On a side note, if you are stuck on such a bad roadblock, would it be better to just release an unfinished port (A Ministrappolation?) It's better to have something than nothing, especially if this mod ends up discontinued.
How is everything going with the mod? It's been a while since i've seen any news, and I know school is a pain (I know from experience), but do you guys have any plans for the future of this mod?
In lighter terms, I have seen some popularity with the mod. Over on the feed the beast sub-reddit, the roots mod developer actually commented on a post, stating that his modding career sprouted from your work, and that he loved the mod deeply. People see your textures online and they find the mod, and this makes me happy. This is such a great mod for minecraft, and I won't ever let it die.
How is everything going with the mod? It's been a while since i've seen any news, and I know school is a pain (I know from experience), but do you guys have any plans for the future of this mod?
In lighter terms, I have seen some popularity with the mod. Over on the feed the beast sub-reddit, the roots mod developer actually commented on a post, stating that his modding career sprouted from your work, and that he loved the mod deeply. People see your textures online and they find the mod, and this makes me happy. This is such a great mod for minecraft, and I won't ever let it die.
Thanks for the support! I'm always pleasantly surprised that people are still invested in the mod's progress despite how terrible we've been about keeping people updated on our progress lately. Really sorry about the total silence for the past few months. School has been absolutely insane this semester (I've been averaging about 40-50 hours of design homework a week lately, so I've barely had time to breathe since February), but the semester just ended yesterday, so I should finally have time to make some progress again.
Anyway, to answer some long overdue questions about the state of the mod - yes, we are still planning on releasing more updates eventually. Updating M4 to 1.10 didn't quite work out, and we've run into several problems whilst trying to re-code M5 from scratch, so we've been at a bit of a dead spot lately. Werty and SoBio have also been busy with stuff all year, so they haven't had time to make much progress either - especially since I haven't really been around to help with anything.
I definitely still want to get a functional version of the mod updated to a remotely recent Vanilla update, however, so the current plan is to start re-coding the whole mod myself. The first few versions probably won't look anything like the latest Minestrapp 4 release - like TheBitPix said, it would take forever to re-code the whole thing, so I'll probably start releasing alpha versions with only a small number of features, and then keep adding stuff over time, kind of like the M3 to M4 transition (there's a reason all the block and item IDs in M4 use "Ministrapp" instead of "Minestrapp" - M4 started out exactly how TheBit suggested ).
I can't really give any estimate as to when the first playable version of M5 would come out, but I'm not planning on starting to code it until after Forge updates to 1.12 - no sense starting a 1.11 version when another major update is right around the corner. I'm pretty excited about some of the new stuff I'll be able to add to the 1.12 version though - we've had ideas for an unlockable recipe system since like Minestrapp 3, and now that's a thing we can do in Vanilla without coding anything ourselves, so you'd best believe I'll be making use of that.
Since the Minestrapp 5 won't be compatible with old M4 worlds anyways, I'm also planning on streamlining a lot of the redundant features, as well as giving some of the more obscure features from M4 more uses within the main tech tree. Uranium and Plutonium, for instance, are getting combined into one fantasy element called "Irradium", but Irradium itself will be far more useful than either Uranium or Plutonium, both of which were mostly just useful as a fuel source. I really want to focus on tightening up gameplay stuff like that before I start adding a ton of new things, since it felt like the last version of M4 had gotten to a point where it had a ton of weird, extraneous features, most of which were only used for a few niche purposes.
Anyway, that's the basic gameplan going forward with the mod, but I'll keep you guys updated as I make more progress. Again, don't expect anything major for a few weeks - I'm not starting the new version until Forge 1.12 is out - but once it is I'll probably be spamming the Twitter with screens of any and all progress that I make.
Thanks for the support! I'm always pleasantly surprised that people are still invested in the mod's progress despite how terrible we've been about keeping people updated on our progress lately. Really sorry about the total silence for the past few months. School has been absolutely insane this semester (I've been averaging about 40-50 hours of design homework a week lately, so I've barely had time to breathe since February), but the semester just ended yesterday, so I should finally have time to make some progress again.
Anyway, to answer some long overdue questions about the state of the mod - yes, we are still planning on releasing more updates eventually. Updating M4 to 1.10 didn't quite work out, and we've run into several problems whilst trying to re-code M5 from scratch, so we've been at a bit of a dead spot lately. Werty and SoBio have also been busy with stuff all year, so they haven't had time to make much progress either - especially since I haven't really been around to help with anything.
