1.7.10
1.7.2
Minestrappolation 3.0 - A Complete Vanilla Overahaul!
Poll: How should our mods be managed?
Ended Jul 21, 2014
Poll: Should we re-do vanilla stained clay textures?
Ended Sep 3, 2014
The launcher is probable, but not guaranteed. I'm very picky, and I want to finish up some little bugs and such.
Color me confused.
Anyways, 1.6.2 seems alright. Adding it to the mod list now.
Oh, lol, that's probably a problem with SoBio's compiler thing. We didn't want to have to spend time manually re-compile the mod every time we made a github push, so SoBio wrote an auto compiler for it. Which apparently is bugged.
Anyways, thanks for adding the mod to the list! Hopefully that'll help get it some more attention, since the thread seems to have made it a goal to crawl its way to the last page of the mods section.
As for update stuff, I'm doing some final 2-in-the-morning testing of Extrapolated Ores right now, and things are looking good for an update before Friday. Keep an eye on the thread for more info when it comes out.
To be honest, I'm not 100% sure yet. Originally, I was going to add additional slots to the inventory, but not only am I not sure if we're currently capable of coding that, but it would also remove compatibility with the Aether, which would be undesirable. Then we were planning to make it entirely based out of the default armor slots, which worked well balance-wise, but removed the ability to add things like rings, capes, gloves, and such. We'll cross that bridge when we get to it, but it will probably end up being just the vanilla slots, unless I can talk the Aether II guys into releasing their alternate inventory as an API instead of binding it to the mod (I'm sure as hell not making the entire Aether a requirement to run Extrapolated Clothing, especially seeing as the Aether mod takes forever to update...).
O_o well THAT's unusual. Thanks for reporting the bug! This is why we have pre-releases now, lol.
In the meantime, feel free to substitute meat blocks for your brick until we have a fix.
Sorry about that. I'm not the best with ant script.
If anyone actually does this I hope they post some screenshots because it would probably look hilarious.
For people who want a more practical roundabout solution, here's three words for you: Carpenter's Blocks Mod.
Lol, even better; make your build out of Carpenter Blocks skinned as Meat Blocks. If anyone manages to make a full-sized castle out of Carpenter Meat, I may have to definitely give them a mention in the main post. And post that screenshot up there. Because that sounds fantastic.
This is now going to be my project in between real life things I hope you know =p
Lol, make sure you post that screenshot when you finish. That sounds like one of the most majestically fleshy builds known to Minecraft.
Also, sorry about the delayed release. Every time we fix everything on the bugs list, I test it again and find like three more bugs. We're going to release the update soon, I swear.
dontquotemeonthat...
Essentially, this is a big part of what Extrapolated Environment will be. There isnt a features list for it yet, but it appears to be winning the next mod segment poll, so I may as well give a quick summary of what it will add.
Originally, EE was going to only consist of new nature-related stuff, like new biomes, trees, plants, etcetera. However, due to the fact that a lot of the features I had planned back in 1.2 got added in the past four patches, we decided to merge it with another smaller mod segment we had planned; Extrapolated Geology. Thus, when Extrapolated Environments is released, it will feature a few new biomes and trees, but a large amount of it will also consist of a complete overhaul of the current, boring geology in Vanilla Minecraft, including biome-specific rock varieties, layers of stone that get increasingly harder the deeper they are, expanded Nether geology, etcetera. Since there have been a lot of requests to move Granite and Desert Quartz to a different segment, they will likely be moved there when the time comes to release Extrapolated Environment.
HOWEVER, due to the fact that we are already trying to release updates for both of the existing segments in addition to working on two completely new segments, AND the fact that 1.7 will probably completely change most of the terrain generation code, EE will not be released until after 1.7 comes out. In the meantime, we're planning on adding a config file to disable certain blocks from each mod segment, so even though they won't be officially moved until a while from now, you should still be able to at least disable all the ores you don't want in the near future.
Reason: Short - Why not? Long - Like the rest of the blocks in ED, it's purely aesthetic.
(The inspiration for this was that I'm going to be starting a LP as soon as one of the mods update. I'm going to be "skipping" the initial house building phase by using the Schematica mod and creative mode, but I want to give myself a bit of a further challenge by subbing in rotten versions of some of the blocks that I'm going to have to "fix.")
Sure, shouldn't be too hard to add. I'll probably make both Mossy and Rotten versions of the planks so that you can use the Mossy as decoration. I'll also probably change the mechanics on the Rotten Planks, but I'll have to work all that out later.
On an even better note, version 1.6 Beta of Extrapolated Ores is out! It's been updated to 1.6.4, completely recoded, and includes a decent amount of new content, such as useful Soul Gems, increased Granite gen, and the new Melter block! However, on that note, I do not recommend using the new version of Extrapolated Ores with the current version of Extrapolated Decor. The recoded version of Extrapolated Decor hasn't been released yet, so most of the recipes between the two mods probably won't work. If you want to use both, just use the previous version of EO, or use the latest pre-releases until we get the updated version of Extrapolated Decor out.
Forum Name: - Psioptic
Skype Name(Skype is required): - facebook:psioptic
Age: 25
Completed Mods/Work(Links please): Have beta-tested many games, and am currently in testing and content creation on an Online TCG that is in Pre-Alpha, by a foreign developer. I have no current knowledge of coding, though I am eager to learn. My primary area is content creation and texture design, as I have a strong knowledge of the adobe suite, as well as working knowledge of both Blender and Modo. I would love to take part in this endeavor, as I think I can bring something to your group, that will at the very least, prove to be a quick, creative mind, willing to think outside of the box, that delights in imagining the impossible as merely improbable. Thank you for the consideration and I wish you guys the best!
Actually, Extrapolated Decor is out, only for compatibility with Extrapolated Ores. We will release a patch shortly, but don't worry, they are still just as compatible.
Thanks for your submission. We will talk it over.
Okay, in that case, ignore my previous statement and use them togather as much as you want. There are still a few bugs in Extrapolated Decor, but for the most part everything is working correctly, so it's definitely still playable. We will be releasing a patch for it in order to fix all the bugs later, but since we have a working build for 1.6.4 out already, we'll probably take some more time with it and add some more features before the update.
Also, since Extrapolated Decor was updated early, it now includes Refined Roads, Infertile Soil, and Bedrock Brick! Have fun making dirt paths and brick roads leading up to the giant invincible-brick wall that surrounds your meat-block castle (mygodsomeonepleasedothis)!
^
Indeed. We're proud to announce that we now have the Minestrappolation Installer almost completely finished! It will include the ability to pick which segments to install, and we'll prolly have an early build of it released in a few days.
Also, on another note, welcome to the team, Psioptic! Psi has joined our team of now 5 people as a bug-tester/concept-creator/modeler, and will be working on adding stuff to the features lists as well as making the bug testing for each segment go a lot faster.