Also, I can't start the forge the flint and steel won't work
On beta 1.0 (official) or beta 1.4.4 (unofficial). Does it have coal in it? I've never had that problem. One thing though, the dry rocks only work about 1% of the time and can wear out before lighting anything; you can change that in the config.
And I m sorry about my offline state... so much to do... f****ing real life
I hope you all could forgive me.
I work hard on the MC 1.7.xx version, I prepare also the start of the conversion to MC 1.8.XX and the MF 1.4 & MF 1.5 & MF 1.6
But I am alone with this hard coding work.
You all could write down your questions and your wishes, and decide what I should do first.
I've actually started trying to update 1.4.4 to MC 1.7.10, but I'm not sure what might already be done or if the changes I've made are good. Really, I've not done much at all -- I've noticed that almost every class gets errors when moved to a 1.7.10 environment. I see a lot that's just a mater of changing a from logic using IDs to logic using the actual blocks, but there are a lot of more complicated things, too. I still don't know that much about the inner workings of the game code or forge, that ism where all the needed classes and methods are. This is much bigger than my mod and interacts with a lot more of the game. I've only worked on it one evening a last week, which was enough to fix the easy things in the API, but not the hard ones I'd need to learn something for or anything in the mod itself.
If I did get that working, my next move was planned to be a 1.4.5 that simply puts back the herbs exactly as in alpha and maybe the grind wheel (basically restoring alpha but adding nothing truly new). But I'm really not sure I can do it on my own and have no idea what you might have done. I might also have to spend a lot of time just learning about parts of the game that are not world gen, since I really know nothing about modding them.
Nice to see you're working on this mod. Really great to hear, been looking forward to using MF in 1.7.10 with some other hardcore mods.
I am wondering if you have any plans to add some kind of carpentry mechanic in the future? Always thought it'd fit in nicely with the theme and add some authenticity to the otherwise bland vanilla recipes. (Doors, fences etc.)
I was updating a file from you mediafire which was called "MineFantasy-1.4.0BETA.src.rar" which I was have had sitting around for a while but didn't do much with because it was labelled 1.4.0 rather than 1.4.4 (which I know now it is). It does not appear to be there any more though, but I thought it was recently. I was hoping to have a "classic" version running on newer game versions. I'm not sure really how important it really is for the mod itself, though, but mod compatibility is effected and people perception of it as well.
I'm willing to try to help, but I don't know how helpful I can be to be honest.
Oh, one other change I might like to make would be rolling back the armors values to beta 1.0. No offence to who ever changed them originally, but now chain is just too weak, weaker than leather (which make no sense to me).
(I suspect this was to fit deep iron in, but I don't see why mithril has to be better protection since has other advantages.)
okay, but i didn't changed the armor values ^^ but no problem, tell me which ratings i should define for them.
look into your pmailbox, i sent you an link.
Yeah, I know it was some one before you -- I know Sirse and I think someone else, so I don't know which one. They fixed some things but I think who did it made a mistake with the armor. The trick is I don't know the exact values, though I thought heavy armor was equal to vanilla armor of a similar material. I have this from alpha 1.8.7b:
public class MedievalArmourMaterial
{
public static EnumArmorMaterial RAWHIDE = EnumHelper.addArmorMaterial("RAWHIDE", 4, new int[] { 0, 2, 1, 0 }, 0);
public static EnumArmorMaterial APRON = EnumHelper.addArmorMaterial("APRON", 12, new int[] { 0, 1, 0, 0 }, 0);
public static EnumArmorMaterial STEALTH = EnumHelper.addArmorMaterial("STEALTH", 10, new int[] { 1, 2, 2, 1 }, 25);
public static EnumArmorMaterial STUDDED = EnumHelper.addArmorMaterial("STUDDED", 8, new int[] { 1, 4, 3, 1 }, 12);
public static EnumArmorMaterial SCALE = EnumHelper.addArmorMaterial("SCALE", 15, new int[] { 2, 5, 3, 2 }, 12);