I definitely still want to get a functional version of the mod updated to a remotely recent Vanilla update, however, so the current plan is to start re-coding the whole mod myself. The first few versions probably won't look anything like the latest Minestrapp 4 release - like TheBitPix said, it would take forever to re-code the whole thing, so I'll probably start releasing alpha versions with only a small number of features, and then keep adding stuff over time, kind of like the M3 to M4 transition (there's a reason all the block and item IDs in M4 use "Ministrapp" instead of "Minestrapp" - M4 started out exactly how TheBit suggested ).
I can't really give any estimate as to when the first playable version of M5 would come out, but I'm not planning on starting to code it until after Forge updates to 1.12 - no sense starting a 1.11 version when another major update is right around the corner. I'm pretty excited about some of the new stuff I'll be able to add to the 1.12 version though - we've had ideas for an unlockable recipe system since like Minestrapp 3, and now that's a thing we can do in Vanilla without coding anything ourselves, so you'd best believe I'll be making use of that.
Since the Minestrapp 5 won't be compatible with old M4 worlds anyways, I'm also planning on streamlining a lot of the redundant features, as well as giving some of the more obscure features from M4 more uses within the main tech tree. Uranium and Plutonium, for instance, are getting combined into one fantasy element called "Irradium", but Irradium itself will be far more useful than either Uranium or Plutonium, both of which were mostly just useful as a fuel source. I really want to focus on tightening up gameplay stuff like that before I start adding a ton of new things, since it felt like the last version of M4 had gotten to a point where it had a ton of weird, extraneous features, most of which were only used for a few niche purposes.
Anyway, that's the basic gameplan going forward with the mod, but I'll keep you guys updated as I make more progress. Again, don't expect anything major for a few weeks - I'm not starting the new version until Forge 1.12 is out - but once it is I'll probably be spamming the Twitter with screens of any and all progress that I make.
Thank you so much! I can't wait to see what's upcoming. I wish you the best of luck coding, it was tricky for me, but I know you've got this
I'm sure this means nothing to most of you, but I also FINALLY got metadata blocks working again!!! This was the issue that halted progress on the 1.9 version of M5, which means now I can keep re-adding features until I get stuck on some other asinine problem.
Anyway, for those few people who still read anything on this thread, yes, I am indeed working on a 1.12 version of Minestrapp 5! I've wanted to start working on it for a few months actually, but forge only just updated earlier this week. I'll probably write up a full status update on what the plan is later this week, but for now, expect some erratic progress updates as I try to remember how Java works.
On an unrelated note, Cold Sand looks eerily similar to some of the new Concrete Powder blocks. Might have to change up those textures a bit to make them more easily distinguishable...
I'm glad minestrappolation 5 is still being worked on, but isn't Elucent already porting minestrapp 4 to a newer version?
Is he? ._. If so, that's news to me, lol. As far as I know, I'm the only person still working on updating the mod currently - the last commit from anyone else on the original Minestrapp 4 team was several months ago on GitHub - but maybe Elucent decided to start updating M4 as his own side project or something.
Either way, my current plan is to make Minestrapp 5 less of just a "M4 on 1.12" port, and more of an actual refresh to the mod as a whole. I started adding features to M4 so fast towards the end of its development, that we ended up with a lot of miscellaneous obscure features with only 1 or 2 niche uses, which made the tech tree kinda wonky overall. The plan with Minestrapp 5 is to tie up a load of those loose ends, remove any useless or redundant features, and add new ones that make all the core content of the mod even more useful and integrated with Vanilla's content. Don't have time to describe the full extent of some of those ideas, but I'll get into that more when I type up the full status update post later this week.
Alright, well it looks like I won't have time to write as in-depth of a status update as I'd have liked, but I'll be gone all of next week, so I wanted to at least let everyone know that progress is still going strong as of now!
As anyone still committed enough to watching this thread might've surmised, all of the original Minestrapp team members thus far (besides myself) have moved on to other projects. I'm still trying to get a 1.12 version on Minestrapp 5 out, but without anyone actually competent at Java on the team, it's been quite the learning process.
Fortunately though, resident meme wizard Triplg3 has recently joined the dev team, so for the past week or so the two of us have haphazardly smashed together a pretty surprising amount of content. It's not really playable in survival yet (we're still missing a number of key terrain gen features, as well as most of the machines, blocks, and items from M4), but the moment we have something remotely polished together, we're planning on releasing a super-early alpha build for you guys to test out.
