So apparently my problem was that despite having the option to change the file destinations for the patch and the jar it's using as the base, MCPatcher is apparently very buggy with actually handling those destinations. After starting completely from scratch, including MCPatcher, I was able to get it to work just fine on the normal Minecraft jar location. So I'm going to assume whatever coding you're using to implement guava is buggy when using non-vanilla file locations and that MCPatcher is even worse.
So much for my parallel installations of vanilla and modded.
I rage-quit for now after a Creeper snuck up behind me, but I have a few things to note. Biome aesthetics look great, as usual. It all seems to blend in rather nicely. Maybe I just had terrible luck, but I noticed that drops seemed to be a great deal more rare when leaves were left to decay on their own. If that's not just my luck, then that might be why sticks were being reported to be rare in previous versions... Sticks have been quite plentiful for me, enough that I may as well just load up a furnace with them as I harvest trees. I had more than enough sticks very quickly, but was a little worried about getting enough saplings from my first few trees. You may actually want to turn stick drop rate back down a little. Using superfluous drops to fuel charcoal production seems a lot better to me than burning three logs to make one charcoal from the fire pit. Unfortunately I did not manage to find any ores before I exploded, so I didn't get to check anything out on that front.
I'm assuming it is your intent to make tree farms significantly more important. The change to stick availability, the need of logs for early smelting, and the new scarcity of coal seem to imply that's the case. The furnace is a bit of a problem towards that goal... so if you haven't already planned on removing it when your mod is sufficiently fleshed out, then I encourage you to strongly consider it. I'm thinking you already plan to, but I might as well double-check.
Have you considered allowing saplings to be able to be crafted into sticks? Maybe stripping a sapling could produce one stick? It would allow for a way to put extra saplings to use in some way.
Edit: Whoops, I wound up looking at a version of this page that lacked my latest post before this one and thought someone had post after me. Sorry about the double-post. I can't find a self-delete button.
So, I found another bug, the tool tips seem to be missing on some items:
Also, just to clarify something. Ores listed on the main page (kaolinite for example) that don't have a metal type next to it on the main post currently have no use right?
My coding shouldn't be doing anything of import as far as using external libraries. I simply followed the procedures spelled out by the MCP team to get my external library working correctly. There are literally 0 posts anywhere about using an external lib with Minecraft.
I like the sapling to stick idea, I may do something like that. As far as the issue of 3x logs to 1x charcoal is concerned, that is because you end up losing a lot of material when you are making charcoal. The actual ratio is less than what I have implemented currently. It's realistically more like 20-25% with certain techniques providing as much as 30-40%. I have some ideas for that actually.
@Pronata I've noticed this and it only seems to occur in the live game, not during debug. I'm still trying to narrow down exactly what causes this.
Oh no, don't get me wrong, I perfectly understand taking multiple logs to make charcoal. My point there was more that using the fire pit to make it is silly when the furnace is available. I actually like the pacing you've made. It also really shifts the opening moments of the game. Something that you should probably stress in your tutorials.
As for the other thing, I was just guessing that my non-standard installation location might be causing problems with the guava placement. After fighting with the whole setup further when trying to shift over to trying a Better Than Wolves puzzle map, I found that the problem actually stemmed from me accidentally triggering a feature of Modloader's. I didn't realize the mod folder was not safe for storing mods in that I wasn't currently using, and Modloader was trying to load them all on top of whatever I had installed.
Oh no, don't get me wrong, I perfectly understand taking multiple logs to make charcoal. My point there was more that using the fire pit to make it is silly when the furnace is available. I actually like the pacing you've made. It also really shifts the opening moments of the game. Something that you should probably stress in your tutorials.
As for the other thing, I was just guessing that my non-standard installation location might be causing problems with the guava placement. After fighting with the whole setup further when trying to shift over to trying a Better Than Wolves puzzle map, I found that the problem actually stemmed from me accidentally triggering a feature of Modloader's. I didn't realize the mod folder was not safe for storing mods in that I wasn't currently using, and Modloader was trying to load them all on top of whatever I had installed.
