I do like the mod, however I feel that there a few efficiency issues with this mod in regard to tools.
For example, a wooden axe costs $100, but a stone axe costs $500, so you would expect at least 5 times more durability. However, the wooden axe has 60 durability we as the stone has 132 durability.
Therefore, it is more cost effective to buy the wooden axe over the stone axe, as you would get more money out of five wooden axes than one stone axe.
I suggest that the stone tools costs twice as much as the wooden tools, iron tools cost twice as much as stone tools and diamond tools cost about six times as much as iron tools in order to fix this problem.
e.g. Wooden axe: $100
Stone axe: $200
Iron axe: $400
Diamond Axe: $2400
The prices of tools are based upon what you can potentially make, not their uses. Remember that higher level pick axes allow you to mine more ores. If you stick with just wood, you can only mine coal and maybe make $500 per pick. With iron, however, you can mine most ores and get, maybe, $3000. So, if you use them correctly you will definitely make a profit.
I guess this doesn't work so well with axes or shovels, so I may lower those prices a little. In terms of hoes, though, I definitely agree with you. In the next update I'll be basing hoe prices off their durability, and then add a little at higher levels for the convenience of not having to buy one every time you replant lol
I actually have some suggestions:
Debt: Buying stuff if you don't have money is possible to some extent, butif your debt is too high (depending on your difficulty) your hunger will deplete a lot faster and food will heal you less drumsticks.
Thievery: Stealing from village chests makes you owe them money, as well as stealing what from their farm(boxes?).
Renting: Dirt houses in villages are available for a small amount of money
compatibility: You KNOW you need this.
Debt actually isn't a bad idea, but I wouldnt implement it directly. If I were to put it in, I would have to find some way of using the principle of it. Maybe having items that are cheap but weaken over time for those moments when you're really stuck?
Villages are staying the way they are lol. I want to use them as a way of emulating an established economy: basically, when people work together, they get more done and live easier. Being able to use pre-established farms, furnaces and houses is a huge help and that's the way I want it to be
Working on a ModLoader compatible version now! From 41 class edits, I've dropped it to 5! Also, I'm rewriting the entire selling and mining system so it will be heaps better!
^
Sweet! Looking forward to it.
I also came up with another suggestion, upon death in SSP, you lose:
easy: 1/16th
medium 1/8th
hard 1/4th
of your money
upon death?
this here
above me
sure looks
like
a poem
though
that was
not intended.
That's actually a really good idea! Thanks for that! I'll be putting it in the next update for sure
Also, you should write poetry professionally for the forum. I hear that My Little Pony poetry is really popular right now
Something I think would be a GREAT addition to the mod, when creating a world, the povertycraft should be a game mode so if people wanna play regular survival they don't have to switch to an entirely different .jar altogether. P.S This mod is fun and when I started playing with it I had the funniest attempt at a manly giggle.... Kind of like Slyfox, if you don't know who he is just youtube search slyfox.
Something I think would be a GREAT addition to the mod, when creating a world, the povertycraft should be a game mode so if people wanna play regular survival they don't have to switch to an entirely different .jar altogether. P.S This mod is fun and when I started playing with it I had the funniest attempt at a manly giggle.... Kind of like Slyfox, if you don't know who he is just youtube search slyfox.
Yeah, that'll definitely be added in the ModLoader version, which will be after the next version (which I'll be putting up very soon!)
Yeah, I know "of" SlyFox but I haven't actually seen any of his videos. I should, though. Need to find out what all the hype is about
I really hope that this mod will become compatable with optifine :'( (my computer i really good just i like texture packs
Well, I'm working on a ModLoader compatible version now, so the answer is most likely. If not, I'll see if I can summon up the motivation to make a patch for it lol.
Hey I gotta ask about a "Bug" Is this a bug? When I mine Mossy Cobble I get no drops, also when I mine Redstone ore, I also get no drop
Mossy cobblestone isn't meant to drop, neither is any sort of cobblestone, so it's not a bug.
Redstone, on the other hand, is a bug and a huge one too! I'm really sorry about that! I'll be putting up an update version soon with bug fixes, balancing and a changed selling system (and by soon I mean within 12 hours, assuming my computer will let me onto the minecraft forums... it does that sometimes ). Thanks for telling me, though. I would have never noticed it ever if you hadn't spotted it because I'm completely changing the mining system in the ModLoader version, and that one will replace this one so yeah lol
Alright, everyone, I'll be putting a new version up tomorrow. The version will change the selling system dramatically, provide various price balances, add more filters to the shop and address a couple of bugs (most of which were just exploitable selling possibilities).
