Quote from hoanghaininh»
Wild Mobs Mod New Version 1.2 Model And Minecraft 1.11.2 Forge
Fish
Sandworm
Bird
Monkey
Duck
go die pls
1
Quote from hoanghaininh»
Wild Mobs Mod New Version 1.2 Model And Minecraft 1.11.2 Forge
Fish
Sandworm
Bird
Monkey
Duck
28
Several years ago, heck before I even got into modding Minecraft, I was jotting down notes, lots of notes, about what I'd seen other mods do: things I liked, things I didn't like, things they didn't do but that I'd like to see. Stuff like that. Most of these notes were heavily inspired by TerraFirmaCraft and IndustrialCraft, with a little from BetterThanWolves, although BTW fell more into the "what I didn't like" camp, but knowing what doesn't work for me helped me work out the design and understand what I did like and why.
But my one guiding principle was "I want realism, but not realism for the sake of being realistic. I want it to be reasonable, both from a gameplay standpoint and from a technical standpoint (can I program this?)." A couple of features ended up being harder to work out, either from a gameplay perspective or a technical perspective, than I'd originally anticipated, but it's those challenges that make me a better programmer.
Reasonable Realism is a pack and a mod. That's right, it's both.
There's actually four sub-mods (not including the library parent mod three of them depend on). Each mod works just fine on its own, of course, but together they're even better, as each sub-mod addresses alterations to a single aspect of Minecraft:
*Requires HardLib
**Optionally requires HardLib for the Item Frame Comparator 1.8 feature
Reasonable Realism is about making the game more challenging and applying a handful of real world ideas into the mix. It's supposed to be fun.
See the wiki. As so many of the changes I've made are underground, there aren't really any cool screenshots. I'm trying to gather a few together, here's what I've got so far.
Cross section of a gold vein.
Gold mother load and some diamond veins.
Iron mine (vein mined out on right, visible center with motherload left), redstone vein, with windmill and minecart track. Minecart loader at the bottom for loading, wooden hoopers in the shack for unloading and processing.
Gas fire with smoke (top center)This one's easy to describe. It won't necessarily be easy to play. I wanted ores like in TerraFirmaCraft or with COG, but I also knew I wanted them to be precisely anything but. The first problem was that ore was too easy to get in quantity. The second was that it was damn near impossible to find. Harder Ores fixes both. Happy prospecting!
Harder Underground attempts to make the underworld--that is, anything under that thin layer of dirt you call the surface--significantly less boring, homogenous, and oh yes.
Safe.
Harder Underground makes you work for your precious resources. You will face toxic, unbreathable, gasses and a ceiling that just won't stay up there where it belongs. Try not to get buried alive.
Ever thought to yourself, "Gosh, farming wheat is really easy. After the first day or so I hardly notice my hunger bar except when I forgot to bring some/enough food with me. Quick, pop back up to the nearest resupply chest!" Well, with Harder Wildlife, that is no longer a concern! (A bigger concern? Damnit English!)
Harder Wildlife slows down crop growth rates by an approximate factor of 10. "Best case growth" of 37 minutes? Pssh, try 6 hours! To compensate, animals drop more meat, but they also age, die, and reproduce. It also causes trees to eventually die and replant, as well as add a seasonal cycle (which also affects crop growth). Snow in the plains? Rain in the desert? Absolutely!
Notes:
The tree thing is entirely optional and is not perfect. It should function relatively well in most cases, but if you find any oddities, you may be best off just disabling it.
Seasons can cause minor graphical discrepancies in grass and leaf color along chunk boundaries, as the alterations do not cause a render update. This is normal.
This one stands on its own and is a really small mod, but it has the no-nonsense stuff that vanilla lacks to really automate any kind of resource production. Most other mods bypass the vanilla methods (cart and hopper) this one encourages the cart and hopper. More info on the wiki as really every block needs its own explanation.
If used with HardLib, Comparators can examine Item Frames, comparable to the feature introduced in Vanilla 1.8
There is a wiki. It's practically already completely documented, but...you know, its a wiki. Its always possible I forgot something.
http://reasonable-realism.wikia.com/wiki/Reasonable_Realism_Wiki
Minor and compile versions may not match between mods, this is intentional and fine.
