Nope. I think its near-impossible at the time to do it efficiently (without importing huge amount of colored textures for each respective light) because no one dared to create it (even with the big amount of coders out there).
I meant to say something about this earlier, actually. I know that Eloraam was trying to get colored light working ages ago before smooth lighting was introduced and, when smooth lighting was introduced, everyone thought the new code would make colored light easier, but Eloraam said it actually made things much more difficult (I have no idea how, exactly). Not to make an appeal to authority, but Eloraam is pretty java-friendly and she was REALLY trying to get colored light to work for awhile to go with her lighting mod, all to no avail. : /
Regarding the Beekeeping, honestly I have no idea what to do after creating a simple Apiary that will produce bees and honey. I got the idea of it from Harvest Moon: FoMT and Skyrim : Hearthfire. and I was like "oh this is awesome, I would like to do this blah blah". Probably it will lead to the creation of Honey Mead, or be used on the Cooking mod. Like I said (did I?), I'm just throwing ideas here and there and improve/enrich them as I go.
Having your Beekeeping (if you choose to do it) stick to cooking purposes, while keeping the actual beekeeping simple, is a wonderful idea. And particularly if you do choose to possibly have cross compatibility with Forestry - this means neither mod will become redundant in use as Nocturnum worries about (and to be fair Noct, I do worry about redundancy, however there is ways to reduce it without sacrificing variety). There are many things you could do besides Honey Mead, such as making Honey Bread and Honey Cake, and even a Honey Salve (removes burning much like water if used - honey was used to treat burns in ancient times and most likely in current times).
Forestry compatibility could be as simple as adding a config toggle that disables your apiary/beehives in favor of forestry ones. Then adds a recipe for a Bottle of Honey (8 Forestry Honey Drops and a glass bottle) which would be the main honey item for crafting in your mod. Honestly in this regards Forestry could be like Gregtech for your mod haha. xP
I love cooking and whatnot but I find it to be really boring in minecraft (at least the HarvestCraft version; don't get me wrong, it's a great mod but it doesn't change anything FOR cooking as it's just crafting with ingredients, so here is my suggestion)
I dunno if you ever played Paper Mario, but they had something that was pretty interesting on that game in how cooking was done.
Pretty much you give ingredients to Tase T. and she would whip something up for you if there was a recipe that could use those ingredients.
What I suggest is this:
Players can use a book on a new block (stove, oven cooking station whatever) and get a cook book. The cook book records recipes.
The workstation allows players to put ingredients in to the slots (maybe 1 slot for the first level cooking station, two for the second ect) and if they yield a recipe, then they will gain their new food and the recipe is recorded in the cook book! If it doesn't make anything they are given a "mystery dish" which recovers a bit of hunger.
The whole idea can be made even more complex if you wanted to let players select how they'd cook their recipe (like BBQ or bake or even something like saute) so that the same combinations of ingredients give different dishes.
Ultimately I suggest this system because it allows for more discovery!
Of course maybe the player could buy a "Chef's Encyclopedia" from a villager to maybe get all the recipes if they don't like the idea of trying things out.
By the way, the next update will seriously make you use the IDResolver mod since I changed all of the default IDs to something recommended by Forge (around 500+ for blocks and 5000+ for items).
I love cooking and whatnot but I find it to be really boring in minecraft (at least the HarvestCraft version; don't get me wrong, it's a great mod but it doesn't change anything FOR cooking as it's just crafting with ingredients, so here is my suggestion)
I dunno if you ever played Paper Mario, but they had something that was pretty interesting on that game in how cooking was done.
Pretty much you give ingredients to Tase T. and she would whip something up for you if there was a recipe that could use those ingredients.
What I suggest is this:
Players can use a book on a new block (stove, oven cooking station whatever) and get a cook book. The cook book records recipes.
The workstation allows players to put ingredients in to the slots (maybe 1 slot for the first level cooking station, two for the second ect) and if they yield a recipe, then they will gain their new food and the recipe is recorded in the cook book! If it doesn't make anything they are given a "mystery dish" which recovers a bit of hunger.
The whole idea can be made even more complex if you wanted to let players select how they'd cook their recipe (like BBQ or bake or even something like saute) so that the same combinations of ingredients give different dishes.
Ultimately I suggest this system because it allows for more discovery!
