I don't know if this is currently possible, but it would be beneficial to de-construct tools and armors. Such as being able to throw armor in the smelter, or take the tool/weapon to the part builder and deconstruct it ( could add a new block for it ). Totally up to you.
I've started porting the golems from the Golem Factory mod. At this point, everything is broken, but it compiles. That amounts to a steaming pile of code that needs quite a bit of love. I have no idea how things work either, but progress!
Minseo2000: Any mods with copper or tin work as-is. XyCraft aluminum and my aluminum are equivalent.
LOCSA_XIII: You had the infamous "invisible block" Forge version.
DeadL0cust: It might be possible some time in the future. Melting tools is more complex than, say, melting buckets.
oujae: It already exists, go grab a fresh version.
_ulk: There's a few things broken with the smeltery's gui. I'll have it fixed sometime soon, the whole thing needs rewritten.
jake2242: TConstruct has been SMP from day one.
LOCSA_XIII: That sounds strange, I'll take a look.
Welcome back! I love the new stuff I'm seeing, and I was wondering what happened to all of your gear system ideas? I cant wait for the golems! I never used the golem factory mod, but it did look cool. I like The look of Natura, and can't wait for you to add the Nether survival stuff, but one tip I have is do not make The nether completely independent of the overworld. This was one problem I have with most other dimension mods. They completely ditch the overworld, allowing you to live solely in that dimension, never having to become an interdimensional traveler. This was one thing I liked about the Twilight Forest. It integrated the over world resources into the dimension, and had many things that it was better at than the overworld, but the overworld still kept its own unique uses.
Mdiyo! one of my faverite mod makers, i would like to ask a favor.
On my server, i noticed that the mass spawning blue slimes add quite a bit of lag, i wonder if you can reduce them, alot :3
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Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
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I second the suggestion of reduction in spawn rate of the blue slimes. Or at least a configurable rate for the end user.
Don't get me wrong, they're awesome.
But there are SO MANY OF THEM compared to other mobs. I've been playing a world for about two RL days now and I've gotten about 20 gelatinous slimeballs, and only 2 bones and 3 rotten flesh, and blown up just 2 red creepers, 1 normal creeper, and 1 Ars Magica blue creeper.
I second the suggestion of reduction in spawn rate of the blue slimes. Or at least a configurable rate for the end user.
Don't get me wrong, they're awesome.
But there are SO MANY OF THEM compared to other mobs. I've been playing a world for about two RL days now and I've gotten about 20 gelatinous slimeballs, and only 2 bones and 3 rotten flesh, and blown up just 2 red creepers, 1 normal creeper, and 1 Ars Magica blue creeper.
I agree with this.
May I also suggest that you try adding spawn eggs for your new mobs? I really hate when a mod adds mobs into my game that I can't get in eggs. And bonus points if you make a slime jockey egg.
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Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
I've started porting the golems from the Golem Factory mod. At this point, everything is broken, but it compiles. That amounts to a steaming pile of code that needs quite a bit of love. I have no idea how things work either, but progress!
Minseo2000: Any mods with copper or tin work as-is. XyCraft aluminum and my aluminum are equivalent.
Oh cool, love compatibility. Xycraft aluminum and your aluminum has the same ore dictionary entry, right?
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No no, I want to have the slimes. I like having them. I just don't like having them hiding in every single dark corner I come across, whether it's this way down that cave, that way down this cave, the other side of this mineshaft, below that dungeon, the right side of my attic, the left side of my basement, the top of that tree, the bottom of this tree...
I agree with nerfing the slime spawn rate. The rules for spawning slimes are a bit different from other mobs, and I didn't realize this at first... I've changed this to hopefully be in line with other mobs. I've also made the spawn rate configurable in case it's still too much.
Marvl101: Spawn eggs would be nice. I'll look at it soon. All mobs are going to need some, and I need a bunch of supporting code for drops, scaling, etc
ok, so in the video I hear him talking about using the slime crystals, but how do I use it on a tool? I can't get it to attach to my iron, does it have to be something else?
ETA: Ok figured out the slime crystals, are there any like damage modifiers? I see blaze powder from the tinkers log but theres not a whole lot of specifics in there
1. Golems/Nether
2. Ranged Weapons/Armor/Tier 2 tools
3. Traps, base defense <-- Bastion stuff here
4. (Secret)
These don't fit anywhere because they'll be added as we go along
- More modifiers
- Mobs
- Texture pack
The list shrinks every day I make things. It won't be too much longer before we get to the end of the road. When that happens... ;D
Very cool, thanks for the condensed report. Still holding out hope you'll try to enhance hostile AI again, but not much.
