You really should make this compatible with Terra Firmacraft-booze would fit in wonderfully with it.
Or do you have a quarrel with Bioxx?
Additionally, I have come across the theory that aluminum was one of the metals Mythril may have been based off of-but making rutile into aluminum is not a simple task, and native aluminum ore is rarer than hen's teeth.
I have come across the theory that aluminum was one of the metals Mythril may have been based off of-but making rutile into aluminum is not a simple task, and native aluminum ore is rarer than hen's teeth.
Rutile is titanium dioxide. Smelt that at extreme temperature to get titanium metal. How would you get aluminum out of that?
Aluminum today is usually made from bauxite. That only occurs in a tropical rain forest. That could be done in a jungle biome. Bauxite is a type of soil, completely depleted of plant nutrients by the trees and other plants. What's left is hydrated aluminum oxide, silicon dioxide (sand), iron oxide, and some dirt. Since it's produced by plants, it should generate near the surface, similar to clay but replacing dry soil in a jungle biome. Bauxite is processed with caustic soda (sodium hydroxide), then drawn off and neutralized with carbon dioxide gas. This causes aluminum hydroxide to precipitate out. That has to be calcinated (baked at high temperature, but not melted or smelted). That leaves aluminum oxide. Turning that into aluminum metal takes a lot of electricity, and an aluminum-fluoride-sodium mineral called cryolite. That mineral is extremely rare, first found in Greenland. Although small quantites do exist elsewhere, you could have the game generate only in ice planes. Ironically, cryolite is white. Of course processing takes some rather modern technology.
I made a PowerPoint presentation for the Mars Society showing how to use anorthite or bytownite minerals as aluminum ore. Basically reverse the pH. Instead of using strong alkali, use equally strong acid. The idea is to dissolve aluminum, then neutralizing pH to precipitate. Instead of using CO2 gas which dissolves in water to becomes carbonic acid (mild acid), use ammonia gas (mild alkali). Once aluminum hydroxide precipitates, everything else is the same. Bytownite has been identified as a major part of Mars soil; it's everywhere. Well, after I wrote that, I found a website that described an aluminum mine in Sweden. They were already doing it. So I have re-invented the wheel. At least my idea to recycle anodes is unique. Anorthite and bytownite are types of plagioclase feldspar (stone), and very pure. They're the only feldspar that dissolves in hydrochloric acid. But again, all this is very modern.
Update to Mithril. When smelting tennantite or twisted bronze, a furnace will produce toxic gas. It will generate in the block above the furnace, then spread. Previously, if a solid block is present the gas just would not be generated. Now if that space is blocked, gas will generate in front of the furnace. This requires a chimney of some sort.
This is also preparation for Minecraft 1.5, the Redstone Update. That introduces the hopper. A hopper can be used to feed ore and/or fuel into a furnace. And the hopper can be controlled by redstone signal. This can be used for a trap. A hopper can feed material into a furnace, causing it to produce toxic gas. That gas can be used as a trap. A hopper beside a furnace will feed into the fuel slot. A hopper above a furnace feeds into the ore slot. This means a hopper immediately above a furnace will be common, so gas must come out somewhere else.
Note: If using toxic gas for a trap, one common means to escape is to dig under the gas. A 2 block high room will contain gas so players and mobs walk into the gas. A floor of Obsidian, End Stone, or Bedrock will either prevent digging down, or slow digging long enough for toxic gas to have effect.
Also, tools can be made from arsenical bronze, not antimonal bronze.
Update to Booze. Now you can drink the beverages you made.
Looking at molotov cocktails. That is, the distillery will make brandy, whiskey, scotch, rum, vodka. When thrown, they produce splash damage. Any mobile entity splashed will catch on fire for the same duration as a small fireball. Area effect, splash radius the same as a thrown potion. At this point not sure how to drink vs throw.
::Edit:: Currently distilled booze only available in creative mode.