public static EnumArmorMaterial MITHRILSPLINT = EnumHelper.addArmorMaterial("MITHRILSPLINT", 24, new int[] { 3, 5, 5, 3 }, 10);
public static EnumArmorMaterial BRONZECHAIN = EnumHelper.addArmorMaterial("BRONZECHAIN", 13, new int[] { 2, 4, 3, 1 }, 9);
public static EnumArmorMaterial SPLINT = EnumHelper.addArmorMaterial("SPLINT", 15, new int[] { 2, 5, 5, 2 }, 10);
public static EnumArmorMaterial STEEL = EnumHelper.addArmorMaterial("STEEL", 30, new int[] { 3, 7, 5, 2 }, 12);
public static EnumArmorMaterial HEAVYCHAIN = EnumHelper.addArmorMaterial("HEAVYCHAIN", 40, new int[] { 3, 6, 5, 2 }, 12);
public static EnumArmorMaterial DRAGON_STEEL = EnumHelper.addArmorMaterial("DRAGON_STEEL", 30, new int[] { 3, 7, 6, 3 }, 11);
public static EnumArmorMaterial ICE_STEEL = EnumHelper.addArmorMaterial("ICE_STEEL", 35, new int[] { 3, 6, 6, 2 }, 11);
public static EnumArmorMaterial BRONZE = EnumHelper.addArmorMaterial("BRONZE", 40, new int[] { 2, 6, 5, 2 }, 7);
public static EnumArmorMaterial FULLPLATE = EnumHelper.addArmorMaterial("FULLPLATE", 60, new int[] { 3, 8, 6, 3 }, 9);
public static EnumArmorMaterial ENCRUSTED_PLATE = EnumHelper.addArmorMaterial("ENCRUSTED_PLATE", 66, new int[] { 4, 9, 7, 4 }, 10);
}
It seems I decompiled it at some point. I thought I had beta 1.0 code that was original but either I was wrong or I was lost when I reinstalled Linux to change distros. It does look like some thing were done differently at the time, like material and type being combined, but perhaps its helpful.
damn nice and don't be sorry. now let me see, which version should i update, or do you prefer it to all?
Well, I was trying to update 1.4.4, though I'm not sure what you mean by "do you prefer it to all'?
I think what I found might be a red herring with the armors, but I looked more and found a other places and have made some changes there. I also fixed a bug that made it look like armors were weaker (or sometimes stronger) than they were supposed to be:
In minefantasy.item.armour.EnumArmourMF I made some big changes:
package minefantasy.item.armour;
import minefantasy.item.ArmourDesign;
public enum EnumArmourMF {
RAWHIDE("Rawhide", 3, 5F, 0, 1.00F),
LEATHER("Leather", 5, 7F, 0, 1.00F),
APRON("Apron", 6, 5F, 0, 1.00F),
STEALTH("Stealth", 10, 9F, 16, 1.00F),
BRONZE("Bronze", 20, 12F, 15, 1.00F),
IRON("Iron", 20, 15F, 16, 1.00F),
STEEL("Steel", 30, 17F, 20, 1.00F),
ENCRUSTED("Encrusted", 35, 20F, 15, 1.10F),
DEEP_IRON("DeepIron", 40, 20F, 16, 1.00F),
BLUE_STEEL("Blue Steel", 50, 21F, 20, 1.90F),
MITHRIL("Mithril", 55, 22F, 22, 0.80F),
MYTHIUM("Mythium", 60, 22F, 18, 0.65F),
UNUSED("Unused", 80, 22.0F, 20, 1.50F),
ADAMANTIUM("Adamantium", 100, 24F, 24, 1.20F),
GUILDED("Guilded", 18, 12F, 30, 1.00F),
DRAGONFORGE("Dragonforge", 35, 18.00F, 15, 1.00F),
IGNOTUMITE("Ignotumite", 100, 23.0F, 24, 1.20F);
public final String name;
public final int durability;
public final float armourRating;
public final int enchantment;
public final float armourWeight;
private EnumArmourMF(String title, int dura, float AC, int enchant, float weight) {
name = title;
durability = dura;
armourRating = calculateAC(AC);
enchantment = enchant;
armourWeight = weight;
}
public static float calculateAC(float ratio) {
float percent = ratio * 4f;
return percent / 60F;
}
}
Basically I changed it so that it uses the actual number of amor point instead of a ratio, since this is much simpler and more intuitive. Also, everything is scaled against one instead of whatever value plate happens to have.
In minefantasy.item.armour.ItemArmourMF I changed the damageReduceAmount in the constructor:
public ItemArmourMF(int i, ArmourDesign design, EnumArmourMF mat, int render, int type, String s) {
super(i, base, render, type);
AD = design;
setCreativeTab(ItemListMF.tabArmour);
material = mat;
file = s;
armourType = type;
renderIndex = render;
damageReduceAmount = (int) Math.min(8f, (base.getDamageReductionAmount(type) * (mat.armourRating * design.protection)));
setMaxDamage((int) (mat.durability * base.getDamageReductionAmount(type) * AD.dura));
maxStackSize = 1;
}
Its not much but limits no one component from giving more than 8 armor, so that strong armors can get better helmets / boots, but only ridiculous values can get past 24 for the full suit -- and just how well does an adamanite breastplate protect the head or throat anyway?
