Ok magic slimeballs, why not.
Anyways, I'll get steel soon, and be able to go look for for slimes, horses, diamonds, hounds, etc in relative safety.
It's really thanks to the 3 dungeons, desert temple, and mineshaft that I found all within a 100 block or so radius of spawn.
Speaking of which, you should really tweak the temple/dungeon loots, as they give waaay to much iron(got a blast furnace, plus an iron anvil, plus extras....).
if you need slime balls, consider using my ooze mod. it was made for that very purpose.
. The spawning is kind of stupid. Ornate weapons have a spawn "weight" of 1 (the minimum) yet its still pretty common
Yea, I had 2 ornate greatswords and 2 ornate greatmaces before my blast furnace........ It was like one ornate every 2~3 chests...
Just asking, can't you just give the entire minecraft loot system an re-write? Or will that just be too annoying?
Won't be able to rewrite it without base class editing/transformers. and that's not near worth it.
But the amount of iron you find doesn't ruin much anyway: you can make wrought iron from that (but if you find ore, that can be smelted anyway). as for ornate weapons- it seems better them being found in dungeons rather than being made.
I think I might start recording minecraft videos.
I've been meaning to, but I never really got to recording it, not really. I tried a half-hearted attempt a few time, but never really got to finishing or uploading them. As I felt like I was talking to myself and kinda felt dumb, and didn't really know what to say or do.
But I might try to record a Let's play of this mod. I mean, gotta start somewhere, right?
How much has this version of minefantasy been tested with servers? It seems both me and Mangoose's servers have run to a halt due to either diconnecting issues or severe lag. In my case, the disconnect is logged as an overflow, which is due to the server sending more data than peoples computers can handle, so they get kicked. The other mods I use are highly tested for server use, and don't seem to be the issue.
I understand the mod is in beta, and that this is an unusual series of questions, but is the data usage of MF high enough that it could crash/lag servers? And if so, do you know of any ways to fix it? The server itself does not crash, just people cant connect and the lag is unbearable. It only occurs later, after a couple days of having the server run. People can initially join and the lag isn't so bad at first.
Anyways, if there's nothing to be done no worries. Just wanted to report the issues I've seen.
Thank you for this great mod! I hope you continue to keep it updated and hopefully, have an out-of-beta release for 1.6.4. Will it eventually be for 1.7.2+? Not like that matters for me at the moment since I'm still playing 1.6.4 until all my favorite mods get updated, but just wondering. Anyway this is a VERY cool mod that deserves a lot of attention! Thank you for it!
if you need slime balls, consider using my ooze mod. it was made for that very purpose.
I killed an ooze with my hands because I didn't want to use weapons durability(I just had a ornate greatsword and bows&arrows)
And I got animal tendons, which was a pleasant bonus, so I'm going around killing oozes with sharp rocks
Their only designed for early time use: that's why their only active with hardcore crafting and also why they only drop them when using bare hands and crude weapons(like a sharp rock). Vines can make vine blocks. tendons used to make string- but it turned out being to easy to get string that way. Can't believe you got so many though- you only need a few. Tendons can make glue(well atleast I remember adding them to the glue recipes) throw them in a crucible with flux. 1:1
I realized something while playing. With hardcore everything on, you need rotten flesh to make leather, so making glue with rotten flesh isn't that good, and making glue with food is even worse. So animal tendons are really a great way to get glue .
As of now, stone tongs work just like any other tongs(as far as I know), so stone tongs are really the best kind of tong as there are literary made from dirt and sticks(and some vines).
Yea, I think I'll be using all my tendons and vines, and I think I'll start killing animals with a sharp stone again
Yeh the durablity of tongs could be lower: since their not used as much as hammers, they last a long time. Initial plan for stone tongs was like 1-4 uses or so. Didn't do that though, their just the same uses as vanilla stone
What if the tongs have a limit on what stuff they can grab? for example, a stone tong can grab blooms and stuff that are around 300c(or tin/copper working temp, forgot what it was, so...), but things that are over 300c(say, bronze temp) will make the tong overheat and melt/snap/have the bindings burned off.
So to work with hotter stuff, you need better tongs.
hammers suffer from the same fate, as far as I know(just got iron hammers) I mean there is the 'efficacy' tab, but it always seems to be 0.0 I use metal hammers as I made them already(looking for something with a efficacy boost), but I see no difference between stone and metal hammers.
And lastly, why do daggers, which are metal weapons, have a lower attack than a stone knife, which is a crude tool?
I think daggers need to give more damage, but have a short reach
nah. the uses thing just seems better- it depends on the heating system: but the way heating works how it is: it kind of lags a bit if too many calculations are made. So it's best not to overuse the heat variable(well atleast in this MF instance)
Higher hammer tiers forge faster, that variable is just playing up.