This is looking more interesting now. Your booze system seems like an interesting alternative to the IC2 method, and your metals could be good replacements for things that I've always quibbled about with the Metallurgy team. I would still like it if you were to include Orichalcum in addition to Mithril, possibly as a 650-850 use tier.
Update to Booze again. Now you have to craft to make a "throwable" beverage.
Place a bottle of distilled beverage on the crafting table or crafting box, together with a piece of cheesecloth. The output becomes throwable. For example, whiskey becomes "throwable whiskey". The graphic changes: instead of a cork in the bottle, there's a rag. À la molotov cocktail. There aren't any rags in this game, and the only cloth this mod introduces is cheesecloth. If you right click a distilled beverage, you drink it. If you right click a "throwable" distilled beverage, you throw it. You can place a throwable beverage alone in the crafting box, it turns back into a regular beverage. I haven't figured out how to get two different items to appear in the output, so for now when you do this you lose your cheesecloth. But one block of wool becomes 32 pieces of cheesecloth, so they're cheap.
This is looking more interesting now. Your booze system seems like an interesting alternative to the IC2 method, and your metals could be good replacements for things that I've always quibbled about with the Metallurgy team. I would still like it if you were to include Orichalcum in addition to Mithril, possibly as a 650-850 use tier.
I appreciate the suggestion. I looked up Orichalcum, it's copper/arsenic/antimony alloy with other metals mixed in. The gold colour version has iron. The image from the first page of this topic is the iron version, with small crystals of chalcopyrite beneath, which is copper iron pyrite. Pure iron pyrite is iron sulphide, also known as fools gold. Orichalcum was used by Minoan Greeks as currency, second in value only to gold. Romans didn't know how to make arsenical bronze, or any bronze with antimony. They didn't know how to make Orichalcum, gold coloured or otherwise. They had a wild guess that it included gold, but it didn't. The tradition of gold coloured coins that don't contain any gold continues to this day. The Canadian one dollar coin is called "Loonie" because it has the image of a bird called a Loon. The original Loonie was made of 92% copper/ 6% aluminum/ 2% nickel alloy. They later changed to iron coated in bronze, but the Toonie (two dollar coin) has a centre that is still copper/aluminum/nickel alloy. That alloy looks like gold, but don't have any gold.
I'm working on a complimentary mod: Steel. It will include a blast furnace to smelt iron ore to pig iron. And a Bessemer convert to convert pig iron to steel. That will be stronger than iron, but not quite as strong or as many uses as Mithril. That mod will also introduce vanadium stainless steel, which requires a few ores. That one will be stronger and more uses that Mithril. Armour strength second only to diamond. I was thinking of 300 uses for steel, and 600 for Vasco wear steel. Formulation for that alloy comes from a sword smith book, so it's real. But those numbers were plucked out of thin air, just something higher than Mithril but less than diamond. You think I should bump up uses for Vasco wear steel a bit?
Now that this is a forge-compatible mod, do you have any plans to add this mod to any of the modpacks on the FTB or Technic Launcher? After messing around with it a bit, I believe that it would be a welcomed addition, especially for the FTB guys, they are really cool about permissions, if you didn't know already. If this was my mod/collection of mods, I would be thrilled to speak to slowpoke101 or direwolf20 about adding it! Please consider this, and thank you for your time. P.S. I especially enjoyed reading all of your posts on the science/historical info. you've added here, it's absolutely fascinating! XD
Rollback Post to RevisionRollBack
-submitted by ButtonPusher, original designer of proof-of-concept Alpha Omega 1.6.4 modpack (400+ mods)-
title screen at 10 minutes into video - http://www.twitch.tv/button_pusher_/v/49042838
How do you put the Mithril Mod on a bukkit server?
I haven't written the mods for Bukkit. I would like to be part of the rewards program, and a friend set up a bukkit server so I can develop for it, but for now the mods only work on a Forge server. Bukkit requires I rewrite my mods with their SDK.
