Mithril
"Mithril! All folk desired it. It could be beaten like copper, and polished like glass; and the Dwarves could make of it a metal, light and yet harder than tempered steel. Its beauty was like to that of common silver, but the beauty of mithril did not tarnish or grow dim." -- Gandalf, "The Fellowship of the Ring".
This is my first mod. This introduces Mithril metal. I've posted about this before, but no developer wanted to take it seriously. So I wrote the mod myself.
Mithril is not a fantasy metal. It was first introduced by author J. R. R. Tolkein in his book "Lord of the Rings". Actually that book was a sequel to "The Hobbit". In real life the author was a professor of history and linguistics. He was such a history nerd that he made other history professors look like amateurs. He was fully aware of the history of bronze. The form of bronze used in the Middle Bronze Age was copper arsenic alloy, often with copper antimony alloy added. After the Stone Age, people used copper. When all deposits of copper ore that could be reached by hand tools (pickaxe) were depleted, people looked for a new source. They found an ore that produced copper, but it had something else in it. The result was stronger, tougher, harder, and more durable than pure copper. And it didn't corrode or tarnish. Great! So they used that. This was the beginning of bronze. The catch was smelting produced a toxic gas, so you have to smelt outdoors and stand upwind. They later discovered if you combine copper with tin, it makes bronze without the toxic gas. This was used in the Late Bronze Age. This was not a better bronze, in fact it was weaker, softer, and would tarnish. Softer means tools and weapons got dull more quickly. This was cheap crap, but smiths would not poison themselves. After generations, people forgot how to make the good quality stuff. Tools made of the old bronze were prized, this metal became "mythical". That's why J. R. R. Tolkein called it "Mithril".
Today we know that type of bronze as arsenical bronze. Instead of copper/tin alloy, it's copper/arsenic. The result is tougher, stronger, and the arsenic prevents oxidation so it never tarnishes. Copper/antimony alloy forms in the same conditions, so tends to form in the same area. Antimony makes any copper based alloy hard. With enough antimony, it becomes harder than tempered steel. And with enough alloying metal, bronze becomes very pale, almost silver in colour. This matches the description from Lord of the Rings.
Ore: copper/arsenic ore is tennantite. It has sulphur and some carbon, burned off during smelting. It's green, the colour of a copper statue that's been corroded by weather. Tetrahedrite is copper/antimony ore. It's dark blue, but the colour can be altered by impurities like iron. Both ores occur in geothermal vents, so where lava and water meet. And the ores tend to form together. Antimony is more rare than arsenic, but for simplicity we'll ignore that. Also for simplicity, ore generated in game will be pure. These have to be smelted, then alloyed together to make mithril.
Tennantite ore will generate with the same rules as iron ore. An ore of tetrahedrite always generates near tennantite, so the total number of blocks could potentially be twice as much as iron. But there's a check, to generate there must be both lava and water near by. This makes the ore rare. Images are an attempt to match the real ore:
Each ore is smelted to produce bronze: arsenical bronze, and antimonal bronze. These can be used to make armour, tools and weapons directly, but that's a waste. Put an ingot of each on the crafting table to make a pair of twisted bronze ingots. Then smelt that to make mithril. Bronze is weaker than iron, Mithril is stronger than iron.
The colour of Mithril is taken from the image of a real bronze bell. This has 20% alloying metal (arsenic/antimony), only 80% copper. The handle is normal bronze, but the bell itself is Mithril. I used the eyedropper tool in GIMP.
The reason ancient people stopped making this type of bronze was the toxic gas, not any superior quality. So this is a major feature. Tennantite and twisted bronze contain arsenic, so when you smelt these the furnace will produce toxic gas. The gas uses the same game flow physics as water, but flows up. If you step into the gas, you will get poisoned. In real life, eating a food high in sulphur will increase the rate you urinate out arsenic. (The 4 letter word for urinate was deleted.) A formal medical study (published on PubMed) found garlic increases the rate 45%. So this mod adds garlic. Eating a clove of garlic will instantly cure poison. It was too hard to separate arsenic poisoning from any other poison, so garlic cures all poison. But unlike milk, garlic will not clear all potion effects; just poison. So if you drink a beneficial potion like strength, speed, invisibility, etc., eating garlic will leave those in effect. This alone is a reason to get this mod.
Garlic will grow wild in grass, using the same generation algorithm as pumpkin. Harvest to get a garlic bulb. "Break" the bulb on the crafting table or crafting box to get several cloves. Eat a clove to cure poison. Or plant a clove in tilled soil to farm garlic. When mature, garlic will have a purple flower. In real life you harvest garlic just before the flower forms, but I need something to indicate it's ready to pick. So in game, pick when the flower forms.
The title image above shows a player wearing full Mithril armour, holding a Mithril sword, and standing in front of a garden of garlic.
I also added arrow heads. You can make arrows with Mithril instead of flint. It forms a normal arrow, but useful if you're short of flint. This also works with iron, or antimonal bronze (the hard bronze), but not arsenical bronze.
Arsenical bronze is tough, but not as hard as steel. So you can craft armour with it, but not tools or weapons. Antimonal bronze without arsenic is hard, but not tough. So you can craft tools and weapons, but not armour. Mithril is harder and tougher than either alone, you can craft everything with it. This is intended.
Download:
Requires Forge. Not compatible with Metallurgy or TerraFirmaCraft. Installation is simple: drop the .zip file in your mods folder. Installation instructions included as a text file.
Download Mithril for Minecraft 1.6.4 here
Mithril for Minecraft 1.6.2 here
Mithril for Minecraft 1.5.2 here
Mithril for Minecraft 1.5.1 here
Mithirl for Minecraft 1.4.7 here
Other mods: Booze forum post here, download for Minecraft 1.6.4 here
For some reason Booze is not compatible with Rei's Minimap.
Booze for Minecraft 1.6.2 here
Booze for Minecraft 1.5.2 here
Booze for Minecraft 1.5.1 here
Booze for Minecraft 1.4.7 here
Kitchens forum post here, download for Minecraft 1.6.4 here
Kitchens for Minecraft 1.6.2 here
Kitchens for Minecraft 1.5.2 here
Kitchens for Minecraft 1.5.1 here
That was some truly fascinating information. Just a thought, but you could actually expand the concept a bit, and maybe even turn this into just plain "CopperCraft". What do you think about including the historical version of Orichalcum? The name actually means mountain copper or bronze. Some people think it was a gold-copper alloy of some sort. The one thing that would probably be difficult to pin down is the colour, which is sometimes described as white, red, golden, or even pink. A light salmon colour (#FFA07A) might work.
@Luckbot: The Dwarves may well have been looking for silver, but bear in mind that there are other factors. For instance, just because you are mining in an area with concentrations of one thing does not mean you would not find veins of another. The Dwarves liked to dig deeply and greedily, so they could easily have reached the kinds of geothermal regions where these naturally occurring variants of bronze. Also, it was being described in the words of men, and the people of Middle-Earth didn't have access to proper tools like spectroscopes to identify the exact chemical makeup of a material. They would be going by appearance, and Mithril is a shiny silvery colour. Since only the Dwarves knew where it came from, to anyone else it was just exceptional silver. Finally, bear in mind that Tolkien's works were meant to be entertainment, not technical treatises. If the ancient form of bronze was what he meant, he still wouldn't have taken the time out to explain it, as it would have considerably derailed the narrative.
