The Meaning of Life, the Universe, and Everything.
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7/4/2012
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I know there's a way to get blaze powder, but do you plan on a way for getting blaze rods? They're needed to make brewing stands, and in other mods for stuff (Like Ender-Tanks from the enderstorage mod)
I know there's a way to get blaze powder, but do you plan on a way for getting blaze rods? They're needed to make brewing stands, and in other mods for stuff (Like Ender-Tanks from the enderstorage mod)
Yes, I do.
It's tricky though, because maintaining the balance between making it reasonable in skyblock, but not too easy in vanilla is a really fine line. That applies to both blaze rods and ender pearls. Some ingredients that I could use in crafting them can be easily gotten in large quantities in vanilla. Glowstone for example. If I use one glowstone dust in the recipe for ender pearls, that would seem reasonable in skyblock. If this mod were used in vanilla though, a single trip to the nether can result in four or five stacks of glowstone dust. I can't responsibly let that be turned into hundreds of ender pearls. It would absolutely destroy the balance of other mods.
To bring it back to blaze rods, I was thinking you could use blaze powder in a barrel of lava to summon a blaze which you can then kill. The problem with that is that lava is renewable and easily obtained once you have a crucible. To offset that issue, I was thinking that I would require a barrel of molten gold instead. That means that I would have to complete my molten metal stuff first, which in turn requires a way to turn molten metal into ingots.
So thats where I'm at with them at the moment.
I should add that I haven't really gotten much done this weekend. I've been watching a lot of Minecon footage and generally taking some R&R. I basically did a development marathon to get that last update out and I'm pretty fatigued still. I'll get back to it in a bit, I promise.
It's tricky though, because maintaining the balance between making it reasonable in skyblock, but not too easy in vanilla is a really fine line. That applies to both blaze rods and ender pearls. Some ingredients that I could use in crafting them can be easily gotten in large quantities in vanilla. Glowstone for example. If I use one glowstone dust in the recipe for ender pearls, that would seem reasonable in skyblock. If this mod were used in vanilla though, a single trip to the nether can result in four or five stacks of glowstone dust. I can't responsibly let that be turned into hundreds of ender pearls. It would absolutely destroy the balance of other mods.
To bring it back to blaze rods, I was thinking you could use blaze powder in a barrel of lava to summon a blaze which you can then kill. The problem with that is that lava is renewable and easily obtained once you have a crucible. To offset that issue, I was thinking that I would require a barrel of molten gold instead. That means that I would have to complete my molten metal stuff first, which in turn requires a way to turn molten metal into ingots.
So thats where I'm at with them at the moment.
I should add that I haven't really gotten much done this weekend. I've been watching a lot of Minecon footage and generally taking some R&R. I basically did a development marathon to get that last update out and I'm pretty fatigued still. I'll get back to it in a bit, I promise.
you could use emeralds for enderpearls, seeing that they are both green(like emeralds in the mycellium water or something)
the blaze could be lava+3fire charges(the blaze's attack)+4gold ingots(for the body)+16blazepowder(1/4 a stack, not easy to get, and not worth using to summon one blaze in non-skyblock gameplay)(possiblt glowstone for the blaze's head)
For the molten metal thing, what will it be used for? smelting items? getting more out of ores? something else?
Been looking at the wiki a little and thinking about the progress... so... don't get me wrong, mr. crowley... but shouldn't glowstone and redstone come from soulsand? It's just a personal thing but those 2 kinda feel magical... so a magically infused sand would kinda make it more logical... and force you to to plan ahead a lot more... but yea... the list could use a lot more "alchemy" in it... from the tech list... you spend 80% of your time, if not more, just sifting through gravel... still didn't get the chance to test it properly... too many mods crashing the modpack
Yea, I'm definitely not happy with how much time people spend working the sieves. That was the purpose behind the recent buff where I cut the time it takes to process materials to about 1/3 of what it was. The idea was that the sieve would bridge the gap between vanilla and alternative means to generate materials, like mass fabricators and laser drills. Once bees make it in, they'll help too. I'll have to make some power system decisions soon, and make a powered sieve for the people that are using this as their only mod. I'm kind of holding out for TE to finish their redstone flux system.