If anyone's interested in watching our progress, the Github repo for the 1.12 version of Minestrapp 5 can be found here. Like I said before, it won't be updated much this week since I'll be out of town, but following that you should be able to see some pretty consistent updates over there.
Finally, since this is a nice chance to clean up the gameplay from Minestrapp 4, we'll probably be adding several new things along the way in addition to all the content from M4. Perhaps even new things like spooky blood cauldrons. Everyone likes spooky blood cauldrons.
Just came back onto this thread after a couple months away from the forums, got nostalgic after finding my M4 save on my old HDD and figured I'd stop by. Great to hear that M5 development is still in progress even after I've last commented. Hope to see it released someday, the Minestrapp mods are imo the most underrated mods for MC. Shame there's so many popular but admittedly low effort mods (that I won't list) that get more credit that this stuff. Keep up the great work!
Edit: Any other new features you're thinking of adding?
Just came back onto this thread after a couple months away from the forums, got nostalgic after finding my M4 save on my old HDD and figured I'd stop by. Great to hear that M5 development is still in progress even after I've last commented. Hope to see it released someday, the Minestrapp mods are imo the most underrated mods for MC. Shame there's so many popular but admittedly low effort mods (that I won't list) that get more credit that this stuff. Keep up the great work!
Edit: Any other new features you're thinking of adding?
Great to hear you're still watching the mod's progress! I know we're pretty bad about giving frequent updates sometimes, but it's awesome whenever we hear that people are still looking forward to M5's release.
As far as new features go, there are quite a lot that we've got planned, some of which are even implemented already. Updating to 1.12 required a total recode of the mod, so we're using that opportunity to clean up a lot of the gameplay wonkyness that stemmed from Minestrapp 4's somewhat spontaneous development pattern. Overall, my main goal is to have the mod feel more... idunno, deliberate, I guess. A lot of the features from M4 just kind of got added on a whim and never really got expanded upon, so you ended up with a lot of stuff like Wither Ash, Candles, Crystal Hearts, Jadachite, Continnium, etc, which just kind of became weird extraneous features with very few uses. Going into M5, we're aiming to remove some of the less useful features from M4, but then add even more in order to make the features we do keep way more useful and cohesive with the overall tech tree.
And speaking of tech trees, we actually have a rough one planned finally. Most of the tech blocks and items (Alloy Furnaces, Melters, Crushers, Frost Generators, etc) came into existence out of gameplay necessity, but now I've got a relatively solid master-plan as to how I want all that sort of stuff to fit together. We've also got some new tech/magic related blocks & items planned, such as the Soulsteel Vessel - a block designed to hold the life energy of yourself and other mobs for various blood-magic related applications like creating Crystal Hearts, imbuing crystals with healing powers, or even manufacturing Heart Containers to increase your max health.
Another element I'm trying to focus on for M5 is better environmental ambience. We started playing around with that in M4 with the biome-specific stone types, Permafrost, etc, but it came with a lot of issues like super slow load times and relatively useless blocks (Permafrost, Cold Sand, and Shrub Grass really never got any decent uses at all). In M5, we've optimized the world gen time quite a bit, and we're fleshing out those kinds of environmental features a lot more. In addition to the existing 10 types of Stone, there are now 3 different Dirt varieties - Vanilla, Permafrost, and Clay Soil - which spawn in various biomes, each with their own Grass types, native plants, Grass paths, and unique varieties of Farmland.
That last part is particularly interesting, as it opens up some unique benefits and challenges pertaining to farming depending on what biome you decide to live in. Permafrost is wet and resilient - when tilled, it can't be trampled, and doesn't require any nearby water sources in order to remain Farmland. However, crops growing on Frozen Farmland grow slightly slower, and due to the cold, even have a chance to wither and die over time, making it necessary to add light sources to your snow-biome farms in order to keep as many crops alive as possible.
Clay Farmland, meanwhile, is incredibly porous when wet. Any seeds left sitting on top of a block of tilled Clay Soil will eventually sink into the block, thus planting themselves. This can be incredibly useful for automated crop farming - however, Clay Soil dries out easily, and thus requires Water within two blocks of itself to stay wet, as opposed to the four block distance allowed by normal Farmland.
Finally, since we're now updating the mod to the post-combat-update era, we're also going to try and expand the amount of weapons available within the mod. We've already implemented Daggers, which have half the attack power of Swords, but can recharge twice as fast after attacking - spam-click-lovers, rejoice! I've got plans for other stuff like Maces, Spears, Crossbows, etc as well, so we'll keep you guys updated as we start adding more of that.