Also, copper alloy (bronze) works differently than steel. With steel you heat red hot, then quench in water to harden. It will be hard but brittle. Heat gently, don't let it get red hot, and watch the colour change as it heats. This will soften it. When it gets to the point you want, quench in water again to stop the process. This is called "tempering". Balance hard vs tough to get what you want. If you heat red hot then quench, it will be hard and brittle again. Or heat red hot and burry in dry sand, let cool slowly over 3 days. This is called anealing. It will get rid of any metal fatigue, and make steel soft.
Copper based alloys work opposite to this. Heat red hot then quench in water, this will aneal, make it soft. The only way to harden copper alloys is beat it with a hammer. This means the more you use a bronze tool, the harder it gets. The best bronze tools are old and well worn. But to make it requires a lot of beating. This is called work hardenning. Copper/tin bronze does not require as much beating as copper/arsenic bronze. So again, copper/tin does not require as much work to make. It's the cheap crap.
But AnonTheMouse mentioned Orichalcum. This was an ancient name for arsenical bronze with antimony. But notice the description: gold in colour. I said pure tetrahedrite is blue, but it usually has impurities. With iron it isn't blue. Here's a sample with a lot of iron.
Notice it's gold in colour.
From Wikipedia:
"Tetrahedrite is a copperantimonysulfosalt mineral with formula: (Cu,Fe)12Sb4S13. It is the antimony endmember of the continuous solid solution series with arsenic bearing tennantite. Pure endmembers of the series are seldom if ever seen in nature. Of the two, the antimony rich phase is more common. Other elements also substitute in the structure, most notably iron and zinc along with less common silver, mercury and lead. Bismuth also substitutes for the antimony site and bismuthian tetrahedrite or annivite is a recognized variety. The related, silver dominant, mineral species freibergite, although rare, is notable in that it can contain up to 18% silver."
So I claim "Mithril silver" is copper/arsenic/antimony without any iron. Orichalcum has significant iron.
Also note: as a percentage of Earth's crust, antimony is more rare than gold.
I really like your mod here. Please put the minecraft version number that it is compatible with in the title. Also, more screenshots would be nice. It seems your mod adds some real good content it would be nice to have the preview images for each addition.
Was originally released for Minecraft 1.4.5. Now updated for 1.4.7. I changed texture for the toxic gas. It's now yellow, transluscent, and animation on block sides flow up. The shade of yellow is that of arsenic tri-sulphide, so I'm sticking with realism.
Here's a garden showing garlic with 3 phases of growth. From left to right, fully mature and ready to pick, partially grown, and just planted. In the "heads up display" you can see a mithril sword, pickaxe, shovel, normal bow, and mithril hoe. There's also a bulb of garlic, and stack of 6 cloves of garlic. Held is the mithril hoe.
And here is a furnace in that same area. The furnace is smelting tennantite ore, spewing toxic gas. This was done in normal mode, not creative, and I stepped through the gas. This gave me poison. Notice the "hearts" bar is off-colour, not red. And there are green swirls, indicating potion effect.
This is a furnace placed into a wall, with a chimney above for the gas. This ensures the player using the furnace doesn't expose himself to gas.
And the surface above that same furnace, with a chimney built around the hole in the ground. Notice a 1x1 column of toxic gas rising.
In a cave, gas pooling under the ceiling, and pouring into a chasm. Notice tetrahedrite ore in the wall. And holding a mithril pickaxe.
A large deposit of ore. I mined out all the stone and dirt, leaving ore blocks. Notice tennantite and tetrahedrite, as well as iron and coal. The new ores only generate near both lava and water, notice the lava.
And outside, a furnace operating under a jungle tree. Toxic gas spreading under the canopy of leaves.
By the way, one piece of scientific trivia. It's antimony that makes bronze harder than tempered steel. But antimony is part of the fluorsecent coating on the inside of fluorescent light tubes, and compact fluorescent bulbs. Antimony glows blue when exposed to ultraviolet light. "The fluorescence of Sb(3+) ion has a strong signal at 450 nm and a weak one at 465 nm". Yes, that's nanometre wavelength. In the book "Lord of the Rings", a Mithril sword was said to glow when in the presence of orcs. In Minecraft, an enchanted item glows blue. But bronze with antimony will glow blue when exposed to ultraviolet light. So why do orcs produce UV light? Do they see UV light, and carry UV lamps in hopes that humans can't see that colour? Hmmm...
I finally did it, I took the plunge. This mod has been updated to use the Forge. Many thanks to SpitefulFox for his tutorial "How to convert your mod from ModLoader to Forge".
I did a little cleaning up; the Forge version only alters two Minecraft base classes: EntityLiving and BlockFluid. Just a couple lines of code added to each, but installing the mod replaces both classes. These base class mods are necessary for gas. The lines in BlockFluid are in method getFlowDirection. Code in EntityLiving trigger what happens when you're inside material. It triggers the poison effect. In creative mode you won't get poisoned. And since this applies to all living entities, not just players, poison gas affects mobs as well.
The ModLoader version also does all this, but modifies a couple more base classes. I could apply the updates to the ModLoader version, but why? With the next update to Minecraft, this mod will be Forge only.
I just added support for ore dictionary. This adds:
ingotAsBronze - arsenical bronze
ingotSbBronze - antimonal bronze
ingotMithril
garlicClove (useful for cooking recipes)
The mithril armor has no armor texture. My guess is that this is because it is looking for them in the folder "Mithril" rather than "mithril". I noticed that this changed from the 144-5 version to the 146-7 version. With many mods I can fix this when its the name of a file that changed but I cannot change the folder name or it will not find other things and you and cannot have both folders when the capitalization is the only difference.
Is this problem with worn armor? When installing the mod, you have to manually copy the armor image files from the mithril folder to the armor folder. That's files bronze_1.png, bronze_2.png, mithril_1.png, and mithril_2.png. The armor folder in your .jar file is part of vanilla Minecraft, not any mod. So you have to move it yourself as part of installation.
::Edit:: I fixed a bug. It had the ModLoader method for ore generation. I fixed it to work with Forge. Download a fresh copy.
This is my second mod. This let's you brew beer and wine. It introduces grape vines for wine, and hop vines for beer, and heather. Red wine, and 4 flavours of beer: "normal" beer, the style of ale prior to the 11th century, Irish stout, and Scotch beer (heather ale).
You see three new pieces of equipment: brew pot, barrel, and carboy. Central to brewing is the barrel. This is made on a crafting table, from 7 wood planks arranged in a U shape like a cauldron.
The barrel has many uses. If you right-click with a bucket of water, it adds water to the barrel. The barrel can hold five buckets full. Each bucket is interpretted as one imperial gallon (160 fluid ounces). So a barrel can hold 5 imperial gallons (23 litres). If you right-click with an empty bucket, it takes one bucketful. If you right-click with anything other than a bucket, it opens a GUI window like a furnace. If a bucket is outside, rain has a random chance of adding water. Typically, a rain storm will add one bucketful.