My current problem is installing more than one of my mods creates discrepancies. Ordinal numbers of several items keep changing, and discrepancies between server and client prevent the client from connecting. Not item numbers, ordinal numbers. I can install all mods on a client and run in single-player mode. I can install all mods and log onto a Bukkit server, the mods just have no effect. I can install any one mod on a Forge server. But more than one mod on a Forge server produces discrepancies. I can run with all mods in the development environment, running Forge on both client and server. That produces a message with the same discrepancies, but the development environment lets me log on anyway.
BUTTONPUSHER: Thank you for the offer. I'll take you up on that. But first I want to resolve the discrepancy problem.
Mithril update:
This is a bug fix. If a furnace had the block above blocked, it would emit toxic gas from the front. This is intended. But for some orientations, the toxic gas would not stop when the furnace stopped. This is now fixed.
All mods updated. Primarilly, I updated installation instructions, rather than the mods themselves. The folder for each mod is no longer copied into minecraft.jar, instead the entire .zip file for the mod is copied to the mods folder. There is a little work to minecraft. jar, but that's explained in installation notes for each mod. Order of declaration of items was altered to correct discrepencies with the kitchens mod. They now all work together. Yea!
Update to Booze
Added "bubble" particles to the brew pot. Now when it's "cooking", not only does it have flame and smoke particles from the furnace bottom, the liquid in the pot has bubbles. The bubbles stop when the brew pot stops burning fuel.
Bugs detected:
After transferring beer from a barrel to a brewPot, the barrel should be empty. Instead the graphic changes from beer to wine. However, right-click to open the GUI. You'll see the barrel is actually empty. After you exit the GUI, the barrel will be updated correctly: empty.
In multiplayer, this happens as well.
In multiplayer, there's a graphic problem with the brew pot. It does brew correctly, but the block does not update to reflect changes. The liquid is never displayed. Technical reason: additional fields in the TileEntity for the BrewPot are not transferred from the server to the client. I've tried various fixes, nothing has worked so far. Will keep you updated.
Update to Booze
Fixed the bugs mentioned above. Now everything works. Yup, it works on a Forge server.
(This required packets to send the additional fields from server to client. That should have been handled by Forge itself, this is rather fundamental to any mod. Grumble grumble grumble.)
Update to Booze
Fixed the bugs mentioned above. Now everything works. Yup, it works on a Forge server.
(This required packets to send the additional fields from server to client. That should have been handled by Forge itself, this is rather fundamental to any mod. Grumble grumble grumble.)
First install Forge on your server. Then download my mod, and copy it to the "mods" folder on your server. When you install Forge, it will create the "mods" folder. When you start Minecraft with Forge, it will activate all mods in the "mods" folder.
The Mithril mod is a little more involved. The .zip file for each mod includes a text file with installation instructions. Read those instructions, follow them. It includes a link to download Forge server. If you have any further questions, you can always post them here.
This includes support for the hopper. And yes, I tested it. Placing a hopper is tricky, if you right-click the furnace with a hopper in your hand, it'll just open the GUI for the furnace. To place a hopper you have to first place a solid block where you want the furnace to go (such as soil), then place the hopper, then place remove the soil and place a furnace. This is true for Minecraft 1.5, it doesn't have anything to do with my mod. You see, the hopper empties into whatever block you clicked on when you place it. The spout stays in that direction, when you remove the block of soil (or whatever).
