been busy lately, so updating has slowed.. though i will be adding a new rare ore(again, needs a name), and a number of new tool tiers and all the many items that go with it, also, use of the ore dictionary(so ores work with other mods)
granite is a stone, stone doesnt generate like ore(veins are much bigger), and it also stops cheaters from just strip mining bedrock,since its harder.
At any case all ores generate around granite, meaning there's more satisfying ore finds
That and granite is like a stone alternative(dont consider it as an ore), its abundance is required for the purpose it has, since people would be building walls and castles out of it, making it less common would be unfeasible. although i could make granite easier to mine(about as fast as stone) but still requiring an iron pick.
what is it with people and npcs. they spoil the survival theme to the game
(unless you want to settle for hounds? improved wolves)
Improved wolves sounds cool to me.
Also, I'd like to say, as much as I like the whole tanning thing, it kind of sucks. After you get leather from tanning, you can't use it to craft anything, because it got replaced by the hide. So basically you have to use the nasty, bloody hide to make leather armor. Not sure if you knew about that yet. Sorry if it's been mentioned.
well initially i was going to add hide(really really crap) though scrapped it(it is just as easy to do with no edited baseclasses) but leather will have more use later. with something. the hounds are going to be real good(if all goes well) they animate their mouth when barking, getting hurt and eating. (they chew bones for a second and chew meat for 5 seconds) also theyd require food to stay strong, their health increses as they toughen(1/2Heart increase per 10Hearts damage) and hunger cap increases, so does damage, also different breeds, and maybe training dummies, food piles/bowls to feed idle dogs and maybe armour, They will also bark/growl when enemies are nearby and randomly dig up treasure as well as that, im adding a new rare ore(still looking for a made-up name that goes well)
This mod looks pretty cool, good luck getting it to shape up the way you want it to! Pretty curious about these hounds, I think I'll wait until you have those and the new ore added in before downloading.
Also, I think people are asking for NPCs because if we're building medieval cities and whatnot, they probably feel empty without people in them. I've never fiddled with NPCs so that's just an educated guess. I have seen a pretty nice looking NPC mod that seems to fit with the medieval city theme of this mod called MineColony- perhaps you can suggest people go check that out if they want NPCs within their spiffy new granite block walls.
On the topic of granite- I noticed someone above felt that too much granite spawned. Does granite spawning that replaces smooth stone spawning have an affect the spawn rates of ores from other mods? Or is there still PLENTY of smooth stone spawning on all layers? I have quite a few mods that spawn ores in smooth stone across all levels so I am a bit wary about that.
This mod looks pretty cool, good luck getting it to shape up the way you want it to! Pretty curious about these hounds, I think I'll wait until you have those and the new ore added in before downloading.
Also, I think people are asking for NPCs because if we're building medieval cities and whatnot, they probably feel empty without people in them. I've never fiddled with NPCs so that's just an educated guess. I have seen a pretty nice looking NPC mod that seems to fit with the medieval city theme of this mod called MineColony- perhaps you can suggest people go check that out if they want NPCs within their spiffy new granite block walls.
On the topic of granite- I noticed someone above felt that too much granite spawned. Does granite spawning that replaces smooth stone spawning have an affect the spawn rates of ores from other mods? Or is there still PLENTY of smooth stone spawning on all layers? I have quite a few mods that spawn ores in smooth stone across all levels so I am a bit wary about that.
Granite spawns like any other ore(just in larger quantities) much like dirt and gravel found in caves, though the granite may be taking a large coverage, it doesnt alter the occurrence of other ores much(they simply generate around the granite)
Ive seen mineColony and that would go well with the mod(although adding npcs to the game itself is quesionable, since you cant exactly "craft" people. maybe.. i don't know, stray people or something might spawn later(like just a random survivor/adventurer) that can spawn and be disabled. Though im not considering it now.
The hounds are working well. abit buggy in some times.(they hunt, eat, bark, growl, add stats, and will feast upon meat pile or dog bowls when hungry, now (even though sitting) they can still get up and get something to eat while idle) The new ore still hasn't been implemented fully. its just an ore with no name that generates
And ive also added a small tweak: When attacking with fire aspect, it lights the enemies on fire before doing damage, so if you get an instantkill or kill an enemy thats not on fire(like chickens) they will drop cooked meat.
