Sorry I haven't been able to fully add the recipe adder yet; I've been pretty busy. So, I decided to release beta 1.2 instead.
Update notes:
-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.
Wow. This just became my new 'vanilla.' I'm really neurotic about 'using up' minecraft resources as well and this is a REALLY cool way to make them 'renewable' (all while feeling rather less cheaty than EE. Sorry xeno/Pahimar!). If you can hack together some modloader/FORGE compatibility it'll be even better! Kudos to you, man.
I'll have to echo what the person above me said: wow. There are other mc players who feel the same as I do about unrenewable resources!
Thank you for making this mod, and especially for making the recipe adder. So far, nearly every mod that's added a way to make something sustainable has added at least as many NEW unsustainable things (IC, for instance, adds a recipe for sand, but adds copper, tin and uranium. When I discovered it the mass fabricator didn't exist [wow that was a long time ago], and even with that uranium isn't sustainable). This mod not only makes vanilla items sustainable, but as soon as 2.0 comes out, will make not only the items of major and commonly used mods sustainable, but absolutely everything!
By the way, will the recipe adder work for normal crafting/smelting recipes?
I've been thinking, by the way. In a skyblock style map, what would be absolutely needed to get everything else? This is the list I've come up with:
Iron and gold can be got from zombies/iron golems and pigmen to begin with, so I think that's all that's required. Did I miss anything?
EDIT: Oh, and to the above poster: Modloader is used now. I agree that Forge compatiability should be a priority after the recipe adder, as so many of the major (and unsustainable) mods use it.
Thanks for the feedback. The recipe adder will be for the construction table; you will need to put the item you are crafting in the construction slot, then use the recipe. Currently though, I'm trying to figure out how to save the recipes...
That list seems pretty complete. I might be forgetting something, but the only things I see missing are a mossy block and the dragon egg.
I'll probably work on Forge compatibility after the recipe adder; after that, I will release the full version.
Edit: I almost forgot, the saddle is also missing from the list.
This mod is awesome! I am waiting for the full release. I hope it will be tomorrow...
It won't be tomorrow; this week is incredibly busy (busy as in maybe two hours of sleep each tonight and tomorrow at the worst, with no exaggeration). On top of that, I still need to implement the part where the recipes made by players are actually added and saved. However, I will try to get the full version out as soon as possible. The computer I'm modding on wouldn't turn on yesterday, but today, it has been fixed.
It won't be tomorrow; this week is incredibly busy (busy as in maybe two hours of sleep each tonight and tomorrow at the worst, with no exaggeration). On top of that, I still need to implement the part where the recipes made by players are actually added and saved. However, I will try to get the full version out as soon as possible. The computer I'm modding on wouldn't turn on yesterday, but today, it has been fixed.
Well, I will need to wait. BTW, I looked at the "about me" tab in your profile
I am very interested in your "Beyond the End" mod. Looking forward to that!
Keep up the good work.
Coal and Iron ingots are not renewable. Gold ingots and charcoal are though.
In vanilla, zombies and iron golems can drop iron ingots, though you're right that coal isn't renewable.
In this mod, you can craft charcoal into coal ore, then mine it to get coal. You can also place four stone in the multi-purpose block, place a pickaxe in the functional slot, then put a pumpkin / jack-o-lantern in the fuel slot and hope to get lucky enough to get an iron ore.
I created a mod spotlight going over everything inside the mod:
Thanks! Can I put the video in the OP?
Also, the recipe adder is an unfinished feature; the only reason it's in 1.2 is because I started working on it before the 1.2 features. (Currently, it does nothing but open a gui and emit a little light.)
Also, the recipe adder is an unfinished feature; the only reason it's in 1.2 is because I started working on it before the 1.2 features. (Currently, it does nothing but open a gui and emit a little light.)
Sure!
Ah, ok, I'll add an annotation saying that it's an unfinished feature. Thanks for the clarification
By the way, I've found a bug with the Multitool. Putting in the wrong recipe with the piston seems to still activate it. Sometimes (eg when I mistakenly put in 4 smoothstone) it ate all my fuel almost instantly, without changing the progress bar, while other times (eg when I had 2 cobble and 1 sand in), it seemed to work normally. That may be that it just looks at one slot at a time, but the first one's probably a bug.
Is it also really meant to take about 40 seconds or so, along with 2 charcoal's worth of fuel, give or take, to make one sand block?
Thanks for reporting the bug; I knew my code couldn't be perfect. I'll look into it.
For the sand block, it's only meant to take one coal per block; I'll look into that too.
It may have taken one coal, possibly. I thought I put more than 16 saplings in, followed by it using about 1/8 to 2/8 of a charcoal, but I'm not sure. I'll see what happens if I do it again.
*Tests*
Ok, both sand and gravel seem to use exactly 1 charcoal to make. That looks like a mistake on my part earlier
On the other hand, I'd argue that it's maybe a bit too hard to get sand/gravel, especially relative to iron and gold. I haven't yet made diamonds, so can't say about that, but it seems from testing that both processes take the same amount of time for one cycle (with an iron pickaxe being used). In other words, we should expect to see ourselves getting 5 sand for each iron we'd get in pickaxe mode. Add to that the fact that we can accelerate the pickaxe mode with a diamond pick, the fact that we get gold at the same time, and the fact that the resource cost (16 cobble and smelts per iron ore, plus a very minor use of a pick) is less expensive than the cost for 5 sand/gravel (5 logs, 5 cobble and 5 or 10 smelts, respectively). Obviously, though, an iron ingot is more valuable than 5 sand blocks.
