Several years ago, heck before I even got into modding Minecraft, I was jotting down notes, lots of notes, about what I'd seen other mods do: things I liked, things I didn't like, things they didn't do but that I'd like to see. Stuff like that. Most of these notes were heavily inspired by TerraFirmaCraft and IndustrialCraft, with a little from BetterThanWolves, although BTW fell more into the "what I didn't like" camp, but knowing what doesn't work for me helped me work out the design and understand what I did like and why.
But my one guiding principle was "I want realism, but not realism for the sake of being realistic. I want it to be reasonable, both from a gameplay standpoint and from a technical standpoint (can I program this?)." A couple of features ended up being harder to work out, either from a gameplay perspective or a technical perspective, than I'd originally anticipated, but it's those challenges that make me a better programmer.
Hold on a sec, I still don't know what this is...
Reasonable Realism is a pack and a mod. That's right, it's both.
There's actually four sub-mods (not including the library parent mod three of them depend on). Each mod works just fine on its own, of course, but together they're even better, as each sub-mod addresses alterations to a single aspect of Minecraft:
Mining and Resources (Harder Ores*)
The Underground (Harder Underground*)
Wildlife, Animals, and Farming (Harder Wildlife*)
Automation (Expanded Industry**)
*Requires HardLib
**Optionally requires HardLib for the Item Frame Comparator 1.8 feature
Reasonable Realism is about making the game more challenging and applying a handful of real world ideas into the mix. It's supposed to be fun.
Pics or no Clicks!
See the wiki. As so many of the changes I've made are underground, there aren't really any cool screenshots. I'm trying to gather a few together, here's what I've got so far.
Cross section of a gold vein.
Gold mother load and some diamond veins.
Iron mine (vein mined out on right, visible center with motherload left), redstone vein, with windmill and minecart track. Minecart loader at the bottom for loading, wooden hoopers in the shack for unloading and processing.
Gas fire with smoke (top center)
Harder Ores
This one's easy to describe. It won't necessarily be easy to play. I wanted ores like in TerraFirmaCraft or with COG, but I also knew I wanted them to be precisely anything but. The first problem was that ore was too easy to get in quantity. The second was that it was damn near impossible to find. Harder Ores fixes both. Happy prospecting!
Harder Underground
Harder Underground attempts to make the underworld--that is, anything under that thin layer of dirt you call the surface--significantly less boring, homogenous, and oh yes.
Safe.
Harder Underground makes you work for your precious resources. You will face toxic, unbreathable, gasses and a ceiling that just won't stay up there where it belongs. Try not to get buried alive.
Harder Wildlife
Ever thought to yourself, "Gosh, farming wheat is really easy. After the first day or so I hardly notice my hunger bar except when I forgot to bring some/enough food with me. Quick, pop back up to the nearest resupply chest!" Well, with Harder Wildlife, that is no longer a concern! (A bigger concern? Damnit English!)
Harder Wildlife slows down crop growth rates by an approximate factor of 10. "Best case growth" of 37 minutes? Pssh, try 6 hours! To compensate, animals drop more meat, but they also age, die, and reproduce. It also causes trees to eventually die and replant, as well as add a seasonal cycle (which also affects crop growth). Snow in the plains? Rain in the desert? Absolutely!
Notes:
The tree thing is entirely optional and is not perfect. It should function relatively well in most cases, but if you find any oddities, you may be best off just disabling it.
Seasons can cause minor graphical discrepancies in grass and leaf color along chunk boundaries, as the alterations do not cause a render update. This is normal.
Expanded Industry
This one stands on its own and is a really small mod, but it has the no-nonsense stuff that vanilla lacks to really automate any kind of resource production. Most other mods bypass the vanilla methods (cart and hopper) this one encourages the cart and hopper. More info on the wiki as really every block needs its own explanation.
If used with HardLib, Comparators can examine Item Frames, comparable to the feature introduced in Vanilla 1.8
Wiki
There is a wiki. It's practically already completely documented, but...you know, its a wiki. Its always possible I forgot something.
Version numbers are as follows: R.M.mc
R = Release version. Every time I compile a build for download, this number increments. This is almost certainly the only number you need to pay attention to. M = Major version. This value doesn't reset and represents my internal version count. m = Minor version. Not enough changes to increment major, but too many to keep using the next one. Resets on major version change. c = Compile (build) letter. Typically bugfix or testing. For release, this should almost always be "a." Resets on minor version change.
Minor and compile versions may not match between mods, this is intentional and fine.
Current version is 12.20.0a ("full package" is version 'b', sub packages vary). Only release and major version numbers affect the HardLib requirement (i.e. 2.8.1 looks for HardLib 2.8.0 or later).
HardLib: 14.25.0a
Harder Ores: 14.25.0a
Harder Underground: 14.25.0a
Harder Wildlife: 14.25.0a
Expanded Industry: 14.25.0a
You will need Custom Ore Generation, at least v1.2.20. HardLib depends on COG, as it is used by the submods for some world generation features. If you want to disable COG generally for all worlds, rather than one a per world basis, see this post.
Old, 1.7.10 downloads
Or everything all at once:
Or if you're only interested in the ore flowers feature from Harder Ores:
Ore Flowers is based on the same HardLib library as Harder Ores.
