I am VERY interested in were this mod is going 2 thumbs up
have you considered any of the following?
snapping 2 rocks together for sparks to start the fire
I was thinking maybe 2 flint crafted in the 2x2 pocket = fire starter
similar to a flint & steel but with a lower % chance of success
gathering kindling, sticks, loose bark, deadwood and driftwood off the ground
possibly as a drop from tall grass
(I'm stuck babysitting for the summer with a computer I just cleared of multiple trojans. I logged into Minecraft.net before I realized how infected this computer was, and after cleansing it to the best of my ability I found that my Minecraft account was compromised (skin has been set to something else, and I got emails about attempts to do this or that). I hope changing my password was sufficient to secure it again, but I am now very nervous that there might still be trojans on this computer that I didn't catch, and that the hacker might grab any account I log into... here's hoping that's not the case and that my forum account here remains secure.)
Thanks for the compliment, greyjusticar.
Ungowa, I do like the idea of being able to use flint to try to light the campfire. I don't want to be able to light up the regular Minecraft fires that way, just the campfire. I don't really want to add an additional item (weaker firestarter) but can't see a way to really light the campfire with 2 flint in the click-and-hold way I've envisioned.
Actually, the idea of gathering goodies from the ground under trees or on beaches etc. jives with stuff I've done for ZooCraftia before.about different types of groundcover. I could see a groundcover like snow, that either falls directly below trees or is biome-specific (e.g. all over the Forest biome), and I could see you digging through that to find fallen sticks etc. If it worked like ZooCraftia, it'd make the biomes look a lot different (not just a different color of green).
And yeah, I could see looking for freshwater... but on ZooCraftia we had some troubles making that work (though battlefield finally did solve the problems, they were amusing at the start). I would actually really like the idea of taking care of thirst too... if it weren't too intrusive a system. I'll have to think it over.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Dropping by to wish y'all a Merry Christmas. I hope the new year finds you filled with energy and optimism.
The new Podzol block is going a certain ways toward what I'd hoped for with distinctive groundcover... but I still think a snowcover-like block would be a better option, reducing grass to a cover and dirt to a single block instead of multiple types. Still, progress is progress
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
See if you can get in touch with outcastjack; I'm not sure whether he's busy and silent or just absent.
If you can't get in touch with him, and would like to try to code this mod (or part of it) from scratch, go ahead and give it a shot. I'm not stingy with my ideas, and after multiple projects have slowed to likely death I'm more willing than ever to let new people have a go at 'em. Besides, new variations can lead to interesting ideas.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Well, at least the fishing's better nowadays... though I can't enjoy that, seeing as all my mods are still at 1.6.4.
Maybe they'll be up to 1.7.x by the time this mod makes it to beta stage.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Currently playing a variant where I'm the Nostalgia Critic (wish I had better skin choices, but actually found a halfway decent version for him at least) who wakes up in an unfamiliar world and has to learn a variety of skills just to survive... on top of realizing that physics have gone crazy and that water can breed itself.
Would be just a touch more fun under the Roughin' It restrictions, seeing as I wouldn't have to build a crafting bench while pretending to myself that I barely know how to build a torch.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Wow, I totally missed your reply, and that was months ago. Yikes!
Glad to see the info exists in a form that can be accessed by future developers. That's something that seems sketchy to nonexistent on my other mods, meaning new devs would have to start from scratch.
The thing with the dirt was basically that we need to have dirt dropping random resources, and would like to form dirt balls into blocks, but can't have those blocks be the same as a dirt block because then you get an endless cycle of getting new resources from dirt (albeit at diminishing returns). I am amenable to any sort of alternate system. What comes to mind right now is maybe having the top layer of dirt itself be the kind you can dig resources from, just 1 or 2 deep, and all the rest of the dirt is normal dirt. So we'd have to generate a new layer of blocks on top of (or replacing the top 1-2 blocks of) dirt that generates with each chunk. Could just replace generated grass (as opposed to spreading grass) with it, maybe, or the dirt block just under a block of generated grass.
