EDIT: No solution there :S seems like that mod is realy incompatible when it comes to any mod that adds some kind of display :S Looking for an alternative mod
I have Ars Magica 2, MoreHealth mod, Tinker's Construct, Smart Moving, and this mod all installed and they all change the GUI but I don't have many issues. I was actually pleasantly surprised when I found that TiC made the hearts on my GUI change colors to indicate how much health I have left, actually. I've had other issues with tukMC myself and its usually that mod being incompatible and not the other way around. I had to stop using it as it created problems with OnTheOtherHand and a few other mods. Also, it's block display GUI element can crash with the WildCaves3 mod.
Suggestion: Add an option for stability profiles that can make objects "brittle" so that when a non-brittle physicked entity comes into contact with it, it breaks. This means, sand piling directly onto glass blocks/panes will make it break, but against a hardened glass block it will not. Basically it would just be boolean B: IsBrittle: true/false. This could be applied all blocks to allow torches and the like to be broken, instead of providing a means to easily break blocks.
If you wanted to complicate it a bit more, Brittleness could be an integer that is applied _against_ the remaining stability available to that block when a moving block entity comes in contact with it. For instance, a block provides an overhang of 3 blocks from a distance but it has a brittleness of 2 a falling block entity that has less brittleness than it will hit blocks 2 and 3 from it's stable point and cause them to become unstable and fall. However, if the entity hits block 1, it will not collapse. If there is nowhere for it to fall, then the block itself will break. Set up a stability profile for Crushable blocks as well, (High brittleness, low block stability) so you can make grass, torches and the like instantly breakable. Ideally, you'd want this to only apply to blocks and tile entities.
Is there any way to adjust the drop rates (specifically the constant drop rates), but leave the recovery rates where they are?
Well drop rates from blocks and items can be configured but environmental things like near death and darkness are part of the global speed setting. The complexity of the global drop rates makes it hard to separate into multiple options so I think I'll leave it as is. (A theory I haven't tried yet would be to use blockID=0 in a config. I have no what it would do but you could use it to manipulate the global drop rates separately if it worked)
Awesome mod! I was wondering if you'd considered integrating support for the Seasons Mod so the temperature varies within biomes dependant on the season. I'm not sure how hard that would be (my coding knowledge is fairly limited) but it would be a great addition I think! Keep up the good work
I've had multiple people ask this same question. Support for this may come in a later 'big' update if (and only if) I can find a suitable way of detecting what season it is with minimal changes to the current system. If it requires a massive rewrite then I won't bother.
Well drop rates from blocks and items can be configured but environmental things like near death and darkness are part of the global speed setting. The complexity of the global drop rates makes it hard to separate into multiple options so I think I'll leave it as is. (A theory I haven't tried yet would be to use blockID=0 in a config. I have no what it would do but you could use it to manipulate the global drop rates separately if it worked)
My concern for this came up when I went from .6 to .12 and the standing in your well lit base sanity loss rate went from a little too easy to a major upkeep. Heck I was probably going to bump up sanity before I noticed the rate change. Don't get me wrong though, I like some upkeep, but I thought sanity was intended to hinder lightless mining and farming mobs. I adjusted the change rate, knocked it down to 25% just to see what it was like, loss may have been a little low but then recovery became similar to body temp (which got removed due to the stand in one place recovery method). Mind you, this is all fully lit area that we were having this loss rate.
If the change rate setting were divided in half, say loss and gain, it might be better for the ease of customization. Unless this is another matter of needing to die to get each player to have proper EnviorMine data, similar to having added it after map creation and the hydration status bar draining like mad.
My concern for this came up when I went from .6 to .12 and the standing in your well lit base sanity loss rate went from a little too easy to a major upkeep. Heck I was probably going to bump up sanity before I noticed the rate change. Don't get me wrong though, I like some upkeep, but I thought sanity was intended to hinder lightless mining and farming mobs. I adjusted the change rate, knocked it down to 25% just to see what it was like, loss may have been a little low but then recovery became similar to body temp (which got removed due to the stand in one place recovery method). Mind you, this is all fully lit area that we were having this loss rate.
