Would you consider a config option (if it's even possible) to force crafting sticks and planks using the knife (or add a saw for planks, or a sawmill type block perhaps)? Could you also add an option to modify the amount of damage taken when punching the wrong block? I see you can disable it, but right now it's taking half a player's life away, and I don't want to completely disable it, but that also seems a bit much for my group's taste.
Gregtech-like plank and stick crafting? Sure. I think I could add it as an upcoming feature to 0.9.8.
Here's the GitHub issue card if you want to keep up with my progress with it. It's also on the Trello board.
As for too much damage when punching a block? You might be on hard difficulty. I think Minecraft does the damage scaling itself, and if I were to reduce the base damage, the damage on easy difficulty would be almost meaningless.
Gregtech-like plank and stick crafting? Sure. I think I could add it as an upcoming feature to 0.9.8.
Here's the GitHub issue card if you want to keep up with my progress with it. It's also on the Trello board.
As for too much damage when punching a block? You might be on hard difficulty. I think Minecraft does the damage scaling itself, and if I were to reduce the base damage, the damage on easy difficulty would be almost meaningless.
Thanks! I really like the "tougher" , or realistic, early game feel. I've never used anything Gregtech before, so I would have to look it up to see the comparison.
The base damage thing makes sense, I didn't realize it scaled off the difficulty of the server. You are correct, we are set to 3 for Hard.
Tested without Optifine. I was able to craft a gate of a different wood type (in this case, Redwood planks from BOP), but I could NOT craft it from plain old Oak planks, and sticks. I tried with both Optifine and Fastcraft removed, just in case either or both may have been contributing to the crash, since I know they both modify the way the game runs. I didn't test any other wood types yet, just those two, so I only know for sure that Oak wood is having that problem at the moment.
Here's the fresh report. Happens when I put that last piece of the fence gate into the table. Immediately crashes.
EDIT: What I have not tested yet, is crafting the gate out of Redwood WITH Optifine installed, but I get the feeling it would give the same result, as each crash prior to reporting this was using Oak as well. I just found some Redwood in my friend's chest, and tried it.. and when it worked, I remembered that we were using Oak before. Maybe it's all Vanilla wood types and not BOP wood types? Just a theory at this point, out of time tonight, so I can't test it.
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 8/10/16 3:18 AM
Description: Rendering item
java.lang.NoClassDefFoundError: net/minecraft/src/FMLRenderAccessLibrary
at net.einsteinsci.betterbeginnings.renderer.RenderBlockPartialTransparency.func_147800_a(RenderBlockPartialTransparency.java:571)
at net.einsteinsci.betterbeginnings.renderer.RenderItemPartialTransparency.renderItemIntoGUI(RenderItemPartialTransparency.java:73)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:565)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.drawItemStack(GuiDoubleWorkbench.java:131)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.renderTransparentItems(GuiDoubleWorkbench.java:101)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.func_73863_a(GuiDoubleWorkbench.java:44)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: net.minecraft.src.FMLRenderAccessLibrary
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 16 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.einsteinsci.betterbeginnings.renderer.RenderBlockPartialTransparency.func_147800_a(RenderBlockPartialTransparency.java:571)
at net.einsteinsci.betterbeginnings.renderer.RenderItemPartialTransparency.renderItemIntoGUI(RenderItemPartialTransparency.java:73)
-- Item being rendered --
Details:
Item Type: net.minecraft.item.ItemBlock@2b736fee
Item Aux: 0
Item NBT: null
Item Foil: false
Stacktrace:
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:565)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.drawItemStack(GuiDoubleWorkbench.java:131)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.renderTransparentItems(GuiDoubleWorkbench.java:101)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.func_73863_a(GuiDoubleWorkbench.java:44)
A suggestion for you. Could you add a standard shapeless recipe of knife + rotten flesh = 1 leather strip. I think this would make the mod applicable for a greater diversity of options. If you don't find cows within the first day, kill a few zombies at night and get the means to get started. I don't think it would change difficulty as you would have to punch zombies to kill them as you would not have wood tools yet.
Another suggestion: add iron knives to the village blacksmith loot table so that players could scavenge a knife from a village if they find one.