Oh, and Jack, while I know firsthand how energizing it can be to see a lot of people clamoring for your work, and how depressing it can be to want to work on a project but not be able to raise interest in it... I've got the enthusiasm for this mod. I totally do. Just because I'm not hanging out here desperately checking back every hour/day, posting or PM'ing like some lovesick would-be girlfriend who can't let it go, doesn't mean I don't get excited each time I think about the kind of stuff this mod would give me, the way it would change how I start the game and the way I move into the immersion I crave from Minecraft. Seriously, go look at for a good explanation of why this sort of starting setup would make a huge difference in how I approach gameplay here. (Also, 7 Days to Die hits some of the highlights: You can break dead bushes into sticks, for example, so making stick-based items doesn't require either finding an axe (which'd make it mid-game tech unless you're really lucky) or breaking trees with your bare hands.)
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
The Meaning of Life, the Universe, and Everything.
Join Date:
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seijinshu
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Screw Microsoft
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Member Details
I wish i could get some starfox 64 Arwings in minecraft, that is going to be cool. of course, requires you to play Star fox 64 and Starfox and the cancelled Starfox 2 (the best one!)
I wish i could get some starfox 64 Arwings in minecraft, that is going to be cool. of course, requires you to play Star fox 64 and Starfox and the cancelled Starfox 2 (the best one!)
So, i must learn how to do this... ok, i must do so, just wishing i knew how to mod w/ forge better.
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Building a desktop is much cheaper than buying any laptop or desktop, plus you get much better bang for your buck!
Hi there!
If you would like, I could make the basics on the mods on 1.7.2 with forge (most mods use forge anyway) and you could see if there's anything you like, don't like, etc. So uh, post back when you miss your not-so-lovesick boyfriend
I wish i could get some starfox 64 Arwings in minecraft, that is going to be cool. of course, requires you to play Star fox 64 and Starfox and the cancelled Starfox 2 (the best one!)
How in the world did this thread end up with a post about Starfox?
JiffyJay, I would love to see what you come up with. Have at and post a link when you have a working Forge mod so I can test it out. (I am never stingy with my ideas, so anything of my ideas on any of my mod request posts are up for grabs.)
I did run across Minecraft Is Too Easy, which contains some of the details I'm after, but sadly doesn't work with Forge (or any other mods, apparently), is stuck back in 1.6.4, and contains new badguys I'm really not after. The upgrade in difficulty shouldn't require new mods if balanced correctly.
If by chance your coding skills are up to the challenge, the parts of MITE that strongly appeal to me include these:
Reduced stats (health and hunger icons) at the start, that you level over time.
Related: Would like to be able to carry less stuff at the start, and have to craft bags or packs to carry more. Not sure how difficult this might be (I don't want it as complex as the Backpack mod).
Rain and snow give debuffs that increase hunger; walking through fallen snow slows you down like soul sand. (Possibly, walking on regular sand slows you ever so slightly.) Swimming gives the same debuff as Rain, and it lasts for a bit after you get out of the water.
On the first, I like starting with three hearts and increasing as you level - I'd say every fourth level instead of tenth, and switch the "levelup" sound to fourth levels too, but that's just because I like Base 12 instead of Base 10. But, unlike MITE's apparent setup, I want to ensure that dying doesn't destroy your hearts. The hearts (and hunger upgrades) you've earned on a level should stick around like proper leveling in anything else I've ever played ever.
On the second, the ideal upgrades would be: Start out with two slots (right and left hand), create a toolbelt (five additional action bar slots (seven total) - not quite the full thing), create a small backpack (the additional two slots of the action bar, plus six items in your inventory: the first two columns) then upgrade to medium (next three columns) and finally large (next four columns, so the whole thing). Backpacks would, like health, be permanent upgrades, if only because the alternative sounds really, really annoying ("I have eighteen hearts but can only carry two items!").
On the third, the debuffs should be slight but noticeable. Getting wet should be something to generally avoid, especially when you're low on resources. Though I'd like to see the amount of hunger used for jumping to be reduced... jumping up a couple hills shouldn't leave you starving.
As I've probably said before, if some of these things can be managed but others are too difficult, I'll take what I can get. As long as it basically works with Forge, HarvestCraft, and Metallurgy, and preferably Biomes o' Plenty, I'm good.
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Hello Kilyle, I noticed from time and time again (across the forum) you always have these great ideas that put Minecraft in a perspective in a way that survival mode should have been (especially hardcore mode). Survival. And a few of your ideas, I have coincidentally have already implemented into mods (quite a few still being developed right now). However I would really like to implement the rest of these gems of ideas into Minecraft. I always felt Minecraft begins too easy, and really lacked the survival aspect once a person got stone tools, at that point it becomes just like a slow creative.
