I have a question.. Matierials and stuff of your mod will generate only in new chunks? Or even in old chunks of my world?
Only in new chunks. But if you have the Grapes and Hops modules you can break vines to get those items and start growing, but no villages will spawn with the buildings, and you'll have to go to new chunks to find Bees
Just completing the other reply, rice is found by breaking grass, just like regular seeds. And bamboos will only spawn on new chunks too.
oh right I forgot about that stuff!
now that I think about it... seeing as you can only get bamboo by finding new chunks... as with bees... do you think (or whoever is adding some codes) that you could make a way to get bees and bamboo in a skyblock world? Would it be as simple as adding a line or two (or however it is that code is done) that tests for the Ex Nihilo mod, and adds a bamboo sprout when you sieve dirt, and a bee grub when you use a crook to break leaves?
I'm sure the second can be occomplished with MineTweaker but... its cooler if the mod has built in support. The next best option is to go talk to the Ex Nihilo developer and ask if they an add said features/items
now that I think about it... seeing as you can only get bamboo by finding new chunks... as with bees... do you think (or whoever is adding some codes) that you could make a way to get bees and bamboo in a skyblock world? Would it be as simple as adding a line or two (or however it is that code is done) that tests for the Ex Nihilo mod, and adds a bamboo sprout when you sieve dirt, and a bee grub when you use a crook to break leaves?
I'm sure the second can be occomplished with MineTweaker but... its cooler if the mod has built in support. The next best option is to go talk to the Ex Nihilo developer and ask if they an add said features/items
I'm sure Sunconure will take your suggestion for the To Do List, and we shall think about it later. There is very much under development, so that could take a while. As soon as we get a wiki running you can have news about what's going on.
I'm sure Sunconure will take your suggestion for the To Do List, and we shall think about it later. There is very much under development, so that could take a while. As soon as we get a wiki running you can have news about what's going on.
I'm not all that worried about it. Like you said its just a suggestion. You guys should try to focus on the main things first, like updating the code to whatever version you're striving for, whether it be 1.8 or waiting for a complete and total re-write (like very other modder out there is dreading) for 1.9. That and bugfixes. Only after you guys are content with releasing a nice, new, shiny update, letting the community do bugruns, only then should you guys start trying to add suggestions.
I personally like the idea of Tequila and Vodka. Hell... I might get myself a modeling program (whats that one that starts with a T? Teqne? something like that) and make you guys some Agave models
SO! Apon doing a wee bit of research on a plant my grandma had growing in her backyard (that died about two years ago ;n; ) called a Century Plant, I come to find out that it is actually called Agave Americana, or Maguey, or American Aloe (not actually an aloe), I found out that it has several uses
Potentially all could be implemented into GC, but I think that maybe it would be a bit easier to have a completely different mod that had a bit of integration with GC, allowing you to make Tequila with it. You can look at the information here: https://en.wikipedia.org/wiki/Agave_americana but I'll just post a little bit so you don' tneed to read the whole thing (if you want :D)
Basicly, the Agave produces a flower on a long stem, near the end of its life. If the stem is cut off (before flowering) a sweet liquid will gather in the heat of the plant. The liquid is called aguamiel, or "honey water". The aguamiel can be then fermented into pulque (https://en.wikipedia.org/wiki/Pulque).
Aditionally, the leaves can be used to harvest fibers used to make ropes and cloth (potentially some armors? or maybe just a decorative bag item. OOO! Sacks of Potatoes :D)
The Agave Americana is mostly used to make the polque, while Tequila is made form the Blue Agave (the plant is also called "Agave Tequilana" XD https://en.wikipedia.org/wiki/Agave_tequilana)
Sorry if I overloaded you a bit (whom ever is reading this, sorry) but I think it would be very cool to atleast be able to make Tequila, and I have (attempted) to provide some information. And so what if there is different Agave for different liquors, it would be somthing as simple as having the Agave having three different forms. 2 growth stages could be used to make liquor, while the final is purely decorative. The first stage being Tequila stage, the second being the Pulgue stage. The third would be the decorative, and is achived by letting the flower stem bloom. To prevent the third stage from happening, and instead making the Pulgue, you simply snip off the stem (Before it blooms!) with shears. YOu could probably make something with the stem or just have it poof... The flower of the final stage could also be used as a decorative block if you shear it, then break the agave to get fibers or something...