Anyway, we've been posting updates on Twitter as we add new things, and we'll try and keep the forum a bit more up to date as well. Again, just let me know whenever you guys want progress updates or info on future plans - these forums and the Minestrapp Twitter are about the only two main forms of social media I actively use, so I'm pretty bad about remembering to post updates on a regular basis.
Great to hear you're still watching the mod's progress! I know we're pretty bad about giving frequent updates sometimes, but it's awesome whenever we hear that people are still looking forward to M5's release.
As far as new features go, there are quite a lot that we've got planned, some of which are even implemented already. Updating to 1.12 required a total recode of the mod, so we're using that opportunity to clean up a lot of the gameplay wonkyness that stemmed from Minestrapp 4's somewhat spontaneous development pattern. Overall, my main goal is to have the mod feel more... idunno, deliberate, I guess. A lot of the features from M4 just kind of got added on a whim and never really got expanded upon, so you ended up with a lot of stuff like Wither Ash, Candles, Crystal Hearts, Jadachite, Continnium, etc, which just kind of became weird extraneous features with very few uses. Going into M5, we're aiming to remove some of the less useful features from M4, but then add even more in order to make the features we do keep way more useful and cohesive with the overall tech tree.
And speaking of tech trees, we actually have a rough one planned finally. Most of the tech blocks and items (Alloy Furnaces, Melters, Crushers, Frost Generators, etc) came into existence out of gameplay necessity, but now I've got a relatively solid master-plan as to how I want all that sort of stuff to fit together. We've also got some new tech/magic related blocks & items planned, such as the Soulsteel Vessel - a block designed to hold the life energy of yourself and other mobs for various blood-magic related applications like creating Crystal Hearts, imbuing crystals with healing powers, or even manufacturing Heart Containers to increase your max health.
Another element I'm trying to focus on for M5 is better environmental ambience. We started playing around with that in M4 with the biome-specific stone types, Permafrost, etc, but it came with a lot of issues like super slow load times and relatively useless blocks (Permafrost, Cold Sand, and Shrub Grass really never got any decent uses at all). In M5, we've optimized the world gen time quite a bit, and we're fleshing out those kinds of environmental features a lot more. In addition to the existing 10 types of Stone, there are now 3 different Dirt varieties - Vanilla, Permafrost, and Clay Soil - which spawn in various biomes, each with their own Grass types, native plants, Grass paths, and unique varieties of Farmland.
That last part is particularly interesting, as it opens up some unique benefits and challenges pertaining to farming depending on what biome you decide to live in. Permafrost is wet and resilient - when tilled, it can't be trampled, and doesn't require any nearby water sources in order to remain Farmland. However, crops growing on Frozen Farmland grow slightly slower, and due to the cold, even have a chance to wither and die over time, making it necessary to add light sources to your snow-biome farms in order to keep as many crops alive as possible.
Clay Farmland, meanwhile, is incredibly porous when wet. Any seeds left sitting on top of a block of tilled Clay Soil will eventually sink into the block, thus planting themselves. This can be incredibly useful for automated crop farming - however, Clay Soil dries out easily, and thus requires Water within two blocks of itself to stay wet, as opposed to the four block distance allowed by normal Farmland.
Finally, since we're now updating the mod to the post-combat-update era, we're also going to try and expand the amount of weapons available within the mod. We've already implemented Daggers, which have half the attack power of Swords, but can recharge twice as fast after attacking - spam-click-lovers, rejoice! I've got plans for other stuff like Maces, Spears, Crossbows, etc as well, so we'll keep you guys updated as we start adding more of that.
Anyway, we've been posting updates on Twitter as we add new things, and we'll try and keep the forum a bit more up to date as well. Again, just let me know whenever you guys want progress updates or info on future plans - these forums and the Minestrapp Twitter are about the only two main forms of social media I actively use, so I'm pretty bad about remembering to post updates on a regular basis.
woot woot! this all looks so amazing! it reminds me much of the good ol' days. You guys are doing great!
P.S: In the jungle pic, is that a different type of water?
woot woot! this all looks so amazing! it reminds me much of the good ol' days. You guys are doing great!
P.S: In the jungle pic, is that a different type of water?
Thanks. The water in that image is just normal Vanilla Water - I've made some upgrades to my little Vanilla texture/model fix resource pack, and I've found that using lighter-colored Water just tends to look a lot nicer with the natural terrain.
