Status update (Nov. 11 2014):You all have not had any word from me for over a year regarding me updating this mod to more recent versions. First of all, I need to apologize for this; I am sorry for those of you who were interested in this mod to have kept you waiting, promising updates later on, only to disappoint you in the end. As my workload became busier and busier, I started to lose interest in Minecraft. In addition, due to how many base classes I edited in order for this mod to work, updating was super tedious. At the end of last year, I was relying on winter break in order to find the time to update my mods. However, college apps took way longer than expected. Afterwards, my busy schedule resumed, and then I entirely lost interest in Minecraft, becoming inactive on these forums and in updating my mods. At the end of this past summer, I started to regain interest in Minecraft after reading about all the new features that would be added in 1.8. Now that I'm in college, I have more free time than I was in high school, so I decided I could try to get back into modding. While playing 1.8 and getting bored over how tedious things were, I became inspired to make another mod, which is what I am working on right now. However, I hope I will have time to eventually return to this mod, and then my Simple Mod Maker (no guarantees though). If I do get around to updating these mods, I will completely reprogram them; much has changed about the source code and the game, plus back then my programming was more messy. Hopefully I will be able to make this mod much easier to maintain.
The Renewable Resources Mod
If you came here hoping to see a mod that lets you infinitely duplicate items simply by standing in front of the crafting table and furnace, prepare to be disappointed. The goal of this mod is to make every item obtainable (able to be collected in your inventory) in survival mode renewable, while maintaining the challenge (or tedium) required to maintain them, adding a minimal number of items/blocks, and making it unnecessary to give up emeralds to villagers.
This mod will be most enjoyable to people who play survival maps with limited resources, people like me who hoard resources without using them in fear of running out, or people who simply want alternate methods of obtaining items.
Random Recipes
First of all, because coal and charcoal, iron ingots, gold ingots, and emeralds are renewable, let's make their ores renewable:
Next, let's make lily pads renewable.
Note: only jungle leaves will work for this recipe. No other type of leaves will work.
Redstone
In order to produce redstone, you will need to have already obtained redstone, and you must have a cauldron. This mod alters the behavior of the cauldron; you can still use it the normal way, but you can also add rose red dye and redstone dust to it by right-clicking the cauldron with these items.
The cauldron on the left contains redstone, and the cauldron on the right contains red dye.
These two cauldrons have both ingredients in them.
Once a cauldron has both ingredients in it, simply right-click it with gunpowder. The gunpowder will soak up the solution, transforming into redstone dust, and the cauldron will be depleted by one level.
Right-clicking a cauldron with a water bucket at any time will refill the cauldron and dilute the solution back to normal water.
Of course, because redstone is now renewable, its ore should be renewable:
In addition, many more items are now renewable (redstone torches, repeaters, etc.).
Bonemeal
This mod changes the way bonemeal works. First of all, if you use bonemeal on grass in a swamp or jungle, 50% of the tall grass will be the fern variation. Also, if you use bonemeal on grass in a desert, 50% of the tall grass will be the kind that looks like a dead bush. In addition, using bonemeal in a desert will make actual dead bushes instead of flowers.
Finally, using bonemeal on a block of sand will produce a single dead bush.
Lava
An infinite lava source can be made, similar to water. However, in order for a flowing lava block to turn into a lava source block, all four block around it must be lava source blocks. In addition, the block above the flowing block must be any kind of lava.
This is the ideal infinite lava source (of course, with blocks less fragile than glass). Simply sneak above the open space, look straight down, then right-click with a bucket.
Alternatively, you could dig underneath the lava, place a sign so it doesn't pour onto you, then look up to collect the lava without any danger of falling in.
Nether Recipes
The renewability of many items will require you to go to the nether. First of all, it turns out that blaze rods are actually containers for highly concentrated heat. This mod lets you smelt a blaze rod to get a block of fire!
Fire blocks can also be used as fuel. I wouldn't recommend it though; they have the same fuel value as blaze rods
Of course, because fire blocks are now renewable, chain mail armor is also renewable!
I know, none of these items are obtainable in vanilla survival mode. But fire blocks seemed like the best solution to the following two recipes:
The glowstone recipe is shapeless.
What, you don't understand the recipe for glowstone? Here's an explanation:
Hopefully, you know that the formula for glucose is C6H12O6. Well, we will assume that the sugar in Minecraft is glucose. Sugar combusts with the formula C6H12O6 + 6O2 --[/media]
I will soon make a video of my own for the most recent version.