In the same class I changed this method:
[/p]
[p]@Override
public int getArmorDisplay(EntityPlayer player, ItemStack armor, int slot) {
return (((ItemArmourMF) armor.getItem()).damageReduceAmount);
}
This fixes a bug that made armors weaker than vanilla iron looker weaker than they were and strong armors looks stronger than they were.
Last, in armor design I made changed a few protection values: scale = 0.7f, heavy chain = 1.0f, and plate = 1.25f.
I'm not sure this is exaction like 1.0, but I think its pretty close.
First off, once the 1.7.10 version is out, I'd really recommend making a new topic for this edition of MineFantasy. It'd attract a lot more people, because frankly it's kinda hard to find info on this at the moment.
Second, We're really gonna need an NEI plugin for this mod for obvious reasons. There's a ton of awesome processes involved in this mod and it's going to be really overwhelming for new players.
Third, I'd advise that you try to keep this mod compatible with other Forge mods. The big problem with TerraFirmaCraft is that it's not compatible with most, if not all, forge mods.
And finally, a personal request would be to code some compatibility with Gregtech (^^). For example, unifying some of the tools and ores from this mod with GT.
Well, I still want to take a look at nofole's 1.5.x latest version -- I can't answer his question about preferred version until I seen more of what's been done. The last time I looked at it a lot was WIP and not really working yet I think. Then, it does add processes I don't fully know -- also looks like a lot of old stuff has been brought back and more new stuff added. Really, though, there's a limit to how complicated I want it to be, which is why I'm leaning toward 1.4, perhaps with some old stuff worked back in.
I do hope it is still compatible -- I like stacking it with magic, dungeons, aethetic, and mobs mods to make and action-adventure setting myself.
I think the plan was 1.6.4 -> 1.7.10 - 1.8, since a lot changes from 1.8 would also be needed for 1.7.10, and this might make things a bit more bite sized, plus have versions for more players (?). But nofole is doing this so I'm just going on what was said earlier.
Yeah I was messing around with 1.5.x earlier on MC 1.6.4. A lot of WIP stuff and some stuff missing too. Some of the new processes are really cool, and I want to see the carpentry feature come to fruition. I think a pottery mechanic in the same vein as TFC would be cool as well in the future.
As far as compatibility, that should definitely be kept. 1.5.x also had some kind of hunger system in the works, which might mess with compatibility, so I hope that can be turned off in configs or something.
On beta 1.0 (official) or beta 1.4.4 (unofficial). Does it have coal in it? I've never had that problem. One thing though, the dry rocks only work about 1% of the time and can wear out before lighting anything; you can change that in the config.
Unofficial and putting in all the coal I have.
Is this mod being developed? Would love to see this on 1.7.10.
I think nofole maybe doing an unofficial update.
Hmmm... Well, I really don't know then, they always lit for me.
In fact I downloaded the alpha 2.5.4 from curseforge
Oh, you're on the wrong forum page! That is MineFantasy 2, you should be here.
@Nofole. Hey i have the roofs models that i forgot to send to you back then. Do you still want that stuff? Real life got me too.
Nice hear you came back.
I've actually started trying to update 1.4.4 to MC 1.7.10, but I'm not sure what might already be done or if the changes I've made are good. Really, I've not done much at all -- I've noticed that almost every class gets errors when moved to a 1.7.10 environment. I see a lot that's just a mater of changing a from logic using IDs to logic using the actual blocks, but there are a lot of more complicated things, too. I still don't know that much about the inner workings of the game code or forge, that ism where all the needed classes and methods are. This is much bigger than my mod and interacts with a lot more of the game. I've only worked on it one evening a last week, which was enough to fix the easy things in the API, but not the hard ones I'd need to learn something for or anything in the mod itself.
If I did get that working, my next move was planned to be a 1.4.5 that simply puts back the herbs exactly as in alpha and maybe the grind wheel (basically restoring alpha but adding nothing truly new). But I'm really not sure I can do it on my own and have no idea what you might have done. I might also have to spend a lot of time just learning about parts of the game that are not world gen, since I really know nothing about modding them.
Nice to see you're working on this mod. Really great to hear, been looking forward to using MF in 1.7.10 with some other hardcore mods.
I am wondering if you have any plans to add some kind of carpentry mechanic in the future? Always thought it'd fit in nicely with the theme and add some authenticity to the otherwise bland vanilla recipes. (Doors, fences etc.)