There are some plans for new liquids, however. Liquid Magma, unfortunately, will not be making a return, since Magma Blocks were added to Vanilla in 1.10. I've always wanted to add some type of Acid rivers to the Nether, though, and I've got plans for at least one additional new liquid type which should end up having a lot of tech and decorative uses...
Thanks. The water in that image is just normal Vanilla Water - I've made some upgrades to my little Vanilla texture/model fix resource pack, and I've found that using lighter-colored Water just tends to look a lot nicer with the natural terrain.
There are some plans for new liquids, however. Liquid Magma, unfortunately, will not be making a return, since Magma Blocks were added to Vanilla in 1.10. I've always wanted to add some type of Acid rivers to the Nether, though, and I've got plans for at least one additional new liquid type which should end up having a lot of tech and decorative uses...
Thanks. The water in that image is just normal Vanilla Water - I've made some upgrades to my little Vanilla texture/model fix resource pack, and I've found that using lighter-colored Water just tends to look a lot nicer with the natural terrain.
There are some plans for new liquids, however. Liquid Magma, unfortunately, will not be making a return, since Magma Blocks were added to Vanilla in 1.10. I've always wanted to add some type of Acid rivers to the Nether, though, and I've got plans for at least one additional new liquid type which should end up having a lot of tech and decorative uses...
Thanks for clarification! I have one of those too
Huh! I wonder what liquid it could possibly be......
Man it's good to hear that this is still alive. Loving the new stuff proposed so far, especially the daggers (I could never find a good mod for those.) Also the biome specific blocks are looking nice as always, they add a good amount of diverse ambiance to the game that vanilla Minecraft lacks.
Rollback Post to RevisionRollBack
There are three kinds of people in this world, ones who pay attention and ones who don't.
I hope there'll be a way to disable the daggers (at least the crafting), as I have another mod to make them. Otherwise, I look forward to playing with this mod again!
Rollback Post to RevisionRollBack
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
How goes progress? I've been watching your twitter post for the past few weeks and progress looks great, but I'm not that sure at what point the mod will be available to the public. Can't wait to use this together with the Quark mod!
Rollback Post to RevisionRollBack
There are three kinds of people in this world, ones who pay attention and ones who don't.
It's for sure getting closer! Progress has (once again) slowed a bit due to school, but I've been hunting down all the major remaining gameplay features that are missing before the mod will be playable in Survival. At this point, the limiting factor is mostly things like re-adding all the world gen and stuff - I don't want people to have to re-start their worlds 50 times if I released it without a bunch of crucial generated features.
On the plus side, Ore gen is totally done, most of the basic tools, weapons, and armor are added, the biome-specific Stone decor is all finished, Bushes and Moss are back, 90% of the crops are done (I'm re-working Rice a bit), and the Alloy Furnace is mostly working as intended with only a few cosmetic bugs remaining. I also managed to add an advancement system for unlocking crafting recipes, just like the Vanilla one (you get an Iron Ingot and it shows you how to craft all kinds of Iron stuff, etc), so even though the initial alpha won't have JEI support, all the crafting recipes will be learnable in-game!
The main remaining features that still need added are just stuff like dungeon loot (Tech Doodads are totally unobtainable atm), mob drops, Seed drops (Tall Grass still only drops Vanilla seeds), and a handful of other generated features like Glacieric Ice deposits and Glowshrooms. Some of those will be easy to add, while others I'm still learning how to do in 1.12 since Loot Tables are a thing now, so I can't give any exact release dates yet. I can say, however, that if all goes well, I should have some VERY early pre-alpha build ready for you guys within the next month or so. I'll keep posting progress updates on Twitter, and I'll post both there and here once I have a build available for you guys, so stay tuned for that!
Thanks for the update! There's not that many Minecraft mod devs, or even just devs in general, that update your community as much as you guys do. Can't wait for a release!
Rollback Post to RevisionRollBack
There are three kinds of people in this world, ones who pay attention and ones who don't.
For those of you who haven't seen it yet, the Minestrapp 5 Pre-Alpha dropped today, which means this thread is officially dead! The new thread can be found here — and there's a full changelog from the last M4 version on the github release page.
How is everything going with the mod? It's been a while since i've seen any news, and I know school is a pain (I know from experience), but do you guys have any plans for the future of this mod?
