Falconry, that takes me back. 2 ideas 1. Could you make it so you can make a cauldron out of wrought iron and 2. Do you think that banging nether quarts on a trip hammer would make a good "high quality flux" for use in dragon forge and ignotumite? Gives a reason to go to the nether other that the blocks.
there was going to be tiered flux, I suppose it gives a use for quarts(id imagine due to its abundance; not be the best though, probably a lvl2 flux)
It would be cool if you could place cured hides on the floor to use as rugs. Also I'd like to see some kind of magic (when you get round to it) where you see the players hand with some cool particle effect (kinda like skyrim)
probably, pointless aesthetics aren't very interesting to me, (my block Id stingyness, and that voice in my head asking what the point of it is)
magic stuff is likely not going to be here(especially fancy spell casting) Ars does that though
AP, I know your stingy with IDs, but could you possibly add forged gold? With hardcore crafting on its harder for royalty to find "bling" Also it makes for cool artifacts in custom maps.
More and better enchantments. Make the flame enchantment be for the arrows. the other enchantments could be like Medusa, frost, shock. Medusa has a chance of turning the mob or player solid and has to spam wasd to get out. and frost gives you the frozen which is like stone but the ice will melt (speed depending on biome). Shock has a chance to paralysis the foe making the controls be a little sticker and more difficult to move (similar to lag). and a chaos enchantment that has a chance to give the foe a random effect. These enchantments can be given to the arrow instead of the bow, and the sword, and maybe for the chest plate (like the spike/barb enchantment) that has a lower chance of giving a effect but gives one.
well there was a planned enchantment system(not sure if id make it any time soon) where you could choose enchantments from a list, and stack them (limited on the item's enchantment power)
adding enchantments(same with potion effects) is inconvenient in some ways, as there only is a max of 64 that can be available unlike items.
most of what's there is probably unimplementable. (having something require spamming keys, or that forces the framerate to fluctuate are likely impossible to do without edits of some sort. making entities appear as stone or frost have problems no matter how it's implemented(hence the basilisk only paralyzing). either way, all those enchantments are the same thing really.
applying enchantments to arrow is a whole different problem
first, you wouldn't be able to enchant a stack(NBT data doesn't work well with stacking)
and secondly, as arrow scripting is coded, any special traits of an item have no effect on mod arrows(same thing applies with custom enchantments), is that mod arrow firing is called by the mod that adds such. and it's matter on seeing if the itemID is in the inventory to create one(so it doesn't check nbt data). My arrow script could be recoded(meaning my arrows and a flint arrow could have special traits) but anything from another mod will be unaffected.
so, there could be simple melee/armour enchantments. but that's it really. anything to do with arrows(whether it be arrow or bow) simply will ignore anything unless specifically told to.
The point of MineFantasy is to add new game play and give minecraft a medieval feel right? well i was thinking of a fishing overhaul. it would add fish mobs that need to bite on the line and you need to time it just right to catch it. There would also be nets where fish can get caught in. Also removing the current fishing game play. I thought this would be a good idea with the fishing overhaul happening in 1.7. Plus with the Cooking update in MF, this would be a interesting way to feed yourself.
Ehh.. I don't really take suggestions anymore.. should get rid of this page if a mod could do that.
meat hooks? is that a mod.. if so than what's needed, if you need an actual separate plugin, I couldn't do that, current MCP environment only supports 1 mod, switching is a pain.
Ehh.. I don't really take suggestions anymore.. should get rid of this page if a mod could do that.
meat hooks? is that a mod.. if so than what's needed, if you need an actual separate plugin, I couldn't do that, current MCP environment only supports 1 mod, switching is a pain.
anyway, what exactly would need to be added for meat hooks, only meats are drake and bailisk(and those things are huge). and I think meat hooks has sheep for mutton anyway
there was going to be tiered flux, I suppose it gives a use for quarts(id imagine due to its abundance; not be the best though, probably a lvl2 flux)
probably, pointless aesthetics aren't very interesting to me, (my block Id stingyness, and that voice in my head asking what the point of it is)
magic stuff is likely not going to be here(especially fancy spell casting) Ars does that though
adding enchantments(same with potion effects) is inconvenient in some ways, as there only is a max of 64 that can be available unlike items.
most of what's there is probably unimplementable. (having something require spamming keys, or that forces the framerate to fluctuate are likely impossible to do without edits of some sort. making entities appear as stone or frost have problems no matter how it's implemented(hence the basilisk only paralyzing). either way, all those enchantments are the same thing really.
applying enchantments to arrow is a whole different problem
first, you wouldn't be able to enchant a stack(NBT data doesn't work well with stacking)
and secondly, as arrow scripting is coded, any special traits of an item have no effect on mod arrows(same thing applies with custom enchantments), is that mod arrow firing is called by the mod that adds such. and it's matter on seeing if the itemID is in the inventory to create one(so it doesn't check nbt data). My arrow script could be recoded(meaning my arrows and a flint arrow could have special traits) but anything from another mod will be unaffected.
so, there could be simple melee/armour enchantments. but that's it really. anything to do with arrows(whether it be arrow or bow) simply will ignore anything unless specifically told to.
meat hooks? is that a mod.. if so than what's needed, if you need an actual separate plugin, I couldn't do that, current MCP environment only supports 1 mod, switching is a pain.
the is found here http://www.minecraftforum.net/topic/2130564-164wip-meat-hooks/
when i say this I had to say something to you it just fits in too minefantasy vibe
Wow that cool to know, Well maybe you and SwSwitch can work out something for MineFantasy?
anyway, what exactly would need to be added for meat hooks, only meats are drake and bailisk(and those things are huge). and I think meat hooks has sheep for mutton anyway
Anyway, got other things on the agenda