About glowstone and redstone, I think redstone is definitely in the right place. Glowstone dust is a bit weird because it is unarguably a 'nether' type material. The thinking behind putting in with dust is that the list is sorted by grain size as much as it is place of origin. The goal was to get dusts from Dust.
you could use emeralds for enderpearls, seeing that they are both green(like emeralds in the mycellium water or something) the blaze could be lava+3fire charges(the blaze's attack)+4gold ingots(for the body)+16blazepowder(1/4 a stack, not easy to get, and not worth using to summon one blaze in non-skyblock gameplay)(possiblt glowstone for the blaze's head) For the molten metal thing, what will it be used for? smelting items? getting more out of ores? something else?
Believe it or not, I actually hadn't though of using gems in prep recipe. Thats actually brilliant. Consider this idea stolen! =)
About the molten metal system... Back in the days when we still had regular RP2 updates, I did all my ore processing with this mod. The author announced that he wouldn't be updating it anymore and that was what really pushed me to take modding seriously. Creating a system similar to his has been a goal of mine from the very start. I realize that I'll probably get accused of copying Tinkers Construct at some point, but I'll just point to this post and say, "NO, I copied someone totally different!". TiC feels overpowered to me with electric tools and autorepair tools and tools that break 9 blocks at a time. I really wanted a pure ore processing system.
The idea is that you can melt ores in the crucible to get their molten versions and then cast them into ingots. The crucible will give you a 1.5 times multiplier, but it will do it using the fire from burning netherrack, and it'll be really slow about it. If you use a hammer to fully smash your ore and then put it through the crucible, you could get up to 3x your ore. (More if you put fortune on your hammer).
If you want ease and speed then you'll use another mod's ore processing system. If you want slow and complicated, but free then go with crucibles and ingot molds. It will be possible to automate the whole system with pipes and hoppers of course.
I usually build a big swimming pool to spawn squid. Every once in a while, I'll take a dip and come up with a dozen of them. I don't think there is a biome requirement for squid spawning.
TiC feels overpowered to me with electric tools and autorepair tools and tools that break 9 blocks at a time. I really wanted a pure ore processing system.
Well you have a point there with TiC being overpowered with Ic2 installed however I am not a big fan of Ic2 and therefore don't use it
Also so far in my modded skyblock adventures I have not been able to fabricate the things for autorepair yet, I'll find a way eventually
And TiC's Tier 2 tools are not too overpowered for breaking blocks in a 3x3
Not to mention they are decently good at eatting up all my ores in skyblock and difficult to use here too
I often find myself in the void as a result of the tier 2 tools so I don't use them much
I just cant part with my double chest full of custom pickaxes ^3^
My thought was a simple (If expensive) thing, like 16 blaze powder go into a crucible, and one blaze-rod comes out after a while. If you're in skyblock, you're likely only going to need one blaze rod for that brewing stand, and if you're using Ex Nihilo in a vanilla like game, then you're doing this because you don't want to go to the nether and hunt down blazes for your endertank or whatever you're using it for.
My thought was a simple (If expensive) thing, like 16 blaze powder go into a crucible, and one blaze-rod comes out after a while. If you're in skyblock, you're likely only going to need one blaze rod for that brewing stand, and if you're using Ex Nihilo in a vanilla like game, then you're doing this because you don't want to go to the nether and hunt down blazes for your endertank or whatever you're using it for.
It would take forever to accumulate 16 blaze powder in skyblock though. They are set at about 1:20. 16 of them would require as much as 5 stacks of dust to be processed. And it's luck based, so even then you might get unlucky. I had one guy report that he went through a double chest full of sand trying to get ancient spores (1:128) and failed. I much prefer a clever solution over a tedious one.
animals you get by making a grasy flat area and waiting i take it? and mushrooms by waiting too... think that covers all the vanilla stuff...
any chance of adding dartcraft crystals? yes, yes... the mod is a "tad" op... but it can be fun... i like making my cow spawners...
as for energy...hm... can't you just have it in 1 block? combine a sieve, furnace, chest and... cogs? and when you put fuel in, it slowly works 1 input slot and puts stuff into output slots... have 10 of them or however many is the max of 1 product... and stop it from working if there's no empty output slots...