Download for Minecraft 1.5.1
Instructions:
1. If you haven't already, install Forge for 1.5.1
2. Back up your .minecraft folder.
3. Using a program like winrar or 7zip, open your minecraft.jar file (inside the bin folder inside your .minecraft folder).
4. Drag all the files in the mod folder you downloaded into your minecraft.jar file.
5. If you haven't already, delete the META-INF folder.
6. Enjoy, and report any bugs you find.
Download Link: Link Removed
Important: If you want to uninstall this mod or update Minecraft, make sure you convert every single multi-purpose block into iron blocks in every single map, and mine every single recipe adder block with a pickaxe that's worse than iron.
Known Bugs
None. If you find one, please report it!
Version History
v1.3
Game-related:
-Updated to Minecraft 1.5.1
-Completely stopped updating the ModLoader version (only Forge version now)
-Added a config file for many things (such as block IDs and recipes)
-Changed the way the recipe adder checks for duplicate recipes to minimize bugs and maximize compatibility
Gameplay-related:
-The multi-purpose block can be renamed and will retain its name when placed (similar to chests and furnaces)
-The multi-purpose block will output a redstone signal to comparators based on how full the four cooking slots are
-The multi-purpose block can interact with hoppers
Recipe-related:
-Added a construction recipe for cobwebs
-Added a fuel cell recipe for nether quartz
-Added a recipe for nether quartz ore
-Dirt can now also be made with pumpkin seeds and melon seeds
-Halved the default chance of getting ore from stone in the multi-purpose block
-Each piece of diamond now requires 16 coal/charcoal to make instead of 4
-Changed the recipe for redstone ore
-The recipe adder now also requires a nether star to craft
Others:
-Added two more achievements ("Magic Brewing" and "Very Expensive")
-Fixed the multi-purpose block rendering in the wrong color in the inventory
-Minor bug fixes
BUG: The recipe adder and custom recipes do not work client-side (it still works server-side). I have no idea how long this bug has been in this mod.
v1.2 (Only the ModLoader version)
-Updated to Minecraft 1.4.6.
-Changed the output for the coal, diamond, and emerald ore recipes to only one ore. However, also removed the restriction on using fortune on coal, diamond, and emerald ores.
-Added three Achievements: Skilled Constructor, Refinery, and The Renewable Secret.
v1.1
-Updated to Minecraft 1.4.4 and 1.4.5. (Only the Forge version.)
v1.0.1
-Fixed division by 0 crash with recipe adder
-Fixed crash at start-up in Forge version
v1.0
-Fixed several recipe adder bugs (and hopefully all of them).
-Minor bug fixes.
-Minor improvements.
-Easier to install.
-Full version!
beta 2.2.1
-Temporarily fixed the recipe adder bug. (If I ever make a server version, I will have to try a different fix.)
-The Forge version is back!
-Added a recipe for bottles o' enchanting.
beta 2.2 (There is no Forge version; after I discovered the recipe adder bug, I decided to try to fix it before updating the Forge version.)
-Updated to Minecraft 1.3.2!
--The blocks added to the creative menu are in the decorations tab.
--The multi-purpose block recipe for cocoa beans has been removed.
-To make chiseled stone brick, you must now have the netherrack at the save y coordinate as the stone brick (see the spoilers for details). The makes it easier and more dangerous at the same time to harvest chiseled stone bricks.
-Bug fixes.
--Using bonemeal will grow something based on the biome of each coordinate, and not on the biome of the block clicked. (Only has a noticeable effect on biome borders.)
--The multi-purpose block should now accept fuel added by other mods.
BUG: Custom recipes do not work, and the game crashes when trying to add a recipe.
beta 2.1
-Made a Forge-compatible version.
-Fixed all known bugs.
--Fixed an untested bug in which using bonemeal of a sand block that already has a block on top of it will consume the bonemeal anyways.
--Fixed the functional slot shift-click exploit.
--Fixed a critical, rather embarrassing bug in which shift-clicking the craft results of the construction table would give you more items than it should if that item is not in your inventory.
-Using redstone or red dye on a cauldron in creative mode no longer consumes the item.
beta 2.0
-Completed the Recipe Adder block and all its functions.
