@Delacuro
I have seen that you are doing the ingots and gems but I had a question. Based on your ingots, can I texture the tools. If you're already doing them then I'm fine with that. I don't NEED to do them.
The secret is to use planks to cook logs for charcoal until you can find some, and trust me, when you find it, you find like three stacks of it. Ironically, the smartest way to play this mod seems to be to act like a neanderthal: If you know what something does, or how to get it, use that knowledge to access what you don't know or don't have.
@Delacuro
I have seen that you are doing the ingots and gems but I had a question. Based on your ingots, can I texture the tools. If you're already doing them then I'm fine with that. I don't NEED to do them.
Actually, now that I know that breathesleep didn't just ditch us, you'll have to talk to him about that. Based on texturing progress so far, there seems to be some unspoken agreement that he does the items and I do the blocks, and since he made the first few ingot textures and they al turned out oka, I'm gunna stick to that.
Also, as to the prospecting pick and coal, I think your idea would work,bt i'd be much more helpful if, in addition to stating how far away the ore it, it fould also state what general direction it's in. For example, when prospecting some rock, it might say something like "Found traces of Lapis Lazuli directly ahead" or "Found large sample of gold to the right of this block". (Obviously these messages would have to be relative to the direction the player is facing when prospecting). Another option, though, that I thought would be even more helpful is if the pick, instead of verbally telling the direction of the ore, caused a small "twinkle" particle animation to appear on top of each ore block in the area, and would then make a small pinging sound indicating how far away it is. For example, instaed of saying "found trace amounts of lapis lazuli", it would show a few little star-shaped sparkle marks, one on top of each ore block, and then make a pinging sound to indicate how far away they are. That way, the player is able to prospect a block, mine towards the location where the sparkles appear, and then listen to hear how close they're getting, and repeat until they've narrowed it down to a finite enough location that they can successfully obtain the ore without wasting a million pickaxes mining stone.
But even if you don't change the pick, the firepit function WILL make things a lot easier, as I really hated trying to cave shplunk without any torches. My only recommendation is that you make it produce more charcoal per wood block than a furnace does, as I really hate having to cut down a furnace in order to get a stack of coal.
Also, I'm planning on working on the blocks sprites more tomarrow, so expect them to be finished by then.
I was designing a mod a week or two ago (although my other responsibilities proved too demanding, and I gave up) that would make the player tech up as ancient cultures did, so I'd like to give some input as to how my mod worked =P
The first tool tier was essentially flint, with arrows, a hatchet and a spear. With these weapons, you had to hunt a deer (you don't really have to have deer, you could just use a skeleton) to obtain a bone/antler, which was used to make a bone pick, which was a combination pick/hoe. This was the first mining tool. The next step was to find copper ore, which I made spawn above ground quite commonly, which made it easier to find at the beginning of the game.
I felt that cutting logs into planks with your bare hands was a bit unrealistic, so I made the flint hatchet only able to give you a new item, a log, which looked like a quarter-chunk of the log block. This log could be used as fuel, or to make sticks, or a 'fire pit', using two log quarters and two sticks. This fire-pit would burn continuously, all night, and would allow a player to cook food and would provide light, but would not be able to smelt ores.
It was fun to test and play around with, but all the stuff i wanted to do was too much.
Rollback Post to RevisionRollBack
I'm a developer for the mod Terrafirmacraft!
Looking for more information about the mod? Check out my series where I play through it!
Actually, now that I know that breathesleep didn't just ditch us...
Oh, ye of little faith!
@sniperware: Doing the tools tends to be an annoying repetitive job, so go right ahead :biggrin.gif: However, you aught to wait until I finish the metals. Will have them up shortly
Rollback Post to RevisionRollBack
Contact me at [email protected], or send me a private message if you need help with sprites, textures, or other graphical issues!
Ok, problem. The sprite indice for pig iron and sterling silver are the same. I'm assuming this is an oversight ;D
Also, why are there 22 sprites but only 19 metals listed in game. And why are two of those gold and iron? redundancy? So many questions!
EDIT: Ok! half done! here's the link to the download. I have all the metals done, next update will have the gems. The metals match up perfectly to their names in game, the only exception being Sterling Silver. It's using the pig iron sprite right now. The correct sprite is directly above it, on the sheet.
Ok, problem. The sprite indice for pig iron and sterling silver are the same. I'm assuming this is an oversight ;D
Also, why are there 22 sprites but only 19 metals listed in game. And why are two of those gold and iron? redundancy? So many questions!
EDIT: Ok! half done! here's the link to the download. I have all the metals done, next update will have the gems. The metals match up perfectly to their names in game, the only exception being Sterling Silver. It's using the pig iron sprite right now. The correct sprite is directly above it, on the sheet.
Great job Breathsleep. The only texture that is off, is the Black Bronze ingot. The third from the left, top row. Black bronze has dark purplish color to it. Do a wikipedia search for Hepatizon. It is often referred to as Black Corinthian Bronze. I'll throw in a substitute texture that I'm sure someone will want to fix lol.
