I would totally do that.. As soon as I figured out 1.6.2 mods work with 1.6.4, I would love to get these mods to go with this mod. But I can't find the link to 1.6.2 IndustralCraft 2 or 1.6.2 Forestry.
The hopper is vanilla minecraft. It's a bit more iron than I care to think about getting in skyblock, but it's definitely possible. The bottom pic is done with just Buildcraft.
This mod is AMAZING!! I've always wanted a mod that adds functionality to the vanilla skyblock map. One thing that would be really cool, would be some way to get renewable soul sand, as then you would be able to get withers, and by extension beacons (Iron blocks from iron farm). At the moment you can get wither skulls in the original skyblock map since there's a fortress near the glowstone platform, but you can't get the soul sand needed to spawn the wither. Keep up the great work!!
All of this is already planned. The sifting table will allow you to get the world-gen ores and dusts (at least from vanilla) at the next major update, and I have some barrel functionality that will be going in after that to allow you to create soul sand.
You can get Iron pretty easily. You just need to get a blaze rod, then brew two splash potions of weakness using 3 sand to make glass bottles and a fermented spider eye. then wait till zombie villagers spawn and cure them using the potions of weakness along with golden apples. Once you have two villagers, making an Iron golem farm is a piece of cake.
It's just some of the hard-to-get vanilla items so far. I'll be adding custom seeds and ores over the next few updates and some of the rarities will definitely need to be rebalanced.
I really need feedback on this one! Please let me know what you guys think!
It's just some of the hard-to-get vanilla items so far. I'll be adding custom seeds and ores over the next few updates and some of the rarities will definitely need to be rebalanced.
I really need feedback on this one! Please let me know what you guys think!
The sieves are really cool! I've been doing some preliminary testing with them, and they seem to be pretty balanced, but I'll get back to you when I've tested it more rigourously. I think the sand could use another drop, maybe quartz(?), seeing as how the primary constituent of real life sand is silicon dioxide (pretty much quartz).
I cannot express how amazing this feature is. It's perfectly balanced! I love how it takes quite a bit of time to sieve an item, it's not just instantaneous, you have to put some time into it. Also, I really like the dirt to seeds part, cause it means that if you accidentally lose your melon or your pumpkin seeds, you can still eventually get those things back.
One bug though, if you click on the sieve with anything in your hand other than the 5 blocks designed to be sieved, the item disappears.
I put up a new build that fixes the item-eating bug. Oops!
Also, I increased the rarity of nether wart and added nether quartz to the table for soul sand. While I agree that most sand is basically quartz, it's hard for me to put a nether based item in normal sand. When I get around to the mod-compatibility plugins I will most likely add Certus quartz from Applied Energistics to sand's table. I already plan on adding ore sand, cactus seeds and jungle tree seeds to sand too, so the table will fill out a little more in the next couple of days.
Hrm, I'm not sure if you are talking about the barrels or the sieves, but either way the answer should be the same. Just hold the thing you want to put into the machine and right click on it. As long as it's compostable it should go into the barrel, and if it's siftable it should go into the sieve.
Wow, the updates are awesome! This definitly makes it interesting for much more than just Skyblock. One question though... Does the Crook work on modded leaves (as in, from other trees)?
The crook won't have any effect on modded leaves (yet). I plan to eventually support forestry and thaumcraft at least. I want to finish all the basic systems first. I've still got a bit of work to do on the sieves and then it's on to some ore processing stuff and lava creation. Once those are done, I'll start on the mod compatibility stuff.
The name of this mod is kind of generic... Perhaps I should think about rebranding it before it gets too big. Anyone have any suggestions for names? =)
Hrm, I'm not sure if you are talking about the barrels or the sieves, but either way the answer should be the same. Just hold the thing you want to put into the machine and right click on it. As long as it's compostable it should go into the barrel, and if it's siftable it should go into the sieve.
Do the silkworms fall out of the leaves as you destroy them, or just spawn around trees? Or do you have to destroy leaves with the crook for a chance for one to spawn?
Also do leaves get infested from only adjacent leaves? Like how far away does another tree have to be to not get infested?
I quite like how this works, and it seems like it will fit in quite nicely with the overall atmosphere of Skyblock. For the trees, maybe add a chance that the crook or some new tool will yield a different species of saplings... I don't know, I'm clutching at straws here.
could you get your mod listed HERE ? its a modlist what lets the mod authors control the mod download & version live all in 1 location for users to automatically download & install
While I do appreciate the effort you've put into a tool like this, I don't want to commit to another layer of complexity on top my current build/release process.
