ive got to say, i love your mod. its very nicely done.
one thing though. your ore berry bushes are going a little bit crazy in the twilight forest. i dont kow, if its intended, but im not even kidding. theyre everywhere. i just ran around for 20 minutes and have 2 stacks of iron oreberry bushes in my inventory.
now, i love renewable resources, but considering what they do for you, supplying you with a basically unlimited amount of metals (especially with a little bit of automation), they should be much harder to achieve. like bossdrop level hard (at least the gold ones, the other ones maybe dungeon loot).
and instead of spreading, maybe they should just grow into a stack of 3, like shugar canes. would prevent them from overgrowing everything.
Today's goal is to clean up all the inconsistencies and make a new stable version. All this worldgen is lovely and everyone should get to experience it.
Optical: I am not worried about Aether II because it's probably not going to come out in this century. My armor gui doesn't override the vanilla one either.
FryoKnight: Oreberry bushes growing on top of water is odd. I'll have another look at it later.
AnimaPower9: The books don't exist in 1.4.7. A lot has changed since then.
DarkLightz: I've noticed moss doing funny things too.
Shurhaian: I might have it just pull from a regular chest.
The research I've done for armor shows a different crafting method for cloth, leather, and metal armor. I'm not sure how armor will be created yet, but it won't be at the tool station.
ObsidianWalker: There is little chance of breaking saves, but worldgen has changed.
Coolgazaboi: Oreberry bushes need to be placed in darkness.
IStoneI, thegucky: They're wreaking havoc all over everything. I'm making them overworld-only instead of in every dimension that can support them.
The nuggets aren't turning into anything when I craft 9 of them... (except gold)
You might need to update to a newer version; I had that issue, but recent versions fixed it.
@mDiyo, a few oddities I've noticed - first, saplings can't be burned as fuel, whereas vanilla saplings can (for the same value as a stick), leading to an eventual glut of saplings; second, although I could not dig out gold gravel with a stone shovel (much slower than my fists - I didn't have the patience to see if it would drop but I assumed it wouldn't, at that speed), I could use my fists just fine (albeit as slowly as ever for gravel ores). Seems like either any shovel should work, or a lack of shovel shouldn't.
For the armors, I'm suddenly envisioning a big-ish table of some kind, maybe 2x2, as a work surface. Want to use leather? Attach a tanning rack. Cloth? A loom. Metal, you might use the smeltery to get the pieces, and assemble at this table. Though with how the mod's been so far, whatever you come up with will probably be intriguing.
I thought oreberries were only supposed to grow underground now? I'm using dev build 17 and I see a couple oreberry bushes attached to trees or under them, just a couple. Might be something goofy on my end, but I'm pretty sure I never had a previous version that had oreberry bushes and also sure I went into new, previously ungenerated chunks. I can try to snap pics so you can see if you'd like.
What's happening? I've not tried village building with TC yet, and would love to know what was giving you problems. How does TC affect villages?
It's not guck trying to build villages, but TC structures and houses are spawning in villages. I found one village that had two smelteries set up nearly fully ready to go, and a bunch of houses that had every TC table set up to use.
It's pretty cool, but I can see how some people would find it "invasive."
Sorry if i'm getting annoying, but i need a quick answer, and i know there are probably people with more urgents problems, but if anybody can tell me the answer to these questions i'll be very grateful, i'm probably gonna need to craft the first manual, and i've read of people wich can't in the stable build while those on the dev one can, while i've read of a lot of bugs and glitch on the dev one, so if anybody could tell me what's the best choice i'll grateful.
Edit:almost forgot, is an an add-on for TC3 thaumic elements in the mod possible/planned?
All the books should give you all the info you need. Not sure if you don't get the books automagically like you're supposed to now since I just started using the latest dev versions, but I'm sure you can just craft them. If they don't tell you everything, they should definitely point you on your way.
We're coming up on a new stable version. This is the first release candidate; there shouldn't be any bugs or problems, but if there is I'd like to know ahead of time.
Darthrafael: Double Jump Boots.
ObsidianWalker: The dev version should be stable in a day or two. Thaumcraft support is planned, I just need a bit of time to work things out.
Pelirow: They grow mostly underground in caves. There's a few on the surface, I don't really mind.
thegucky: The limit is now 3 houses and 1 incomplete smeltery. I might turn the houses down to 2 if it's still a problem. I suppose I can add a config setting to disable them...
ObsidianWalker: You should get the manual the first time you go into a world with TConstruct regardless of old world status.
The first manual has had a crafting recipe for some time. It's in 1.2f at least.
I'm currently using a smeltery as my main ore-doubler-machine and I just ran into a problem where I can't smelt silver or lead. Do you know how well you can add some compatibility with these ores. Thank you.
When I run Minecraft with FTB I get this error http://pastebin.com/t1axMWAu
I'm using the Ultimate Pack and I added TConstruct and changed the IDs to work with FTB (using 1.4.7 btw)
Now that I've put my jaw back up, I'd like to say that is going to be sweet! I really like where this mod is going. It also sounds like you're going to be doing some good with those villagers, too. I gotta give you props for deciding to add buildings, for some reason nobody ever does that. I will make one suggestion: Removing the vanilla farms and adding in ones with the max efficiency from one water block, along with bordering fences and fence gates with torches for light. A bit hefty though, up to you to consider
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Changing the IDs to something lower than 4095 worked but my NEI doesn't show any items and I get this error http://pastebin.com/JQQLTPWg
Also I checked the unused IDs and the IDs I assigned TConstruct to they are not in use by it.
Pelirow: They grow mostly underground in caves. There's a few on the surface, I don't really mind.