Daggers are just small. their fast with hit shields, and do more sneak damage
Extended reach for items isn't supported by the game- you have to make your own. and when that happens it doesn't work well. the simplest way on short distance is with events on hit; but even then it's not really very good. Daggers are ment for sneak attacks. and there's not much space for damage expansion anyway.
My server? Its on the technic page, but here is a current list:
Core Mechanics:
MineFantasy by AnonymousProductions
Battlegear2 by Nerd_Boy and Oliv1er
Minecraft Comes Alive by WildBamaBoy and SheWolfDeadly
Ancient Warfare by Shadowmage4513
GrowthCraft by Gwafu
Magic:
Witchery by Emoniph
Setting (Nature):
Mo'Villages by Pigs_FTW
Village Biome by JaredBGreat (aka, BlackJar72)
Village Taverns by AngleWyrm
Pam's Clay Spawn by MatrexsVigil
Setting (Adventrue):
Doomlike Dungeons by JaredBGreat (aka, BlackJar72)
New Dungeons by Slidedrum (GotoLink update)
The Ruins by AtomicStryker
Roguelike Dungeons by Greymerk
Mobs:
Lycanite's Mobs by Lycanite
Building, Storage, and Decor:
BiblioCraft by Nuchaz
CraftHeraldry by Vazkii
ArchimedesShips by BalkondeurAlpha
Better Storage by copygirl
Carpenter's Blocks by Mineshopper
Chissel by AUTOMATIC_MAIDEN
Statues by AUTOMATIC_MAIDEN
Fun and Useful Toy and Utilies:
DynamicLights by AtomicStryker
DamageIndicators by rich1051414
MapWriter by mapwriter
Backpacks by Eydamos
CraftGuide by Uristqwerty
Lost Books by FatherToast
MineTweaker by StanH
There's more info here, and I'm considering testing the "magic" version, which adds Thaumcraft, Ars Magica, and Highlands, but am reluctant to since that version is very CPU and memory intensive to the point I'm not sure its suitable for multiplayer
ehhh.. I'm doing a feasibility test on some plans for the new remake-
Firstly. the new minecraft versions just keep finding ways to be a pain, everything's different and the source is nolonger attatched without downloading seprately.
Anyway: MF2 was going to implement a new tiering system planned. This system is based off the ore dictionary. and uses tiers on a universal item to work. rather than having iron pick, iron spade, steel pick, steel spade, etc. Items would be pick, spade, axe, etc and apply their variables and colours off a tier. What this means is a tier from 1 mod would be able to make any MF item when registered under the tier system. This helps in expansions where 1 MF expansion can have a tier, and that would automatically be able to make any item from another MF expansion.
But this system is complex and has a lot of holes in it's structure- meaning it would take some time and effort to get right. Right now- i'm kind of short on supporters; but don't really know if it's feasible to try this fancy system just yet. It may be possible; it may not. so in relation to my previous posts- those things may/not be implemented in 2.
So MF2 may just be a more fluent and modular version of MF1 only on the new Minecraft platform(1.7+). and MF3 would utilise this tiering system. Just right now- I pretty much have to re-learn modding since it's so different now. and the tier system needs to be the first thing added. (to be honest; i don't care for the whole multiple tiers in 1 item, it's just to appeal to the audience who are all thinking it anyway, but the versatility would be nice.). In MF2: there likely wouldn't be the trees or even leathers though. just basic wood and metal for items.
But right now- i'm kind of disappointed with MF1 so I'd want to make the second one even if it doesn't include all the fancy stuff I wanted previously. still a lot of stuff to do anyway.
But what would be really good if that were an API. if this tiering system were on some sort of separate mod, in the forge or a minecraft feature- it would be far more effective than rather just the mod. Be good if someone else could do that though(since I don't know much about coremods or 1.7+ development). But if you like the system- maybe it could be a minecraft feature or a forge feature if it's a popular enough idea
My server? Its on the technic page, but here is a current list:
Core Mechanics:
MineFantasy by AnonymousProductions
Battlegear2 by Nerd_Boy and Oliv1er
Minecraft Comes Alive by WildBamaBoy and SheWolfDeadly
Ancient Warfare by Shadowmage4513
GrowthCraft by Gwafu
Magic:
Witchery by Emoniph
Setting (Nature):
Mo'Villages by Pigs_FTW
Village Biome by JaredBGreat (aka, BlackJar72)
Village Taverns by AngleWyrm
Pam's Clay Spawn by MatrexsVigil
Setting (Adventrue):
Doomlike Dungeons by JaredBGreat (aka, BlackJar72)
New Dungeons by Slidedrum (GotoLink update)
The Ruins by AtomicStryker
Roguelike Dungeons by Greymerk
Mobs:
Lycanite's Mobs by Lycanite
Building, Storage, and Decor:
BiblioCraft by Nuchaz
CraftHeraldry by Vazkii
ArchimedesShips by BalkondeurAlpha
Better Storage by copygirl
Carpenter's Blocks by Mineshopper
Chissel by AUTOMATIC_MAIDEN
Statues by AUTOMATIC_MAIDEN
Fun and Useful Toy and Utilies:
DynamicLights by AtomicStryker
DamageIndicators by rich1051414
MapWriter by mapwriter
Backpacks by Eydamos
CraftGuide by Uristqwerty
Lost Books by FatherToast
MineTweaker by StanH
There's more info here, and I'm considering testing the "magic" version, which adds Thaumcraft, Ars Magica, and Highlands, but am reluctant to since that version is very CPU and memory intensive to the point I'm not sure its suitable for multiplayer
Meh, I prefer thaumcraft over witchery, but I'll give it a go anyways.