Gah, I did it again... anyway, I'm going to stop typing now and let ya'll get back to whatever it is you need to do
Sounds good, what potion effect should the liquors give? Also, idk how I feel about one plant, agave, making two different beverages. It might be too complicated, or "too much" for one GC module. I mean, as long as there are good uses for both of them, it's ok, but I wouldn't want to flood the mod with duplicate features. Anyway, here's a list of stuff:
We currently have: ale, mead, sake, wine, and cider.
Other possibilities: whiskey (wheat or corn, distillery), ayahuasca (magic vines, brewing kettle), cordial (cherries, fruit press), colonche (cactus fruit, fruit press), nectar (golden apples, fruit press)
So how do we separate this? Well all the new distilled drinks would obviously go in a module called Distillery. Then if we're including my ideas, prickly pears (a.k.a. cactus fruit) could go in a Desert module together with agave plants. If not then there could just be an Agave module, which would have the agave plants, syrup, and fibers. Back to my ideas, Ayahuasca would go in its own module of course (btw Ayahuasca, unlike other drinks, gives you a bunch of XP when consumed, it's a good end game alternative to mob farming for XP), magic vines are obtained by growing jungle trees in the End. Cherries (for cordial) could get their own module too I guess.
Edit: forgot to mention I have textures for the cactus fruit and cherries.
Sounds good, what potion effect should the liquors give? Also, idk how I feel about one plant, agave, making two different beverages. It might be too complicated, or "too much" for one GC module. I mean, as long as there are good uses for both of them, it's ok, but I wouldn't want to flood the mod with duplicate features. Anyway, here's a list of stuff:
We currently have: ale, mead, sake, wine, and cider.
Other possibilities: whiskey (wheat or corn, distillery), ayahuasca (magic vines, brewing kettle), cordial (cherries, fruit press), colonche (cactus fruit, fruit press), nectar (golden apples, fruit press)
So how do we separate this? Well all the new distilled drinks would obviously go in a module called Distillery. Then if we're including my ideas, prickly pears (a.k.a. cactus fruit) could go in a Desert module together with agave plants. If not then there could just be an Agave module, which would have the agave plants, syrup, and fibers. Back to my ideas, Ayahuasca would go in its own module of course (btw Ayahuasca, unlike other drinks, gives you a bunch of XP when consumed, it's a good end game alternative to mob farming for XP), magic vines are obtained by growing jungle trees in the End. Cherries (for cordial) could get their own module too I guess.
Edit: forgot to mention I have textures for the cactus fruit and cherries.
I don't know much about coding, so I'm probably wrong here, but, I don't
see it being to hard. It would only be 1 plant, but there are 2/3
things you could do with the plant. before it flowers, you cut it up and
make Tequila. When its starting to flower, you break off the top, let
it grow one growth stage (maybe change color a bit?) then click it with a
bucket, then break it (and get fibers), or, you can let it grow
completely, have a purdey yellowish flower stalk, and then get the
fibers.
If that IS to hard, then i'm sorry, but like I said, I
don't really see how hard it would be to do that. Let me know if you
want me to make a crack at making the Agave plant. I'd love to try!
I don't know much about coding, so I'm probably wrong here, but, I don't
see it being to hard. It would only be 1 plant, but there are 2/3
things you could do with the plant. before it flowers, you cut it up and
make Tequila. When its starting to flower, you break off the top, let
it grow one growth stage (maybe change color a bit?) then click it with a
bucket, then break it (and get fibers), or, you can let it grow
completely, have a purdey yellowish flower stalk, and then get the
fibers.
If that IS to hard, then i'm sorry, but like I said, I
don't really see how hard it would be to do that. Let me know if you
want me to make a crack at making the Agave plant. I'd love to try!
Sorry I don't know anything about coding. I'm just a guy who makes textures (and have an unhealthy obsession with suggesting new features for mods I like).