Nor do I! I think they look great; they add some subtle ambient vibes that makes MC feel a bit more unique. I just thought your bushes were supposed to be completely underground so I wasn't sure if it was a bug or not, thus I reported it.
Looking forward to the stable release, you've been putting together some great updates!
Random question: I've seen your unique berries from Natura, although I've yet to play with them. Any thoughts about some fun cross-mod interactivity between ore berries and your funky berries? Perhaps enhanced funky berries, or ore berries that grow better with Natura berries infused in them. Just throwing a random idea out there.
Great work man, you really seem to be enjoying yourself! I remember a ways back reading/hearing about you feeling burned out or just disinterested in modding. You sure seem to have your creative juices back.
one thing though. your ore berry bushes are going a little bit crazy in the twilight forest. i dont kow, if its intended, but im not even kidding. theyre everywhere. i just ran around for 20 minutes and have 2 stacks of iron oreberry bushes in my inventory.
now, i love renewable resources, but considering what they do for you, supplying you with a basically unlimited amount of metals (especially with a little bit of automation), they should be much harder to achieve. like bossdrop level hard (at least the gold ones, the other ones maybe dungeon loot).
and instead of spreading, maybe they should just grow into a stack of 3, like shugar canes. would prevent them from overgrowing everything.
There would be the blade and the handle.
Optical: I am not worried about Aether II because it's probably not going to come out in this century. My armor gui doesn't override the vanilla one either.
FryoKnight: Oreberry bushes growing on top of water is odd. I'll have another look at it later.
AnimaPower9: The books don't exist in 1.4.7. A lot has changed since then.
DarkLightz: I've noticed moss doing funny things too.
Shurhaian: I might have it just pull from a regular chest.
The research I've done for armor shows a different crafting method for cloth, leather, and metal armor. I'm not sure how armor will be created yet, but it won't be at the tool station.
ObsidianWalker: There is little chance of breaking saves, but worldgen has changed.
Coolgazaboi: Oreberry bushes need to be placed in darkness.
IStoneI, thegucky: They're wreaking havoc all over everything. I'm making them overworld-only instead of in every dimension that can support them.
sd768safn438ff: Scythes, tier 2 tools.
Cus it's for the boots. I think. Possibly. Something to do with armor, at least.
@mDiyo, a few oddities I've noticed - first, saplings can't be burned as fuel, whereas vanilla saplings can (for the same value as a stick), leading to an eventual glut of saplings; second, although I could not dig out gold gravel with a stone shovel (much slower than my fists - I didn't have the patience to see if it would drop but I assumed it wouldn't, at that speed), I could use my fists just fine (albeit as slowly as ever for gravel ores). Seems like either any shovel should work, or a lack of shovel shouldn't.
For the armors, I'm suddenly envisioning a big-ish table of some kind, maybe 2x2, as a work surface. Want to use leather? Attach a tanning rack. Cloth? A loom. Metal, you might use the smeltery to get the pieces, and assemble at this table. Though with how the mod's been so far, whatever you come up with will probably be intriguing.
It's not guck trying to build villages, but TC structures and houses are spawning in villages. I found one village that had two smelteries set up nearly fully ready to go, and a bunch of houses that had every TC table set up to use.
It's pretty cool, but I can see how some people would find it "invasive."
All the books should give you all the info you need. Not sure if you don't get the books automagically like you're supposed to now since I just started using the latest dev versions, but I'm sure you can just craft them. If they don't tell you everything, they should definitely point you on your way.
Darthrafael: Double Jump Boots.
ObsidianWalker: The dev version should be stable in a day or two. Thaumcraft support is planned, I just need a bit of time to work things out.
Pelirow: They grow mostly underground in caves. There's a few on the surface, I don't really mind.
thegucky: The limit is now 3 houses and 1 incomplete smeltery. I might turn the houses down to 2 if it's still a problem. I suppose I can add a config setting to disable them...
ObsidianWalker: You should get the manual the first time you go into a world with TConstruct regardless of old world status.
The first manual has had a crafting recipe for some time. It's in 1.2f at least.
http://pastebin.com/t1axMWAu
I'm using the Ultimate Pack and I added TConstruct and changed the IDs to work with FTB (using 1.4.7 btw)
boomshroom1: I plan to add silver soon. If some other mod author wants to add their own molten lead, they can.
RelieveTheMind: Block IDs only go up to 4095. Set them a bit lower.
Now that I've put my jaw back up, I'd like to say that is going to be sweet! I really like where this mod is going. It also sounds like you're going to be doing some good with those villagers, too. I gotta give you props for deciding to add buildings, for some reason nobody ever does that. I will make one suggestion: Removing the vanilla farms and adding in ones with the max efficiency from one water block, along with bordering fences and fence gates with torches for light. A bit hefty though, up to you to consider
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
http://pastebin.com/JQQLTPWg
Also I checked the unused IDs and the IDs I assigned TConstruct to they are not in use by it.
I just wanted armor that can never break break, and this is what you give me.
You really enjoy overkill don't you?
Nor do I! I think they look great; they add some subtle ambient vibes that makes MC feel a bit more unique. I just thought your bushes were supposed to be completely underground so I wasn't sure if it was a bug or not, thus I reported it.
Looking forward to the stable release, you've been putting together some great updates!
Random question: I've seen your unique berries from Natura, although I've yet to play with them. Any thoughts about some fun cross-mod interactivity between ore berries and your funky berries? Perhaps enhanced funky berries, or ore berries that grow better with Natura berries infused in them. Just throwing a random idea out there.
Great work man, you really seem to be enjoying yourself! I remember a ways back reading/hearing about you feeling burned out or just disinterested in modding. You sure seem to have your creative juices back.