I was going to put it up today but it's 1:30am and I still have a heap of testing I need to do! I'm just posting this here because I believe I told a couple of people that I'll be putting it up very soon, so I'm just clarifying that.
This update was meant to be an intermediate update between the current version and the ModLoader version which I'm working on. It's purpose is to provide a heap of fixes to the pricing so that more avenues of revenue making become available. My hope with this update is that the mod will become heaps more playable and that players can begin to notice strategic paths that they can take in order to maxamise profit! Well, that's the intention, anyway
After I put this up, I'm going to do heaps more play testing (because I just haven't really had the chance until recently), and with that I'll be putting up a few videos on money-making techniques, and the paths that a player can take. But for now, sleep...
Is redstone ore supposed to not drop redstone for balance or something? or am I doing something wrong?
No, that's a bug. I'll be fixing it in the next update, which I'll be putting up tonight (my tonight). It shouldn't affect the game too much, though since red stone is relatively cheap to buy and sell. Even so, keep your eyes peeled for the update!
Definitely going to bookmark this, but lag in minecraft is too great without optifine. If you can find a way to make it more compatible, I'm all for it!
Definitely going to bookmark this, but lag in minecraft is too great without optifine. If you can find a way to make it more compatible, I'm all for it!
Thanks. Now I'm tempted to break optifine open to see how it works... this is what happens when you enjoy coding...
It would be really cool to make a multiplayer version of this mod . Maby with something like the technic Laucher too .
Hope to get a answer on what you think soon
This is definitely on the agenda! I'm going to try using bukkit to do this, but I already have the feeling that there are no hooks for rewriting the entire mining system in bukkit. I mean, not many modders think of changing the very core of minecraft in a mod lol
I have deleted my ".minecraft" folder, and got a completely new one by force updating. I installed the mod to the clean ".minecraft", and my loader gets stuck at "Done loading"...
Thanks in advance for any help.
EDIT: Never mind, I forgot to delete the META-INF folder.
Instant Blocks Mod - 17 new blocks that generate structures upon right-click. Includes: Farm, Rainbow Skydive, Grinder, Escape Ladder, Water, Lava, Suction, and Statue Blocks.
I have deleted my ".minecraft" folder, and got a completely new one by force updating. I installed the mod to the clean ".minecraft", and my loader gets stuck at "Done loading"...
Thanks in advance for any help.
EDIT: Never mind, I forgot to delete the META-INF folder.
LOL!!! That just made my night
Have fun, and keep your eyes peeled for the update which is taking far longer than what it should to make!
[size=large]FINALLY, THE MOD HAS COME TO VERSION BETA 1.2!!!!!![/size]
Yes, I've promised, I've worked my backside off, I've had to swap my router for my old one and then swap it back because it decided it would die, I've put up with the lack of servers for minecraftforum.net and finally -- yes, finally -- I've uploaded the mod!
Now, patch notes. Prepare to pick your jaw up from the floor:
[SPOILER]
STRUCTURAL CHANGES:[list]
[*]Changed selling system to give a multiplier for every item in the selling inventory, as in each time you place an item, a multiplier number goes up!
[*]Entire stacks also give a bonus.
[*]Selling price also includes enchantment. Enchanting can actually net you a huge profit! Enchantment profit is based upon the price of a tool/armour piece.
[*]You now only lose half of your cash when you die!
[*]Alchemy now actually makes you money... before it was a complete rip!
[/list]
PRICE CHANGES:[list]
[*]Potions sell for a proper price now.
[*]Enchantment prices have been significantly reduced!
[*]Arrow price increased to 95/16, 380/64.
[*]All diamond tool prices have been increased! (Previously, a diamond tool, which has over 6x the durability of steel only cost twice as much as steel. Players could potentially get $7500 with a diamond axe mining wood. For a pick, I mined through a cave and managed to get $5740 before multipliers after smelting using under 1/3 of my pick. Taking a conservative value of 50% more, that's an easy $8000 as well. This can be potentially more. However, Since I've reduced the selling price of coal to $6, it comes to a more accurate value of $4780. Add 50% again and we get over $7000 before multipliers. I sold this in the previous selling system for $6767 (this is without the 50% boost) so, in this scenario, which is a good scenario, I could make twice that, giving an approximate value of $14000-$15000 Even if we halve that value, the profit is just way too much! Furthermore, the new system would increase the multiplier dramatically, and so you could potentially make $20000 in the new selling system. Well, maybe not :P)
[*]Shovel prices decreased slightly.
[*]Iron tool prices reduced!