Do the silkworms fall out of the leaves as you destroy them, or just spawn around trees? Or do you have to destroy leaves with the crook for a chance for one to spawn?
Also do leaves get infested from only adjacent leaves? Like how far away does another tree have to be to not get infested?
To get a chance to spawn a silkworm you MUST break the leaf block with the crook. The silkworms will fall out of the block like a sapling would. They are kind of hard to find from normal leaf blocks, but once you have a few infested trees it should be much easier to find them because the infested leaf blocks have a much higher drop rate for them. You still have to use the crook if you want more silkworms, but you can get string from the infested blocks without one.
Leaves do get infested by adjacent leaves, but the infestation can move diagonally also. Basically, if you imagine a 3x3x3 stack of blocks with the infested leaf block in the center, any of those are valid targets for spreading.
I quite like how this works, and it seems like it will fit in quite nicely with the overall atmosphere of Skyblock. For the trees, maybe add a chance that the crook or some new tool will yield a different species of saplings... I don't know, I'm clutching at straws here.
Thanks for the feedback! The plan at the moment is to add new seeds for the vanilla trees (and all the vanilla agriculture items) to the sieves. I've put off that update a little while I work out some really tricky balance issues with the interaction between ores and the hammers that I'm planning. This ore system should be a really nice surprise for everybody. =)
As a heads up to anyone that may or may not be planning any videos based on my mod... I didn't think this mod would get much traction outside of Skyblock maps, but many people have pointed out (and rightly so) that the functionality that I'm adding is applicable to a much broader audience. I'll most likely be renaming it in the next major update. The config file and the inner workings won't be changed until 1.7, because the jump from 1.6 to 1.7 is almost guaranteed to required a fresh world, so everyone's stuff is safe till then. At the moment I'm leaning towards "Ex Nihilo", meaning "from nothing" for the new name, in case anyone is curious. =)
Well I like this mod. The only 2 suggestions I have is to get iron from the seives. Possibly iron nuggets instead of iron ingots.
The other suggestion is to have some way to automate the seives, since it takes a while for low payouts. Some way to set up a farm where all I have to put in is a stack of something, or even one at a time, as long as it shifts through it automatically. Possibly when its raining.
Well I like this mod. The only 2 suggestions I have is to get iron from the seives. Possibly iron nuggets instead of iron ingots.
Yep, this is what I'm working on right now. This is a superb opportunity to explain how it'll work though. Basically, you'll be able to get ore from every siftable thing except for dirt. Gravel will give you an ore gravel item, sand and soul sand will give you ore sand items. They'll be very common to offset the low output of the sieves.
Also, I'll be adding an optional pre-processing step involving hammers. What it boils down to is this: you can't cook ore gravel items in a furnace. You CAN put four ore gravel items together and get an ore gravel block. Once you have this block, you have a choice. You can either cook the block in a furnace to get an ingot, or smash the block with a hammer to get ore sand items and get a small increase in your ore amount. Four ore sands = one ore sand block. Four ore dusts = one ore dust block. Each of the blocks can be smelted into an ingot OR it can be further processed by another mod.
In case that was too confusing... If you want to get MAXIMUM yield from an ore if you are NOT in skyblock, the steps that you'll take will be:
1) Harvest Ore.
2) Smash it into gravel.
3) Combine ore gravel into ore gravel blocks.
4) Smash it into sand.
5) Combine ore sand into ore sand blocks.
6) Smash it into dust.
7) Combine ore dust it into ore dust blocks.
8) Put the ore dust block into a pulverizer from Thermal Expansion, a macerator from IC2, a rock crusher from Railcraft, a smeltery from Tinkers' Construct, etc.
Or you can skip the hammering step altogether and just pump the ore directly into the various machines like you normally would. This is intended to help out when you have a surplus of one ore and a lack of another. You can take the extra time to get some extra of the one you are missing.
The other suggestion is to have some way to automate the seives, since it takes a while for low payouts. Some way to set up a farm where all I have to put in is a stack of something, or even one at a time, as long as it shifts through it automatically. Possibly when its raining.
Because I hope that this mod will eventually make it's way into mod packs like FTB and/or tekkit, I will probably never allow the sifting tables to be automated. The things that have a similar function in other mods are
1) Turtles from ComputerCraft, which take fuel and leave gaping holes in the world.
2) Quarries from BuildCraft, which take fuel and leave gaping holes in the world.
3) Laser Drills from MineFactory Reloaded, which take a TON of MJ power.
