I need feedbacks! Even if you haven't downloaded it, leave a comment anyway saying what you think of it just from the post. Leave suggestions, criticisms, etc etc... Between yesterday and today there were over 100 page views but 0 comments :sad.gif:.
In mod news, I'm noticing that I'm beginning to approach the extents of the modloader sprite index override limit. So for this reason, I think I'm going to do the following, unless I get suggestions otherwise...
I'm not going to implement tungsten carbide. This would require another block, and at least 7 more items just to get tools made, not including making armor.
I'm going to make Titanium Carbon Nitride the highest material tier. This won't be a material on it's own, but will be applied to Titanium tools as a coating to make them better.
I'm going to keep Tempered Steel Armor as the highest armor tier. The reason for this is that I don't see the need of making yet another armor set for titanium where the differences would be negligible. You would end up using the Iron anyway for Iron Oxide with Titanium, so I just simplified life.
I'm going to make Clarified Casein the only version of Casein capable of creating tools with. This will half the amount of items necessary, and make it look cooler (clear tools/armor/boat as opposed to ugly offwhite :-P).
I am still trying to figure out some more things to do with Casein, as right now it seems like a fifth wheel. Any ideas on that would be awesome.
Definitely downloaded. You're one of the few ore/tool modders who actually tries to model realism, which is something I have really been waiting for and respect. I'm not very ... knowleged when it comes to elements and ores and stuff, but maybe you could include Aluminium, Uranium, or some ores that drop a few different items which need refinement (obviously they'd be ones that actually exist).
Bronze, tin and periclase ore seem to take longer to break (the actual ore block, not the tool duration) than iron ore, and even with steel tools it seems quite a long time. I don't know if this was intentional.
About the only down-er I found about this mod is that with NatureOverhaul, I have to use the stock axe tools to properly break down trees (since it uses lumberjack/timber), but I can't really expect you to figure out how to do something about that. I can do with iron/stone axes, anyway.
Good work, overall, and I hope you keep motivated =)
Edit: Maybe you could make producing ores generally harder. Looking in the Wikipedia article, it doesn't look like to get from iron ore you just stick it in some heat and come out with a bar of iron. Also, in the article, it would appear gas could be a next candidate to be added to this mod...
Good catch on the taking a long time to mine. I have continually noticed that while I was testing it, and failing to fix it :-P.
As far as the Steel tier, I know that is effed up in terms of realism, I just wanted to get it implemented. I will be revamping how it's done eventually. As for titanium, the way that it's done in game can actually be done in real life, although it's very dangerous and extremely inefficient. The actual method for industrial titanium production is way off the charts in terms of complication to add.
Gas is already high on my priority, as TiCN tools and the Vacuum Arc Furnace are the last tier of tools.
As far as the adding more ores, I could. It honestly would be extremely simple. However, I'm trying to find a balance of too many ores or not enough to make it interesting. I'm not sure where Aluminum would fit in, as in terms of hardness it would end up being about the same as bronze. Uranium could potentially be there as a fuel source for the Vac Arc Furnace, but who knows. So far I have only figured out one use for it, and that would be vapor depositing Titanium Carbon Nitride onto Titanium tools, so I don't want to make it unobtainable.
What I'm trying to figure out, but not having a whole lot of luck, is what to add that isn't a new ore or tool set, but that still sort of retains a chemistry type feel. I've considered adding more decorative blocks that you can use for a mad scientist type lab. I've considered adding plants like hemp or flax that you can use to make fibers. I just need some more ideas.
Reworked the hardness of the ores to be a little easier to mine. Kept periclase high on purpose, because it is essentially marble and should be hard anyway, but also to keep titanium at a premium.
I've also come to the conclusion that both Bronze and Steel are too easy to acquire. Bronze specifically, which basically makes iron useless but for making steel. So I will be reworking how both of these are crafted in the next update. I know how to make dual output furnaces, but what I want is a dual input furnace. So I'll have to figure that out.
I meant the iron tier, more prominently. To get from iron ore to iron tools should be harder, but then of course that would make bronze even more desirable.
I had already thought about that, like a complete revamp of the whole ore to tools system. However, that would require some big modifying of core classes, which A) I don't think I'm skilled enough to do, and :cool.gif: would break compatibility.
Fireworks? I remember once from my school, a chemistry class made fireworks. Maybe you could experiment with it, and use dyes to color them (although that's not realism, I don't think).
Interesting idea, but likely beyond my coding skills. :sad.gif:
... Or plastics. Using crude oil would be fun (oceanic drilling platforms!). Nandonalt has already made a PlasticCraft, but that doesn't use oil at all, and I'd imagine you could spice it up a little with more craftable items or something (plus, with the compatibility issues, I'd imagine people don't like using more than one big item/block mod at once).
