!! I NEED AN ARTIST !! If you are interested in making sprites for this mod I am struggling a bit and need some help. I am no artist and I'm surprised I've made the textures I have. Contact me through the forums or reply to this thread! thanks.
I can refer you to someone...he'll send you a PM.
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I'm working on an open-source mod called Craft++. Check it out!
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Yeah that'd be great! If you do I would like to see them modpack and look at the synergy with other mods to maybe work on balancing! Also, for some reason the mcmod.info file doesn't work, if you work with that stuff maybe you could help.
Yeah that'd be great! If you do I would like to see them modpack and look at the synergy with other mods to maybe work on balancing! Also, for some reason the mcmod.info file doesn't work, if you work with that stuff maybe you could help.
Thanks. I have absolutely no idea on how to code, but I can make the desc. and whatnot.
Rollback Post to RevisionRollBack
Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
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I actually just got it to work :D. and if you are going to use this in a modpack I would suggest waiting until monday when 2.0 comes out. It has all 4 tools in micro and macro versions and a lot of bug fixes and new textures. Thanks for your interest!
I actually just downloaded this mod this morning to try it out(I guess I missed the update by a few hours, heh).
I'd highly recommend it for anyone like me who frequently runs out of pickaxes while branch mining and would rather spend less inventory slots on backups. The mini tools are something I haven't used, but I like the idea of something you can craft on the go without making crafting tables all over creation(if the mod added a small four-square raft to replace the boats I have to craft every time I reach a shore while exploring, that alone would be worth adding it to every mod pack out there, IMO).
The cost of the macro tools seems a bit steep(although if I enchant a macro diamond Pickaxe, it might well be worth the cost), but I've been using a macro stone Pickaxe to save space while mining and it's worked out nicely in place of my 3-4 backup pickaxes.
I look forward to seeing what else gets added in the future. One request though--stop giving armor drops to Zombies or make them rare. Twilight Forest has zombie spawners all over the place and it's a huge hassle to unload the dozens of boots(especially since I'm wearing magnetic armor from Falling Meteors).
Thank you for your post! The macro tools are a little steep but if they were too easy to craft it might make the mod completely unbalanced. I could go for that boat idea! Thinking about crafting it in two halves then crafting them together! About the boots, I added them as a drop to zombies and now they drop just about every time, I have no clue why. Thanks for checking it out!
Thank you for your post! The macro tools are a little steep but if they were too easy to craft it might make the mod completely unbalanced. I could go for that boat idea! Thinking about crafting it in two halves then crafting them together! About the boots, I added them as a drop to zombies and now they drop just about every time, I have no clue why. Thanks for checking it out!
For cross-mod compatibility, also take a look at Harvestcraft. I haven't seen them yet in my world, but Harvestcraft also adds a cotton plant, although yours appears to have more options for the crop. The config for Harvestcraft lets you disable any plant(useful for when mods duplicate one or there's a name conflict), so I don't anticipate any issues.
I agree about making them easier to craft possibly unbalancing the mod. As an alternative, you might consider increasing the durability(slightly) for the higher tier tools. By my count, you actually lose a few diamonds' worth by constructing the diamond macro pickaxe vs. making a bunch of diamond pickaxes. Having a single tool vs many has worthwhile advantages, so it's ultimately your decision how you balance those advantages overall. I'm sure no one would complain about their diamond macro tools lasting a little longer, though.
I'm actually working on the config right now! I'll probably end up buffing the higher end macro tools but there will also be a durability multiplier option in the config so you can change it yourself. Also, the macro tools do more damage so that's another buff but eh, probably not worth 5 diamonds. Of course, balancing is all part of the development process. Thanks for your comments!
Please post any ideas you have for things to add to the config file!
Anything that uses as ID number should have an option to change it in case of conflicts(a lot of mods seem to use names rather than ID numbers, which Minecraft seems to be phasing out). Increasing or decreasing the weight of your ores is another good option for people who use a lot of mods and find that they're too common/rare relative to need. Disabling plant generation for individual plants, ore regeneration in existing chunks...(I've seen a warning placed with this setting, probably worth researching the risks)
I can refer you to someone...he'll send you a PM.
I'm working on an open-source mod called Craft++. Check it out!
Thanks for the referral but I got one recently!
A
Just hit 100 downloads!!! I will reset the download count when 2.0 comes out!
Congratulations!
I'm working on an open-source mod called Craft++. Check it out!
Click on this spoiler to see mods and ideas that I support!
Thanks. I have absolutely no idea on how to code, but I can make the desc. and whatnot.
Click on this spoiler to see mods and ideas that I support!
I'd highly recommend it for anyone like me who frequently runs out of pickaxes while branch mining and would rather spend less inventory slots on backups. The mini tools are something I haven't used, but I like the idea of something you can craft on the go without making crafting tables all over creation(if the mod added a small four-square raft to replace the boats I have to craft every time I reach a shore while exploring, that alone would be worth adding it to every mod pack out there, IMO).
The cost of the macro tools seems a bit steep(although if I enchant a macro diamond Pickaxe, it might well be worth the cost), but I've been using a macro stone Pickaxe to save space while mining and it's worked out nicely in place of my 3-4 backup pickaxes.
I look forward to seeing what else gets added in the future. One request though--stop giving armor drops to Zombies or make them rare. Twilight Forest has zombie spawners all over the place and it's a huge hassle to unload the dozens of boots(especially since I'm wearing magnetic armor from Falling Meteors).
For cross-mod compatibility, also take a look at Harvestcraft. I haven't seen them yet in my world, but Harvestcraft also adds a cotton plant, although yours appears to have more options for the crop. The config for Harvestcraft lets you disable any plant(useful for when mods duplicate one or there's a name conflict), so I don't anticipate any issues.
I agree about making them easier to craft possibly unbalancing the mod. As an alternative, you might consider increasing the durability(slightly) for the higher tier tools. By my count, you actually lose a few diamonds' worth by constructing the diamond macro pickaxe vs. making a bunch of diamond pickaxes. Having a single tool vs many has worthwhile advantages, so it's ultimately your decision how you balance those advantages overall. I'm sure no one would complain about their diamond macro tools lasting a little longer, though.
I'm working on an open-source mod called Craft++. Check it out!
Likynium is getting a rework in 2.1! a buff and recipe change!
Add as many things as you can! Go wild! The more the better!
I'm working on an open-source mod called Craft++. Check it out!
Anything that uses as ID number should have an option to change it in case of conflicts(a lot of mods seem to use names rather than ID numbers, which Minecraft seems to be phasing out). Increasing or decreasing the weight of your ores is another good option for people who use a lot of mods and find that they're too common/rare relative to need. Disabling plant generation for individual plants, ore regeneration in existing chunks...(I've seen a warning placed with this setting, probably worth researching the risks)