So a question (just out of curiosity), how upset would you guys be if I were to combine the 3 mods into one large one? The upsides would be that I can do more incredible things without having to make my own API (which I would end up spending hours on, because I have absolutely no idea how to). Of course there would be configuration files still to disable generation of anything I add, so if you really just wanted ruins you could disable the rest.
I agree with this idea and think that it would be for the best to have the mods become one. The api may be a bit difficult to make since you have never made one it would be a good idea to ask is other modders that have had experience in this area would be willing to help you out on that. Maybe ask Azanor or King Lemming on that subject.
I agree with this idea and think that it would be for the best to have the mods become one. The api may be a bit difficult to make since you have never made one it would be a good idea to ask is other modders that have had experience in this area would be willing to help you out on that. Maybe ask Azanor or King Lemming on that subject.
Alright, well since you guys seem to be alright with it, I believe I will make it a combo-mod now. We'll see though.
Also, I had a (possibly) wonderful idea: mysticworld. A separate mod, making its own world type that is like a normal world but only spawns my ores in the overworld and nether, only spawns my structures (no ravines/ mineshafts/strongholds/villages), and uses custom biomes that me and allstar602 (another coder that I work with) would work on. How does this sound? I thought it had a lot of potential, and I think it can turn out pretty amazingly!
Alright, well since you guys seem to be alright with it, I believe I will make it a combo-mod now. We'll see though.
Also, I had a (possibly) wonderful idea: mysticworld. A separate mod, making its own world type that is like a normal world but only spawns my ores in the overworld and nether, only spawns my structures (no ravines/ mineshafts/strongholds/villages), and uses custom biomes that me and allstar602 (another coder that I work with) would work on. How does this sound? I thought it had a lot of potential, and I think it can turn out pretty amazingly!
Sounds interesting, as long as you do keep it separate from the Mystic mods. I only say that because I find that the way Minecraft handles custom dimensions causes unnecessary lag even if you don't enter the dimension. I'd hate to lose the Mystic stuff if I found that I was unable to run your mod with the new dimension.
so will this work for 1.5.2? I know some mods from 1.5.1 do but I dono if this mod will be updated soon or not bc there are no posts from recent dates lol
so will this work for 1.5.2? I know some mods from 1.5.1 do but I dono if this mod will be updated soon or not bc there are no posts from recent dates lol
I just tried them with a fresh install of 1.5.2 and the latest Forge with no other mods and they seem to be working just fine.
I just tried them with a fresh install of 1.5.2 and the latest Forge with no other mods and they seem to be working just fine.
Eeeexcellent, things are working as planned! I've been busy making my new world type, as well as awesome other stuff in regards to worldgen, bushes, and other mystical madness!
I'm the guy who suggested grim3212 update this mod, and since he's not updating it anymore, i'm glad someone else decided to keep it going! Thanks in advance!
Also, is the bug with ruins spawning in the Nether fixed? I'm too lazy to explore for an hour and check.
I'm the guy who suggested grim3212 update this mod, and since he's not updating it anymore, i'm glad someone else decided to keep it going! Thanks in advance!
Also, is the bug with ruins spawning in the Nether fixed? I'm too lazy to explore for an hour and check.
Yes, to ensure compatibility with other dimensions/dimension adding mods, it ONLY spawns in the overworld and ONLY in Normal/Large Biome world types
Just wanted to keep you guys in the know, me and allstar602 are working on MysticWorld, and we've decided (and completed) a few things:
1. MysticWorld will require the other 3 Mystic mods
2. MysticWorld will be adding the armor I've been requested for who knows how long
3. We've started on new (and MysticWorld exclusive) bushes, ores, and wands. Wands are looking awesome, we'll also be adding 3D Models to them very soon
4. With MysticWorld installed, the vanilla world type will NOT be accessible, nor will I make that a config. MysticWorld is a mystical rewrite of minecraft, so vanilla item/tool recipes may be removed.
5. MysticWorld will hopefully still be compatible with all other mods, including IC2/Thaumcraft. I hope to still run that portion of the world generation code that these mods use to get the ores/trees/plants in, and you should hopefully be able to see those ores in there (can't guarantee any structures i.e. Thaumcraft dungeons/Ars Magica structures).
Sorry for the wall of text, but hopefully this excites you guys!
Hey Jose, I was wondering if you might consider changing the names of Adamantine and Mithril to Titanite and Mythicite respectively? I suggest this because a lot of bigger ore mods like Metallurgy and Simple Ores already supply those ores and I feel that Mythic Mods adds more supplementary materials and I feel could mesh well with other mods.
Didn't want you guys to think I had forgotten about ya'll, I've been quite busy modding lately! Here's what I've been up to:
1. Mystic World: plans have changed some, we're working on wands and armor at this very moment, but we're no longer doing a custom world type, we're simply adding a few nice looking biomes, a few new surface stones used in the crafting of wands, as well as a wide variety of bushes, all yielding fruit (with the same name) and a random potion effect, so good luck! I've also finished adding my own villager with his own trades and house, and hope to add a variety of plants and crops as well as a few mobs!