Of course maybe the player could buy a "Chef's Encyclopedia" from a villager to maybe get all the recipes if they don't like the idea of trying things out.
That would be overkill since there's not really a lot of foodstuffs in game. The way the cooking mod in my head works is like crafting rockets; you add an ingredient to the "preset recipe" (like a stew, sammich, etc.; just basic recipes) which increases the factors of the food like Hunger Points, Saturation Level (how long till hunger starts dropping again), Eating Time, etc. There could be ingredients to that add potion effects to the resulting 'cooked' food.
With this, there would be a variation with the foods in game without over-complicating it and on the same time making the player experiment with ingredients (like "Will this poison/decrease the hunger points?"). If I get to make this mod then I would really need food ideas.
For example:
A "Stew" type food will need a Wooden Bowl and Bottle of Water(?)
Adding "Vegetable" type items to it, like Carrots and Potatoes, will transform it to Vegetable Stew with corresponding increment in the said food factors.
Adding both "Vegetable" and "Meat type items in addition to the Wooden Bowl and Bottle of Water(?) will transform it to Meat and Vegetable Stew.
The recipes will be shapeless which will allow the player add a maximum of 9 ingredients to the crafting table which mean there would be a lot of recipes possible (maximum of around 60000 per itemID).
It is Dark Alessia from the film Silent Hill Revelations. This is the one the best angles of her which isn't truly horrifying and still managed to show her psychotic stuff. (Yohhoo SH fans /o/).
The previous one is just Elizabeth (from BioShock Infinite) "bloodied" up.
Anyways, regarding the next update, I might release it within the next two days. After, I guess take a break, play some stuff for two-three days, and then come back again.
EDIT: By the way, the Bottle Racks will not be implemented.
Already finished the maturing stuff. Since I'm still hours/a day away from my "personal deadline", I'm still up to suggestions and stuff.
Currently, the only way of knowing the amount left of a barrel is by right-clicking without holding anything. It will show a message :
"The barrel is full of Cider/Wine/Ale" or "The barrel is half-filled with Cider/Wine/Ale" or "The barrel has some Cider/Wine/Ale left"
Same thing goes with the maturation time left, but instead of the barrel, you right-click the Spigot attached to it.
"The contents of this barrel is young" -> Less than 25% maturation.
"The contents of this barrel is young with a bit of thickness/length" 25% to 75%
"The contents of this barrel is near thick/long" -> 75% to 99%
"The contents of this barrel is very thick/long" -> 100%
I know the Thick and Long prefixes is stupid, but I can't think of any words that can describe a booze with longer duration and/or greater effect.
I don't know if you guys like that way of knowing the amount left/maturation left, but if you don't, I could wrap up a GUI but that would turn the Brewing Barrel into a Brewing Stand (with the three bottle slots and the one ingredient slot).
Already finished the maturing stuff. Since I'm still hours/a day away from my "personal deadline", I'm still up to suggestions and stuff.
Currently, the only way of knowing the amount left of a barrel is by right-clicking without holding anything. It will show a message :
"The barrel is full of Cider/Wine/Ale" or "The barrel is half-filled with Cider/Wine/Ale" or "The barrel has some Cider/Wine/Ale left"
Same thing goes with the maturation time left, but instead of the barrel, you right-click the Spigot attached to it.
"The contents of this barrel is young" -> Less than 25% maturation.
"The contents of this barrel is young with a bit of thickness/length" 25% to 75%
"The contents of this barrel is near thick/long" -> 75% to 99%
"The contents of this barrel is very thick/long" -> 100%
I know the Thick and Long prefixes is stupid, but I can't think of any words that can describe a booze with longer duration and/or greater effect.
I don't know if you guys like that way of knowing the amount left/maturation left, but if you don't, I could wrap up a GUI but that would turn the Brewing Barrel into a Brewing Stand (with the three bottle slots and the one ingredient slot).
I think your current suggestion is much better than a GUI.
Already finished the maturing stuff. Since I'm still hours/a day away from my "personal deadline", I'm still up to suggestions and stuff.
Currently, the only way of knowing the amount left of a barrel is by right-clicking without holding anything. It will show a message :
"The barrel is full of Cider/Wine/Ale" or "The barrel is half-filled with Cider/Wine/Ale" or "The barrel has some Cider/Wine/Ale left"
Same thing goes with the maturation time left, but instead of the barrel, you right-click the Spigot attached to it.