I've made something like that back around 1.2.5... I've removed all the ores from the world and only left coal... and instead, generated dense stone and sparkly stone (horray for originality)... you have a machine you put the stuff in... along with sand and coal... and it would randomly generate 1 ore... with a ratio... altho it had preset slots for iron, redstone and so on... so that the UI looks nice... and sparkly stone made gems... that was back in the RP2 days
also... OMG! LIQUID METALS! I was just looking it it this morning at work and going "liquid metals... you'll be missed..."
Animals, yes. Mushrooms, no. If you have a barrel of water on mycelium it turns to witch water. While it's plain water it will spawn mushrooms near it, but once the conversion is complete the witch water will need to be drained and the water replaced. You might say that mushrooms are a side benefit of making soul sand.
Dartcraft is reasonably popular. Would that be the only item I need to add, the crystals?
I could just make it a generic furnace type block. Put in fuel, stuff to sift and let it work. I'm not a fan of the idea though. It makes things almost too simple, and I would have to break away from my 'no GUI' philosophy.
Yup. It broke my heart when Fred decided he was going to abandon Liquid Metals. I got very very good at building grinding and melting systems in compact spaces. The whole thing looked amazing when it was running with liquid metals being piped to ingot formers and sucked into logistic pipes. I do miss it.
Then again, I was watching some Direwolf20 this morning and he was working with some Forestry machines and it made me suddenly realize how long it's been since I actually played with the mods instead of just testing functionality. I nostalgia'd pretty hard. I might have to join a server or something, just to get it out of my system. I don't have the time or motivation to build my own mod pack anymore.
Also so far in my modded skyblock adventures I have not been able to fabricate the things for autorepair yet, I'll find a way eventually
About this...
It is theoretically possible (In my map only, not the original skyblock) to, if you create the right formation of cobblestone in chunks that have yet to be loaded (using a really fancy and complicated infinite piston bridge), you can cause the world generation process to spawn in monster spawners, chests, and mossy cobble. However, this process requires so many resources, I can't fathom being able to create the necessary items in standard survival, let alone a sky survival map.
Very neat and interesting mod. my only feedback is that the silkworms give to much string. I would change it so that they drop string as often as normal trees drop saplings and more worms like normal trees drop apples.
When you have the fluid stuff in, you'll add witchwater as a fluid? I wanna fill tanks with it ^^
as far as I know, the only dartcraft worldgen are the ores that drop force gems... not sure about mob drops... but that's mob drops so you can get them anyway... everything else you get from using the infuser or using the rod on items... Made a cow spawner today and it sure takes a while... but it's mostly bottling cows... and some levels that need to be drained... finally a use for levels
Keep in mind, dartcraft gems are kinda powerful... so you want them to be rare...
so... a non GUI way... ok... a "rattler" that you put above lava/fire... and need to keep filled with water... that then makes steam and turns cogs inside... and if a sifter is next to it, it will slowly drain the sifter? then a hopper on top of the sifter... and a hopper under the sifter for collecting i guess?
so you have a fully automated system with no GUI... and you only have to refill the water every now and then... or connect it to a pump if you're playing modded...
you can jump onto the enderville.com alpha server anytime... but since it's alpha i'm still replacing mods and updating and downgrading all the time.. i have to release another zip so people can download it without having to do "50" updates... but i'm kinda waiting on your mod to add some more stuff... and then discuss with the other admins if we want to pull any mods... or add any... like galacticraft
My mind keeps coming back around to the steam idea, but railcraft has already taken it to extremes. I like the idea of refilling a water container to power machines. It leverages the rendering code I've already written for the barrels and crucibles. I'm not looking forward to animating clockwork stuff though.
I might jump on the server. Can you send me a PM with details about how to get on?
It's flattering that you're waiting on me. No pressure or anything. Oh god why!?