To brew wine, start by adding 3 buckets of water to the barrel. Then open the interface and place 12 grapes in the top tile, and yeast in the bottom tile where fuel would normally go. This starts wine fermenting. This is the primary fermenter, in real life it takes a week, but in Minecraft it's done when the progress arrow shows it's finished. When it's done fermenting, the barrel will hold 5 buckets of red wine. That's because there's 2 buckets of juice from the grapes, plus the water you started with. The GUI shows what liquid is in the barrel, and a button to transfer contents. The next step is to transfer to a carboy. In real life you pour the wine through cheese cloth, to get grape skins, pulp, and seeds out. For the transfer button to work, you must have a carboy adjacent to the barrel, one of it's 4 sides, and place a piece of cheesecloth in the lower tile. Once transfered, the barrel will be empty and the carboy full.
A carboy can hold water. Just right-click with a bucket of water to add water, or an empty bucket to remove water. But the carboy must be empty to receive wine. Once wine is in the carboy, it fermets further. Currently there is no GUI for a carboy, but it must complete fermentation before the wine will be available. Once complete, right-click with a stack of 64 empty glass bottles. All bottles will fill with red wine, emptying the carboy. Or right-click with 13 glass bottles to remove one gallon at a time. Note: if you fill 13 bottles at a time, you will end up with 65 bottles, one extra. This demonstrates the extra care you made to not waste any. Each glass bottle is the size of a beer bottle; in the US that's 355ml (12oz), or in Canada 341ml (11.5oz). So one carboy could fill 64 US beer bottles, or 66 Canadian beer bottles.
A carboy is also made on the crafting table. It takes 7 blocks of glass, in the same arrangement as a barrel.
Some people may be tempted to jump into the barrel and "stomp" the grapes. This isn't necessary, fermentation is a progress bar. Besides, I make wine from grapes I grow in my back yard. I use a potato masher that's been carefully cleaned and sterilized. But you can jump in if you want to. If you wear leather boots and jump into a barrel full of wine, your boots will be stained purple. Nothing else will get stained. And a barrel can be used to wash off die or stain. Fill the barrel with water, hold any coloured leather armour, and right-click the barrel. It will wash off the colour.
Making beer is a more involved process. The basic steps are: sprout, roast, boil, ferment. Beer is usually made from barley, but barley was developed in the same place and time as wheat. Both were from harvesting seeds from tall grass. Rather than have 2 wheat-like crops, this mod just uses wheat. Grain has a lot of starch, the first 3 steps are to break up starch into sugar. Yeast eats sugar to produce alcohol. Start by filling the barrel with 3 buckets of water. Then right-click the barrel, and place 24 wheat in the top tile. As long as the other tiles are empty, the progress bar will start moving right away. This soaks the grain, in real life it takes 3 days and the grain swells. All 24 wheat move to the output tile in one step. If you put more than 24 in the top tile, the remainder will stay behind. If you put 48 or more in the top tile, the progress bar will start again, soaking another 24 wheat. The output is 24 wet grain.
Sprouting: In real life this is done by spreading it out on a wooden floor. To simulate this you have to "plant" the wet gain on wooden planks. One unit of wet grain on each block of wood plank. The wet grain will "grow", using the same texture as wheat. After 14 game days it will become sprouts. You can tell when there's orange at the base of the sprouts. Harvest to get sprouts. The title image above shows a wooden floor with sprouts; the ones on the right have the orange base. Sprouts don't care about light: day or night, outdoors or in a cave, they take the same time.
Roasting: Place sprouts in a furnace to roast them. A normal furnace, so they roast one at a time. They will become malted grain. If you want to make Irish stout, put the malted grain back in the furnace and roast a second time; it'll become dark malted grain.
Mashing: A commercial brewery does this in a "mashing tun", which is just a big barrel. Soak the malted grain in hot water. Minecraft doesn't have temperature of water, so again put 3 buckets of water in the barrel, then place the 24 malted grain in the top tile. When the progress bar is complete the barrel contents will change from water to "Sweet Wort". If you used dark malted grain it will be "Sweet Dark Wort". Next transfer to a brew pot.
Sparging: A commercial brewery uses a "lauter tun", which is a special barrel with a sieve in the bottom. After draining, scoop up any particulate matter and pour it back into the lauter tun. Keep doing this until the sweet wort is clear. This game mod just uses another piece of cheesecloth. Place cheesecloth in the bottom tile, and press the transfer button. The button will only work if a brew pot is adjacent and empty.
Boiling: The brew pot requires fuel. Once your sweet wort is in the brew pot, right-click to open the GUI and place fuel in the bottom tile. The bottom part of the brew pot will burn like a furnace while fuel is burning. Before it will boil, you must add a "bittering agent" to the top tile. To make beer, add 2 hops. For ale, add 4 dandelion (yellow flowers). Irish stout requires Sweet Dark Wort, but it also uses 2 hops. For Scotch beer (aka heather ale), use normal Sweet Wort and place 2 heather in the top tile. Once the progress bar is finished, Sweet Wort will become Wort. In real life you have to add 4 gallons of water before boiling, for a total of 7 gallons. It will boil down to 5 gallons. The mod has the same thing, add 4 buckets of water. Transfer your Wort to the barrel with the transfer button.
Making a brew pot: again on the crafting table. This requires 5 ingots of iron and 2 blocks of cobblestone.
Fermenting: Next you ferment your wort. Right-click the barrel and place yeast in the bottom tile. The yeast will be consumed and it will start fermenting right away. Once the progress bar is finished, your wort will be beer. But you're not finished. Next transfer to the carboy for the last step of fermentation. This time you do not require cheesecloth. You did that when you transferred to the brew pot.
Second fermentation: Once in the carboy it will also progress before being finished beer. Once finished, again take 64 glass bottles and right-click the carboy. Or 13 glass bottles at a time for 65 bottles of beer.
In real life primary fermentation (in the barrel) takes 1 week, and secondary fermentation (in the carboy) takes 3 weeks for beer or 3 months for wine. In game it's a lot faster, it's a normal progress bar that takes the same time as a furnace. Perhaps I'll slow it down later, but for now it's quick.
Grape vines: Ok, so you want to set up a vinyard (wine making yard). So how do you get the grapes? They grow on vines, but not just any vines. Grapes grow on grape vines. Once the mod is installed, they will generate on grass where there's a solid block beside to climb. Grape vines do not grow the same way as vanilla Minecraft vines. Take a grape (image is a bunch of grapes), and plant in tilled soil. You can't harvest or place the vines themselves. Once planted, grape vines will grow if there's light, and only 3 blocks above the block you planted, (max 4 high) They can grow up to 6 blocks horizontally, so the block you planted plus 6 on either side. One plant can cover a wall, all starting from a single block of tilled soil. Each block of grape vine will produce one grape (one bunch of grapes). Right-click with shears to harvest the grape, but leave the vine. The grape will grow back as long as the vine stays. Grapes grow faster than vines spread, so be patient. You can climb grape vines just like Minecraft vines (are those ivy?). And grape vines can hang down, but not very far.