I'd suggest a combination of maybe halving the amount of fuel needed to make sand/gravel, and making the pickaxe configuration use up the pumpkin after a while (think of the golem as 'dropping' the appropriate ore on death if you like, rather than placing it around snow golem style). That would make pumpkin farming more important, too. Obviously it shouldn't do it every time or it would just be annoying and force people to make massive pumpkin farms. I was going to suggest something fairly generic, but as I was writing this it occurred to me that it could just be used up if the golem 'drops' an ore. That would also reduce frustration ('I wasted ANOTHER pumpkin!') as pumpkins are only used up when the mineral is made.
Well, sand and gravel are already pretty easy to get; I only made them hard to get for survival maps, such as skyblock. On top of that, 5 sand blocks could be much more valuable then an iron ingot when you use them to make a potion. One iron ingot won't do much good, but a potion has the potential to save you. I might think about reducing the time for gravel though; thanks for bringing it up.
I like your idea of using up the pumpkin when it produces the ore; I think I'll try to add that to beta 1.2.
The recipe adder is almost ready, but I've been pretty busy lately, and there are some bugs to fix; the next version probably won't be for a while (or until it's one of those days where I suddenly feel like coding a lot).
Well, when you put it that way, I guess I should half the fuel time. It makes me uncomfortable, but I'll half the fuel time for both sand and gravel in beta 1.2. And, thinking about it, half a coal shouldn't make too much of a difference...
Added a poll for a question I have been considering for a long time: should my recipe adder be a separate mod?
Advantages: There will be less restrictions on the recipe adder, and the official version of this mod will come out sooner. Plus, you can decide to install one mod and not the other.
Disadvantages: I might have to spend extra time making sure the two mods are compatible. Plus, people will have to install two different mods if they want both, and the recipe adder somewhat fits the idea of renewable resources.
Beta 2.0 is now released, and brings the long-waited for Recipe Adder! (I hope there aren't any last-minute bugs I missed.)
Update notes:
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.
So far, according to the poll, it's 1-0 in favor of making the recipe adder a different mod.
Added a third option to the poll:
Make the recipe adder a content pack.
A content pack is a mod that requires a different mod to function, but is still a separate download.
Advantages: Less restrictions on recipe-making, less re-coding than making it a separate mod, and less temptation when using this mod.
Disadvantages: This mod alone won't make every resource renewable.
Everything works awesome that I've checked so far.
Update notes:
-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.
Thanks for letting me know. I guess I don't have to change anything then.
Thanks for the feedback. The recipe adder will be for the construction table; you will need to put the item you are crafting in the construction slot, then use the recipe. Currently though, I'm trying to figure out how to save the recipes...
That list seems pretty complete. I might be forgetting something, but the only things I see missing are a mossy block and the dragon egg.
I'll probably work on Forge compatibility after the recipe adder; after that, I will release the full version.
Edit: I almost forgot, the saddle is also missing from the list.
It won't be tomorrow; this week is incredibly busy (busy as in maybe two hours of sleep each tonight and tomorrow at the worst, with no exaggeration). On top of that, I still need to implement the part where the recipes made by players are actually added and saved. However, I will try to get the full version out as soon as possible. The computer I'm modding on wouldn't turn on yesterday, but today, it has been fixed.
Well, I will need to wait. BTW, I looked at the "about me" tab in your profile
I am very interested in your "Beyond the End" mod. Looking forward to that!
Keep up the good work.
In vanilla, zombies and iron golems can drop iron ingots, though you're right that coal isn't renewable.
In this mod, you can craft charcoal into coal ore, then mine it to get coal. You can also place four stone in the multi-purpose block, place a pickaxe in the functional slot, then put a pumpkin / jack-o-lantern in the fuel slot and hope to get lucky enough to get an iron ore.
Thanks! Can I put the video in the OP?
Also, the recipe adder is an unfinished feature; the only reason it's in 1.2 is because I started working on it before the 1.2 features. (Currently, it does nothing but open a gui and emit a little light.)
Sure!
Ah, ok, I'll add an annotation saying that it's an unfinished feature. Thanks for the clarification
Just found an inaccuracy; it says that for moss to grow, the light level has to be 7 or more, but it is actually 7 or below.
Thanks for reporting the bug; I knew my code couldn't be perfect. I'll look into it.
For the sand block, it's only meant to take one coal per block; I'll look into that too.
Well, sand and gravel are already pretty easy to get; I only made them hard to get for survival maps, such as skyblock. On top of that, 5 sand blocks could be much more valuable then an iron ingot when you use them to make a potion. One iron ingot won't do much good, but a potion has the potential to save you. I might think about reducing the time for gravel though; thanks for bringing it up.
I like your idea of using up the pumpkin when it produces the ore; I think I'll try to add that to beta 1.2.
The recipe adder is almost ready, but I've been pretty busy lately, and there are some bugs to fix; the next version probably won't be for a while (or until it's one of those days where I suddenly feel like coding a lot).
Why does everyone think I don't have an avatar? Is there anyone who can see the one black pixel.
Please click the dragons, they need to grow. Also, my fully grown dragons can be found in my bio.
Advantages: There will be less restrictions on the recipe adder, and the official version of this mod will come out sooner. Plus, you can decide to install one mod and not the other.
Disadvantages: I might have to spend extra time making sure the two mods are compatible. Plus, people will have to install two different mods if they want both, and the recipe adder somewhat fits the idea of renewable resources.
Update notes:
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.
So far, according to the poll, it's 1-0 in favor of making the recipe adder a different mod.
Make the recipe adder a content pack.
A content pack is a mod that requires a different mod to function, but is still a separate download.
Advantages: Less restrictions on recipe-making, less re-coding than making it a separate mod, and less temptation when using this mod.
Disadvantages: This mod alone won't make every resource renewable.