It is theoretically possible (In my map only, not the original skyblock) to, if you create the right formation of cobblestone in chunks that have yet to be loaded (using a really fancy and complicated infinite piston bridge), you can cause the world generation process to spawn in monster spawners, chests, and mossy cobble. However, this process requires so many resources, I can't fathom being able to create the necessary items in standard survival, let alone a sky survival map.
Oh god I saw that video. Soooo much redstone. There's no way to do that in a void map without a witch farm or something.
Very neat and interesting mod. my only feedback is that the silkworms give to much string. I would change it so that they drop string as often as normal trees drop saplings and more worms like normal trees drop apples.
Believe it or not, I just reduced the amount of string that they drop. I'm not totally against lowing it further, but using the sapling drop rate for string is way too low. Sometimes you can take out a whole tree and not get a single sapling. It could take three or more trees to make a fishing pole if luck wasn't on your side. There are several mods which add farmable string in the form of cotton, flax or hemp, and they usually provide one (or more) string per plant. The drop rate for string is already below that.
I don't know is this fits your vision for Ex Nihilo, but what if there was like, a rake-like tool or something, that when used on a grass block or normal dirt would turn it into grassless dirt (dirt with a damage value of 1)? Grassless dirt turns into normal dirt when collected, but this would let you create it where you want it.
Come to think of it, maybe there could be a way to create podzol, too.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/14/2012
Posts:
147
Member Details
I feel like lots of mods are missing for my "BITS" mod pack. It's supposed to be very balanced on top of Ex Nihilo. Perhaps would someone suggest some mods for the mod pack?
I feel like lots of mods are missing for my "BITS" mod pack. It's supposed to be very balanced on top of Ex Nihilo. Perhaps would someone suggest some mods for the mod pack?
These are the mods I use in my personal mod pack at the moment:
I feel like lots of mods are missing for my "BITS" mod pack. It's supposed to be very balanced on top of Ex Nihilo. Perhaps would someone suggest some mods for the mod pack?
Okay... just checked out your mod pack and realized that my maps were packaged with it.....?
While I don't particularly mind you including my maps in your mod pack, I would have preferred you ask my permission before doing so. At the very least you should provide some kind of link to my post with the map. As it is, the maps are just automatically downloaded to the save folder through the technic launcher.. :/
hey quantum... do you think it would be possible to make a mystcraft age, then delete it and put your map in the folder... without it messing up ?
Honestly, I've never played with mystcraft before, so I haven't the faintest idea.
It depends on how mystcraft saves its ages. If they save them as dimensions, then no; but if they save them as separate save files, then probably yes.
Okay... just checked out your mod pack and realized that my maps were packaged with it.....?
While I don't particularly mind you including my maps in your mod pack, I would have preferred you ask my permission before doing so. At the very least you should provide some kind of link to my post with the map. As it is, the maps are just automatically downloaded to the save folder through the technic launcher.. :/
Well, I'm sorry for not asking permission. As though I don't know why I've packaged your maps with my mod pack. Should I remove it then? This mod pack is just a little thing I can play with so I don't have to manually add in all the mods and such. But I've released it to the public to show what mods there are in the pack.
Yes, I do.
It's tricky though, because maintaining the balance between making it reasonable in skyblock, but not too easy in vanilla is a really fine line. That applies to both blaze rods and ender pearls. Some ingredients that I could use in crafting them can be easily gotten in large quantities in vanilla. Glowstone for example. If I use one glowstone dust in the recipe for ender pearls, that would seem reasonable in skyblock. If this mod were used in vanilla though, a single trip to the nether can result in four or five stacks of glowstone dust. I can't responsibly let that be turned into hundreds of ender pearls. It would absolutely destroy the balance of other mods.
To bring it back to blaze rods, I was thinking you could use blaze powder in a barrel of lava to summon a blaze which you can then kill. The problem with that is that lava is renewable and easily obtained once you have a crucible. To offset that issue, I was thinking that I would require a barrel of molten gold instead. That means that I would have to complete my molten metal stuff first, which in turn requires a way to turn molten metal into ingots.
So thats where I'm at with them at the moment.