And ornate/silver weapons will do less damage normally; but will do 2x damage to undead
The Meaning of Life, the Universe, and Everything.
Join Date:
1/11/2011
Posts:
55
Minecraft:
darklordpieman
Member Details
Hey there great mod its the perfect addition to a fort i was making, it makes the smithy look more useful.
Also a sugestion for the new ore, ignotumite.
Hey there great mod its the perfect addition to a fort i was making, it makes the smithy look more useful.
Also a sugestion for the new ore, ignotumite.
Very good mod, but will be steel compatibility with IC2?
IC2 has steel?
well anyway if its registered under "ingotSteel" it will, (if it isn't then ill find out what it is)
And having both mods anyway just doesn't make sense.(technical + old fashioned"
On a side note, ive released another update. but . you should backup your world before using it. (im not sure what, but its most likely not something the mod did, just i found a problem in testing)
And if anyone wants to test the mod before releases, send a message, (so i can confirm problems and fix everything before release)
And its not all hills, it ranges
At any case all ores generate around granite, meaning there's more satisfying ore finds
That and granite is like a stone alternative(dont consider it as an ore), its abundance is required for the purpose it has, since people would be building walls and castles out of it, making it less common would be unfeasible. although i could make granite easier to mine(about as fast as stone) but still requiring an iron pick.
hey, love the mod btw :D, add npc's ^__^
(unless you want to settle for hounds? improved wolves)
Improved wolves sounds cool to me.
Also, I'd like to say, as much as I like the whole tanning thing, it kind of sucks. After you get leather from tanning, you can't use it to craft anything, because it got replaced by the hide. So basically you have to use the nasty, bloody hide to make leather armor. Not sure if you knew about that yet. Sorry if it's been mentioned.
Also, I think people are asking for NPCs because if we're building medieval cities and whatnot, they probably feel empty without people in them. I've never fiddled with NPCs so that's just an educated guess. I have seen a pretty nice looking NPC mod that seems to fit with the medieval city theme of this mod called MineColony- perhaps you can suggest people go check that out if they want NPCs within their spiffy new granite block walls.
On the topic of granite- I noticed someone above felt that too much granite spawned. Does granite spawning that replaces smooth stone spawning have an affect the spawn rates of ores from other mods? Or is there still PLENTY of smooth stone spawning on all layers? I have quite a few mods that spawn ores in smooth stone across all levels so I am a bit wary about that.
Granite spawns like any other ore(just in larger quantities) much like dirt and gravel found in caves, though the granite may be taking a large coverage, it doesnt alter the occurrence of other ores much(they simply generate around the granite)
Ive seen mineColony and that would go well with the mod(although adding npcs to the game itself is quesionable, since you cant exactly "craft" people. maybe.. i don't know, stray people or something might spawn later(like just a random survivor/adventurer) that can spawn and be disabled. Though im not considering it now.
The hounds are working well. abit buggy in some times.(they hunt, eat, bark, growl, add stats, and will feast upon meat pile or dog bowls when hungry, now (even though sitting) they can still get up and get something to eat while idle) The new ore still hasn't been implemented fully. its just an ore with no name that generates
And ive also added a small tweak: When attacking with fire aspect, it lights the enemies on fire before doing damage, so if you get an instantkill or kill an enemy thats not on fire(like chickens) they will drop cooked meat.
And ornate/silver weapons will do less damage normally; but will do 2x damage to undead
Also a sugestion for the new ore, ignotumite.
I do a modded Let's Play
https://www.youtube....user/WhiteXCr0w
the name will do.
IC2 has steel?
well anyway if its registered under "ingotSteel" it will, (if it isn't then ill find out what it is)
And having both mods anyway just doesn't make sense.(technical + old fashioned"
On a side note, ive released another update. but . you should backup your world before using it. (im not sure what, but its most likely not something the mod did, just i found a problem in testing)
And if anyone wants to test the mod before releases, send a message, (so i can confirm problems and fix everything before release)