The Painterly Pack supports the old version of the Mystic Mods, but it doesn't work with this new version. Still, I managed to edit the sprites file and get some Painterly textures in there.
I shot Rhodox an e-mail about supporting the new version. Maybe if more people do the same, the Painterly Pack would support it again?
EDIT: I have ThaumCraft 2 and RedPower 2 installed as well, and I think they work well together. It makes mining through the earth much more interesting than vanilla Minecraft.
If you like that I'd suggest checking out Underground Biomes and Wild Caves 3. Makes the underground gorgeous.
The Painterly Pack supports the old version of the Mystic Mods, but it doesn't work with this new version. Still, I managed to edit the sprites file and get some Painterly textures in there.
I shot Rhodox an e-mail about supporting the new version. Maybe if more people do the same, the Painterly Pack would support it again?
EDIT: I have ThaumCraft 2 and RedPower 2 installed as well, and I think they work well together. It makes mining through the earth much more interesting than vanilla Minecraft.
Well, if Rhodox says no, I'd be happy to make a few patches for 16/32x texture packs by myself, I'm pretty good at taking a texture and modifying it to my needs, I mean, the new gem textures (the item and ore) were made by me by hand, and they aren't too impressive now are they? D:
Well, if Rhodox says no, I'd be happy to make a few patches for 16/32x texture packs by myself, I'm pretty good at taking a texture and modifying it to my needs, I mean, the new gem textures (the item and ore) were made by me by hand, and they aren't too impressive now are they? D:
Rhodox replied to my mail with an answer. He said that he'd look into it for 1.5, but the way you structured it now is much different from the original. On the bright side, I managed to cobble together a small redux of the sprites.png file with Painterly images. I was also wondering if you had any plans to add blocks made of the metals? Adamantine blocks could be just as blastproof as obsidian, maybe more so.
Wait, why didn't you just use the old images from the original mod?
EDIT: Some new armors would be cool too, made out of the more powerful materials.
The search function didn't give me any results, so I apologize if this has been asked before, but are the gemstone and ore reinforced bricks craftable?
Rhodox replied to my mail with an answer. He said that he'd look into it for 1.5, but the way you structured it now is much different from the original. On the bright side, I managed to cobble together a small redux of the sprites.png file with Painterly images. I was also wondering if you had any plans to add blocks made of the metals? Adamantine blocks could be just as blastproof as obsidian, maybe more so.
Wait, why didn't you just use the old images from the original mod?
EDIT: Some new armors would be cool too, made out of the more powerful materials.
I didn't use the old images because of 1 of 2 reasons: 1. Spritesheets are nicer in my opinion and 2. Users have requested changes.
As far as armors, I don't plan on adding them, I don't see the point. Just use the iron/diamonds you save by not having to use them for tools.
The search function didn't give me any results, so I apologize if this has been asked before, but are the gemstone and ore reinforced bricks craftable?
I haven't posted the recipes (because I fail) so it's not your fault, but yes! The recipe is like so:
Replace mithril with any gem/ingot (not iridium nuggets however) to craft these. They are not uncraftable, so be careful! Also, I will have a more official recipe listing for these, that'll come out with the next update. As of now, i'm working on creative tabs for everything as well as a few bugfixes and code cleanup!
Thanks for the fast response! Now I can start building with my piles and piles of Verdite.
Absolutely Just as a note, starting this Friday, I will be off for over 10 days, so if anyone has any features they'd like to suggest, please do so now so I can get started on Friday!
If armors aren't going to be done, then I guess my only suggestion would be the blocks of metal or gems. Building a castle out of Iridium blocks would be awesome.
If armors aren't going to be done, then I guess my only suggestion would be the blocks of metal or gems. Building a castle out of Iridium blocks would be awesome.
Iridium Blocks for Iridium Nuggets? Perhaps it may be considered. Otherwise, try out the reinforced bricks, that's exactly what they were meant for-- building!
Alright, been working on code for a while now, wanted to keep you guys in the wrap, so here's what I've done!
Added Creative Tabs for Ores and Stones
Added a Tooltip for reinforced stones to help people out
Added Magical Bags, backpack type things that link to your vanilla enderchest
Changed Loot table for iron and gold treasure chests, plus they drop XP!
Fixed the large dungeons from Ruins. In fact, I apparently never wrote them, so yeah, that took AGES.
FINALLY fixed ore gen, don't know what got into me! I can't code D:
Ores drop XP appropriately
Code optimization
Buildcraft Facades added into the stones portion!
Whaddya guys think? I'll be finalizing code tonight/tomorrow, so expect an update then!
I meant something like the Iron or Gold blocks for storing more material in a smaller space. Nine ingots would make the block and one block would become nine ingots.
I meant something like the Iron or Gold blocks for storing more material in a smaller space. Nine ingots would make the block and one block would become nine ingots.
I didn't want something overdone like that, so I went with my reinforced bricks that cannot be uncrafted. Realistically, if you're playing with my mod(s), after a while my resources are only useful as building blocks.
