Okay, So i cannot figure out how to get TMI working with this mod. It only never works when i use this mod, And i have no idea why, I will gladly ditch TMI for this mod, But doesn't mean i'll like it =P Let me know if you know why it is giving me this report. Otherwise, I'ma go slit my wrists in the corner of a cave somewhere and deal with it.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\Luke\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-30_00.29.18-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT f38b1686 --------
Generated 8/30/12 12:29 AM
cpw.mods.fml.common.LoaderException
at cpw.mods.fml.common.Loader.identifyDuplicates(Loader.java:354)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:317)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:436)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:141)
at net.minecraft.client.Minecraft.a(Minecraft.java:405)
at net.minecraft.client.Minecraft.run(Minecraft.java:737)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4cc90009 ----------
Ok, I've got an interesting idea and I want to know what you guys think of it.
So by the time you have obsidian to go to the nether, you would naturally have tools with a very high mining level. I get this mentality of "why make nether tools when the ones I have are good enough to mine all the nether ores anyway?"
While I know this is why you are bumping up all the nether mining levels and adding catalysts, what if base metal/overworld tools were useless in the nether? What I mean is, everything, from copper to steel to diamond, would only be able to mine up to ignatius. That way, the player would be forced to make use of all the nether ores and climb the tier from the bottom up rather than skip strait to somewhere in the middle. I also feel like it would place a very interesting gameplay mechanic on the player. You could always have an option to turn it on/off in the config though.
EDIT: I noticed that there aren't any screenshots on the front page of the post, and I feel like screenshots are something that would really bring in new potential players who click on the post just to see what it is. I know I personally am guilty of opening a mod thread and scanning for screenshots to see what kind of content/quality it is.
So made a gallery of screenshots earlier today. I was planning to put them on reddit under your post, but you can use them for whatever you like! I Just felt like sharing them couldn't do any harm haha.
The idea of nether materials requiring nether tools is kind of interesting. I'm wondering about there being TOO many ores that are essentially filling the same roles with all of the packs enabled.
With just base metals, precious metals, and nether metals, there seems to be a fairly natural progression, but looking at the spreadsheet, it seems like fantasy metals are all over the place, being able to presumably find the materials necessary to make tartarite without ever having to brave the dangers of the nether.
I'm wondering about ways to differentiate the different ores beyond simply tweaking durability, speed, and strength values. Maybe it's something better suited to things like elemental ores and whatnot, though.
Would it be possible to have an item that's more effective against specific blocks, or at least specific types of block? It'd be great to have an item that would be designed to rapidly break obsidian (honestly these days I make my obsidian legitly, destroy it in creative mode, and then just use TMI to give me the correct amount; **** wasting 30 minutes taping a paperweight to my mouse) but which would be worthless for everything else, or would take immense durability loss while breaking anything else. I don't think I've seen other mods talk about that concept, though, so I'm not sure if it's even possible.
Another option might be to allow more advanced ores or specialized ores (ores that are rare or otherwise in limited supply, in other words) be allowed to create tools that can do more than one thing, in effect allowing the player to save inventory space. Maybe an advanced alloy or ore could be used to create a spade that can chop down trees as easily as it digs through sand and dirt. Maybe you could craft a hammer that cracks stone as easily as it does skulls, or a scythe that can be used to sow crops and then water them with that stupid creeper's blood.
Basically I'm trying to think of applications for all these ores that the entire M2 suite would be introducing, especially once End metals, modern metals, elemental metals, etc are introduced. Honestly I'm not using fantasy metals at all as it is because I think there's already enough stuff to dig up.
I dunno. There are other aspects that could be increased, but they wouldn't necessarily be specific to the concept of ore management and use, so would probably fall outside the scope of M2.
Ok, I've got an interesting idea and I want to know what you guys think of it.
So by the time you have obsidian to go to the nether, you would naturally have tools with a very high mining level. I get this mentality of "why make nether tools when the ones I have are good enough to mine all the nether ores anyway?"
While I know this is why you are bumping up all the nether mining levels and adding catalysts, what if base metal/overworld tools were useless in the nether? What I mean is, everything, from copper to steel to diamond, would only be able to mine up to ignatius. That way, the player would be forced to make use of all the nether ores and climb the tier from the bottom up rather than skip strait to somewhere in the middle. I also feel like it would place a very interesting gameplay mechanic on the player. You could always have an option to turn it on/off in the config though.