Current version is 12.20.0a ("full package" is version 'b', sub packages vary). Only release and major version numbers affect the HardLib requirement (i.e. 2.8.1 looks for HardLib 2.8.0 or later).
You will need Custom Ore Generation, at least v1.2.20. HardLib depends on COG, as it is used by the submods for some world generation features. If you want to disable COG generally for all worlds, rather than one a per world basis, see this post.
Old, 1.7.10 downloads
Or everything all at once:
Or if you're only interested in the ore flowers feature from Harder Ores:
Ore Flowers is based on the same HardLib library as Harder Ores.
There's a few other great mods out there that fit the idea of making the game more realistic, and in that way that makes the game more fun. I'm always interested in finding others, but here are the ones I know about:
Walkable Slopes - Collision volume of dirt blocks converted to stairs/slabs as the surrounding terrain allows, letting the player walk up gentle hills and slopes without jumping.
Flowing Rivers - Realistic rivers with flow, width, water falls, and direction.
Growth Craft - Another take on farming. Should be compatible with Harder Wildlife.
Air Overhaul - Instant death when you run out of air. Makes respiration enchantments more viable (may be too harsh).
Better Rain - Rather than on/off, rain can come as a light drizzle to a torrential downpour.
Biota - Adds nutrient tracking for plants, causing plant growth and death based on nutrients (tracked at the chunk level).
Somnia - Simulates the world, even while sleeping.
WTFCrops - Likely not compatible with Harder Wildlife, but it's WhiskeyTangoFox's take on altering the vanilla agriculture.
Realistic Torches - Torches burn out. Use matches (wood slabs + paper, although I'd have used sticks) or flint and steel to relight them.
The Seasons Mod - ACTUAL honest to god seasons. Uses PML, making it harder to install, but it's worth it for the fall colors. Probably not compatible with Harder Wildlife.
Hunger Overhaul - Making hunger and food matter more.
Enviromine - Thirst, air quality, food spoilage, gasses.
The Vegan Option - Adds alternative recipes/items allowing players to never kill any animal or hostile mob and still have full access to the game.
Check the configs. There's a friggin billion toggles and levers in there. Not everyone plays the way I do.
2
Quote from Sunconure11»If I was unable to find a fix sooner, my game probably would have looked like Morrowind at some point.
28
There's little things that I want to be able to tweak as we get 1.9/1.10/1.11 snapshots, and instead of doing it the hard way of manually installing tweakclass mods, or the old-fashioned way of jar mods, I decided to make a simple loader based on code I already had for other similar projects. It's called Meddle.
Once Meddle is installed, mods are drag-and-drop, loaded from the "meddle" folder in your instance folder.
Meddle itself isn't Minecraft version-specific. It works through LaunchWrapper (used by Mojang to tweak older versions to work, and by Forge) to simply load tweak class mod jars from a folder. Theoretically it could work as far back as 1.6 or even older, though the mods would have to be compatible with the version of Minecraft you try to run it with.
Through a Meddle mod linked below called DynamicMappings, mods are able to programmatically detect the parts of code they want to use, and can theoretically work across many 1.9/1.10/1.11 snapshot versions without needing to be updated.
If you're interested in how Meddle works, or in making a mod yourself, Meddle is also open-source. Feel free to ask me for details.
Installation (for clients):
MultiMC
Installing Meddle for MultiMC is fairly simple. Create a new instance for the game version you want. Now right-click it, pick "Instance Folder". From there, create a folder called "patches". Save the JSON file linked below into that folder. You're done! If you need a different version of Meddle, just modify the url as necessary.
MultiMC JSON: Meddle v1.3
MultiMC JSON: Meddle v1.2.2
Vanilla Launcher (Beta installer method)
First download the new Meddle Manager application. When you run it, it should automatically be able to detect your Minecraft installation folder, and display info about the newest version of Minecraft available, newest version of Meddle available, and the versions of Meddle you have installed.
Go to the Install Client tab, select the Minecraft snapshot you wish to install Meddle for (usually the latest), as well as the Meddle version, then click "Add Meddle Version to Launcher".
