Materials should be added through MF API, but some materials (StainlessSteel, Titanium, Thaumium, Void, Manasteel, ElvenElementium, Terrasteel) are hardcoded in MF and been available if they registered in oredict.
I don't have free time now, but i has semi-working MineTweaker methods for materials manipulations. I will try to release build with these methods on next week.
Looking forward to this! In regards to MT implementation and NEI, what % complete/stable are those? I ask because I have a bridge mod that adds MT support that we created ourselves, and my modpack is currently using it. However it's not compatible with your latest MT updates, and I'm really looking forward to using your updated versions because of the NEI updates. So I'm just waiting until MT support is nearly fully complete before I make the switch, so that all my recipes stay intact. Thanks
Hmmm, Ice and fire looks nice, but I'm curious how strong those dragons are compared to MF dragons, and for sake of compatiblity how hard it would be to change the name of I&F dragons to wyverns.
MF dragons do not come close to Ice and Fire.
MF dragons are tough enough but they are nearly impossible to hit because of how fast and random they move. Their flight patterns don't really make sense at all.
Ice and Fire however have real mechanics and beautiful animations and are still fairly difficult.
That reply confuses a bit... First makes me think that MF dragons are weaker, then they sound stronger, and the last comment is a big plus for I&F but doens't really answer the question. XD
To be honest, the AI for MF2's dragons are so butchered and I'd honestly forcefully disable them when ice and fire is installed alongside MF2. The dragons in MF2 are nigh impossible to hit because of their janky and random movement patterns. They have more HP, but it's at an unrealistic amount (which I consider to be 500+)
So the MF ones are stronger? I don't think their HP is unrealistic, I've killed plenty of MF dragons and it's only if I'm early game or doing stupid s**t that it requires multiple lives, hence why you would hide from dragons early. And killing a dragon shouldn't be easy, it's a dragon...
Yes yes, their behaviour needs a lot of work, but that was not in question.
Okay, well you want a dumbed down answer? MF dragons are only "difficult" because of the whacky AI. Ice and Fire dragons are much more fleshed out and offer a very good challenge while keeping the vanilla feel in check. There's no point in keeping both in game. When I port to version 1.12, MF2 dragons will be removed when ice and fire is detected.
So the MF ones are stronger? I don't think their HP is unrealistic, I've killed plenty of MF dragons and it's only if I'm early game or doing stupid s**t that it requires multiple lives, hence why you would hide from dragons early. And killing a dragon shouldn't be easy, it's a dragon...
Yes yes, their behaviour needs a lot of work, but that was not in question.
Sure it was in question. You asked about strength in comparison. The point is that their janky movement patterns, as was better worded by Gunnar, causes their difficulty (strength) to skyrocket because of how near impossible they are to hit.
And to my point, I&F dragons are difficult, but they are so different it's almost impossible to put them side by side. They don't behave like the same creatures.
I&F dragons behave like they should - like dragons. That's why I'd suggest them over MF dragons.
Looking forward to this! In regards to MT implementation and NEI, what % complete/stable are those? I ask because I have a bridge mod that adds MT support that we created ourselves, and my modpack is currently using it. However it's not compatible with your latest MT updates, and I'm really looking forward to using your updated versions because of the NEI updates. So I'm just waiting until MT support is nearly fully complete before I make the switch, so that all my recipes stay intact. Thanks
NEI support are about 80% ready (need to fix some textures and write handling of MF materials). MT support currently under heavy development.
You can update to latest build and just disable MT support in MF config (Integration.cfg).
Hi there! I dunno if this is fixable, and its not that big of a deal, realistically, but i have been using the Ancient Warfare mod for a while now, but only recently added Minefantasy to it
When i lovingly forged tools for my NPCs to use, they cant seem to be actually holding them! Obviously, this is just a render glitch, but it would be nice if it could be rectified
I have attached an image as proof and as an example
If there is no way to fix this easily, please let me know, I will simply give them vanilla tools
I'm looking for somebody who can draw basic (MF textures are colored via code) Minefantasy-styled textures for horses (items and model) for all styles (standard/ornate/dragonforged). Perfectly i need custom armor models for horses (ornate/dragon styled horse helmet, e.g.). SanAndreasP's ASM patch for horse armor support works perfectly, now i will rewrite armor calculator for custom entity support.
You are can get it here - https://github.com/Sirse/MineFantasyII-Cont on releases page.
