gilded armor taking damage from skeletal knights wielding warpicks
Fixed many spelling and capitalization issues in the US English localization
Allowed tailor and anvil recipes to output items with NBT data (like enchanted items). Only useful with MineTweaker
Fixed a bunch of other stuff, probably added and changed a few more things as well
Aside from all that, I noticed some issues with MF Bridge (it completely broke quivers, totally prevents certain modded items from being placeable on anvils by hand (that was actually intentional, but no longer necessary with the fixes I've introduced to base MF), and some other stuff as well), so I updated mfcompat to modify Ars Magica 2 spell component recipes. I think I also improved the Witchery support it already included. The mod's other features are now replicable with MineTweaker. I know that can be a hassle to configure, so if anyone wants, I can pm them a link to my personal pack, which includes scripts to modify many MineFantasy recipes, as well as many from Twilight Forest, Ars Magica 2, Witchery, and many other mods. It also includes loot table modifications and custom builds of AM2, Battlegear, Better Grass & Leaves, and Witchery. Some of those only contain bug fixes, but the AM2 and Battlegear builds both include some very welcome additions and changes. Also, all those mods are now fully compatible with Gulliver (I've just used it to start a playthrough where I'm permanently half-sized, basically making me a dwarf, and it's amazing)! But, back to the point, mfcompat should now be able to fully replace MF Bridge, which makes quivers usable again and also solves the other problems.
Also, these changes, along with the help of MineTweaker's ability to modify loot tables, makes it possible to completely remove the possibility of finding or otherwise acquiring vanilla tools/weapons/armor with hardcore crafting, which is pretty nice. Other mods might make them obtainable in other ways, but I haven't found any in my modpack, which is pretty large at this point.
IMPORTANT: It is highly recommended that you regenerate your config file if updating from a previous version of the mod. Also, if you use Battlegear (does anyone not use it with MF?), this new version requires Battlegear 1.5.3, the version that used to cause a crash when trying to block arrows with an MF shield. I've fixed that crash, and made use of the newer version's improved API.
If anyone is interested, I'm starting another MineFantasy server, hopefully with less dragons this time around (that seemed to be a problem with BOP).
link
", palatino, serif">RUSTIC
Maybe -- though I don't play quite as much as I once did, and I am preoccupied with developing some other mods (a MF2 addon, an RPG campaign world generator, and two spin-offs, a small teleportation mod from the MF2 addon and a better biome placement mod from the RPG campaign mod), so I have a lot of time eaten up with all that.
Who here missed herbalism?
", palatino, serif">RUSTIC
Your version seems a bit different -- not that I haven't considered adding eyebright, wormwood, and maybe something else.
Yeah, I added a few more herbs,as well as a new way of making potions with them
", palatino, serif">RUSTIC
Hi all, long time no see. Good luck to anyone trying to keep MF alive! I was pretty excited for what was coming in MF2 and sad to see it cease work. Any MF is better than none going forward!
With the incredibly slow progression i'm seeing, i'm gonna have to get a dev team on this. I don't have time to do it myself, I may just pay someone to port the code to 1.10 and 11.
I still haven't actually played mf2, and I haven't even checked it out in creative for quite a while, so I'll have to do that at least before I start making MF: Reforged. Pm me if you have any opinions on what MF: Reforged should be like.
", palatino, serif">RUSTIC
Forge does now have a beta for 1.12 already (fast!) if you have checked and would like to know, btw.
Yeah, I haven't done anything with it, though as I'm waiting for it to stabilize. Also, I've been considering putting off MF3 for a while, because I think a magic mod would be more fun to make, and because MF1 (and probably 2) hold up really well, and I don't mind going back a few versions for them since mod compatibility isn't an issue.
", palatino, serif">RUSTIC
So, I've got good news and I've got bad news. Bad news first.
So, I ended up deciding to make a magic mod instead of a Minefantasy sequel (but the main crafting system in the magic mod will be highly inspired by forging in Minefantasy, so that should be cool). I might still make a Minefantasy sequel after the magic mod is released, but the magic mod and my other mods will require a lot of maintenance and I'll have a lot less free time in a few months, so I just can't make any promises. Plus, I kinda want to make a Minecraft "clone" instead.
Good news is, I've been spending the last week taking a break from the magic mod to work on a 1.6.4 modpack with Minefantasy, and in the process, I've added NEI and MineTweaker support to Minefantasy, so I'll release that version of the mod alongside the modpack when it's done. So hopefully that will make Minefantasy 1 easier to go back and play with moving forward. I plan on releasing the modpack and the new MF version within a week, and I also plan on hosting a server with the modpack when it's released. I won't be hosting the server on my personal computer, as I have done with most of my previous Minefantasy servers, so performance should be much better.
So, yeah, I hope to see some of you all on the server, and even if no one uses the server, hopefully the NEI and Minetweaker compatible version of MineFantasy will find some use.
", palatino, serif">RUSTIC
I have released the modpack and started the server, if you're interested check out the server's discord channel for the download link.
Along with the pack, as promised, I have a new version of MineFantasy which includes support for NEI and MineTweaker. I figured I'd changed enough to warrant a version bump up to 1.4, though since that was sort of taken by nofole's older versions, I called it "MineFantasy 1.4 Mangoose Edition". Documentation for the MineTweaker support is not included, but you can check the source code for it, or if anyone actually wants information on it, I can write something up. I also made a small mod, MFCompat, which depends on both MineFantasy and Witchery, and all it does is replace all the Witchery rituals that required unobtainable vanilla items with equivalent rituals that use MineFantasy items instead.