When you go back to the Info tab, you should see the version you just installed displayed in the box.
Now open or restart the standard Minecraft launcher. Click to add a new profile. Set the name, and optionally put it into a different game directory so that your saves and mods will be separate from your vanilla worlds. I highly recommend you disable "Automatically ask Mojang for assistance with fixing crashes" since they aren't responsible for any crashes Meddle might cause. You might wish to set Launcher Visibility to "Keep the launcher open" so that you can see if any errors occur during startup.
Select "Enable experimental development versions ("snapshots")". Now select the Meddle version you just installed from the version list.
You're done! Run the instance once so that it creates the necessary folders, then go into the "Game Directory" folder you picked, find the "meddle" folder it created (you'll also see "saves", "logs", "resourcepacks", etc), and drop your mods in.
Vanilla Launcher (manual install)
Using the vanilla launcher is slightly more complicated and not quite as flexible. These instructions will describe using snapshot 15w44b with Meddle 1.3. If you need a different Minecraft or Meddle version, just modify the url and instructions as necessary. First, download the following .json file:
Vanilla JSON: 15w44b (with Meddle 1.3)
Now find your Minecraft folder (Windows is %appdata%\.minecraft). Go to "versions". Make a new folder called "15w44b-meddle-1.3". Copy the json you downloaded from above into this folder.
Lastly, open the launcher (or restart it if it's open) and create a new profile using "15w44b-meddle-1.3" as the version. If it's not in the version list, make sure you have the box selected to enable snapshots.
Installation (for servers):
For servers, the process is automated. Download the ServerGenerator tool, then run it as follows:
java -jar servergenerator-1.0.1.jar (minecraft_version) (meddle_version) (destination_dir)
So to install Meddle v1.2.2 for snapshot 15w42a into a "server" folder, you would use:
java -jar servergenerator-1.0.1.jar 15w42a 1.2.2 server
This downloads all the necessary files, and would create a server jar named meddle_server.15w42a-1.2.2.jar. This is what you would run to start the server.
During snapshots, if you want to be able to stay up to date, you can keep the ServerGenerator tool in the same directory as your server, and simply use a period for the destination directory. You'll just launch from the newly-created jar instead of the previous one.
Various mods can be used server-side-only if you wish. Mods known to work with vanilla clients are LeafDecay, FireSpread, AllTheItems, and BabyBuster. PhysicsFix is a client-side mod.
NOTE: There's currently a bug where output isn't being redirected to the graphical GUI, but still to the console. You can prevent the graphical GUI from showing up at all by adding "nogui" to the server command line, but there's a bug in Minecraft since 1.7.x which occasionally causes a crash on exit. I'll try to find a workaround to the former in hopes that Mojang fixes the latter.
Mods:
In either installation case, run the game at least once to create your "meddle" folder inside your instance location. This is where you'll put the mods.
Note: All versions listed as "dynamic" should be capable of running across different snapshot versions! They need the DynamicMappings mod to work. You'll also have to check back to make sure your DynamicMappings is up to date when you update snapshot versions.
DynamicMappings -
PhysicsFix -
LeafDecay -
FireSpread -
AllTheItems -
BabyBuster -
MeddleAPI:
MeddleAPI is an early API for creating higher-level mods that run on Meddle. Rather than simply tweaks, the goal for these mods is to add content. Since DynamicMappings is required for the API, mods can also take advantage of it to run across multiple snapshot versions.
To install the API, simply drop it into your Meddle folder with your other mods.
If it's working properly, you should see something like this on the title screen:
MeddleAPI v1.0 (Requires Meddle v1.2.2+, DynamicMappings 005+)
MeddleAPI v1.0.1 (Requires Meddle v1.2.2+, DynamicMappings 006+)
MeddleAPI v1.0.2 (Requires Meddle v1.2.2+, DynamicMappings 009+)
MeddleAPI v1.0.3 (Requires Meddle v1.2.2+, DynamicMappings 012+)
MeddleAPI v1.0.4 (Requires Meddle v1.2.2+, DynamicMappings 013+)
MeddleAPI v1.0.5 (Requires Meddle v1.2.2+, DynamicMappings 015+)
MeddleAPI v1.0.6 (Requires Meddle v1.2.2+, DynamicMappings 019+)
MeddleAPI v1.0.7 (Requires Meddle v1.2.2+, DynamicMappings 028+)
MeddleAPI Mods:
MeddleAPI mods install just as easily as standard Meddle mods.