[*]Stone tool prices reduced!
[*]Hoe prices reduced significantly.
[*]Sword prices increased.
[*]Gold tool buying prices remains unchanged: it's purpose is to be used for enchanting.
[*]Pick prices increased significantly.
[*]Increaed diamond item selling price to $250... Gold was more profitable before. Now, a pick with fortune III on diamonds = easy money! Exactly as it should be!
[*]Decreased selling price of bricks (the ones you smelt out of clay).
[*]Decreased clay selling price too
[*]Bone buy price decreased.
[*]Ender pearl buy price decreased.
[*]Rail selling price decreased!
[*]Increased price of coal.
[*]Clock price decreased.
[*]Compass price increased.
[*]Sign price decreased... a lot!
[*]Added wood back into the shop... at a ridiculous price!
[*]Ice price dropped.
[*]Mycelium price increased.
[*]Added wheat and sugar cane.
[*]Web selling price decreased, replaced with huge multipliers
[*]Dragon egg selling price reduced, replaced with massive multiplier!
[*]Obsidian selling price increased.
[*]Diamond ore block selling price increased.
[*]Snow block selling price decreased.
[*]Fixed the buying and selling prices of cactus.
[*]Fixed melon block buying prices.
[*]Varied soul sand and netherrack prices (soul sand multiplies, netherrack sells for a decent amount)
[*]Fixed pumpkin selling price.
[*]Iron fence selling price reduced.
[*]Nether brick, fence and stair selling prices reduced.
[*]Bow buying price lowered, selling price increased.
[*]Gunpowder selling price increased.
[*]Seed selling price decreased.
[*]Bread selling price decreased.
[*]Armour selling prices changed to suit the buying price a little.
[*]Golden apple selling price reduced.
[*]Reduced all minecart prices.
[*]Reduced boat price.
[*]Increased sugar cane selling prices.
[*]Increased selling price of giant mushroom pieces.
[*]Increased selling price of fishing rods.
[*]Shears selling price raised.
[*]Increased buying price of ghast tear.
[*]Eye of ender buying and selling prices decreased.
[/list]
MULTIPLIER NOTES:[list]
[*]"Scrap" items (seeds, flowers, clay, etc) have had their selling price reduced, but large unit multipliers added. This is to make them very effective in small amounts (as they would be sold in small amounts early in the game)
[*]Farmable items are either designed to give a large profit (melons, cacti) or produce a huge multiplier (seeds, melon slices). Sugar cane and wheat are more intermediate, but are easier to manage.
[*]Coal and lapis lazuli are the multipliers in ore mining. Iron, gold and diamonds form the profit-makers.
[*]Gold tools and armour give better multipliers than others.
[*]Mob loot is split into multipliers (for the more common items) and profit-makers (for others). There's really actually no logic here. Just mess around with it and have fun [list]
[*]Any alchemy generally gives terrible multipliers.
[*]Same with wood. Saplings and apples can make up for that, though.
[*]Wool has a terrible unit multiplier but a large stack multiplier.
[/list]
SHOP GUI CHANGES:[list]
[*]Bonemeal added to "Agriculture".
[*]Flowers and vines moved to "Decorative"
[*]Added "Wool" and "Dyes" sections. Wools and dyes were placed in there appropriately.
[*]Torches added to "Tools"
[*]Added "Transport" filter. Added appropriate stuff.
[*]Changed "Blocks" filter to "All Blocks", "Stone Blocks", "Ground Blocks", "Artificial Blocks", "Other Blocks"
[*]Crafting Table added to "WoodBlocks".
[/list]
BUG FIXES (not highly exploitable prices, but actual bugs!):[list]
[*]Redstone ore now mines properly!
[*]The section designated to each item in the shop was off by just 1 pixel! 1 freaking pixel!!!
[/list]
[/SPOILER]
List tags are malformed.
The prices of tools are based upon what you can potentially make, not their uses. Remember that higher level pick axes allow you to mine more ores. If you stick with just wood, you can only mine coal and maybe make $500 per pick. With iron, however, you can mine most ores and get, maybe, $3000. So, if you use them correctly you will definitely make a profit.
I guess this doesn't work so well with axes or shovels, so I may lower those prices a little. In terms of hoes, though, I definitely agree with you. In the next update I'll be basing hoe prices off their durability, and then add a little at higher levels for the convenience of not having to buy one every time you replant lol
Debt actually isn't a bad idea, but I wouldnt implement it directly. If I were to put it in, I would have to find some way of using the principle of it. Maybe having items that are cheap but weaken over time for those moments when you're really stuck?