I should add that I haven't really gotten much done this weekend. I've been watching a lot of Minecon footage and generally taking some R&R. I basically did a development marathon to get that last update out and I'm pretty fatigued still. I'll get back to it in a bit, I promise.
If you put something in one to make dirt?
http://qcraft.org
you could use emeralds for enderpearls, seeing that they are both green(like emeralds in the mycellium water or something)
the blaze could be lava+3fire charges(the blaze's attack)+4gold ingots(for the body)+16blazepowder(1/4 a stack, not easy to get, and not worth using to summon one blaze in non-skyblock gameplay)(possiblt glowstone for the blaze's head)
For the molten metal thing, what will it be used for? smelting items? getting more out of ores? something else?
That would be pretty easy. I'm not sure how many people actually use it though.
Yea, I'm definitely not happy with how much time people spend working the sieves. That was the purpose behind the recent buff where I cut the time it takes to process materials to about 1/3 of what it was. The idea was that the sieve would bridge the gap between vanilla and alternative means to generate materials, like mass fabricators and laser drills. Once bees make it in, they'll help too. I'll have to make some power system decisions soon, and make a powered sieve for the people that are using this as their only mod. I'm kind of holding out for TE to finish their redstone flux system.
About glowstone and redstone, I think redstone is definitely in the right place. Glowstone dust is a bit weird because it is unarguably a 'nether' type material. The thinking behind putting in with dust is that the list is sorted by grain size as much as it is place of origin. The goal was to get dusts from Dust.
Believe it or not, I actually hadn't though of using gems in prep recipe. Thats actually brilliant. Consider this idea stolen! =)
About the molten metal system... Back in the days when we still had regular RP2 updates, I did all my ore processing with this mod. The author announced that he wouldn't be updating it anymore and that was what really pushed me to take modding seriously. Creating a system similar to his has been a goal of mine from the very start. I realize that I'll probably get accused of copying Tinkers Construct at some point, but I'll just point to this post and say, "NO, I copied someone totally different!". TiC feels overpowered to me with electric tools and autorepair tools and tools that break 9 blocks at a time. I really wanted a pure ore processing system.
The idea is that you can melt ores in the crucible to get their molten versions and then cast them into ingots. The crucible will give you a 1.5 times multiplier, but it will do it using the fire from burning netherrack, and it'll be really slow about it. If you use a hammer to fully smash your ore and then put it through the crucible, you could get up to 3x your ore. (More if you put fortune on your hammer).
If you want ease and speed then you'll use another mod's ore processing system. If you want slow and complicated, but free then go with crucibles and ingot molds. It will be possible to automate the whole system with pipes and hoppers of course.
I usually build a big swimming pool to spawn squid. Every once in a while, I'll take a dip and come up with a dozen of them. I don't think there is a biome requirement for squid spawning.
Any water block between y levels 40 and 60 has a chance of spawning a squid
Well you have a point there with TiC being overpowered with Ic2 installed however I am not a big fan of Ic2 and therefore don't use it
Also so far in my modded skyblock adventures I have not been able to fabricate the things for autorepair yet, I'll find a way eventually
And TiC's Tier 2 tools are not too overpowered for breaking blocks in a 3x3
Not to mention they are decently good at eatting up all my ores in skyblock and difficult to use here too
I often find myself in the void as a result of the tier 2 tools so I don't use them much
I just cant part with my double chest full of custom pickaxes ^3^
My thought was a simple (If expensive) thing, like 16 blaze powder go into a crucible, and one blaze-rod comes out after a while. If you're in skyblock, you're likely only going to need one blaze rod for that brewing stand, and if you're using Ex Nihilo in a vanilla like game, then you're doing this because you don't want to go to the nether and hunt down blazes for your endertank or whatever you're using it for.
I've been thinking that water barrels should grow moss on stone that they are on top of. That might be a thing.
It would take forever to accumulate 16 blaze powder in skyblock though. They are set at about 1:20. 16 of them would require as much as 5 stacks of dust to be processed. And it's luck based, so even then you might get unlucky. I had one guy report that he went through a double chest full of sand trying to get ancient spores (1:128) and failed. I much prefer a clever solution over a tedious one.