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
Another idea for a new module: corn. Corn is a plant that you grow from corn kernels, found in tall grass, and has a variety of uses. It grows two blocks tall and you only have to harvest the top part to get the corn item.
Corn item uses:
- Crafted into corn kernels, which can be planted or used to get popcorn
- Cooked to make corn on the cob, which restores 3 drumsticks of hunger
- Crafted with sugar and egg to make cornbread, which restores 3.5 drumsticks of hunger
- Used to make moonshine with the distillery. Not sure what potion effect moonshine should have (maybe Night Vision)
Corn kernel uses:
- Cooked to make 3 popcorn, which restores 1 drumstick of hunger each
- Planted to produce more corn plants
Also just a thought, all distilled drinks (vodka, rum, whiskey, moonshine, tequila, pulgue) should be twice as likely to give higher levels of the Tipsy effect, because they have higher alcohol content. To balance it out I guess we could give them better potion effects than the less alcoholic drinks.
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
Sorry I don't know anything about coding. I'm just a guy who makes textures (and have an unhealthy obsession with suggesting new features for mods I like).
Good to know i'm not the only one with an obsession ofor suggesting Ideas to mods that I love... I'm also a Modaholic... I keep looking for mods even though my computer is slowly slowing down with each one i add to my game XD
For the longest time I couldn't play with the difficulty on, but I think i've found a way to do it, and now I've been playing on peacefull... I'm wondering if there's a way to be able to make leather from zombie flesh through a GC method... then again there are like... a billion mods out there that allow you to smelt leather from zombie flesh so.. yea... but hey whats one more bundled with alcohol XD
Another idea for a new module: corn. Corn is a plant that you grow from corn kernels, found in tall grass, and has a variety of uses. It grows two blocks tall and you only have to harvest the top part to get the corn item.
Corn item uses:
- Crafted into corn kernels, which can be planted or used to get popcorn
- Cooked to make corn on the cob, which restores 3 drumsticks of hunger
- Crafted with sugar and egg to make cornbread, which restores 3.5 drumsticks of hunger
- Used to make moonshine with the distillery. Not sure what potion effect moonshine should have (maybe Night Vision)
Corn kernel uses:
- Cooked to make 3 popcorn, which restores 1 drumstick of hunger each
- Planted to produce more corn plants
Also just a thought, all distilled drinks (vodka, rum, whiskey, moonshine, tequila, pulgue) should be twice as likely to give higher levels of the Tipsy effect, because they have higher alcohol content. To balance it out I guess we could give them better potion effects than the less alcoholic drinks.
A granary module has been conceptualized. Corn could be put in it.
Keep the suggestions coming. We are almost organized then you'll start seeing some results.
~Alatyami
aka GrothHammerPick
Ok I got one more for now. A Tropical module. It would include pineapples, coconuts, and oranges.
Pineapples are a block plant (the pineapple is a block, and there are leaves on top) and they grow adjacent to pineapple bushes, which are large plants 2 blocks tall. Breaking them yields 3-7 pineapple slices, and you can recraft 4 of them into a pineapple, so basically they function exactly like melons. To plant another pineapple bush, you have to craft the pineapple and plant it on farmland. They take longer to grow than melons, but the advantage of pineapples is that they can grow on all 4 sides of the plant at a time (melons/pumpkins can only grow 1 side).
Pineapple slice uses:
- Eaten to restore 1 drumstick of hunger
- Crafted with coconut and rum to make pina colada
Coconuts grow on the tops of palm trees, and are similar in function to cocoa beans. Palm trees would be a new tree found on beaches. Unlike cocoa beans, you can't plant anything on palm wood to make coconuts grow, they just grow naturally.
Coconut uses:
- Crafted into copra, which can be eaten, restores 2 drumsticks of hunger
- Smelted into charcoal
- Planted on sand to get palm saplings
- Crafted with rum and pineapple slice to make pina colada
Oranges drop from palm tree leaves, in the way that oaks drop apples. When crafted into orange seeds, you can plant orange trees which grow 3D oranges (just like apple trees). I may be comparing apples to oranges here, but- gets stabbed with diamond sword for making a bad pun.