My original idea for plastics came from TehKrush's Plastics mod. I'm already working on more plastic items, as right now plastic doesn't really do anything besides make string. I believe I have something like 60 total sprite indices left before adding in something like Minecraft Forge, and I plan on using the majority of those for plastics and other stuff.
Perhaps you should make it so that you must craft two items to make one, then use that one item as fuel (maybe that's why you couldn't find it, too).
I could do that, but it would require adding one more intermediate item to the mix which would just bog things down. Like right now, Bronze is crafted from tin and copper bars. It is super easy to make. I know that there is more to this process, and would like to make something where you would put 2 items into the furnace plus the fuel and then get 1 item out. That would make it a little more involved to get bronze, which right now I think is a bit overpowered due to how easy it is to get. Or, potentially something like the brewing stand where you add ingredients one at a time and the output is included in the recipe. However, until 1.9 comes out and Mod Loader adds a function for adding brewing recipes, that is also likely beyond my code-fu.
This is incredible. I will seriously try this out! I'm not usually one for realism in MineCraft but the way this mod adds it really fits with MineCraft. I really hope you don't get discouraged though, this mod is so promising :3
Why not make a crafting table that breaks apart things. Like if you put sandstone in there, it will give 4 sand.
I could do that with the regular crafting table. I was already thinking about something like that just to add more depth to the mod. Something sorta along the lines of Equivalent Exchange, but less fictiony.
This is incredible. I will seriously try this out! I'm not usually one for realism in MineCraft but the way this mod adds it really fits with MineCraft. I really hope you don't get discouraged though, this mod is so promising :3
Thanks for the encouragement :smile.gif: I'm still working on it, don't worry :-P
Not necessarily 100% related to the mod, but I'm working on it nonetheless.
I'm tinkering around with the idea of collapsible "research outposts" of sorts. It is basically the same idea as the craftable houses mod (can't think of the name but I've seen it), but adapted to this mod. Essentially what it would be is a block that you craft (not easily) that you place down. Then you left click it, and it unpacks into a house. I could do multiple tiers, like basic "just survival" shelters which is just a wooden hut with a bed, or super fancy research ones that include workbench, furnaces, etc etc... This way if you are out gathering stuff and get stuck away from your house at night, or plan on being a nomad, then you could just take everything with you.
In other news, right now I've put off TiNC tools because I think titanium tools are good enough already. They will be in the mod eventually, but they are on the back burner for now. What I'm really concentrating on now are the synthetics. I want to make a plastic tool/armor set, if for nothing else than it looking cool. I also want to make other plastic things, but I'm coming up short on ideas. I've considered trying to make a glowstick type item, that you could dye to produce different color lights, I just need to find out the chemistry and feasibility of glowstick production in Minecraft :-P. I've thought about plastic explosives. I've thought about plastic building items. I just think there needs to be something else to make plastics worthwhile.
I've been thinking a lot about a comment earlier that had suggested I redo the way base ores are smelted as well. Like iron, for instance. Iron bars are not made by throwing iron ore in a furnace. I had thought about that previously, but a couple things had put me off of the idea, mainly the editing of core class files. However, it seems as though there is a niche segment of people out there looking for more realism in Minecraft. Not realism as in 512x512 texture packs with water shaders, but realism as in the mechanics of item production.
So this is what I'm proposing. I will continue in the same direction I have been on the mod. But I will also branch off into a forked version of the mod which will modify the core way that tools are created. This will be a separate download from the original, but include all of the same stuff. The only difference will be how things are crafted (will be much harder). You won't be able to just toss iron in a furnace anymore. In fact, furnaces won't be crafted of stone anymore, because the natural stone under that kind of heat would fracture. It will require fire bricks, which are yet another challenge to overcome.
I've taken into account all of the current poll standings, and will be changing the poll questions to reflect this new idea. If you think it's a good idea, vote in the poll on the first post, and leave a comment as well. If you think it's a bad idea, do the same thing, but leave some feedback as to why you think so. Again, I won't be changing the base mod for everyone who is currently happy with the way it's progressing.
Sweet this mod looks great unfortunately I can't live without 1.9 atm but ill come back once the next full mc version is release and grab this as soon as its ready keep up the good work dude cant wait to try this out ill probly make a back up of my 1.9 jar and force update just to try this out
I'm liking the enthusiasm with the new poll. It seems like the majority of people want me to pursue a branch-mod with revamped item creation. However, it is a perfect split between more ores and no more ores, so we will have to let more people decide that one.