If you want a poison gas trap, place a hopper beside the furnace. Again, place a block of soil or stone or whatever first, so the hopper spout will point to it. Place several blocks of tennantite ore in the top slot of the furnace, but no fuel. Place fuel (such as one coal) in the hopper. But first wire up a redstone circuit. If the hopper does not receive a redstone signal, it will empty through its spout. If it does receive a redstone signal, it won't. So set up the trap to turn off the redstone signal to the hopper. As soon as it does so, the coal will load into the furnace causing it to start smelting. That will produce poison gas. To ensure players have to breathe the gas, build the room with a ceiling only 2 blocks high. That way they can't just duck under the gas. And make the floor out of something very hard to dig into, such as obsidian or ender stone. Or if you want to be really nasty, make the floor a single block thick and easy to mine, but a lake of lava beneath. So they have a choice: death by poison gas or death by lava.
Or just mine the new ore for mithril armor and weapons.
I've also been working on updating my other mods. The kitchens mod has countertops and cupboards. A countertop is a 1/8 height slab, with the same GUI as a crafting table. You craft it with 4 slabs. A crafting table is made of 4 blocks of planks. All 4 slabs have to be the same: 4 oak, or 4 spruce, or 4 stone, etc. It works with all slabs in vanilla Minecraft. The countertop has the same texture as the slabs you made it from. This also works with netherbrick and the new slab introduced with 1.5: quartz. The countertop has the grid from a crafting table, but not the cloth or corners. And you can craft anything that you can on a crafting table.
A cupboard works like a chest. Place 2 cupboards side-by-side to make a large cupboard. But instead of a lid that opens on top, the cupboard has a door that opens in front. So the block in front has to be non-opaque, the block above can be anything. This means you can stack cupboards all the way to the ceiling. And you can place a countertop on top of a cupboard. As a visual feature, the handle on a cupboard door appears near the top if the block beneath is opaque (such as a floor). The handle appears near the bottom if the block below is transparent (such as air, countertop, or another cupboard).
I had cupboards working for Minecraft 1.4.7, but there are a few more features I want to bundle with this mod. Minecraft 1.5 added a trapped chest, so I added a trapped cupboard. Already tested, it works. However, with 1.5 there are a couple new visual bugs. When you turn so the north or west end of a large chest is no longer in view, then the south or east end disappears. The cupboard is still there, if you turn to face it the cupboard comes back. It's a visual thing only. And the back of the left side of a double cupboard does not show. You can see right into the cupboard. If you place the cupboard against a wall you won't see that, but still it's a bug. I've compared to the Minecraft 1.5 code for a chest, it's the same. This doesn't happen with a chest. So I don't know what's going on.
Booze: I made a distillery. However, I want to make a top for the distillery. This will be a 2 block object, the bottom block will work like a furnace, but you right-click with empty bottles to fill those bottles, just like a carboy. The top will just be for show. But the bottom block won't operate unless the top block is sitting on it. So far it makes whiskey, scotch, and brandy. And I introduces "mash", made with twice as much malted grain, but no bittering agent at all. So no hops. But mash produces twice as many bottles of whiskey as distilling beer, ale, or stout. Mash produces as many bottles of whiskey as wine produces brandy. It's about alcohol content.
Booze works single-player, but it still needs some work for a server. So for now the posted file is still for Minecraft 1.4.7
each mod now has a config file. You can change the number of veins of ore per chunk that it will attempt to generate when a new chunk is generated. I said "attempt", if rules for the ore do not permit placing at that location, it still won't. You can also change blocks per vein, generate height, chance a chunk will have any garlic, and how many garlic plants to place. Booze mod will let you config fermentation time (in ticks, 1000 ticks per minecraft hour = 50 seconds game play), as well as chance and number of plants for heather, grape vines, and hop vines.
each game has an "mcmod.info" file. When you start Minecraft with Forge installed, there's a "Mods" button. This provides a list of all mods loaded, its version, a brief description, who wrote it, and a logo.
harvesting a garlic plant gives you one garlic bulb. Place that bulb on crafting table or crafting box to break it into 6 cloves. Each clove can be planted or eaten. When harvesting garlic, there was no chance of additional cloves. Now if you harvest with a tool that has "fortune" enchantment, there's a chance you will get extra cloves.
