There is someone still working in this version of MineFantasy? Because I'm using it on my server (Still WIP) and is quite stable... With other mods included, I would like to know if the is any possibility to get a few updates to this version... I would love to keep this one on my server...
There is someone still working in this version of MineFantasy? Because I'm using it on my server (Still WIP) and is quite stable... With other mods included, I would like to know if the is any possibility to get a few updates to this version... I would love to keep this one on my server...
Well, I thought nofole was working on newer content and I was looking into updating the old version to 1.7 -- but I'm not sure if 1.7 is such a good choice, as Minecraft is laggy on its own in 1.7. When I last worked on that I was halfway through what I'd call the easy but tedious part (making it compilable) which would probably be fallowed by a harder make it work part (and that's assuming I don't scrap it and jump ahead to 1.8 or 1.9 or something). Then I started trying Minefantasy II, which is good too but to me feels very different as far as its pace, got distracted with that.
Of course then I was offline for a month or two because I had no money to pay my internet bill, which could happen again -- so I may not be the most reliable person to trust. I have no idea what anyone else's plans are; I'm not sure the right hand knows what the left is doing here, or if anyone knows whether or not to proceed.
Well, I thought nofole was working on newer content and I was looking into updating the old version to 1.7 -- but I'm not sure if 1.7 is such a good choice, as Minecraft is laggy on its own in 1.7. When I last worked on that I was halfway through what I'd call the easy but tedious part (making it compilable) which would probably be fallowed by a harder make it work part (and that's assuming I don't scrap it and jump ahead to 1.8 or 1.9 or something). Then I started trying Minefantasy II, which is good too but to me feels very different as far as its pace, got distracted with that.
Of course then I was offline for a month or two because I had no money to pay my internet bill, which could happen again -- so I may not be the most reliable person to trust. I have no idea what anyone else's plans are; I'm not sure the right hand knows what the left is doing here, or if anyone knows whether or not to proceed.
Would be cool to see someone working on this version, since I got a few new ideas to implement in this Mod to 1.6.4, and has I said, for me one of the best versions for Forge Server is the 1.6.4... Unfortunately I don't have java knowledge to keep this up... And some other mods. But don't worry about trust lad BlackJar72. I just looking for some kind of help, If you sometimes could show some progress is enough, I support you, don't by money but I can work in some things like textures and model (I've a bit of knowledge in that area :D). So If you want to keep working on it I can give a few help
Would be cool to see someone working on this version, since I got a few new ideas to implement in this Mod to 1.6.4, and has I said, for me one of the best versions for Forge Server is the 1.6.4... Unfortunately I don't have java knowledge to keep this up... And some other mods. But don't worry about trust lad BlackJar72. I just looking for some kind of help, If you sometimes could show some progress is enough, I support you, don't by money but I can work in some things like textures and model (I've a bit of knowledge in that area :D). So If you want to keep working on it I can give a few help
Thanks for the reply btw.
nofole was working on more features for the 1.6.4 version, and I have some of that code -- but the nofole version is very hardcore, at least that's my impression -- much harder and more in depth than the classic version of this. We were talking about this a little before I lost my internet, but I'm not sure what all the plans were. I'm think there is a lot of uncertainty about what is wanted, or if there is demand for a new version. I agree the 1.6.4 version is good -- the only big problem is in peoples' heads, when they think and older game version must be obsolete -- that ant compatibility with other some newer mods. I'm not sure newer version are any better, other than 1.9 having an attack speed mechanic that might fit well.
nofole was working on more features for the 1.6.4 version, and I have some of that code -- but the nofole version is very hardcore, at least that's my impression -- much harder and more in depth than the classic version of this. We were talking about this a little before I lost my internet, but I'm not sure what all the plans were. I'm think there is a lot of uncertainty about what is wanted, or if there is demand for a new version. I agree the 1.6.4 version is good -- the only big problem is in peoples' heads, when they think and older game version must be obsolete -- that ant compatibility with other some newer mods. I'm not sure newer version are any better, other than 1.9 having an attack speed mechanic that might fit well.