On a side note, what is everyone thinking about the "house-in-a-box"? I know it's not really related to the mod, but I think it's cool either way :-P. It's just a lot of math, lol. Right now in testing a block of refined dirt builds half of a small hut. Which reminds me, I think I left a testing feature in the last release with cellulose. Right clicking with one in your hand uses it up and spawns a pig :-P
As for gases, what I need to do first is make a freezer or cooler or something that would act as a condenser, then some way to store them. I'm thinking glass bottles. Which also reminds me, I'm probably going to make water bottles from plastic, which you can fill and then drink to refill your hunger.
Since this turned into another ideas post (like all of them tend to), I kinda want to include at least 1 new reed-type plant and one new flowering type plant, probably hemp and flax respectively. I'll make them decorative until I can figure out something to do with them (maybe rope if I can figure the code out for it?)
Sweet this mod looks great unfortunately I can't live without 1.9 atm but ill come back once the next full mc version is release and grab this as soon as its ready keep up the good work dude cant wait to try this out ill probly make a back up of my 1.9 jar and force update just to try this out
If you go to the bottom of the first post, there is a video of how to make multiple installations so you don't have to do that :smile.gif:
Finished the first house-in-a-box because I was bored. Decided to do a little teaser video :-P. Note that the refined dirt block is just a tester; you won't be making any houses with them in the release ;-)
Got the plastic tools working. Right now they are the strength of stone tools, but have a very high durability (1000+ uses).
The plastic boat will be the same as a normal boat, but you can collect it back after placing it.
Working on a water bottle right now, but having some trouble getting it working as a food item. I have some other things to try, so hopefully I'll be able to get that done tonight.
After that, I'm going to look into some decorative blocks that are blast-proof like Lexan, and possibly the glowsticks.
Water bottles work, but they get consumed when you drink them, which defeats the purpose :sad.gif: So I'm probably just going to put those off until 1.9 gets released, then use the potion bottle code for them.
Put up a new poll question too relating to plastics.
Working on the plastic boat. Got it craftable and working like a boat should work. It also doesn't drop sticks when it breaks, but just drops itself. That way you can pick it up and place it down again.
Only problem is that now the boat has no model or texture and I can't figured it out -.-
Worst case scenario, I'll make it a styrofoam block that acts like a boat.
I've gotten nowhere on the boat problem. So it's a styrofoam block until it's fixed :smile.gif:
Started working on plastic blocks. Never used items with damage values, so my first attempt at making them dyeable resulted in a blank block that disappeared when you broke it -.-
I'm going to redo the code again and try for a plastic block that can be dyed any color, like wool, that is also blast-proof. I'll then do a blast-proof window.
Once that is done, I'll create a crafting recipe for the house-in-a-box so it's not just a dirt block anymore. Then after that, I'll leave the plastics alone for a while and get back to finishing TiCN coating on the tools with a Vac Arc Furnace.
I've also decided that I'm not going to do the branch mod until I have a 1.0 release. This will make it a lot easier for me to keep track of things instead of working on 2 mods at once.
I've been thinking about the issue with how easy both Bronze and Steel are to acquire. So I think I may have a solution to both problems.
For Bronze, I will make it a silicon bronze alloy. That means there is more to do than just slapping tin and copper together.
For steel, instead of doing tempered steel, I am thinking about doing Damascus steel instead. Although the true art of Damascus steel-making is lost, it can be traced back to Wootz steel from India, which is easier to find out. It will require iron ore and glass initially. The resulting iron that is produced from this will be reforged (possibly considering adding a crucible block for this) by adding "trace elements" such as wood, flowers, and hematite (iron oxide) . This produces the characteristic bands that Damascus steel is known for. It is also just as hard as Bessemer steel (common steel), and according to legend, able to hold an edge so sharp that it could slice through a rifle barrel. Hopefully this will make steel more challenging.
Once I get the Arc Furnace working, I will probably also require that Titanium be reforged into bars inside of it to make it even more challenging to get, because I don't want it easier to get than steel :-P
I need feedbacks! Even if you haven't downloaded it, leave a comment anyway saying what you think of it just from the post. Leave suggestions, criticisms, etc etc... Between yesterday and today there were over 100 page views but 0 comments :sad.gif:.
In mod news, I'm noticing that I'm beginning to approach the extents of the modloader sprite index override limit. So for this reason, I think I'm going to do the following, unless I get suggestions otherwise...
I'm not going to implement tungsten carbide. This would require another block, and at least 7 more items just to get tools made, not including making armor.
I'm going to make Titanium Carbon Nitride the highest material tier. This won't be a material on it's own, but will be applied to Titanium tools as a coating to make them better.