Note: Items currently still use item IDs that are manually configured! Mods can create config files in the "config" folder in your Meddle folder for you to deal with this for the time being. If you're only running mods from this page then you don't even need to bother looking, they won't conflict. IDs must also match between clients and servers if you're connecting to a remote server.
Double Note: If you use these mods on a world, then load that world without the mods installed, Minecraft will silently remove all mod items from your inventories!
Just Backpack -
Endermanage -
DoubleDoors -
ConnectedGlass -
JourneyStone -
MeddleGuide -
Blastproof -
HeavyMeddle -
FullyLoded -
Let me know if you find any problems!
3
After a year of development hiatus all the fault of TG for being a lazy butt, development has begun again. Not much has been added as of yet, but that is obviously subject to change. You can track progress on our GitHub and Tumblr. Downloads will become available when we are ready to truly begin alpha testing, so we can find and squish bugs before they become problems and we must call an exterminator.
Recommended Forge version: 1.10.2 (as of right now, specifically version 1.10.2-12.18.1.2011, which can be downloaded here)
Hello all! So some time ago I came up with some ideas for a Homestuck mod for Minecraft. I know that there are several mods and maps out there, but just about all of them are incomplete or abandoned. This one, I hope, will actually add some stuff that it seems everyone else forgot, and perhaps even more.
The only problem with this is that my computer won't let me code anything.
EDIT: The above statement has now been rendered false, as coding is under way.
So while I'm trying to figure out why, and hopefully correct the problem and learn some coding to actually Do Something, these ideas I had will be compiled in this thread here, for anyone to gaze at and potentially help with development.
So, first of all, the big question, for those that don't know.
What is Homestuck?
And that's just the dumbed-down retelling of the comic. There's much more involved that you would actually have to find out for yourself by reading it.
(You won't find out everything immediately. Trust me, I've read it three times and sometimes I still don't understand what's going on.)
The biggest part of Homestuck is that it's long. Very long. As in, 8000+ pages long. And still going. It takes dedication to read it. Dedication, and a whole lot of free time.
NOTE: Much of Homestuck is not thoroughly explained in this mod post; it's mostly major stuff I go into detail about (Denizens, land quests, etc.). Much of this is explained in-comic. Though searching the wiki is a decent idea, it reveals major spoilers in case you were wanting to read it later, and may even be more or less confusing than how the concept is explained in-comic. I especially do not guarantee that the explanations I post here will be very accurate. The simplest solution is to just read Homestuck if you truly want to understand what's going on. Is it harrowingly long? Yes. Will it take up a lot of your time? Most definitely. Is there a chance you may not like it? You won't know until you try! I actually didn't like Homestuck much at first, mostly because of the same excuse people who skipped straight to Act Five will usually give you: the first act is boring. That doesn’t mean you should just skip it. Act One is hilarious in its own right and sets the stage for the majority of what happens later on, so chances are if you skip Act One, you’ll miss a lot of what’s going on later.
What This Mod will Add
If production is underwent, this mod will add new dimensions, armor, weapons, mobs, food, items, blocks, and goodness knows what else.
Dimensions
Players’ planets in the Medium will contain enemies, known as Underlings; Consorts, cute peaceful critters that act akin to villagers; and a Denizen, a single entity of unbelievable power. It may also contain pre-generated structures such as castles or towers, dungeons, caves, and resources in many strange forms.
Derse and Prospit
Skaia and the Battlefield
The Dreambubbles
The Overworld
Armor
God Tier Pajamas
Robes
These are the only three planned so far. Others will be added.