If you want me to officially add these to the bug tracker I can do so. I wanted to see what others thought before doing so.
A suggestion for you. Could you add a standard shapeless recipe of knife + rotten flesh = 1 leather strip. I think this would make the mod applicable for a greater diversity of options. If you don't find cows within the first day, kill a few zombies at night and get the means to get started. I don't think it would change difficulty as you would have to punch zombies to kill them as you would not have wood tools yet.
Another suggestion: add iron knives to the village blacksmith loot table so that players could scavenge a knife from a village if they find one.
If you want me to officially add these to the bug tracker I can do so. I wanted to see what others thought before doing so.
I kind of like the idea of turning flesh into leather, but I think you'd have to tan it first. There are also a few mods that already add this feature too though, so I'm not certain it's necessary to make it one of this mod. If this were added, I feel like there'd have to be a way to tan it prior to moving past the knife, so you'd be making it out of sticks and twine, which means you might just be on the hunt for string/twine instead of leather. The tanning rack could make a neat decoration too.
The idea of finding knives in my opinion, defeats the purpose of gathering (assuming you've spawned near a village) and if you don't, then I'd also assume that by time you find a village you've probably already advanced past the point of needing to find a knife in a chest. Part of the point of this, at least the reason *I'm* using this mod, is to *avoid* handouts. It also adds a bit of realism, which is nice.
A suggestion for you. Could you add a standard shapeless recipe of knife + rotten flesh = 1 leather strip. I think this would make the mod applicable for a greater diversity of options. If you don't find cows within the first day, kill a few zombies at night and get the means to get started. I don't think it would change difficulty as you would have to punch zombies to kill them as you would not have wood tools yet.
Another suggestion: add iron knives to the village blacksmith loot table so that players could scavenge a knife from a village if they find one.
If you want me to officially add these to the bug tracker I can do so. I wanted to see what others thought before doing so.
I would rather not have any way of turning rotten flesh into leather. While it's a common idea, I don't like it at all. It simply doesn't make any logical sense. The only reason one would assume the items are anything alike is because "both items are brown...and dry-ish". Rotten flesh is muscle tissue that's already falling off the bones of a zombie. It's disgusting and has no tensile strength whatsoever; it isn't even remotely suitable as a leather substitute. In short, this is a feature I will not add to BetterBeginnings.
As syndicate25 has said, there are plenty of mods (the most well-known one is YALSM) that give some way to turn rotten flesh into leather. You cal also use JSON config recipes or MineTweaker to add the recipe without another mod. If you really want to see a build of BetterBeginnings with this recipe in by default, you can fork the repository and add the recipe in yourself, but that takes a lot of time and effort, and you would need to post a link to your forked source code if you release it.
I would rather not have any way of turning rotten flesh into leather. While it's a common idea, I don't like it at all. It simply doesn't make any logical sense. The only reason one would assume the items are anything alike is because "both items are brown...and dry-ish". Rotten flesh is muscle tissue that's already falling off the bones of a zombie. It's disgusting and has no tensile strength whatsoever; it isn't even remotely suitable as a leather substitute. In short, this is a feature I will not add to BetterBeginnings.
As syndicate25 has said, there are plenty of mods (the most well-known one is YALSM) that give some way to turn rotten flesh into leather. You cal also use JSON config recipes or MineTweaker to add the recipe without another mod. If you really want to see a build of BetterBeginnings with this recipe in by default, you can fork the repository and add the recipe in yourself, but that takes a lot of time and effort, and you would need to post a link to your forked source code if you release it.
I was under the belief that rotten flesh was skin that was falling off the zombie. Since both leather and rotten flesh are derived from skin, it would make logical sense that you could create strips from it. Since leather is of higher quality you can get 4 strips from it. Rotten flesh is of lesser quality and therefore yields only 1 strip. While one could go the turn rotten flesh into leather route, usually through some form of cooking, it seems like it would make more sense that one could cut a strip from rotten flesh.
How about a compromise: Create an optional recipe that could be turned on via config. This would be useful if one is playing on some form of islands map or skyblock and would give pack creators the option. From your response above, I gather that many people have asked for this. I am currently working on a skyblock modpack for 1.7.10 and added via minetweaker the rotten flesh -> leather strip recipe and it has worked out amazingly well.