4, sort of) Recyclers/Mass Fabricators from IC2, which take a TON of EU power AND they consume stuff for scrap.
All of the above have a a steep cost associated with their use and they are relatively end game items. The sieves have no cost except for the time you have to spend processing with them, and they are very early game items. If I were to make it possible to automate them, then they could be filled with sand and gravel that you get from an automatic igneous extruder + pulverizer combo and it would become the single most overpowered automatic resource generator in modded minecraft. Also, you could run several of them in parallel to multiply their output. My mod would start getting banned from servers and the nether might just freeze over. =(
Because I hope that this mod will eventually make it's way into mod packs like FTB and/or tekkit, I will probably never allow the sifting tables to be automated. The things that have a similar function in other mods are
1) Turtles from ComputerCraft, which take fuel and leave gaping holes in the world.
2) Quarries from BuildCraft, which take fuel and leave gaping holes in the world.
3) Laser Drills from MineFactory Reloaded, which take a TON of MJ power.
4, sort of) Recyclers/Mass Fabricators from IC2, which take a TON of EU power AND they consume stuff for scrap.
All of the above have a a steep cost associated with their use and they are relatively end game items. The sieves have no cost except for the time you have to spend processing with them, and they are very early game items. If I were to make it possible to automate them, then they could be filled with sand and gravel that you get from an automatic igneous extruder + pulverizer combo and it would become the single most overpowered automatic resource generator in modded minecraft. Also, you could run several of them in parallel to multiply their output. My mod would start getting banned from servers and the nether might just freeze over. =(
I'm not saying something thats full automatic, but at least some way to run a few more at a time than just the one you're focusing on. And possibly decrease the amount one player can use at once based on the number of players in the game. I mean like only 3-4 by one player. It takes forever when playing single player skyblock.
Also, you showed putting lava in the barrel. While I can assume it was mostly for demonstration, it is a skyblock companion. Is there a way to get more lava in skyblock?
The hopper is vanilla minecraft. It's a bit more iron than I care to think about getting in skyblock, but it's definitely possible. The bottom pic is done with just Buildcraft.
All of this is already planned. The sifting table will allow you to get the world-gen ores and dusts (at least from vanilla) at the next major update, and I have some barrel functionality that will be going in after that to allow you to create soul sand.
Check the original post, I added a blurb at the bottom about permissions for mod packs and such.
I'm glad you're enjoying it! I'd love to see more let's plays and such pop up.
You can get redstone by trading with priest villagers
It's just some of the hard-to-get vanilla items so far. I'll be adding custom seeds and ores over the next few updates and some of the rarities will definitely need to be rebalanced.
I really need feedback on this one! Please let me know what you guys think!
The sieves are really cool! I've been doing some preliminary testing with them, and they seem to be pretty balanced, but I'll get back to you when I've tested it more rigourously. I think the sand could use another drop, maybe quartz(?), seeing as how the primary constituent of real life sand is silicon dioxide (pretty much quartz).
64 dirt-->5 seeds, 2 pumpkin seeds, 2 melon seeds
64 sand-->9 coco beans
64 soul sand--> 16 nether wart
64 dust--> 15 bone meal, 5 blaze powder, 3 redstone, 3 glowstone
64 gravel-->23 flint, 3 lapis, 1 emerald
I cannot express how amazing this feature is. It's perfectly balanced! I love how it takes quite a bit of time to sieve an item, it's not just instantaneous, you have to put some time into it. Also, I really like the dirt to seeds part, cause it means that if you accidentally lose your melon or your pumpkin seeds, you can still eventually get those things back.
One bug though, if you click on the sieve with anything in your hand other than the 5 blocks designed to be sieved, the item disappears.
I put up a new build that fixes the item-eating bug. Oops!
Also, I increased the rarity of nether wart and added nether quartz to the table for soul sand. While I agree that most sand is basically quartz, it's hard for me to put a nether based item in normal sand. When I get around to the mod-compatibility plugins I will most likely add Certus quartz from Applied Energistics to sand's table. I already plan on adding ore sand, cactus seeds and jungle tree seeds to sand too, so the table will fill out a little more in the next couple of days.
Thanks again, I really appreciate the feedback!
The crook won't have any effect on modded leaves (yet). I plan to eventually support forestry and thaumcraft at least. I want to finish all the basic systems first. I've still got a bit of work to do on the sieves and then it's on to some ore processing stuff and lava creation. Once those are done, I'll start on the mod compatibility stuff.
