I heard FlowerChild won't be updating the mod to 1.8.1 until there's 2 pages in this thread that don't mention it. Poor guy must be sick of it :sad.gif:
FlowerChild is an awesome Mod maker, thats for sure. I love this mod, but I really think the way he's handles this mod is immature... I mean, he has a great thing, but he acts like a ****
Have any of you actually thought about the Fact that this Mod uses Minecraft Forge, and the fact that Minecraft Forge hasn't been updated for 1.8 yet? So, The connection that should be made is that this mod CANNOT be update until Minecraft Forge is. Please feel free to correct me if I'm wrong.
Edit-
and Of Course the first thing everyone seems to jump to is that he is purposely not updating it because he is a "horrible person" like that. Hey, I don't actually know him or anything, so that may be something he would do, but from what I'v seen, he would have a VERY good reason to do it.
Have any of you actually thought about the Fact that this Mod uses Minecraft Forge, and the fact that Minecraft Forge hasn't been updated for 1.8 yet? So, The connection that should be made is that this mod CANNOT be update until Minecraft Forge is. Please feel free to correct me if I'm wrong.
So I committed a 1.8.1 version to SVN. It's not going to get released directly in this state, because there are still a couple bugs, but for those savvy modders who know how to use SVN, you can get an early start now if you want.
FlowerChild seems to fit the description of being savvy.
@MadDogTen you are absolutley correct. To the posters before just a little hint. Dont assume someone did say this or that if he or she did not state it themselfs and furthermore dont judge people about somethint someone said that they said. And lust but not least have a little common sense and a nice day.
@grim12341 As long as you dont know the codebase of MMCF and how it affect BTW your statment says exactly nothing.
The Funny thing is too, is that back on page....702, or something close to that, he already explained what it takes for him to update it, which based on that, what I said is The Exact thing he is waiting for.
and Now I shall do what he Requested in that same exact post, and just stop trying to explain to people.
... I was just shoveling gravel today trying to get flint, and comparing that to how easy it is with this mod kinda makes it seem overpowered, lol.
Thanks as always for the mod, I really enjoy it.
Consider though that in order to get the hopper, you needed a sawmill, which requires a belt, and mechanical power. To get the belt you needed to have harvested wolf by-product (for those who spawned in a wrong biome it's not so easy), then tanned scoured leather in a cauldron. And, in order to get motive power, you needed to harvested and milled by hand, a stack of hemp to get the cloth for a windmill, and then built a sufficient number of axles and gearboxes to get the power to the sawmill. Hoping the whole time it doesn't storm and destroy your windmill, of course.
But, yeah, after you do that... making flint is a piece of cake.
I heard FlowerChild won't be updating the mod to 1.8.1 until there's 2 pages in this thread that don't mention it. Poor guy must be sick of it :sad.gif:
Please don't put words in my mouth like this. I have said nothing of the sort.
I may not know anything about the codebase, but Eloraam certainly does. Did you even read the quote properly?
Actually, if you read her quote properly, you'd understand this has nothing to do with *releasing* a Forge compatible mod, only with modders being able to get a head-start on the conversion process.
Not much use having a mod updated to that version if users can't even download it, right?
Actually, if you read her quote properly, you'd understand this has nothing to do with *releasing* a Forge compatible mod, only with modders being able to get a head-start on the conversion process.
Not much use having a mod updated to that version if users can't even download it, right?
Wait are you saying you can already update your mod but you need forge to do it also?
So we just need forge, who updates that? space toad? anyways is there a possibilty that you are going to add oil to the mod and make stuff that runs on oil? and while your near it you can get poisoned i guess. Or what do you have in the future for this mod :tongue.gif:
FlowerChild is an awesome Mod maker, thats for sure. I love this mod, but I really think the way he's handles this mod is immature... I mean, he has a great thing, but he acts like a ****
"he acts like a ****" are you looking in a mirror?
You seem to miss the point.
Getting flint and using a hopper are at two different technological era because they bring advantages widely different.
The hopper bringing so much options to the table means that it makes sense to have a barrier of entry to balance the features of an item compared to the tech tree.
However, that's just what it is, a barrier of entry, but not a balancing mechanic for continuous usage.
I think you may just be opposed to the concept of mob-traps, which I am definitely not. I consider them a fundamental part of what makes Minecraft interesting to play.
They are already built into the game, and *are* continuous usage. There are also plenty of other examples of continuous usage mechanisms within the game, such as minecarts, redstone, and pistons, so you're argument about Hoppers being an exception is simply not true.