I was under the belief that rotten flesh was skin that was falling off the zombie. Since both leather and rotten flesh are derived from skin, it would make logical sense that you could create strips from it. Since leather is of higher quality you can get 3* strips from it. Rotten flesh is of lesser quality and therefore yields only 1 strip. While one could go the turn rotten flesh into leather route, usually through some form of cooking, it seems like it would make more sense that one could cut a strip from rotten flesh.
How about a compromise: Create an optional recipe that could be turned on via config. This would be useful if one is playing on some form of islands map or skyblock and would give pack creators the option. From your response above, I gather that many people have asked for this. I am currently working on a skyblock modpack for 1.7.10 and added via minetweaker the rotten flesh -> leather strip recipe and it has worked out amazingly well.
Alright. The recipe will be added, but will default to off in the config. Note that this will only be in the 1.8 version since 1.7.10 is in bugfix-only mode.
You're actually the first to ask this, but it is a concept I have thought about before.
The Meaning of Life, the Universe, and Everything.
Location:
My room probably.
Join Date:
1/17/2016
Posts:
54
Location:
Canada
Minecraft:
Vamacher0n
Discord:
Vamacher0n#9313
Member Details
Hello, I absolutely this mod! I've always thought Minecraft recipes don't make sense so that's why I find this mod so amazing and extremely fun... I plan on making a mod-pack but the problem is that BB isn't really compatible with any other mods, also will there be a release for 1.8.9? I understand if you cant make BB compatible with other due to the time and effort it would take. Anyway, keep up the good work!
Hello, I absolutely this mod! I've always thought Minecraft recipes don't make sense so that's why I find this mod so amazing and extremely fun... I plan on making a mod-pack but the problem is that BB isn't really compatible with any other mods, also will there be a release for 1.8.9? I understand if you cant make BB compatible with other due to the time and effort it would take. Anyway, keep up the good work!
Incompatible how? BB is not a complete overhaul, it is designed to work with other mods.
Rollback Post to RevisionRollBack
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
The Meaning of Life, the Universe, and Everything.
Location:
My room probably.
Join Date:
1/17/2016
Posts:
54
Location:
Canada
Minecraft:
Vamacher0n
Discord:
Vamacher0n#9313
Member Details
My bad, I think I shouldn't have used the word "incompatible" what I meant was that if I download this mod it obviously won't have catalyst material recipes and such for every single item in every single mod. Man, I feel stupid now, I should have made myself more clear. Apologies for pestering you. xD
The Meaning of Life, the Universe, and Everything.
Location:
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Join Date:
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Location:
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NEURALDELVER
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NeuralDelverM#7360
PMC:
NEURALDELVER
Member Details
Wow, this mod is REALLY awesome! I'm definitely going to integrate it into my personal modpack. You've solved a lot of my gripes with the early progression of the game, kudos!
Hello, I absolutely this mod! I've always thought Minecraft recipes don't make sense so that's why I find this mod so amazing and extremely fun... I plan on making a mod-pack but the problem is that BB isn't really compatible with any other mods, also will there be a release for 1.8.9? I understand if you cant make BB compatible with other due to the time and effort it would take. Anyway, keep up the good work!
As Leviathan143 said, it is compatible with most other mods, and if there is an incompatibility, we try to fix it as soon as possible. As for built-in recipe translation, that's an upcoming feature for the 0.9.8 release, but even then, not all recipes will be translated, only the ones that an algorithm can figure out (ore smelting, food -> brick oven, furnace -> kiln). As for the 1.8.9 update, I'm really sorry it's taking so long. I've got a lot of IRL stuff getting in the way, specifically college (all the writing-centered classes are killing me), as well as burnout. Right now we're trying to wrap up the 1.8.0 branch with BB 1.0.0, and then we'll do the updates to MC 1.8.9 and 1.10 (I'll be skipping 1.9).
Tested without Optifine. I was able to craft a gate of a different wood type (in this case, Redwood planks from BOP), but I could NOT craft it from plain old Oak planks, and sticks. I tried with both Optifine and Fastcraft removed, just in case either or both may have been contributing to the crash, since I know they both modify the way the game runs. I didn't test any other wood types yet, just those two, so I only know for sure that Oak wood is having that problem at the moment.
