The purpose of this mod is to tweak the hunger mechanics to my liking. My aim here is to make hunger more of a challenge, rather than just a mild annoyance. To compensate I have added a few features that make certain aspects easier (tooltips on food, harvest without having to replant via right click).
This mod is designed for me and represents my personal preferences. That said, I am happy to hear your ideas and comments (especially regarding balance). If I use an idea you suggest, I will credit you.
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*** DELETE YOUR 1.6.X CONFIG FILE IF IT EXISTS ***
*** THIS MOD NOW REQUIRES APPLECORE! IT WILL NOT WORK WITHOUT IT! ***
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Join Date:
12/2/2012
Posts:
281
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Assuming Iguana Man's permission was obtained a while ago for this, or is it an entirely different mod based off of his previous work? Prior topics/posts makes me believe it's the former.
Instant download regardless, as it was one of the few mods missing from my 1.7.10 setup. Much thanks for updating/releasing.
thanks so much for all your work on this. Now my game can really start. I was hoping I could think of a relevant question to ask here to justify me gushing my gratitude but it seems everything I could possibly ask is already answered on the Curse Forge page. And thank you for that as well.
The info on the Well Fed buff was what I was after. I'm very keen to see how other mod's food works with that but from what I can see so far, you've made great effort to nerf other mod's foods in line with Harvestcraft and Vanilla foods.
It seems like a neat mod, but I would like a disc on what it overides and what now applies to it, and show us some screenshots please.
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Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
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It seems like a neat mod, but I would like a disc on what it overides and what now applies to it, and show us some screenshots please.
If you click on the huge "Information on the Mod can be found on the CurseForge page" link at the bottom of the OP you will find a plethora of information. As far as pictures, this mod modifies internal game mechanics regarding food and hunger. Pictures are irrelevant as a description media for this mod.
If you click on the huge "Information on the Mod can be found on the CurseForge page" link at the bottom of the OP you will find a plethora of information. As far as pictures, this mod modifies internal game mechanics regarding food and hunger. Pictures are irrelevant as a description media for this mod.
Oh, sorry, I'm kind of busy currently, and sorry about that.
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Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
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When right clicking grass to harvest seeds with a Tinkers Construct mattock, the tool completely breaks and vanishes when it runs out of durability. Treats it just like a vanilla hoe. It was a flint mattock.
Otherwise, I'm so happy to be able to harvest crops by right clicking again. Thank you!
When right clicking grass to harvest seeds with a Tinkers Construct mattock, the tool completely breaks and vanishes when it runs out of durability. Treats it just like a vanilla hoe. It was a flint mattock.
Otherwise, I'm so happy to be able to harvest crops by right clicking again. Thank you!
That is a Tinkers Construct bug that will be fixed in the next version of Tinkers Construct.
Regarding that, there is a config option in mariculture's modules.cfg that has this relating to plugins
plugins {
B:BiomesOPlenty=true
B:Enchiridion=true
B:Forestry=true
B:HungerOverhaul=false **<- that used to be true**
B:ModdedTweaks=true
B:OpenBlocks=true
B:Railcraft=true
B:RedstoneArsenal=true
B:TConstruct=true
B:Thaumcraft=true
B:ThermalFoundation=true
B:Waila=true
Is that the reason why I'm able to play with both HungerOverhaul and Mariculture without crashing?
Regarding that, there is a config option in mariculture's modules.cfg that has this relating to plugins
plugins {
B:BiomesOPlenty=true
B:Enchiridion=true
B:Forestry=true
B:HungerOverhaul=false **<- that used to be true**
B:ModdedTweaks=true
B:OpenBlocks=true
B:Railcraft=true
B:RedstoneArsenal=true
B:TConstruct=true
B:Thaumcraft=true
B:ThermalFoundation=true
B:Waila=true
Is that the reason why I'm able to play with both HungerOverhaul and Mariculture without crashing?
Are the "low stats" modifiers when you have low health triggered by a percentage of max health? I have noticed in my testing on Hard difficulty that with the default 10 hearts the effects start around 2-3 hearts. When I equip TiCon heart canisters they start to trigger sooner. I.E. when I have all 3 types of heart canisters equipped for a total of 40 hearts the effects start when I drop below 10 hearts.
Not really an issue since with 40 hearts that gives you 30 hearts of damage before the effects kick in instead of the normal 7-8 when you only have 10 hearts, but I was just curious as to how this is calculated.
I am happy to see this out now for 1.7.10 , and I will defiantly include it in my mod pack , but I have one question I see it supports harvestcraft , but does it support growthcraft ? Thanx man I love all your mods !
1.7.10 Betas
Ever thought hunger should be more integral to surviving?
Harvest vanilla crops without having to replant
Tooltips on food items
And more...!
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INSTALLATION
Install HarvestCraft [Optional] Highly recommended
Mod jar goes in the "mods" folder, as a
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Instant download regardless, as it was one of the few mods missing from my 1.7.10 setup. Much thanks for updating/releasing.
Add an a to the end of the link.
Will be testing extensively here very soon
http://forum.feed-the-beast.com/threads/1-7-10-purgatory-mod-pack-v0-2-0-hqm-tech-quests-rf-beta-release-10-6.52413/
The info on the Well Fed buff was what I was after. I'm very keen to see how other mod's food works with that but from what I can see so far, you've made great effort to nerf other mod's foods in line with Harvestcraft and Vanilla foods.
http://pastebin.com/VV3SZ1Zj
http://forum.feed-the-beast.com/threads/1-7-10-purgatory-mod-pack-v0-2-0-hqm-tech-quests-rf-beta-release-10-6.52413/
Click on this spoiler to see mods and ideas that I support!
If you click on the huge "Information on the Mod can be found on the CurseForge page" link at the bottom of the OP you will find a plethora of information. As far as pictures, this mod modifies internal game mechanics regarding food and hunger. Pictures are irrelevant as a description media for this mod.
http://forum.feed-the-beast.com/threads/1-7-10-purgatory-mod-pack-v0-2-0-hqm-tech-quests-rf-beta-release-10-6.52413/
Oh, sorry, I'm kind of busy currently, and sorry about that.
Click on this spoiler to see mods and ideas that I support!
Will be fixed in the next version.
See this issue. It's a Mariculture bug (they are referencing a class that no longer exists). It has been reported to the Mariculture dev.
Otherwise, I'm so happy to be able to harvest crops by right clicking again. Thank you!
That is a Tinkers Construct bug that will be fixed in the next version of Tinkers Construct.
Regarding that, there is a config option in mariculture's modules.cfg that has this relating to plugins
plugins {
B:BiomesOPlenty=true
B:Enchiridion=true
B:Forestry=true
B:HungerOverhaul=false **<- that used to be true**
B:ModdedTweaks=true
B:OpenBlocks=true
B:Railcraft=true
B:RedstoneArsenal=true
B:TConstruct=true
B:Thaumcraft=true
B:ThermalFoundation=true
B:Waila=true
Is that the reason why I'm able to play with both HungerOverhaul and Mariculture without crashing?
Yes.
Not really an issue since with 40 hearts that gives you 30 hearts of damage before the effects kick in instead of the normal 7-8 when you only have 10 hearts, but I was just curious as to how this is calculated.
http://forum.feed-the-beast.com/threads/1-7-10-purgatory-mod-pack-v0-2-0-hqm-tech-quests-rf-beta-release-10-6.52413/
I am happy to see this out now for 1.7.10 , and I will defiantly include it in my mod pack , but I have one question I see it supports harvestcraft , but does it support growthcraft ? Thanx man I love all your mods !