Orange uses:
- Eaten to restore 2 drumsticks of hunger
- Crafted into orange seeds to plant orange trees
Another idea I was thinking about (although this might fit better in a different mod, idk) was a Drinks mod. It would add a hydration stat as well as adding a bunch of drinks like lemonade, orange juice, iced tea, etc. Hydration wouldn't be like a "thirst bar" that you see in many survival mods, instead, it would act as a hunger modifier, so when you drink lots of fluids, you don't lose hunger as fast. It's a work in progress right now though.
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
All sounding very exciting, and the plants sound like they're so far just as interesting as the present ones, which is one of the main reasons I found this mod so great!
Though one thing is, wouldn't it be slightly more fitting for oranges to have a chance of dropping from vanilla Jungle leaves?
Ok I got one more for now. A Tropical module. It would include pineapples, coconuts, and oranges.
Pineapples are a block plant (the pineapple is a block, and there are leaves on top) and they grow adjacent to pineapple bushes, which are large plants 2 blocks tall. Breaking them yields 3-7 pineapple slices, and you can recraft 4 of them into a pineapple, so basically they function exactly like melons. To plant another pineapple bush, you have to craft the pineapple and plant it on farmland. They take longer to grow than melons, but the advantage of pineapples is that they can grow on all 4 sides of the plant at a time (melons/pumpkins can only grow 1 side).
Pineapple slice uses:
- Eaten to restore 1 drumstick of hunger
- Crafted with coconut and rum to make pina colada
Coconuts grow on the tops of palm trees, and are similar in function to cocoa beans. Palm trees would be a new tree found on beaches. Unlike cocoa beans, you can't plant anything on palm wood to make coconuts grow, they just grow naturally.
Coconut uses:
- Crafted into copra, which can be eaten, restores 2 drumsticks of hunger
- Smelted into charcoal
- Planted on sand to get palm saplings
- Crafted with rum and pineapple slice to make pina colada
Oranges drop from palm tree leaves, in the way that oaks drop apples. When crafted into orange seeds, you can plant orange trees which grow 3D oranges (just like apple trees). I may be comparing apples to oranges here, but- gets stabbed with diamond sword for making a bad pun.
Orange uses:
- Eaten to restore 2 drumsticks of hunger
- Crafted into orange seeds to plant orange trees
Another idea I was thinking about (although this might fit better in a different mod, idk) was a Drinks mod. It would add a hydration stat as well as adding a bunch of drinks like lemonade, orange juice, iced tea, etc. Hydration wouldn't be like a "thirst bar" that you see in many survival mods, instead, it would act as a hunger modifier, so when you drink lots of fluids, you don't lose hunger as fast. It's a work in progress right now though.
I will write a concept for a tropical plants module using this. But I'll wait until tomorrow. I did write down ideas for a desert module though, using your prickly pear stuff.
Ok I got one more for now. A Tropical module. It would include pineapples, coconuts, and oranges.
Pineapples are a block plant (the pineapple is a block, and there are leaves on top) and they grow adjacent to pineapple bushes, which are large plants 2 blocks tall. Breaking them yields 3-7 pineapple slices, and you can recraft 4 of them into a pineapple, so basically they function exactly like melons. To plant another pineapple bush, you have to craft the pineapple and plant it on farmland. They take longer to grow than melons, but the advantage of pineapples is that they can grow on all 4 sides of the plant at a time (melons/pumpkins can only grow 1 side).
Pineapple slice uses:
- Eaten to restore 1 drumstick of hunger
- Crafted with coconut and rum to make pina colada
Coconuts grow on the tops of palm trees, and are similar in function to cocoa beans. Palm trees would be a new tree found on beaches. Unlike cocoa beans, you can't plant anything on palm wood to make coconuts grow, they just grow naturally.
Coconut uses:
- Crafted into copra, which can be eaten, restores 2 drumsticks of hunger
- Smelted into charcoal
- Planted on sand to get palm saplings
- Crafted with rum and pineapple slice to make pina colada
Oranges drop from palm tree leaves, in the way that oaks drop apples. When crafted into orange seeds, you can plant orange trees which grow 3D oranges (just like apple trees). I may be comparing apples to oranges here, but- gets stabbed with diamond sword for making a bad pun.