EDIT: I noticed that there aren't any screenshots on the front page of the post, and I feel like screenshots are something that would really bring in new potential players who click on the post just to see what it is. I know I personally am guilty of opening a mod thread and scanning for screenshots to see what kind of content/quality it is.
So made a gallery of screenshots earlier today. I was planning to put them on reddit under your post, but you can use them for whatever you like! I Just felt like sharing them couldn't do any harm haha.
I love those screenshots! Well done! I put them on the front page =P
Putting them on Reddit would help too.
As for Nether being Nether only, there's one big issue in that I'd have to do a massive mining level shift to the top. The Nether used to start straight after Diamond, however this lead to severely broken tools by the end of it unless you had a "gradual" ramp, which I tried originally but leads to 15 metals that vary too slightly.
Fantasy Metals is also meant to be all encompassing from beginning to end, effectively you can play with just Fantasy Metals and not base if you desire. Also its the most "dimension friendly" for new dimensions (Ourea for example when I get around to it might have Fantasy spawn there).
I'm still coming up with uses for each metal, as was said, Prometheum being useable in the Abstracter was a start. Nether is getting its due as well (Vyroxeres is getting a poison effect when stepped on and might build poisoning tools soon, we're still toying with it)
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Charcoal + Sulfur + Saltpeter makes Gunpowder
Phosphorus + Magnesium + Potash makes Fertilizer
Bitumen cooked makes Tar, which works as a Sticky Ball for Sticky Pistons and Magma Balls.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Renaming Midasium to Australium would improve my disposition toward it a great deal.
* I question the sanity of making EVERY metal craftable into weapons/tools/armor, but if that's your bag that's your bag, baby. However, making tons of furnaces, crushers, smelters etc is just needless busy work. Incremental decreases in cooking time is not worth it. One or two of each per set of metals is perfectly fine, possibly even with a tier system that kept high level ores from getting smelted in lower furnaces. Chests I can understand a bit better, as a status symbol.
* On the subject of chests, just making the storage capacity bigger is all well and good, but perhaps alter the ui to allow for better organization with each tier? Like, divide the slots into sections, if that makes any sense. Or if there's even room for that, with the platinum chest.
* Probably doesn't need to be said, but furnaces should be about increasing fuel efficiency and smelters should be all about speed. Smelters could use higher storage capacity for stuff you're wanting to smelt, and a quicker way to transport lava to it.
* Inventory space is pretty limited for all the ores you can find down below. A rail track/detector rail/powered rail recipe involving steel/electrum that had 3x efficiency in materials (and being able to put higher level chests into minecarts) would actually make the damn things useful and step the mining up a Notch.
* So, Utility Ores adds three new ores and five new items, with the end result of crafting an item that behaves exactly the same as a vanilla one. It could be done more economically, methinks. Craft potash together with bonemeal to make two fertilizer, stretching the player's supply. I like the idea of providing alternatives to rarer items, but I think it would be better served as a part of Base/Nether Metals. Alternative ways to get dyes, Sulfur+Niter+charcoal to make gunpowder ala Hogofwar's Peaceful Pack, a dust that makes slimeballs when you surround a bucket of water with it, etc.
* The high number of Nether metals could be aided with utility in particular. Use the dusts as alternative potion ingredients. Or come up with new potions, if you're up for it.
* If mod compatibility's your thing, you might as well think about adding sapphires, rubies and nikolite from redpower, although the gems may be up in the air since emeralds are in vanilla proper now. Crush the gems into dust and use as redstone/glowstone substitutes in brewing, or even create a tiered system.
* The obvious implication of the precious metals is to use them in trading with villagers, but that would require a full-on overhaul of the trading system, which would take a long time if it's even possible, so I don't envy you there.
* Fantasy metals probably shouldn't be the same straight tiered system like base or nether, as it just becomes redundant. Probably best if they become about a relatively high enchanting focus. More XP given from mining/smelting, super-high enchantability stat, having enchantment-like ability like silk touch built in, consuming fewer levels than the enchantment itself... Or if you're bold, new enchantments specific to a metal, or a way to disenchant a certain metal, returning the levels and allowing you to store XP.
After reading what I could understand about the current build and then playing it for 30 minutes or so, that's what I could come up with. Enjoy that!