Yeah... That's true, for many people this versions will be considered obsolete, still I keep my opinion I don't consider this version obsolete, that's why I'm using it on my server. I would like to see the nofole version to take my impressions, but I believe you, could be to much hardcore, and in my point of view isn't a good thing. Anyway, if you want to give a try tell me... If you like. I would appreciate.
Also I think if there is people that think this is obsolete if they see progress and if that progress pleases their eyes some can change opinion. But anyway, is just me wandering around.
So, sorry to be that guy, but are any of nofole's versions available for download anywhere?
I'm not sure if where you might find it on its own, but version 1.4.4 (a nofole version) is buried inside my old modpack.
(This was nofole's last MF1 version -- I don't think the one-and-a-half series ever got finished, partly because it was too hardcore for a lot of people, though has was adding some interesting blocks besides the hardcoreness.)
I'm thinking of updating MineFantasy 1 with my own changes after 1.12 is released, and turning my other mod into a companion mod for it. Would anyone here be able/interested in helping out? I'm only in the planning phase right now, and I want to wait for 1.12 because it will apparently be incredibly hard to update to from 1.10/1.11, plus I want to get more modding experience from my other mod. If you are interested in helping, pm me.
I'm thinking of updating MineFantasy 1 with my own changes after 1.12 is released, and turning my other mod into a companion mod for it. Would anyone here be able/interested in helping out? I'm only in the planning phase right now, and I want to wait for 1.12 because it will apparently be incredibly hard to update to from 1.10/1.11, plus I want to get more modding experience from my other mod. If you are interested in helping, pm me.
Maybe, though I have a lot of project going on, and my amount of free time is unpredictable. I had a partial 1.7.10 update once, but it seems to be gone now -- I remember making things work with the new version wasn't easy, but I've been learning more general modding. If nothing else, you can have the herbs from my MF2 addon, if you want those back in some form. You'd probably need a GitHub project, whether public or private, with everyone involved added -- I've found these very helpful.
I'm thinking of updating MineFantasy 1 with my own changes after 1.12 is released, and turning my other mod into a companion mod for it. Would anyone here be able/interested in helping out? I'm only in the planning phase right now, and I want to wait for 1.12 because it will apparently be incredibly hard to update to from 1.10/1.11, plus I want to get more modding experience from my other mod. If you are interested in helping, pm me.
If you are concerned with trying to have the up-to-date version, then just stay away from anything thats above 1.8, as mojang has said they are trying to get an update every few months until 1.14. and it shows. 1.11 is only just getting going in the modding sense and there already is snapshots for 1.12.
And considering Minefantasy hasn't been available for a "current version" sense the 1.2.5 version. good luck.
If you are concerned with trying to have the up-to-date version, then just stay away from anything thats above 1.8, as mojang has said they are trying to get an update every few months until 1.14. and it shows. 1.11 is only just getting going in the modding sense and there already is snapshots for 1.12.
And considering Minefantasy hasn't been available for a "current version" sense the 1.2.5 version. good luck.
Yeah, but everything since 1.9 has been trivial to update to, 1.12 just seems like an outlier, so I'm not concerned about updates beyond that
Maybe, though I have a lot of project going on, and my amount of free time is unpredictable. I had a partial 1.7.10 update once, but it seems to be gone now -- I remember making things work with the new version wasn't easy, but I've been learning more general modding. If nothing else, you can have the herbs from my MF2 addon, if you want those back in some form. You'd probably need a GitHub project, whether public or private, with everyone involved added -- I've found these very helpful.
I actually plan on moving herbalism to my other mod, probably within the next week, actually. I've also been learning some more general modding, and I plan on learning a lot more before 1.12 is released. From what I've seen so far in 1.10/1.11, most things shouldn't be too hard to port. Most of the mod is just simple multi blocks and a few crafting mechanics, as well as some recipe modifications, which should be especially easy in 1.12.
I'll post on this thread again once I've actually started developing the mod, but anyone can pm me if you want to help with the design process in the meantime.