In lighter terms, I have seen some popularity with the mod. Over on the feed the beast sub-reddit, the roots mod developer actually commented on a post, stating that his modding career sprouted from your work, and that he loved the mod deeply. People see your textures online and they find the mod, and this makes me happy. This is such a great mod for minecraft, and I won't ever let it die.
Thanks for the support! I'm always pleasantly surprised that people are still invested in the mod's progress despite how terrible we've been about keeping people updated on our progress lately. Really sorry about the total silence for the past few months. School has been absolutely insane this semester (I've been averaging about 40-50 hours of design homework a week lately, so I've barely had time to breathe since February), but the semester just ended yesterday, so I should finally have time to make some progress again.
Anyway, to answer some long overdue questions about the state of the mod - yes, we are still planning on releasing more updates eventually. Updating M4 to 1.10 didn't quite work out, and we've run into several problems whilst trying to re-code M5 from scratch, so we've been at a bit of a dead spot lately. Werty and SoBio have also been busy with stuff all year, so they haven't had time to make much progress either - especially since I haven't really been around to help with anything.
I definitely still want to get a functional version of the mod updated to a remotely recent Vanilla update, however, so the current plan is to start re-coding the whole mod myself. The first few versions probably won't look anything like the latest Minestrapp 4 release - like TheBitPix said, it would take forever to re-code the whole thing, so I'll probably start releasing alpha versions with only a small number of features, and then keep adding stuff over time, kind of like the M3 to M4 transition (there's a reason all the block and item IDs in M4 use "Ministrapp" instead of "Minestrapp" - M4 started out exactly how TheBit suggested ).
I can't really give any estimate as to when the first playable version of M5 would come out, but I'm not planning on starting to code it until after Forge updates to 1.12 - no sense starting a 1.11 version when another major update is right around the corner. I'm pretty excited about some of the new stuff I'll be able to add to the 1.12 version though - we've had ideas for an unlockable recipe system since like Minestrapp 3, and now that's a thing we can do in Vanilla without coding anything ourselves, so you'd best believe I'll be making use of that.
Since the Minestrapp 5 won't be compatible with old M4 worlds anyways, I'm also planning on streamlining a lot of the redundant features, as well as giving some of the more obscure features from M4 more uses within the main tech tree. Uranium and Plutonium, for instance, are getting combined into one fantasy element called "Irradium", but Irradium itself will be far more useful than either Uranium or Plutonium, both of which were mostly just useful as a fuel source. I really want to focus on tightening up gameplay stuff like that before I start adding a ton of new things, since it felt like the last version of M4 had gotten to a point where it had a ton of weird, extraneous features, most of which were only used for a few niche purposes.
Anyway, that's the basic gameplan going forward with the mod, but I'll keep you guys updated as I make more progress. Again, don't expect anything major for a few weeks - I'm not starting the new version until Forge 1.12 is out - but once it is I'll probably be spamming the Twitter with screens of any and all progress that I make.
Thank you so much! I can't wait to see what's upcoming. I wish you the best of luck coding, it was tricky for me, but I know you've got this
1.12 BABY! Looking good!
I'm sure this means nothing to most of you, but I also FINALLY got metadata blocks working again!!! This was the issue that halted progress on the 1.9 version of M5, which means now I can keep re-adding features until I get stuck on some other asinine problem.
Anyway, for those few people who still read anything on this thread, yes, I am indeed working on a 1.12 version of Minestrapp 5! I've wanted to start working on it for a few months actually, but forge only just updated earlier this week. I'll probably write up a full status update on what the plan is later this week, but for now, expect some erratic progress updates as I try to remember how Java works.
On an unrelated note, Cold Sand looks eerily similar to some of the new Concrete Powder blocks. Might have to change up those textures a bit to make them more easily distinguishable...
I'm glad minestrappolation 5 is still being worked on, but isn't Elucent already porting minestrapp 4 to a newer version?
Is he? ._. If so, that's news to me, lol. As far as I know, I'm the only person still working on updating the mod currently - the last commit from anyone else on the original Minestrapp 4 team was several months ago on GitHub - but maybe Elucent decided to start updating M4 as his own side project or something.
Either way, my current plan is to make Minestrapp 5 less of just a "M4 on 1.12" port, and more of an actual refresh to the mod as a whole. I started adding features to M4 so fast towards the end of its development, that we ended up with a lot of miscellaneous obscure features with only 1 or 2 niche uses, which made the tech tree kinda wonky overall. The plan with Minestrapp 5 is to tie up a load of those loose ends, remove any useless or redundant features, and add new ones that make all the core content of the mod even more useful and integrated with Vanilla's content. Don't have time to describe the full extent of some of those ideas, but I'll get into that more when I type up the full status update post later this week.