Here's the fresh report. Happens when I put that last piece of the fence gate into the table. Immediately crashes.
EDIT: What I have not tested yet, is crafting the gate out of Redwood WITH Optifine installed, but I get the feeling it would give the same result, as each crash prior to reporting this was using Oak as well. I just found some Redwood in my friend's chest, and tried it.. and when it worked, I remembered that we were using Oak before. Maybe it's all Vanilla wood types and not BOP wood types? Just a theory at this point, out of time tonight, so I can't test it.
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 8/10/16 3:18 AM
Description: Rendering item
java.lang.NoClassDefFoundError: net/minecraft/src/FMLRenderAccessLibrary
at net.einsteinsci.betterbeginnings.renderer.RenderBlockPartialTransparency.func_147800_a(RenderBlockPartialTransparency.java:571)
at net.einsteinsci.betterbeginnings.renderer.RenderItemPartialTransparency.renderItemIntoGUI(RenderItemPartialTransparency.java:73)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:565)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.drawItemStack(GuiDoubleWorkbench.java:131)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.renderTransparentItems(GuiDoubleWorkbench.java:101)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.func_73863_a(GuiDoubleWorkbench.java:44)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: net.minecraft.src.FMLRenderAccessLibrary
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 16 more
Caused by: java.lang.NullPointerException
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.einsteinsci.betterbeginnings.renderer.RenderBlockPartialTransparency.func_147800_a(RenderBlockPartialTransparency.java:571)
at net.einsteinsci.betterbeginnings.renderer.RenderItemPartialTransparency.renderItemIntoGUI(RenderItemPartialTransparency.java:73)
-- Item being rendered --
Details:
Item Type: net.minecraft.item.ItemBlock@2b736fee
Item Aux: 0
Item NBT: null
Item Foil: false
Stacktrace:
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:565)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.drawItemStack(GuiDoubleWorkbench.java:131)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.renderTransparentItems(GuiDoubleWorkbench.java:101)
at net.einsteinsci.betterbeginnings.gui.GuiDoubleWorkbench.func_73863_a(GuiDoubleWorkbench.java:44)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [rhapsodia-0.6.zip] Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: On (16)
Still receiving this crash when trying to craft a fence gate out of Oak. This happens without Optifine. Anyone have any insight, or is this an actual bug that can be fixed in the 1.7.10 version?
Still receiving this crash when trying to craft a fence gate out of Oak. This happens without Optifine. Anyone have any insight, or is this an actual bug that can be fixed in the 1.7.10 version?
I was reading your thread description about your mod.. and i noticed this "The Minecraft 1.10 update is out, and far sooner than I imagined. Now I'm two versions behind, and updating to each will be a major pain. I'm not even sure if I'll update to 1.10; I might just skip it and go to whatever version is next."
i want to share some information regarding the quote above... if you haven't heard... the difference between 1.9.4 and 1.10.2 is very small. and you dont have to worry about 1.9.0... u can use 1.9.4 version for 1.10.2 as well (it will also work on 1.10.2).. some 1.9.4 mods was working just fine on 1.10.2. some of them got updated to have few tweaking.. and some dont get updated because there was no problem or bugs.. and very few 1.9.4 mod dont work in 1.10.2. i only encountered one mod that dont work so far.. so i hope this should encourage you to keep working on your mod with better concentration.. I am looking forward to your mod giving me a challenge for beginning in Minecraft! so keep it up and you will get to the finished line!
I was reading your thread description about your mod.. and i noticed this "The Minecraft 1.10 update is out, and far sooner than I imagined. Now I'm two versions behind, and updating to each will be a major pain. I'm not even sure if I'll update to 1.10; I might just skip it and go to whatever version is next."
i want to share some information regarding the quote above... if you haven't heard... the difference between 1.9.4 and 1.10.2 is very small. and you dont have to worry about 1.9.0... u can use 1.9.4 version for 1.10.2 as well (it will also work on 1.10.2).. some 1.9.4 mods was working just fine on 1.10.2. some of them got updated to have few tweaking.. and some dont get updated because there was no problem or bugs.. and very few 1.9.4 mod dont work in 1.10.2. i only encountered one mod that dont work so far.. so i hope this should encourage you to keep working on your mod with better concentration.. I am looking forward to your mod giving me a challenge for beginning in Minecraft! so keep it up and you will get to the finished line!
