As of now is there anyway to download the Minefantacy 2 for 1.7.10? If there is please let me know because i really love this mod i think it has the potential to be one of the best mods out there. So again is there away to get Minefantacy 2 for 1.7.10
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If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
As of now is there anyway to download the Minefantacy 2 for 1.7.10? If there is please let me know because i really love this mod i think it has the potential to be one of the best mods out there. So again is there away to get Minefantacy 2 for 1.7.10
Not sure who, but there's a separate download for 1.
Yeh.. I've really got to find time for this, seems I haven't got any dedicated developers yet... real bummer that though...
To any devoted coders is there and plans to and back in the ice forge gear
Rollback Post to RevisionRollBack
If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Because I want to mention that throughout the guide on the dropbox pdf. He keeps explaining that there is no point for crafting certain things and does not include a recipe for them because those items would be illogical, but shouldn't we have the freedom to create them if we want to anyways? even if they are not practical. (like the ignotumite hoe and knife) to me,the game is still a sandbox so we should still have the choice to do things that are not sensible, but even so, it would be cool if ignotumite hoes produced poisonous potatoes
Because I want to mention that throughout the guide on the dropbox pdf. He keeps explaining that there is no point for crafting certain things and does not include a recipe for them because those items would be illogical, but shouldn't we have the freedom to create them if we want to anyways? even if they are not practical. (like the ignotumite hoe and knife) to me,the game is still a sandbox so we should still have the choice to do things that are not sensible, but even so, it would be cool if ignotumite hoes produced poisonous potatoes
Well, it would still be work to make all these items (and quite a bit to put in reasonable penalties -- like a way of adding a poisoning effect to all the food you eat) -- plus, it would consume a lot of ids that would compete with ids from any other mod (they already take up a big block). It does look like ignotumite armor is planned for MF2 but also that ignotomite has changed. As its presented in version 1.0 I'd imagine ignotomite armor would be one class heavier (plate still wouldn't exist, or would imobolize the player) and would block healing with full hunger or slowly damage a player without it (maybe not for the scale and split) or perhaps poison the player whenever hit. So, there go 4 ids for each armor type, so 16 or 20, and hours of work to make the armor super broken on purpose -- just so most players would say it sucked and never use it! Freedom and open-endedness are great, but I can see how there actually is a good reason for a lot of this.
Actually, in the 1.7 version there is going to be ignotumite chain and plate. When worn it will give the player regeneration and is very heavy. Its competitor, mithium, is completely weightless and rejuvenates stamina.
And diggy digging in the github, there is a texture for ignotumite hoe. don't know if it going to be used, but it is a new texture so probably is. There also is a ignotumite Hammer!!!!
From what I read, Ignotumite is supposed to have to be welded to gold to be used, so the armor infact has ignotumite's toxic infulance reveresd into regeneration... but that's just from what I hazely remember from earlier in the thred... I think...
You know, I've often thought about the Mine fantasy mod, as a realistic but fantasy implementing mod. But it's obviously focused on blacksmithing. I wonder if that is just because AP has more knowledge in that field. I imagine that if Mine fantasy was a more general in fantasy. There would be a team of modders each leading a certain focus.
There could be someone who could work on the world part of the mod, who could on the mob system that AP has, making it more fun, and feature more classes and better AI.
There could be someone who could work on the magic side (i felt there used to be when we had the totems and everything)
I know that If i could mod, I would work on the Butchery side. making those bench tops and cooking knives awesome, you would lay the animal carcass on the bench tops or the meat hooks and use the butcher tools on certain click points on the body to carve out the different cuts of meat, you would use this process to also harvest the materials for other systems, you can get your tendons, bone stuff, hides, gore for rotten flesh, oh the dragon scales for the higher levels in butchery.
Well, it would still be work to make all these items (and quite a bit to put in reasonable penalties -- like a way of adding a poisoning effect to all the food you eat) -- plus, it would consume a lot of ids that would compete with ids from any other mod (they already take up a big block). It does look like ignotumite armor is planned for MF2 but also that ignotomite has changed. As its presented in version 1.0 I'd imagine ignotomite armor would be one class heavier (plate still wouldn't exist, or would imobolize the player) and would block healing with full hunger or slowly damage a player without it (maybe not for the scale and split) or perhaps poison the player whenever hit. So, there go 4 ids for each armor type, so 16 or 20, and hours of work to make the armor super broken on purpose -- just so most players would say it sucked and never use it! Freedom and open-endedness are great, but I can see how there actually is a good reason for a lot of this.
