A strange request, but I was wondering if the textures for many of the axes could be somewhat redone (I could redo them myself, but I would only be willing to do that if I knew my textures would be implemented). Why? Well, besides my severe OCD (it's not OCD but I use it for lack of a better word), some of the axes are double-branded (they have two heads).
The technical reason (which nobody cares about) is that the axe in Minecraft is more of a hatchet than an axe (used to cut down trees rather than enemies), and so looks more appropriate with only one axehead. The main reason is because I can foresee Balkon's WeaponMod supporting this, and... well it would be weird if battleaxes were implemented seeing as those weapons are the ones that do (and should) have two heads. Basically, for axes that already have two heads, cut one side off and replace it with some kind of poll/butt (the backside of an axe).
On another note, the Hepatizon axe looks far too large considering its "tier" relative to other metals and relative to the size of other Hepatizon tools (which are close to vanilla size). Yeah, these are really small details, but I can't quite help my OCD. Again, I'd be happy to redo these myself and submit them, but I thought it would be a better idea to post here first before doing so.
They look fine to me, you can release your adjusted textures as a texturepack, if they are good I would add a link to them in the OP
I would think that you asked to make a resource pack to replace some textures within the mod. That is for the question on the forum.
As for the tweet, you started talking about something completely different; about using the textures in an external project.
Making a resource pack to replace some textures is allowed and even promoted. If you make one, we'd be glad to put a link up on the OP. Using our textures in a mod or resource pack, however is preferably not done.
I've never really liked playing with the backpack mod. Eight leather and you suddenly have a portable chest. I realize the futility of whining about realism in minecraft, I've just never been a fan of it. I really like dartcraft's packs and TE3's satchels, but dartcraft is taking a while to update and I don't want to use up what little RAM space I have playing with TE3 if all I'm going to use are the bags.
The precious metal packs were just a meandering thought that I wrote about in passing. You wont hurt my feelings if you disregard it. =)
Just wondering, why are the END metals not the ultimate end game material? They're a lot harder to get than tartarite, having to go to THE END AND BACK after defeating the enderdragon and mining the ores (not to mention you might not even have a good enough pick)...
In comparison Tartarite is relatively easy to find, Adamantine and Atlarus are just very rare... But I ALWAYS find at least one piece of each, and using either the crusher of the Smeltery (if using extra TiC) means I get FOUR INGOTS of it... Which is a lot, with Extra TiC... Enough for a a pick and a sword made fully of tartarite.
So what I suggest is a metal you can only find encased in obsidian in the towers of the End, very rare and requiring a TARTARITE pick to collect. It cannot be smelted in its pure form, you must use the crusher. And it only yields a single dust. THIS is the ultimate end game. This ore is extremely hard to collect, extremely rare, and the pick it makes... NEVER BREAKS. Which I think is fair, considering what you need to do to collect it.
Maybe this isn't the BEST idea for a new ore, but I would at least like tartarite to be harder to get. Perhaps an adamantie and atlarus dust only yields one tartarite rather than two unless you use an alloyer...?
Just wondering, why are the END metals not the ultimate end game material? They're a lot harder to get than tartarite, having to go to THE END AND BACK after defeating the enderdragon and mining the ores (not to mention you might not even have a good enough pick)...
In comparison Tartarite is relatively easy to find, Adamantine and Atlarus are just very rare... But I ALWAYS find at least one piece of each, and using either the crusher of the Smeltery (if using extra TiC) means I get FOUR INGOTS of it... Which is a lot, with Extra TiC... Enough for a a pick and a sword made fully of tartarite.
So what I suggest is a metal you can only find encased in obsidian in the towers of the End, very rare and requiring a TARTARITE pick to collect. It cannot be smelted in its pure form, you must use the crusher. And it only yields a single dust. THIS is the ultimate end game. This ore is extremely hard to collect, extremely rare, and the pick it makes... NEVER BREAKS. Which I think is fair, considering what you need to do to collect it.
Maybe this isn't the BEST idea for a new ore, but I would at least like tartarite to be harder to get. Perhaps an adamantie and atlarus dust only yields one tartarite rather than two unless you use an alloyer...?
I'm thinking of making fantasy ores a tad harder to find by default, and the End metals more useful.
If you are finding it easier with ExtraTiC I would suggest changing the config to make it a bit harder, the defaults are designed for the mod to be played as vanilla Metallurgy
The dust idea is nice, but almost every mod including us are using ore dic to generate the recipes for ore to dust, and ingot to dust, there is no way to enforce that while keeping compatibility.
On the other hand, a while back I have made alloying high level material requires the alloyer. so you can't create Tartarite in a crafting grid.
I would think that you asked to make a resource pack to replace some textures within the mod. That is for the question on the forum.
