• 0

    posted a message on [V1.6.2] Xie's Mod
    Currently, you have your 'cocoa sapling' recipe as:

    Sapling + Lapis Lazuli = Cocoa Sapling

    ...something tells me you just typed in the wrong number :P You have 351:4 when it needs to be 351:3

    * * * *

    As a side note--call it 'playtesting'--I think severely nerfing the drop rate of fruit from fruit trees is in order. Me and my friends with stock settings and three apple trees had so much food at all times that we haven't cared after several days of play and development about doing ANY other farming or food-crafting.

    I set it to 10% of its current value, we'll see how that goes :P
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    I recommend, if you want Xie to really put up a Cocoa tree mod... just make it yourself :P Seriously, dive through his files, he's made it REALLY easy to do that sort of thing, and then post a link, and I'm sure he'll repost the link in the OP :P
    Posted in: Minecraft Mods
  • 0

    posted a message on Risugami's Mods - Updated.
    Quote from monkeys?

    well it HAS to be your fave set of mods because almost ALL mods rely on modloader. patience is a virtue but yes i agree i cant wait till 1.2.3 updates star


    You realize there's one or two other mods on this page besides modloader? :P Like, he could easily have not been talking about modloader, but you made fun of him for what you assumed he was talking about...
    Posted in: Minecraft Mods
  • 0

    posted a message on MAtmos - Environmental sound atmosphere simulator
    Quote from Hurricaaane

    It's a 5-year old (January 2007) Asus M2N-E motherboard with components of its time; AMD dual-core processor, ATI Radeon X1950 XTX, 3 GBs of DDR2 RAM. An old workstation, but honorable, I made many creations on it.

    Apparently, an electronic component got caught on fire, which itself probably inflated a nearby capacitor due to the heat surge from the combustion. The combustion left a carbon material behind having a fiber residual appearance, so it may be an internal combustion...


    Just to say, since it's 5 year old workstation, I cannot just change the motherboard since the current generations of motherboards are totally incompatible with my current components, I would need a new CPU, new kind of RAM, a new graphics card, so that's about buying a whole new workstation. It would cost about $500 I guess, and with my current budget it's totally out of the question. So I'm totally screwed right there.

    And I learned today that Minecraft 1.2 will be out tomorrow... Unfortunately I will not be able to release MAtmos r11 with bugfixes anytime soon (r11 was aimed at bugfixing, not features). The bugfixes weren't yet complete so... no MAtmos from me for an undeterminate amount of time. It could range from a week to several months I have no idea.


    Check out Kickstarter.com. It's been gaining a lot of publicity lately from all sorts of kickstarter projects, including that one with Double Fine getting millions when they asked for thousands.

    I think if you were to put up a $600 Kickstarter, and put a message in the OP saying something to the effect of "My workstation blew up, and I won't be able to afford a new one for months. However, I've put up a Kickstarter page to fund a new station. How a Kickstarter works is that people pledge money to the project, but that money doesn't disappear from your account until I reach the goal of $600--so, if we only get $300 raised, which isn't enough for a new workstation, you don't lose your money. Please consider donating even $1, blah blah, otherwise I may have to take a long hiatus from this mod." ... well, I think that you have enough people who enjoy this mod to get the money for a new workstation. And if there aren't enough people with money to donate? Well, you'll still be where you are, so you have nothing to lose.

    I have moths coming out of my wallet myself, so I'd only be able to donate $1 or $2 to it but I'm sure there are at least 599 other people who have $1 to spend.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    Yes, but, you should really learn to read the opening post to mods to see if they perhaps tell you what to do in the case of conflicts.

    So I'll make this a teachable moment. My suggestion is to go to the first page of this thread, hit CTRL-F, and type the word "conflicts".
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    Quote from Lordofdragonss

    Wow, you guys did a great job! Now we have so much content! Can't wait to try it!


    Milk and eggs? You dont use them to make a dough! :laugh.gif:
    My proposition is:
    :////: :////: :////:
    :////: :Water: :////: = 2 doughts
    :////: :Ham: :////:
    porkchop is sugar, blue thing is water bucket


    There are no eggs in my recipe :tongue.gif: Milk is frequently seen in bread recipes, and even when it isn't butter IS. Older bread recipes often don't call for either.