Say, do you have hardcore crafting/leather/etc on?
Edit: I spawned in the water, at night, and I can't do a thing.
Edit2: now day, and I can do stuff, Must have been spawn protection. Will go build a house somewhere
I like it.
Say, will this let us mix and match materials? such as chain armor made of 80% iron and 20% bronze, a pick made of one iron and two steel ingots, etc?
I meant like mix the colors(Bronze+iron makes a black-brown color, steel and iron gets a dark gray color), and not have patches of different color, no. That would look horrible
Meh, I prefer thaumcraft over witchery, but I'll give it a go anyways.
Say, do you have hardcore crafting/leather/etc on?
Edit: I spawned in the water, at night, and I can't do a thing.
Edit2: now day, and I can do stuff, Must have been spawn protection. Will go build a house somewhere
I am curious about whether the "magic" version will work in on a server, so I could test that; but, my main concern first and foremost is if MineFantasy is a problem -- some other servers have thought so, and at least one has dropped it for that reason. If there are no connection problems then MineFantasy on a server does work, at least with a pure Forge server (MCPC+ is buggy even as a localhost "fake" server). If it turns out MineFantasy is not categorically a problem for servers then I could download and back up the current world and try one based on the other pack.
if you need slime balls, consider using my ooze mod. it was made for that very purpose.
", palatino, serif">RUSTIC
Yea, I had 2 ornate greatswords and 2 ornate greatmaces before my blast furnace........ It was like one ornate every 2~3 chests...
Just asking, can't you just give the entire minecraft loot system an re-write? Or will that just be too annoying?
Cute!
I think I'll have a hard time killing them....
But the amount of iron you find doesn't ruin much anyway: you can make wrought iron from that (but if you find ore, that can be smelted anyway). as for ornate weapons- it seems better them being found in dungeons rather than being made.
I've been meaning to, but I never really got to recording it, not really. I tried a half-hearted attempt a few time, but never really got to finishing or uploading them. As I felt like I was talking to myself and kinda felt dumb, and didn't really know what to say or do.
But I might try to record a Let's play of this mod. I mean, gotta start somewhere, right?
I understand the mod is in beta, and that this is an unusual series of questions, but is the data usage of MF high enough that it could crash/lag servers? And if so, do you know of any ways to fix it? The server itself does not crash, just people cant connect and the lag is unbearable. It only occurs later, after a couple days of having the server run. People can initially join and the lag isn't so bad at first.
Anyways, if there's nothing to be done no worries. Just wanted to report the issues I've seen.
But it's a server: you just can't pinpoint a blame on that.
I killed an ooze with my hands because I didn't want to use weapons durability(I just had a ornate greatsword and bows&arrows)
And I got animal tendons, which was a pleasant bonus, so I'm going around killing oozes with sharp rocks
I realized something while playing. With hardcore everything on, you need rotten flesh to make leather, so making glue with rotten flesh isn't that good, and making glue with food is even worse. So animal tendons are really a great way to get glue .
As of now, stone tongs work just like any other tongs(as far as I know), so stone tongs are really the best kind of tong as there are literary made from dirt and sticks(and some vines).
Yea, I think I'll be using all my tendons and vines, and I think I'll start killing animals with a sharp stone again
So to work with hotter stuff, you need better tongs.
hammers suffer from the same fate, as far as I know(just got iron hammers) I mean there is the 'efficacy' tab, but it always seems to be 0.0 I use metal hammers as I made them already(looking for something with a efficacy boost), but I see no difference between stone and metal hammers.
And lastly, why do daggers, which are metal weapons, have a lower attack than a stone knife, which is a crude tool?
I think daggers need to give more damage, but have a short reach
Higher hammer tiers forge faster, that variable is just playing up.
