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    posted a message on Risugami's Mods - Updated.
    Awesome! Time to get busy on my next mod.

    Thank you so much for all your hard work, Risugami!
    Posted in: Minecraft Mods
  • 4

    posted a message on Risugami's Mods - Updated.
    Quote from Udonge
    I shall add my thanks here too, for probably the most useful mod of all. It's thanks to Risugami that I've had so much fun in Minecraft than I would've ever had without any sort of mods. <3

    I remember when Modloader came out, and for a while very few mods used it. Installing a mod back then was easy, as long as you only wanted one mod. Adding a second inevitably created conflicts. It was purely guess and check. Modloader promised and provided a solution for that, mods that didn't go into the jar and almost always had compatibility.

    I guarantee that everyone that remembers what the modding scene was like 2 years ago can appreciate that fact. Risugami has done such an amazing job maintaining a pillar of the community with no thoughts of compensation for his time.

    Well, I remember, and I appreciate it, damn it! Hats off to you, Risu, and thank you for making minecraft modding tolerable!
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from olegoleg1234
    I also want a BLOCK THAT EXTRACTS ITEMS FROM INVENTORIES!!!Do you approve this idea?

    Already exists. Have a block dispenser pick up a chest and put it back down, poof, the inventory has been extracted. Then, just use the filtering system and pulleys/platforms to sort out what you wanted and put the rest back. That functionality has been around for ages in BTW.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from Double_0h_007

    When i downloaded this mod, and tried to make a hemp farm, when i placed water down, it disapears after a couple of seconds. Did i download it wrong? If i did how do i download it?

    Back to your original question... there are two options: either move the water to your farm (there is a mod-provided method for doing this, read the whole OP) or move your farm to the water. Trust me, after a while, it really becomes more intuitive that you cannot simply pick up an infinite amount of water with a bucket and move it wherever you want!
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild

    It's the Mincraft Coder Pack. It's what I use to deobfuscate the code and convert it to a format I can reasonably work with. That always needs to be updated first before I can get to work on any version update, which is why most mods usually take awhile to upgrade when a new release of MC comes out.


    I don't really see what that has to do with my original question. Let me rephrase: the mod BTW no longer depends on Forge, does the *development* of BTW still depend on forge being updated? Or, in other words, if Forge development stopped completely, and NEVER got updated to v1.1, would BTW development be affected?
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild

    Hint: You missed MCP.


    Completely. I have no idea what that stands for. Sorry to be the curious and annoying noob. I'll go back to playing my 3.26 world (still haven't updated to try out blood wood trees, I'll get to it tonight, I think).
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild

    YAY! It's finally pastry time!


    Eh, fair enough, I didn't expect a serious answer.
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from Flameofice

    These pastries are getting cold. Isn't someone going to ask for an update using horrible grammar?


    Actually, I have a valid, but related question. I see modloader is already up for 1.1, which is the normal first prerequisite for mods, but many others have to wait for ModloaderMP and Forge, too, before they can even start the process. However, BTW does not require Forge anymore, but still uses some Forge code, so will we have to wait for Forge to be updated to 1.1 before BTW can be updated? Or will FC simply write replacements for those forge dependencies to get BTW up for 1.1?
    Posted in: Minecraft Mods
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    posted a message on Metallurgy - Putting the "Mine" back in "Minecraft"!
    Just installed this, been playing for an hour or so. I love mining, and mods like Industrial Craft 2 make it more interesting by giving you more things to find and more tools to do so. So, this appeals to me.

    I did my usual diagonal staircase down to layer 14, and started branch mining. Got copper on the way down, made a copper pickaxe, but it broke before I found anything else, so I had to go back to wood. Not a huge deal. Probably went through five wood picks total before I got down where I wanted to be. Ignored the iron ore on the way down, because of your bug note on the first post.

    I was able to make a set of bronze tools, then within a minute, I found a small vein of orichalcum. A few minutes later I had an orichalcum pick and started branch mining. The first vein I hit, on the first branch, was eight adamantine ore. Maybe I'm just lucky?

    So, I'm kind of at the pinnacle of what I can do in this alpha release.

    Complaints:
    -Smoothstone breaking into 4 rocks, then recombining them into cobblestone seems gimmicky. If the purpose is to make you go back to your home base to unload/combine your loot before going back out, this is a failure. You can combine the rocks on the spot in your mine using the 2x2 crafting grid in your inv screen. If that was the point, it should take 5 or more rocks to make cobblestone, force you to go back up or plunk down a crafting table first. I'd be all for a recipe where 6 rocks make a cobblestone block, and 9 rocks make a smoothstone block (for when you need to make a button, etc).
    -Never had a use for steel tools, or copper, or mithril. I kind of flew through the various ores. Some, I picked up, but had no use for. Others, like iron, I couldn't mine when I ran into them, and had to skip them.

    Suggestions:
    -Consider making the highest rank of tools (whatever that turns out to be) unbreakable, but requires lower ores to feed it. This would kind of be like the mining drill from IC2. So, if you feed it a copper bar, you add two more uses, an orichalcum bar gives 128, or something like that. Or, alternately, allow tools to be repaired by lower rank bars/ores. Maybe with a special anvil tool, like the one in Better Than Wolves. Either way, it would give you a use for all of the low rank ores that clog up your backpack after a few minutes.
    -Just an thought: make the tools upgradeable. Instead of making an adamantine pick from three bars and two sticks, make it from two adamantine bars and a mithril pick. Maybe even make this the only recipe, so high level tools cannot be built from scratch.
    -Not sure how you'd implement this, but change the "hardness" of smoothstone every few layers. So layers 1-10 would have all the adamantine ore, and would require a mithril pick in order to break the stone in it. Layers 11-20 would have all the mithril ore (and lower), and would require a steel pick in order to break the stone. And so on. This would force players to mine around in a given layer to find enough ore to make the tool to move down to the next layer. No more diagonal staircase all the way down to near bedrock with a wood pick.

    Overall opinion: Very fun, lots of promise. Can't wait to see how this turns out!
    Posted in: Minecraft Mods
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    posted a message on TooManyItems, the inventory editor and more (1.8 Forge is here!)
    Awesome! Wicked fast update Marglyph! Downloading now...
    Posted in: Minecraft Mods
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