-Halved the cooking time for dirt, sand, gravel, and clay.
-Fixed the bug where placing stone in all four cooking slots and a piston in the functional slot would rapidly consume your fuel without making anything.
beta 1.2
-Added a new block. However, since the only thing it currently does is open up a gui that does nothing, I will not give any specifics yet.
And I did all this in one day:
-Made the fortune enchantment better. Instead of using a lower level of fortune on placed ores, fortune will work normally, and any drops whose number is too high will be lowered to the max number allowed (see "About the Fortune Enchantment" spoiler).
-Temporarily added a recipe to let you obtain cocoa beans from brown wool in a similar manner of getting lapis lazuli from blue wool. (This recipe will be removed when Minecraft 1.3 is released.)
-Added a method to make chiseled stone bricks renewable.
beta 1.1
-This mod is now compatible with (and requires) ModLoader!
--Fixed the empty tool-tip bug for the multi-purpose block.
-You may now craft a multi-purpose block back into two iron blocks.
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Terms and Conditions made by Rotten194.
Announcement: v1.3 is finally released!
If I forgot anything, please let me know. Also, if you have a better idea of how to make something renewable, tell me. I likely will not accept it, but if it's good enough, I just might accept it.
If you ever find a bug or crash, please report it. I will try my best to fix it.
If you have any comments, tell me what you think about this mod. (Please keep in mind that the first seven and a half pages of comments were from when this mod was a WIP.)
I'm glad to see that you've put some more thought into this mod idea. I was originally going to made this mod on my own, but I'm glad that you've taken the effort to put this together... and you've made some very wise choices in the design here too.
The only other addition I might want to suggest here as either a compliment to this mod or something to include specifically with this mod is something to manipulate the "genes" of living things, most especially plants. In theory you could go from
One of my motivations for even considering work towards complete renewable resources was to do something like the SkyBlock map that would allow you to access everything in the game, to build literally everything you could ever dream of making, with only a few blocks of lava, a couple blocks of water, and a block of grass. There have been times playing in some maps (including maps generated with the default map generator by Mojang) that some resources just seem to be missing or just impossible to find. I can understand why some survival maps have a few challenges to get certain items, but it shouldn't necessarily impossible to get some stuff without "cheating".
I certainly don't like "cheat mods" like Too Many Items that are essentially a way to put creative mode into survival. What has happened here with the way this mod lays things out, it takes time and resources to make things like a suit of diamond armor. I'm not necessarily critical of Too Many Items for those players who want to put a mod like that into their version of Minecraft, but then again a mod like this one would be completely unnecessary if you use a mod like that.
My hat is off to you, bluemagic, and I'm glad to see the progress you've made on this mod. I hope you might eventually release this mod in some fashion before 1.3, but if not I look forward to using it after the mod API is introduced by Jeb.
I had similar motivations for making this mod. I wanted to make it so that you can obtain theoretically infinite items in survival maps without getting the feel of "cheating," so that the maps feel less restricting. And also, it's interesting for me to accomplish so much with so little items (one reason I made the No Crafting Table Challenge). Of course, I also had my own, third, reason: I can't bear to use items that are nonrenewable, and I dislike cheating. I guess it's because I unconsciously think I might run out one day.
Unfortunately, I doubt there will be a download for this mod before the official modding api. I edited so many important classes (for example, Block (to add the multi-purpose block and change the behavior of mossy cobblestone), RenderBlocks (for the cauldron's water changing colors), EntityPlayerSP (to add the display gui method for the multi-purpose block), and TileEntity (to add the multi-purpose block's tile entity's mapping). It would be incompatible with so much stuff. I guess that despite my attempts to increase compatibility by adding minimal items/blocks, it's still very incompatible.
In addition - I'm shamed to admit - I don't really know how to prepare the files for people to download them. I have java files and class files, but for modifying the jar file, I don't know where to go from there. (I've been testing the mod with the MCP's recompile and start client files.)
This looks like it will turn out to be the most useful mod I have ever seen, and maybe one that my friend finally WON'T see as 'cheating'.
I don't know what all you've done in the actual coding, but from the description, 4 diamonds for you. =D
This looks like it will turn out to be the most useful mod I have ever seen, and maybe one that my friend finally WON'T see as 'cheating'.
I don't know what all you've done in the actual coding, but from the description, 4 diamonds for you. =D
Thanks!