    I am going to revise the dough recipe though, it makes far too little for far too much work. I need to find a happy medium :tongue.gif:

    I was thinking of making an entire bakery mod, but I see that's already covered by another addon for Xie's mod, so oh well :tongue.gif:

    In any case, according to my research, three wheats (in Minecraft terms) would (in reality terms) grind down to a single pound of flour, and a single pound of flour is frequently used in a lot of bread recipes I've looked up. So probably I'd stick with the three-wheat-total recipe per loaf. Might change it up to use bottles of milk and water instead of entire buckets.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    I would ask that, before you put me in the OP, I get some time to dress up my mod some. I think I'll add a "burnt log" item, which can be split into pitch and charcoal, and I want to add a PDF readme with all of the recipes in crafting-grid format. Probably Wednesday, since I have a ton of stuff to do until Tuesday night.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin Generators
    I'm loving this mod, but the one feature I wish it had was a config-file white list of block IDs that don't count as man-made for the sake of walled cities. It would make it easier to tweak this mod to be compatible with other mods, since I could just throw down the block IDs of Xie's trees and plants, Forge minerals, Buildcraft oil, etc.
    Posted in: Minecraft Mods
  • 1

    posted a message on [V1.6.2] Xie's Mod
    Alright! So, I made a recipe pack using this wonderful mod. I made it mostly in anticipation of 1.2, since me and my buddies aren't starting an SMP server until jungle biomes are in. But, I figured I would add it here!

    It's a set of seven mods (so you can pick and choose which ones you like), which are as follows:

    Bone Crafting adds a bunch of recipes which let you craft tools (and a couple items) with bones instead of sticks.

    Bonemeal Changes alters the bonemeal recipe so that one bone makes only one bonemeal. But, it allows you to convert one meat from any animal into one bone. Basically, I felt bones were too powerful, since they produced three all-mighty bonemeal, and all you had to do was walk on the surface after the dawn to collect entire stacks of them from dead skeletons. This mod puts a little more emphasis on raising livestock, making bonemeal about as easy to get with enough hard work.

    Cheap TNT alters the TNT recipe so that you only need one gunpowder and one sand to make it. Basically, me and my friends notice that we never used TNT over months of having an SMP server, but instead hoarded it because it was so rare and hard to produce. Hopefully, this reduction will make that a much rarer situation--and using high-powered explosives when mining out caverns much more common!

    Craft Anything adds a ton of simple recipes:
    iron bars->chain armor pieces
    stone->gravel
    gravel->flint
    water+mushroom+sugar->slime
    cobble+slime->mossy cobble
    stone bricks->cracked stone bricks
    stone bricks+slime->mossy stone bricks
    bone+charcoal->ink
    9 netherrack->nether brick
    feather+charcoal+stone->gunpowder
    4 string->wool
    wool->4 string
    9 string->cobweb
    tall grass+dirt->grass dirt block
    4 seeds->wheat
    wheat->4 seeds
    water+snow->ice
    water+lava->obsidian
    8 mushrooms+dirt->mycel
    3 leather+2 string->saddle

    The goal of that mod is just to create opportunities for creativity (in the case of crafting mossy cobble, cracked brick, cobwebs, and so on) or just crafting things that it makes sense to be able to craft (stone to gravel, slime, ink, wheat, obsidian, etc.)

    EDIT: Apparently when I was splitting my mod into multiple files instead of one messy single file, I edited out a bunch of useful recipes. New to the list: mycel, saddle, and chain gear.

    Craft Spawn Eggs is my pride and joy, it allows you to craft spawn eggs. There are far too many recipes and combinations and ways to splice things together for me to create a list. I'll just say that the basic recipe for a non-spliced creature is redstone, bonemeal, an egg, and some genetic material. You can look through the file if you want more details.

    Expensive Bread is the result of another problem me and my friends had in an SMP server: food was never an issue, and the bread flowed like wine. It is also just the result of me getting annoyed by the fact the bread recipe feels really out-of-date compared to some of the stuff Minecraft has now. So, if you want to make bread: it requires 3 wheat, sugar, milk bottle (requires Xie's default content), and water bottle, which creates bread dough, which must then be baked into bread.

    You can also make the bread dough recipe just with a milk bucket, but that's only 'legacy' support for people who don't have Xie's default content.

    I'll be honest, the second reason I wanted this mod was because I like making extremely elaborate machines which produce sandwiches, and making bread require multiple materials and both a workbench and a bakery creates a REAAALLLY complex machine.

    Expensive Torches is the result of my SMP group realizing that there is absolutely no reason to use IndustrialCraft lighting. It's just so incredibly easy to make torches, which last forever and have incredible brightness... there's really no reason to set up expensive-to-make, fuel-consuming, sometimes-inactive IC2 lighting. This torch recipe is also, like the bread recipe, more realistic: it requires charcoal, wool, and a stick. And presto! You have a SINGLE torch.

    Now, there's a reason to string your hallways with IndustrialCraft lighting.

