Here's a list of stuff that was in the beta that hasn't been added yet
Enderforge smelting (Wasn't in beta, but it's pretty much "Complete Tiers"
Ornate Crafting* Done this one
Uncraftable recipes (saddles, tags)
Not sure about tailoring
Review on learning craftstuff (like the research system)* This wasnt in beta ofcourse but it's still worth looking into
Advanced iron / bloomery
How to install minefantasy? Or it just doesn't want to work for me.I did everything correctly(i think so) nad every time I try to launch on EVERY version of the mod it fails. It doesn't have a crash log nor is reported as a crash. Forge is just blocking the game. Never had this situation before.
I've been thinking about renaming my modpack again -- just don't like it looking like I named it after an unrelated adventure map. Any feedback would be appreciated.
Also, I've been thinking about heating for MF2. I'm wondering about a kind of type-objects system (which is what Minecraft uses from blocks and items anyway). Basically, since new NBT data will be added anyway it might work to use it as a kind of extra sub-ID (separate from damage values, since items with durability are often hot when first forged). Instead of searching the sub-ID would index the material / item characteristics from a (Array) List, and specifics would be more typical NBT stuff (which, saving / loading NBT data is something I've seen in videos but don't remember and would have to learn). I don't know, this might be what was already thought up, but I know it fits the parameters (like the old system, but not searched for) given. Sub-ID, of course, would get a config section, to accommodate expansion and third-party compatibility mods like MineFantasy Bridge, since they might be installed and uninstalled.
well the only issue with the other system is the forge searched the registry each tick for the items variables, instead everything will be NBT based, it's easier to put everything there since you could have whatever variables you want. But mostly, the heating system works fine anyway.
Alright here's the mythology in the 3 "masterwork materials" (endgame stuff)
This mineral comes in a crystalline form but appears to be workable like a metal. Ignotumite is extremely heavy and has a smooth, Shiny texture to it's surface. The mineral itself has magic deep within it's structure: This magic corrupts any element that touches it including organic life. Exposure to pure ignotumite is dangerous and can be poisonous when exposed to open wounds. However it appears that gold is immune to the effects of ignotumite corruption and is able to attach firmly to golden objects and even welded with ease. When crafting: Hafts are joined to heads with gold, and armour consists of a layer of gold spacing between the leather and ignotumite layers. As a bonus effect: Gold can also invert the magical energy poles. This effect causes ignotumite armour to slowly heal the wearer.
Upon sucessfully beating and cooling (such as forging items) ignotumite forms a new structure, becoming virtually indestructible.
Mithium is a strange element indeed, it is a light blue crystalline like ignotumite but though appearing solid it appears to be completely hollow. Working this metal reshapes the form as if it were solid, but the material itself seems to remain hollow no matter what. like it has some sort of non-existent material inside it that the layers work around. This makes mithium incredibly light. Mithium though has a small amount of mass, doesn't seem to exist... it can't be attached to materials for long until simply sliding off. It has been discovered that silver can hold mithium, and therefore is able to be used in conjunction in item crafting. Magic within mithium armour seem to rejuvenate the wearer, restoring stamina faster.
Mithium is also unbreakable and only seems to change shape when extremely hot.
Enderforge mixes mythic elements within the end, this exposure to this strange dimension exposes it to the magics within. Enderforge appears purple and only seems to be attachable to obsidian. Upon being added to armour: it separates the wearer from the laws of time.. slightly.. armour is able to slowly restore the wearers hunger.