As far as I can tell, I don't think item IDs are really a thing in 1.7.10 and after. I don't know exactly what Mojang did, but in my 1.7.10 mod testing I never had a block or item ID conflict, even with packs of over 100 mods that I've cobbled together .
As for the idea of "illogical" items, I do remember that there was an Ignotumite hoe in one of the earlier versions of the mod, and it was removed hardcore crafting started getting added. I'd like to see items like that make a comeback, since I don't think IDs will be a problem, and as I was one of the few people that protested its removal in the first place. I had to watch my shiny green hoe turn into a pile of bronze links, *sigh*
For the 1.7+ versions mojang turned it from numbers to letters, so 358:0 turns to minecraft_mapfilled. makes mods a lot simpler having no id conflicts, unless of course you name two mods the same...
Supposedly its all names now, not id's and you go through the Forge's game registry to get blocks or items (and them use them directly, so if you want a mod to place a block you use type Block not and id). I'm sure there are still ids, I guarauntee it, for the lower level processing, storage, and network transmission -- I'm think they're now automatically assigned and kept hidden from the user (though, there is still a way to get them in code). Interstingly, 1.7 still has metadata but 1.8 takes things a step further and does away with metadata too, replacing it with "BlockState," but no doubt there is still a number hidden in there (and you can get block state from metadata); note that last I checked only the item registry works in 1.8, the block registry is still broken in 1.8 versions of forge.
One nice thing that 1.7 does is separate metadata from damage values. In 1.6 and before you can't use metadata to recycle ids with items that have damage values (i.e., have durability) since the damage value is used to store the metadata, but you in 1.7 they are separate, so (for example) a whole armor set could be stored as one (hidden) id in 1.7+.
But from a mod authoring point of view, you don't use names or ids directly to do things in 1.7, you use the name to get the Block or Item, store that in a variable, and work with it directly rather than through an id (or name).
I might sound like a big noob but, I downloaded the second row latest dl and I'm trying to make a blast furnace. Can some one tell me how to make 1?
Sorta hard to explain...
start with a 3x3 stone brick foundation
put lava ontop of the centre one, and surround 8 sides (and corners) with stone brick
put heater above lava and surround 3 sides with stone brick
place 4 shafts atop the heater surrounded 4 sides with stone brick
place an input ontop there with 3 sides with stone brick
then two more shafts with 4 bricks ontop
output is same level as lava, on the other side of the bricks
MF2 Blast would be waaay simpler to build
For everyone else
Anyway: progress is back for a short while
It works fine with Mo' Creatures, what's the problem you're having?
Please, attach source code or pull commit to MF github
I
It crashes before it starts up.
Is this mod still being updated?
No, but it is being re-written as MineFantasy 2.
Post a crashlog
As of now is there anyway to download the Minefantacy 2 for 1.7.10? If there is please let me know because i really love this mod i think it has the potential to be one of the best mods out there. So again is there away to get Minefantacy 2 for 1.7.10
If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Not sure who, but there's a separate download for 1.
Yeh.. I've really got to find time for this, seems I haven't got any dedicated developers yet... real bummer that though...
To any devoted coders is there and plans to and back in the ice forge gear
If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Is there still a specific suggestions thread?
Because I want to mention that throughout the guide on the dropbox pdf. He keeps explaining that there is no point for crafting certain things and does not include a recipe for them because those items would be illogical, but shouldn't we have the freedom to create them if we want to anyways? even if they are not practical. (like the ignotumite hoe and knife) to me,the game is still a sandbox so we should still have the choice to do things that are not sensible, but even so, it would be cool if ignotumite hoes produced poisonous potatoes
Well, it would still be work to make all these items (and quite a bit to put in reasonable penalties -- like a way of adding a poisoning effect to all the food you eat) -- plus, it would consume a lot of ids that would compete with ids from any other mod (they already take up a big block). It does look like ignotumite armor is planned for MF2 but also that ignotomite has changed. As its presented in version 1.0 I'd imagine ignotomite armor would be one class heavier (plate still wouldn't exist, or would imobolize the player) and would block healing with full hunger or slowly damage a player without it (maybe not for the scale and split) or perhaps poison the player whenever hit. So, there go 4 ids for each armor type, so 16 or 20, and hours of work to make the armor super broken on purpose -- just so most players would say it sucked and never use it! Freedom and open-endedness are great, but I can see how there actually is a good reason for a lot of this.