Renaming Midasium to Australium would improve my disposition toward it a great deal.
* I question the sanity of making EVERY metal craftable into weapons/tools/armor, but if that's your bag that's your bag, baby. However, making tons of furnaces, crushers, smelters etc is just needless busy work. Incremental decreases in cooking time is not worth it. One or two of each per set of metals is perfectly fine, possibly even with a tier system that kept high level ores from getting smelted in lower furnaces. Chests I can understand a bit better, as a status symbol.
* On the subject of chests, just making the storage capacity bigger is all well and good, but perhaps alter the ui to allow for better organization with each tier? Like, divide the slots into sections, if that makes any sense. Or if there's even room for that, with the platinum chest.
* Probably doesn't need to be said, but furnaces should be about increasing fuel efficiency and smelters should be all about speed. Smelters could use higher storage capacity for stuff you're wanting to smelt, and a quicker way to transport lava to it.
* Inventory space is pretty limited for all the ores you can find down below. A rail track/detector rail/powered rail recipe involving steel/electrum that had 3x efficiency in materials (and being able to put higher level chests into minecarts) would actually make the damn things useful and step the mining up a Notch.
* So, Utility Ores adds three new ores and five new items, with the end result of crafting an item that behaves exactly the same as a vanilla one. It could be done more economically, methinks. Craft potash together with bonemeal to make two fertilizer, stretching the player's supply. I like the idea of providing alternatives to rarer items, but I think it would be better served as a part of Base/Nether Metals. Alternative ways to get dyes, Sulfur+Niter+charcoal to make gunpowder ala Hogofwar's Peaceful Pack, a dust that makes slimeballs when you surround a bucket of water with it, etc.
* The high number of Nether metals could be aided with utility in particular. Use the dusts as alternative potion ingredients. Or come up with new potions, if you're up for it.
* If mod compatibility's your thing, you might as well think about adding sapphires, rubies and nikolite from redpower, although the gems may be up in the air since emeralds are in vanilla proper now. Crush the gems into dust and use as redstone/glowstone substitutes in brewing, or even create a tiered system.
* The obvious implication of the precious metals is to use them in trading with villagers, but that would require a full-on overhaul of the trading system, which would take a long time if it's even possible, so I don't envy you there.
* Fantasy metals probably shouldn't be the same straight tiered system like base or nether, as it just becomes redundant. Probably best if they become about a relatively high enchanting focus. More XP given from mining/smelting, super-high enchantability stat, having enchantment-like ability like silk touch built in, consuming fewer levels than the enchantment itself... Or if you're bold, new enchantments specific to a metal, or a way to disenchant a certain metal, returning the levels and allowing you to store XP.
After reading what I could understand about the current build and then playing it for 30 minutes or so, that's what I could come up with. Enjoy that!
Oh lordy here I go.
-Working on updating the thread
-Ore textures are staying as is, each set is unique so its noticeable, but really that's what its sticking to.
-The made up names follow exact ore naming schemes using Latin bases, no different than real metals, its just that real metals are heard more so they sound "nicer" to people.
-Not every metal is craftable into Armor/Weapons, Catalysts can't be (and more Catalysts are coming). As for Crusher/Smelter/Furnace/Abstracter tiers, they work well, and I know with what I've played with people on the server other people enjoy upgrading, even if its a minor gain, its a permanent one.
-Tabbed browsing of chests is possible I suppose, we went with a straight Iron-Chests equivalence system to try to keep it familiar.
-Smelters just got a massive speed buff, Furnaces get a slight speed buff but efficiency bonus, Smelters get a speed buff and storage space (so they can store MORE lava). When we get Buildcraft compatibility up it'll be a lot better.
-Rails take up way too much metadata and are an absolute pain to create. Minecarts are entities are prone to so many bugs it isn't even funny. Some inner-inventory storage or something is planned eventually, but you should also note you don't HAVE to mine everything you come across (I say that jokingly, because I know I absolutely do).
-Lesser recipes for less results is plausible for Utility Ores, I also considered making more veins of less ore so you can access the various pieces easier.
-Vulcanite can be made into Blaze Rods, Ignatius/Vulcanite Dust works for fuel, I'll be looking at more uses for them.
-I'm heavily against Gemstone tools, and the less I have to balance around other mod's design choices the better (Copper/Tin was already hell enough, but vital to a metal mod).
