I just had a thought for an awesome, useful mod. the catch is that I have ZERO experience or knowledge of coding and also lack time and ability to learn such. so, is anyone willing to help with coding the mod? you'd basically get all the credit for it since you'd be doing the work...
Intermodal transport mod (working title)
Affects rail, boat and horse/donkey/mule transport
Rail transport
-introduces coupling- add two iron ingots with a minecart (shapeless recipe) and it creates a minecart with couples. This also works with minecart with chest and with hopper. Minecart with furnace only requires one iron and only gets one couple on the side opposite the one it pushes from, so it pulls the carts behind it.
To activate the couples, place or push the minecarts close together and then right-click between them where the couples are. They will latch together. They can be taken apart in the same way, a simple right-click and you will see them disengage. (maybe also make this triggerable by redstone, like an activator rail?)
boat transport
-boat with chest- craft a boat and chest together just like minecart with chest. It will lose its oars (where applicable) and gain a chest to fill with items.
-Towable boats- craftable two ways. Use 7 wood of any type (like a wood cauldron) to make a regular towable boat, or add 1 or two fencing to an existing boat or boat with chest. You can then use leads to create boat trains with a tugboat at the front and cargo ships or a ferry behind.
Horse/etc transport
-adds a feature where a horse or similar on a lead can be tethered to the saddle of the animal in front of it, creating a pack caravan.
-pack saddle- craftable with 4 leather in a T shape. Uses the same texture as a normal saddle but is only useful for making tethers between the animal, you can’t control it.
New concept- ‘units’
A safe way to transport goods
-Crafted with 3 wood in a line- this will make three blank units that are not worth anything yet
-You then craft the units one by one with a desired item (ie diamond, emerald, etc.) to make ‘diamond units’ etc. from the crafting you get the unit and an empty bucket called a unit catalyst.
-After transporting the units, give them and the catalysts to the other person, who must craft the valued units and catalysts together to reobtain the item. The empty unit will be returned to your inventory and can then be reused.
-Units must have the catalyst to reobtain the item and are useless on their own even if an item is sealed inside them.
-Units can only be stacked if they have the same item sealed within them or are empty.
-Only items (ores, ingots, blocks, food, armor [water too] and materials) can be sealed and unsealed from units. Entities cannot obviously be transported in this way.
-Catalysts become very valuable in this system and there is only one kind of catalyst even though there is every kind of unit. That is why it is only possible to create catalysts when an item is sealed in a unit- to help prevent potential caravan theft.
-Spawn eggs, potions and enchanted items and any liquids and tools cannot be sealed inside units.
we'll cross this bridge if and when we get to it, but...
compatibility requests for a modpack
-tarun 1998’s thirst mod with drink packs 1, 2, and modrinks
-einsteinsci's betterbeginnings mod
-pifou92000's improving minecraft mod
-Theweatherpony’s seasons mod
not sure whether to make this for 1.8, or 1.9, or even 1.10, but it does need to be backwards compatible to 1.7.10 because I do want to use it for a modpack if I can and that's the oldest mod in the pack that has no updates.
well, this idea hasn't been well received, and I know it's quite a bit to even think about working on. however, I've had a new and simpler idea that might be worked on first. it's hardly a new concept but it seems to have been abandoned from what I could find.
I need a small mod that will make food spoil so you can't eat it without ill effects. I have a very bad habit of obtaining a large store of food and simply eating out of it forever without having to worry about farming or hunting basically ever again. even with the mods I already have installed (see the second to last list on the first post) I find it ridiculously easy to obtain plenty of food to survive winter in even the harshest of biomes. in under a 'year' I could probably comfortably feed five or more players, and for now there's only me. so to up the challenge and add a little realism, I want to add a food spoiling mod.
details so far: raw meat in the inventory would last the shortest amount of time, just 1 day from when you picked it up. cooked meat could last 3 or four days. pumpkins, wheat, carrot and potatoes could last 7 days (that's equivalent to a 'season' for another mod) and some food items like sugar cane wouldn't expire, but their products would. cake, cookies, bread and pie, maybe 3 days tops. food that spoils can be used for fertilizer and rotten meat can still be fed to dogs just like rotten flesh can. the player can still eat rotten food, but will suffer debuffs, for example, poison II for 5 seconds, Nausea II for 5 seconds, and hunger for 20. rotten carrots and potatoes can still be replanted to grow new crops.
well, this idea hasn't been well received, and I know it's quite a bit to even think about working on. however, I've had a new and simpler idea that might be worked on first. it's hardly a new concept but it seems to have been abandoned from what I could find.