Or do you have a quarrel with Bioxx?
Additionally, I have come across the theory that aluminum was one of the metals Mythril may have been based off of-but making rutile into aluminum is not a simple task, and native aluminum ore is rarer than hen's teeth.
Rutile is titanium dioxide. Smelt that at extreme temperature to get titanium metal. How would you get aluminum out of that?
Aluminum today is usually made from bauxite. That only occurs in a tropical rain forest. That could be done in a jungle biome. Bauxite is a type of soil, completely depleted of plant nutrients by the trees and other plants. What's left is hydrated aluminum oxide, silicon dioxide (sand), iron oxide, and some dirt. Since it's produced by plants, it should generate near the surface, similar to clay but replacing dry soil in a jungle biome. Bauxite is processed with caustic soda (sodium hydroxide), then drawn off and neutralized with carbon dioxide gas. This causes aluminum hydroxide to precipitate out. That has to be calcinated (baked at high temperature, but not melted or smelted). That leaves aluminum oxide. Turning that into aluminum metal takes a lot of electricity, and an aluminum-fluoride-sodium mineral called cryolite. That mineral is extremely rare, first found in Greenland. Although small quantites do exist elsewhere, you could have the game generate only in ice planes. Ironically, cryolite is white. Of course processing takes some rather modern technology.
I made a PowerPoint presentation for the Mars Society showing how to use anorthite or bytownite minerals as aluminum ore. Basically reverse the pH. Instead of using strong alkali, use equally strong acid. The idea is to dissolve aluminum, then neutralizing pH to precipitate. Instead of using CO2 gas which dissolves in water to becomes carbonic acid (mild acid), use ammonia gas (mild alkali). Once aluminum hydroxide precipitates, everything else is the same. Bytownite has been identified as a major part of Mars soil; it's everywhere. Well, after I wrote that, I found a website that described an aluminum mine in Sweden. They were already doing it. So I have re-invented the wheel. At least my idea to recycle anodes is unique. Anorthite and bytownite are types of plagioclase feldspar (stone), and very pure. They're the only feldspar that dissolves in hydrochloric acid. But again, all this is very modern.
My understanding is TerraFirmaCraft is closed-source. So we can't write mods for it.
This is also preparation for Minecraft 1.5, the Redstone Update. That introduces the hopper. A hopper can be used to feed ore and/or fuel into a furnace. And the hopper can be controlled by redstone signal. This can be used for a trap. A hopper can feed material into a furnace, causing it to produce toxic gas. That gas can be used as a trap. A hopper beside a furnace will feed into the fuel slot. A hopper above a furnace feeds into the ore slot. This means a hopper immediately above a furnace will be common, so gas must come out somewhere else.
Note: If using toxic gas for a trap, one common means to escape is to dig under the gas. A 2 block high room will contain gas so players and mobs walk into the gas. A floor of Obsidian, End Stone, or Bedrock will either prevent digging down, or slow digging long enough for toxic gas to have effect.
Also, tools can be made from arsenical bronze, not antimonal bronze.
Looking at molotov cocktails. That is, the distillery will make brandy, whiskey, scotch, rum, vodka. When thrown, they produce splash damage. Any mobile entity splashed will catch on fire for the same duration as a small fireball. Area effect, splash radius the same as a thrown potion. At this point not sure how to drink vs throw.
::Edit:: Currently distilled booze only available in creative mode.
Place a bottle of distilled beverage on the crafting table or crafting box, together with a piece of cheesecloth. The output becomes throwable. For example, whiskey becomes "throwable whiskey". The graphic changes: instead of a cork in the bottle, there's a rag. À la molotov cocktail. There aren't any rags in this game, and the only cloth this mod introduces is cheesecloth. If you right click a distilled beverage, you drink it. If you right click a "throwable" distilled beverage, you throw it. You can place a throwable beverage alone in the crafting box, it turns back into a regular beverage. I haven't figured out how to get two different items to appear in the output, so for now when you do this you lose your cheesecloth. But one block of wool becomes 32 pieces of cheesecloth, so they're cheap.