Right now, pretty much everything in the description is done, except for whatever I said is unimplemented. (So basically, everything except most of the multi-purpose block is done.)
Because in the latest snapshot, cocoa beans drop from jungle leaves, and because the method I had planned for cocoa beans was a little too easy, I've slightly changed what I had planned for the multi-purpose blocks; it will not be able to cook any wool except for blue wool or wool derived from lapis lazuli.
Edit: Added a to-do list to make it more clear of what's unimplemented.
Solar and wind powered furnaces (With animated textures)
- Cook very slow and don't require fuel.
- Have upgrade slots in the gui (similar as the machines in ic2) to make the process a little bit faster.
- Expensive recipe because you don't need fuel.
SolarThermalThingy
- Expensive recipe
- Turns sunlight into heat to create fire (blocks)
This mod is supposed to make resources in Minecraft renewable, not introduce real-life renewable energy to Minecraft. Though, these ideas could be good for a different mod.
After fixing lots of bugs, the fuel cell for the multi-purpose block is finished (except for the pickaxe). Yay, I managed to fully implement a type of recipe that could vary in tons of ways! Now, I only need to implement the pickaxe function and shift-clicking support for the multi-purpose block.
Also updated the OP with tons of pictures.
Genius mod... pure and utter genius. I can't express how good I think this is... Like really, I can't. One of the bet mods ever in my books (if that's even worth anything! ). Anyway although I'm a devil for sticking to vanilla minecraft I'll give this a go. I know all too well that whenever I play survival I only use my diamond tools if I absolutely need them.
Great job anyway!
(By the way, maybe I'm missing something but how is coal renewable? I know it's the same as charcoal, but we must have EVERYTHING renewable! >;D
Thanks! I'm glad people seem to like how this mod will turn out.
To get coal, just craft charcoal into coal ore, then mine it.
I don't care that it will be incompatible with other mods, if you add a download link when you finish, this will be my one and only mod =D
Seriously, this looks like there's been an exceptional amount of work put into it.
The ingenuity is honestly astounding. I rate this mod...
14/10
I don't care that it will be incompatible with other mods, if you add a download link when you finish, this will be my one and only mod =D
Seriously, this looks like there's been an exceptional amount of work put into it.
The ingenuity is honestly astounding. I rate this mod...
14/10
Thanks for the encouragement!
Unfortunately, another reason I haven't put up a download link is that I'm still programming on version 1.2.3. It's pretty likely I won't update it until 1.3 is released, or I get impatient waiting for it. Also, I just took my AP Comp-Sci test today (my excuse on working on this mod until today was to study for it), so working on it any time before next Wednesday would probably jeapardize my future....
To be honest, the most work I put into this was planning everything out (as you mentioned, it's ingenious). I really have to thank King Korihor for the ideas for dirt, sand, gravel, and clay though. My previous method was to hit stone/cobblestone with a shovel for the first three, and I was completely stumped on clay.
The work on this mod is almost done, but unfortunately, I need to study for AP Euro now... (one reason my post-per-day count on these forums haa dropped recently)
I just need to fix a few bugs for the pickaxe function, then add the shift-clicking support.
Edit: For future reference, does anyone know any trustworthy site that lets you keep track of the number of downloads for free?
Yesterday, I decided that cramming for the AP Euro test would do me no good.
So instead, I decided to program, and I'm almost done with the mod!
I just need to fix a few stuff related to shift-clicking, then update to 1.2.5.
I will update the OP later (I'm using a different computer right now).
Edit: The OP is now updated.
Another Edit: Well... I'm done now....
I've grown impatient waiting for 1.3 to be released, so I'll start updating this mod to 1.2.5 now.
Yesterday, I decided that cramming for the AP Euro test would do me no good.
So instead, I decided to program, and I'm almost done with the mod!
I just need to fix a few stuff related to shift-clicking, then update to 1.2.5.
I will update the OP later (I'm using a different computer right now).
Edit: The OP is now updated.
Another Edit: Well... I'm done now....
I've grown impatient waiting for 1.3 to be released, so I'll start updating this mod to 1.2.5 now.