The Hopper is provided as a convenience for automated collection of various resources as standing around and waiting is simply not fun. Having them periodically break is not something I am willing to explore as it returns some of this inconvenience to the equation, and as you allude to, in the case of flint, by the time you get to the point where you can build a Hopper in the mod, you already have sources of unlimited arrows available to you (in the form of mob traps), which is pretty much the only thing flint is good for anyways. You're also very close to being able to create better arrows in the form of Broadheads, at which point flint becomes almost entirely obsolete.
I am not opposed to the idea of mob traps, just their overpowered implementation. I like the engineering challenge they provide and are one of the good point of Minecraft, and one of the many suprising byporducts of its design, but on a survival game they give godlike powers to the player.
Implementation would imply that they are a feature designed into the game, rather than simply a byproduct of players using the game mechanics to their advantage. They aren't overpowered either as you can only obtain resources dropped by mobs, which are few and of limited uses. As for being a survival game, by the time you have the resources to build a mob trap/grinder, you have sufficiently proven yourself capable of surviving, what harm in allowing the survivor to harness his ingenuity to improve his quality of living so to speak. Most of us living today don't hunt our food for survival any more, we go to the store to buy it. This is the same thing in game simplified terms. For the native living in a hut, dialing up a pizza on our cell phone might seem god-like, but it's nothing special to us, we simply have better uses of our time, having such an infrastructure in place.
I think the upcoming nerf on Mojang's part (mob drops only when player kill)is more of a quickfix to uncontrolled xp farming than targeted at mob traps. (I have no insight on the codebase, maybe it takes a considerable rewrite to get mobs droping conditionally ?)
The survival mode has overall become more of a challenge now, and nerfing/fixing mob traps is part of that process.
I think it's been confirmed that this idea of mobs only giving drops by player kill is not happening, just the xp orbs, and from my understanding this is already the case in 1.8.1 (I've not bothered to update myself because it's unfinished and my mods aren't updated yet).
On the other hand, people now have creative if they want unlimited resources.
No one builds mob traps/grinders or any other automated system such as tree farms or hemp farms simply to have unlimited resources, that's what mods like TMI and the new creative mode are for. I will never play creative mode for more than messing about, as I want the resources I obtain, whether by hand or by mob grinder to have been earned through my efforts and ingenuity. People who dismiss mob grinders as cheating just can't accept the fact that it's a system which takes effort and problem solving to work out, and it's extremely rewarding to see the fruits of this effort paying off when the mobs are being systematically ground up or burned or crushed or drowned or whatever method you choose. This is a satisfaction completely separate from going to the collection chest to gather the items it produces, which are never anything like unlimited unless you like to leave your PC on unattended all the time.
"he acts like a ****" are you looking in a mirror?
No, I'm not. I'm saying that about FC, as you know (unless you're retarded) and quoting part of what I said and then trying to apply it to me is both idiotic and childish. Now, like I was saying, I just think that FC should loosen up a bit.
I think it's been confirmed that this idea of mobs only giving drops by player kill is not happening, just the xp orbs, and from my understanding this is already the case in 1.8.1 (I've not bothered to update myself because it's unfinished and my mods aren't updated yet).
Yup, this is my understanding as well. I've seen no statement from Mojang saying anything about drops. On the contrary, when this was even hinted at, it caused a huge player back-lash and they quickly backed off.
I'm also of like mind with you on the points you made about mob-traps (and other automated systems). The effort required to setup is the "cost".
If a player doesn't like such automated systems, this probably isn't the mod for them as features which enable the construction of them is a huge part of what this mod is about. I will always attempt to balance to leave some resources to be consumable and non-automated, as removing all such aspects would largely leave the player with nothing to do, but I'm definitely not of a mind to make ALL resources like that.
No, I'm not. I'm saying that about FC, as you know (unless you're retarded) and quoting part of what I said and then trying to apply it to me is both idiotic and childish. Now, like I was saying, I just think that FC should loosen up a bit.
Actually, you were calling me a **** for something I never even said, so I think that turning it around on you was entirely appropriate.
Twice
FlowerChild is an awesome Mod maker, thats for sure. I love this mod, but I really think the way he's handles this mod is immature... I mean, he has a great thing, but he acts like a ****
EDIT: Kindly added dictionary references so you can understand what I'm talking about. Don't want to make it too hard for you *pats*
Edit-
and Of Course the first thing everyone seems to jump to is that he is purposely not updating it because he is a "horrible person" like that. Hey, I don't actually know him or anything, so that may be something he would do, but from what I'v seen, he would have a VERY good reason to do it.