"The contents of this barrel is young" -> Less than 25% maturation.
"The contents of this barrel is young with a bit of thickness/length" 25% to 75%
"The contents of this barrel is near thick/long" -> 75% to 99%
"The contents of this barrel is very thick/long" -> 100%
I know the Thick and Long prefixes is stupid, but I can't think of any words that can describe a booze with longer duration and/or greater effect.
I don't know if you guys like that way of knowing the amount left/maturation left, but if you don't, I could wrap up a GUI but that would turn the Brewing Barrel into a Brewing Stand (with the three bottle slots and the one ingredient slot).
I actually like that system as is. The thick/long thing is a little awkward. I, personally, would replace 'thick' with 'potent', but I can't think of a good word to replace 'long' that fits in that syntax, maybe 'enduring' or 'lingering'? Idk.
I actually like that system as is. The thick/long thing is a little awkward. I, personally, would replace 'thick' with 'potent', but I can't think of a good word to replace 'long' that fits in that syntax, maybe 'enduring' or 'lingering'? Idk.
(Back, kind of) Forgot to post this.
I'm not satisfied with how the brew barrels + spigot look like now. Maybe the spigot needs a valve/handle? What do you guys think.
(I could release it right now but that look is just bugging me).
(Back, kind of) Forgot to post this.
I'm not satisfied with how the brew barrels + spigot look like now. Maybe the spigot needs a valve/handle? What do you guys think.
(I could release it right now but that look is just bugging me).
Maybe....I should make it kind of circular.
I think it's fairly obvious they are some kind of tap. If you wanted them to be more obvious, you could try to add a valve/handle (or if you just wanted them to be prettier), but I think they serve their purpose well enough as is. I like your art but, as an artist myself, I think all that should really matter is if you're satisfied with it.
Edit: If you want super realism though, aren't alcohol barrel spigots usually wooden?
Overall they look good but the contrast of the white with the wood is the only offputting part for me. Maybe there could be a metal/wood variant?
Everyone is gonna hate me when I make 'em download more mods to play with on my server, you need to stop making stuff that is so epic.
Overall they look good but the contrast of the white with the wood is the only offputting part for me. Maybe there could be a metal/wood variant?
Everyone is gonna hate me when I make 'em download more mods to play with on my server, you need to stop making stuff that is so epic.
Out of personal curiosity... what mods do you play with on your server?
(Back, kind of) Forgot to post this.
I'm not satisfied with how the brew barrels + spigot look like now. Maybe the spigot needs a valve/handle? What do you guys think.
(I could release it right now but that look is just bugging me).
Maybe....I should make it kind of circular.
Overall, like it, but wooden texture would look much nicer on spigots, IMO. And please, don't make it circular--circles in Minecraft
Derp spigots (those are not the final look by the way). They look like Snifits.
I'm sorry if this is taking a while but I only start working on the mods at 5 PM since I'm busy with real life stuff lately.
Still need to fix graphical bugs (like that weird render on the leftmost row/column of barrels), create something nice for the Spigot, and create a GUI for it. And yeah, then recompile it, upload each of them to mediafire, link to adf.ly, then update the manual, then update first post.
Regarding wood spigots, I also have thought of them but haven't see them 'in action'. I just imagined that it would be hard to spot them when they use a wood texture (it will be stupid to have them in a different colored wood).
Anyone want to pre-test the brew barrels and find bugs and stuff?
EDIT:
GUI. The circle thing is the timer (like the arrow on the furnace) which states the progress of the maturation time. The two icons inside the circle represents the Nether Stalk and a dust modifier (Redstone or Glowstone). The three boxes on the left represents the amount and the apple/fruit represents what type of wine it has.
Note though, this is probably not the final GUI design. I'm thinking of changing the fruit icon to the wine/ale/cider icon. The two icons in the middle will also be realigned and the white boxes textures will be different, maybe a color that matches the alcohol inside the barrel.
The inventory name doesn't change with anvil at the time though... :C
EDIT 2: No, you still don't place the items (dust, bottle, etc.) inside the GUI. You still do it by right-clicking the barrel and the spigot and I don't have any intention of changing it.
EDIT 3: By the way, if its not that obvious, the circular timer thing moves circularly.
There will also be "empty icons" (like that empty dust icon in the middle) and hover texts (like that Apple Cider).