The recipie for endstone is a bit ridiculous. One ender pearl for a single block of endstone is crazy, because ender men are rare, and their drop count is so low. The only way you can have enough for something to actually build with endstone, is if you had access to the end. But, if you had access to the end, you would have plenty of endstone. So, I think it should have an ender pearl in the center of the crafting grid, surrounded by cobblestone (much like the nether rack recipie) and would give you 16 endstone. Also, I see a very dangerous bug. If you had a fortune pick, you could get diamond, craft the ore, get like 4 diamonds from the ore, craft it again, and so on.
Alright, I guess I'll change the end stone recipe to your suggestions.
Thanks for catching the diamond exploit; you commented just in time (I was just testing this mod for download). I'll try to fix it. I'll also have to fix this exploit with coal, too.
The recipie for endstone is a bit ridiculous. One ender pearl for a single block of endstone is crazy, because ender men are rare, and their drop count is so low.
It could be argued about what value Endstone may have. It is slightly tougher than cobblestone/smooth stone (marginally better in a bunker), but there are clearly superior block types. Furthermore, in terms of the difficulty to obtain it in ordinary survival mode, it is arguably one of the toughest blocks to obtain... even harder to obtain than diamond. Considering that the only way to obtain End Stone is through cheating, a mod like this, or by defeating an End Dragon (which requires you to go to the Nether and find a Nether Fortress so you can get Blaze Rods, defeat several Blaze while also avoiding Ghasts and the other denizens of the Nether). Heck, I find doing that hard enough in creative mode... in terms of going to the End and coming back without dying.
All things considered, I think the old recipe of one end pearl for one piece of end stone sounds rather reasonable.
With a little bit of redstone and the ability to make a bunch of pistons, you can build an Enderman grinder that will give you an almost unlimited supply of end pearls. Just search on YouTube if you really want to find those kind of mob traps/grinders. Those grinders are huge and take a lot of resources and time to build, but once completed End Pearls can be as common as any other resource in Minecraft.
I would caution against nerfing the difficulty for stuff like this.
I said that I guess I would change the recipe; that guess turned out to be wrong. I will keep the recipe for the following reasons:
1. Even though end stone is plentiful in the end, it is not renewable, and a recipe would still make it renewable, so I would be less scared to use it.
2. I don't want to have to take, edit, and upload another picture.
3. My main reason: If I nerf the recipe, it would make it a bit too easy to get end stone before you reach the end. I think the current recipe works fine; it is still hard to get end stone before the end, and it doesn't affect the difficulty after the end. Also, imagine a survival map in which the end is very few end stone.
I've fixed the ore recipe + fortune exploit. Expect to see a download pretty soon.
If you came here hoping to see a mod that lets you infinitely duplicate items simply by standing in front of the crafting table and furnace, prepare to be disappointed. The goal of this mod is to make every item obtainable (able to be collected in your inventory) in survival mode renewable, while maintaining the challenge (or tedium) required to maintain them, adding a minimal number of items/blocks, and making it unnecessary to give up emeralds to villagers.
This mod will be most enjoyable to people who play survival maps with limited resources, people like me who hoard resources without using them in fear of running out, or people who simply want alternate methods of obtaining items.
Random Recipes
Next, let's make lily pads renewable.
Note: only jungle leaves will work for this recipe. No other type of leaves will work.
Redstone
The cauldron on the left contains redstone, and the cauldron on the right contains red dye.
These two cauldrons have both ingredients in them.
Once a cauldron has both ingredients in it, simply right-click it with gunpowder. The gunpowder will soak up the solution, transforming into redstone dust, and the cauldron will be depleted by one level.
Right-clicking a cauldron with a water bucket at any time will refill the cauldron and dilute the solution back to normal water.
Of course, because redstone is now renewable, its ore should be renewable:
In addition, many more items are now renewable (redstone torches, repeaters, etc.).
Bonemeal
Finally, using bonemeal on a block of sand will produce a single dead bush.
Lava
This is the ideal infinite lava source (of course, with blocks less fragile than glass). Simply sneak above the open space, look straight down, then right-click with a bucket.
Alternatively, you could dig underneath the lava, place a sign so it doesn't pour onto you, then look up to collect the lava without any danger of falling in.
Nether Recipes
Fire blocks can also be used as fuel. I wouldn't recommend it though; they have the same fuel value as blaze rods
Of course, because fire blocks are now renewable, chain mail armor is also renewable!
I know, none of these items are obtainable in vanilla survival mode. But fire blocks seemed like the best solution to the following two recipes:
The glowstone recipe is shapeless.