I don't have access to the main download page, so I'll just leave the download links here for now.
", palatino, serif">RUSTIC
Unfortunately I don't have home internet right now -- I won't until at least after my new (loser level) job has pay start coming in.
Fixing the witchery rituals was a good idea -- my system of letting vanilla items by rare artifacts worked for thaumcraft (where you crafted items to reuse indefinitely) but didn't really fit with one-shot use in rituals.
Maybe I'll check this out in the future. In the mean time I'm learning make mobs for 1.10+, since apparently Chocolate Better Dungeons is dead.
At some point, probably next time I make a 1.6.4 modpack with MineFantasy, I'll make a mod to bridge MineFantasy and Thaumcraft, which would change thaumcraft's recipes which use vanilla tools and weapons, as well as a thaumium anvil, which would be a combination of an anvil and an arcane crafting table. I didn't do that for this pack because I was lazy, and didn't want to delay the pack any longer, since some people were waiting for it already. Good luck with mob stuff/a possible chocolate quest successor. I haven't done too much with mobs since 1.10 came out, but from what I've seen and done, it doesn't seem too difficult, and should definitely get easier very quickly once you get the hang of custom AI stuff.
", palatino, serif">RUSTIC
Thanks. Mobs have not turned out to be hard (though making a program to help skinning them might be a good idea) -- even if my fallen angel is a bit derpy. What I have had trouble with is items -- they don't render right for me, and that could be real problem in trying to update MF2 or work on any kind of MF sequel.
Glad to see you back -- though unfortunately I'm semi-gone right now due to trouble affording home internet.
Item rendering is easy. Is your code on github? I'd be happy to take a look. Otherwise, you could just tell me more about what isn't working right, and I can try to figure out what's going wrong from that. Also, I have a bunch of 1.11 and 1.12 mods on github, so feel free to see how I do item rendering for any of those.
", palatino, serif">RUSTIC
I just can't afford it -- I'm back to having no income at the moment. So it was shut off because I couldn't pay. And the computer I barrow to check messages is slow and doesn't have enough ram to even install Forge Gradle.
The code for that is at:
https://github.com/BlackJar72/RPGDungeons
I'm starting to think there is a renderer I need to register, like with the mobs, but I have no idea where that would be or what to call. So far I've been trying to get it to work using the json files. When I have my own internet I'll try to remember to look at your code. I should probably get a book or something fro 1.8+ -- so much was complicated with that update for modding. (I also don't know how to register drop -- basically anything connection the json to the java is unknown to me right now.)
Well, someone asked me to update MF2 to a newer game version -- but I had other things to do and it was a bit tedious, so I didn't get far. Some people were interested in creating a MF1/MF2 hybrid plus new material for a newer game version, so I don't know. I've had my mind on real life, plus creating a 2d arcade engine, plus mods for dungeons, world gen, etc., with the unlikely to be realized fantasy to creating something like an Elder Scrolls clone in Minecraft (though that has more to relate to my interests in dungeons and world gen, and not really to Minefantasy beyond compatibility). So I'm not really sure.
I've updated MineFantasy quite a bit over the past few weeks, I can't even remember all the changes and fixes I've implemented. Here's some stuff I do remember:
Aside from all that, I noticed some issues with MF Bridge (it completely broke quivers, totally prevents certain modded items from being placeable on anvils by hand (that was actually intentional, but no longer necessary with the fixes I've introduced to base MF), and some other stuff as well), so I updated mfcompat to modify Ars Magica 2 spell component recipes. I think I also improved the Witchery support it already included. The mod's other features are now replicable with MineTweaker. I know that can be a hassle to configure, so if anyone wants, I can pm them a link to my personal pack, which includes scripts to modify many MineFantasy recipes, as well as many from Twilight Forest, Ars Magica 2, Witchery, and many other mods. It also includes loot table modifications and custom builds of AM2, Battlegear, Better Grass & Leaves, and Witchery. Some of those only contain bug fixes, but the AM2 and Battlegear builds both include some very welcome additions and changes. Also, all those mods are now fully compatible with Gulliver (I've just used it to start a playthrough where I'm permanently half-sized, basically making me a dwarf, and it's amazing)! But, back to the point, mfcompat should now be able to fully replace MF Bridge, which makes quivers usable again and also solves the other problems.
Also, these changes, along with the help of MineTweaker's ability to modify loot tables, makes it possible to completely remove the possibility of finding or otherwise acquiring vanilla tools/weapons/armor with hardcore crafting, which is pretty nice. Other mods might make them obtainable in other ways, but I haven't found any in my modpack, which is pretty large at this point.
IMPORTANT: It is highly recommended that you regenerate your config file if updating from a previous version of the mod. Also, if you use Battlegear (does anyone not use it with MF?), this new version requires Battlegear 1.5.3, the version that used to cause a crash when trying to block arrows with an MF shield. I've fixed that crash, and made use of the newer version's improved API.
Anyway, here are the download links:
mfcompat-1.4 (deobf)
If you want the source, let me know.
", palatino, serif">RUSTIC