There's a good reason why I used a GUI system instead and not the previous text one. Its simply because the MineCraft player represents you. Everything in the game is 'thought' by you. That means if I use text messages to detail the Brew Barrel, that will make it like "Oh, this text is thought by the CPU and not by me". Eh, something like that.
I meant to say something about this earlier, actually. I know that Eloraam was trying to get colored light working ages ago before smooth lighting was introduced and, when smooth lighting was introduced, everyone thought the new code would make colored light easier, but Eloraam said it actually made things much more difficult (I have no idea how, exactly). Not to make an appeal to authority, but Eloraam is pretty java-friendly and she was REALLY trying to get colored light to work for awhile to go with her lighting mod, all to no avail. : /
Having your Beekeeping (if you choose to do it) stick to cooking purposes, while keeping the actual beekeeping simple, is a wonderful idea. And particularly if you do choose to possibly have cross compatibility with Forestry - this means neither mod will become redundant in use as Nocturnum worries about (and to be fair Noct, I do worry about redundancy, however there is ways to reduce it without sacrificing variety). There are many things you could do besides Honey Mead, such as making Honey Bread and Honey Cake, and even a Honey Salve (removes burning much like water if used - honey was used to treat burns in ancient times and most likely in current times).
Forestry compatibility could be as simple as adding a config toggle that disables your apiary/beehives in favor of forestry ones. Then adds a recipe for a Bottle of Honey (8 Forestry Honey Drops and a glass bottle) which would be the main honey item for crafting in your mod. Honestly in this regards Forestry could be like Gregtech for your mod haha. xP
I dunno if you ever played Paper Mario, but they had something that was pretty interesting on that game in how cooking was done.
Pretty much you give ingredients to Tase T. and she would whip something up for you if there was a recipe that could use those ingredients.
What I suggest is this:
Players can use a book on a new block (stove, oven cooking station whatever) and get a cook book. The cook book records recipes.
The workstation allows players to put ingredients in to the slots (maybe 1 slot for the first level cooking station, two for the second ect) and if they yield a recipe, then they will gain their new food and the recipe is recorded in the cook book! If it doesn't make anything they are given a "mystery dish" which recovers a bit of hunger.
The whole idea can be made even more complex if you wanted to let players select how they'd cook their recipe (like BBQ or bake or even something like saute) so that the same combinations of ingredients give different dishes.
Ultimately I suggest this system because it allows for more discovery!
Of course maybe the player could buy a "Chef's Encyclopedia" from a villager to maybe get all the recipes if they don't like the idea of trying things out.
Bucket of Chocolate Poop yay
By the way, the next update will seriously make you use the IDResolver mod since I changed all of the default IDs to something recommended by Forge (around 500+ for blocks and 5000+ for items).
And also, new avatar (/ ' o ')/
===================================================================
That would be overkill since there's not really a lot of foodstuffs in game. The way the cooking mod in my head works is like crafting rockets; you add an ingredient to the "preset recipe" (like a stew, sammich, etc.; just basic recipes) which increases the factors of the food like Hunger Points, Saturation Level (how long till hunger starts dropping again), Eating Time, etc. There could be ingredients to that add potion effects to the resulting 'cooked' food.
With this, there would be a variation with the foods in game without over-complicating it and on the same time making the player experiment with ingredients (like "Will this poison/decrease the hunger points?"). If I get to make this mod then I would really need food ideas.
For example:
A "Stew" type food will need a Wooden Bowl and Bottle of Water(?)
Adding "Vegetable" type items to it, like Carrots and Potatoes, will transform it to Vegetable Stew with corresponding increment in the said food factors.
Adding both "Vegetable" and "Meat type items in addition to the Wooden Bowl and Bottle of Water(?) will transform it to Meat and Vegetable Stew.
The recipes will be shapeless which will allow the player add a maximum of 9 ingredients to the crafting table which mean there would be a lot of recipes possible (maximum of around 60000 per itemID).
Check out my mods! :-)
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Out of curiosity, what is it?
What. That's a bit unexpected, since this one is from a real horror media.
It is Dark Alessia from the film Silent Hill Revelations. This is the one the best angles of her which isn't truly horrifying and still managed to show her psychotic stuff. (Yohhoo SH fans /o/).
The previous one is just Elizabeth (from BioShock Infinite) "bloodied" up.