I actually plan on moving herbalism to my other mod, probably within the next week, actually. I've also been learning some more general modding, and I plan on learning a lot more before 1.12 is released. From what I've seen so far in 1.10/1.11, most things shouldn't be too hard to port. Most of the mod is just simple multi blocks and a few crafting mechanics, as well as some recipe modifications, which should be especially easy in 1.12.
I'll post on this thread again once I've actually started developing the mod, but anyone can pm me if you want to help with the design process in the meantime.
I might have a newer version, one of nofole's, on a back-up CD somewhere. I'll look later this evening or in the morning.
Yes, 1.8 is the hardest step in the progression, 1.7 and 1.9 being tough too, but since 1.9 it has mostly been small updates and I've found it fairly easy to make updates. 1.10.2 currently seems most popular for mods, but nothing wrong with shooting for the cutting edge I guess, and letting the rest of the world catch up.
Yeah 1.4.4 was the last version i have from Nofole's, like Blackjar72's.
I promise him some roofing models ( wich i have done but fail to deliver cuz i got lots of rl issues since then and i got to back away from gaming) for the1.5 hardcore version wich was a awesome project.
The only real bugs I can think of in this version were always placing spit roasts in the same orientation and being able to enchant ignotumite with the vanilla anvil (better than said anvil crashing the game when trying to enchant any MF item, like in some older version).
All my mod code with mysteriously missing from its folders, but fortunately this zip seems to have been written effectively.
Cool! Not sure how much of that I'll bring to 1.12, though. I actually plan on making crafting more similar to Minefantasy 2, with the main worktable and various tools being used in it, but I'll check it out.
Cool! Not sure how much of that I'll bring to 1.12, though. I actually plan on making crafting more similar to Minefantasy 2, with the main worktable and various tools being used in it, but I'll check it out.
Personally, I'd like to keep much of the crafting, but add the carpenter's bench -- so actual sewing is done on the tailor's bench but things like making hafts (basically wood working even if adding a leather grip) is done with carpentry. I wouldn't make it too much like MF2, though, or it might seem like it's not MF1 anymore. Of course the models might be hard to copy with the 1.8+ system.
The MF2 is where my personal taste and AP's start to diverge -- he's more about hardcore crafting and interesting processes, while I tend to be a fly by the seat of my pant adventurer looking to action and exploration. But I do really like having all the different blocks (anvil, tailor's, spinning wheel, cut board, carpentry bench, vanilla bench) for different kinds of crafting. It also makes for more interesting homes, with rooms for different purposes. I've played MF2, and generally like it, but like MF1 better. Then, I'm not into Minecraft as much as I use to be and spend more time modding than actually playing now.
Hmmm... you raise some valid points. In fact, I guess I'll actually not merge the tailor bench and countertop into the carpenters bench, I'll keep them separate. I do want to add a more generic workbench, though and move most vanilla recipes to it, and make it require tools to craft things, although I'm not sure if that would make a carpenter's bench pointless. Maybe I'll not have a carpenters bench, but add other crafting mechanics and devices for processing wood. Not sure how that would affect the early-game, though. We'll see.
And the models shouldn't be an issue. TESRs are still a thing, and I'm really not sure what the fuss was about when 1.8 happened, since all complex rendering was done with those anyway. I've used both model types in the mod Ive been working on recently, sometimes both for the same block.
As far as action and exploration go, I want to make some changess to mob spawning to improve that stuff, mainly by making mobs spawn with better gear the further you go from spawn. I also want to add dungeons, and probably make them spawn kind of far away, giving you a reason to go out and fight the harder mobs. And the dungeons would have worthwhile rewards, of course.
Okay, actually, considering all the changes I'd want to make, it would be hard to call it a continuation of MF1. It would be more of an MF3. But I'd probably call it MineFantasy: Reforged.
There is someone still working in this version of MineFantasy? Because I'm using it on my server (Still WIP) and is quite stable... With other mods included, I would like to know if the is any possibility to get a few updates to this version... I would love to keep this one on my server...
