Since some of you have been asking about FishCraftory, here's a small status update.
I've been kind of under the weather this past week (damn head cold, go away already), but I'm still hard at work on it when I have the chance. I've had to backtrack on my progress a few times because it's either an expected issue that I discover, or it's something new that I learn how to do and I want to implement it pronto. I think I've had to start over about five or more times already. But good news is that it's looking more solid every version I make.
Since I started the re-write, I was struggling to make a decision whether to set casting and reeling with just the right mouse button or to use the right button to cast and the left button to reel (like in the old version). Well, yesterday I made some progress with right/left casting & reeling so I hope I can stick with that. It makes more sense and you don't accidentally cast immediately after you reel (which was kind of a problem in one of the versions I made with right reeling only). I only have limited testing capabilities with SMP/LAN but so far, it looks like it'll work with more than one player in a world too. (Thank you packets). I may have to do some one on one beta tests with a few of you folks in the future just to be sure it works smoothly.
The fish A.I. is looking better too. Right now, the plan is to get swimming, attraction, hooking, and catching as good and clean as I can make it, which is taking up most of my attention. I may have mentioned this before, but the reason this is important is because every fish will utilize this code. If I make it good now, I don't have to go back to it later, and adding fish will be easy once the models are made.
Which brings me to admit that I haven't been working on more models yet (because of reason above). By the look of things, the initial/snapshot release may only have two or three fish at first. This is just so I can make absolutely sure everything is working in order. Then I'll switch to model/texture mode and whip up more fish to add.
So that's where I'm at currently. There's still a lot more to do, but I realize keeping in touch with you guys is important too. I appreciate all of you who stick with me and mods. When you tell me you are excited for my mods, it makes me excited to work on them. It's what keeps me modding. So thanks for that.
it wont let me open it the forge launcher
i downloaded the recommended 1.6.2 and it wont let me open with java can download it with winrar?
i was watching a video on how to install it and the guy clicks on it and mod system installer pops up when i click on it nothing pops up besides a black box that goes away
it wont let me open it the forge launcher
i downloaded the recommended 1.6.2 and it wont let me open with java can download it with winrar?
i was watching a video on how to install it and the guy clicks on it and mod system installer pops up when i click on it nothing pops up besides a black box that goes away
Thanks for the feedback akkamaddi.
Watering cans can be useful during the time before you obtain an iron bucket or while in the Nether. Also offers an interesting challenge if you give yourself a rule to not use water irrigation.
Feel free to post your own config settings so I can get a better idea what to change them to. This also goes for anyone else changing the food healing/saturation. The more feedback, the better.
Thank you for the reply!
And... I can grow turnips in Hell... You have no idea how you have just blown my mind. Ok, I'll be adding it momentarily. It can be good for starting a farm quickly.
For the settings, I have the saturation for fruits and all juices set to 0.2. For the multi-harvest vegetables (and carrots), I set saturation to 0.8, and 0.9 for single-harvest. The vanilla foods are all close to the original, though slightly tweaked to personal tastes. Saturation for steak is slightly higher, fish is slightly lower, and pumpkin pie is 1.0 so it is more useful. (It restores a lot of health, but the saturation is low, so you're constantly hungry.) I kept your values for the raw meat. I made apples a bit better, as they are uncommon. I also have cookies and mushroom stew heal one health point.
However, I can see your point with ChefCraftory. I've only installed Forged on the weekend of the 4th, so I've never seen it. With that in place, I will probably set the raw vegetables lower.
hey I have a problem, I have the farmcraft mod but I can't get any seeds? when I break tall grass all I get his normal. I've never got any mod seeds yet, when I look the seeds up with TMI they are there. :s any help?
hey I have a problem, I have the farmcraft mod but I can't get any seeds? when I break tall grass all I get his normal. I've never got any mod seeds yet, when I look the seeds up with TMI they are there. :s any help?
Break tall grass using one of the sickles in your hand.
Lures are back! I literally spent most of yesterday trying to get them to render properly since extending the vanilla fishing rod causes the default bobber to render (on top of a lot of other frustrating issues). I finally found the solution this morning. Still working on changing the rod icon when cast but it finally feels like I'm making progress.