-That trading system is coming, just wait we're working on it.
-Fantasy Metals by default have higher enchantability but are rarer than their base counterparts density-wise.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Consistent or not, a bunch of those nether metal names are a bunch of inolashite. Names that sound nice are important, or else "Vyroxeres" would've gotten snapped up by Mass Effect or whatever by now. And I see SMP servers full of cheated rails covering the landscape and going down into mines all the time, and they manage to not explode. I say encourage it. Put the "mine" back in Minecraft, yes?
Smelter storage space, as in a bigger queue of ore ready to smelt.
Playing nice with other mods is what gets you into the Yogbox/Technic. A compatability patch that gave redpower gems/nikolite vein generation on your terms would be all that you'd need, I only suggest you not go out of your way to include stuff others use just because you don't like how they use it.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\Luke\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-30_00.29.18-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT f38b1686 --------
Generated 8/30/12 12:29 AM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 459974696 bytes (438 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.0.161.341 Minecraft Forge 4.0.0.239 14 mods loaded, 0 mods active
FML [Forge Mod Loader] (coremods)
Forge [Minecraft Forge] (coremods)
mod_TooManyItems [mod_TooManyItems] (minecraft.jar)
mod_ReiMinimap [mod_ReiMinimap] ([1.3.2]ReiMinimap_v3.2_05.zip)
Forestry [Forestry for Minecraft] (forestry-A-1.5.0.0.jar)
MetallurgyCore [Metallurgy Core] (Metallurgy - Core 2.0.3b.zip)
MetallurgyFantasy [Metallurgy Fantasy] (Metallurgy - Fantasy 2.0.3b.zip)
MetallurgyBase [Metallurgy Base] (Metallurgy - MetalsBase 2.0.3b.zip)
MetallurgyNether [Metallurgy Nether] (Metallurgy - Nether 2.0.3b.zip)
MetallurgyPrecious [Metallurgy Precious] (Metallurgy - Precious 2.0.3b.zip)
MetallurgyUtility [Metallurgy Utility] (Metallurgy - Utility 2.0.3b.zip)
mod_Timber [mod_Timber] (Timber! (1.3.2).zip)
mod_TooManyItems [mod_TooManyItems] (TooManyItems2012_08_16_1.3.2.zip)
TwilightForest [The Twilight Forest] (twilightforest-1.11.3.zip)
- LWJGL: 2.4.2
- OpenGL: GeForce 6150SE nForce 430/integrated/SSE2 GL version 2.1.2, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Gerudoku Faithful Blue Slime.zip
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException
at cpw.mods.fml.common.Loader.identifyDuplicates(Loader.java:354)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:317)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:436)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:141)
at net.minecraft.client.Minecraft.a(Minecraft.java:405)
at net.minecraft.client.Minecraft.run(Minecraft.java:737)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4cc90009 ----------
Gah, Figures. Thanks. (Yea, From the little knowledge i know, I couldn't decern anything from it ethier ._.)
Edit : Thats interesting, I attempted to open it a second time(On accident) And.. It loads O_o
"cpw.mods.fml.common.Loader.identifyDuplicates"
you have TMI installed twice
Such a fail
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
You know what. TMI shouldn't be readable in the mods folder if it cant be run from there >_>. lul. =P
So by the time you have obsidian to go to the nether, you would naturally have tools with a very high mining level. I get this mentality of "why make nether tools when the ones I have are good enough to mine all the nether ores anyway?"
While I know this is why you are bumping up all the nether mining levels and adding catalysts, what if base metal/overworld tools were useless in the nether? What I mean is, everything, from copper to steel to diamond, would only be able to mine up to ignatius. That way, the player would be forced to make use of all the nether ores and climb the tier from the bottom up rather than skip strait to somewhere in the middle. I also feel like it would place a very interesting gameplay mechanic on the player. You could always have an option to turn it on/off in the config though.
EDIT: I noticed that there aren't any screenshots on the front page of the post, and I feel like screenshots are something that would really bring in new potential players who click on the post just to see what it is. I know I personally am guilty of opening a mod thread and scanning for screenshots to see what kind of content/quality it is.
So made a gallery of screenshots earlier today. I was planning to put them on reddit under your post, but you can use them for whatever you like! I Just felt like sharing them couldn't do any harm haha.