I've built several mods for 1.10.x and 1.9.x, hence I am aware of the ease of updating. The most significant change will be the 1.9 combat changes. As 1.9 made skeletons far more dangerous, we may have to rethink the use of bones in BB.
Rollback Post to RevisionRollBack
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
I've built several mods for 1.10.x and 1.9.x, hence I am aware of the ease of updating. The most significant change will be the 1.9 combat changes. As 1.9 made skeletons far more dangerous, we may have to rethink the use of bones in BB.
oh okay.. thats good to know.. and i see.. about the use of bones in BB.. well there are many ways you can make tools... it can be done with flints, small rocks around beach or somewhere.. and sticks from the trees (breaking leaves to get them). bones won't be easy to get.. unless you got few skeleton of dead animals or village/mobs somewhere.. that can be used as ingredients to make any materials.
Gregtech-like plank and stick crafting? Sure. I think I could add it as an upcoming feature to 0.9.8.
Here's the GitHub issue card if you want to keep up with my progress with it. It's also on the Trello board.
As for too much damage when punching a block? You might be on hard difficulty. I think Minecraft does the damage scaling itself, and if I were to reduce the base damage, the damage on easy difficulty would be almost meaningless.
Thanks! I really like the "tougher" , or realistic, early game feel. I've never used anything Gregtech before, so I would have to look it up to see the comparison.
The base damage thing makes sense, I didn't realize it scaled off the difficulty of the server. You are correct, we are set to 3 for Hard.
Was wondering if the issue I reported is a bug, or if there might be another way to fix it?
Hello,
A suggestion for you. Could you add a standard shapeless recipe of knife + rotten flesh = 1 leather strip. I think this would make the mod applicable for a greater diversity of options. If you don't find cows within the first day, kill a few zombies at night and get the means to get started. I don't think it would change difficulty as you would have to punch zombies to kill them as you would not have wood tools yet.
Another suggestion: add iron knives to the village blacksmith loot table so that players could scavenge a knife from a village if they find one.
If you want me to officially add these to the bug tracker I can do so. I wanted to see what others thought before doing so.
I kind of like the idea of turning flesh into leather, but I think you'd have to tan it first. There are also a few mods that already add this feature too though, so I'm not certain it's necessary to make it one of this mod. If this were added, I feel like there'd have to be a way to tan it prior to moving past the knife, so you'd be making it out of sticks and twine, which means you might just be on the hunt for string/twine instead of leather. The tanning rack could make a neat decoration too.
The idea of finding knives in my opinion, defeats the purpose of gathering (assuming you've spawned near a village) and if you don't, then I'd also assume that by time you find a village you've probably already advanced past the point of needing to find a knife in a chest. Part of the point of this, at least the reason *I'm* using this mod, is to *avoid* handouts. It also adds a bit of realism, which is nice.
I would rather not have any way of turning rotten flesh into leather. While it's a common idea, I don't like it at all. It simply doesn't make any logical sense. The only reason one would assume the items are anything alike is because "both items are brown...and dry-ish". Rotten flesh is muscle tissue that's already falling off the bones of a zombie. It's disgusting and has no tensile strength whatsoever; it isn't even remotely suitable as a leather substitute. In short, this is a feature I will not add to BetterBeginnings.
As syndicate25 has said, there are plenty of mods (the most well-known one is YALSM) that give some way to turn rotten flesh into leather. You cal also use JSON config recipes or MineTweaker to add the recipe without another mod. If you really want to see a build of BetterBeginnings with this recipe in by default, you can fork the repository and add the recipe in yourself, but that takes a lot of time and effort, and you would need to post a link to your forked source code if you release it.
I was under the belief that rotten flesh was skin that was falling off the zombie. Since both leather and rotten flesh are derived from skin, it would make logical sense that you could create strips from it. Since leather is of higher quality you can get 4 strips from it. Rotten flesh is of lesser quality and therefore yields only 1 strip. While one could go the turn rotten flesh into leather route, usually through some form of cooking, it seems like it would make more sense that one could cut a strip from rotten flesh.