Lures are back! I literally spent most of yesterday trying to get them to render properly since extending the vanilla fishing rod causes the default bobber to render (on top of a lot of other frustrating issues). I finally found the solution this morning. Still working on changing the rod icon when cast but it finally feels like I'm making progress.
I had that same issue when creating a custom fishing rod.
Took me ages to fix it...
Hey is there any like, foods I can make with celery and stuff or is it only like drinks? and could I use this and harvestcraft at the same time without problems?
As I messed around with your mods, I found a few things that would be great additions. First, for GUI/Food Craftory, the option to add in foods from other mods and customize the saturation/ hunger recovered would be nice(Though this might be an impossible request). Second, being able to use bonemeal on the crops from Farmcraftory to speed up growth would also be nice. Finally, your crops seem to not be able to be placed automatically by machines. I tested them with the Planter from Minefactory, and I assume it is the same case for Forestry and Steve's Carts.
Even without these additions, your mods are superb. The icon artwork is superb, and the customization of food is really handy.
Might be a silly question, but does anyone know a good server that has these mods? And maybe there should be like an official farmcraftory server? (if anyone has the money...)
Anyway, loved the mod from the start :3 (been playing it ever since you released it). And I'm excited to see fishcraftory coming back!!
Personally, I am looking forward more to ChefCraftory than FishCraftory, largely for this. As it is, aside from basic consumables (and I think the saturation values require tweaking until ChefCraftory arrives), fruits and some vegetables can be used to make drinks, which are essentially healing potoions. (Being a Floridian myself, I carry half a stack of Orange Juice wherever I go. ) I also now have more use for all the pumpkins, melons, and cocoa I've accumulated. (Aside from my Floating Watermelon House, which everyone needs.) Otherwise, corn, egg plant, peppers, and others are currently only consumables. I look forward to a wider array of food.
(Comic, please don't take this as a complaint! I'm really enjoying the mod!)
love your mod! the only bone i have to pick is your seed textures. confused as to why bags drop from grass, unless minecraftia is populated by very clumsy farmers. Also, why not add an apple tree!
Another status update. Been quite busy outside of coding, but I have made some further progress, albeit more slowly than I would have liked.
Reeling and casting sounds are back. No more awkward install either thanks to Forge resource packs. Definitely intensifies the immersion of fishing. I might be looking into adding more sounds too. I think adding a sound for when a fish is hooked might be nice since it's sometimes hard to tell the moment it happens. (There is a vanilla bug where the bobber lags behind a little bit when it is attached to an entity. Not really sure if it is fixable, but I'll do more testing before release).
As for other progress, right now, I'm at the point where I can get the fish to bite/attach on the bobber if all the conditions are met. These conditions are part of the main fishing mechanics I've mentioned before. I won't go through them all since they are not set in stone, but here's a few details that I have coded already.
Fish have a random chance at being attracted and hooking onto a moving/not moving bobber that you control with the left mouse click. If you gently reel in your bobber, the chance at the fish being attracted goes up. Start reeling too fast, and the chance goes down. Don't reel good enough, the fish swims away/ignores your bobber. Same thing after the fish is attracted. Reel gently and the fish will likely bite. Pull too soon or not soon enough, the fish won't bite. If too much time passes, the fish won't be interested anymore and you'll have to start again. Fish do remember if you've casted recently too, so keep trying and you'll eventually hook one.
This actually runs pretty smoothly much to my surprise. Maybe a little too smoothly. I need to fine tune the rate at which the fish will be attracted/hooked. I have it set medium/high for testing purposes, but I'll have to tweak it so it is not too easy or too hard. It may just come down to either getting feedback from you guys or making it adjustable in the config. But yeah, this is where I am. Next step is tackling the reeling mechanics after the fish is hooked.
As I messed around with your mods, I found a few things that would be great additions. First, for GUI/Food Craftory, the option to add in foods from other mods and customize the saturation/ hunger recovered would be nice(Though this might be an impossible request). Second, being able to use bonemeal on the crops from Farmcraftory to speed up growth would also be nice. Finally, your crops seem to not be able to be placed automatically by machines. I tested them with the Planter from Minefactory, and I assume it is the same case for Forestry and Steve's Carts.