I do plan to remove all vanilla furnace recipes as a config option once I feel comfortable about being at that point. I made the first video, but then camtasia crashed on me :/ Time for a redo!
Just wanted to pop in here and say I really really love the idea of this mod. I had looked at some layering systems for spawning ores (akin to IRL and Dwarf Fortress geology) but I really didn't think it was feasible, this however changed my mind drastically.
Its a very awesome mod and I wish you the best of luck in your future with it. I know it had to take a HELL of a lot of work.
From one DF player to another, I sincerely thank you. The more mods with a DF basis (or extensive geology) the better I say!
Thanks for the kind words Shadowclaimer, I've seen your mod and it certainly does a nice job of filling the world out. I had hoped that you wouldn't find me to be stepping on your toes with a similar (in some ways) mod, so I'm glad we have a mutual appreciation. :smile.gif:
Edit: The Anvil and Scribing table video is now available.
Things are looking awesome, bioxx. I love the concept of making the plans for tool parts- makes perfect sense. The anvil and fire pit systems look really cool too. I can't wait to download the new version when I get home and try this stuff out :x
I'll have textures worked out for the scribing table, bellows, etc. later tonight.
I had an idea- The way you are shown the EXACT temperature of both the fire pit and individual items seems a bit odd to me. That would make sense if you were able to craft some sort of thermometer, though- and before you have it you're just given vague information about items (like, HOT or COOLING or something) and maybe the only change to the pit would be removing the numbers from the temp display (the bar would still give you some sense of heat, though)
Not sure what the best way to do it would be though. Have a different ore drop redstone and cook cinnabar into mercury? Probably could just go ahead and use redstone (sense it can apparently magnetize a compass, anyway XD)
Anyway, just a thought. Would add another layer of progression. You said yourself you wanted the early game to be hard XD
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Contact me at [email protected], or send me a private message if you need help with sprites, textures, or other graphical issues!
I thought about mercury and a thermometer but I ultimately didn't go that route due to the complexity that was already required for implementing the system that is currently in place. Adding multiple stages to that from imprecise to precise would be a hell of a lot of work for so little gain.
@Arscrafter Galena is fairly unique in that it smelts into 2 possible metals. Lead and Silver. That means that the ore will not disappear once the lead has been smelted out. It also is unstackable after that point as well. Silver has a melt temp of around 960C I believe.
500 is too much, it's in a liquid state at that point. The temperature needs to within 40% of the melt temp to be workable (I should've made a bigger point of that in the video if I even remembered to mention that). So if the metal melts at 100C, the temp needs to be >60 && <100 to be considered workable. The percentage is always 40% but the temp range varies based on the melt temperature. I hope that makes sense.
Thanks for the kind words Shadowclaimer, I've seen your mod and it certainly does a nice job of filling the world out. I had hoped that you wouldn't find me to be stepping on your toes with a similar (in some ways) mod, so I'm glad we have a mutual appreciation. :smile.gif:
Edit: The Anvil and Scribing table video is now available.
Not in the slightest, your mod is more akin to what I WANTED to do but never really could.
Also our mods are different enough that I don't think we really step on eachother's toes at all =P
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Ability to cook chicken, beef and pork on a firepit (suggesting temperature of 180°c just like an oven).
Disable the smelting of logs in a furnace (considering the wood in game is your modded wood this shouldn't be too hard).
Further of my idea earlier of a machete for cutting branches after thinking about it this is the wrong tool. A machete is used for clearing leaves and foliage, this is primarily the role of shears in the game now. If you want to obtain sticks from the foliage at a higher rate than default you need to make a tool for cutting branches, I would suggest a pruning saw.
<-- Scribing Table
When leaves de-spawn instantly they should drop sticks as well as saplings.