Weapons
Mobs
Denizens
Consorts
The Sprite
The Dreamself
Carapacians
First Guardians
Gamzee, Lord English, and Calliope
Lord English is a time-travelling, unconditionally-immortal demon (though even this is not true, as he can be killed through time paradoxes and glitches) on a rampage in the Farthest Ring. He’s what is called a cherub, another alien race with a very long and detailed biology I won’t go into. So far there will be no Lord English in the game, but he will later be implemented, possibly as a boss for those with a more comic-esque game session. He and Calliope will be the only cherub mobs added to the game, as, like troll skins, cherub skins are easily made and obtained.
Calliope is a young cherub and the “sister” of Lord English. She was killed a long time ago, and English seeks to destroy her soul. She exists as a ghost in a special Dreambubble in the Farthest Ring, which you can access at certain times. She’s friendly and sweet, and will attempt to assist players in any way she can to make certain her “brother’s” downfall.
Lusii
Frogs
Items
So many.
For now, I’m just going to stick to discussing the important or supremely useful ones.
Flight Items
Game Items
Grist and Boondollars
Grist is a sort of in-game currency, and is spent on alchemization and house-building. Grist is dropped by Underlings (the stronger, the more and rarer types of Grist available) and the player’s Denizen. Players are not physically able to pick up Grist and view it in the inventory; there is a special menu called a Grist Cache that allows players to see their individual Grist types and amounts. Some types of Grist are rarer than others, and some require the beatdown of higher-level Underlings to obtain; this is why some weapons that require rarer types of Grist may not cost quite as much as other weapons of the same power that are costly in terms of common Grist. Grist can be transferred amongst players, just like Boondollars.
Boondollars, Boondocks, Bookcases, Boonbonds, Boonbanks, and Boonmints are the true currency in the game, able to be spent on weapons, Fraymotifs, and items from Consort shops. Ascending Echeladder rungs, completing quests, and defeating Underlings will reward you with Boondollars. Boons are stored in a Ceramic Porkhollow. 1 million Boondollars are instantly traded in for one Boonbuck. Booncase values are unknown, but it is suspected that Booncases are worth one trillion (10^12) Boondollars. Boonbonds are worth approximately 10^18 Boondollars. The values of Boonbanks and Boonmints are unknown. Boons can be transferred amongst players.
Types of Bad Sessions
Null
Dead
Choosing the first option will cause Skaia to explode and spit out fifteen planets, then the aftermath settles the planets into orbit and where Skaia once was becomes a black hole. (Some of these planets may be sucked into the black hole during the settling process, which is actually a good thing.) All planets must then be conquered in order, with number eight skipped and saved for last; otherwise this will result in an immediate loss. Each planet has a time limit in which the player must conquer it and place a bomb from the core at a designated location on the surface before escaping to the next one, and each planet’s time limit is shorter than the last. The bomb does not destroy the planet, but moves it out of orbit to where it is sucked back into the black hole. With each planet conquered, the player gains a Leprechaun follower, with powers similar to that of the player’s Aspect. (If a planet was sucked into the black hole before settling into orbit, the player gains that Leprechaun follower after destroying the planet before it.) After the eighth planet is sunk, the player’s true land will be unlocked, and the player can then prepare for a harrowing battle against his/her Denizen. The Denizen’s defeat will grant the player with a boon of unconditional immortality, or at least unconditional in terms of Heroic and Just deaths, and infinite power to do whatever he/she desires.
NOTE: The active mode in a Dead session will automatically set the difficulty to Hardcore Mode, and this will be unable to be changed. Think about that before you go trying to achieve multiversal domination on Creative Mode.