If the change rate setting were divided in half, say loss and gain, it might be better for the ease of customization. Unless this is another matter of needing to die to get each player to have proper EnviorMine data, similar to having added it after map creation and the hydration status bar draining like mad.
usually general sanity loss is about -0.005% normally and -0.01 outside at night or in the dark which is quite low in most cases. I'm not sure what you have inside your house (webs, skulls and soul sand will drop your sanity) but flowers and sleep is usually ample for managing sanity.
This mod is awesome , is there any way i can help?i can do any graphic task you may need, i can also give interesting suggestions :P.
BTW this mod needs a config where you can specify which item (ID) recovers or lowers what, to add further compatibility an flexibility to this mod.
This mod is awesome , is there any way i can help?i can do any graphic task you may need, i can also give interesting suggestions .
BTW this mod needs a config where you can specify which item (ID) recovers or lowers what, to add further compatibility an flexibility to this mod.
Thank you for the compliment. Currently the feature you have requested is being worked on. It is a feature that has been requested many time. I am also currently working on re updating the main page with a new and easier to understand look.
Thank you for the compliment. Currently the feature you have requested is being worked on. It is a feature that has been requested many time. I am also currently working on re updating the main page with a new and easier to understand look.
is nice to hear it i got a few more suggestions if you don't mind
*i do believe any decorative blocks(like clay pots and jukeboxes)or allied entities should help with sanity, a wolf or a painting, maybe other animals too.
also items like potions ,cookies and other quality food (same goes for rotten flesh and spider eye,but with negative effects) should affect sanity too
*have you considered implementing an injury/healing system? something like if you take too much damage from one source, long lasting de-buffs will be applied until you get proper treatment such as bandages(you can also implement painkillers to negate the injures effects temporarily )
*and a final thing. when you play on hardcore multiplayer, like me . instant death seems a bit unfair sometimes, and when your fellows die in front of you just banishing from the world, is really awkward and takes away some fun out of it .
It would be great if instead of dying you became hurt/unconscious (the sleeping pose) in this state you will bleed out overtime.you also will became invulnerable for 5 seconds on this state(so you can get actual help).
after that monsters can eat you/finish you off. if your friend manages to kill all the hostiles ,he may pick you up with and empty hand and right click(you can just place the injured player over the "rescuer" head using the default sitting pose) and patch you up with medicine/bandage/potions or leave you on a bed so you can slowly get back to a decent health (and if you happen to implement the injuries system you can apply severe penalties to the ones that experiment that "almost dead" situation,once they recover)
im sure is not easy to implement but let me know if you like the idea and also if i can help you in any way.
Can you make your mod so it automatically detects mod armors, mod blocks, mod drinks, and the like; and have them added them to the custom properties list? I have a modpack that I want to add this mod too, but, I don't have the time to go through all the items. (metallurgy adds alot of armor and stuff, and pam's harvestcraft has a lot of varying food and drinks)
Also, you should add a miner villager for the mineshafts in villages. Perhaps he could sell varying ores, ingots, and jewels.
Can you make your mod so it automatically detects mod armors, mod blocks, mod drinks, and the like; and have them added them to the custom properties list? I have a modpack that I want to add this mod too, but, I don't have the time to go through all the items. (metallurgy adds alot of armor and stuff, and pam's harvestcraft has a lot of varying food and drinks)
Also, you should add a miner villager for the mineshafts in villages. Perhaps he could sell varying ores, ingots, and jewels.
Miner villagers sounds like a good idea and I might look into that however auto detecting the properties for blocks and items is pretty much impossible. This is mostly because every mod has a different way of implementing them and there is no way of detecting their purpose.
Miner villagers sounds like a good idea and I might look into that however auto detecting the properties for blocks and items is pretty much impossible. This is mostly because every mod has a different way of implementing them and there is no way of detecting their purpose.
btw what happened to the animation series. PD: do you like the banner I made?
btw what happened to the animation series. PD: do you like the banner I made?
The animated series is currently being worked on (im the sole animator and writer, director ect) and i hope to release a video in the next two weeks. I also will include an apology along with this video explaining why its taking so long and what will be happening in the future. I will give you a spoiler, the video is "episode 0" This video is just to show off and announce the launch of my channel and the animated series.
And yes i do like the banner, if it is ok with you i would like to feature your banner once i update the front page.