Or, if you run Thaumcraft, as aspect sources. Verdite is a cheaper source of Metallum than iron, considering the number of things you can use iron for.
Really, that changelog you have going is quite nice! The only thing I'd ask would be a config option for Mystic Ruins' Treasure blocks to use the same loot table as mineshaft/dungeon/etc chests. I don't want to sound like an ungrateful ******* - any loot is good loot - but I'd be more inclined to explore these ruins if I knew I'd get more than half a stack of pumpkins and soul sand for my troubles. A man only needs so many cakes. If it's unbalancing to some, make it a config option and have the 'vanilla' functionality default.
Also I was trying to think of other ways to make the stones and ores.. well.. more 'mystic'. Maybe a way to craft pavers or something that, when walked on, give different bonuses. Walk speed, health or hunger regen, increased jump height, null fall damage. You could also go the other way as well - poisoned floor tiles, no-jump tiles, player/entities do double damage, constant random potion effects a la Mystcraft instability etc. Maybe have some cross-functionality with Mystic Ruins (yet another config option?) that would place these new tiles in your ruins. Makes the peons work a bit harder for the goodies.
Sorry if these ideas have popped up before or have been nixed. I started writing this post this morning but I literally fell asleep at my PC. Loooong week. Looking forward to the new update, and enjoy your weekish off work!
Really, that changelog you have going is quite nice! The only thing I'd ask would be a config option for Mystic Ruins' Treasure blocks to use the same loot table as mineshaft/dungeon/etc chests. I don't want to sound like an ungrateful ******* - any loot is good loot - but I'd be more inclined to explore these ruins if I knew I'd get more than half a stack of pumpkins and soul sand for my troubles. A man only needs so many cakes. If it's unbalancing to some, make it a config option and have the 'vanilla' functionality default.
Also I was trying to think of other ways to make the stones and ores.. well.. more 'mystic'. Maybe a way to craft pavers or something that, when walked on, give different bonuses. Walk speed, health or hunger regen, increased jump height, null fall damage. You could also go the other way as well - poisoned floor tiles, no-jump tiles, player/entities do double damage, constant random potion effects a la Mystcraft instability etc. Maybe have some cross-functionality with Mystic Ruins (yet another config option?) that would place these new tiles in your ruins. Makes the peons work a bit harder for the goodies.
Sorry if these ideas have popped up before or have been nixed. I started writing this post this morning but I literally fell asleep at my PC. Loooong week. Looking forward to the new update, and enjoy your weekish off work!
I love your ideas, just wanted to say that off the bat. I have rebalanced the loot table (take a look at SolemnSoul's post a page or two back to see what I've done), but I am working on making it randomize the dungeon loot chests and mineshaft loot chests, that's still in progress. As far as the mystical block ideas, I LOVE IT. That will likely be conjoined with the 2nd 1.5 update release, the 1st will just be a "port". Meanwhile I hope you guys enjoy the update I'll be releasing tomorrow :3
I assembled a Painterly Pack texture sheet for this mod. It was only meant for personal use- some of my choices for the stones are kinda weird and the netherrack ores are somewhat customized to match my deeper red netherrack- but would anyone be interested in it? Since the Painterly Pack doesn't support it at the moment and all.
Apologies for the double-post, but I've found some kind of problem.
I'm running 46 mods together, including these three, but after much fiddling around I discovered that the Mystic Ores mod is causing the game to hang up when trying to create new worlds and occasionally slow to a halt when generating new chunks in old worlds. Neither error causes the game to crash, though, so I don't have any crash reports. All I can offer is a list of the mods I run, in the order they're "installed" by MagicLauncher:
Audiomod
Forge 6.6.0.518
Mystic Stones 1.3
Mystic Ores 1.3
Mystic Ruins 1.3
Twilight Forest 1.15.4
BigTrees 1.4.6b
Railcraft 6.17.0.0.
Thumcraft 3.0.2
Flat Bedrock Layer
Extrabiomes XL 3.11.0
Single Player Commands V4.5
New Dungeons
Biomes O'Plenty
Calendar V1
Campfire Mod 2.4
Death Chest
Backpacks 1.6.8
Project Bench v1.6
Bibliocraft 1.1.0
More Stackables
Cactuscraft V1
Barrels
Harvestcraft base 1.1
Harvestcraft corn
Harvestcraft grapes
Harvestcraft lettuce
Harvestcraft onion
Harvestcraft peach
Harvestcraft peanut
Pam's Sink Mod 1.0
Amazopack 1.0
Painter's Flower Pot v1.3
Pam's Weee! Flowers 1.01
Randomite V1 1.4.6
Sign tags
Better Blocks & Items
Dungeons & Loot
Fancy fences
Metal Rods
Useful Storage
Recipe Book
OffLawn
Timber!
Optifine D5
For the record, all these mods work together fine without Mystic Ores- I can make new worlds and explore new chunks without any hangups.
TL;DR do I need to change the installation order or is there some kind of conflict or what?
Apologies for the double-post, but I've found some kind of problem.