Hop vines: These are different again. They also generate on grass, but require a solid block to climb. But hop vines do not spread horizontally. They will only grow straight up. They will grow up to 7 blocks high. They grow faster, but they're more picky. They use the same algorithm for soil as planted crops (wheat, potato, carrots). They grow fastest if they're planted in wet, tilled soil. And if all 8 blocks surrounding their soil is also tilled soil. But unlike other crops, they don't care if they're in rows or not. After all, they require a vertical surface to climb anyway. All blocks of hop vine will check the soil at the bottom to determine growth rate. Vines (grape or hop) do require light level 9 or higher to grow. Real life hop vines die over winter, but roots are perennial. Vines re-grow every year. To simulate this, when you harvest a hop, that block of vine is destroyed. A tip for farmers: don't harvest the bottom block. Leave it to re-grow. Since Minecraft doesn't have roots, if you harvest the bottom block you'll have to re-plant. Since each block produces just one hop, the hop you harvest would just have to be planted anyway. While you can plant just a single grape, it will eventually cover a wall, you can plant a row of hops along the base of a wall.
And finally heather. This will only generate in Extreme Hills biome. You can harvest and plant just like a potato or carrot.
Yea Ok. Most real heather ale recipes are more involved. They include common heather, but also yarrow, honey, and often lavender and sweet gale, and crushed crystal malt. That last one is malted grain that has been heat treated to turn the sugar into crystals of a type that yeast cannot metabolize. That means the sugar remains in the beverage when it's ready to drink. But all that's too complicated. The primary purpose for a bittering agent is preservative. Hops do that, as well as dandelion and heather. So let's keep to the essentials.
Sugar: As of 28 April 2013, you now require sugar. The barrel has slots similar to a furnace, but one extra. Top-right is for grapes or grain, bottom is for yeast, right-hand slot is output when soaking grain. The new slot is top-left, that's the sugar slot. You will need to add sugar when making beer or wine, or malted grain when making vodka.
Grape varieties: each grape produces wine with the same name: Valiant, Chardonnay, Merlot.
Recipies:
wine: 12 grapes + 8 sugar + 1 yeast
concentrate: 12 grapes + 1 yeast - no sugar or water required
Roman wine: craft 1 bottle of concentrate + 2 bottles of water
beer: 24 grain + 2 hops + 5 sugar + 1 yeast
ale: 24 grain + 4 yellow flower + 1 yeast (no sugar)
stout: 24 grain (double roasted) + 5 sugar + 2 hops + 1 yeast
Scotch beer: 24 grain + 2 heather + 6 sugar + 1 yeast
cider: 12 red apple + 4 sugar + 1 yeast
rum wash: 30 sugar (in grain slot) + 1 yeast
vodka wash: 12 baked potato + 1 malted grain (in sugar slot) + 1 yeast
wash: 24 grain + 12 sugar + 1 yeast + another 24 malted grain in brew pot
Distilling:
wine -> brandy
beer/ale/stout -> whiskey
Scotch beer -> Scotch whiskey
cider -> apple jack
rum wash -> rum
vodka wash -> vodka
wash -> whiskey
Compatibility with other mods:
Barley can be used instead of wheat: any mod that publishes Barley through the OreDictionary. This has been tested with Pam's HarvestCraft. Although my Kitchens mod does support Grapes from other mods, at this time Booze does not.
Download:
Requires Forge. Not compatible with TerraFirmaCraft. For some reason Booze is not compatible with Rei's Minimap. Installation is simple: drop the .zip file in your mods folder. Installation instructions included as a text file.
Download Booze for Minecraft 1.6.4 here
Booze for Minecraft 1.6.2 here
Booze for Minecraft 1.5.2 here
Booze for Minecraft 1.5.1 here
Booze for Minecraft 1.4.7 here
Sure. The toxic gas flowing up from the furnace is cool. I haven't sampled the gas though. Hmm.... I wonder if this could be used for a trap?
Is this problem with worn armor? When installing the mod, you have to manually copy the armor image files from the mithril folder to the armor folder. That's files bronze_1.png, bronze_2.png, mithril_1.png, and mithril_2.png. The armor folder in your .jar file is part of vanilla Minecraft, not any mod. So you have to move it yourself as part of installation.
::Edit:: I fixed a bug. It had the ModLoader method for ore generation. I fixed it to work with Forge. Download a fresh copy.
Sure. The toxic gas flowing up from the furnace is cool. I haven't sampled the gas though. Hmm.... I wonder if this could be used for a trap?
Yes. If you step into the gas, it activates the potion effect "poison". It's the same as cave spider poison, and lasts just as long. I keep expecting someone on a multi-player server would build a sky castle. You could build a furnace on the ground beneath the castle, and spew toxic gas up. Since all living things are affected, it will cause poison to a zombie or skeleton or spider. It'll take a while for poison to kill them, but it eventually will. The catch is you need tennantite ore to make toxic gas. I haven't added support for the Hopper, but that's in the weekly updates, coming out with Minecraft 1.5.
water in a barrel or carboy is now animated, using the exact same animation as normal Minecraft water. This was automatic with ModLoader, but since Forge uses a separate terrain.png image file, I had to create a class that copies the effect.
extended boiling time in the brew pot from the same as smelting an ore to 1 Minecraft hour (50 seconds game play)
extended time to soak wheat in a barrel to make wet grain. Now takes 3 Minecraft days. This matches real life, That's 1 hour game play.
extended fermentation time in a barrel to 7 Minecraft days. Fermentation of beer in a carboy will take 21 Minecraft days, or wine 90 Minecraft days.
Brew pot can have different liquid levels.
soaking malted grain with water in a barrel is called Mashing. When complete the water becomes sweet wort. It used to magically change level from 3 gallons to 5. Now it stays at 3.
When you transfer sweet wort to a brew pot, it remains 3 gallons. You have to right-click the brew pot with a water bucket to add water. Increase the brew pot to 7 gallons before boiling.
When boiling is complete, it will drop liquid from 7 to 5 gallons. This means 2 gallons boiled off. This matches real life.
Moved items on the creative menu. Wet grain will be in brewing, not food.
Previously, if you right-click the carboy with empty glass bottles before secondary fermentation was complete, it would fill glass bottles. This worked with beer or wine. Now you must wait until fermentation is complete.
Future update will add a config file, so you can customize these times.
I made this account just to reply to your mod. It looks awesome! Just one question, how do you install it onto a bukkit server?
I was also wondering, is there a technical term for the 'mithril silver' (I might just not have seen it lol)?
Edit: To be more specific, your Mithril mod. If there is a general forum post which tells how, please tell me!
I really loved your explanation of Mythril (I love trying to figure out myths and get to the truth behind them). Unfortunately though, it just doesn't pan out.
"but not in tools (chisels, sickles, knives) where the latter may be expected to come under stress during their working lives. Tests conducted on laboratory manufactured pieces show these alloys to have poor mechanical qualities (highly brittle) whether cold or hot-worked / annealed."
While there seems to be evidence of swords, it's clear that it was probably a deliberate alloy made for decorative purposes in one region in Central Europe.