Orange uses:
- Eaten to restore 2 drumsticks of hunger
- Crafted into orange seeds to plant orange trees
Another idea I was thinking about (although this might fit better in a different mod, idk) was a Drinks mod. It would add a hydration stat as well as adding a bunch of drinks like lemonade, orange juice, iced tea, etc. Hydration wouldn't be like a "thirst bar" that you see in many survival mods, instead, it would act as a hunger modifier, so when you drink lots of fluids, you don't lose hunger as fast. It's a work in progress right now though.
We already have a plan to sync the mod with the Thirst Mod by tarun1998, so another module jjust for an hydration bar is kinda useless. The suggestion to modify the behaviour of hydration can be given to him.
We already have a plan to sync the mod with the Thirst Mod by tarun1998, so another module jjust for an hydration bar is kinda useless. The suggestion to modify the behaviour of hydration can be given to him.
You said syncing with the Thirst mod from tarun1998... do you think it would be possible to ad some drink compats to Enviromine o3o? It wouldn't be that hard I think... Actually, I think they have it set up that all you need to do is add some entries via text document and the drinks give you hydration (but in reality, alcohol would only make you more thirsty XD)
Also, the alcohol could help with your sanity! (a nasty little feature that Enviromine adds, basicly, you slowly go crazy, start hearing things, seeing things, the works... its horrific)
All sounding very exciting, and the plants sound like they're so far just as interesting as the present ones, which is one of the main reasons I found this mod so great!
Though one thing is, wouldn't it be slightly more fitting for oranges to have a chance of dropping from vanilla Jungle leaves?
I thought vanilla jungle leaves already dropped cocoa beans. Idk though that might have been removed.
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
Hi,
I have a question.. Matierials and stuff of your mod will generate only in new chunks? Or even in old chunks of my world?
Only in new chunks. But if you have the Grapes and Hops modules you can break vines to get those items and start growing, but no villages will spawn with the buildings, and you'll have to go to new chunks to find Bees
Just completing the other reply, rice is found by breaking grass, just like regular seeds. And bamboos will only spawn on new chunks too.
oh right I forgot about that stuff!
now that I think about it... seeing as you can only get bamboo by finding new chunks... as with bees... do you think (or whoever is adding some codes) that you could make a way to get bees and bamboo in a skyblock world? Would it be as simple as adding a line or two (or however it is that code is done) that tests for the Ex Nihilo mod, and adds a bamboo sprout when you sieve dirt, and a bee grub when you use a crook to break leaves?
I'm sure the second can be occomplished with MineTweaker but... its cooler if the mod has built in support. The next best option is to go talk to the Ex Nihilo developer and ask if they an add said features/items
I'm sure Sunconure will take your suggestion for the To Do List, and we shall think about it later. There is very much under development, so that could take a while. As soon as we get a wiki running you can have news about what's going on.
I'm not all that worried about it. Like you said its just a suggestion. You guys should try to focus on the main things first, like updating the code to whatever version you're striving for, whether it be 1.8 or waiting for a complete and total re-write (like very other modder out there is dreading) for 1.9. That and bugfixes. Only after you guys are content with releasing a nice, new, shiny update, letting the community do bugruns, only then should you guys start trying to add suggestions.
I personally like the idea of Tequila and Vodka. Hell... I might get myself a modeling program (whats that one that starts with a T? Teqne? something like that) and make you guys some Agave models
SO! Apon doing a wee bit of research on a plant my grandma had growing in her backyard (that died about two years ago ;n; ) called a Century Plant, I come to find out that it is actually called Agave Americana, or Maguey, or American Aloe (not actually an aloe), I found out that it has several uses
Potentially all could be implemented into GC, but I think that maybe it would be a bit easier to have a completely different mod that had a bit of integration with GC, allowing you to make Tequila with it. You can look at the information here: https://en.wikipedia.org/wiki/Agave_americana but I'll just post a little bit so you don' tneed to read the whole thing (if you want :D)
Basicly, the Agave produces a flower on a long stem, near the end of its life. If the stem is cut off (before flowering) a sweet liquid will gather in the heat of the plant. The liquid is called aguamiel, or "honey water". The aguamiel can be then fermented into pulque (https://en.wikipedia.org/wiki/Pulque).