Villages are staying the way they are lol. I want to use them as a way of emulating an established economy: basically, when people work together, they get more done and live easier. Being able to use pre-established farms, furnaces and houses is a huge help and that's the way I want it to be
Working on a ModLoader compatible version now! From 41 class edits, I've dropped it to 5! Also, I'm rewriting the entire selling and mining system so it will be heaps better!
Definitely! It has price gouging and everything
Btw, because I like your sig so much, I'm adding that achievement into the mod!
That's actually a really good idea! Thanks for that! I'll be putting it in the next update for sure
Also, you should write poetry professionally for the forum. I hear that My Little Pony poetry is really popular right now
I got that from MagicLauncher but i got it to work :3
Ovo's Rustic Pack Redemption /\
Yeah, that'll definitely be added in the ModLoader version, which will be after the next version (which I'll be putting up very soon!)
Yeah, I know "of" SlyFox but I haven't actually seen any of his videos. I should, though. Need to find out what all the hype is about
Well, I'm working on a ModLoader compatible version now, so the answer is most likely. If not, I'll see if I can summon up the motivation to make a patch for it lol.
Mossy cobblestone isn't meant to drop, neither is any sort of cobblestone, so it's not a bug.
Redstone, on the other hand, is a bug and a huge one too! I'm really sorry about that! I'll be putting up an update version soon with bug fixes, balancing and a changed selling system (and by soon I mean within 12 hours, assuming my computer will let me onto the minecraft forums... it does that sometimes ). Thanks for telling me, though. I would have never noticed it ever if you hadn't spotted it because I'm completely changing the mining system in the ModLoader version, and that one will replace this one so yeah lol
I was going to put it up today but it's 1:30am and I still have a heap of testing I need to do! I'm just posting this here because I believe I told a couple of people that I'll be putting it up very soon, so I'm just clarifying that.
This update was meant to be an intermediate update between the current version and the ModLoader version which I'm working on. It's purpose is to provide a heap of fixes to the pricing so that more avenues of revenue making become available. My hope with this update is that the mod will become heaps more playable and that players can begin to notice strategic paths that they can take in order to maxamise profit! Well, that's the intention, anyway
After I put this up, I'm going to do heaps more play testing (because I just haven't really had the chance until recently), and with that I'll be putting up a few videos on money-making techniques, and the paths that a player can take. But for now, sleep...
No, that's a bug. I'll be fixing it in the next update, which I'll be putting up tonight (my tonight). It shouldn't affect the game too much, though since red stone is relatively cheap to buy and sell. Even so, keep your eyes peeled for the update!
Sweet. I'll put them up later. Thanks for that!
Thanks. Have fun with it
Thanks. Now I'm tempted to break optifine open to see how it works... this is what happens when you enjoy coding...
This is definitely on the agenda! I'm going to try using bukkit to do this, but I already have the feeling that there are no hooks for rewriting the entire mining system in bukkit. I mean, not many modders think of changing the very core of minecraft in a mod lol
Thanks in advance for any help.
EDIT: Never mind, I forgot to delete the META-INF folder.
Instant Blocks Mod - 17 new blocks that generate structures upon right-click. Includes: Farm, Rainbow Skydive, Grinder, Escape Ladder, Water, Lava, Suction, and Statue Blocks.
LOL!!! That just made my night
Have fun, and keep your eyes peeled for the update which is taking far longer than what it should to make!
Yes, I've promised, I've worked my backside off, I've had to swap my router for my old one and then swap it back because it decided it would die, I've put up with the lack of servers for minecraftforum.net and finally -- yes, finally -- I've uploaded the mod!
Now, patch notes. Prepare to pick your jaw up from the floor:
[SPOILER]
STRUCTURAL CHANGES:[list]
[*]Changed selling system to give a multiplier for every item in the selling inventory, as in each time you place an item, a multiplier number goes up!
[*]Entire stacks also give a bonus.
[*]Selling price also includes enchantment. Enchanting can actually net you a huge profit! Enchantment profit is based upon the price of a tool/armour piece.
[*]You now only lose half of your cash when you die!
[*]Alchemy now actually makes you money... before it was a complete rip!
[/list]
PRICE CHANGES:[list]
[*]Potions sell for a proper price now.
[*]Enchantment prices have been significantly reduced!
[*]Arrow price increased to 95/16, 380/64.