"Arsenic ores are more common than tin ores, and make high-quality bronzes: there are no tin bronzes in Western Asia before 3000 BC. Arsenic bronzes do not cast as well, but are as hard as tin bronzes. The choice between arsenic and tin bronze may not have been easy, even when it became available."
So, arsenic ore is about on par with tin-bronze, with some sources I found giving the favor to tin-bronze, but harder to cast and toxic. Tin ore is better, but very rare and never near copper deposits.
Combining the two is only theory and I don't see how it would accomplish anything over regular tin-bronze. I would LOVE for you to provide some counter-arguments, as I do really like the idea :). Do you have any evidence that antimonical bronze is not just extremely brittle, but also strong for example? They are not quite the same thing and very important.
Archeology has shown swords and knives from the early and middle bronze age made with this alloy. In the early bronze age, only artificats from the Caucases. In the middle bronze age it was broadly used. Antimony was never used throughout the blade. Just as high quality steel blades are pattern welded, blending high carbon steel (hard and brittle) with low carbon steel or no carbon iron (soft but strong). There are various patterns used for such steel weapons. For bronze, the core of the blade was always copper/arsenic alloy with little or no antimony. And concentration of arsenic was relatively low. The skin of the blade was an alloy with much higher arsenic, and significant antimony. This blended the hard but brittle metal, with soft but tough. The hard metal can be very sharp and stays sharp with a lot of wear, but it's brittle. The core of the blade is soft, can flex and give with stress, making it tough. The earliest known example of this is a knife from a grave in the Caucases, dated to 3,800 BC (5,800 years ago). Google for arsenical bronze.
So antimony was not decorative, it was for a hard cutting edge.
There is a bias in current culture. The assumption that anything newer is better. This isn't necessarily so. Arsenical bronze had the advantage that arsenic bonds with oxygen so strongly that a copper/arsenic alloy will always oxidize the arsenic, and never the copper. Arsenic oxide leaves as vapour, so the metal object remains untarnished. At least until all the arsenic in the surface is consumed. Once the surface has become pure copper, then it can tarnish like any other copper object. But that takes a lot of time. Typically the life span of several generations.
I didn't know about the difference with casting. That may be a reason for the change. But early smiths would forge tools, meaning beat them into the desired shape with a hammer. Casting was not at all common.
Are you saying that I should code the mod to only allow tools made with arsenical bronze? Not antimonal bronze?
Mithril
"Mithril! All folk desired it. It could be beaten like copper, and polished like glass; and the Dwarves could make of it a metal, light and yet harder than tempered steel. Its beauty was like to that of common silver, but the beauty of mithril did not tarnish or grow dim." -- Gandalf, "The Fellowship of the Ring".
This is my first mod. This introduces Mithril metal. I've posted about this before, but no developer wanted to take it seriously. So I wrote the mod myself.
Mithril is not a fantasy metal. It was first introduced by author J. R. R. Tolkein in his book "Lord of the Rings". Actually that book was a sequel to "The Hobbit". In real life the author was a professor of history and linguistics. He was such a history nerd that he made other history professors look like amateurs. He was fully aware of the history of bronze. The form of bronze used in the Middle Bronze Age was copper arsenic alloy, often with copper antimony alloy added. After the Stone Age, people used copper. When all deposits of copper ore that could be reached by hand tools (pickaxe) were depleted, people looked for a new source. They found an ore that produced copper, but it had something else in it. The result was stronger, tougher, harder, and more durable than pure copper. And it didn't corrode or tarnish. Great! So they used that. This was the beginning of bronze. The catch was smelting produced a toxic gas, so you have to smelt outdoors and stand upwind. They later discovered if you combine copper with tin, it makes bronze without the toxic gas. This was used in the Late Bronze Age. This was not a better bronze, in fact it was weaker, softer, and would tarnish. Softer means tools and weapons got dull more quickly. This was cheap crap, but smiths would not poison themselves. After generations, people forgot how to make the good quality stuff. Tools made of the old bronze were prized, this metal became "mythical". That's why J. R. R. Tolkein called it "Mithril".
Today we know that type of bronze as arsenical bronze. Instead of copper/tin alloy, it's copper/arsenic. The result is tougher, stronger, and the arsenic prevents oxidation so it never tarnishes. Copper/antimony alloy forms in the same conditions, so tends to form in the same area. Antimony makes any copper based alloy hard. With enough antimony, it becomes harder than tempered steel. And with enough alloying metal, bronze becomes very pale, almost silver in colour. This matches the description from Lord of the Rings.
Ore: copper/arsenic ore is tennantite. It has sulphur and some carbon, burned off during smelting. It's green, the colour of a copper statue that's been corroded by weather. Tetrahedrite is copper/antimony ore. It's dark blue, but the colour can be altered by impurities like iron. Both ores occur in geothermal vents, so where lava and water meet. And the ores tend to form together. Antimony is more rare than arsenic, but for simplicity we'll ignore that. Also for simplicity, ore generated in game will be pure. These have to be smelted, then alloyed together to make mithril.
Tennantite ore will generate with the same rules as iron ore. An ore of tetrahedrite always generates near tennantite, so the total number of blocks could potentially be twice as much as iron. But there's a check, to generate there must be both lava and water near by. This makes the ore rare. Images are an attempt to match the real ore:
Each ore is smelted to produce bronze: arsenical bronze, and antimonal bronze. These can be used to make armour, tools and weapons directly, but that's a waste. Put an ingot of each on the crafting table to make a pair of twisted bronze ingots. Then smelt that to make mithril. Bronze is weaker than iron, Mithril is stronger than iron.
The colour of Mithril is taken from the image of a real bronze bell. This has 20% alloying metal (arsenic/antimony), only 80% copper. The handle is normal bronze, but the bell itself is Mithril. I used the eyedropper tool in GIMP.
The reason ancient people stopped making this type of bronze was the toxic gas, not any superior quality. So this is a major feature. Tennantite and twisted bronze contain arsenic, so when you smelt these the furnace will produce toxic gas. The gas uses the same game flow physics as water, but flows up. If you step into the gas, you will get poisoned. In real life, eating a food high in sulphur will increase the rate you urinate out arsenic. (The 4 letter word for urinate was deleted.) A formal medical study (published on PubMed) found garlic increases the rate 45%. So this mod adds garlic. Eating a clove of garlic will instantly cure poison. It was too hard to separate arsenic poisoning from any other poison, so garlic cures all poison. But unlike milk, garlic will not clear all potion effects; just poison. So if you drink a beneficial potion like strength, speed, invisibility, etc., eating garlic will leave those in effect. This alone is a reason to get this mod.
Garlic will grow wild in grass, using the same generation algorithm as pumpkin. Harvest to get a garlic bulb. "Break" the bulb on the crafting table or crafting box to get several cloves. Eat a clove to cure poison. Or plant a clove in tilled soil to farm garlic. When mature, garlic will have a purple flower. In real life you harvest garlic just before the flower forms, but I need something to indicate it's ready to pick. So in game, pick when the flower forms.
The title image above shows a player wearing full Mithril armour, holding a Mithril sword, and standing in front of a garden of garlic.