Daggers are just small. their fast with hit shields, and do more sneak damage
Extended reach for items isn't supported by the game- you have to make your own. and when that happens it doesn't work well. the simplest way on short distance is with events on hit; but even then it's not really very good. Daggers are ment for sneak attacks. and there's not much space for damage expansion anyway.
Edit: More info and modpack found here:
http://www.minecraftforum.net/topic/2630227-minefantasy-server/
My server? Its on the technic page, but here is a current list:
Core Mechanics:
MineFantasy by AnonymousProductions
Battlegear2 by Nerd_Boy and Oliv1er
Minecraft Comes Alive by WildBamaBoy and SheWolfDeadly
Ancient Warfare by Shadowmage4513
GrowthCraft by Gwafu
Magic:
Witchery by Emoniph
Setting (Nature):
Mo'Villages by Pigs_FTW
Village Biome by JaredBGreat (aka, BlackJar72)
Village Taverns by AngleWyrm
Pam's Clay Spawn by MatrexsVigil
Setting (Adventrue):
Doomlike Dungeons by JaredBGreat (aka, BlackJar72)
New Dungeons by Slidedrum (GotoLink update)
The Ruins by AtomicStryker
Roguelike Dungeons by Greymerk
Mobs:
Lycanite's Mobs by Lycanite
Building, Storage, and Decor:
BiblioCraft by Nuchaz
CraftHeraldry by Vazkii
ArchimedesShips by BalkondeurAlpha
Better Storage by copygirl
Carpenter's Blocks by Mineshopper
Chissel by AUTOMATIC_MAIDEN
Statues by AUTOMATIC_MAIDEN
Fun and Useful Toy and Utilies:
DynamicLights by AtomicStryker
DamageIndicators by rich1051414
MapWriter by mapwriter
Backpacks by Eydamos
CraftGuide by Uristqwerty
Lost Books by FatherToast
MineTweaker by StanH
There's more info here, and I'm considering testing the "magic" version, which adds Thaumcraft, Ars Magica, and Highlands, but am reluctant to since that version is very CPU and memory intensive to the point I'm not sure its suitable for multiplayer
Firstly. the new minecraft versions just keep finding ways to be a pain, everything's different and the source is nolonger attatched without downloading seprately.
Anyway: MF2 was going to implement a new tiering system planned. This system is based off the ore dictionary. and uses tiers on a universal item to work. rather than having iron pick, iron spade, steel pick, steel spade, etc. Items would be pick, spade, axe, etc and apply their variables and colours off a tier. What this means is a tier from 1 mod would be able to make any MF item when registered under the tier system. This helps in expansions where 1 MF expansion can have a tier, and that would automatically be able to make any item from another MF expansion.
But this system is complex and has a lot of holes in it's structure- meaning it would take some time and effort to get right. Right now- i'm kind of short on supporters; but don't really know if it's feasible to try this fancy system just yet. It may be possible; it may not. so in relation to my previous posts- those things may/not be implemented in 2.
So MF2 may just be a more fluent and modular version of MF1 only on the new Minecraft platform(1.7+). and MF3 would utilise this tiering system. Just right now- I pretty much have to re-learn modding since it's so different now. and the tier system needs to be the first thing added. (to be honest; i don't care for the whole multiple tiers in 1 item, it's just to appeal to the audience who are all thinking it anyway, but the versatility would be nice.). In MF2: there likely wouldn't be the trees or even leathers though. just basic wood and metal for items.
But right now- i'm kind of disappointed with MF1 so I'd want to make the second one even if it doesn't include all the fancy stuff I wanted previously. still a lot of stuff to do anyway.
But what would be really good if that were an API. if this tiering system were on some sort of separate mod, in the forge or a minecraft feature- it would be far more effective than rather just the mod. Be good if someone else could do that though(since I don't know much about coremods or 1.7+ development). But if you like the system- maybe it could be a minecraft feature or a forge feature if it's a popular enough idea
Meh, I prefer thaumcraft over witchery, but I'll give it a go anyways.
Say, do you have hardcore crafting/leather/etc on?
Edit: I spawned in the water, at night, and I can't do a thing.
Edit2: now day, and I can do stuff, Must have been spawn protection. Will go build a house somewhere
I like it.
Say, will this let us mix and match materials? such as chain armor made of 80% iron and 20% bronze, a pick made of one iron and two steel ingots, etc?
I am curious about whether the "magic" version will work in on a server, so I could test that; but, my main concern first and foremost is if MineFantasy is a problem -- some other servers have thought so, and at least one has dropped it for that reason. If there are no connection problems then MineFantasy on a server does work, at least with a pure Forge server (MCPC+ is buggy even as a localhost "fake" server). If it turns out MineFantasy is not categorically a problem for servers then I could download and back up the current world and try one based on the other pack.