With just base metals, precious metals, and nether metals, there seems to be a fairly natural progression, but looking at the spreadsheet, it seems like fantasy metals are all over the place, being able to presumably find the materials necessary to make tartarite without ever having to brave the dangers of the nether.
I'm wondering about ways to differentiate the different ores beyond simply tweaking durability, speed, and strength values. Maybe it's something better suited to things like elemental ores and whatnot, though.
Would it be possible to have an item that's more effective against specific blocks, or at least specific types of block? It'd be great to have an item that would be designed to rapidly break obsidian (honestly these days I make my obsidian legitly, destroy it in creative mode, and then just use TMI to give me the correct amount; **** wasting 30 minutes taping a paperweight to my mouse) but which would be worthless for everything else, or would take immense durability loss while breaking anything else. I don't think I've seen other mods talk about that concept, though, so I'm not sure if it's even possible.
Another option might be to allow more advanced ores or specialized ores (ores that are rare or otherwise in limited supply, in other words) be allowed to create tools that can do more than one thing, in effect allowing the player to save inventory space. Maybe an advanced alloy or ore could be used to create a spade that can chop down trees as easily as it digs through sand and dirt. Maybe you could craft a hammer that cracks stone as easily as it does skulls, or a scythe that can be used to sow crops and then water them with that stupid creeper's blood.
Basically I'm trying to think of applications for all these ores that the entire M2 suite would be introducing, especially once End metals, modern metals, elemental metals, etc are introduced. Honestly I'm not using fantasy metals at all as it is because I think there's already enough stuff to dig up.
I dunno. There are other aspects that could be increased, but they wouldn't necessarily be specific to the concept of ore management and use, so would probably fall outside the scope of M2.
I love those screenshots! Well done! I put them on the front page =P
Putting them on Reddit would help too.
As for Nether being Nether only, there's one big issue in that I'd have to do a massive mining level shift to the top. The Nether used to start straight after Diamond, however this lead to severely broken tools by the end of it unless you had a "gradual" ramp, which I tried originally but leads to 15 metals that vary too slightly.
Fantasy Metals is also meant to be all encompassing from beginning to end, effectively you can play with just Fantasy Metals and not base if you desire. Also its the most "dimension friendly" for new dimensions (Ourea for example when I get around to it might have Fantasy spawn there).
I'm still coming up with uses for each metal, as was said, Prometheum being useable in the Abstracter was a start. Nether is getting its due as well (Vyroxeres is getting a poison effect when stepped on and might build poisoning tools soon, we're still toying with it)
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
I just added it =P
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
[url="http://www.minecraftforum.net/topic/365357-"][IMG]http://i.imgur.com/XQNnk.png[/IMG][/url]
They're "peaceful" replacements for mob drops.
Charcoal + Sulfur + Saltpeter makes Gunpowder
Phosphorus + Magnesium + Potash makes Fertilizer
Bitumen cooked makes Tar, which works as a Sticky Ball for Sticky Pistons and Magma Balls.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
* The thread doesn't do a great job of communicating what this mod does anymore. That's something I can help with, if I get a handle on it myself.
* Since there are so many ores now, it would be helpful if the ores' textures communicated more clearly what they were. Again, I gots ideas.
* The made up names are slightly... not good. There's no shame in taking names from other sources. Like these:
http://en.wikipedia....tomic_particles
http://irowiki.org/wiki/Ore_Discovery
http://www.wowwiki.com/Metal
http://www.uesp.net/wiki/Skyrim:Mining
Renaming Midasium to Australium would improve my disposition toward it a great deal.
* I question the sanity of making EVERY metal craftable into weapons/tools/armor, but if that's your bag that's your bag, baby. However, making tons of furnaces, crushers, smelters etc is just needless busy work. Incremental decreases in cooking time is not worth it. One or two of each per set of metals is perfectly fine, possibly even with a tier system that kept high level ores from getting smelted in lower furnaces. Chests I can understand a bit better, as a status symbol.
* On the subject of chests, just making the storage capacity bigger is all well and good, but perhaps alter the ui to allow for better organization with each tier? Like, divide the slots into sections, if that makes any sense. Or if there's even room for that, with the platinum chest.