The name of this mod is kind of generic... Perhaps I should think about rebranding it before it gets too big. Anyone have any suggestions for names? =)
for me the sieve dose not xgsist
I'll make a mod review too :3
Also do leaves get infested from only adjacent leaves? Like how far away does another tree have to be to not get infested?
What version do you have in your mods folder? Do the blocks show up under the 'Decorative' tab in Creative mode?
While I do appreciate the effort you've put into a tool like this, I don't want to commit to another layer of complexity on top my current build/release process.
Awesome man! I'm looking forward to seeing it.
To get a chance to spawn a silkworm you MUST break the leaf block with the crook. The silkworms will fall out of the block like a sapling would. They are kind of hard to find from normal leaf blocks, but once you have a few infested trees it should be much easier to find them because the infested leaf blocks have a much higher drop rate for them. You still have to use the crook if you want more silkworms, but you can get string from the infested blocks without one.
Leaves do get infested by adjacent leaves, but the infestation can move diagonally also. Basically, if you imagine a 3x3x3 stack of blocks with the infested leaf block in the center, any of those are valid targets for spreading.
Thanks for the feedback! The plan at the moment is to add new seeds for the vanilla trees (and all the vanilla agriculture items) to the sieves. I've put off that update a little while I work out some really tricky balance issues with the interaction between ores and the hammers that I'm planning. This ore system should be a really nice surprise for everybody. =)
The other suggestion is to have some way to automate the seives, since it takes a while for low payouts. Some way to set up a farm where all I have to put in is a stack of something, or even one at a time, as long as it shifts through it automatically. Possibly when its raining.
Yep, this is what I'm working on right now. This is a superb opportunity to explain how it'll work though. Basically, you'll be able to get ore from every siftable thing except for dirt. Gravel will give you an ore gravel item, sand and soul sand will give you ore sand items. They'll be very common to offset the low output of the sieves.
Also, I'll be adding an optional pre-processing step involving hammers. What it boils down to is this: you can't cook ore gravel items in a furnace. You CAN put four ore gravel items together and get an ore gravel block. Once you have this block, you have a choice. You can either cook the block in a furnace to get an ingot, or smash the block with a hammer to get ore sand items and get a small increase in your ore amount. Four ore sands = one ore sand block. Four ore dusts = one ore dust block. Each of the blocks can be smelted into an ingot OR it can be further processed by another mod.
In case that was too confusing... If you want to get MAXIMUM yield from an ore if you are NOT in skyblock, the steps that you'll take will be:
1) Harvest Ore.
2) Smash it into gravel.
3) Combine ore gravel into ore gravel blocks.
4) Smash it into sand.
5) Combine ore sand into ore sand blocks.
6) Smash it into dust.
7) Combine ore dust it into ore dust blocks.
8) Put the ore dust block into a pulverizer from Thermal Expansion, a macerator from IC2, a rock crusher from Railcraft, a smeltery from Tinkers' Construct, etc.
Or you can skip the hammering step altogether and just pump the ore directly into the various machines like you normally would. This is intended to help out when you have a surplus of one ore and a lack of another. You can take the extra time to get some extra of the one you are missing.
Because I hope that this mod will eventually make it's way into mod packs like FTB and/or tekkit, I will probably never allow the sifting tables to be automated. The things that have a similar function in other mods are
1) Turtles from ComputerCraft, which take fuel and leave gaping holes in the world.
2) Quarries from BuildCraft, which take fuel and leave gaping holes in the world.
3) Laser Drills from MineFactory Reloaded, which take a TON of MJ power.
4, sort of) Recyclers/Mass Fabricators from IC2, which take a TON of EU power AND they consume stuff for scrap.
All of the above have a a steep cost associated with their use and they are relatively end game items. The sieves have no cost except for the time you have to spend processing with them, and they are very early game items. If I were to make it possible to automate them, then they could be filled with sand and gravel that you get from an automatic igneous extruder + pulverizer combo and it would become the single most overpowered automatic resource generator in modded minecraft. Also, you could run several of them in parallel to multiply their output. My mod would start getting banned from servers and the nether might just freeze over. =(
Ex Nihilo would be a wonderful name for it.
I'm not saying something thats full automatic, but at least some way to run a few more at a time than just the one you're focusing on. And possibly decrease the amount one player can use at once based on the number of players in the game. I mean like only 3-4 by one player. It takes forever when playing single player skyblock.
Also, you showed putting lava in the barrel. While I can assume it was mostly for demonstration, it is a skyblock companion. Is there a way to get more lava in skyblock?