I appreciate the suggestion. I looked up Orichalcum, it's copper/arsenic/antimony alloy with other metals mixed in. The gold colour version has iron. The image from the first page of this topic is the iron version, with small crystals of chalcopyrite beneath, which is copper iron pyrite. Pure iron pyrite is iron sulphide, also known as fools gold. Orichalcum was used by Minoan Greeks as currency, second in value only to gold. Romans didn't know how to make arsenical bronze, or any bronze with antimony. They didn't know how to make Orichalcum, gold coloured or otherwise. They had a wild guess that it included gold, but it didn't. The tradition of gold coloured coins that don't contain any gold continues to this day. The Canadian one dollar coin is called "Loonie" because it has the image of a bird called a Loon. The original Loonie was made of 92% copper/ 6% aluminum/ 2% nickel alloy. They later changed to iron coated in bronze, but the Toonie (two dollar coin) has a centre that is still copper/aluminum/nickel alloy. That alloy looks like gold, but don't have any gold.
I'm working on a complimentary mod: Steel. It will include a blast furnace to smelt iron ore to pig iron. And a Bessemer convert to convert pig iron to steel. That will be stronger than iron, but not quite as strong or as many uses as Mithril. That mod will also introduce vanadium stainless steel, which requires a few ores. That one will be stronger and more uses that Mithril. Armour strength second only to diamond. I was thinking of 300 uses for steel, and 600 for Vasco wear steel. Formulation for that alloy comes from a sword smith book, so it's real. But those numbers were plucked out of thin air, just something higher than Mithril but less than diamond. You think I should bump up uses for Vasco wear steel a bit?
-submitted by ButtonPusher, original designer of proof-of-concept Alpha Omega 1.6.4 modpack (400+ mods)-
title screen at 10 minutes into video - http://www.twitch.tv/button_pusher_/v/49042838
I haven't written the mods for Bukkit. I would like to be part of the rewards program, and a friend set up a bukkit server so I can develop for it, but for now the mods only work on a Forge server. Bukkit requires I rewrite my mods with their SDK.
My current problem is installing more than one of my mods creates discrepancies. Ordinal numbers of several items keep changing, and discrepancies between server and client prevent the client from connecting. Not item numbers, ordinal numbers. I can install all mods on a client and run in single-player mode. I can install all mods and log onto a Bukkit server, the mods just have no effect. I can install any one mod on a Forge server. But more than one mod on a Forge server produces discrepancies. I can run with all mods in the development environment, running Forge on both client and server. That produces a message with the same discrepancies, but the development environment lets me log on anyway.
BUTTONPUSHER: Thank you for the offer. I'll take you up on that. But first I want to resolve the discrepancy problem.
This is a bug fix. If a furnace had the block above blocked, it would emit toxic gas from the front. This is intended. But for some orientations, the toxic gas would not stop when the furnace stopped. This is now fixed.
Added "bubble" particles to the brew pot. Now when it's "cooking", not only does it have flame and smoke particles from the furnace bottom, the liquid in the pot has bubbles. The bubbles stop when the brew pot stops burning fuel.
Bugs detected:
Fixed the bugs mentioned above. Now everything works. Yup, it works on a Forge server.
(This required packets to send the additional fields from server to client. That should have been handled by Forge itself, this is rather fundamental to any mod. Grumble grumble grumble.)
Also...
How exactly do you install it onto the server?
First install Forge on your server. Then download my mod, and copy it to the "mods" folder on your server. When you install Forge, it will create the "mods" folder. When you start Minecraft with Forge, it will activate all mods in the "mods" folder.
The Mithril mod is a little more involved. The .zip file for each mod includes a text file with installation instructions. Read those instructions, follow them. It includes a link to download Forge server. If you have any further questions, you can always post them here.