What, you don't understand the recipe for glowstone? Here's an explanation:
Download for Minecraft 1.5.1
Instructions:
2. Back up your .minecraft folder.
3. Using a program like winrar or 7zip, open your minecraft.jar file (inside the bin folder inside your .minecraft folder).
4. Drag all the files in the mod folder you downloaded into your minecraft.jar file.
5. If you haven't already, delete the META-INF folder.
6. Enjoy, and report any bugs you find.
Download Link: Link Removed
Important: If you want to uninstall this mod or update Minecraft, make sure you convert every single multi-purpose block into iron blocks in every single map, and mine every single recipe adder block with a pickaxe that's worse than iron.
Known Bugs
Version History
Game-related:
-Updated to Minecraft 1.5.1
-Completely stopped updating the ModLoader version (only Forge version now)
-Added a config file for many things (such as block IDs and recipes)
-Changed the way the recipe adder checks for duplicate recipes to minimize bugs and maximize compatibility
Gameplay-related:
-The multi-purpose block can be renamed and will retain its name when placed (similar to chests and furnaces)
-The multi-purpose block will output a redstone signal to comparators based on how full the four cooking slots are
-The multi-purpose block can interact with hoppers
Recipe-related:
-Added a construction recipe for cobwebs
-Added a fuel cell recipe for nether quartz
-Added a recipe for nether quartz ore
-Dirt can now also be made with pumpkin seeds and melon seeds
-Halved the default chance of getting ore from stone in the multi-purpose block
-Each piece of diamond now requires 16 coal/charcoal to make instead of 4
-Changed the recipe for redstone ore
-The recipe adder now also requires a nether star to craft
Others:
-Added two more achievements ("Magic Brewing" and "Very Expensive")
-Fixed the multi-purpose block rendering in the wrong color in the inventory
-Minor bug fixes
BUG: The recipe adder and custom recipes do not work client-side (it still works server-side). I have no idea how long this bug has been in this mod.
v1.2 (Only the ModLoader version)
-Updated to Minecraft 1.4.6.
-Changed the output for the coal, diamond, and emerald ore recipes to only one ore. However, also removed the restriction on using fortune on coal, diamond, and emerald ores.
-Added three Achievements: Skilled Constructor, Refinery, and The Renewable Secret.
v1.1
-Updated to Minecraft 1.4.4 and 1.4.5. (Only the Forge version.)
v1.0.1
-Fixed division by 0 crash with recipe adder
-Fixed crash at start-up in Forge version
v1.0
-Fixed several recipe adder bugs (and hopefully all of them).
-Minor bug fixes.
-Minor improvements.
-Easier to install.
-Full version!
beta 2.2.1
-Temporarily fixed the recipe adder bug. (If I ever make a server version, I will have to try a different fix.)
-The Forge version is back!
-Added a recipe for bottles o' enchanting.
beta 2.2 (There is no Forge version; after I discovered the recipe adder bug, I decided to try to fix it before updating the Forge version.)
-Updated to Minecraft 1.3.2!
--The blocks added to the creative menu are in the decorations tab.
--The multi-purpose block recipe for cocoa beans has been removed.
-To make chiseled stone brick, you must now have the netherrack at the save y coordinate as the stone brick (see the spoilers for details). The makes it easier and more dangerous at the same time to harvest chiseled stone bricks.
-Bug fixes.
--Using bonemeal will grow something based on the biome of each coordinate, and not on the biome of the block clicked. (Only has a noticeable effect on biome borders.)
--The multi-purpose block should now accept fuel added by other mods.
BUG: Custom recipes do not work, and the game crashes when trying to add a recipe.
beta 2.1
-Made a Forge-compatible version.
-Fixed all known bugs.
--Fixed an untested bug in which using bonemeal of a sand block that already has a block on top of it will consume the bonemeal anyways.
--Fixed the functional slot shift-click exploit.
--Fixed a critical, rather embarrassing bug in which shift-clicking the craft results of the construction table would give you more items than it should if that item is not in your inventory.
-Using redstone or red dye on a cauldron in creative mode no longer consumes the item.
beta 2.0
-Completed the Recipe Adder block and all its functions.
-Halved the cooking time for dirt, sand, gravel, and clay.
-Fixed the bug where placing stone in all four cooking slots and a piston in the functional slot would rapidly consume your fuel without making anything.
beta 1.2
-Added a new block. However, since the only thing it currently does is open up a gui that does nothing, I will not give any specifics yet.
