But Remember. You can only eat a food 1 in 8 times. So a lunch Box would be a good thing to get early on.
Actually, it would be a very hard thing to get early on, because a stable food source will be needed well before you reach the iron mining stage.
All the same, there are some things that help:
Pam's gardens are scattered all over; food is relatively easy to find by wandering about.
Those same gardens can spread; if you were to place a garden harvested by right-click, more would eventually appear nearby (up to 7 in an 8x8 area max)
Yeah that's why I don't think hunger really is that much of an issue. I played 3 early games now (2 until I hit the redstone wall I mentioned earlier, 1 is my current) and I got by well and fairly easy without repose. Stuffing like 5 or 6 bigger foods into the starting inventory would mitigate the "omg" effect a new player has. (But hey, I even play with the wooden tools disabled.. so maybe I just like hardcore stuff xD)
Best approach I figured so far is getting a large quantity of carrots and potatoes as an early food base (they seem to grow quickly when the game starts [cuz it starts in spring?]), which gives you already 4 different foods easily acquirable (Raw Potato, Raw Carrots, Carrot juice, baked potato). Any gaps you can fill in with whatever animal source you have at your disposal (good thing pigs eat carrots, too, chicken eat seeds, so you can breed 2 types of animals). Once you hit iron you should have a little, more diverse garden growing, and from that point on its actually not that hard to sustain yourself since iron opens up so many options to cook more and, most important, more nourishing meals.
Ah, I see. My first couple days is usually spent wandering around and collecting Harvestcraft gardens (without breaking them); once I get hungry, I just start breaking any gardens I find and eat them until I'm full again. Once I have enough wood, sand, clay, and gravel, and once I've found a plain or forest next to a body of water and at least two other types of biome (usually an extreme hills and one other), I set up my home base, and then, from the safety of my house, break all the collected harvestcraft gardens, placing their contents into a dedicated chest. I then pluck one of each type of crop, make a seed out of it, and place it in another chest specifically for farming (I also break out the flint mattock and do a little seed-hunting for the non-HC seeds). The remaining crops are my pre-harvest stores, and they can last a long while, especially if I focus my early-game farm to juicer-compaible fruit, and even more especially if I'm near a biome that includes snow. Fruit + fruit juice + fruit smoothie = 3 types of food, each of which can be eaten 8 times before they no longer work, and each of whose count will reset by the time it's their turn to be eaten again. And don't forget, the fruit bushes aren't the only source of fruits... collecting tree fruits and saplings can have further juiceable rewards.
The real meals start once you get to redstone, because the presser obviates the need for animals at all, since soybeans can replace milk, cream, and meat.
As of right now, I'm experimenting with the latest versions of Buildcraft 7. Apparently, they've made the mod completely modular, so if I can allow the construction features without any features that duplicate the progression, we might just be seeing Buildcraft components added to this recipe.
Buildcraft 7 is designed to be modular. There were some hiccups, but the mod will work with this pack, as long as the factory and robots modules are not installed, and the default engines and quarry (in core and builders, respectively) are disabled using MineTweaker. The pack now has construction infrastructure. Let the construction commence!
I'll go with the IGW approach. It seems more state-of-the-art. I'll write a small mod (halfway done as I write this) that hooks a tab into IGW, the rest basically is some text files. Pretty straight forward. Gimme a few days to get something working. Never wrote a mod as of now (but hey, it's java - how hard can it be )
One thing to be aware of, however: The game is designed to have loose objectives with increased difficulty, while preserving the sandbox nature of minecraft as much as possible. In essence, it's a cross between a hard (although not hardcore) sandbox and a minecraft challenge. I'm not interested in a "quest mode" game. The player does have to use RotaryCraft to power the equipment they choose to use, and there is a "one block per function" rule, but I don't want to block a player who hasn't "progressed" in the way I want them to.
As of now - download all the mods, stuff them into your mod folder, download the config .zip, extract this into your config folder, and then start your forge-modded MC1.7.10. Since there is a lot of generating going on a fresh world is highly recommended.
Additionally, I tend to recommend using MultiMC as your Minecraft launcher; it makes installing Forge (required for all mods) and LiteLoader (required for MAtmos) absolutely trivial. In fact, if you have used Feed the Beast in the past, their launchers will also appear in MultiMC.
Nice one! Kinda exactly what I was looking for.. cept for shader, I think you need a good graphic card for that one?
Yeah, but it still has its problems. I had decided to remove it from the recipe, but had forgotten until you reminded me. Thanks.
Oh and as an idea for the sound-based resource packs, you can add manually textures and keep the minecraft original by only placing environment textures (I often like to use the moon from silent hill texture pack, it is pretty badass and the rest, like sun, ender sky, rain etc from the resource pack in the bevo tech pack), blocks I use to keep them vanilla.like.