I also added arrow heads. You can make arrows with Mithril instead of flint. It forms a normal arrow, but useful if you're short of flint. This also works with iron, or antimonal bronze (the hard bronze), but not arsenical bronze.
Arsenical bronze is tough, but not as hard as steel. So you can craft armour with it, but not tools or weapons. Antimonal bronze without arsenic is hard, but not tough. So you can craft tools and weapons, but not armour. Mithril is harder and tougher than either alone, you can craft everything with it. This is intended.
Durability:
Gold - 32 uses
Wood - 59 uses
Stone - 131 uses
Bronze - 201 uses
Iron - 250 uses
Mithril - 401 uses
Diamond - 1561 uses
Download:
Requires Forge. Not compatible with Metallurgy or TerraFirmaCraft. Installation is simple: drop the .zip file in your mods folder. Installation instructions included as a text file.
Download Mithril for Minecraft 1.6.4 here
Mithril for Minecraft 1.6.2 here
Mithril for Minecraft 1.5.2 here
Mithril for Minecraft 1.5.1 here
Mithirl for Minecraft 1.4.7 here
The version for ModLoader is still available. Client side only, not for server. Requres ModLoader but not Forge.
Download Mithril for ModLoader and Minecraft 1.4.7 here
Other mods:
Booze forum post here, download for Minecraft 1.6.4 here
For some reason Booze is not compatible with Rei's Minimap.
Booze for Minecraft 1.6.2 here
Booze for Minecraft 1.5.2 here
Booze for Minecraft 1.5.1 here
Booze for Minecraft 1.4.7 here
Kitchens forum post here, download for Minecraft 1.6.4 here
Kitchens for Minecraft 1.6.2 here
Kitchens for Minecraft 1.5.2 here
Kitchens for Minecraft 1.5.1 here
@Luckbot: The Dwarves may well have been looking for silver, but bear in mind that there are other factors. For instance, just because you are mining in an area with concentrations of one thing does not mean you would not find veins of another. The Dwarves liked to dig deeply and greedily, so they could easily have reached the kinds of geothermal regions where these naturally occurring variants of bronze. Also, it was being described in the words of men, and the people of Middle-Earth didn't have access to proper tools like spectroscopes to identify the exact chemical makeup of a material. They would be going by appearance, and Mithril is a shiny silvery colour. Since only the Dwarves knew where it came from, to anyone else it was just exceptional silver. Finally, bear in mind that Tolkien's works were meant to be entertainment, not technical treatises. If the ancient form of bronze was what he meant, he still wouldn't have taken the time out to explain it, as it would have considerably derailed the narrative.
Copper based alloys work opposite to this. Heat red hot then quench in water, this will aneal, make it soft. The only way to harden copper alloys is beat it with a hammer. This means the more you use a bronze tool, the harder it gets. The best bronze tools are old and well worn. But to make it requires a lot of beating. This is called work hardenning. Copper/tin bronze does not require as much beating as copper/arsenic bronze. So again, copper/tin does not require as much work to make. It's the cheap crap.
But AnonTheMouse mentioned Orichalcum. This was an ancient name for arsenical bronze with antimony. But notice the description: gold in colour. I said pure tetrahedrite is blue, but it usually has impurities. With iron it isn't blue. Here's a sample with a lot of iron.
Notice it's gold in colour.
From Wikipedia:
"Tetrahedrite is a copper antimony sulfosalt mineral with formula: (Cu,Fe)12Sb4S13. It is the antimony endmember of the continuous solid solution series with arsenic bearing tennantite. Pure endmembers of the series are seldom if ever seen in nature. Of the two, the antimony rich phase is more common. Other elements also substitute in the structure, most notably iron and zinc along with less common silver, mercury and lead. Bismuth also substitutes for the antimony site and bismuthian tetrahedrite or annivite is a recognized variety. The related, silver dominant, mineral species freibergite, although rare, is notable in that it can contain up to 18% silver."
So I claim "Mithril silver" is copper/arsenic/antimony without any iron. Orichalcum has significant iron.
Also note: as a percentage of Earth's crust, antimony is more rare than gold.
Should give it a try soon and give you some feedback.
Servers Sectional Moderator | Global Rules | Server Rules
Here's a garden showing garlic with 3 phases of growth. From left to right, fully mature and ready to pick, partially grown, and just planted. In the "heads up display" you can see a mithril sword, pickaxe, shovel, normal bow, and mithril hoe. There's also a bulb of garlic, and stack of 6 cloves of garlic. Held is the mithril hoe.
And here is a furnace in that same area. The furnace is smelting tennantite ore, spewing toxic gas. This was done in normal mode, not creative, and I stepped through the gas. This gave me poison. Notice the "hearts" bar is off-colour, not red. And there are green swirls, indicating potion effect.
This is a furnace placed into a wall, with a chimney above for the gas. This ensures the player using the furnace doesn't expose himself to gas.
And the surface above that same furnace, with a chimney built around the hole in the ground. Notice a 1x1 column of toxic gas rising.
In a cave, gas pooling under the ceiling, and pouring into a chasm. Notice tetrahedrite ore in the wall. And holding a mithril pickaxe.
A large deposit of ore. I mined out all the stone and dirt, leaving ore blocks. Notice tennantite and tetrahedrite, as well as iron and coal. The new ores only generate near both lava and water, notice the lava.
And outside, a furnace operating under a jungle tree. Toxic gas spreading under the canopy of leaves.
reference: http://www.inoe.ro/en/publications-2009/180-fluorescence-of-copper-manganese-and-antimony-ions-in-phosphate-glass-host.html
I did a little cleaning up; the Forge version only alters two Minecraft base classes: EntityLiving and BlockFluid. Just a couple lines of code added to each, but installing the mod replaces both classes. These base class mods are necessary for gas. The lines in BlockFluid are in method getFlowDirection. Code in EntityLiving trigger what happens when you're inside material. It triggers the poison effect. In creative mode you won't get poisoned. And since this applies to all living entities, not just players, poison gas affects mobs as well.
The ModLoader version also does all this, but modifies a couple more base classes. I could apply the updates to the ModLoader version, but why? With the next update to Minecraft, this mod will be Forge only.
ingotAsBronze - arsenical bronze
ingotSbBronze - antimonal bronze
ingotMithril
garlicClove (useful for cooking recipes)
Is this problem with worn armor? When installing the mod, you have to manually copy the armor image files from the mithril folder to the armor folder. That's files bronze_1.png, bronze_2.png, mithril_1.png, and mithril_2.png. The armor folder in your .jar file is part of vanilla Minecraft, not any mod. So you have to move it yourself as part of installation.
::Edit:: I fixed a bug. It had the ModLoader method for ore generation. I fixed it to work with Forge. Download a fresh copy.
Beer! Wine!
This is my second mod. This let's you brew beer and wine. It introduces grape vines for wine, and hop vines for beer, and heather. Red wine, and 4 flavours of beer: "normal" beer, the style of ale prior to the 11th century, Irish stout, and Scotch beer (heather ale).
You see three new pieces of equipment: brew pot, barrel, and carboy. Central to brewing is the barrel. This is made on a crafting table, from 7 wood planks arranged in a U shape like a cauldron.