And I did all this in one day:
-Made the fortune enchantment better. Instead of using a lower level of fortune on placed ores, fortune will work normally, and any drops whose number is too high will be lowered to the max number allowed (see "About the Fortune Enchantment" spoiler).
-Temporarily added a recipe to let you obtain cocoa beans from brown wool in a similar manner of getting lapis lazuli from blue wool. (This recipe will be removed when Minecraft 1.3 is released.)
-Added a method to make chiseled stone bricks renewable.
beta 1.1
-This mod is now compatible with (and requires) ModLoader!
--Fixed the empty tool-tip bug for the multi-purpose block.
-You may now craft a multi-purpose block back into two iron blocks.
Statistics
v1.2 (ModLoader only) - 42 downloads
v1.1 (Forge only) - 51 downloads
v1.0.1 - 64 downloads
v1.0 - 71 downloads
beta 2.2.1 - 29 downloads
beta 2.2 (ModLoader only) - 15 downloads
beta 2.1 - 72 downloads!
beta 2.0 (ModLoader only) - 41 downloads
beta 1.2 (ModLoader only) - 34 downloads total (14 downloads in just one week!)
beta 1.1 (ModLoader only) - 16 downloads!
beta 1.0 (ModLoader only) - 11 downloads
Terms and Conditions
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Announcement: v1.3 is finally released!
If I forgot anything, please let me know. Also, if you have a better idea of how to make something renewable, tell me. I likely will not accept it, but if it's good enough, I just might accept it.
If you ever find a bug or crash, please report it. I will try my best to fix it.
If you have any comments, tell me what you think about this mod. (Please keep in mind that the first seven and a half pages of comments were from when this mod was a WIP.)
The only other addition I might want to suggest here as either a compliment to this mod or something to include specifically with this mod is something to manipulate the "genes" of living things, most especially plants. In theory you could go from
One of my motivations for even considering work towards complete renewable resources was to do something like the SkyBlock map that would allow you to access everything in the game, to build literally everything you could ever dream of making, with only a few blocks of lava, a couple blocks of water, and a block of grass. There have been times playing in some maps (including maps generated with the default map generator by Mojang) that some resources just seem to be missing or just impossible to find. I can understand why some survival maps have a few challenges to get certain items, but it shouldn't necessarily impossible to get some stuff without "cheating".
I certainly don't like "cheat mods" like Too Many Items that are essentially a way to put creative mode into survival. What has happened here with the way this mod lays things out, it takes time and resources to make things like a suit of diamond armor. I'm not necessarily critical of Too Many Items for those players who want to put a mod like that into their version of Minecraft, but then again a mod like this one would be completely unnecessary if you use a mod like that.
My hat is off to you, bluemagic, and I'm glad to see the progress you've made on this mod. I hope you might eventually release this mod in some fashion before 1.3, but if not I look forward to using it after the mod API is introduced by Jeb.
Version 2.1 now updated for MC 1.6.2
I had similar motivations for making this mod. I wanted to make it so that you can obtain theoretically infinite items in survival maps without getting the feel of "cheating," so that the maps feel less restricting. And also, it's interesting for me to accomplish so much with so little items (one reason I made the No Crafting Table Challenge). Of course, I also had my own, third, reason: I can't bear to use items that are nonrenewable, and I dislike cheating. I guess it's because I unconsciously think I might run out one day.
Unfortunately, I doubt there will be a download for this mod before the official modding api. I edited so many important classes (for example, Block (to add the multi-purpose block and change the behavior of mossy cobblestone), RenderBlocks (for the cauldron's water changing colors), EntityPlayerSP (to add the display gui method for the multi-purpose block), and TileEntity (to add the multi-purpose block's tile entity's mapping). It would be incompatible with so much stuff. I guess that despite my attempts to increase compatibility by adding minimal items/blocks, it's still very incompatible.
In addition - I'm shamed to admit - I don't really know how to prepare the files for people to download them. I have java files and class files, but for modifying the jar file, I don't know where to go from there. (I've been testing the mod with the MCP's recompile and start client files.)
I don't know what all you've done in the actual coding, but from the description, 4 diamonds for you. =D
Thanks!
Right now, pretty much everything in the description is done, except for whatever I said is unimplemented. (So basically, everything except most of the multi-purpose block is done.)