This includes support for the hopper. And yes, I tested it. Placing a hopper is tricky, if you right-click the furnace with a hopper in your hand, it'll just open the GUI for the furnace. To place a hopper you have to first place a solid block where you want the furnace to go (such as soil), then place the hopper, then place remove the soil and place a furnace. This is true for Minecraft 1.5, it doesn't have anything to do with my mod. You see, the hopper empties into whatever block you clicked on when you place it. The spout stays in that direction, when you remove the block of soil (or whatever).
If you want a poison gas trap, place a hopper beside the furnace. Again, place a block of soil or stone or whatever first, so the hopper spout will point to it. Place several blocks of tennantite ore in the top slot of the furnace, but no fuel. Place fuel (such as one coal) in the hopper. But first wire up a redstone circuit. If the hopper does not receive a redstone signal, it will empty through its spout. If it does receive a redstone signal, it won't. So set up the trap to turn off the redstone signal to the hopper. As soon as it does so, the coal will load into the furnace causing it to start smelting. That will produce poison gas. To ensure players have to breathe the gas, build the room with a ceiling only 2 blocks high. That way they can't just duck under the gas. And make the floor out of something very hard to dig into, such as obsidian or ender stone. Or if you want to be really nasty, make the floor a single block thick and easy to mine, but a lake of lava beneath. So they have a choice: death by poison gas or death by lava.
Or just mine the new ore for mithril armor and weapons.
I've also been working on updating my other mods. The kitchens mod has countertops and cupboards. A countertop is a 1/8 height slab, with the same GUI as a crafting table. You craft it with 4 slabs. A crafting table is made of 4 blocks of planks. All 4 slabs have to be the same: 4 oak, or 4 spruce, or 4 stone, etc. It works with all slabs in vanilla Minecraft. The countertop has the same texture as the slabs you made it from. This also works with netherbrick and the new slab introduced with 1.5: quartz. The countertop has the grid from a crafting table, but not the cloth or corners. And you can craft anything that you can on a crafting table.
A cupboard works like a chest. Place 2 cupboards side-by-side to make a large cupboard. But instead of a lid that opens on top, the cupboard has a door that opens in front. So the block in front has to be non-opaque, the block above can be anything. This means you can stack cupboards all the way to the ceiling. And you can place a countertop on top of a cupboard. As a visual feature, the handle on a cupboard door appears near the top if the block beneath is opaque (such as a floor). The handle appears near the bottom if the block below is transparent (such as air, countertop, or another cupboard).
I had cupboards working for Minecraft 1.4.7, but there are a few more features I want to bundle with this mod. Minecraft 1.5 added a trapped chest, so I added a trapped cupboard. Already tested, it works. However, with 1.5 there are a couple new visual bugs. When you turn so the north or west end of a large chest is no longer in view, then the south or east end disappears. The cupboard is still there, if you turn to face it the cupboard comes back. It's a visual thing only. And the back of the left side of a double cupboard does not show. You can see right into the cupboard. If you place the cupboard against a wall you won't see that, but still it's a bug. I've compared to the Minecraft 1.5 code for a chest, it's the same. This doesn't happen with a chest. So I don't know what's going on.
Booze: I made a distillery. However, I want to make a top for the distillery. This will be a 2 block object, the bottom block will work like a furnace, but you right-click with empty bottles to fill those bottles, just like a carboy. The top will just be for show. But the bottom block won't operate unless the top block is sitting on it. So far it makes whiskey, scotch, and brandy. And I introduces "mash", made with twice as much malted grain, but no bittering agent at all. So no hops. But mash produces twice as many bottles of whiskey as distilling beer, ale, or stout. Mash produces as many bottles of whiskey as wine produces brandy. It's about alcohol content.
Booze works single-player, but it still needs some work for a server. So for now the posted file is still for Minecraft 1.4.7