Massive change to front page. Unfortunately it is not completely done (missing download link and support banners) but at the moment the Minecraft forum editor is bugging out.
The animated series is currently being worked on (im the sole animator and writer, director ect) and i hope to release a video in the next two weeks. I also will include an apology along with this video explaining why its taking so long and what will be happening in the future. I will give you a spoiler, the video is "episode 0" This video is just to show off and announce the launch of my channel and the animated series.
And yes i do like the banner, if it is ok with you i would like to feature your banner once i update the front page.
YES indeed post it on the front page I could not ask for more, thank you. I'm looking forward to see the animation! it sounds great while i was playing i found what this mod really needs:
*camp fires: you can craft them by using rocks, and then you can place sticks over them that consume over time, you can cook on them and they will raise the temperature depending on the amount of sticks it have.
bear grills himself said that campfires help with the morale (aka sanity)
*Smoke signals: you will never lose your buddies with this, once you have a camp fire you right click with leather/wool on your hand charge it up and then release, the smoke will go up to the sky revealing your position(imagine this as a trap on smp)
*wool vest to protect from cold
*something like the keffiyeh (the thingy on the desert´s people head) crafted with wool
*being able to start the camp fire with the classic 2 sticks method, you can craft 2 sticks together and then right click the camp fire with those like crazy until the fire starts
*i like the camel thingy but i do prefer ye old leather (and maybe gold) canteen.
*more water containers: like the one that holds the mushroom soup ,the bowl. sometimes there is no sand near and you need to carry water around..
*a gas mask will be great to endure bad oxygen conditions
*maybe some bear traps?
*sleeping bags that can stack on the inventory(stacks of 5 or something like that?)
*something like a mine cart but you can carry it around (maybe with a slight speed penalty)
*strength boosts for being totally healthy.
*hot and cold drinks/food: for instance the cooked version of the stew to get warm. or maybe some cocoa from the furnace
Oh yeah. Make it work with Growth Craft drinks and Gas Mask compatibility. And then, this mod is perfect. :3
relying on external mods is not good for the mod, maybe adding its own gas mask is better, and im not sure but maybe the drinks could work via config. im not 100% sure.
I have Ars Magica 2, MoreHealth mod, Tinker's Construct, Smart Moving, and this mod all installed and they all change the GUI but I don't have many issues. I was actually pleasantly surprised when I found that TiC made the hearts on my GUI change colors to indicate how much health I have left, actually. I've had other issues with tukMC myself and its usually that mod being incompatible and not the other way around. I had to stop using it as it created problems with OnTheOtherHand and a few other mods. Also, it's block display GUI element can crash with the WildCaves3 mod.
If you wanted to complicate it a bit more, Brittleness could be an integer that is applied _against_ the remaining stability available to that block when a moving block entity comes in contact with it. For instance, a block provides an overhang of 3 blocks from a distance but it has a brittleness of 2 a falling block entity that has less brittleness than it will hit blocks 2 and 3 from it's stable point and cause them to become unstable and fall. However, if the entity hits block 1, it will not collapse. If there is nowhere for it to fall, then the block itself will break. Set up a stability profile for Crushable blocks as well, (High brittleness, low block stability) so you can make grass, torches and the like instantly breakable. Ideally, you'd want this to only apply to blocks and tile entities.
Well drop rates from blocks and items can be configured but environmental things like near death and darkness are part of the global speed setting. The complexity of the global drop rates makes it hard to separate into multiple options so I think I'll leave it as is. (A theory I haven't tried yet would be to use blockID=0 in a config. I have no what it would do but you could use it to manipulate the global drop rates separately if it worked)
I've had multiple people ask this same question. Support for this may come in a later 'big' update if (and only if) I can find a suitable way of detecting what season it is with minimal changes to the current system. If it requires a massive rewrite then I won't bother.
If the change rate setting were divided in half, say loss and gain, it might be better for the ease of customization. Unless this is another matter of needing to die to get each player to have proper EnviorMine data, similar to having added it after map creation and the hydration status bar draining like mad.
usually general sanity loss is about -0.005% normally and -0.01 outside at night or in the dark which is quite low in most cases. I'm not sure what you have inside your house (webs, skulls and soul sand will drop your sanity) but flowers and sleep is usually ample for managing sanity.