Even without these additions, your mods are superb. The icon artwork is superb, and the customization of food is really handy.
Bonemeal makes farming way too easy IMO. That's why I added withered grass as a recommended fertilizer that literally speeds up growth (not instantly, but it does make it faster). Let some of your crops dry up and break them and use the withered grass that drops on healthy, watered plants and you'll be knee high in crops in no time.
Might be a silly question, but does anyone know a good server that has these mods? And maybe there should be like an official farmcraftory server? (if anyone has the money...)
Anyway, loved the mod from the start :3 (been playing it ever since you released it). And I'm excited to see fishcraftory coming back!!
I'm actually curious about this myself. I'd be very interested to see one up and running (mainly to see if my mods work). If you have or know of one, let me know.
love your mod! the only bone i have to pick is your seed textures. confused as to why bags drop from grass, unless minecraftia is populated by very clumsy farmers. Also, why not add an apple tree!
Seed bags come from Rune Factory, which was the original inspiration for making these mods.
I think the default saturation values are set low, but apparently that is due to ChefCraftory not being updated yet. With the config files, though, you can change everything. I was not only able to tweak the food values to what I think is more suitable to a stand-alone mod (I will likely change back with the advent of ChefCraftory), but I could tweak the base foods to my OCD liking. I even made cookies heal half a heart, making them not utterly useless.
I've been kind of under the weather this past week (damn head cold, go away already), but I'm still hard at work on it when I have the chance. I've had to backtrack on my progress a few times because it's either an expected issue that I discover, or it's something new that I learn how to do and I want to implement it pronto. I think I've had to start over about five or more times already. But good news is that it's looking more solid every version I make.
Since I started the re-write, I was struggling to make a decision whether to set casting and reeling with just the right mouse button or to use the right button to cast and the left button to reel (like in the old version). Well, yesterday I made some progress with right/left casting & reeling so I hope I can stick with that. It makes more sense and you don't accidentally cast immediately after you reel (which was kind of a problem in one of the versions I made with right reeling only). I only have limited testing capabilities with SMP/LAN but so far, it looks like it'll work with more than one player in a world too. (Thank you packets). I may have to do some one on one beta tests with a few of you folks in the future just to be sure it works smoothly.
The fish A.I. is looking better too. Right now, the plan is to get swimming, attraction, hooking, and catching as good and clean as I can make it, which is taking up most of my attention. I may have mentioned this before, but the reason this is important is because every fish will utilize this code. If I make it good now, I don't have to go back to it later, and adding fish will be easy once the models are made.
Which brings me to admit that I haven't been working on more models yet (because of reason above). By the look of things, the initial/snapshot release may only have two or three fish at first. This is just so I can make absolutely sure everything is working in order. Then I'll switch to model/texture mode and whip up more fish to add.
So that's where I'm at currently. There's still a lot more to do, but I realize keeping in touch with you guys is important too. I appreciate all of you who stick with me and mods. When you tell me you are excited for my mods, it makes me excited to work on them. It's what keeps me modding. So thanks for that.
i downloaded the recommended 1.6.2 and it wont let me open with java can download it with winrar?
i was watching a video on how to install it and the guy clicks on it and mod system installer pops up when i click on it nothing pops up besides a black box that goes away
Might be an issue that you'll have to take to the Forge forums. You can find the support/bug section here: http://www.minecraft...board,15.0.html
Make sure you've loaded up vanilla Minecraft 1.6.2 at least once from the launcher. It has to download the files before Forge can be installed.
Thank you for the reply!
And... I can grow turnips in Hell... You have no idea how you have just blown my mind. Ok, I'll be adding it momentarily. It can be good for starting a farm quickly.
For the settings, I have the saturation for fruits and all juices set to 0.2. For the multi-harvest vegetables (and carrots), I set saturation to 0.8, and 0.9 for single-harvest. The vanilla foods are all close to the original, though slightly tweaked to personal tastes. Saturation for steak is slightly higher, fish is slightly lower, and pumpkin pie is 1.0 so it is more useful. (It restores a lot of health, but the saturation is low, so you're constantly hungry.) I kept your values for the raw meat. I made apples a bit better, as they are uncommon. I also have cookies and mushroom stew heal one health point.