Animals, yes. Mushrooms, no. If you have a barrel of water on mycelium it turns to witch water. While it's plain water it will spawn mushrooms near it, but once the conversion is complete the witch water will need to be drained and the water replaced. You might say that mushrooms are a side benefit of making soul sand.
Dartcraft is reasonably popular. Would that be the only item I need to add, the crystals?
I could just make it a generic furnace type block. Put in fuel, stuff to sift and let it work. I'm not a fan of the idea though. It makes things almost too simple, and I would have to break away from my 'no GUI' philosophy.
Yup. It broke my heart when Fred decided he was going to abandon Liquid Metals. I got very very good at building grinding and melting systems in compact spaces. The whole thing looked amazing when it was running with liquid metals being piped to ingot formers and sucked into logistic pipes. I do miss it.
Then again, I was watching some Direwolf20 this morning and he was working with some Forestry machines and it made me suddenly realize how long it's been since I actually played with the mods instead of just testing functionality. I nostalgia'd pretty hard. I might have to join a server or something, just to get it out of my system. I don't have the time or motivation to build my own mod pack anymore.
About this...
It is theoretically possible (In my map only, not the original skyblock) to, if you create the right formation of cobblestone in chunks that have yet to be loaded (using a really fancy and complicated infinite piston bridge), you can cause the world generation process to spawn in monster spawners, chests, and mossy cobble. However, this process requires so many resources, I can't fathom being able to create the necessary items in standard survival, let alone a sky survival map.
My mind keeps coming back around to the steam idea, but railcraft has already taken it to extremes. I like the idea of refilling a water container to power machines. It leverages the rendering code I've already written for the barrels and crucibles. I'm not looking forward to animating clockwork stuff though.
I might jump on the server. Can you send me a PM with details about how to get on?
It's flattering that you're waiting on me. No pressure or anything. Oh god why!?
Oh god I saw that video. Soooo much redstone. There's no way to do that in a void map without a witch farm or something.
Believe it or not, I just reduced the amount of string that they drop. I'm not totally against lowing it further, but using the sapling drop rate for string is way too low. Sometimes you can take out a whole tree and not get a single sapling. It could take three or more trees to make a fishing pole if luck wasn't on your side. There are several mods which add farmable string in the form of cotton, flax or hemp, and they usually provide one (or more) string per plant. The drop rate for string is already below that.
Come to think of it, maybe there could be a way to create podzol, too.
These are the mods I use in my personal mod pack at the moment:
Ex Nihilo: This thread
Witchery: http://www.minecraft...0/page__st__240
Weeping Angels: http://www.minecraft...ing-angels-mod/
Open Blocks: http://www.openmods.info/openblocks/
Bibliocraft: http://www.bibliocraftmod.com
Iron Chests: http://www.minecraft...raft-15-update/
Inventory Tweaks: http://www.minecraft...august-21/#Down
ObsidianPlates: http://forum.feed-th...mpendium.18505/
Project RED: http://projectred.endermedia.org
Chickenbones’ mods: http://www.minecraft...ckenbones-mods/
Time traveller mod: http://www.minecraftforum.net/topic/1211757-timetraveler-real-time-travel-inside-of-minecraft-go-to-your-past/
I would highly recommend checking them all out!
Okay... just checked out your mod pack and realized that my maps were packaged with it.....?
While I don't particularly mind you including my maps in your mod pack, I would have preferred you ask my permission before doing so. At the very least you should provide some kind of link to my post with the map. As it is, the maps are just automatically downloaded to the save folder through the technic launcher.. :/
Honestly, I've never played with mystcraft before, so I haven't the faintest idea.
It depends on how mystcraft saves its ages. If they save them as dimensions, then no; but if they save them as separate save files, then probably yes.
Well, I'm sorry for not asking permission. As though I don't know why I've packaged your maps with my mod pack. Should I remove it then? This mod pack is just a little thing I can play with so I don't have to manually add in all the mods and such. But I've released it to the public to show what mods there are in the pack.