Aditionally, the leaves can be used to harvest fibers used to make ropes and cloth (potentially some armors? or maybe just a decorative bag item. OOO! Sacks of Potatoes :D)
The Agave Americana is mostly used to make the polque, while Tequila is made form the Blue Agave (the plant is also called "Agave Tequilana" XD https://en.wikipedia.org/wiki/Agave_tequilana)
Sorry if I overloaded you a bit (whom ever is reading this, sorry) but I think it would be very cool to atleast be able to make Tequila, and I have (attempted) to provide some information. And so what if there is different Agave for different liquors, it would be somthing as simple as having the Agave having three different forms. 2 growth stages could be used to make liquor, while the final is purely decorative. The first stage being Tequila stage, the second being the Pulgue stage. The third would be the decorative, and is achived by letting the flower stem bloom. To prevent the third stage from happening, and instead making the Pulgue, you simply snip off the stem (Before it blooms!) with shears. YOu could probably make something with the stem or just have it poof... The flower of the final stage could also be used as a decorative block if you shear it, then break the agave to get fibers or something...
Gah, I did it again... anyway, I'm going to stop typing now and let ya'll get back to whatever it is you need to do
Sounds good, what potion effect should the liquors give? Also, idk how I feel about one plant, agave, making two different beverages. It might be too complicated, or "too much" for one GC module. I mean, as long as there are good uses for both of them, it's ok, but I wouldn't want to flood the mod with duplicate features. Anyway, here's a list of stuff:
We currently have: ale, mead, sake, wine, and cider.
Already suggested beverages: vodka (potato, distillery), rum (sugarcane), tequila (stage 1 agave), pulgue (stage 2 agave)
Other possibilities: whiskey (wheat or corn, distillery), ayahuasca (magic vines, brewing kettle), cordial (cherries, fruit press), colonche (cactus fruit, fruit press), nectar (golden apples, fruit press)
So how do we separate this? Well all the new distilled drinks would obviously go in a module called Distillery. Then if we're including my ideas, prickly pears (a.k.a. cactus fruit) could go in a Desert module together with agave plants. If not then there could just be an Agave module, which would have the agave plants, syrup, and fibers. Back to my ideas, Ayahuasca would go in its own module of course (btw Ayahuasca, unlike other drinks, gives you a bunch of XP when consumed, it's a good end game alternative to mob farming for XP), magic vines are obtained by growing jungle trees in the End. Cherries (for cordial) could get their own module too I guess.
Edit: forgot to mention I have textures for the cactus fruit and cherries.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
I don't know much about coding, so I'm probably wrong here, but, I don't
see it being to hard. It would only be 1 plant, but there are 2/3
things you could do with the plant. before it flowers, you cut it up and
make Tequila. When its starting to flower, you break off the top, let
it grow one growth stage (maybe change color a bit?) then click it with a
bucket, then break it (and get fibers), or, you can let it grow
completely, have a purdey yellowish flower stalk, and then get the
fibers.
If that IS to hard, then i'm sorry, but like I said, I
don't really see how hard it would be to do that. Let me know if you
want me to make a crack at making the Agave plant. I'd love to try!
I have added all of your suggestions to the to do list.
Also, both Maguey and Blue Agave are in the concepts for the agave module, as pulque and tequila come from two different kinds of agave.
Sorry I don't know anything about coding. I'm just a guy who makes textures (and have an unhealthy obsession with suggesting new features for mods I like).
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Another idea for a new module: corn. Corn is a plant that you grow from corn kernels, found in tall grass, and has a variety of uses. It grows two blocks tall and you only have to harvest the top part to get the corn item.