As for the tweet, you started talking about something completely different; about using the textures in an external project.
Making a resource pack to replace some textures is allowed and even promoted. If you make one, we'd be glad to put a link up on the OP. Using our textures in a mod or resource pack, however is preferably not done.
Ah okay.
The pack I was thinking of making would give the tools from most common mods the same theme as the metallurgy tools (you can see how good a tool is depending on how cool it looks and they all have a colour scheme of five colours).
Just wondering, why are the END metals not the ultimate end game material? They're a lot harder to get than tartarite, having to go to THE END AND BACK after defeating the enderdragon and mining the ores (not to mention you might not even have a good enough pick)...
In comparison Tartarite is relatively easy to find, Adamantine and Atlarus are just very rare... But I ALWAYS find at least one piece of each, and using either the crusher of the Smeltery (if using extra TiC) means I get FOUR INGOTS of it... Which is a lot, with Extra TiC... Enough for a a pick and a sword made fully of tartarite.
So what I suggest is a metal you can only find encased in obsidian in the towers of the End, very rare and requiring a TARTARITE pick to collect. It cannot be smelted in its pure form, you must use the crusher. And it only yields a single dust. THIS is the ultimate end game. This ore is extremely hard to collect, extremely rare, and the pick it makes... NEVER BREAKS. Which I think is fair, considering what you need to do to collect it.
Maybe this isn't the BEST idea for a new ore, but I would at least like tartarite to be harder to get. Perhaps an adamantie and atlarus dust only yields one tartarite rather than two unless you use an alloyer...?
Fortunately, this mod is extremely customizable. Just edit the config, setting the hardness of some ores and the quality of resulting equipment to whatever you want. You can make eximite require a tartarite pickaxe to mine.
For myself, I set block hardness for both atlarus and adamanteum (not adamantite!) so high that you need either desinchalkos or sanguinite to mine it.
Um what are the purposes of the other slots in the crusher? I am talking about the two squares below the one you put fuel in and the ones on the right of the GUI.
Hi! Forge updated very recently. Now, my question is: Is there a work on updating it to 1.8? just curious. (Would love to be able to play it on 1.8... would be interesting!) A suggestion that I'll made is: there are new stones on 1.8; why not to create mineral variants for those rocks? I mean, make variants having minerals (gold, iron, tartarite, etc...) to collect!
@DoubleABuilder
I a sure Glassmaker has something very interesting instore for those slots.
Right now they are just placeholders.
@Tilk
Update->post #740
If anyone notices errors on the mineability chart on the M4 wiki please post a note.
Mem
Ok. I made the crusher and said "what the H*** are all these spots for?". At least it does what it is suppose to. I am curious now as to what "may" be implemented down the road that uses those extra slots. Upgrades now doubt but one gets to thinking "what kind?".
And I am all for "Add-on" based mods that add more things to mine and use.
Ok. I made the crusher and said "what the H*** are all these spots for?". At least it does what it is suppose to. I am curious now as to what "may" be implemented down the road that uses those extra slots. Upgrades now doubt but one gets to thinking "what kind?".
And I am all for "Add-on" based mods that add more things to mine and use.
Since details aren't known on our side either, we cannot publish them.
However, could you explain to me what you mean, exactly, by "add-on" based mods? Simply a mod which doesn't really add to the experience, but does fill the game with content, perhaps?
Hey guys. I have a question about the regen_ores setting in the cfg, that was asked about a few pages back. How does it work exactly? And is it a one time deal? I'm trying to see if I can add Metallurgy 4 ores to an existing world rather than starting over, but I only want them to regen once and not keep regenerating, if that makes sense. Will regen_ores=true get the job done?
Hey guys. I have a question about the regen_ores setting in the cfg, that was asked about a few pages back. How does it work exactly? And is it a one time deal? I'm trying to see if I can add Metallurgy 4 ores to an existing world rather than starting over, but I only want them to regen once and not keep regenerating, if that makes sense. Will regen_ores=true get the job done?
Edit: Ok, I guess I have a bug to report then. I was testing the regen_ores=true option in a singleplayer world before I go throwing it on our server. While the console did spam
[08/2/2015 12:01:15 PM] [Server thread/WARN] [Metallurgy]: Worlg gen was never run for chunk at [-5, 12]
for each chunk, I'm not seeing any Metallurgy 4 ores in those chunks at all. They are spawning in newly generated chunks however. So regen_ores=true isn't working for me.
Hi! I recently played SimpleOres mod, AND noticed a small thing... compatibility with Metallurgy is good, but however, buggy! One thing that i've noticed so far is that If you use copper to create a copper bucket, (having both mods) you'll get an iron bucket, and that's not supposed to happen. I suppose that there are more compatibility things to enable/fix than that one, but i'm just telling.