How about a compromise: Create an optional recipe that could be turned on via config. This would be useful if one is playing on some form of islands map or skyblock and would give pack creators the option. From your response above, I gather that many people have asked for this. I am currently working on a skyblock modpack for 1.7.10 and added via minetweaker the rotten flesh -> leather strip recipe and it has worked out amazingly well.
Alright. The recipe will be added, but will default to off in the config. Note that this will only be in the 1.8 version since 1.7.10 is in bugfix-only mode.
You're actually the first to ask this, but it is a concept I have thought about before.
Hello, I absolutely this mod! I've always thought Minecraft recipes don't make sense so that's why I find this mod so amazing and extremely fun... I plan on making a mod-pack but the problem is that BB isn't really compatible with any other mods, also will there be a release for 1.8.9? I understand if you cant make BB compatible with other due to the time and effort it would take. Anyway, keep up the good work!
Incompatible how? BB is not a complete overhaul, it is designed to work with other mods.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
My bad, I think I shouldn't have used the word "incompatible" what I meant was that if I download this mod it obviously won't have catalyst material recipes and such for every single item in every single mod. Man, I feel stupid now, I should have made myself more clear. Apologies for pestering you. xD
Wow, this mod is REALLY awesome! I'm definitely going to integrate it into my personal modpack. You've solved a lot of my gripes with the early progression of the game, kudos!
This statement is false.
As Leviathan143 said, it is compatible with most other mods, and if there is an incompatibility, we try to fix it as soon as possible. As for built-in recipe translation, that's an upcoming feature for the 0.9.8 release, but even then, not all recipes will be translated, only the ones that an algorithm can figure out (ore smelting, food -> brick oven, furnace -> kiln). As for the 1.8.9 update, I'm really sorry it's taking so long. I've got a lot of IRL stuff getting in the way, specifically college (all the writing-centered classes are killing me), as well as burnout. Right now we're trying to wrap up the 1.8.0 branch with BB 1.0.0, and then we'll do the updates to MC 1.8.9 and 1.10 (I'll be skipping 1.9).
Still receiving this crash when trying to craft a fence gate out of Oak. This happens without Optifine. Anyone have any insight, or is this an actual bug that can be fixed in the 1.7.10 version?
Try and break this please: https://drive.google.com/open?id=0B_IqTUgN98IXaGRMUnB3WlVnX0k
That should definitely fix the error you are having, however it may have other problems.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
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Thank you. I'll give this a try, and let you know if anything else comes up.
hello, einsteinsci
I was reading your thread description about your mod.. and i noticed this "The Minecraft 1.10 update is out, and far sooner than I imagined. Now
I'm two versions behind, and updating to each will be a major pain. I'm not even sure if I'll update to 1.10; I might just skip it and go to whatever version is next."
i want to share some information regarding the quote above... if you haven't heard... the difference between 1.9.4 and 1.10.2 is very small. and you dont have to worry about 1.9.0... u can use 1.9.4 version for 1.10.2 as well (it will also work on 1.10.2).. some 1.9.4 mods was working just fine on 1.10.2. some of them got updated to have few tweaking.. and some dont get updated because there was no problem or bugs.. and very few 1.9.4 mod dont work in 1.10.2. i only encountered one mod that dont work so far.. so i hope this should encourage you to keep working on your mod with better concentration.. I am looking forward to your mod giving me a challenge for beginning in Minecraft! so keep it up and you will get to the finished line!
I've built several mods for 1.10.x and 1.9.x, hence I am aware of the ease of updating. The most significant change will be the 1.9 combat changes. As 1.9 made skeletons far more dangerous, we may have to rethink the use of bones in BB.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
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oh okay.. thats good to know.. and i see.. about the use of bones in BB.. well there are many ways you can make tools... it can be done with flints, small rocks around beach or somewhere.. and sticks from the trees (breaking leaves to get them). bones won't be easy to get.. unless you got few skeleton of dead animals or village/mobs somewhere.. that can be used as ingredients to make any materials.
How is the compatibility with CraftTweaker in 1.9/1.10.2?