Alright, well it looks like I won't have time to write as in-depth of a status update as I'd have liked, but I'll be gone all of next week, so I wanted to at least let everyone know that progress is still going strong as of now!
As anyone still committed enough to watching this thread might've surmised, all of the original Minestrapp team members thus far (besides myself) have moved on to other projects. I'm still trying to get a 1.12 version on Minestrapp 5 out, but without anyone actually competent at Java on the team, it's been quite the learning process.
Fortunately though, resident meme wizard Triplg3 has recently joined the dev team, so for the past week or so the two of us have haphazardly smashed together a pretty surprising amount of content. It's not really playable in survival yet (we're still missing a number of key terrain gen features, as well as most of the machines, blocks, and items from M4), but the moment we have something remotely polished together, we're planning on releasing a super-early alpha build for you guys to test out.
If anyone's interested in watching our progress, the Github repo for the 1.12 version of Minestrapp 5 can be found here. Like I said before, it won't be updated much this week since I'll be out of town, but following that you should be able to see some pretty consistent updates over there.
Finally, since this is a nice chance to clean up the gameplay from Minestrapp 4, we'll probably be adding several new things along the way in addition to all the content from M4. Perhaps even new things like spooky blood cauldrons. Everyone likes spooky blood cauldrons.
Just came back onto this thread after a couple months away from the forums, got nostalgic after finding my M4 save on my old HDD and figured I'd stop by. Great to hear that M5 development is still in progress even after I've last commented. Hope to see it released someday, the Minestrapp mods are imo the most underrated mods for MC. Shame there's so many popular but admittedly low effort mods (that I won't list) that get more credit that this stuff. Keep up the great work!
Edit: Any other new features you're thinking of adding?
There are three kinds of people in this world, ones who pay attention and ones who don't.
Great to hear you're still watching the mod's progress! I know we're pretty bad about giving frequent updates sometimes, but it's awesome whenever we hear that people are still looking forward to M5's release.
As far as new features go, there are quite a lot that we've got planned, some of which are even implemented already. Updating to 1.12 required a total recode of the mod, so we're using that opportunity to clean up a lot of the gameplay wonkyness that stemmed from Minestrapp 4's somewhat spontaneous development pattern. Overall, my main goal is to have the mod feel more... idunno, deliberate, I guess. A lot of the features from M4 just kind of got added on a whim and never really got expanded upon, so you ended up with a lot of stuff like Wither Ash, Candles, Crystal Hearts, Jadachite, Continnium, etc, which just kind of became weird extraneous features with very few uses. Going into M5, we're aiming to remove some of the less useful features from M4, but then add even more in order to make the features we do keep way more useful and cohesive with the overall tech tree.
And speaking of tech trees, we actually have a rough one planned finally. Most of the tech blocks and items (Alloy Furnaces, Melters, Crushers, Frost Generators, etc) came into existence out of gameplay necessity, but now I've got a relatively solid master-plan as to how I want all that sort of stuff to fit together. We've also got some new tech/magic related blocks & items planned, such as the Soulsteel Vessel - a block designed to hold the life energy of yourself and other mobs for various blood-magic related applications like creating Crystal Hearts, imbuing crystals with healing powers, or even manufacturing Heart Containers to increase your max health.
Another element I'm trying to focus on for M5 is better environmental ambience. We started playing around with that in M4 with the biome-specific stone types, Permafrost, etc, but it came with a lot of issues like super slow load times and relatively useless blocks (Permafrost, Cold Sand, and Shrub Grass really never got any decent uses at all). In M5, we've optimized the world gen time quite a bit, and we're fleshing out those kinds of environmental features a lot more. In addition to the existing 10 types of Stone, there are now 3 different Dirt varieties - Vanilla, Permafrost, and Clay Soil - which spawn in various biomes, each with their own Grass types, native plants, Grass paths, and unique varieties of Farmland.
That last part is particularly interesting, as it opens up some unique benefits and challenges pertaining to farming depending on what biome you decide to live in. Permafrost is wet and resilient - when tilled, it can't be trampled, and doesn't require any nearby water sources in order to remain Farmland. However, crops growing on Frozen Farmland grow slightly slower, and due to the cold, even have a chance to wither and die over time, making it necessary to add light sources to your snow-biome farms in order to keep as many crops alive as possible.