BTW this mod needs a config where you can specify which item (ID) recovers or lowers what, to add further compatibility an flexibility to this mod.
Thank you for the compliment. Currently the feature you have requested is being worked on. It is a feature that has been requested many time. I am also currently working on re updating the main page with a new and easier to understand look.
is nice to hear it i got a few more suggestions if you don't mind
*i do believe any decorative blocks(like clay pots and jukeboxes)or allied entities should help with sanity, a wolf or a painting, maybe other animals too.
also items like potions ,cookies and other quality food (same goes for rotten flesh and spider eye,but with negative effects) should affect sanity too
*have you considered implementing an injury/healing system? something like if you take too much damage from one source, long lasting de-buffs will be applied until you get proper treatment such as bandages(you can also implement painkillers to negate the injures effects temporarily )
*and a final thing. when you play on hardcore multiplayer, like me . instant death seems a bit unfair sometimes, and when your fellows die in front of you just banishing from the world, is really awkward and takes away some fun out of it .
It would be great if instead of dying you became hurt/unconscious (the sleeping pose) in this state you will bleed out overtime.you also will became invulnerable for 5 seconds on this state(so you can get actual help).
after that monsters can eat you/finish you off. if your friend manages to kill all the hostiles ,he may pick you up with and empty hand and right click(you can just place the injured player over the "rescuer" head using the default sitting pose) and patch you up with medicine/bandage/potions or leave you on a bed so you can slowly get back to a decent health (and if you happen to implement the injuries system you can apply severe penalties to the ones that experiment that "almost dead" situation,once they recover)
im sure is not easy to implement but let me know if you like the idea and also if i can help you in any way.
Also, you should add a miner villager for the mineshafts in villages. Perhaps he could sell varying ores, ingots, and jewels.
you can always use it as an optional banner
Miner villagers sounds like a good idea and I might look into that however auto detecting the properties for blocks and items is pretty much impossible. This is mostly because every mod has a different way of implementing them and there is no way of detecting their purpose.
The animated series is currently being worked on (im the sole animator and writer, director ect) and i hope to release a video in the next two weeks. I also will include an apology along with this video explaining why its taking so long and what will be happening in the future. I will give you a spoiler, the video is "episode 0" This video is just to show off and announce the launch of my channel and the animated series.
And yes i do like the banner, if it is ok with you i would like to feature your banner once i update the front page.
http://www.minecraftforum.net/topic/2537545-anyone-want-me-to-release-my-ac1dmodz-pack-with-73-mods-in-it/#entry30238294
AND
Comment: Nice work on this mod! I modify the config file to prevent crashes with the Weather mod. Thank you for your response on GitHub.
YES indeed post it on the front page I could not ask for more, thank you. I'm looking forward to see the animation! it sounds great while i was playing i found what this mod really needs:
*camp fires: you can craft them by using rocks, and then you can place sticks over them that consume over time, you can cook on them and they will raise the temperature depending on the amount of sticks it have.
bear grills himself said that campfires help with the morale (aka sanity)
*Smoke signals: you will never lose your buddies with this, once you have a camp fire you right click with leather/wool on your hand charge it up and then release, the smoke will go up to the sky revealing your position(imagine this as a trap on smp)
*wool vest to protect from cold
*something like the keffiyeh (the thingy on the desert´s people head) crafted with wool
*being able to start the camp fire with the classic 2 sticks method, you can craft 2 sticks together and then right click the camp fire with those like crazy until the fire starts
*i like the camel thingy but i do prefer ye old leather (and maybe gold) canteen.
*more water containers: like the one that holds the mushroom soup ,the bowl. sometimes there is no sand near and you need to carry water around..
*a gas mask will be great to endure bad oxygen conditions
*maybe some bear traps?
*sleeping bags that can stack on the inventory(stacks of 5 or something like that?)
*something like a mine cart but you can carry it around (maybe with a slight speed penalty)
*strength boosts for being totally healthy.
*hot and cold drinks/food: for instance the cooked version of the stew to get warm. or maybe some cocoa from the furnace
ALSO IF YOU DONT MIND YOU CAN ADD A LINK TO MY DEVIANT GALLERY: http://felivans.deviantart.com