The barrel has many uses. If you right-click with a bucket of water, it adds water to the barrel. The barrel can hold five buckets full. Each bucket is interpretted as one imperial gallon (160 fluid ounces). So a barrel can hold 5 imperial gallons (23 litres). If you right-click with an empty bucket, it takes one bucketful. If you right-click with anything other than a bucket, it opens a GUI window like a furnace. If a bucket is outside, rain has a random chance of adding water. Typically, a rain storm will add one bucketful.
To brew wine, start by adding 3 buckets of water to the barrel. Then open the interface and place 12 grapes in the top tile, and yeast in the bottom tile where fuel would normally go. This starts wine fermenting. This is the primary fermenter, in real life it takes a week, but in Minecraft it's done when the progress arrow shows it's finished. When it's done fermenting, the barrel will hold 5 buckets of red wine. That's because there's 2 buckets of juice from the grapes, plus the water you started with. The GUI shows what liquid is in the barrel, and a button to transfer contents. The next step is to transfer to a carboy. In real life you pour the wine through cheese cloth, to get grape skins, pulp, and seeds out. For the transfer button to work, you must have a carboy adjacent to the barrel, one of it's 4 sides, and place a piece of cheesecloth in the lower tile. Once transfered, the barrel will be empty and the carboy full.
A carboy can hold water. Just right-click with a bucket of water to add water, or an empty bucket to remove water. But the carboy must be empty to receive wine. Once wine is in the carboy, it fermets further. Currently there is no GUI for a carboy, but it must complete fermentation before the wine will be available. Once complete, right-click with a stack of 64 empty glass bottles. All bottles will fill with red wine, emptying the carboy. Or right-click with 13 glass bottles to remove one gallon at a time. Note: if you fill 13 bottles at a time, you will end up with 65 bottles, one extra. This demonstrates the extra care you made to not waste any. Each glass bottle is the size of a beer bottle; in the US that's 355ml (12oz), or in Canada 341ml (11.5oz). So one carboy could fill 64 US beer bottles, or 66 Canadian beer bottles.
A carboy is also made on the crafting table. It takes 7 blocks of glass, in the same arrangement as a barrel.
Some people may be tempted to jump into the barrel and "stomp" the grapes. This isn't necessary, fermentation is a progress bar. Besides, I make wine from grapes I grow in my back yard. I use a potato masher that's been carefully cleaned and sterilized. But you can jump in if you want to. If you wear leather boots and jump into a barrel full of wine, your boots will be stained purple. Nothing else will get stained. And a barrel can be used to wash off die or stain. Fill the barrel with water, hold any coloured leather armour, and right-click the barrel. It will wash off the colour.
Making beer is a more involved process. The basic steps are: sprout, roast, boil, ferment. Beer is usually made from barley, but barley was developed in the same place and time as wheat. Both were from harvesting seeds from tall grass. Rather than have 2 wheat-like crops, this mod just uses wheat. Grain has a lot of starch, the first 3 steps are to break up starch into sugar. Yeast eats sugar to produce alcohol. Start by filling the barrel with 3 buckets of water. Then right-click the barrel, and place 24 wheat in the top tile. As long as the other tiles are empty, the progress bar will start moving right away. This soaks the grain, in real life it takes 3 days and the grain swells. All 24 wheat move to the output tile in one step. If you put more than 24 in the top tile, the remainder will stay behind. If you put 48 or more in the top tile, the progress bar will start again, soaking another 24 wheat. The output is 24 wet grain.
Sprouting: In real life this is done by spreading it out on a wooden floor. To simulate this you have to "plant" the wet gain on wooden planks. One unit of wet grain on each block of wood plank. The wet grain will "grow", using the same texture as wheat. After 14 game days it will become sprouts. You can tell when there's orange at the base of the sprouts. Harvest to get sprouts. The title image above shows a wooden floor with sprouts; the ones on the right have the orange base. Sprouts don't care about light: day or night, outdoors or in a cave, they take the same time.
Roasting: Place sprouts in a furnace to roast them. A normal furnace, so they roast one at a time. They will become malted grain. If you want to make Irish stout, put the malted grain back in the furnace and roast a second time; it'll become dark malted grain.
Mashing: A commercial brewery does this in a "mashing tun", which is just a big barrel. Soak the malted grain in hot water. Minecraft doesn't have temperature of water, so again put 3 buckets of water in the barrel, then place the 24 malted grain in the top tile. When the progress bar is complete the barrel contents will change from water to "Sweet Wort". If you used dark malted grain it will be "Sweet Dark Wort". Next transfer to a brew pot.
Sparging: A commercial brewery uses a "lauter tun", which is a special barrel with a sieve in the bottom. After draining, scoop up any particulate matter and pour it back into the lauter tun. Keep doing this until the sweet wort is clear. This game mod just uses another piece of cheesecloth. Place cheesecloth in the bottom tile, and press the transfer button. The button will only work if a brew pot is adjacent and empty.
Boiling: The brew pot requires fuel. Once your sweet wort is in the brew pot, right-click to open the GUI and place fuel in the bottom tile. The bottom part of the brew pot will burn like a furnace while fuel is burning. Before it will boil, you must add a "bittering agent" to the top tile. To make beer, add 2 hops. For ale, add 4 dandelion (yellow flowers). Irish stout requires Sweet Dark Wort, but it also uses 2 hops. For Scotch beer (aka heather ale), use normal Sweet Wort and place 2 heather in the top tile. Once the progress bar is finished, Sweet Wort will become Wort. In real life you have to add 4 gallons of water before boiling, for a total of 7 gallons. It will boil down to 5 gallons. The mod has the same thing, add 4 buckets of water. Transfer your Wort to the barrel with the transfer button.
Making a brew pot: again on the crafting table. This requires 5 ingots of iron and 2 blocks of cobblestone.
Fermenting: Next you ferment your wort. Right-click the barrel and place yeast in the bottom tile. The yeast will be consumed and it will start fermenting right away. Once the progress bar is finished, your wort will be beer. But you're not finished. Next transfer to the carboy for the last step of fermentation. This time you do not require cheesecloth. You did that when you transferred to the brew pot.
Second fermentation: Once in the carboy it will also progress before being finished beer. Once finished, again take 64 glass bottles and right-click the carboy. Or 13 glass bottles at a time for 65 bottles of beer.
In real life primary fermentation (in the barrel) takes 1 week, and secondary fermentation (in the carboy) takes 3 weeks for beer or 3 months for wine. In game it's a lot faster, it's a normal progress bar that takes the same time as a furnace. Perhaps I'll slow it down later, but for now it's quick.
Grape vines: Ok, so you want to set up a vinyard (wine making yard). So how do you get the grapes? They grow on vines, but not just any vines. Grapes grow on grape vines. Once the mod is installed, they will generate on grass where there's a solid block beside to climb. Grape vines do not grow the same way as vanilla Minecraft vines. Take a grape (image is a bunch of grapes), and plant in tilled soil. You can't harvest or place the vines themselves. Once planted, grape vines will grow if there's light, and only 3 blocks above the block you planted, (max 4 high) They can grow up to 6 blocks horizontally, so the block you planted plus 6 on either side. One plant can cover a wall, all starting from a single block of tilled soil. Each block of grape vine will produce one grape (one bunch of grapes). Right-click with shears to harvest the grape, but leave the vine. The grape will grow back as long as the vine stays. Grapes grow faster than vines spread, so be patient. You can climb grape vines just like Minecraft vines (are those ivy?). And grape vines can hang down, but not very far.