FlowerChild seems to fit the description of being savvy.
The Funny thing is too, is that back on page....702, or something close to that, he already explained what it takes for him to update it, which based on that, what I said is The Exact thing he is waiting for.
and Now I shall do what he Requested in that same exact post, and just stop trying to explain to people.
'Tis Blasphemy!
USEFUL!?! Wolves
Useful wolves, *whimper whimper*
The world is surely ending..............
Only if you're wearing a bowtie. Bowties are cool.
But, yeah, after you do that... making flint is a piece of cake.
Please don't put words in my mouth like this. I have said nothing of the sort.
Actually, if you read her quote properly, you'd understand this has nothing to do with *releasing* a Forge compatible mod, only with modders being able to get a head-start on the conversion process.
Not much use having a mod updated to that version if users can't even download it, right?
Wait are you saying you can already update your mod but you need forge to do it also?
So we just need forge, who updates that? space toad? anyways is there a possibilty that you are going to add oil to the mod and make stuff that runs on oil? and while your near it you can get poisoned i guess. Or what do you have in the future for this mod :tongue.gif:
yes it is and it takes away a little but not much
"he acts like a ****" are you looking in a mirror?
I think you may just be opposed to the concept of mob-traps, which I am definitely not. I consider them a fundamental part of what makes Minecraft interesting to play.
They are already built into the game, and *are* continuous usage. There are also plenty of other examples of continuous usage mechanisms within the game, such as minecarts, redstone, and pistons, so you're argument about Hoppers being an exception is simply not true.
The Hopper is provided as a convenience for automated collection of various resources as standing around and waiting is simply not fun. Having them periodically break is not something I am willing to explore as it returns some of this inconvenience to the equation, and as you allude to, in the case of flint, by the time you get to the point where you can build a Hopper in the mod, you already have sources of unlimited arrows available to you (in the form of mob traps), which is pretty much the only thing flint is good for anyways. You're also very close to being able to create better arrows in the form of Broadheads, at which point flint becomes almost entirely obsolete.
Implementation would imply that they are a feature designed into the game, rather than simply a byproduct of players using the game mechanics to their advantage. They aren't overpowered either as you can only obtain resources dropped by mobs, which are few and of limited uses. As for being a survival game, by the time you have the resources to build a mob trap/grinder, you have sufficiently proven yourself capable of surviving, what harm in allowing the survivor to harness his ingenuity to improve his quality of living so to speak. Most of us living today don't hunt our food for survival any more, we go to the store to buy it. This is the same thing in game simplified terms. For the native living in a hut, dialing up a pizza on our cell phone might seem god-like, but it's nothing special to us, we simply have better uses of our time, having such an infrastructure in place.
I think it's been confirmed that this idea of mobs only giving drops by player kill is not happening, just the xp orbs, and from my understanding this is already the case in 1.8.1 (I've not bothered to update myself because it's unfinished and my mods aren't updated yet).
No one builds mob traps/grinders or any other automated system such as tree farms or hemp farms simply to have unlimited resources, that's what mods like TMI and the new creative mode are for. I will never play creative mode for more than messing about, as I want the resources I obtain, whether by hand or by mob grinder to have been earned through my efforts and ingenuity. People who dismiss mob grinders as cheating just can't accept the fact that it's a system which takes effort and problem solving to work out, and it's extremely rewarding to see the fruits of this effort paying off when the mobs are being systematically ground up or burned or crushed or drowned or whatever method you choose. This is a satisfaction completely separate from going to the collection chest to gather the items it produces, which are never anything like unlimited unless you like to leave your PC on unattended all the time.
No, I'm not. I'm saying that about FC, as you know (unless you're retarded) and quoting part of what I said and then trying to apply it to me is both idiotic and childish. Now, like I was saying, I just think that FC should loosen up a bit.
Yup, this is my understanding as well. I've seen no statement from Mojang saying anything about drops. On the contrary, when this was even hinted at, it caused a huge player back-lash and they quickly backed off.
I'm also of like mind with you on the points you made about mob-traps (and other automated systems). The effort required to setup is the "cost".
If a player doesn't like such automated systems, this probably isn't the mod for them as features which enable the construction of them is a huge part of what this mod is about. I will always attempt to balance to leave some resources to be consumable and non-automated, as removing all such aspects would largely leave the player with nothing to do, but I'm definitely not of a mind to make ALL resources like that.
Actually, you were calling me a **** for something I never even said, so I think that turning it around on you was entirely appropriate.