Well, I thought nofole was working on newer content and I was looking into updating the old version to 1.7 -- but I'm not sure if 1.7 is such a good choice, as Minecraft is laggy on its own in 1.7. When I last worked on that I was halfway through what I'd call the easy but tedious part (making it compilable) which would probably be fallowed by a harder make it work part (and that's assuming I don't scrap it and jump ahead to 1.8 or 1.9 or something). Then I started trying Minefantasy II, which is good too but to me feels very different as far as its pace, got distracted with that.
Of course then I was offline for a month or two because I had no money to pay my internet bill, which could happen again -- so I may not be the most reliable person to trust. I have no idea what anyone else's plans are; I'm not sure the right hand knows what the left is doing here, or if anyone knows whether or not to proceed.
Would be cool to see someone working on this version, since I got a few new ideas to implement in this Mod to 1.6.4, and has I said, for me one of the best versions for Forge Server is the 1.6.4... Unfortunately I don't have java knowledge to keep this up... And some other mods. But don't worry about trust lad BlackJar72. I just looking for some kind of help, If you sometimes could show some progress is enough, I support you, don't by money but I can work in some things like textures and model (I've a bit of knowledge in that area :D). So If you want to keep working on it I can give a few help
Thanks for the reply btw.
nofole was working on more features for the 1.6.4 version, and I have some of that code -- but the nofole version is very hardcore, at least that's my impression -- much harder and more in depth than the classic version of this. We were talking about this a little before I lost my internet, but I'm not sure what all the plans were. I'm think there is a lot of uncertainty about what is wanted, or if there is demand for a new version. I agree the 1.6.4 version is good -- the only big problem is in peoples' heads, when they think and older game version must be obsolete -- that ant compatibility with other some newer mods. I'm not sure newer version are any better, other than 1.9 having an attack speed mechanic that might fit well.
Yeah... That's true, for many people this versions will be considered obsolete, still I keep my opinion I don't consider this version obsolete, that's why I'm using it on my server. I would like to see the nofole version to take my impressions, but I believe you, could be to much hardcore, and in my point of view isn't a good thing. Anyway, if you want to give a try tell me... If you like. I would appreciate.
Also I think if there is people that think this is obsolete if they see progress and if that progress pleases their eyes some can change opinion. But anyway, is just me wandering around.
Anyone still here? If so, I plan on starting a small server with minefantasy and a few other mods, so pm me if you want to join
", palatino, serif">RUSTIC
Apologies for the recent breakage of the download link. I'd forgotten that was a thing I was managing. New link is here
These are just my old versions, I have no idea where you go to get nofole's versions.
I'm not sure if where you might find it on its own, but version 1.4.4 (a nofole version) is buried inside my old modpack.
(This was nofole's last MF1 version -- I don't think the one-and-a-half series ever got finished, partly because it was too hardcore for a lot of people, though has was adding some interesting blocks besides the hardcoreness.)
I'm thinking of updating MineFantasy 1 with my own changes after 1.12 is released, and turning my other mod into a companion mod for it. Would anyone here be able/interested in helping out? I'm only in the planning phase right now, and I want to wait for 1.12 because it will apparently be incredibly hard to update to from 1.10/1.11, plus I want to get more modding experience from my other mod. If you are interested in helping, pm me.
", palatino, serif">RUSTIC
Maybe, though I have a lot of project going on, and my amount of free time is unpredictable. I had a partial 1.7.10 update once, but it seems to be gone now -- I remember making things work with the new version wasn't easy, but I've been learning more general modding. If nothing else, you can have the herbs from my MF2 addon, if you want those back in some form. You'd probably need a GitHub project, whether public or private, with everyone involved added -- I've found these very helpful.
If you are concerned with trying to have the up-to-date version, then just stay away from anything thats above 1.8, as mojang has said they are trying to get an update every few months until 1.14. and it shows. 1.11 is only just getting going in the modding sense and there already is snapshots for 1.12.
And considering Minefantasy hasn't been available for a "current version" sense the 1.2.5 version. good luck.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Yeah, but everything since 1.9 has been trivial to update to, 1.12 just seems like an outlier, so I'm not concerned about updates beyond that
", palatino, serif">RUSTIC
I actually plan on moving herbalism to my other mod, probably within the next week, actually. I've also been learning some more general modding, and I plan on learning a lot more before 1.12 is released. From what I've seen so far in 1.10/1.11, most things shouldn't be too hard to port. Most of the mod is just simple multi blocks and a few crafting mechanics, as well as some recipe modifications, which should be especially easy in 1.12.