    -------

    Now, I don't expect everyone to agree with my taste in balancing for games, but I figured I would put these out there. If you like them, great, if you have suggestions, suggest away, and if you hate them... well, you're not required to use them :tongue.gif:

    Link here! [Link]

    -------

    Future Ideas
    * Make it so that burning logs makes a "Burned Log" item. Putting it into a crafting grid creates both the Charcoal and Pitch item, Pitch being used for various things like making boats, torches, and other sticky things
    * Lemon Batteries (maybe one lemon + two minerals produces a single bit of redstone dust?)
    * If Xie ever makes it possible, the ability to drain XP to craft XP potions! ...when 1.2 comes out at least.
    * Bone recipes make white-handled tools? And all-bone combos make 'bone' tools instead of 'stone' tools?
    * Bone ARMOR?
    * Additional tweaks to the bread dough system. Possibly allow it to interact with items from the the currently-existent baking addon for Xie's mod.
    * Compatibility mods (specifically, make rubber trees from IndustrialCraft and rubber trees from RedPower behave themselves in my wood-nerf mod)
    * Olive tree addon for Xie's default content?
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    Quote from Cylan_Tharaith

    This one I can add a little bit of clarity for you. Each recipe going through the parser must have a unique name.. but the name of the recipe does not have to have anything at all to do with the "product" that the recipe creates, as long as "product" is declared in the recipe.

    example from your post earlier:

    You had said that this won't work.. and you are right..
    "stick": "fruitSapling",
    "stick": "sapling",
    "stick": "stone"
    You are using a condensed code for a "shapeless" recipe. ie: the quick shortcut version. While this will work, it also means that you can not give the recipe a unique name so the parser will recognise it.
    To get those three recipes to work you can use the following:

    "sillyproductname": {"product": "stick","content": "fruitsapling"},
    "whatevernameyouwant2": {"product": "stick","content": "sapling"},
    "sticksandstonesrecipe": {"product": "stick","content": "stone"},

    and to add more
    "iwantatonofstickrecipes": {"product": "stick","content": "spool"}, <--(spool is an item from CTCore)
    "notenoughsticksyet": {"product": "stick","content": "cobblestone"},

    By using the "product"/"content" declaration, it gives you the ability to have multiple recipes all creating the same thing. The parser needs unique names for each recipe, so as to process them properly, but you can have as many unique names as you want when you write out the recipe declaring the "product" specifically.


    I figured that I'd give an answer to that question for you, as I have come across it when writing my content packs. For things like my icing, I wanted to be able to turn any of the colors back to white icing again with white foodcoloring, so my recipes look like this


    "whiteicing": {
    "product": "whiteicing:6",
    "content": "powderedsugar,crackedegg,butter,milkpitcher"
    },
    "whiteicing2": {
    "product": "whiteicing",
    "content": "$coloredicing,whitefoodcolor"
    },


    Both recipes work because they have different names (not very creative ones.. but different nonetheless)

    In that example I had declared "coloredicing" an alias in the code ..that contains all of the colors (other that white):

    "coloredicing":"orangeicing,magentaicing,lightblueicing,yellowicing,limeicing,pinkicing,grayicing,lightgrayicing,cyanicing,blueicing,purpleicing,brownicing,greenicing,redicing,blackicing",

    Using the $ in front of the alias lets the parser know that the alias contains multiple possibilities. I learn that one from Xie's sammiches XD That saved me alot of coding.. but it could just have easily read:

    "whiteicing": {
    "product": "whiteicing:6",
    "content": "powderedsugar,crackedegg,butter,milkpitcher"
    },
    "whiteicing2": {
    "product": "whiteicing",
    "content": "redicing,whitefoodcolor"
    },
    "whiteicing3": {
    "product": "whiteicing",
    "content": "blackicing,whitefoodcolor"
    },

    etc etc for each color.

    Xie's lovely little aliasing shortcut saves tons of typing though :smile.gif:



    I hope you can find a bit of help in my jumble. I tend to not explain things very well, but I figured that I could try :wink.gif:


    Makes perfect sense to me, I was figuring that the long-form recipe and the short-form recipe and even the cull recipe wound through the same function calls, just that the short form automates some of the variables of the generic function. I just didn't feel like digging through the code myself to find out :tongue.gif:

    But that actually means it'd probably be REALLY easy to fix. Just, every time it hits the bit of code responsible for starting a new short-form recipe, have the parser ask "wait... is there already a recipe of this name?", and if the answer is yes, add/increase a number at the end of the recipe name. EDIT: Actually, probably it should do this for both long and short form recipes, to idiot-proof against people making multiple long form recipes with the same name

    So, it would become "stick" "stick1" "stick2" and so on.