I need a small mod that will make food spoil so you can't eat it without ill effects. I have a very bad habit of obtaining a large store of food and simply eating out of it forever without having to worry about farming or hunting basically ever again. even with the mods I already have installed (see the second to last list on the first post) I find it ridiculously easy to obtain plenty of food to survive winter in even the harshest of biomes. in under a 'year' I could probably comfortably feed five or more players, and for now there's only me. so to up the challenge and add a little realism, I want to add a food spoiling mod.
details so far: raw meat in the inventory would last the shortest amount of time, just 1 day from when you picked it up. cooked meat could last 3 or four days. pumpkins, wheat, carrot and potatoes could last 7 days (that's equivalent to a 'season' for another mod) and some food items like sugar cane wouldn't expire, but their products would. cake, cookies, bread and pie, maybe 3 days tops. food that spoils can be used for fertilizer and rotten meat can still be fed to dogs just like rotten flesh can. the player can still eat rotten food, but will suffer debuffs, for example, poison II for 5 seconds, Nausea II for 5 seconds, and hunger for 20. rotten carrots and potatoes can still be replanted to grow new crops.
wow! I've finally gotten replies to this! I honestly stopped checking after a while, I thought no one liked the ideas.
to UpcraftLP: I've looked at enviromine before but not the spice of life. because of the mods I already have almost all of the functions of enviromine would become redundant, plus it doesn't run as well for me as the frankenstein's monster I've created for some odd reason. I'm definitely checking out The Spice of Life mod though, thanks!
to spaarkimus: are you really thinking about making something out of my idea?! you're amazing!
so I've been waiting for a while to see if there would be any other replies, but there haven't, so...yeah.
anyway, I thought I would ask if anyone could help me with actually setting up a server. it doesn't have to be a modded server for now, just learning to set one up in general would be huge. another plus is that it can be small, which hopefully keeps costs down if not nonexistent.
anyone have resources/websites I can look into? any information would be greatly appreciated, I've waited a very long time to get this up and running!
a) set up a server on your local computer and enable port-forwarding in your router's settings so other players can join. Use dynamic dns to get a stable host domain. downside: your pc needs to be online all the time and maybe you experience lag if your computer can't handle the server in addition to the client.
(better, but costs):
There are several server hosting companies which allow you to run a public minecraft server; They all explain how to set one up correctly.
downside: some hosters don't allow ftp access / do not even support forge which is the only way to get your mods on the server.
Basic steps (for both ways):
1. run the server version of forge.
2. change the eula in the eula.txt file to true.
3. re-run forge.
4. put all mods into the server's mods folder (except client-only mods like NotEnoughItems or minimaps)
5. launch the server
6. edit all configs if necessary (or just copy those you've got from your local minecraft instance) and setup all permissions (! really important if the server is going to be publicly availabel without whitelisting)
I just had a thought for an awesome, useful mod. the catch is that I have ZERO experience or knowledge of coding and also lack time and ability to learn such. so, is anyone willing to help with coding the mod? you'd basically get all the credit for it since you'd be doing the work...
Intermodal transport mod (working title)
Affects rail, boat and horse/donkey/mule transport
Rail transport
-introduces coupling- add two iron ingots with a minecart (shapeless recipe) and it creates a minecart with couples. This also works with minecart with chest and with hopper. Minecart with furnace only requires one iron and only gets one couple on the side opposite the one it pushes from, so it pulls the carts behind it.
To activate the couples, place or push the minecarts close together and then right-click between them where the couples are. They will latch together. They can be taken apart in the same way, a simple right-click and you will see them disengage. (maybe also make this triggerable by redstone, like an activator rail?)
boat transport
-boat with chest- craft a boat and chest together just like minecart with chest. It will lose its oars (where applicable) and gain a chest to fill with items.
-Towable boats- craftable two ways. Use 7 wood of any type (like a wood cauldron) to make a regular towable boat, or add 1 or two fencing to an existing boat or boat with chest. You can then use leads to create boat trains with a tugboat at the front and cargo ships or a ferry behind.
Horse/etc transport
-adds a feature where a horse or similar on a lead can be tethered to the saddle of the animal in front of it, creating a pack caravan.
-pack saddle- craftable with 4 leather in a T shape. Uses the same texture as a normal saddle but is only useful for making tethers between the animal, you can’t control it.
New concept- ‘units’
A safe way to transport goods
-Crafted with 3 wood in a line- this will make three blank units that are not worth anything yet
-You then craft the units one by one with a desired item (ie diamond, emerald, etc.) to make ‘diamond units’ etc. from the crafting you get the unit and an empty bucket called a unit catalyst.