New Forms of Power
The God Tier is a level of power obtainable through certain conditions that players can achieve. One of the requirements for ascending is to be at the top of your Echeladder (achievement rungs). One other requirement is to die on, near, or be carried to the player’s Quest Bed (located on your planet, and your Dreamself must still be alive) or Sacrificial Slab (located in the core of Derse or Prospit’s moon, depending on the player’s alignment) soon after death; that corpse must be fresh! Upon ascending, the player gains the Dreamself’s ability to fly in survival mode, and can reach higher achievements, some of which constitute rewards such as surpassing the need of a Strife Specibus. Upon ascending the player also gains new powers (it is currently unknown how those will be implemented) and a sweet set of armor exclusively for that player. God Tier will be randomly generated, except with single-player sessions, in which Class will already be determined. God Tier Classes (how the player’s powers will be used) include Heir, Seer, Knight, Witch, Maid, Page, Rogue, Prince, Mage, Sylph, Thief, Bard, Lord, and Muse. God Tier Aspects (what powers the player will gain) include Breath, Light, Time, Space, Life, Hope, Void, Heart, Doom, Rage, Blood, and Mind. Some Classes are male-exclusive, some emale-exclusive, and all others gender-neutral. (To keep things simple, as models can’t currently be changed, gender of models will not matter in terms of Class.) There may be popular fanon Classes and Aspects added to the game, as there are potentially thousands of Classes and Aspects available.
There are only two ways a God Tier-level player can die permanently: by a Heroic or Just death. A Heroic death is decided by dying while protecting other party members from opposing forces at the cost of one's life, or dying while trying or intending to do so. A Just death is decided by death due to being the opposing force or posing a threat to the team, regardless of the intent. Players who choose the active path of a Dead session and win are exempt from the Heroic and Just deaths, but can still be killed by glitches and paradoxes.
Trickster Mode
Other Terms You Need to Know
Scratching
Frog Breeding
Ectobiology
The Royalty’s Rings
The Echeladder
Features that May Not Be Added Due to Having No Idea How to Implement Them
And now, taking a few questions before they’re even asked, to avoid confusion.
Q: Why can’t you make the mod yourself?
A: Because my computer’s a Macbook Pro, for one, and a dingus besides and refuses to cooperate with any of the traditional programs needed to make mods. That, and I can’t figure out free mod creators for my life. Hopefully I will one day be able to fix the problem, but so far I’m not having any luck.
Q: This seems like an awful lot of coding to do.
A: Yes, yes it is, but the great thing about mods is that you can take as long as is needed to work on them and release the mod in small batches. The first version of the mod may only incorporate Underlings, some random land gens, some Consorts, First Guardians, some Lusii, access to the Medium, some weapons and items, and God Tier ascension, and evolve from there. Because I can’t work on it myself besides texturing, this may be a series of especially slow releases until I can fix whatever problem is up with my computer about why it won’t let me do stuff. Stupid Mac…
Q: This game seems too hard!
A: That was the entire point! SBURB itself in-comic is extremely difficult regardless of age or experience, and thirteen-year-old kids are being forced to play it, some of which have never had to face anything dangerous in their lives. This mod was meant for veteran Minecraft players who are looking for a real challenge, though anyone is free to try it out. If you think it’s too difficult for you, either play in Creative Mode or on Easy Survival Mode or simply don’t download it at all! No one is stopping you from not downloading it, or forcing you to.
Q: Do I have to read the comic to play this? (I’m not very dedicated, I don’t like it, I could never read something so long, etc.)
A: No, you don’t have to read it. The game itself is pretty straightforward and doesn’t really require any prior knowledge of SBURB or Homestuck to play, though players who have read Homestuck may have an advantage over players who haven’t since they know how it works. (Granted, if you don't like Homestuck, chances are you probably won't like the mod.)
Q: Can I use this mod in a mod pack?
A: Yes, as long as you’re given permission to do so and don't intend to use it to make money. We won’t tolerate stealing around here.
Q: Will there ever be a server of this mod?
A: It’s quite likely, if it winds up popular enough. If there is a server made, we will not tolerate griefers of any sort. You are warned now. We would like to avoid as many bannings as possible, but of course you know someone will do it thinking they won’t get caught.
Q: Can I help work on this mod?
A: Of course you can! Just let me or someone else working on the mod know that you want to work on it! There is currently no one working on the mod besides me and my ideas, so help is very much appreciated, especially if you happen to code or can create mob models!
Screenshots:
1
They removed me
2
Quote from Matheus_Vieira22»
hello Pavo, can you please tell me which is the program that you use to make mods?
7
Reliquary is a collection of magical items and blocks that may be challenging to get, but make player's life easier in many different areas
There is a lot more information on the mod's wiki, but just briefly these are a few of the most notable things included in the mod.