    Though I'm not sure how easy or efficient it is to tell the program to check EVERY SINGLE recipe's name when it's asked to create a new short-form recipe. But since it only has to go through that process once, it still seems like it'd be worth it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    @Xie thanks for the tips. It's working great, except the bug which keeps you from naming two identical recipes (two stick recipes, either from saplings or fruit saplings) also makes it so you can't name two "cull" recipes. I just wanted to point that out in case they're two different parser functions, I wouldn't want you to fix one only to have the other still intact :tongue.gif:

    I only have two more remaining questions: how do you make a furnace-recipe, and is there any way to have a recipe drain XP when it's used?

    The former I ask because I want to tweak the Hell out of the standard Minecraft recipes and add many more, to the point of making a Minecraft Recipe Overhaul mod. The latter because with the next Minecraft release adding a "Bottle o' Enchanting", I wouldn't mind making a recipe which creates them as a way to store XP or even sell XP to other players.

    I suppose a third question might be "is there a way to make a brewing table recipe" :tongue.gif:

    ...and a fourth question would be "is it safe to assume that if you want a recipe to drop a second item, like how milk requiring recipes drop buckets, you just need to mark an item as having a 'container'?

    Sorry I have so many questions, I'm terribly excited about playing Minecraft the way I play Oblivion: tweaked all the Hell to my personal preferences. And, your mod is actually the best system for doing that I've seen so far :tongue.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    Also, this is either a question or a feature request: is there a way (and there should if there isn't!) to create a block which uses the standard Minecraft textures?

    I envision creating a gold ore block override which drops gold nuggets instead of dropping a gold ore block. But, with my mods I'm making using your thing, I really don't want to distribute a png file if I don't have to :tongue.gif:

    I also wanted to make it so that if you break a stone brick block, it comes out as a cracked stone brick block, which involves overriding the old block with one with different drops...
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    Okay, so, riddle me this then oh foodmeister:

    Is there a way to modify a stock recipe with your mod? Specifically, I think the bonemeal recipe is far too powerful (3x bonemeal from one bone? Wow, especially considering you can get bones just by walking around after sunrise), so I want to make it so that one bone = one bonemeal.

    Just making a new recipe that's "bonemeal": "bone" doesn't override it, so, I've reached the limits of my newfound knowledge of how to manipulate your files :tongue.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    One problem I'm having is an incompatibility with RedPowerCore, which also uses ItemID 1047 for blue paint cans.

    I can fix it by bumping up all of your Item IDs by 100. Which his odd because you DON'T use ItemID 1047.*

    The other problem I'm having is sticksfromsaplings.xie doesn't seem to work with non-fruit saplings. Fruit saplings work fine, but regular tree ones do not.

    EDIT: I did a lot of experimenting and I realized that if I switched the two recipes in the list, the second one always is the one to actually work. A little more play revealed that no matter how long or varied your list is, only the LAST item in that list to produce a certain product will actually work. So, if I have

    "stick": "fruitSapling",
    "stick": "sapling",
    "stick": "stone"

    only the stone recipe will actually work. BUT, if I change it up with odd recipe components:

    "stick": "fruitSapling",
    "stone": "sapling",
    "apple": "stone"

    all three recipes work. If I have it arranged like this:

    "stick": "fruitSapling",
    "stone": "sapling",
    "stick": "apple"

    Again, only the last recipe to make a "stick" will work, so, fruitSapling won't do anything, but apple->stick and sapling->stone will work just fine.


    Also, I have a question. I wanted to create some recipes using your mod API thing, but how do I reference items I didn't create myself but were part of stock Minecraft? EDIT: Got it, I realized my problem wasn't me improperly naming items but rather only the last item in the recipe list actually working EDIT: Actually, while that answered one problem, I have a new one: I want to make a spawner egg, but when I have the recipe line look like this:

    "383_50": "egg",

    It doesn't work and I get an error in the log "Job unresolved - Recipe failed, failed to identify yield". Any ideas?


    You can answer that one while figuring out why stock Minecraft's saplings don't work in your sticksfromsaplings if you like :tongue.gif:

    * This is actually a really old problem, your mod's been like this ever since I got into modding and added both you and RedPower together. It's not a big problem, but, it's probably something that should be identified :tongue.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.6.2] Xie's Mod
    I have a question: on my friends' server, we've created a wacky, massive contraption using RedPower, Buildcraft, and a bit of MineFactory Reloaded and IndustrialCraft to automatically gather the materials for and craft the stuff for the level 3 sandwiches.

    The problem is, neither mayo nor guac stack, so they can't fit into the automatic crafting table. Is there any way/how do I change things so that mayo and quac stack?

    Note that I'm using the version that came just before the Christmas update, though I have no problem updating to the latest version if need be.
    Posted in: Minecraft Mods
  • To post a comment, please .