[*]All diamond tool prices have been increased! (Previously, a diamond tool, which has over 6x the durability of steel only cost twice as much as steel. Players could potentially get $7500 with a diamond axe mining wood. For a pick, I mined through a cave and managed to get $5740 before multipliers after smelting using under 1/3 of my pick. Taking a conservative value of 50% more, that's an easy $8000 as well. This can be potentially more. However, Since I've reduced the selling price of coal to $6, it comes to a more accurate value of $4780. Add 50% again and we get over $7000 before multipliers. I sold this in the previous selling system for $6767 (this is without the 50% boost) so, in this scenario, which is a good scenario, I could make twice that, giving an approximate value of $14000-$15000 Even if we halve that value, the profit is just way too much! Furthermore, the new system would increase the multiplier dramatically, and so you could potentially make $20000 in the new selling system. Well, maybe not :P)
[*]Shovel prices decreased slightly.
[*]Iron tool prices reduced!
[*]Stone tool prices reduced!
[*]Hoe prices reduced significantly.
[*]Sword prices increased.
[*]Gold tool buying prices remains unchanged: it's purpose is to be used for enchanting.
[*]Pick prices increased significantly.
[*]Increaed diamond item selling price to $250... Gold was more profitable before. Now, a pick with fortune III on diamonds = easy money! Exactly as it should be!
[*]Decreased selling price of bricks (the ones you smelt out of clay).
[*]Decreased clay selling price too
[*]Bone buy price decreased.
[*]Ender pearl buy price decreased.
[*]Rail selling price decreased!
[*]Increased price of coal.
[*]Clock price decreased.
[*]Compass price increased.
[*]Sign price decreased... a lot!
[*]Added wood back into the shop... at a ridiculous price!
[*]Ice price dropped.
[*]Mycelium price increased.
[*]Added wheat and sugar cane.
[*]Web selling price decreased, replaced with huge multipliers
[*]Dragon egg selling price reduced, replaced with massive multiplier!
[*]Obsidian selling price increased.
[*]Diamond ore block selling price increased.
[*]Snow block selling price decreased.
[*]Fixed the buying and selling prices of cactus.
[*]Fixed melon block buying prices.
[*]Varied soul sand and netherrack prices (soul sand multiplies, netherrack sells for a decent amount)
[*]Fixed pumpkin selling price.
[*]Iron fence selling price reduced.
[*]Nether brick, fence and stair selling prices reduced.
[*]Bow buying price lowered, selling price increased.
[*]Gunpowder selling price increased.
[*]Seed selling price decreased.
[*]Bread selling price decreased.
[*]Armour selling prices changed to suit the buying price a little.
[*]Golden apple selling price reduced.
[*]Reduced all minecart prices.
[*]Reduced boat price.
[*]Increased sugar cane selling prices.
[*]Increased selling price of giant mushroom pieces.
[*]Increased selling price of fishing rods.
[*]Shears selling price raised.
[*]Increased buying price of ghast tear.
[*]Eye of ender buying and selling prices decreased.
[/list]
MULTIPLIER NOTES:[list]
[*]"Scrap" items (seeds, flowers, clay, etc) have had their selling price reduced, but large unit multipliers added. This is to make them very effective in small amounts (as they would be sold in small amounts early in the game)
[*]Farmable items are either designed to give a large profit (melons, cacti) or produce a huge multiplier (seeds, melon slices). Sugar cane and wheat are more intermediate, but are easier to manage.
[*]Coal and lapis lazuli are the multipliers in ore mining. Iron, gold and diamonds form the profit-makers.
[*]Gold tools and armour give better multipliers than others.
[*]Mob loot is split into multipliers (for the more common items) and profit-makers (for others). There's really actually no logic here. Just mess around with it and have fun [list]
[*]Any alchemy generally gives terrible multipliers.
[*]Same with wood. Saplings and apples can make up for that, though.
[*]Wool has a terrible unit multiplier but a large stack multiplier.
[/list]
SHOP GUI CHANGES:[list]
[*]Bonemeal added to "Agriculture".
[*]Flowers and vines moved to "Decorative"
[*]Added "Wool" and "Dyes" sections. Wools and dyes were placed in there appropriately.
[*]Torches added to "Tools"
[*]Added "Transport" filter. Added appropriate stuff.
[*]Changed "Blocks" filter to "All Blocks", "Stone Blocks", "Ground Blocks", "Artificial Blocks", "Other Blocks"
[*]Crafting Table added to "WoodBlocks".
[/list]
BUG FIXES (not highly exploitable prices, but actual bugs!):[list]
[*]Redstone ore now mines properly!
[*]The section designated to each item in the shop was off by just 1 pixel! 1 freaking pixel!!!
[/list]
[/SPOILER]
List tags are malformed.
Follow me on twitter! @dreinsteinium