There are more than enough ingot textures because I was too lazy to select and delete them when I was copy/pasting them on the sheet :tongue.gif:. Also since I had screwed up the sterling silver id, I went ahead and fixed it in the file and all is well. :tongue.gif:
@Dunkleosteus Don't worry, Deer and the like will be factored in :tongue.gif:. That said, that reminds me that I need to make gravel work again. For some reason it really doesn't want to generate with my mod anymore :/
@Delocuro Things will begin to balance out as we go along. I chose to purposfully not let the pick show you a direction because it make very very little sense. You're standing in a cave and find a little piece of lignite. So you get out your pick and scratch a wall and know that the lignite source isn't in that direction, so you scratch another wall... Admittedly my solution has its logical failings as well, but the search for ore is all a part of the game. Something that gives you a direction should be like Ground Penetrating Radar or something advanced like that. I may provide for something like that in the far off future utilizing IC2 of course.
Great job Breathsleep. The only texture that is off, is the Black Bronze ingot. The third from the left, top row. Black bronze has dark purplish color to it. Do a wikipedia search for Hepatizon. It is often referred to as Black Corinthian Bronze. I'll throw in a substitute texture that I'm sure someone will want to fix lol.
Ah, I see, haha, i left that slot as the default ingot sprite because it didn't seem to be represented in game. I wasn't even going off the list XD I'm glad you like them though. I was a little unsure about what to do with the black/red/blue steels, so I went with a somewhat literal approach ;D I had some trouble with the Bismuth. I tried to make it look slightly oxidized to help it stand out, but I'm not sure if the effect was successful.
It would appear that you are using magic to load the core file from outside the jar (correct me if I'm wrong). Chances are if that's the case, then that is your issue.
I've not tested it with magic so I'm not 100% on what all issues can arise from that, but the mod is designed to be dropped into your jar file and loaded using modloader If you're not installing it the way which is recommended in the OP, I can't really help much sorry.
Honestly timothy, the way I have it setup I don't need to edit the OP every time that I update the textures. That way they can be updated on the fly, and I like it that way. The less time I have to perform a menial task such as updating the OP, the more time I have to code and plan.
New textures are absolutely great! So many potential in here... this is the kind of work that Jeb should update in the game! Took game to an hole new level!
Congrats dude and don't give up!
You're planning to add new biomes to make the experience even more realistic? (like Volcanic biomes)
Thx for the diamonds :tongue.gif: I am slowly going to phase in biomes but my limited understand of procedural generation would prevent me from creating an actual volcanic biome. However I do have some ideas along that same vein. I may look at how Eloraam pulled it off and toy with the idea some. We shall see.
Yeah that recommendation isn't actually accurate. RP2 World will not allow you to have a playable world with my mod. Eloraam will be revising her volcano code at some point but for now, it's a no go.
Okay, the terrablocks.png 16x16 textures are now complete! Here's the new file:
So I guess now that that's done, all we're waiting on is for breathesleep to finish the new textures for the gems and tools, and then everything's done!
...that is, until you add something new that requires a ton of spritework, lol.
I have seen that you are doing the ingots and gems but I had a question. Based on your ingots, can I texture the tools. If you're already doing them then I'm fine with that. I don't NEED to do them.
Clicky mah sig for awesomeness
The secret is to use planks to cook logs for charcoal until you can find some, and trust me, when you find it, you find like three stacks of it. Ironically, the smartest way to play this mod seems to be to act like a neanderthal: If you know what something does, or how to get it, use that knowledge to access what you don't know or don't have.
Also: FIX FOR THE FURNACE PROBLEM IS HERE:
http://www.mediafire.com/?lr30acq3h7pk76q
this file is tileEntityFurnace, found this on ~page185 on the forgemod thread.
Link to thread page for legitimacy: http://www.minecraftforum.net/topic/514000-api-minecraft-forge/page__st__3660
Actually, now that I know that breathesleep didn't just ditch us, you'll have to talk to him about that. Based on texturing progress so far, there seems to be some unspoken agreement that he does the items and I do the blocks, and since he made the first few ingot textures and they al turned out oka, I'm gunna stick to that.
Also, as to the prospecting pick and coal, I think your idea would work,bt i'd be much more helpful if, in addition to stating how far away the ore it, it fould also state what general direction it's in. For example, when prospecting some rock, it might say something like "Found traces of Lapis Lazuli directly ahead" or "Found large sample of gold to the right of this block". (Obviously these messages would have to be relative to the direction the player is facing when prospecting). Another option, though, that I thought would be even more helpful is if the pick, instead of verbally telling the direction of the ore, caused a small "twinkle" particle animation to appear on top of each ore block in the area, and would then make a small pinging sound indicating how far away it is. For example, instaed of saying "found trace amounts of lapis lazuli", it would show a few little star-shaped sparkle marks, one on top of each ore block, and then make a pinging sound to indicate how far away they are. That way, the player is able to prospect a block, mine towards the location where the sparkles appear, and then listen to hear how close they're getting, and repeat until they've narrowed it down to a finite enough location that they can successfully obtain the ore without wasting a million pickaxes mining stone.
