I decide to compile this as a beta because I found that I am not going to finish all the update tasks shortly. Old features are all there, except the ore customisation. You can still customise ore generation for silver, but I think I need a more verbose and robust API for the ore generation so the full one is temporarily dropped.
It is going to be a release later once I have finishing the remaining tasks. It consist of mostly texture remaking that I am stuck deeply in the algorithm for their generation.
You might try out the new Config GUI that I have implemented. It is partially finished but should work as expected. All I have to do is to add tooltips for the config entries and add some warning messages for those options that requires game restarting to take effect.
Finally managed to release a MC 1.9.4 port for the 184.108.40.206-1.8 beta.
2016/06/08 version 2.2.6-1.9.4 - Changed item and block ids to conform vanilla standard. (thanks given for the FMLMissingMappingsEvent, old save can be migrated without losing items!) - Balkon's weapons and Ex Nihilo hammer are no longer supported. - New textures for silver ingot and silver rod. - Allow silver ingots being used as a beacon payment. - Skeletons can now shoot with a silver bow. - Rewrote equipment spawning to a vanilla-like fashion. - Silver Golems has reduced size, health and cost only a single silver block. - Incantation now come with a looting effect. - Added a new enchantment Silver Aura as a substitute for the old Everlasting. - Changed map color for silver block. - Adjusted achievement icon coordinates. - Added GUI for mod options. - Added per world silver ore generation settings which are accessible from mod options and customized world type settings. - Rewrote API. - Added en_UK language file - Converted the silver block model to an overlay on the stone texture so it looks better with texture packs.
It is not a beta anymore because I have changed my mind to temporarily drop those features that I have originally planned. I have currently no plan to release versions for MC 1.8.9 or 1.9. Anyone who may wish to do a port may contact me for the CurseForge access. The Mo'Creature support is already incorporated into this release, but maybe reviewed later after Mo'Creature's own update.
Great. In order to ease the pain to create add-ons, I have also uploaded my dev jar to Bintray to allow access directly from Gradle script. I would recommend you to have a look at my repository.
One more thing fun to mention. I have come up with formula to generate axe parameters for 1.9 which matches the vanilla values as well. If you are feeling lazy to assign numbers, you can take this one.
I would not expect silver armor to have any toughness. Vanilla sets iron armor to 0.0, and diamond armor to 2.0. I'm using 2.0 for diamond or better equivalent armors, and 1.0 for stuff that falls between iron and diamond, and/or has background that suggests toughness. (Tungsten alloy armors will definitely have toughness, for example).
Zot, are you still with us? Do you have plans for Only Silver? If not, I plan to fork Only Silver and port it to 1.15.2 so that akkamaddi's Sterling & Black has something to play with when I port that. Your MIT license does allow that, but I thought I'd ask if you had plans, first.
Okay, haven't heard anything for over two months, and I'm ready to port OnlySilver. I've already forked it, and will be creating a CurseForge project for it called "Zot's OnlySilver". I will be re-licensing my port under LGPL 3.0, which is compatible with the existing Apache 2.0 license.