Coin of Fortune - magnet that teleports items and experience to player
Hunter's Handgun - handgun that can be loaded with a variety of different shots (like shots that seek their target, or make creepers explode, ...)
Infernal Chalice - a portable lava storage, but also an item that prevents the player from being hurt in lava (in exchange for some hunger)
Interdiction Torch - torch that pushes mobs in its range away
Lilypad of Fertility - lilypad that makes nearby crops grow faster and that can be put side by side with other lilypads for even greated effect
Nian Zhus - item that makes mobs ignore player (each of them specific to a mob type - creeper Nian Zhu, zombie Nian Zhu, ...)
Sojourner's Staff - staff that can hold multiple stacks of torches and then place these in world, close to the player as usual or even at great distance for additional cost
Void Tear - item that can hold a huge number of stacks of a specific item (no more cobble clutter)
Witherless Rose - flower that prevents player who has it in their inventory from being withered
Pedestal can be used as a fancy display of items, but at the same time it is functional as well when you put some specific items in
Tome of Alkahestry allows duplicating some items for a cost of its charge. By default there are not that many but include even some pretty expensive stuff like diamond or nether star (of course for a cost that's appropriate to those).
Reliquary includes custom potion system that allows creating a lot of different kinds of potions. It uses some very basic ingredients like potatos up to very expensive ones like nether stars and the resulting potions have appropriately strong effect(s). Wiki has way more information on how exactly this works and all of the different ingredients and effects.
Who is this guy?
I am just a random guy who likes the mod and wanted to see it continue in 1.8.
I have tried to reach out to Xeno through different channels to get some kind of a message from him, but unfortunatelly didn't get any reply back.
But so far what I have in my builds is just a ported version so all credit for ideas goes to him and TheMike.
Where can I download?
Changes
1.3-alpha1.112
1.3-alpha1.104
1.3-alpha1.87
1.3-alpha1.82
Issues / suggestions? Mod pack permissions? Licensing?
Credits
2
I am not pleased, my first post and MCF decides to gobble the post up forcing me to rewrite it.
But here goes:
First up I'd like to correct a mistake, you do not ferment Honey.
Due to it's low water content, honey can't be fermented.
You must add water to it.
This is done by crafting:
Water Bucket, Honey Bucket and Empty Bucket
OR
Water Bucket, 3 Honey Bottles and Empty Bucket
OR
3 Water Bottles, Honey Bucket and Empty Bucket
OR
3 Water Bottles, 3 Honey Bottles and Empty Bucket
These recipes all produce Honey Mead
Second up, anyone experiencing GSON errors, as mentioned by many users,
removing your Growthcraft configs will solve the problem.
But if you don't want to do that then removing all the json files under:
config/growthcraft/bees/, config/growthcraft/cellar/, config/growthcraft/core/, config/growthcraft/milk/
should solves your problems.
On to the next topic, Heat Sources, aforementioned locations in the cellar directory contains a heatsource.json file.
You can read here, how to edit the config files and add more content to Growthcraft, such as pressing, fermenting, brewing and yes more heat sources.
By default, Growthcraft will add Lava and Fire, in addition if you have Thaumcraft installed it will add Nitor.
In the future, I'd like to add a Hot Plate to transfer heat from a heta source block to other blocks, so you can place the Culture Jar on it instead of over an open flame (dangerous).
PLEASE NOTE
If you installed any new mods after play-testing Growthcraft once (allowing it to create its json configs), new changes WILL NOT BE ADDED TO YOUR EXISTING CONFIGS.
Reasoning: if you decided you wanted to remove some of our recipes, since you have other ways of doing it, then your config would be missing options not present in our default.
What if: we decided to add those options back to your config every restart, it would get annoying wouldn't it?
tl;dr If you install a mod we support, be sure to check the *.json.default files in the sub directories for any new content.
Mods we kinda do stuff with:
RTG (Real Terrain Generation) - Support for our Bamboo Forest was added in the latest version
Forestry - We've taken over the Growthcraft Plugin maintenance on our side, if you use Foretsry 4.2.8+ and Growthcraft 2.5.0+, you'll be using our implementations, so forward any Forestry + Growthcraft related bugs to us, not the Forestry Team, unless you're running < 2.5.x.