Texture packs are a tricky subject. The problem is that unless a texture pack covers 100% of the mods used in a game, the ones that are not handled by the texture pack end up looking out-of-place, especially if a texture pack is of a higher resolution. In addition, texture packs eat up additional memory, again, especially the higher-resolution ones. In the end, it just seems better to leave the recipe texture pack on the default, and let the players decide on their own texture packs.
Oh and.. after getting all the mods, it asked after launch for ender core 0.0.1.8 which seem not downloadable.
There is a download (0.0.1.16), but it's on the project page. I've updated the link in the "Prerequisites" section. Make sure you remove ttcore if you use endercore; they conflict with one another.
However, I meant sth different, if you take a soundpack and add a folder with "textures" and within "Environment" and only replace sun, moon, rain, snow and ender sky, everything just looks great + almost won't need any memory at all I am doing it this way all the time, even on my older 32bit PC, just by replacing sun + moon it's a big improvement yet, rest stays vanilla, as you only make the folder for the environment
As with ender core, going to try it later, can't use our "fast" PC atm Ty for updating it
I don't really add much of my own; the most I make available for this pack are the config files, and even those were made by their respective mods. Well... maybe the MineTweaker script and Custom Ore Generation files, but that's the extent of my original contributions. I'm not really familiar with making texture packs, and I'm not going to edit someone else's work.
In MultiMC there's an option to "open config folder." Click it and extract the config zip to that directory.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
For some reason, only the blue fluorite was being generated in COG. It looks like something in my search for fixing this caused the rainbow fluorite to appear. I'll fix it as soon as I can; just ignore it for now.
Update: The revenge of Derpzilla... I neglected to use meta numbers in the configuration. :/
Update 2: Further sniffing the derpintine... I also set the rainbow ore to true, and a ore density to 100. No wonder you were getting ungodly amounts of multicolored crystals! Fixing, please stand by...
I'll... take your word for it. Not that I have any clue why obfuscation even plays a part in a mod's function...
His comment is pretty accurate, if entirely off topic.
Obfuscation takes the variables and names you and I can read (world.getBlock(...), Blocks.air, block.getHardness(...)) and makes them unreadable, but very very compact. This is why pre-Forge modding ("jar mods") had zip files full of random classes with names like a, b, aa, cf, etc. Vanilla is obfuscated, so unobfuscated code won't work in an obfuscated environment: those classes and objects don't exist with the expected names.
Of course, it's very easy to do that step now. Forge handles it. On the vanilla side it does "runtime deobfuscation" to SRG names (turning ab.fg into Blocks.field_90391_f) and on the mod side, Gradel's compile process obfuscates things back to SRG names (Blocks.planks to Blocks.field_90391_f).
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Obfuscation takes the variables and names you and I can read (world.getBlock(...), Blocks.air, block.getHardness(...)) and makes them unreadable, but very very compact. This is why pre-Forge modding ("jar mods") had zip files full of random classes with names like a, b, aa, cf, etc. Vanilla is obfuscated, so unobfuscated code won't work in an obfuscated environment: those classes and objects don't exist with the expected names.
Of course, it's very easy to do that step now. Forge handles it. On the vanilla side it does "runtime deobfuscation" to SRG names (turning ab.fg into Blocks.field_90391_f) and on the mod side, Gradel's compile process obfuscates things back to SRG names (Blocks.planks to Blocks.field_90391_f).
Ah, gotcha. So obfuscation is not really important on its own, but only obfuscated code can correctly link up with an obfuscated interface.
The "meet in the middle" step is what lets mods compiled on different versions of Forge (but same version of Minecraft), as newer versions have more things translated to human readable, without breaking.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
If worse comes to worst, you could always set it to peaceful mode. The "Hunger in Peace" mod disables the infinite hunger and super regeneration, so you can have a challenging enough game without the threats.
Besides, this is a recipe. The whole point of this design is to be adjusted to the player's preference. If you don't want the survivalist stuff, then don't put it in!
As for TiC; I wasn't able use HSLA recently, but Reika's working on adding bedrock TiC recipes, so hope exists for the future...
Thanks, that's really helpful! I've been playing with some of the same mods myself, but after Ag. Skies 1 & 2, Blast Off, Crash Landing and a few others, I've had enough of Hunger Overhaul and Spice of Life
Well, having played agrarian skies, I can certainly say that HO and SoL can be annoying, but in this pack, you're on a world populated with enough food that it'll be a while before those mods can have a really negative effect. With a juicer and some snow, keeping a stock of 2 or more fruit types alone can keep you comfy, never mind the fact that bones will occasionally drop from mining stone, so getting more food isn't really as bad as it sounds.
The point is that food graduates to a mechanic, rather than an afterthought.