Clay Farmland, meanwhile, is incredibly porous when wet. Any seeds left sitting on top of a block of tilled Clay Soil will eventually sink into the block, thus planting themselves. This can be incredibly useful for automated crop farming - however, Clay Soil dries out easily, and thus requires Water within two blocks of itself to stay wet, as opposed to the four block distance allowed by normal Farmland.
Finally, since we're now updating the mod to the post-combat-update era, we're also going to try and expand the amount of weapons available within the mod. We've already implemented Daggers, which have half the attack power of Swords, but can recharge twice as fast after attacking - spam-click-lovers, rejoice! I've got plans for other stuff like Maces, Spears, Crossbows, etc as well, so we'll keep you guys updated as we start adding more of that.
Anyway, we've been posting updates on Twitter as we add new things, and we'll try and keep the forum a bit more up to date as well. Again, just let me know whenever you guys want progress updates or info on future plans - these forums and the Minestrapp Twitter are about the only two main forms of social media I actively use, so I'm pretty bad about remembering to post updates on a regular basis.
woot woot! this all looks so amazing! it reminds me much of the good ol' days. You guys are doing great!
P.S: In the jungle pic, is that a different type of water?
Thanks. The water in that image is just normal Vanilla Water - I've made some upgrades to my little Vanilla texture/model fix resource pack, and I've found that using lighter-colored Water just tends to look a lot nicer with the natural terrain.
There are some plans for new liquids, however. Liquid Magma, unfortunately, will not be making a return, since Magma Blocks were added to Vanilla in 1.10. I've always wanted to add some type of Acid rivers to the Nether, though, and I've got plans for at least one additional new liquid type which should end up having a lot of tech and decorative uses...
Thanks for clarification! I have one of those too
Huh! I wonder what liquid it could possibly be......
Man it's good to hear that this is still alive. Loving the new stuff proposed so far, especially the daggers (I could never find a good mod for those.) Also the biome specific blocks are looking nice as always, they add a good amount of diverse ambiance to the game that vanilla Minecraft lacks.
There are three kinds of people in this world, ones who pay attention and ones who don't.
I hope there'll be a way to disable the daggers (at least the crafting), as I have another mod to make them. Otherwise, I look forward to playing with this mod again!
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
How goes progress? I've been watching your twitter post for the past few weeks and progress looks great, but I'm not that sure at what point the mod will be available to the public. Can't wait to use this together with the Quark mod!
There are three kinds of people in this world, ones who pay attention and ones who don't.
It's for sure getting closer! Progress has (once again) slowed a bit due to school, but I've been hunting down all the major remaining gameplay features that are missing before the mod will be playable in Survival. At this point, the limiting factor is mostly things like re-adding all the world gen and stuff - I don't want people to have to re-start their worlds 50 times if I released it without a bunch of crucial generated features.
On the plus side, Ore gen is totally done, most of the basic tools, weapons, and armor are added, the biome-specific Stone decor is all finished, Bushes and Moss are back, 90% of the crops are done (I'm re-working Rice a bit), and the Alloy Furnace is mostly working as intended with only a few cosmetic bugs remaining. I also managed to add an advancement system for unlocking crafting recipes, just like the Vanilla one (you get an Iron Ingot and it shows you how to craft all kinds of Iron stuff, etc), so even though the initial alpha won't have JEI support, all the crafting recipes will be learnable in-game!
The main remaining features that still need added are just stuff like dungeon loot (Tech Doodads are totally unobtainable atm), mob drops, Seed drops (Tall Grass still only drops Vanilla seeds), and a handful of other generated features like Glacieric Ice deposits and Glowshrooms. Some of those will be easy to add, while others I'm still learning how to do in 1.12 since Loot Tables are a thing now, so I can't give any exact release dates yet. I can say, however, that if all goes well, I should have some VERY early pre-alpha build ready for you guys within the next month or so. I'll keep posting progress updates on Twitter, and I'll post both there and here once I have a build available for you guys, so stay tuned for that!
Thanks for the update! There's not that many Minecraft mod devs, or even just devs in general, that update your community as much as you guys do. Can't wait for a release!
There are three kinds of people in this world, ones who pay attention and ones who don't.
For those of you who haven't seen it yet, the Minestrapp 5 Pre-Alpha dropped today, which means this thread is officially dead! The new thread can be found here — and there's a full changelog from the last M4 version on the github release page.
Have fun!