I will publish new pre-release version afrer horse armor rendering fixes (coloring armor textures on entity horse).
would it be possible to have a config setting to restore vanilla combat? i really don't care for the parry stuff and having my sword go through enemies without damaging them. i would also like a setting to turn off the need for a blacksmith apron and just be able to use tongs. love the mod and keep up the good work!
http://dropmefiles.com/jZHRV - small internal changes (refactoring). Rewrited anvil logic, now ornate style items should be craftable (untested, test it, please).
IDK about ornate bug before, sorry.
Looking forward to this! In regards to MT implementation and NEI, what % complete/stable are those? I ask because I have a bridge mod that adds MT support that we created ourselves, and my modpack is currently using it. However it's not compatible with your latest MT updates, and I'm really looking forward to using your updated versions because of the NEI updates. So I'm just waiting until MT support is nearly fully complete before I make the switch, so that all my recipes stay intact. Thanks
MF dragons do not come close to Ice and Fire.
MF dragons are tough enough but they are nearly impossible to hit because of how fast and random they move. Their flight patterns don't really make sense at all.
Ice and Fire however have real mechanics and beautiful animations and are still fairly difficult.
To be honest, the AI for MF2's dragons are so butchered and I'd honestly forcefully disable them when ice and fire is installed alongside MF2. The dragons in MF2 are nigh impossible to hit because of their janky and random movement patterns. They have more HP, but it's at an unrealistic amount (which I consider to be 500+)
Okay, well you want a dumbed down answer? MF dragons are only "difficult" because of the whacky AI. Ice and Fire dragons are much more fleshed out and offer a very good challenge while keeping the vanilla feel in check. There's no point in keeping both in game. When I port to version 1.12, MF2 dragons will be removed when ice and fire is detected.
Sure it was in question. You asked about strength in comparison. The point is that their janky movement patterns, as was better worded by Gunnar, causes their difficulty (strength) to skyrocket because of how near impossible they are to hit.
And to my point, I&F dragons are difficult, but they are so different it's almost impossible to put them side by side. They don't behave like the same creatures.
I&F dragons behave like they should - like dragons. That's why I'd suggest them over MF dragons.
NEI support are about 80% ready (need to fix some textures and write handling of MF materials). MT support currently under heavy development.
You can update to latest build and just disable MT support in MF config (Integration.cfg).
hmm, will be good if have a nether quartz utility with a new alloy, a nice name for this is white steel
and will be a good idea a automatic version of the quern in the engineering
Hi there! I dunno if this is fixable, and its not that big of a deal, realistically, but i have been using the Ancient Warfare mod for a while now, but only recently added Minefantasy to it
When i lovingly forged tools for my NPCs to use, they cant seem to be actually holding them! Obviously, this is just a render glitch, but it would be nice if it could be rectified
I have attached an image as proof and as an example
If there is no way to fix this easily, please let me know, I will simply give them vanilla tools
I will look it at an early date.
I'm looking for somebody who can draw basic (MF textures are colored via code) Minefantasy-styled textures for horses (items and model) for all styles (standard/ornate/dragonforged). Perfectly i need custom armor models for horses (ornate/dragon styled horse helmet, e.g.).
SanAndreasP's ASM patch for horse armor support works perfectly, now i will rewrite armor calculator for custom entity support.
Yesterday17 are working under 1.1* port - https://github.com/yesterday17/MineFantasyII-Unofficial
Thats great news, im glad the mod is being kept alive
Very slowly for me. I don't have enough free time, only 2-3 hours on weekend.
Is the unofficial update in a working public state? Id love to help out and test it.
You are can get it here - https://github.com/Sirse/MineFantasyII-Cont on releases page.
I will publish new pre-release version afrer horse armor rendering fixes (coloring armor textures on entity horse).
Little teaser:
sirse you can add a automatic quern in engineering?it's annoying to use the quern without auto-clicker
would it be possible to have a config setting to restore vanilla combat? i really don't care for the parry stuff and having my sword go through enemies without damaging them. i would also like a setting to turn off the need for a blacksmith apron and just be able to use tongs. love the mod and keep up the good work!
MadAnimalHunter, i'm thinking about horse-powered mills (and, maybe, mechanical power module).
nevereasy, MF can be flexible configurated by default (check out Armor.cfg, Hardcore.cfg, Specials.cfg, Weapons.cfg and others).
http://dropmefiles.com/jZHRV - small internal changes (refactoring). Rewrited anvil logic, now ornate style items should be craftable (untested, test it, please).
IDK about ornate bug before, sorry.
sirse, will have a reintegration with the MB battlegear to add custom shields?(like in the 1.6.4 version)