Because in the latest snapshot, cocoa beans drop from jungle leaves, and because the method I had planned for cocoa beans was a little too easy, I've slightly changed what I had planned for the multi-purpose blocks; it will not be able to cook any wool except for blue wool or wool derived from lapis lazuli.
Edit: Added a to-do list to make it more clear of what's unimplemented.
(Oops, I gave another hint! )
Also made a small change to the fuel cell.
This mod is supposed to make resources in Minecraft renewable, not introduce real-life renewable energy to Minecraft. Though, these ideas could be good for a different mod.
Also updated the OP with tons of pictures.
Thanks! I'm glad people seem to like how this mod will turn out.
To get coal, just craft charcoal into coal ore, then mine it.
Seriously, this looks like there's been an exceptional amount of work put into it.
The ingenuity is honestly astounding. I rate this mod...
14/10
Seconded.
Thanks for the encouragement!
Unfortunately, another reason I haven't put up a download link is that I'm still programming on version 1.2.3. It's pretty likely I won't update it until 1.3 is released, or I get impatient waiting for it. Also, I just took my AP Comp-Sci test today (my excuse on working on this mod until today was to study for it), so working on it any time before next Wednesday would probably jeapardize my future....
To be honest, the most work I put into this was planning everything out (as you mentioned, it's ingenious). I really have to thank King Korihor for the ideas for dirt, sand, gravel, and clay though. My previous method was to hit stone/cobblestone with a shovel for the first three, and I was completely stumped on clay.
The work on this mod is almost done, but unfortunately, I need to study for AP Euro now... (one reason my post-per-day count on these forums haa dropped recently)
I just need to fix a few bugs for the pickaxe function, then add the shift-clicking support.
Edit: For future reference, does anyone know any trustworthy site that lets you keep track of the number of downloads for free?
I shall wait for the release!
Maybe impatiently, but I will still wait!
http://www.minecraftforum.net/topic/1185547-jthor2000s-diamond-stash/
So instead, I decided to program, and I'm almost done with the mod!
I just need to fix a few stuff related to shift-clicking, then update to 1.2.5.
I will update the OP later (I'm using a different computer right now).
Edit: The OP is now updated.
Another Edit: Well... I'm done now....
I've grown impatient waiting for 1.3 to be released, so I'll start updating this mod to 1.2.5 now.
Yay!
Alright, I guess I'll change the end stone recipe to your suggestions.
Thanks for catching the diamond exploit; you commented just in time (I was just testing this mod for download). I'll try to fix it. I'll also have to fix this exploit with coal, too.
It could be argued about what value Endstone may have. It is slightly tougher than cobblestone/smooth stone (marginally better in a bunker), but there are clearly superior block types. Furthermore, in terms of the difficulty to obtain it in ordinary survival mode, it is arguably one of the toughest blocks to obtain... even harder to obtain than diamond. Considering that the only way to obtain End Stone is through cheating, a mod like this, or by defeating an End Dragon (which requires you to go to the Nether and find a Nether Fortress so you can get Blaze Rods, defeat several Blaze while also avoiding Ghasts and the other denizens of the Nether). Heck, I find doing that hard enough in creative mode... in terms of going to the End and coming back without dying.
All things considered, I think the old recipe of one end pearl for one piece of end stone sounds rather reasonable.
With a little bit of redstone and the ability to make a bunch of pistons, you can build an Enderman grinder that will give you an almost unlimited supply of end pearls. Just search on YouTube if you really want to find those kind of mob traps/grinders. Those grinders are huge and take a lot of resources and time to build, but once completed End Pearls can be as common as any other resource in Minecraft.
I would caution against nerfing the difficulty for stuff like this.
Version 2.1 now updated for MC 1.6.2
1. Even though end stone is plentiful in the end, it is not renewable, and a recipe would still make it renewable, so I would be less scared to use it.
2. I don't want to have to take, edit, and upload another picture.
3. My main reason: If I nerf the recipe, it would make it a bit too easy to get end stone before you reach the end. I think the current recipe works fine; it is still hard to get end stone before the end, and it doesn't affect the difficulty after the end. Also, imagine a survival map in which the end is very few end stone.
I've fixed the ore recipe + fortune exploit. Expect to see a download pretty soon.
Edit: Beta 1.0 is now released!