Minecraft would need an actual Holo-deck like is seen in Star Trek. If you could pull that off, you could have Minecraft Holo-Theatres where users could experience Minecraft in a much more augmented reality way... But then you'd also make way more money from the other entertainment possibilities from a Holo-deck than you would from Minecraft until you could provide such an experience affordably at home.
OR, you could perhaps use something similar to the Google Glass to provide an different approach. That might work...
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I figured I would ask since it is basically just CTM without Optifine (which is also a mod... just a really hack based one). Maybe someone will volunteer to convert the current CTM stuff to also work with it since the connected textures already exist in the pack. Anyway, thanks for the response and all your work on this awesome texture pack.
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Have you considered support for the Connected Textures Mod? Optifine doesn't always play well with other mods and it would be nice to get CTM without it.
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I understand that some of this is potentially not possible to implement. However, it never hurts to ask.
Would love to see a mod that dynamically generated dungeon loot based on loaded mods with features like blacklist/whitelist (per item and by mod), setting up item type group configs (so you could force add something like a hammer to the list of pickaxes for example), and a weight system for rarity of drops per group including chances to generate nothing in each group and an overall chance of nothing per inventory slot in the chest.
Basically, some way to create procedural dungeon loot without having to type up loot lists manually and still retain some control over what shows up in them. The whitelist/blacklist is mainly to help control progression breakers and redefine items that are improperly grouped because you can't always be right in a detection scenario like this (though a few mods should probably be blacklisted by default... like Chisel except for the chisels themselves). Loot groups would be various vanilla item types (sword, shield, dirt, stone, log, plank, ore, etc.) followed by the most common generic modded types that don't fit into a vanilla type (mainly things like metal dusts for grinders...) and then each loaded mod would have it's remaining items that don't fit in any previous group added to a group named after it.
When any dungeon chest is generated in the world, this mod would dynamically fill it with loot based on the configured values.
I know some mods add their own loot to the default dungeon loot lists, so this mod should replace vanilla dungeon loot generation. Another advantage to this is having all the loot configuration in one place rather than having to adjust any similar configs in multiple mods. I realize this may take some initialization on world load... but the advantages to pack makers are numerous and once a pack is configured there should be little impact on performance. (Though, the main point should remain a reduction in tedium and an increase in interesting exploration.)
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I did this and while it fixed the display in the book, it did not let me actually complete the research.
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I had to get hit by lots of different projectiles for this to finally check off. Not sure which one did it... Blaze fire, Ghast fireball, Arrow, Splash Potion...
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I have the same issue. I tried tossing them into a crucible while wearing Goggles, but nothing happened.
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Once again, I absolutely love your work. Your pack makes Minecraft much more playable for me; especially when modded.
However, in the 1.11.2+ versions of the core pack, Thermal Foundation Ores are not textured. I believe this is because they broke the mod up into pieces for it's updated release which made any previous textures for their ores no longer recognize properly. They really stick out and break the flow of the pack.
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Earthbending Basic level 1 Dig has been giving me blocks without breaking them in the world. Effectively, it is a dupe spell. For example, look at Coal and use Dig = infinite coal so long as your chi holds out or you're willing to wait for it to regen.
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What I would love to see: Thaumcraft progressing from minecraft mod to it's own stand-alone game!
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Could you also add the ability to specify loot tables by the ore dictionary rather than modid:item?
As for resources gathered, you could set up a "cooldown" period based on the rarity of what the last item caught was. For instance, catching a stick might not give much of a cooldown to that strainer, but catching a diamond would. Something like: rarity * coolDownMultiplier? Perhaps even with config options for the cooldown multiplier and the ability to give different multipliers to individual categories.
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Perhaps a mix of the two? Simple combinations of basic aspects done at the table, but more complex aspects which already use compound intermediaries have to be obtained by breaking down objects and are therefore no longer combinations.
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I personally think all the RF mods should switch. TESLA is maintained, up to date, and more flexible than RF due to usage of the capabilities system.
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There are work-arounds for this if you are using certain other mods. For example, if you use Ender IO you can set the power input or fuel input for the machine to be only active with redstone and then have that turn off when your storage gets full.
Though, I agree it would be nice to have the machines directly respond to redstone signals if they do not. Perhaps they do in higher versions?
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I agree that upgrades are kind of costly, but you can change the config file to make them increase the area of machines more per upgrade to balance that however you want. I usually change that setting so that each upgrade adds 8 to the range instead of 1.
As for only getting a small amount of iron, did you have a filler upgrade on the machine? If not, it stops when it hits caves, water, lava, etc. and doesn't dig below them. If you are having trouble getting cobble to keep it runing, consider making a cobble gen upgrade. Also, world generation is a factor. If there is no iron in the area you mine, you won't get any which is not a fault of this mod.
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You can make Brass with Copper + Zinc for making molds as well, provided you have another mod that adds those ores. Alloys weren't removed, they just only show up if you have another mod that adds the ores they require; such as Base Metals, Substratum, etc.
As for ore berries, they were removed during the rewrite like a lot of things. They may or may not be re-added down the road.