1.7.10
1.7.2
Minestrappolation 3.0 - A Complete Vanilla Overahaul!
Poll: How should our mods be managed?
Ended Jul 21, 2014
Poll: Should we re-do vanilla stained clay textures?
Ended Sep 3, 2014
Try updating EVERYTHING. clashsoft lib, latest forge, brewing api, ect.
Sorry, but no. Some of the features we could do without, but we NEED brewing api. It expands minecraft's potion array so we can add more than two potions to the game.
The alternative is to use Adagar's Brewing API for some of his potions..
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Sorry, too minimalistic, it doesn't allow new potions anyway.
Don't worry, we will get all bugs ironed out soon enough
Review other APIs.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2156846-agadars-brewing-api-for-1-7-2-and-1-7-10nvm, just saw what you put, there should be a minimal, efficient brewing API coming out
Yes we do! I believe SoBio actually just added that to the todo list on our GitHub, actually. While we can't really make it disable entire block and item ids due to potential crashes when loading recipes and such, our goal is to at least get to a point where all of the major world gen, crafting recipes, and gameplay mechanics to a point where they can be activated and de-activated via the config. So if you can't completely remove a feature, you should eventually be able to make it so that you at least never have to see it or use it in-game.
Hmmm... it says it's being caused by OreBase, which is strange, seeing as we've yet to run into a single crash that's been caused by that until now. It does appear that you have like a million other mods installed, though, so I'm not incredibly surprised that you ran into a crash. Forge can fix block and item ID conflicts perfectly fine, but it can't fix major code conflicts between mods, so the more mods you have installed, the more likely you are to get a crash. Try making a new profile with only Forge, CSLib, Brewing API, and Minestrapp installed, and if that doesn't crash, start adding your other mods back in one-by-one until you find the one that's conflicting with Minestrapp. If you can determine which one is causing the problem, then we can actually work on trying to find a solution for it.
Clashsoft Lib really isn't very buggy at all on it's own; it's only when it's used with a lot of other mods that it has problems. The reason Clashsoft Lib is needed for the mod is because it allows us to modify Vanilla features and game mechanics MUCH more freely than we could with just Forge. Features like the new stone type, added potions, food spoiling, the Stonecutter and Carpter's Bench crafting systems, and a most of our other major gameplay-altering features probably would not have been possible without it, whether due to code limitations or simply how ridiculously, immensely long it would take to code those kinds of things without CSLib's classes and methods. And, while it would be possible (through a lot of work) to merge CSLib's methods into Minestrapp, it wouldn't even solve any of these crashes, since we'd just be moving the same code from one file to another.
Unfortunately, the fact of the matter is that the more you try to push the limits of modding, the more likely your mod is to not work with others; that's why major game-revising mods like Better than Wolves and Terra Firma Craft are hardly compatible with any other mods whatsoever. We're trying our best to not let Minestrapp get to that ludicrous level of incompatibility, but at the same time, we'll unfortunately never be able to guarantee that Minestrapp will work with every other mod you try to run it with. Now, to say that the mod is going to die off because of that is rather melodramatic -- Better than Wolves and Terra Firma Craft are both doing perfectly fine for themselves (though BTW has been slowly dying simply because it's seemingly stopped updating), and quite a lot of people actually enjoy playing these sorts of standalone mods better than playing massive mod packs like FTB or Tekkit.
Anyways, TL;DR, be patient, and we'll do our best to solve as many incompatibilities as we can. We don't have unlimited time, and when we do, we genrally try to make our main focus adding more cool features to Minestrapp. However, we do want people to be able to use the mod with as many others as possible, so even if it takes a little while, we will try to fix your compatibility problems as soon as we can.
Would the stone sticks also work with other mods that use stone sticks?
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In my experience, the stone sticks from Advanced Genetics work interchangeably with the stone sticks from another mod of mine (can't recall the name - it's one that adds Super Diamonds and Ultra Diamonds). I believe, if you add it to Forge's dictionary, it sorts all that stuff out.
In singleplayer, I prefer to go off of pre-set goals (eases the boredom of SP), but there's so much dang content in this mod that I wouldn't know where to start D:
We actually considered adding something similar to that a while back -- having advanced tool materials require more expensive "shaft" items to craft -- but eventually scrapped it simply due to implementation issues. The problem with Stone Sticks is that, while they do give the illusion of being more costly to create, they don't actually add any notable difficulty to the crafting of your tools. Since only the higher-tier tool sets would require Stone Sticks to craft, the player would have no reason to craft them until mid to late-game. But by that point, Stone is a commodity. The player will usually have quite a few stacks of Cobblestone by the time they start crafting Meurodite or Titanium Tools. And while the time it takes to smelt this Cobblestone gives the illusion of difficulty, in reality it only adds tedium and time consumption to the game, which is something we try to avoid.