I am also overhauling the cooking system with new plants, materials, recipes, and cooking methods. (Your Harvest Moon post, but without the Harvest Moon franchise in it).
Again, great ideas that someone should've made into a mod long time ago.
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Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
And I am sort of confused, is huckleberry a large bush or a regular shrub? More importantly, how big would you expect to see it in Minecraft? (a single block like tall grass? or a double block? or a double block, whose texture extends beyond to neighboring blocks...)
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Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
JiffyJay: I'm a bit confused now. Was there some misunderstanding about the metaphors I was using? (I thought you understood it and were using it back at me.) Just to be clear, there is no actual girlfriend or boyfriend being referred to; I was using that image to portray the kind of person I would be if I kept checking this thread every day desperately hoping to see an update.
is huckleberry a large bush or a regular shrub? More importantly, how big would you expect to see it in Minecraft? (a single block like tall grass? or a double block? or a double block, whose texture extends beyond to neighboring blocks...)
I don't recall what I put earlier in this thread, but a red huckleberry looks like this; I'm having trouble tonight locating a picture that puts that next to the sort of thing you could use for scale. The one just outside our front door is almost as tall as I am, but that's not by any means the tallest I have seen, so I guess I'd say go for the double-tall grass... it'd be a bit thin for actual huckleberry bushes (they spread out quite a bit), but the easiest to manage without getting too creative with the current code.The leaves are tiny, so the branches are quite airy - it's easy to see through them to whatever's behind the bush.
Hello Kilyle, I noticed from time and time again (across the forum) you always have these great ideas that put Minecraft in a perspective in a way that survival mode should have been (especially hardcore mode). Survival.
Why, thank you. Several of my ideas tie together into a reasonable approximation of the kind of challenge I think Minecraft should have even on Peaceful -- albeit assuming that the player can at will turn off any or all of the challenging bits if they so desire, and do so without having to resort to code.
That's why I think specific monster spawns and their spawn rates, hunger*, regeneration rate, various types of damage**, etc., ought to be just as configurable as keepInventory, mobGriefing, etc.
*and thirst and temperature management, if ever added; **including damage from falls, drowning, fire and lava
I would really like to implement the rest of these gems of ideas into Minecraft. ...I am also overhauling the cooking system with new plants, materials, recipes, and cooking methods. Again, great ideas that someone should've made into a mod long time ago.
As I have said repeatedly across my posts, I am never stingy with my ideas. I want to see them implemented, and anyone is free to give them a shot; I just would like to know about it, and of course if they use my ideas and get all convoluted with stuff I don't care for, I just won't use that mod. But ideas are free, so take what you desire.From your comment, though, I wonder if you have explored the following mods (and/or I recommend you do check them out):
Pam's HarvestCraft, which has a ton of crops and food items as well as some neat additions such as beehives and apiaries. Her work is so vital to my current Minecraft experience that I am supporting her through Patreon. I have yet to see a more versatile food/crops mod.
RuneCraftory... which apparently is now called Craftory; I have been away from the forums too long. It was originally based on the Rune games from the Harvest Moon line, but I don't know enough about those games to comment. If HarvestCraft doesn't work for you, by all means give Craftory a shot.
Minecraft Is Too Easy (MITE), which sadly fails to play nicely with other mods, but is a complete overhaul of the difficulty curve from the start of the game down to how difficult it is to mine at the lower levels, and even to the Nether (if I'm interpreting those monster names correctly). In particular, I would take a good hard look at those food recipes he's got, and how he managed to get a good, strong, memorable, realistic system out of a single new crop (Onions) and a couple new midway ingredients (Flour and Cheese, if I recall). It's rare to see such elegant simplicity***.
***The lack of elegant simplicity is one of my chief gripes with the mods I run across. "This would be totally awesome! except it's got five times as many block types as it needs, and you can craft blades out of FIRE (facepalm)."
Also, if you haven't yet run across my Expanded Villager Trades thread, please do look it over and see if you can't put that into a mod. I don't care if the tiered stuff is too difficult, just messing around with the basics would be an improvement.
And please post links to whatever mods you have threads for. I'd love to see what you've come up with. (Hoping it's modular, but not actually expecting it to be.)