"When pieces of bronze or gold or iron break, the metal-smith welds them together again in the fire, and the bond is established." -Sri Guru Granth Sahib. When tools break they should drop fragments that you ca n use to recover metals, (with some loss of course).
It always irked me that fences were made from sticks (when in game they appear to be made from planks not bundled sticks. Combined with the new "rarity" (not rare, but cant me made en-mass) of sticks I feel a new recipe for fences would not be amiss (although I could not think of decent recipe).
Any chance it'll be compatible with RP2 world and machines eventually?
So much for my parallel installations of vanilla and modded.
I'm assuming it is your intent to make tree farms significantly more important. The change to stick availability, the need of logs for early smelting, and the new scarcity of coal seem to imply that's the case. The furnace is a bit of a problem towards that goal... so if you haven't already planned on removing it when your mod is sufficiently fleshed out, then I encourage you to strongly consider it. I'm thinking you already plan to, but I might as well double-check.
Have you considered allowing saplings to be able to be crafted into sticks? Maybe stripping a sapling could produce one stick? It would allow for a way to put extra saplings to use in some way.
Edit: Whoops, I wound up looking at a version of this page that lacked my latest post before this one and thought someone had post after me. Sorry about the double-post. I can't find a self-delete button.
Also, just to clarify something. Ores listed on the main page (kaolinite for example) that don't have a metal type next to it on the main post currently have no use right?
I like the sapling to stick idea, I may do something like that. As far as the issue of 3x logs to 1x charcoal is concerned, that is because you end up losing a lot of material when you are making charcoal. The actual ratio is less than what I have implemented currently. It's realistically more like 20-25% with certain techniques providing as much as 30-40%. I have some ideas for that actually.
@Pronata I've noticed this and it only seems to occur in the live game, not during debug. I'm still trying to narrow down exactly what causes this.
As for the other thing, I was just guessing that my non-standard installation location might be causing problems with the guava placement. After fighting with the whole setup further when trying to shift over to trying a Better Than Wolves puzzle map, I found that the problem actually stemmed from me accidentally triggering a feature of Modloader's. I didn't realize the mod folder was not safe for storing mods in that I wasn't currently using, and Modloader was trying to load them all on top of whatever I had installed.
I do plan to remove all vanilla furnace recipes as a config option once I feel comfortable about being at that point. I made the first video, but then camtasia crashed on me :/ Time for a redo!
Its a very awesome mod and I wish you the best of luck in your future with it. I know it had to take a HELL of a lot of work.
From one DF player to another, I sincerely thank you. The more mods with a DF basis (or extensive geology) the better I say!
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Edit: The Anvil and Scribing table video is now available.
I'll have textures worked out for the scribing table, bellows, etc. later tonight.
I had an idea- The way you are shown the EXACT temperature of both the fire pit and individual items seems a bit odd to me. That would make sense if you were able to craft some sort of thermometer, though- and before you have it you're just given vague information about items (like, HOT or COOLING or something) and maybe the only change to the pit would be removing the numbers from the temp display (the bar would still give you some sense of heat, though)
Not sure what the best way to do it would be though. Have a different ore drop redstone and cook cinnabar into mercury? Probably could just go ahead and use redstone (sense it can apparently magnetize a compass, anyway XD)
Anyway, just a thought. Would add another layer of progression. You said yourself you wanted the early game to be hard XD
@Arscrafter Galena is fairly unique in that it smelts into 2 possible metals. Lead and Silver. That means that the ore will not disappear once the lead has been smelted out. It also is unstackable after that point as well. Silver has a melt temp of around 960C I believe.
Does want!
That's absolutely totally amazing! I can hardly wait to try it out!
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
Not in the slightest, your mod is more akin to what I WANTED to do but never really could.
Also our mods are different enough that I don't think we really step on eachother's toes at all =P
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Also, wooden stairs appear with an Ash coloring, and Oak planks still drop Ash planks
<-- Scribing Table
<-- Work Bench