I think the idea of large veins of individual minerals requiring exploration is a great one, it's something I've played with in the past, when combining Railcraft and TFC, although it sounds like yours is on a larger scale and possibly easier to tell from the surface what's going on beneath you.
It's still somewhat difficult; just because the flowers mark an area where the ore is, you don't really know the topology of the vein, so there's no telling how long it'll take you to find the ore.
Glad to know I'm not going crazy with the HSLA
I have Galacticraft and AE2 in my current pack, I've managed to tell them to use HSLA and RoC's silicon, respectively, but I've never used Minetweaker so I don't know how to disable GC's own iron + coal steel recipe yet.
Keep in mind that the last time I really tested HSLA smelting was in RotaryCraft V6f, so I can't say for certain if it's been fixed at this time. As for disabling recipes, some examples can be found in the configuration for this modpack.
I think the idea of large veins of individual minerals requiring exploration is a great one, it's something I've played with in the past, when combining Railcraft and TFC, although it sounds like yours is on a larger scale and possibly easier to tell from the surface what's going on beneath you.
Flowers appear "within 30 blocks" of the vein that spawned the cluster. So they narrow down your search area, and using bone meal will tell if if there is any ore "in this chunk" (at least, within ~48 blocks down), but it's hardly sufficient to say "ah, right here."
As far as I know, this is the only prospecting method created in Minecraft that is both as inaccurate as this as well as this accurate. Other versions are either "{roll dice} oh there's [some / lots / none] ore near you" (TFC) or "This block, right here" (various, including one that operated on colored redstone, you'd essentially throw some into the air and it would create a temporary sparkle effect above every block that had ore directly underneath).
Basically, the flowers give you an idea of where to start looking with a fairly narrow range, without revealing exact locations and without being frustratingly vague and random (the TFC one was random, but it was 100% repeatable, if you clicked the same block twice, you got the same result, and many times you'd get a useless result. I had to resort to hardcore real life geology software in order to process the results into a viable approximation. I've long since lost the name of the program I was using, as well).
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
But Remember. You can only eat a food 1 in 8 times. So a lunch Box would be a good thing to get early on.
Actually, it would be a very hard thing to get early on, because a stable food source will be needed well before you reach the iron mining stage.
All the same, there are some things that help:
Ah, I see. My first couple days is usually spent wandering around and collecting Harvestcraft gardens (without breaking them); once I get hungry, I just start breaking any gardens I find and eat them until I'm full again. Once I have enough wood, sand, clay, and gravel, and once I've found a plain or forest next to a body of water and at least two other types of biome (usually an extreme hills and one other), I set up my home base, and then, from the safety of my house, break all the collected harvestcraft gardens, placing their contents into a dedicated chest. I then pluck one of each type of crop, make a seed out of it, and place it in another chest specifically for farming (I also break out the flint mattock and do a little seed-hunting for the non-HC seeds). The remaining crops are my pre-harvest stores, and they can last a long while, especially if I focus my early-game farm to juicer-compaible fruit, and even more especially if I'm near a biome that includes snow. Fruit + fruit juice + fruit smoothie = 3 types of food, each of which can be eaten 8 times before they no longer work, and each of whose count will reset by the time it's their turn to be eaten again. And don't forget, the fruit bushes aren't the only source of fruits... collecting tree fruits and saplings can have further juiceable rewards.
The real meals start once you get to redstone, because the presser obviates the need for animals at all, since soybeans can replace milk, cream, and meat.
And, you know, RotaryCraft fan farming.
Update:
As of right now, I'm experimenting with the latest versions of Buildcraft 7. Apparently, they've made the mod completely modular, so if I can allow the construction features without any features that duplicate the progression, we might just be seeing Buildcraft components added to this recipe.
Another Update:
Buildcraft 7 is designed to be modular. There were some hiccups, but the mod will work with this pack, as long as the factory and robots modules are not installed, and the default engines and quarry (in core and builders, respectively) are disabled using MineTweaker. The pack now has construction infrastructure. Let the construction commence!
Hmmm... perhaps we can throw in the in-game wiki?
I'm not really ready to write in-game documentation at this time. If you want to, however, by all means, go nuts.
One thing to be aware of, however: The game is designed to have loose objectives with increased difficulty, while preserving the sandbox nature of minecraft as much as possible. In essence, it's a cross between a hard (although not hardcore) sandbox and a minecraft challenge. I'm not interested in a "quest mode" game. The player does have to use RotaryCraft to power the equipment they choose to use, and there is a "one block per function" rule, but I don't want to block a player who hasn't "progressed" in the way I want them to.
Additionally, I tend to recommend using MultiMC as your Minecraft launcher; it makes installing Forge (required for all mods) and LiteLoader (required for MAtmos) absolutely trivial. In fact, if you have used Feed the Beast in the past, their launchers will also appear in MultiMC.