Fiddled around a bit with your tool tables, quite a novel concept and it's pretty neat! I haven't even fiddled with the smeltery yet, looking forward to it. Really liking the concept of in-game documentation too, I hope more and more mods do that.
I recall reading you plan to fully or heavily support M3 with this mod; that's a pretty good combo there. Especially if the smeltery works as I surmise it does.
There's plenty of ways you could make tool creation an even more advanced process down the road, too. You've set this mod up nicely to be pretty flexible with your creative juices. Props man, props!
One nice thing about being on ForgeCraft is that I can adapt to other mods before they come out. The 1.2.15 build has IC2's new API in it, as well as some changes to Nitro Creepers that should balance them a bit more.
Pelirow: If I did not improve the hostile AI, it would be a failure for (secret). That bit about mobs? I'm going to be constantly working on it.
One nice thing about being on ForgeCraft is that I can adapt to other mods before they come out. The 1.2.15 build has IC2's new API in it, as well as some changes to Nitro Creepers that should balance them a bit more.
Pelirow: If I did not improve the hostile AI, it would be a failure for (secret). That bit about mobs? I'm going to be constantly working on it.
Minseo2000: Any mods with copper or tin work as-is. XyCraft aluminum and my aluminum are equivalent.
LOCSA_XIII: You had the infamous "invisible block" Forge version.
DeadL0cust: It might be possible some time in the future. Melting tools is more complex than, say, melting buckets.
oujae: It already exists, go grab a fresh version.
_ulk: There's a few things broken with the smeltery's gui. I'll have it fixed sometime soon, the whole thing needs rewritten.
jake2242: TConstruct has been SMP from day one.
LOCSA_XIII: That sounds strange, I'll take a look.
Survey says... lots of ores?
Noticed you seem to have a good list of things you're working on- any chance Bastion concepts make a reappearance?
1. Golems/Nether
2. Ranged Weapons/Armor/Tier 2 tools
3. Traps, base defense <-- Bastion stuff here
4. (Secret)
These don't fit anywhere because they'll be added as we go along
- More modifiers
- Mobs
- Texture pack
The list shrinks every day I make things. It won't be too much longer before we get to the end of the road. When that happens... ;D
a tiny tweak that i have wanted in a mod for a while
spider jockey spawn rate increased
can that happen?
speaking of jockeys
http://imgur.com/XAOK3dH
also i made a sprite for a little idea i had
mixing a regular slimeball with your new one in a water bottle would produce slime jelly
http://imgur.com/tQbqISA
dere you go
should fill loads of hunger and give a small 5 second buff like speed or mining boost i dunno
hope you have fun with this little creation of mine and keep up the good work
On my server, i noticed that the mass spawning blue slimes add quite a bit of lag, i wonder if you can reduce them, alot :3
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Don't get me wrong, they're awesome.
But there are SO MANY OF THEM compared to other mobs. I've been playing a world for about two RL days now and I've gotten about 20 gelatinous slimeballs, and only 2 bones and 3 rotten flesh, and blown up just 2 red creepers, 1 normal creeper, and 1 Ars Magica blue creeper.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
ETA: I found the black book
I agree with this.
May I also suggest that you try adding spawn eggs for your new mobs? I really hate when a mod adds mobs into my game that I can't get in eggs. And bonus points if you make a slime jockey egg.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
Oh cool, love compatibility. Xycraft aluminum and your aluminum has the same ore dictionary entry, right?
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Marvl101: Spawn eggs would be nice. I'll look at it soon. All mobs are going to need some, and I need a bunch of supporting code for drops, scaling, etc
ETA: Ok figured out the slime crystals, are there any like damage modifiers? I see blaze powder from the tinkers log but theres not a whole lot of specifics in there
Very cool, thanks for the condensed report. Still holding out hope you'll try to enhance hostile AI again, but not much.
Fiddled around a bit with your tool tables, quite a novel concept and it's pretty neat! I haven't even fiddled with the smeltery yet, looking forward to it. Really liking the concept of in-game documentation too, I hope more and more mods do that.
I recall reading you plan to fully or heavily support M3 with this mod; that's a pretty good combo there. Especially if the smeltery works as I surmise it does.
There's plenty of ways you could make tool creation an even more advanced process down the road, too. You've set this mod up nicely to be pretty flexible with your creative juices. Props man, props!
Pelirow: If I did not improve the hostile AI, it would be a failure for (secret). That bit about mobs? I'm going to be constantly working on it.
But there's a bug in it.
the bug is when making a tool/weapon while putting a other tool in it.