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Hello. I see you love to write long posts, (I often time do too, lol).
Anyways, all my mods are in my mod page (which is linked in my signature), and as a Modder and Player, being mod compatible with all other mods and staying modular to fit everyone's liking is a very important factor in what I develop. I try to keep almost every feature in it's own mod, although this means that it is a hassle to maintain the modpage, I am happy with the outcome and will continue to be doing so.
Thanks for the reply! I will get back to it.
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Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
Alright, so I'm going to start with the Foliage and Campfire part, because those two seem the easiset and hardest, respectively (outside of the whole custom health and levels thing). So could I just have like some stats, like %chance of twig drop and how many drop, etc? You say copious, but I tend to take things to an extreme so I'd rather just use a value you come up with.
...with the Foliage and Campfire part... could I just have like some stats, like %chance of twig drop and how many drop, etc? You say copious, but I tend to take things to an extreme so I'd rather just use a value you come up with.
I guess this'll mostly be trial-and-error. Let's start from a baseline of the sapling and apple drops that Minecraft has natively (numbers I don't actually know, but ones we can work from):
When I raze my way through a forest, I tend to have a ton of saplings and a few apples. Not enough apples to make up for the amount of hunger I used breaking all those trees, unless I use Treecapitator or something to make it much easier to break them down.
Let's start by taking the percentage chance drop of Saplings, splitting it in half, using that number for Twigs and for Sticks, and then bumping Twigs up slightly and Sticks down slightly ("slightly" say about 10%). So say if the original numbers were that breaking a piece of foliage gives a 10% chance of dropping a Sapling, then we'd be switching it to 5% chance of dropping a Twig and 5% of dropping a Stick, then nudging it a bit to give a Twig a 5.5-6% chance (depending on whether you want to go with decimals or whole numbers), and a Stick a 4-4.5% chance. So you should get around the same number of sticks and twigs (together) as you would normally get of saplings.
Drop the Sapling chance, then, to say 75% of the Stick chance (here, if sticks have a 6% chance, then Saplings would have a 4.5% chance, or in whole numbers call it a 5% chance). This same number would be the chance of Pitch dropping from a Pine.
The Uncommon stuff (apples, acorns, pitch, cudgels, and nests) should drop about half the current rate of apples.
Then we'll test out these drops and see how they play out in trying to survive. Dropping the sapling rate so low makes me a bit nervous, but then again we're talking regular forest-based survival, not single-tree Super Hostile or Survival Island maps. Should be pretty easy to get saplings once you're taking down trees, and you won't get quite so many easy replications of trees. Though we need to tweak the sapling rate to at least a sustainable one, where chopping down ten trees leaves you with at least enough saplings to plant eleven.
Hello. I see you love to write long posts, (I often time do too, lol).
Yeah, I sometimes write stuff that's way too long. I usually go back through it and try to make it shorter, but sometimes I don't have time to do that.
Thanks for the info on the link. I will look into your mods when I have time.
What is your native language, if you don't mind me asking?
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
have you considered any of the following?
snapping 2 rocks together for sparks to start the fire
I was thinking maybe 2 flint crafted in the 2x2 pocket = fire starter
similar to a flint & steel but with a lower % chance of success
gathering kindling, sticks, loose bark, deadwood and driftwood off the ground
possibly as a drop from tall grass
and the thirst mod
Thanks for the compliment, greyjusticar.
Ungowa, I do like the idea of being able to use flint to try to light the campfire. I don't want to be able to light up the regular Minecraft fires that way, just the campfire. I don't really want to add an additional item (weaker firestarter) but can't see a way to really light the campfire with 2 flint in the click-and-hold way I've envisioned.
Actually, the idea of gathering goodies from the ground under trees or on beaches etc. jives with stuff I've done for ZooCraftia before.about different types of groundcover. I could see a groundcover like snow, that either falls directly below trees or is biome-specific (e.g. all over the Forest biome), and I could see you digging through that to find fallen sticks etc. If it worked like ZooCraftia, it'd make the biomes look a lot different (not just a different color of green).