I'm running 46 mods together, including these three, but after much fiddling around I discovered that the Mystic Ores mod is causing the game to hang up when trying to create new worlds and occasionally slow to a halt when generating new chunks in old worlds. Neither error causes the game to crash, though, so I don't have any crash reports. All I can offer is a list of the mods I run, in the order they're "installed" by MagicLauncher:
For the record, all these mods work together fine without Mystic Ores- I can make new worlds and explore new chunks without any hangups.
TL;DR do I need to change the installation order or is there some kind of conflict or what?
I know exactly what you're talking about, it's not you, your system or your installation, it was my code and the fact that I had 3 files generating the same ore over and over. It doesn't occur for me now, even with the giant mystic dungeons, so I can only imagine that's what the problem was.
Well, if Rhodox says no, I'd be happy to make a few patches for 16/32x texture packs by myself, I'm pretty good at taking a texture and modifying it to my needs, I mean, the new gem textures (the item and ore) were made by me by hand, and they aren't too impressive now are they? D:
Rhodox replied to my mail with an answer. He said that he'd look into it for 1.5, but the way you structured it now is much different from the original. On the bright side, I managed to cobble together a small redux of the sprites.png file with Painterly images. I was also wondering if you had any plans to add blocks made of the metals? Adamantine blocks could be just as blastproof as obsidian, maybe more so.
Wait, why didn't you just use the old images from the original mod?
EDIT: Some new armors would be cool too, made out of the more powerful materials.
I didn't use the old images because of 1 of 2 reasons: 1. Spritesheets are nicer in my opinion and 2. Users have requested changes.
As far as armors, I don't plan on adding them, I don't see the point. Just use the iron/diamonds you save by not having to use them for tools.
I haven't posted the recipes (because I fail) so it's not your fault, but yes! The recipe is like so:
Replace mithril with any gem/ingot (not iridium nuggets however) to craft these. They are not uncraftable, so be careful! Also, I will have a more official recipe listing for these, that'll come out with the next update. As of now, i'm working on creative tabs for everything as well as a few bugfixes and code cleanup!
Absolutely Just as a note, starting this Friday, I will be off for over 10 days, so if anyone has any features they'd like to suggest, please do so now so I can get started on Friday!
Iridium Blocks for Iridium Nuggets? Perhaps it may be considered. Otherwise, try out the reinforced bricks, that's exactly what they were meant for-- building!
Added Creative Tabs for Ores and Stones
Added a Tooltip for reinforced stones to help people out
Added Magical Bags, backpack type things that link to your vanilla enderchest
Changed Loot table for iron and gold treasure chests, plus they drop XP!
Fixed the large dungeons from Ruins. In fact, I apparently never wrote them, so yeah, that took AGES.
FINALLY fixed ore gen, don't know what got into me! I can't code D:
Ores drop XP appropriately
Code optimization
Buildcraft Facades added into the stones portion!
Whaddya guys think? I'll be finalizing code tonight/tomorrow, so expect an update then!
I didn't want something overdone like that, so I went with my reinforced bricks that cannot be uncrafted. Realistically, if you're playing with my mod(s), after a while my resources are only useful as building blocks.
Also I was trying to think of other ways to make the stones and ores.. well.. more 'mystic'. Maybe a way to craft pavers or something that, when walked on, give different bonuses. Walk speed, health or hunger regen, increased jump height, null fall damage. You could also go the other way as well - poisoned floor tiles, no-jump tiles, player/entities do double damage, constant random potion effects a la Mystcraft instability etc. Maybe have some cross-functionality with Mystic Ruins (yet another config option?) that would place these new tiles in your ruins. Makes the peons work a bit harder for the goodies.
Sorry if these ideas have popped up before or have been nixed. I started writing this post this morning but I literally fell asleep at my PC. Loooong week. Looking forward to the new update, and enjoy your weekish off work!
I love your ideas, just wanted to say that off the bat. I have rebalanced the loot table (take a look at SolemnSoul's post a page or two back to see what I've done), but I am working on making it randomize the dungeon loot chests and mineshaft loot chests, that's still in progress. As far as the mystical block ideas, I LOVE IT. That will likely be conjoined with the 2nd 1.5 update release, the 1st will just be a "port". Meanwhile I hope you guys enjoy the update I'll be releasing tomorrow :3
I'm running 46 mods together, including these three, but after much fiddling around I discovered that the Mystic Ores mod is causing the game to hang up when trying to create new worlds and occasionally slow to a halt when generating new chunks in old worlds. Neither error causes the game to crash, though, so I don't have any crash reports. All I can offer is a list of the mods I run, in the order they're "installed" by MagicLauncher:
For the record, all these mods work together fine without Mystic Ores- I can make new worlds and explore new chunks without any hangups.
TL;DR do I need to change the installation order or is there some kind of conflict or what?
I know exactly what you're talking about, it's not you, your system or your installation, it was my code and the fact that I had 3 files generating the same ore over and over. It doesn't occur for me now, even with the giant mystic dungeons, so I can only imagine that's what the problem was.