Actually, in the 1.7 version there is going to be ignotumite chain and plate. When worn it will give the player regeneration and is very heavy. Its competitor, mithium, is completely weightless and rejuvenates stamina.
And diggy digging in the github, there is a texture for ignotumite hoe. don't know if it going to be used, but it is a new texture so probably is. There also is a ignotumite Hammer!!!!
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
From what I read, Ignotumite is supposed to have to be welded to gold to be used, so the armor infact has ignotumite's toxic infulance reveresd into regeneration... but that's just from what I hazely remember from earlier in the thred... I think...
You know, I've often thought about the Mine fantasy mod, as a realistic but fantasy implementing mod. But it's obviously focused on blacksmithing. I wonder if that is just because AP has more knowledge in that field. I imagine that if Mine fantasy was a more general in fantasy. There would be a team of modders each leading a certain focus.
There could be someone who could work on the world part of the mod, who could on the mob system that AP has, making it more fun, and feature more classes and better AI.
There could be someone who could work on the magic side (i felt there used to be when we had the totems and everything)
I know that If i could mod, I would work on the Butchery side. making those bench tops and cooking knives awesome, you would lay the animal carcass on the bench tops or the meat hooks and use the butcher tools on certain click points on the body to carve out the different cuts of meat, you would use this process to also harvest the materials for other systems, you can get your tendons, bone stuff, hides, gore for rotten flesh, oh the dragon scales for the higher levels in butchery.
i think i'm rambling
As far as I can tell, I don't think item IDs are really a thing in 1.7.10 and after. I don't know exactly what Mojang did, but in my 1.7.10 mod testing I never had a block or item ID conflict, even with packs of over 100 mods that I've cobbled together .
As for the idea of "illogical" items, I do remember that there was an Ignotumite hoe in one of the earlier versions of the mod, and it was removed hardcore crafting started getting added. I'd like to see items like that make a comeback, since I don't think IDs will be a problem, and as I was one of the few people that protested its removal in the first place. I had to watch my shiny green hoe turn into a pile of bronze links, *sigh*
For the 1.7+ versions mojang turned it from numbers to letters, so 358:0 turns to minecraft_mapfilled. makes mods a lot simpler having no id conflicts, unless of course you name two mods the same...
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Supposedly its all names now, not id's and you go through the Forge's game registry to get blocks or items (and them use them directly, so if you want a mod to place a block you use type Block not and id). I'm sure there are still ids, I guarauntee it, for the lower level processing, storage, and network transmission -- I'm think they're now automatically assigned and kept hidden from the user (though, there is still a way to get them in code). Interstingly, 1.7 still has metadata but 1.8 takes things a step further and does away with metadata too, replacing it with "BlockState," but no doubt there is still a number hidden in there (and you can get block state from metadata); note that last I checked only the item registry works in 1.8, the block registry is still broken in 1.8 versions of forge.
One nice thing that 1.7 does is separate metadata from damage values. In 1.6 and before you can't use metadata to recycle ids with items that have damage values (i.e., have durability) since the damage value is used to store the metadata, but you in 1.7 they are separate, so (for example) a whole armor set could be stored as one (hidden) id in 1.7+.
But from a mod authoring point of view, you don't use names or ids directly to do things in 1.7, you use the name to get the Block or Item, store that in a variable, and work with it directly rather than through an id (or name).
I might sound like a big noob but, I downloaded the second row latest dl and I'm trying to make a blast furnace. Can some one tell me how to make 1?
Sorta hard to explain...
MF2 Blast would be waaay simpler to build
For everyone else Anyway: progress is back for a short while