Yeah, but it still has its problems. I had decided to remove it from the recipe, but had forgotten until you reminded me. Thanks.
Texture packs are a tricky subject. The problem is that unless a texture pack covers 100% of the mods used in a game, the ones that are not handled by the texture pack end up looking out-of-place, especially if a texture pack is of a higher resolution. In addition, texture packs eat up additional memory, again, especially the higher-resolution ones. In the end, it just seems better to leave the recipe texture pack on the default, and let the players decide on their own texture packs.
There is a download (0.0.1.16), but it's on the project page. I've updated the link in the "Prerequisites" section. Make sure you remove ttcore if you use endercore; they conflict with one another.
I don't really add much of my own; the most I make available for this pack are the config files, and even those were made by their respective mods. Well... maybe the MineTweaker script and Custom Ore Generation files, but that's the extent of my original contributions. I'm not really familiar with making texture packs, and I'm not going to edit someone else's work.
Ooooooh, nice!
In MultiMC there's an option to "open config folder." Click it and extract the config zip to that directory.
Look again... 1.6 or 1.16?
For some reason, only the blue fluorite was being generated in COG. It looks like something in my search for fixing this caused the rainbow fluorite to appear. I'll fix it as soon as I can; just ignore it for now.
Update: The revenge of Derpzilla... I neglected to use meta numbers in the configuration. :/
Update 2: Further sniffing the derpintine... I also set the rainbow ore to true, and a ore density to 100. No wonder you were getting ungodly amounts of multicolored crystals! Fixing, please stand by...
Final Update: It should be fixed now.
I'll... take your word for it. Not that I have any clue why obfuscation even plays a part in a mod's function...
His comment is pretty accurate, if entirely off topic.
Obfuscation takes the variables and names you and I can read (world.getBlock(...), Blocks.air, block.getHardness(...)) and makes them unreadable, but very very compact. This is why pre-Forge modding ("jar mods") had zip files full of random classes with names like a, b, aa, cf, etc. Vanilla is obfuscated, so unobfuscated code won't work in an obfuscated environment: those classes and objects don't exist with the expected names.
Of course, it's very easy to do that step now. Forge handles it. On the vanilla side it does "runtime deobfuscation" to SRG names (turning ab.fg into Blocks.field_90391_f) and on the mod side, Gradel's compile process obfuscates things back to SRG names (Blocks.planks to Blocks.field_90391_f).
Ah, gotcha. So obfuscation is not really important on its own, but only obfuscated code can correctly link up with an obfuscated interface.
Right.
The "meet in the middle" step is what lets mods compiled on different versions of Forge (but same version of Minecraft), as newer versions have more things translated to human readable, without breaking.
If worse comes to worst, you could always set it to peaceful mode. The "Hunger in Peace" mod disables the infinite hunger and super regeneration, so you can have a challenging enough game without the threats.
Besides, this is a recipe. The whole point of this design is to be adjusted to the player's preference. If you don't want the survivalist stuff, then don't put it in!
As for TiC; I wasn't able use HSLA recently, but Reika's working on adding bedrock TiC recipes, so hope exists for the future...
Well, having played agrarian skies, I can certainly say that HO and SoL can be annoying, but in this pack, you're on a world populated with enough food that it'll be a while before those mods can have a really negative effect. With a juicer and some snow, keeping a stock of 2 or more fruit types alone can keep you comfy, never mind the fact that bones will occasionally drop from mining stone, so getting more food isn't really as bad as it sounds.
The point is that food graduates to a mechanic, rather than an afterthought.
It's still somewhat difficult; just because the flowers mark an area where the ore is, you don't really know the topology of the vein, so there's no telling how long it'll take you to find the ore.
Keep in mind that the last time I really tested HSLA smelting was in RotaryCraft V6f, so I can't say for certain if it's been fixed at this time. As for disabling recipes, some examples can be found in the configuration for this modpack.
Flowers appear "within 30 blocks" of the vein that spawned the cluster. So they narrow down your search area, and using bone meal will tell if if there is any ore "in this chunk" (at least, within ~48 blocks down), but it's hardly sufficient to say "ah, right here."
As far as I know, this is the only prospecting method created in Minecraft that is both as inaccurate as this as well as this accurate. Other versions are either "{roll dice} oh there's [some / lots / none] ore near you" (TFC) or "This block, right here" (various, including one that operated on colored redstone, you'd essentially throw some into the air and it would create a temporary sparkle effect above every block that had ore directly underneath).
Basically, the flowers give you an idea of where to start looking with a fairly narrow range, without revealing exact locations and without being frustratingly vague and random (the TFC one was random, but it was 100% repeatable, if you clicked the same block twice, you got the same result, and many times you'd get a useless result. I had to resort to hardcore real life geology software in order to process the results into a viable approximation. I've long since lost the name of the program I was using, as well).