Thaumcraft - We've added Aspects to most, if not all our items, the balance may be a bit wonky, so if you have a better idea, please share it with us.
MFR (Mine Factory Reloaded) - On request, we've added support to the Fruit Picker, Harvester, Planter, and Fertilizer:
to Pick Apples, Hops and Grapes;
Harvest Bamboo, Rice;
Plant Rice;
and Fertilize Rice (yes, because Rice needed that much attention D8<)
In addition many of these mods, if they added trees, we added bee boxes for them.
We have bee boxes for vanilla wood types and for the following mods:
Biomes o Plenty, Botania, Forestry, Thaumcraft, Growthcraft Bamboo (why yes, we have a bamboo bee box, fyi; 2 to be exact, if you have Biomes o Plenty)
In the future we'd like to do the same with our Fermenting Barrel, if you have time, energy and a image editor and feel like churning out around 100+ textures for the barrel (the barrel requires 4 textures per type).
That would be swell, you can tackle a particular mod and submit the textures here OR on our github page (preferably github, since I'm more active there).
If you know a mod that adds wood types and you'd like us to added bee boxes for it, let us know.
Lastly, I had a nice paragraph and table on how to ferment all the booze, however the post editor rolled me over and I lost all the text:
Please, make do with our google doc page:
I apologize for any bugs and inconveniences.
Oh, there was a lot of hub bub about the Distillery, if you'd like to have it earlier (2.6.x -ish), then help us by modelling the still, you can pull more information out of us on Github, or our irc channel.
If you have any problems, ANY, whether it be random crashes, stuff not feeling balanced, or recipes conflicting, please, PLEASE report it on our github, we'll try our hardest to fix it in a timely manner.
For those affected by the Agri Craft, Growthcraft Paddy issue, I'm sorry, we haven't fixed it, we're still addressing the realism of our rice.
Okay, I'm done marketing.
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Underground Lounge Compitum Magia Server Information:
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I think he is fixing that in the next update IIRC
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While I mentioned this on github, I will post it here:
Suggestions:
1. Fossils and Archaeology support
2. Trapdoors, since there might be problems with doing textures for actual doors.
3. Growthcraft Community Edition support
An issue:
Also, the recipe for Framed Dreamwood conflicts with the Dreamwood Workbench recipe.
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https://github.com/Mithion/ArsMagica2
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What ever became of Stellarium?
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This is necromancy of the highest degree, but, here is the 1.7.10 build:
http://minecraft.curseforge.com/projects/totemic
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Earliest build of Totemic is now on Curse.
http://minecraft.curseforge.com/projects/totemic
You might want to add back the old wand core for it if you can.
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For some reason, ice from the ice bomb renders on mobs when certain items from other mods are used. If one uses the rod of the shaded mesa from botania on a mob for instance, it will cause the ice effects to render on a mob.
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When using Recurrent Complex to add npcs to a specific building, they all wander off after exporting, and do not show up when it is generated. What is even going on with this?
They will afterwards, spawn in the corner of the building, where they are not supposed to spawn.
I do have fastcraft, in case this weirdness is caused by that.
Here is a picture of this: https://www.dropbox.com/s/uj2gldhwvlqrybc/Screenshot 2015-08-24 19.20.34.png?dl=0
NPCs spawning from other structures work fine, it is just that this structure is screwing up. It is set to spawn in villages, and the NPCs are set to not wander.
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There are multiple plans for intelligent life-forms throughout the future, including posthumans, and highly divergent termites. However, the ideas for the future are disorganized, and some are conflicting or even implausible. The future eras will probably not be relevant for any time soon. However, the boss you will have to fight to enter the future eras, Kalachakra, will likely be modeled soon, after I finish Deinocheirus, and fix my sleep schedule.
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I might resurrect my ideas entirely and create the addon, I just need to learn Java first.
As for models and textures, I am more than capable of it. However, if I do this, I won't create a development thread until I have a release, as to avoid it becoming vaporware if I cannot pull it off. Plus there is a smaller mod I want to figure out how to create first.