I'll post on this thread again once I've actually started developing the mod, but anyone can pm me if you want to help with the design process in the meantime.
", palatino, serif">RUSTIC
I might have a newer version, one of nofole's, on a back-up CD somewhere. I'll look later this evening or in the morning.
Yes, 1.8 is the hardest step in the progression, 1.7 and 1.9 being tough too, but since 1.9 it has mostly been small updates and I've found it fairly easy to make updates. 1.10.2 currently seems most popular for mods, but nothing wrong with shooting for the cutting edge I guess, and letting the rest of the world catch up.
Yeah, especially for a mod like this, where mod compatibility isn't a concern
edit: here is an image of my current plan for progression
", palatino, serif">RUSTIC
Yeah 1.4.4 was the last version i have from Nofole's, like Blackjar72's.
I promise him some roofing models ( wich i have done but fail to deliver cuz i got lots of rl issues since then and i got to back away from gaming) for the1.5 hardcore version wich was a awesome project.
I have located it! (I wasn't sure I would.) Nofole kept it semi-secret, but that was a while ago, so I guess it's OK, to put here publicly now:
http://www.mediafire.com/file/dsvm6b2j3711gvd/MineFantasy-1.4.4.jar.src-decomp.zip
The only real bugs I can think of in this version were always placing spit roasts in the same orientation and being able to enchant ignotumite with the vanilla anvil (better than said anvil crashing the game when trying to enchant any MF item, like in some older version).
All my mod code with mysteriously missing from its folders, but fortunately this zip seems to have been written effectively.
Cool! Not sure how much of that I'll bring to 1.12, though. I actually plan on making crafting more similar to Minefantasy 2, with the main worktable and various tools being used in it, but I'll check it out.
", palatino, serif">RUSTIC
Personally, I'd like to keep much of the crafting, but add the carpenter's bench -- so actual sewing is done on the tailor's bench but things like making hafts (basically wood working even if adding a leather grip) is done with carpentry. I wouldn't make it too much like MF2, though, or it might seem like it's not MF1 anymore. Of course the models might be hard to copy with the 1.8+ system.
The MF2 is where my personal taste and AP's start to diverge -- he's more about hardcore crafting and interesting processes, while I tend to be a fly by the seat of my pant adventurer looking to action and exploration. But I do really like having all the different blocks (anvil, tailor's, spinning wheel, cut board, carpentry bench, vanilla bench) for different kinds of crafting. It also makes for more interesting homes, with rooms for different purposes. I've played MF2, and generally like it, but like MF1 better. Then, I'm not into Minecraft as much as I use to be and spend more time modding than actually playing now.
Hmmm... you raise some valid points. In fact, I guess I'll actually not merge the tailor bench and countertop into the carpenters bench, I'll keep them separate. I do want to add a more generic workbench, though and move most vanilla recipes to it, and make it require tools to craft things, although I'm not sure if that would make a carpenter's bench pointless. Maybe I'll not have a carpenters bench, but add other crafting mechanics and devices for processing wood. Not sure how that would affect the early-game, though. We'll see.
And the models shouldn't be an issue. TESRs are still a thing, and I'm really not sure what the fuss was about when 1.8 happened, since all complex rendering was done with those anyway. I've used both model types in the mod Ive been working on recently, sometimes both for the same block.
As far as action and exploration go, I want to make some changess to mob spawning to improve that stuff, mainly by making mobs spawn with better gear the further you go from spawn. I also want to add dungeons, and probably make them spawn kind of far away, giving you a reason to go out and fight the harder mobs. And the dungeons would have worthwhile rewards, of course.
Okay, actually, considering all the changes I'd want to make, it would be hard to call it a continuation of MF1. It would be more of an MF3. But I'd probably call it MineFantasy: Reforged.
", palatino, serif">RUSTIC