The other option we discussed was Metal Rods, which would make tool crafting actually more expensive. However, that only raised other issues. For one thing, if we made all advanced tools more expensive, we'd have to buff their stats as well to make them worth their recipe. And then there's the matter of which metal the rods would be made of, or if we should use multiple and give players more customizability in their tool-making.
All in all, we basically decided to wait on that one until we have time to work out a custom crafting system for it, like we did for the Stonecutter and Carpenter's Bench blocks. Since we already have customizable Plating, Horning, and Poisoning addons for our tools and weapons, adding something similar to Tinker's Construct's part-based tool forging system would probably make sense, so we'll probably start adding more features for tools and weapons when we figure out a good system for how we want that to work.
Hmm... There's no real set of achievements or goals as of now, though we should prolly add some of those eventually. For now, here's some end-game goals I just made up on the spot:
-Craft a block of Godstone.
-Rig a mob-proof force-field around your house using Godstone and Insulated Plutonium and Uranium Blocks.
-Create an infinite Deep Cobblestone generator (requires a Melter).
-Craft one of every single Stonecutter block (requires NEI probably. )
-Acquire all 4 Sandstone and Red Sandstone Hieroglyph blocks.
-Dig a 1x1 hole to Bedrock, fill it with Nukes, and ignite them with a Nuclear Grenade.
-Craft a Meurodite-Plated, Horned, and Poisoned Titanium Sword, enchant it with Sharpness 5, drink a Strength potion, and see how many hits it takes to kill the Wither/Ender Dragon.
-Make an automatic Moss farm (not tested, but I *think* it's possible).
-Find a Stronghold and make it look stupidly fancy with Stonecutter and Carpenter's Bench blocks.
-Reach a point where your main form of throw-away building blocks is Cardboard Blocks, rather than Dirt (Cardboard is actually specifically designed to be more useful than Dirt as a scaffolding block, despite being more expensive to make).
-Craft a full set of Bedrock Tools, Bronze-Plate all of them, and enchant them with Unbreaking IV (You will NEVER need to craft new tools again).
-Build a house made entirely out of Meat Blocks.
-Post screenshots of each one as you complete them. I want to see this, lol.
-I'm out of ideas for the moment, but I'll post more as they come to me.
While all of that sounds awesome, and I'll be happy to share the fun they'll bring, I'm sad to say that I won't be building the meat house. That is, unless meat becomes a resource that doesn't involve killing passive mobs ('tis against my gaming code). xD
Thanks for the list!
If only I was at the end-game stage now...
Quick query: Have any more bugs been found since 3.3.1.1?
Oup, wait, thought of something again.
If [fancy stuff] is not to be added until a later date, and you'll be continuing using ordinary sticks anyway, the reason I pointed out stone sticks was that their attainability compared to wood sticks are practically identical, but logically, they'd be stronger supporting items. Heck, they could even be made out of cobblestone (Since you're keeping it vanilla, the illogicality of how "Cobblestone" becomes a weapon made out of seemingly smooth material would carry over into the stick feature), in order to keep it from being dull and time-consuming.
There'd be no harm in implementing the basic feature until you get to all that fancy customization (totally looking forward to it, by the way), and it would add +1 points to the Minecraft-logic aspect of your mod.
Just a thought. ^-^
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Actually, from a pure physics standpoint, it would actually make less sense to make tool handles out of Stone. Despite being much harder than Wood, Stone is MUCH more brittle. Thus, while less likely to break under the weight of the tool, the shear force of the impact between the tool head and the block that it is mining would be enough to shatter even a handle of solid rock within two or three strikes.
However, what I would consider is adding some form of "Reinforced Stick" which could be used for advanced tools instead of normal Sticks... crafted with multiple Sticks and some Tin Plating, perhaps? I'd have to figure out balance logistics for it, but Tin is common enough in the world that I don't think it would affect the balance of the game way too much. Assuming I can work out the details of how that will function, consider that potentially confirmed for a future update.
Also, there actually is a way of crafting Meat Blocks without killing any passive mobs: Rotten Flesh can be used to craft them as well as all other raw meats! Now you have no excuse not to build that gross Meat House.
I'll add it to the config todo-list we have on our GitHub!
That's actually how the mod used to work -- we formerly had them all separated into completely separate mods, which had some cross-compatibility when used together. However, development on the mod took MUCH longer when they were all separate mods, and we also couldn't add massively cross-mod dependent features such as the Stonecutter or Carpenter's Bench due to the fact that people who didn't have all of the segments wouldn't even be able to craft them, so we eventually had to scrap the separate-mod system and merge them all into one. I know it's a bit of an inconvenience for some people, but overall it allows us to get a TON more content out for the mod, as well as push updates and fixes a lot faster (3.3.0 might not even have come out yet if we were still using separate mods!), so it's a relatively minor drawback compared to the benefits that we've gained by merging them all into one mod.
Ooh, that sounds great
Consider it done