Anyways, regarding the next update, I might release it within the next two days. After, I guess take a break, play some stuff for two-three days, and then come back again.
EDIT: By the way, the Bottle Racks will not be implemented.
Check out my mods! :-)
I didn't know that. Oh well, it's still less creepy than the old one.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Currently, the only way of knowing the amount left of a barrel is by right-clicking without holding anything. It will show a message :
"The barrel is full of Cider/Wine/Ale" or "The barrel is half-filled with Cider/Wine/Ale" or "The barrel has some Cider/Wine/Ale left"
Same thing goes with the maturation time left, but instead of the barrel, you right-click the Spigot attached to it.
"The contents of this barrel is young" -> Less than 25% maturation.
"The contents of this barrel is young with a bit of thickness/length" 25% to 75%
"The contents of this barrel is near thick/long" -> 75% to 99%
"The contents of this barrel is very thick/long" -> 100%
I know the Thick and Long prefixes is stupid, but I can't think of any words that can describe a booze with longer duration and/or greater effect.
I don't know if you guys like that way of knowing the amount left/maturation left, but if you don't, I could wrap up a GUI but that would turn the Brewing Barrel into a Brewing Stand (with the three bottle slots and the one ingredient slot).
Check out my mods! :-)
I think your current suggestion is much better than a GUI.
I actually like that system as is. The thick/long thing is a little awkward. I, personally, would replace 'thick' with 'potent', but I can't think of a good word to replace 'long' that fits in that syntax, maybe 'enduring' or 'lingering'? Idk.
Potent and Extended it is then
Check out my mods! :-)
(Back, kind of) Forgot to post this.
I'm not satisfied with how the brew barrels + spigot look like now. Maybe the spigot needs a valve/handle? What do you guys think.
(I could release it right now but that look is just bugging me).
Maybe....I should make it kind of circular.
Check out my mods! :-)
I think it's fairly obvious they are some kind of tap. If you wanted them to be more obvious, you could try to add a valve/handle (or if you just wanted them to be prettier), but I think they serve their purpose well enough as is. I like your art but, as an artist myself, I think all that should really matter is if you're satisfied with it.
Edit: If you want super realism though, aren't alcohol barrel spigots usually wooden?
Everyone is gonna hate me when I make 'em download more mods to play with on my server, you need to stop making stuff that is so epic.
Out of personal curiosity... what mods do you play with on your server?
Overall, like it, but wooden texture would look much nicer on spigots, IMO. And please, don't make it circular--circles in Minecraft
Derp spigots (those are not the final look by the way). They look like Snifits.
I'm sorry if this is taking a while but I only start working on the mods at 5 PM since I'm busy with real life stuff lately.
Still need to fix graphical bugs (like that weird render on the leftmost row/column of barrels), create something nice for the Spigot, and create a GUI for it. And yeah, then recompile it, upload each of them to mediafire, link to adf.ly, then update the manual, then update first post.
Regarding wood spigots, I also have thought of them but haven't see them 'in action'. I just imagined that it would be hard to spot them when they use a wood texture (it will be stupid to have them in a different colored wood).
EDIT:
Looking much better now.
Check out my mods! :-)
EDIT:
GUI. The circle thing is the timer (like the arrow on the furnace) which states the progress of the maturation time. The two icons inside the circle represents the Nether Stalk and a dust modifier (Redstone or Glowstone). The three boxes on the left represents the amount and the apple/fruit represents what type of wine it has.
Note though, this is probably not the final GUI design. I'm thinking of changing the fruit icon to the wine/ale/cider icon. The two icons in the middle will also be realigned and the white boxes textures will be different, maybe a color that matches the alcohol inside the barrel.
The inventory name doesn't change with anvil at the time though... :C
EDIT 2: No, you still don't place the items (dust, bottle, etc.) inside the GUI. You still do it by right-clicking the barrel and the spigot and I don't have any intention of changing it.
EDIT 3: By the way, if its not that obvious, the circular timer thing moves circularly.
There will also be "empty icons" (like that empty dust icon in the middle) and hover texts (like that Apple Cider).
There's a good reason why I used a GUI system instead and not the previous text one. Its simply because the MineCraft player represents you. Everything in the game is 'thought' by you. That means if I use text messages to detail the Brew Barrel, that will make it like "Oh, this text is thought by the CPU and not by me". Eh, something like that.
Check out my mods! :-)