However, I can see your point with ChefCraftory. I've only installed Forged on the weekend of the 4th, so I've never seen it. With that in place, I will probably set the raw vegetables lower.
Thank you for your great work!
Golden apples don't cure zombie villagers.
Yeah they sure don't. I may just remove golden apples for now until I can look into it further.
Break tall grass using one of the sickles in your hand.
I had that same issue when creating a custom fishing rod.
Took me ages to fix it...
Even without these additions, your mods are superb. The icon artwork is superb, and the customization of food is really handy.
Anyway, loved the mod from the start :3 (been playing it ever since you released it). And I'm excited to see fishcraftory coming back!!
Personally, I am looking forward more to ChefCraftory than FishCraftory, largely for this. As it is, aside from basic consumables (and I think the saturation values require tweaking until ChefCraftory arrives), fruits and some vegetables can be used to make drinks, which are essentially healing potoions. (Being a Floridian myself, I carry half a stack of Orange Juice wherever I go. ) I also now have more use for all the pumpkins, melons, and cocoa I've accumulated. (Aside from my Floating Watermelon House, which everyone needs.) Otherwise, corn, egg plant, peppers, and others are currently only consumables. I look forward to a wider array of food.
(Comic, please don't take this as a complaint! I'm really enjoying the mod!)
Reeling and casting sounds are back. No more awkward install either thanks to Forge resource packs. Definitely intensifies the immersion of fishing. I might be looking into adding more sounds too. I think adding a sound for when a fish is hooked might be nice since it's sometimes hard to tell the moment it happens. (There is a vanilla bug where the bobber lags behind a little bit when it is attached to an entity. Not really sure if it is fixable, but I'll do more testing before release).
As for other progress, right now, I'm at the point where I can get the fish to bite/attach on the bobber if all the conditions are met. These conditions are part of the main fishing mechanics I've mentioned before. I won't go through them all since they are not set in stone, but here's a few details that I have coded already.
Fish have a random chance at being attracted and hooking onto a moving/not moving bobber that you control with the left mouse click. If you gently reel in your bobber, the chance at the fish being attracted goes up. Start reeling too fast, and the chance goes down. Don't reel good enough, the fish swims away/ignores your bobber. Same thing after the fish is attracted. Reel gently and the fish will likely bite. Pull too soon or not soon enough, the fish won't bite. If too much time passes, the fish won't be interested anymore and you'll have to start again. Fish do remember if you've casted recently too, so keep trying and you'll eventually hook one.
This actually runs pretty smoothly much to my surprise. Maybe a little too smoothly. I need to fine tune the rate at which the fish will be attracted/hooked. I have it set medium/high for testing purposes, but I'll have to tweak it so it is not too easy or too hard. It may just come down to either getting feedback from you guys or making it adjustable in the config. But yeah, this is where I am. Next step is tackling the reeling mechanics after the fish is hooked.
Bonemeal makes farming way too easy IMO. That's why I added withered grass as a recommended fertilizer that literally speeds up growth (not instantly, but it does make it faster). Let some of your crops dry up and break them and use the withered grass that drops on healthy, watered plants and you'll be knee high in crops in no time.
I'm actually curious about this myself. I'd be very interested to see one up and running (mainly to see if my mods work). If you have or know of one, let me know.
Well, you can eat it.
Seed bags come from Rune Factory, which was the original inspiration for making these mods.
Not gettin it because of the merph of steak so, yea.
Also, the Troublesooting section is outdated -_-.
Please don't take my opinions personally.
[quote] click here
I brought that up, but also said that FoodCraftory changes all that.
http://www.minecraftforum.net/topic/655155-162152forgesmpcomicretrolutions-craftory-mods-farming-and-much-more-updated-july-9th/page__st__1880#entry23488604
I think the default saturation values are set low, but apparently that is due to ChefCraftory not being updated yet. With the config files, though, you can change everything. I was not only able to tweak the food values to what I think is more suitable to a stand-alone mod (I will likely change back with the advent of ChefCraftory), but I could tweak the base foods to my OCD liking. I even made cookies heal half a heart, making them not utterly useless.