I'm going to keep Tempered Steel Armor as the highest armor tier. The reason for this is that I don't see the need of making yet another armor set for titanium where the differences would be negligible. You would end up using the Iron anyway for Iron Oxide with Titanium, so I just simplified life.
I'm going to make Clarified Casein the only version of Casein capable of creating tools with. This will half the amount of items necessary, and make it look cooler (clear tools/armor/boat as opposed to ugly offwhite :-P).
I am still trying to figure out some more things to do with Casein, as right now it seems like a fifth wheel. Any ideas on that would be awesome.
Casein in its milk form is sticky. Cured casein is hard like plastic. I could probably use Paneer as a slimeball substitute :-P
P.s. about the sprite limit, try This.
Inside every cynic is a disappointed idealist ~ George Carlin
Good catch on the taking a long time to mine. I have continually noticed that while I was testing it, and failing to fix it :-P.
As far as the Steel tier, I know that is effed up in terms of realism, I just wanted to get it implemented. I will be revamping how it's done eventually. As for titanium, the way that it's done in game can actually be done in real life, although it's very dangerous and extremely inefficient. The actual method for industrial titanium production is way off the charts in terms of complication to add.
Gas is already high on my priority, as TiCN tools and the Vacuum Arc Furnace are the last tier of tools.
As far as the adding more ores, I could. It honestly would be extremely simple. However, I'm trying to find a balance of too many ores or not enough to make it interesting. I'm not sure where Aluminum would fit in, as in terms of hardness it would end up being about the same as bronze. Uranium could potentially be there as a fuel source for the Vac Arc Furnace, but who knows. So far I have only figured out one use for it, and that would be vapor depositing Titanium Carbon Nitride onto Titanium tools, so I don't want to make it unobtainable.
What I'm trying to figure out, but not having a whole lot of luck, is what to add that isn't a new ore or tool set, but that still sort of retains a chemistry type feel. I've considered adding more decorative blocks that you can use for a mad scientist type lab. I've considered adding plants like hemp or flax that you can use to make fibers. I just need some more ideas.
I've also come to the conclusion that both Bronze and Steel are too easy to acquire. Bronze specifically, which basically makes iron useless but for making steel. So I will be reworking how both of these are crafted in the next update. I know how to make dual output furnaces, but what I want is a dual input furnace. So I'll have to figure that out.
I had already thought about that, like a complete revamp of the whole ore to tools system. However, that would require some big modifying of core classes, which A) I don't think I'm skilled enough to do, and :cool.gif: would break compatibility.
Interesting idea, but likely beyond my coding skills. :sad.gif:
My original idea for plastics came from TehKrush's Plastics mod. I'm already working on more plastic items, as right now plastic doesn't really do anything besides make string. I believe I have something like 60 total sprite indices left before adding in something like Minecraft Forge, and I plan on using the majority of those for plastics and other stuff.
I could do that, but it would require adding one more intermediate item to the mix which would just bog things down. Like right now, Bronze is crafted from tin and copper bars. It is super easy to make. I know that there is more to this process, and would like to make something where you would put 2 items into the furnace plus the fuel and then get 1 item out. That would make it a little more involved to get bronze, which right now I think is a bit overpowered due to how easy it is to get. Or, potentially something like the brewing stand where you add ingredients one at a time and the output is included in the recipe. However, until 1.9 comes out and Mod Loader adds a function for adding brewing recipes, that is also likely beyond my code-fu.
Can I make a suggestion?
Why not make a crafting table that breaks apart things. Like if you put sandstone in there, it will give 4 sand.
I could do that with the regular crafting table. I was already thinking about something like that just to add more depth to the mod. Something sorta along the lines of Equivalent Exchange, but less fictiony.
Thanks for the encouragement :smile.gif: I'm still working on it, don't worry :-P
I'm tinkering around with the idea of collapsible "research outposts" of sorts. It is basically the same idea as the craftable houses mod (can't think of the name but I've seen it), but adapted to this mod. Essentially what it would be is a block that you craft (not easily) that you place down. Then you left click it, and it unpacks into a house. I could do multiple tiers, like basic "just survival" shelters which is just a wooden hut with a bed, or super fancy research ones that include workbench, furnaces, etc etc... This way if you are out gathering stuff and get stuck away from your house at night, or plan on being a nomad, then you could just take everything with you.