* Probably doesn't need to be said, but furnaces should be about increasing fuel efficiency and smelters should be all about speed. Smelters could use higher storage capacity for stuff you're wanting to smelt, and a quicker way to transport lava to it.
* Inventory space is pretty limited for all the ores you can find down below. A rail track/detector rail/powered rail recipe involving steel/electrum that had 3x efficiency in materials (and being able to put higher level chests into minecarts) would actually make the damn things useful and step the mining up a Notch.
* So, Utility Ores adds three new ores and five new items, with the end result of crafting an item that behaves exactly the same as a vanilla one. It could be done more economically, methinks. Craft potash together with bonemeal to make two fertilizer, stretching the player's supply. I like the idea of providing alternatives to rarer items, but I think it would be better served as a part of Base/Nether Metals. Alternative ways to get dyes, Sulfur+Niter+charcoal to make gunpowder ala Hogofwar's Peaceful Pack, a dust that makes slimeballs when you surround a bucket of water with it, etc.
* The high number of Nether metals could be aided with utility in particular. Use the dusts as alternative potion ingredients. Or come up with new potions, if you're up for it.
* If mod compatibility's your thing, you might as well think about adding sapphires, rubies and nikolite from redpower, although the gems may be up in the air since emeralds are in vanilla proper now. Crush the gems into dust and use as redstone/glowstone substitutes in brewing, or even create a tiered system.
* The obvious implication of the precious metals is to use them in trading with villagers, but that would require a full-on overhaul of the trading system, which would take a long time if it's even possible, so I don't envy you there.
* Fantasy metals probably shouldn't be the same straight tiered system like base or nether, as it just becomes redundant. Probably best if they become about a relatively high enchanting focus. More XP given from mining/smelting, super-high enchantability stat, having enchantment-like ability like silk touch built in, consuming fewer levels than the enchantment itself... Or if you're bold, new enchantments specific to a metal, or a way to disenchant a certain metal, returning the levels and allowing you to store XP.
After reading what I could understand about the current build and then playing it for 30 minutes or so, that's what I could come up with. Enjoy that!
Oh lordy here I go.
-Working on updating the thread
-Ore textures are staying as is, each set is unique so its noticeable, but really that's what its sticking to.
-The made up names follow exact ore naming schemes using Latin bases, no different than real metals, its just that real metals are heard more so they sound "nicer" to people.
-Not every metal is craftable into Armor/Weapons, Catalysts can't be (and more Catalysts are coming). As for Crusher/Smelter/Furnace/Abstracter tiers, they work well, and I know with what I've played with people on the server other people enjoy upgrading, even if its a minor gain, its a permanent one.
-Tabbed browsing of chests is possible I suppose, we went with a straight Iron-Chests equivalence system to try to keep it familiar.
-Smelters just got a massive speed buff, Furnaces get a slight speed buff but efficiency bonus, Smelters get a speed buff and storage space (so they can store MORE lava). When we get Buildcraft compatibility up it'll be a lot better.
-Rails take up way too much metadata and are an absolute pain to create. Minecarts are entities are prone to so many bugs it isn't even funny. Some inner-inventory storage or something is planned eventually, but you should also note you don't HAVE to mine everything you come across (I say that jokingly, because I know I absolutely do).
-Lesser recipes for less results is plausible for Utility Ores, I also considered making more veins of less ore so you can access the various pieces easier.
-Vulcanite can be made into Blaze Rods, Ignatius/Vulcanite Dust works for fuel, I'll be looking at more uses for them.
-I'm heavily against Gemstone tools, and the less I have to balance around other mod's design choices the better (Copper/Tin was already hell enough, but vital to a metal mod).
-That trading system is coming, just wait we're working on it.
-Fantasy Metals by default have higher enchantability but are rarer than their base counterparts density-wise.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
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Promethium is supposed to be mineable with a stone axe, right? (I checked the metallurgy worksheet, which says its block level is 2)-Edit: nevermind. Whatever that other green fantasy ore is, that's what I found. (brain is still asleep)
Yes, Stone Picks are level 2.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
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Orichalcum lol
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
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Smelter storage space, as in a bigger queue of ore ready to smelt.
Playing nice with other mods is what gets you into the Yogbox/Technic. A compatability patch that gave redpower gems/nikolite vein generation on your terms would be all that you'd need, I only suggest you not go out of your way to include stuff others use just because you don't like how they use it.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.