The mithril tier still exists in the new version, aisde from the lack of generated deep iron, the only change will be that existing mithril furnaces, anvils and blocks will change to deep iron.
There are also mods that retrogen ores for you
Deep iron also generates in the nether: so if you haven't been there before the update..
So I noticed in your development thread that you were displaying this system.
Tabs should be easily added in registration, things like tools, weapons, armours, misc, etc... each with an icon, and a scrollbar/page select to move between sets. the list would contain names and coloured depending on if the can be made or not: green if they can, red if not(such as block tiers). info would include the tiers and such needed(and tools too).
Hitting craft would set the project to the block and consume resources. then hitting the block with a tool would fill the progress and give the result when finished: projects can be cancelled for a refund. there could also be a list of projects lined up if you think you can do that. Each recipe may use a different tool type (carpenter bench may use things like hammers, knives, saws, and such)
If you have any questions, just ask
If I am reading this correct, would that replace the currently manual placement and manipulation of the item to be crafted? For instance removing the placement of individual items onto the anvil(or other crafting area) and than removing them with tongs to cool? If that is the case is that something that is mandatory for crafting now, or is this merely an optional assistive guide? I only ask since removing the rather engaging existing system with a mandatory menu based one seems like a rather dramatic departure from the otherwise visceral nature of the interactions in this mod.
Hello friends, I'm wondering if there is an ETA on a 1.7 update? I adore this mod and know nothing of modding or coding, except that its probably hard and 1.7 made it more difficult, I was just wondering if I'll be able to play 1.7 with this mod soon or not.
Keep up the good work, favorite mod of all time.
Edit:: Sorry if it was said elsewhere, I went back a few pages and didn't see something about it.
an update isn't feasible, it just kills mods of this size. there is a remake in the works, but it's not set to any time limits
The crafting system would scrap the whole shapes thing- shapes mean problems for both players and modders. instead: recipes are setup in guis, then interacted to finish off. hot items will still be produced: not sure on how storage and recognising materials would work though
an update isn't feasible, it just kills mods of this size. there is a remake in the works, but it's not set to any time limits
The crafting system would scrap the whole shapes thing- shapes mean problems for both players and modders. instead: recipes are setup in guis, then interacted to finish off. hot items will still be produced: not sure on how storage and recognising materials would work though
Alrighty, that sucks but oh well, good to know thanks
The crafting system would scrap the whole shapes thing- shapes mean problems for both players and modders. instead: recipes are setup in guis, then interacted to finish off. hot items will still be produced: not sure on how storage and recognising materials would work though
I understand if it is a question of modding feasibility. I guess the reservation comes from the general rarity of fun engaging systems in crafting. There are an over abundance of mods that offer new weapons, armor and 'N3W Or3 Bett3R than DI4M0nd !!1!'. What I think really draws lasting appeal are mechanics that are just as focused on the journey as well as the destination. If crafting is something that takes knowledge, work and a bit of skill, than the end product is valued that much more. Compare that to the more or less point and click creation system of hundreds of mods and vanilla Minecraft itself. There is a reason nobody really talks about crafting outside of this mod and possibly one other that I can think of, and its due to the fact that it is a pretty much a non-feature, almost an obstacle. In good mods it can be seen as almost a , and makes me want to take time to do what is seemingly an incredibly banal task. Anyway, apologies for the rant, I just really like the style of systems like you have displayed in MF and it is a real rarity in both the modding world and games in general create something fun out of what is in reality work.
well the hit with tool is still there: just instead of a shape, it's more like a shapeless recipe: was thinking maybe they still have an inventory for adding stuff: just with shapes, it's difficult adding 2 items that may use the same resources
Hey, I just thought of something: Why not add in carts? You could hook up horses or cows to them and fill them with chests or have people ride in them (if you're on a server), and maybe have them move faster on roads, to give roads more use.
Hey, I just thought of something: Why not add in carts? You could hook up horses or cows to them and fill them with chests or have people ride in them (if you're on a server), and maybe have them move faster on roads, to give roads more use.
Take a look at Simply Horses, it adds pretty much exactly what you are looking for. It is an all around better approach to both horses and cart setups. Granted its a dead mod at this point but Grim is looking at updating it, so make some noise over in his thread into support for that.
Take a look at Simply Horses, it adds pretty much exactly what you are looking for. It is an all around better approach to both horses and cart setups. Granted its a dead mod at this point but Grim is looking at updating it, so make some noise over in his thread into support for that.
I suppose it's similar, but that is outdated, and I'm kinda doubting it's going to update in the near future. Anyway, one thing I'd like out of carts and wagons is being able to pull them yourself, as well.
Might make it after the base remake
Deep iron also generates in the nether: so if you haven't been there before the update..
Tabs should be easily added in registration, things like tools, weapons, armours, misc, etc... each with an icon, and a scrollbar/page select to move between sets. the list would contain names and coloured depending on if the can be made or not: green if they can, red if not(such as block tiers). info would include the tiers and such needed(and tools too).
Hitting craft would set the project to the block and consume resources. then hitting the block with a tool would fill the progress and give the result when finished: projects can be cancelled for a refund. there could also be a list of projects lined up if you think you can do that. Each recipe may use a different tool type (carpenter bench may use things like hammers, knives, saws, and such)
If you have any questions, just ask
If I am reading this correct, would that replace the currently manual placement and manipulation of the item to be crafted? For instance removing the placement of individual items onto the anvil(or other crafting area) and than removing them with tongs to cool? If that is the case is that something that is mandatory for crafting now, or is this merely an optional assistive guide? I only ask since removing the rather engaging existing system with a mandatory menu based one seems like a rather dramatic departure from the otherwise visceral nature of the interactions in this mod.
Keep up the good work, favorite mod of all time.
Edit:: Sorry if it was said elsewhere, I went back a few pages and didn't see something about it.
The crafting system would scrap the whole shapes thing- shapes mean problems for both players and modders. instead: recipes are setup in guis, then interacted to finish off. hot items will still be produced: not sure on how storage and recognising materials would work though
Alrighty, that sucks but oh well, good to know thanks
I understand if it is a question of modding feasibility. I guess the reservation comes from the general rarity of fun engaging systems in crafting. There are an over abundance of mods that offer new weapons, armor and 'N3W Or3 Bett3R than DI4M0nd !!1!'. What I think really draws lasting appeal are mechanics that are just as focused on the journey as well as the destination. If crafting is something that takes knowledge, work and a bit of skill, than the end product is valued that much more. Compare that to the more or less point and click creation system of hundreds of mods and vanilla Minecraft itself. There is a reason nobody really talks about crafting outside of this mod and possibly one other that I can think of, and its due to the fact that it is a pretty much a non-feature, almost an obstacle. In good mods it can be seen as almost a , and makes me want to take time to do what is seemingly an incredibly banal task. Anyway, apologies for the rant, I just really like the style of systems like you have displayed in MF and it is a real rarity in both the modding world and games in general create something fun out of what is in reality work.
Take a look at Simply Horses, it adds pretty much exactly what you are looking for. It is an all around better approach to both horses and cart setups. Granted its a dead mod at this point but Grim is looking at updating it, so make some noise over in his thread into support for that.
Anyway; it's probably better to concern with the more important aspects for the time being.
I suppose it's similar, but that is outdated, and I'm kinda doubting it's going to update in the near future. Anyway, one thing I'd like out of carts and wagons is being able to pull them yourself, as well.