In other news, right now I've put off TiNC tools because I think titanium tools are good enough already. They will be in the mod eventually, but they are on the back burner for now. What I'm really concentrating on now are the synthetics. I want to make a plastic tool/armor set, if for nothing else than it looking cool. I also want to make other plastic things, but I'm coming up short on ideas. I've considered trying to make a glowstick type item, that you could dye to produce different color lights, I just need to find out the chemistry and feasibility of glowstick production in Minecraft :-P. I've thought about plastic explosives. I've thought about plastic building items. I just think there needs to be something else to make plastics worthwhile.
I've been thinking a lot about a comment earlier that had suggested I redo the way base ores are smelted as well. Like iron, for instance. Iron bars are not made by throwing iron ore in a furnace. I had thought about that previously, but a couple things had put me off of the idea, mainly the editing of core class files. However, it seems as though there is a niche segment of people out there looking for more realism in Minecraft. Not realism as in 512x512 texture packs with water shaders, but realism as in the mechanics of item production.
So this is what I'm proposing. I will continue in the same direction I have been on the mod. But I will also branch off into a forked version of the mod which will modify the core way that tools are created. This will be a separate download from the original, but include all of the same stuff. The only difference will be how things are crafted (will be much harder). You won't be able to just toss iron in a furnace anymore. In fact, furnaces won't be crafted of stone anymore, because the natural stone under that kind of heat would fracture. It will require fire bricks, which are yet another challenge to overcome.
I've taken into account all of the current poll standings, and will be changing the poll questions to reflect this new idea. If you think it's a good idea, vote in the poll on the first post, and leave a comment as well. If you think it's a bad idea, do the same thing, but leave some feedback as to why you think so. Again, I won't be changing the base mod for everyone who is currently happy with the way it's progressing.
On a side note, what is everyone thinking about the "house-in-a-box"? I know it's not really related to the mod, but I think it's cool either way :-P. It's just a lot of math, lol. Right now in testing a block of refined dirt builds half of a small hut. Which reminds me, I think I left a testing feature in the last release with cellulose. Right clicking with one in your hand uses it up and spawns a pig :-P
As for gases, what I need to do first is make a freezer or cooler or something that would act as a condenser, then some way to store them. I'm thinking glass bottles. Which also reminds me, I'm probably going to make water bottles from plastic, which you can fill and then drink to refill your hunger.
Since this turned into another ideas post (like all of them tend to), I kinda want to include at least 1 new reed-type plant and one new flowering type plant, probably hemp and flax respectively. I'll make them decorative until I can figure out something to do with them (maybe rope if I can figure the code out for it?)
If you go to the bottom of the first post, there is a video of how to make multiple installations so you don't have to do that :smile.gif:
The plastic boat will be the same as a normal boat, but you can collect it back after placing it.
Working on a water bottle right now, but having some trouble getting it working as a food item. I have some other things to try, so hopefully I'll be able to get that done tonight.
After that, I'm going to look into some decorative blocks that are blast-proof like Lexan, and possibly the glowsticks.
Put up a new poll question too relating to plastics.
Only problem is that now the boat has no model or texture and I can't figured it out -.-
Worst case scenario, I'll make it a styrofoam block that acts like a boat.
Started working on plastic blocks. Never used items with damage values, so my first attempt at making them dyeable resulted in a blank block that disappeared when you broke it -.-
I'm going to redo the code again and try for a plastic block that can be dyed any color, like wool, that is also blast-proof. I'll then do a blast-proof window.
Once that is done, I'll create a crafting recipe for the house-in-a-box so it's not just a dirt block anymore. Then after that, I'll leave the plastics alone for a while and get back to finishing TiCN coating on the tools with a Vac Arc Furnace.
I've also decided that I'm not going to do the branch mod until I have a 1.0 release. This will make it a lot easier for me to keep track of things instead of working on 2 mods at once.
I've been thinking about the issue with how easy both Bronze and Steel are to acquire. So I think I may have a solution to both problems.
For Bronze, I will make it a silicon bronze alloy. That means there is more to do than just slapping tin and copper together.
For steel, instead of doing tempered steel, I am thinking about doing Damascus steel instead. Although the true art of Damascus steel-making is lost, it can be traced back to Wootz steel from India, which is easier to find out. It will require iron ore and glass initially. The resulting iron that is produced from this will be reforged (possibly considering adding a crucible block for this) by adding "trace elements" such as wood, flowers, and hematite (iron oxide) . This produces the characteristic bands that Damascus steel is known for. It is also just as hard as Bessemer steel (common steel), and according to legend, able to hold an edge so sharp that it could slice through a rifle barrel. Hopefully this will make steel more challenging.
Once I get the Arc Furnace working, I will probably also require that Titanium be reforged into bars inside of it to make it even more challenging to get, because I don't want it easier to get than steel :-P