I was updating a file from you mediafire which was called "MineFantasy-1.4.0BETA.src.rar" which I was have had sitting around for a while but didn't do much with because it was labelled 1.4.0 rather than 1.4.4 (which I know now it is). It does not appear to be there any more though, but I thought it was recently. I was hoping to have a "classic" version running on newer game versions. I'm not sure really how important it really is for the mod itself, though, but mod compatibility is effected and people perception of it as well.
I'm willing to try to help, but I don't know how helpful I can be to be honest.
Oh, one other change I might like to make would be rolling back the armors values to beta 1.0. No offence to who ever changed them originally, but now chain is just too weak, weaker than leather (which make no sense to me).
(I suspect this was to fit deep iron in, but I don't see why mithril has to be better protection since has other advantages.)
Yeah, I know it was some one before you -- I know Sirse and I think someone else, so I don't know which one. They fixed some things but I think who did it made a mistake with the armor. The trick is I don't know the exact values, though I thought heavy armor was equal to vanilla armor of a similar material. I have this from alpha 1.8.7b:
It seems I decompiled it at some point. I thought I had beta 1.0 code that was original but either I was wrong or I was lost when I reinstalled Linux to change distros. It does look like some thing were done differently at the time, like material and type being combined, but perhaps its helpful.
Oh, never mind, I just got sneaky and put beta 1.0 in the JavaDecompiler and it seems it was then:
...and there is also...
...in the API. Sorry for the double post and all the decompiled code.
Well, I was trying to update 1.4.4, though I'm not sure what you mean by "do you prefer it to all'?
I think what I found might be a red herring with the armors, but I looked more and found a other places and have made some changes there. I also fixed a bug that made it look like armors were weaker (or sometimes stronger) than they were supposed to be:
In minefantasy.item.armour.EnumArmourMF I made some big changes:
Basically I changed it so that it uses the actual number of amor point instead of a ratio, since this is much simpler and more intuitive. Also, everything is scaled against one instead of whatever value plate happens to have.
In minefantasy.item.armour.ItemArmourMF I changed the damageReduceAmount in the constructor:
Its not much but limits no one component from giving more than 8 armor, so that strong armors can get better helmets / boots, but only ridiculous values can get past 24 for the full suit -- and just how well does an adamanite breastplate protect the head or throat anyway?
In the same class I changed this method:
This fixes a bug that made armors weaker than vanilla iron looker weaker than they were and strong armors looks stronger than they were.
Last, in armor design I made changed a few protection values: scale = 0.7f, heavy chain = 1.0f, and plate = 1.25f.
I'm not sure this is exaction like 1.0, but I think its pretty close.
So I have a few suggestions.
First off, once the 1.7.10 version is out, I'd really recommend making a new topic for this edition of MineFantasy. It'd attract a lot more people, because frankly it's kinda hard to find info on this at the moment.
Second, We're really gonna need an NEI plugin for this mod for obvious reasons. There's a ton of awesome processes involved in this mod and it's going to be really overwhelming for new players.
Third, I'd advise that you try to keep this mod compatible with other Forge mods. The big problem with TerraFirmaCraft is that it's not compatible with most, if not all, forge mods.
And finally, a personal request would be to code some compatibility with Gregtech (^^). For example, unifying some of the tools and ores from this mod with GT.
You may as well go for 1.8 at this point. 1.7.10 is beginning to fall out of the mainstream usage scene.
Well I still use 1.7.10.
Well, I still want to take a look at nofole's 1.5.x latest version -- I can't answer his question about preferred version until I seen more of what's been done. The last time I looked at it a lot was WIP and not really working yet I think. Then, it does add processes I don't fully know -- also looks like a lot of old stuff has been brought back and more new stuff added. Really, though, there's a limit to how complicated I want it to be, which is why I'm leaning toward 1.4, perhaps with some old stuff worked back in.
I do hope it is still compatible -- I like stacking it with magic, dungeons, aethetic, and mobs mods to make and action-adventure setting myself.
I think the plan was 1.6.4 -> 1.7.10 - 1.8, since a lot changes from 1.8 would also be needed for 1.7.10, and this might make things a bit more bite sized, plus have versions for more players (?). But nofole is doing this so I'm just going on what was said earlier.
Yeah I was messing around with 1.5.x earlier on MC 1.6.4. A lot of WIP stuff and some stuff missing too. Some of the new processes are really cool, and I want to see the carpentry feature come to fruition. I think a pottery mechanic in the same vein as TFC would be cool as well in the future.
As far as compatibility, that should definitely be kept. 1.5.x also had some kind of hunger system in the works, which might mess with compatibility, so I hope that can be turned off in configs or something.
Glad you going to remake the original for the newer versions