Corn item uses:
- Crafted into corn kernels, which can be planted or used to get popcorn
- Cooked to make corn on the cob, which restores 3 drumsticks of hunger
- Crafted with sugar and egg to make cornbread, which restores 3.5 drumsticks of hunger
- Used to make moonshine with the distillery. Not sure what potion effect moonshine should have (maybe Night Vision)
Corn kernel uses:
- Cooked to make 3 popcorn, which restores 1 drumstick of hunger each
- Planted to produce more corn plants
Also just a thought, all distilled drinks (vodka, rum, whiskey, moonshine, tequila, pulgue) should be twice as likely to give higher levels of the Tipsy effect, because they have higher alcohol content. To balance it out I guess we could give them better potion effects than the less alcoholic drinks.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Good to know i'm not the only one with an obsession ofor suggesting Ideas to mods that I love... I'm also a Modaholic... I keep looking for mods even though my computer is slowly slowing down with each one i add to my game XD
For the longest time I couldn't play with the difficulty on, but I think i've found a way to do it, and now I've been playing on peacefull... I'm wondering if there's a way to be able to make leather from zombie flesh through a GC method... then again there are like... a billion mods out there that allow you to smelt leather from zombie flesh so.. yea... but hey whats one more bundled with alcohol XD
Keep the suggestions coming. We are almost organized then you'll start seeing some results.
~Alatyami
aka GrothHammerPick
A granary module has been conceptualized. Corn could be put in it.
Ok I got one more for now. A Tropical module. It would include pineapples, coconuts, and oranges.
Pineapples are a block plant (the pineapple is a block, and there are leaves on top) and they grow adjacent to pineapple bushes, which are large plants 2 blocks tall. Breaking them yields 3-7 pineapple slices, and you can recraft 4 of them into a pineapple, so basically they function exactly like melons. To plant another pineapple bush, you have to craft the pineapple and plant it on farmland. They take longer to grow than melons, but the advantage of pineapples is that they can grow on all 4 sides of the plant at a time (melons/pumpkins can only grow 1 side).
Pineapple slice uses:
- Eaten to restore 1 drumstick of hunger
- Crafted with coconut and rum to make pina colada
Coconuts grow on the tops of palm trees, and are similar in function to cocoa beans. Palm trees would be a new tree found on beaches. Unlike cocoa beans, you can't plant anything on palm wood to make coconuts grow, they just grow naturally.
Coconut uses:
- Crafted into copra, which can be eaten, restores 2 drumsticks of hunger
- Smelted into charcoal
- Planted on sand to get palm saplings
- Crafted with rum and pineapple slice to make pina colada
Oranges drop from palm tree leaves, in the way that oaks drop apples. When crafted into orange seeds, you can plant orange trees which grow 3D oranges (just like apple trees). I may be comparing apples to oranges here, but- gets stabbed with diamond sword for making a bad pun.
Orange uses:
- Eaten to restore 2 drumsticks of hunger
- Crafted into orange seeds to plant orange trees
Another idea I was thinking about (although this might fit better in a different mod, idk) was a Drinks mod. It would add a hydration stat as well as adding a bunch of drinks like lemonade, orange juice, iced tea, etc. Hydration wouldn't be like a "thirst bar" that you see in many survival mods, instead, it would act as a hunger modifier, so when you drink lots of fluids, you don't lose hunger as fast. It's a work in progress right now though.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
All sounding very exciting, and the plants sound like they're so far just as interesting as the present ones, which is one of the main reasons I found this mod so great!
Though one thing is, wouldn't it be slightly more fitting for oranges to have a chance of dropping from vanilla Jungle leaves?
I will write a concept for a tropical plants module using this. But I'll wait until tomorrow. I did write down ideas for a desert module though, using your prickly pear stuff.
We already have a plan to sync the mod with the Thirst Mod by tarun1998, so another module jjust for an hydration bar is kinda useless. The suggestion to modify the behaviour of hydration can be given to him.
You said syncing with the Thirst mod from tarun1998... do you think it would be possible to ad some drink compats to Enviromine o3o? It wouldn't be that hard I think... Actually, I think they have it set up that all you need to do is add some entries via text document and the drinks give you hydration (but in reality, alcohol would only make you more thirsty XD)
Also, the alcohol could help with your sanity! (a nasty little feature that Enviromine adds, basicly, you slowly go crazy, start hearing things, seeing things, the works... its horrific)
I thought vanilla jungle leaves already dropped cocoa beans. Idk though that might have been removed.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!