And yeah, I could see looking for freshwater... but on ZooCraftia we had some troubles making that work (though battlefield finally did solve the problems, they were amusing at the start). I would actually really like the idea of taking care of thirst too... if it weren't too intrusive a system. I'll have to think it over.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
The new Podzol block is going a certain ways toward what I'd hoped for with distinctive groundcover... but I still think a snowcover-like block would be a better option, reducing grass to a cover and dirt to a single block instead of multiple types. Still, progress is progress
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
If you can't get in touch with him, and would like to try to code this mod (or part of it) from scratch, go ahead and give it a shot. I'm not stingy with my ideas, and after multiple projects have slowed to likely death I'm more willing than ever to let new people have a go at 'em. Besides, new variations can lead to interesting ideas.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Maybe they'll be up to 1.7.x by the time this mod makes it to beta stage.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Would be just a touch more fun under the Roughin' It restrictions, seeing as I wouldn't have to build a crafting bench while pretending to myself that I barely know how to build a torch.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Glad to see the info exists in a form that can be accessed by future developers. That's something that seems sketchy to nonexistent on my other mods, meaning new devs would have to start from scratch.
The thing with the dirt was basically that we need to have dirt dropping random resources, and would like to form dirt balls into blocks, but can't have those blocks be the same as a dirt block because then you get an endless cycle of getting new resources from dirt (albeit at diminishing returns). I am amenable to any sort of alternate system. What comes to mind right now is maybe having the top layer of dirt itself be the kind you can dig resources from, just 1 or 2 deep, and all the rest of the dirt is normal dirt. So we'd have to generate a new layer of blocks on top of (or replacing the top 1-2 blocks of) dirt that generates with each chunk. Could just replace generated grass (as opposed to spreading grass) with it, maybe, or the dirt block just under a block of generated grass.
Oh, and Jack, while I know firsthand how energizing it can be to see a lot of people clamoring for your work, and how depressing it can be to want to work on a project but not be able to raise interest in it... I've got the enthusiasm for this mod. I totally do. Just because I'm not hanging out here desperately checking back every hour/day, posting or PM'ing like some lovesick would-be girlfriend who can't let it go, doesn't mean I don't get excited each time I think about the kind of stuff this mod would give me, the way it would change how I start the game and the way I move into the immersion I crave from Minecraft. Seriously, go look at for a good explanation of why this sort of starting setup would make a huge difference in how I approach gameplay here. (Also, 7 Days to Die hits some of the highlights: You can break dead bushes into sticks, for example, so making stick-based items doesn't require either finding an axe (which'd make it mid-game tech unless you're really lucky) or breaking trees with your bare hands.)
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Building a desktop is much cheaper than buying any laptop or desktop, plus you get much better bang for your buck!
If you would like, I could make the basics on the mods on 1.7.2 with forge (most mods use forge anyway) and you could see if there's anything you like, don't like, etc. So uh, post back when you miss your not-so-lovesick boyfriend
How in the world did this thread end up with a post about Starfox?
JiffyJay, I would love to see what you come up with. Have at and post a link when you have a working Forge mod so I can test it out. (I am never stingy with my ideas, so anything of my ideas on any of my mod request posts are up for grabs.)
I did run across Minecraft Is Too Easy, which contains some of the details I'm after, but sadly doesn't work with Forge (or any other mods, apparently), is stuck back in 1.6.4, and contains new badguys I'm really not after. The upgrade in difficulty shouldn't require new mods if balanced correctly.
If by chance your coding skills are up to the challenge, the parts of MITE that strongly appeal to me include these:
On the second, the ideal upgrades would be: Start out with two slots (right and left hand), create a toolbelt (five additional action bar slots (seven total) - not quite the full thing), create a small backpack (the additional two slots of the action bar, plus six items in your inventory: the first two columns) then upgrade to medium (next three columns) and finally large (next four columns, so the whole thing). Backpacks would, like health, be permanent upgrades, if only because the alternative sounds really, really annoying ("I have eighteen hearts but can only carry two items!").
On the third, the debuffs should be slight but noticeable. Getting wet should be something to generally avoid, especially when you're low on resources. Though I'd like to see the amount of hunger used for jumping to be reduced... jumping up a couple hills shouldn't leave you starving.
As I've probably said before, if some of these things can be managed but others are too difficult, I'll take what I can get. As long as it basically works with Forge, HarvestCraft, and Metallurgy, and preferably Biomes o' Plenty, I'm good.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I am also overhauling the cooking system with new plants, materials, recipes, and cooking methods. (Your Harvest Moon post, but without the Harvest Moon franchise in it).