But even if you don't change the pick, the firepit function WILL make things a lot easier, as I really hated trying to cave shplunk without any torches. My only recommendation is that you make it produce more charcoal per wood block than a furnace does, as I really hate having to cut down a furnace in order to get a stack of coal.
Also, I'm planning on working on the blocks sprites more tomarrow, so expect them to be finished by then.
The first tool tier was essentially flint, with arrows, a hatchet and a spear. With these weapons, you had to hunt a deer (you don't really have to have deer, you could just use a skeleton) to obtain a bone/antler, which was used to make a bone pick, which was a combination pick/hoe. This was the first mining tool. The next step was to find copper ore, which I made spawn above ground quite commonly, which made it easier to find at the beginning of the game.
I felt that cutting logs into planks with your bare hands was a bit unrealistic, so I made the flint hatchet only able to give you a new item, a log, which looked like a quarter-chunk of the log block. This log could be used as fuel, or to make sticks, or a 'fire pit', using two log quarters and two sticks. This fire-pit would burn continuously, all night, and would allow a player to cook food and would provide light, but would not be able to smelt ores.
It was fun to test and play around with, but all the stuff i wanted to do was too much.
Looking for more information about the mod? Check out my series where I play through it!
https://www.youtube.com/playlist?list=PL-9BL-T_8KZ1dWSr1092SkMblWfjm487W
Visit terrafirmacraft.com for full information
Oh, ye of little faith!
@sniperware: Doing the tools tends to be an annoying repetitive job, so go right ahead :biggrin.gif: However, you aught to wait until I finish the metals. Will have them up shortly
Also, why are there 22 sprites but only 19 metals listed in game. And why are two of those gold and iron? redundancy? So many questions!
EDIT: Ok! half done! here's the link to the download. I have all the metals done, next update will have the gems. The metals match up perfectly to their names in game, the only exception being Sterling Silver. It's using the pig iron sprite right now. The correct sprite is directly above it, on the sheet.
http://www.mediafire.com/?gg5pake944jd8kv
Great job Breathsleep. The only texture that is off, is the Black Bronze ingot. The third from the left, top row. Black bronze has dark purplish color to it. Do a wikipedia search for Hepatizon. It is often referred to as Black Corinthian Bronze. I'll throw in a substitute texture that I'm sure someone will want to fix lol.
There are more than enough ingot textures because I was too lazy to select and delete them when I was copy/pasting them on the sheet :tongue.gif:. Also since I had screwed up the sterling silver id, I went ahead and fixed it in the file and all is well. :tongue.gif:
@Dunkleosteus Don't worry, Deer and the like will be factored in :tongue.gif:. That said, that reminds me that I need to make gravel work again. For some reason it really doesn't want to generate with my mod anymore :/
@Delocuro Things will begin to balance out as we go along. I chose to purposfully not let the pick show you a direction because it make very very little sense. You're standing in a cave and find a little piece of lignite. So you get out your pick and scratch a wall and know that the lignite source isn't in that direction, so you scratch another wall... Admittedly my solution has its logical failings as well, but the search for ore is all a part of the game. Something that gives you a direction should be like Ground Penetrating Radar or something advanced like that. I may provide for something like that in the far off future utilizing IC2 of course.
Ah, I see, haha, i left that slot as the default ingot sprite because it didn't seem to be represented in game. I wasn't even going off the list XD I'm glad you like them though. I was a little unsure about what to do with the black/red/blue steels, so I went with a somewhat literal approach ;D I had some trouble with the Bismuth. I tried to make it look slightly oxidized to help it stand out, but I'm not sure if the effect was successful.
Anyhow, here it is with the black bronze. Still working on the gems.
http://www.mediafire.com/?2bn9f3wcqxbhz26
Hmmm, is it just me or is the textures download link in the op broken?
EDIT: Also, what is "Bismuth Bronze"?
Edit: Bismuth Bronze
I've not tested it with magic so I'm not 100% on what all issues can arise from that, but the mod is designed to be dropped into your jar file and loaded using modloader If you're not installing it the way which is recommended in the OP, I can't really help much sorry.
regardless of bugs or hangups or difficulties PLEASE do not give up on this project!
this is exactly what i've been looking for!
thank you.
Thx for the diamonds :tongue.gif: I am slowly going to phase in biomes but my limited understand of procedural generation would prevent me from creating an actual volcanic biome. However I do have some ideas along that same vein. I may look at how Eloraam pulled it off and toy with the idea some. We shall see.
Awesome. :biggrin.gif: So where exactly is the texture for this located in the terrablocks.png?
So I guess now that that's done, all we're waiting on is for breathesleep to finish the new textures for the gems and tools, and then everything's done!
...that is, until you add something new that requires a ton of spritework, lol.