This bug was 1 release before the new one... i can't tell if it's fixed now since i haven't tested, but i guess that there are a lot of other things like this one...
PD: Thanks for hearing! sorry if i posted on the wrong place, wasn't sure if this was for metallurgy or SimpleOres ^^;
They look fine to me, you can release your adjusted textures as a texturepack, if they are good I would add a link to them in the OP
Twitter:@JeanGlassmaker
I asked shadowclaimer if I could use his metallurgy textures in a resourcepack but he said this: https://twitter.com/Shadowclaimer/status/561693361208569856
I would think that you asked to make a resource pack to replace some textures within the mod. That is for the question on the forum.
As for the tweet, you started talking about something completely different; about using the textures in an external project.
Making a resource pack to replace some textures is allowed and even promoted. If you make one, we'd be glad to put a link up on the OP. Using our textures in a mod or resource pack, however is preferably not done.
You mean just like in the backpack mod: http://www.minecraftforum.net/topic/1492661-15x-16x-backpacks-v-11213/ ?
It sound okay, but we will have to decrease the size somewhat, to balance it out.
I'll talk to Glassmaker about the possibility.
The precious metal packs were just a meandering thought that I wrote about in passing. You wont hurt my feelings if you disregard it. =)
In comparison Tartarite is relatively easy to find, Adamantine and Atlarus are just very rare... But I ALWAYS find at least one piece of each, and using either the crusher of the Smeltery (if using extra TiC) means I get FOUR INGOTS of it... Which is a lot, with Extra TiC... Enough for a a pick and a sword made fully of tartarite.
So what I suggest is a metal you can only find encased in obsidian in the towers of the End, very rare and requiring a TARTARITE pick to collect. It cannot be smelted in its pure form, you must use the crusher. And it only yields a single dust. THIS is the ultimate end game. This ore is extremely hard to collect, extremely rare, and the pick it makes... NEVER BREAKS. Which I think is fair, considering what you need to do to collect it.
Maybe this isn't the BEST idea for a new ore, but I would at least like tartarite to be harder to get. Perhaps an adamantie and atlarus dust only yields one tartarite rather than two unless you use an alloyer...?
I'm thinking of making fantasy ores a tad harder to find by default, and the End metals more useful.
If you are finding it easier with ExtraTiC I would suggest changing the config to make it a bit harder, the defaults are designed for the mod to be played as vanilla Metallurgy
The dust idea is nice, but almost every mod including us are using ore dic to generate the recipes for ore to dust, and ingot to dust, there is no way to enforce that while keeping compatibility.
On the other hand, a while back I have made alloying high level material requires the alloyer. so you can't create Tartarite in a crafting grid.
Twitter:@JeanGlassmaker
Ah okay.
The pack I was thinking of making would give the tools from most common mods the same theme as the metallurgy tools (you can see how good a tool is depending on how cool it looks and they all have a colour scheme of five colours).
Fortunately, this mod is extremely customizable. Just edit the config, setting the hardness of some ores and the quality of resulting equipment to whatever you want. You can make eximite require a tartarite pickaxe to mine.
For myself, I set block hardness for both atlarus and adamanteum (not adamantite!) so high that you need either desinchalkos or sanguinite to mine it.
I a sure Glassmaker has something very interesting instore for those slots.
Right now they are just placeholders.
@Tilk
Update->post #740
If anyone notices errors on the mineability chart on the M4 wiki please post a note.
Mem
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Ok. I made the crusher and said "what the H*** are all these spots for?". At least it does what it is suppose to. I am curious now as to what "may" be implemented down the road that uses those extra slots. Upgrades now doubt but one gets to thinking "what kind?".
And I am all for "Add-on" based mods that add more things to mine and use.
Since details aren't known on our side either, we cannot publish them.
However, could you explain to me what you mean, exactly, by "add-on" based mods? Simply a mod which doesn't really add to the experience, but does fill the game with content, perhaps?
it should get the job done
Twitter:@JeanGlassmaker
Edit: Ok, I guess I have a bug to report then. I was testing the regen_ores=true option in a singleplayer world before I go throwing it on our server. While the console did spam
[08/2/2015 12:01:15 PM] [Server thread/WARN] [Metallurgy]: Worlg gen was never run for chunk at [-5, 12]
for each chunk, I'm not seeing any Metallurgy 4 ores in those chunks at all. They are spawning in newly generated chunks however. So regen_ores=true isn't working for me.
lol @ Worlg gen typo
This bug was 1 release before the new one... i can't tell if it's fixed now since i haven't tested, but i guess that there are a lot of other things like this one...