2. Mystic Ruins: Treasure Chests are now gone (be warned, existing ones will be deleted if you update your world to this upcoming version). They have been replaced with vanilla chests with a loot table similar to the one before, but the frequency of chests has been much reduced. I have also added a new type of overworld ruin that is similar to the cobble/mossy cobble one, but is instead the stonebrick variety of said blocks. You will also find a variety of spawners in ruins, so let's pump up the adventure!
3. All Mystic Mods config files have been relocated from the /config directory to the /config/MysticMods, so when you update, be sure to move your existing configs into there or else there's no telling what tragic things could happen to existing worlds! I am also reworking the external mod support like IC2's, so don't worry bout it!
Hope this all seems promising! Keep in mind, to have Mystic World, you will need to have Mystic Stones and Mystic Ores, or else you will not succeed in launching once all these updates do come out!
I agree with this idea and think that it would be for the best to have the mods become one. The api may be a bit difficult to make since you have never made one it would be a good idea to ask is other modders that have had experience in this area would be willing to help you out on that. Maybe ask Azanor or King Lemming on that subject.
Alright, well since you guys seem to be alright with it, I believe I will make it a combo-mod now. We'll see though.
Also, I had a (possibly) wonderful idea: mysticworld. A separate mod, making its own world type that is like a normal world but only spawns my ores in the overworld and nether, only spawns my structures (no ravines/ mineshafts/strongholds/villages), and uses custom biomes that me and allstar602 (another coder that I work with) would work on. How does this sound? I thought it had a lot of potential, and I think it can turn out pretty amazingly!
Sounds interesting, as long as you do keep it separate from the Mystic mods. I only say that because I find that the way Minecraft handles custom dimensions causes unnecessary lag even if you don't enter the dimension. I'd hate to lose the Mystic stuff if I found that I was unable to run your mod with the new dimension.
I just tried them with a fresh install of 1.5.2 and the latest Forge with no other mods and they seem to be working just fine.
Eeeexcellent, things are working as planned! I've been busy making my new world type, as well as awesome other stuff in regards to worldgen, bushes, and other mystical madness!
Enchantibility is on the chart already, but mining speed is as follows:
2.0 = wooden pickaxe speed
4.0 = stone pickaxe speed
6.0 = iron pickaxe speed
8.0 = diamond pickaxe speed
12.0 = gold pickaxe speed
My tools:
Verdite: 5.0
Mithril: 7.0
Adamantine: 10.0
Iridium: 12.0
Obsidian: 4.0
Bloodstone: 16.0
Also, is the bug with ruins spawning in the Nether fixed? I'm too lazy to explore for an hour and check.
Yes, to ensure compatibility with other dimensions/dimension adding mods, it ONLY spawns in the overworld and ONLY in Normal/Large Biome world types
1. MysticWorld will require the other 3 Mystic mods
2. MysticWorld will be adding the armor I've been requested for who knows how long
3. We've started on new (and MysticWorld exclusive) bushes, ores, and wands. Wands are looking awesome, we'll also be adding 3D Models to them very soon
4. With MysticWorld installed, the vanilla world type will NOT be accessible, nor will I make that a config. MysticWorld is a mystical rewrite of minecraft, so vanilla item/tool recipes may be removed.
5. MysticWorld will hopefully still be compatible with all other mods, including IC2/Thaumcraft. I hope to still run that portion of the world generation code that these mods use to get the ores/trees/plants in, and you should hopefully be able to see those ores in there (can't guarantee any structures i.e. Thaumcraft dungeons/Ars Magica structures).
Sorry for the wall of text, but hopefully this excites you guys!
But why not make your Mystic World a dimension a la Twilight Forest that ppl could travel to rather than a whole world changer?
1. Mystic World: plans have changed some, we're working on wands and armor at this very moment, but we're no longer doing a custom world type, we're simply adding a few nice looking biomes, a few new surface stones used in the crafting of wands, as well as a wide variety of bushes, all yielding fruit (with the same name) and a random potion effect, so good luck! I've also finished adding my own villager with his own trades and house, and hope to add a variety of plants and crops as well as a few mobs!
2. Mystic Ruins: Treasure Chests are now gone (be warned, existing ones will be deleted if you update your world to this upcoming version). They have been replaced with vanilla chests with a loot table similar to the one before, but the frequency of chests has been much reduced. I have also added a new type of overworld ruin that is similar to the cobble/mossy cobble one, but is instead the stonebrick variety of said blocks. You will also find a variety of spawners in ruins, so let's pump up the adventure!
3. All Mystic Mods config files have been relocated from the /config directory to the /config/MysticMods, so when you update, be sure to move your existing configs into there or else there's no telling what tragic things could happen to existing worlds! I am also reworking the external mod support like IC2's, so don't worry bout it!
Hope this all seems promising! Keep in mind, to have Mystic World, you will need to have Mystic Stones and Mystic Ores, or else you will not succeed in launching once all these updates do come out!