-After transporting the units, give them and the catalysts to the other person, who must craft the valued units and catalysts together to reobtain the item. The empty unit will be returned to your inventory and can then be reused.
-Units must have the catalyst to reobtain the item and are useless on their own even if an item is sealed inside them.
-Units can only be stacked if they have the same item sealed within them or are empty.
-Only items (ores, ingots, blocks, food, armor [water too] and materials) can be sealed and unsealed from units. Entities cannot obviously be transported in this way.
-Catalysts become very valuable in this system and there is only one kind of catalyst even though there is every kind of unit. That is why it is only possible to create catalysts when an item is sealed in a unit- to help prevent potential caravan theft.
-Spawn eggs, potions and enchanted items and any liquids and tools cannot be sealed inside units.
we'll cross this bridge if and when we get to it, but...
compatibility requests for a modpack
-tarun 1998’s thirst mod with drink packs 1, 2, and modrinks
-einsteinsci's betterbeginnings mod
-pifou92000's improving minecraft mod
-Theweatherpony’s seasons mod
not sure whether to make this for 1.8, or 1.9, or even 1.10, but it does need to be backwards compatible to 1.7.10 because I do want to use it for a modpack if I can and that's the oldest mod in the pack that has no updates.
so can anyone help? I would be hugely grateful!
well, this idea hasn't been well received, and I know it's quite a bit to even think about working on. however, I've had a new and simpler idea that might be worked on first. it's hardly a new concept but it seems to have been abandoned from what I could find.
I need a small mod that will make food spoil so you can't eat it without ill effects. I have a very bad habit of obtaining a large store of food and simply eating out of it forever without having to worry about farming or hunting basically ever again. even with the mods I already have installed (see the second to last list on the first post) I find it ridiculously easy to obtain plenty of food to survive winter in even the harshest of biomes. in under a 'year' I could probably comfortably feed five or more players, and for now there's only me. so to up the challenge and add a little realism, I want to add a food spoiling mod.
details so far: raw meat in the inventory would last the shortest amount of time, just 1 day from when you picked it up. cooked meat could last 3 or four days. pumpkins, wheat, carrot and potatoes could last 7 days (that's equivalent to a 'season' for another mod) and some food items like sugar cane wouldn't expire, but their products would. cake, cookies, bread and pie, maybe 3 days tops. food that spoils can be used for fertilizer and rotten meat can still be fed to dogs just like rotten flesh can. the player can still eat rotten food, but will suffer debuffs, for example, poison II for 5 seconds, Nausea II for 5 seconds, and hunger for 20. rotten carrots and potatoes can still be replanted to grow new crops.
I actually kinda like the idea, not sure if anything allready exists. but still seems cool. Good luck
", sans-serif">", courier, monospace">Do not call me "TabbyExplosive" it drives me insane.
Use EnviroMine in conjunction with TheSpiceOfLife
@Spaark I dig how you develop all these other peoples' ideas
Stay awesome!
wow! I've finally gotten replies to this! I honestly stopped checking after a while, I thought no one liked the ideas.
to UpcraftLP: I've looked at enviromine before but not the spice of life. because of the mods I already have almost all of the functions of enviromine would become redundant, plus it doesn't run as well for me as the frankenstein's monster I've created for some odd reason. I'm definitely checking out The Spice of Life mod though, thanks!
to spaarkimus: are you really thinking about making something out of my idea?! you're amazing!
so I've been waiting for a while to see if there would be any other replies, but there haven't, so...yeah.
anyway, I thought I would ask if anyone could help me with actually setting up a server. it doesn't have to be a modded server for now, just learning to set one up in general would be huge. another plus is that it can be small, which hopefully keeps costs down if not nonexistent.
anyone have resources/websites I can look into? any information would be greatly appreciated, I've waited a very long time to get this up and running!
So, basically there are two possible things:
a) set up a server on your local computer and enable port-forwarding in your router's settings so other players can join. Use dynamic dns to get a stable host domain. downside: your pc needs to be online all the time and maybe you experience lag if your computer can't handle the server in addition to the client.
(better, but costs):
There are several server hosting companies which allow you to run a public minecraft server; They all explain how to set one up correctly.
downside: some hosters don't allow ftp access / do not even support forge which is the only way to get your mods on the server.
Basic steps (for both ways):
1. run the server version of forge.
2. change the eula in the eula.txt file to true.
3. re-run forge.
4. put all mods into the server's mods folder (except client-only mods like NotEnoughItems or minimaps)
5. launch the server
6. edit all configs if necessary (or just copy those you've got from your local minecraft instance) and setup all permissions (! really important if the server is going to be publicly availabel without whitelisting)
7. re-start the server
8. have fun.