Hop vines: These are different again. They also generate on grass, but require a solid block to climb. But hop vines do not spread horizontally. They will only grow straight up. They will grow up to 7 blocks high. They grow faster, but they're more picky. They use the same algorithm for soil as planted crops (wheat, potato, carrots). They grow fastest if they're planted in wet, tilled soil. And if all 8 blocks surrounding their soil is also tilled soil. But unlike other crops, they don't care if they're in rows or not. After all, they require a vertical surface to climb anyway. All blocks of hop vine will check the soil at the bottom to determine growth rate. Vines (grape or hop) do require light level 9 or higher to grow. Real life hop vines die over winter, but roots are perennial. Vines re-grow every year. To simulate this, when you harvest a hop, that block of vine is destroyed. A tip for farmers: don't harvest the bottom block. Leave it to re-grow. Since Minecraft doesn't have roots, if you harvest the bottom block you'll have to re-plant. Since each block produces just one hop, the hop you harvest would just have to be planted anyway. While you can plant just a single grape, it will eventually cover a wall, you can plant a row of hops along the base of a wall.
And finally heather. This will only generate in Extreme Hills biome. You can harvest and plant just like a potato or carrot.
Yea Ok. Most real heather ale recipes are more involved. They include common heather, but also yarrow, honey, and often lavender and sweet gale, and crushed crystal malt. That last one is malted grain that has been heat treated to turn the sugar into crystals of a type that yeast cannot metabolize. That means the sugar remains in the beverage when it's ready to drink. But all that's too complicated. The primary purpose for a bittering agent is preservative. Hops do that, as well as dandelion and heather. So let's keep to the essentials.
Sugar: As of 28 April 2013, you now require sugar. The barrel has slots similar to a furnace, but one extra. Top-right is for grapes or grain, bottom is for yeast, right-hand slot is output when soaking grain. The new slot is top-left, that's the sugar slot. You will need to add sugar when making beer or wine, or malted grain when making vodka.
Grape varieties: each grape produces wine with the same name: Valiant, Chardonnay, Merlot.
Recipies:
wine: 12 grapes + 8 sugar + 1 yeast
concentrate: 12 grapes + 1 yeast - no sugar or water required
Roman wine: craft 1 bottle of concentrate + 2 bottles of water
beer: 24 grain + 2 hops + 5 sugar + 1 yeast
ale: 24 grain + 4 yellow flower + 1 yeast (no sugar)
stout: 24 grain (double roasted) + 5 sugar + 2 hops + 1 yeast
Scotch beer: 24 grain + 2 heather + 6 sugar + 1 yeast
cider: 12 red apple + 4 sugar + 1 yeast
rum wash: 30 sugar (in grain slot) + 1 yeast
vodka wash: 12 baked potato + 1 malted grain (in sugar slot) + 1 yeast
wash: 24 grain + 12 sugar + 1 yeast + another 24 malted grain in brew pot
Distilling:
wine -> brandy
beer/ale/stout -> whiskey
Scotch beer -> Scotch whiskey
cider -> apple jack
rum wash -> rum
vodka wash -> vodka
wash -> whiskey
Compatibility with other mods:
Barley can be used instead of wheat: any mod that publishes Barley through the OreDictionary. This has been tested with Pam's HarvestCraft. Although my Kitchens mod does support Grapes from other mods, at this time Booze does not.
Download:
Requires Forge. Not compatible with TerraFirmaCraft. For some reason Booze is not compatible with Rei's Minimap. Installation is simple: drop the .zip file in your mods folder. Installation instructions included as a text file.
Download Booze for Minecraft 1.6.4 here
Booze for Minecraft 1.6.2 here
Booze for Minecraft 1.5.2 here
Booze for Minecraft 1.5.1 here
Booze for Minecraft 1.4.7 here
Sure. The toxic gas flowing up from the furnace is cool. I haven't sampled the gas though. Hmm.... I wonder if this could be used for a trap?
Thanks for the info.
Yes. If you step into the gas, it activates the potion effect "poison". It's the same as cave spider poison, and lasts just as long. I keep expecting someone on a multi-player server would build a sky castle. You could build a furnace on the ground beneath the castle, and spew toxic gas up. Since all living things are affected, it will cause poison to a zombie or skeleton or spider. It'll take a while for poison to kill them, but it eventually will. The catch is you need tennantite ore to make toxic gas. I haven't added support for the Hopper, but that's in the weekly updates, coming out with Minecraft 1.5.
I was also wondering, is there a technical term for the 'mithril silver' (I might just not have seen it lol)?
Edit: To be more specific, your Mithril mod. If there is a general forum post which tells how, please tell me!
Antimony bronze:
http://www.ucl.ac.uk/emf/meetings/jan98/abstracts/pmaclean.html
"but not in tools (chisels, sickles, knives) where the latter may be expected to come under stress during their working lives. Tests conducted on laboratory manufactured pieces show these alloys to have poor mechanical qualities (highly brittle) whether cold or hot-worked / annealed."
While there seems to be evidence of swords, it's clear that it was probably a deliberate alloy made for decorative purposes in one region in Central Europe.
Arsenical bronze:
http://mygeologypage.ucdavis.edu/cowen/~GEL115/115CH4.html
"Arsenic ores are more common than tin ores, and make high-quality bronzes: there are no tin bronzes in Western Asia before 3000 BC. Arsenic bronzes do not cast as well, but are as hard as tin bronzes. The choice between arsenic and tin bronze may not have been easy, even when it became available."
So, arsenic ore is about on par with tin-bronze, with some sources I found giving the favor to tin-bronze, but harder to cast and toxic. Tin ore is better, but very rare and never near copper deposits.
Combining the two is only theory and I don't see how it would accomplish anything over regular tin-bronze. I would LOVE for you to provide some counter-arguments, as I do really like the idea :). Do you have any evidence that antimonical bronze is not just extremely brittle, but also strong for example? They are not quite the same thing and very important.
So antimony was not decorative, it was for a hard cutting edge.
There is a bias in current culture. The assumption that anything newer is better. This isn't necessarily so. Arsenical bronze had the advantage that arsenic bonds with oxygen so strongly that a copper/arsenic alloy will always oxidize the arsenic, and never the copper. Arsenic oxide leaves as vapour, so the metal object remains untarnished. At least until all the arsenic in the surface is consumed. Once the surface has become pure copper, then it can tarnish like any other copper object. But that takes a lot of time. Typically the life span of several generations.
I didn't know about the difference with casting. That may be a reason for the change. But early smiths would forge tools, meaning beat them into the desired shape with a hammer. Casting was not at all common.
Are you saying that I should code the mod to only allow tools made with arsenical bronze? Not antimonal bronze?