Again, great ideas that someone should've made into a mod long time ago.
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
I don't recall what I put earlier in this thread, but a red huckleberry looks like this; I'm having trouble tonight locating a picture that puts that next to the sort of thing you could use for scale. The one just outside our front door is almost as tall as I am, but that's not by any means the tallest I have seen, so I guess I'd say go for the double-tall grass... it'd be a bit thin for actual huckleberry bushes (they spread out quite a bit), but the easiest to manage without getting too creative with the current code.The leaves are tiny, so the branches are quite airy - it's easy to see through them to whatever's behind the bush.
Why, thank you. Several of my ideas tie together into a reasonable approximation of the kind of challenge I think Minecraft should have even on Peaceful -- albeit assuming that the player can at will turn off any or all of the challenging bits if they so desire, and do so without having to resort to code.
That's why I think specific monster spawns and their spawn rates, hunger*, regeneration rate, various types of damage**, etc., ought to be just as configurable as keepInventory, mobGriefing, etc.
*and thirst and temperature management, if ever added; **including damage from falls, drowning, fire and lava
As I have said repeatedly across my posts, I am never stingy with my ideas. I want to see them implemented, and anyone is free to give them a shot; I just would like to know about it, and of course if they use my ideas and get all convoluted with stuff I don't care for, I just won't use that mod. But ideas are free, so take what you desire.From your comment, though, I wonder if you have explored the following mods (and/or I recommend you do check them out):
Also, if you haven't yet run across my Expanded Villager Trades thread, please do look it over and see if you can't put that into a mod. I don't care if the tiered stuff is too difficult, just messing around with the basics would be an improvement.
And please post links to whatever mods you have threads for. I'd love to see what you've come up with. (Hoping it's modular, but not actually expecting it to be.)
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Anyways, all my mods are in my mod page (which is linked in my signature), and as a Modder and Player, being mod compatible with all other mods and staying modular to fit everyone's liking is a very important factor in what I develop. I try to keep almost every feature in it's own mod, although this means that it is a hassle to maintain the modpage, I am happy with the outcome and will continue to be doing so.
Thanks for the reply! I will get back to it.
Satchels, Quivers, Turtles, Looms, Turnips, QuartzTools, and the list goes on...
I guess this'll mostly be trial-and-error. Let's start from a baseline of the sapling and apple drops that Minecraft has natively (numbers I don't actually know, but ones we can work from):
When I raze my way through a forest, I tend to have a ton of saplings and a few apples. Not enough apples to make up for the amount of hunger I used breaking all those trees, unless I use Treecapitator or something to make it much easier to break them down.
Let's start by taking the percentage chance drop of Saplings, splitting it in half, using that number for Twigs and for Sticks, and then bumping Twigs up slightly and Sticks down slightly ("slightly" say about 10%). So say if the original numbers were that breaking a piece of foliage gives a 10% chance of dropping a Sapling, then we'd be switching it to 5% chance of dropping a Twig and 5% of dropping a Stick, then nudging it a bit to give a Twig a 5.5-6% chance (depending on whether you want to go with decimals or whole numbers), and a Stick a 4-4.5% chance. So you should get around the same number of sticks and twigs (together) as you would normally get of saplings.
Drop the Sapling chance, then, to say 75% of the Stick chance (here, if sticks have a 6% chance, then Saplings would have a 4.5% chance, or in whole numbers call it a 5% chance). This same number would be the chance of Pitch dropping from a Pine.
The Uncommon stuff (apples, acorns, pitch, cudgels, and nests) should drop about half the current rate of apples.
Then we'll test out these drops and see how they play out in trying to survive. Dropping the sapling rate so low makes me a bit nervous, but then again we're talking regular forest-based survival, not single-tree Super Hostile or Survival Island maps. Should be pretty easy to get saplings once you're taking down trees, and you won't get quite so many easy replications of trees. Though we need to tweak the sapling rate to at least a sustainable one, where chopping down ten trees leaves you with at least enough saplings to plant eleven.
Yeah, I sometimes write stuff that's way too long. I usually go back through it and try to make it shorter, but sometimes I don't have time to do that.
Thanks for the info on the link. I will look into your mods when I have time.
What is your native language, if you don't mind me asking?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!