Other mods in this genre
There's a few other great mods out there that fit the idea of making the game more realistic, and in that way that makes the game more fun. I'm always interested in finding others, but here are the ones I know about:
Walkable Slopes - Collision volume of dirt blocks converted to stairs/slabs as the surrounding terrain allows, letting the player walk up gentle hills and slopes without jumping. Flowing Rivers - Realistic rivers with flow, width, water falls, and direction. Growth Craft - Another take on farming. Should be compatible with Harder Wildlife. Air Overhaul - Instant death when you run out of air. Makes respiration enchantments more viable (may be too harsh). Better Rain - Rather than on/off, rain can come as a light drizzle to a torrential downpour.
Biota - Adds nutrient tracking for plants, causing plant growth and death based on nutrients (tracked at the chunk level).
Somnia - Simulates the world, even while sleeping.
WTFCrops - Likely not compatible with Harder Wildlife, but it's WhiskeyTangoFox's take on altering the vanilla agriculture.
Realistic Torches - Torches burn out. Use matches (wood slabs + paper, although I'd have used sticks) or flint and steel to relight them.
The Seasons Mod - ACTUAL honest to god seasons. Uses PML, making it harder to install, but it's worth it for the fall colors. Probably not compatible with Harder Wildlife.
These aren't my cup of tea, but they follow similar goals:
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
Sweet. There's not a whole lot to see on the surface (aside from the new mobs added by Wildlife, but that's hardly representative of the whole).
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Includes the ability to detect which type of minecart you have.
Includes a 4-way hopper distributor (input from the top, output to all 4 sides).
Includes an early game, vertical only hopper (only outputs down). Note that this cannot fully automate things (cannot access the side inventories). For example, you can automate loading stuff into a furnace, and pulling stuff out, but the fuel has to be added by hand.
Includes a one-block minecart loading/unloading station
Includes an item filter based on hoppers and acceptable inputs of destinations. The Filtering Hopper instead operates on a "does this machine accept this input?" basis.
===
Harder Ores:
Ore blocks contain anywhere from 1 to 23 little chunks (nuggets). (NB: 23 is best-case, 15-19 is a more reasonable top line)
Motherlodes are large, but very, very rare. They generally have the densest collection.
Veins are long. Very, very long -- and have unexpected twists. They tend to be very light and thin.
The generation is actually rare enough that an SMP server can see an economy from people mining one mineral and trading for others. Or at least, that's a goal.
Out of the box, harder ores is compatible with (oredict) copper, tin, lead, Uranium, silver, and nickle/ferrous.
Harder Ores, Prospecting:
Flowers are found in the soil above where ores are placed in the ground. With the exception of the Red Flame Lilly for redstone, all are based on real world indicator plants. Additionally, bonemeal can be placed to help locate things.
Natural chunkgen works on a large range (about 30 blocks, depending on ore), at any depth.
Bonemeal looks at a single chunk down, about 48 blocks down.
Sluices (see below) looks at 9 chunks (r=1), about 16-24 blocks down.
Remember, neither bonemeal nor sluices have to be at the surface. Bonemeal only needs grass, and sluices only need water.
Poop (Gany's Surface) is supported, and works like bonemeal, but with a lower rate of success.
Harder ores, ore processing
Chunks smelt to nuggets, nuggets combine, that's all, right? Nope.
A large multiblock structure of a windmill, grindstone, and axle exists. It will give you simple ore doubling, has basic automation support, can be combined with a sifter to turn the 9 to 1 combination into an 8 to 1 combination, and is too big to easily move.
The goal here is that your ore processing station is going to stay put, you are going to go out, and you are going to want some way to send stuff back home for processing -- hence, minecart support.
Harder ores, Sluices
Both an early game source of additional resources, and a way to get stuff from the ground without having to dig it up first. Sluices take sand and gravel, and yield resources based on what's nearby. They track data based on worldgen, and "consume" that data over time -- there is no actual alteration of the ground when they operate.
Harder ores, Pressure packer
A block to automatically combine 2x2's and 3x3's like an autocrafter, with the ability to turn the raw chunks mined from ores here into a form compatible with RotaryCraft's grinder/extractor.
Harder Ores, Limonite:
A form of iron found along beaches and rivers. Each block of limonite is worth one nugget of iron, but needs to be smelted twice. If you can grind, you can get by with only 10 smelts (9 plus 1) instead of 18 smelts.
Note that limonite plus sluices give you early access to resources (small quantities) before you have managed to dig them out.
Harder Ores, diamond studded tools:
Most iron tools can be made with one diamond nugget (pick axes need 2); this increases the mining level to diamond, and gives a durability between iron and diamond.
===
Harder Underground:
1. Makes shovel blocks, and wood logs, a little harder to mine by hand, encouraging the use of tools.
2. Integrates with Gany's Surface, and the various forms of the 1.8 blocks that it adds.
3. Optional: if gany's surface is used, stone tools require Diorite, rather than any stone, extending the life of wooden tools.
4. Has unstable stone, stone cobble, damaged stone, and broken stone versions of each block.
"Real" stone can be obtained by adding 2 wood support rods to the unstable version.
The different levels of damage support less and less adjacent blocks before they collapse.
Harder Underground, Gases:
1. Volatile gas generates naturally in worldgen. It generates as a thick, heavy gas that drops down, but will give off a light, floating gas that goes upwards. Can fill large enclosed underground areas.
2. Thin gas is flammable. It doesn't usually explodes, and the explosions tend to be light. Thick gas is barely flammable (just enough to make minecraft physics work), but tends to have bigger explosions when it does explode. Thick gas can chain-explode.
3. (Optional) Falling rock gives off rock gas. This is non-flammable, and about as dangerous as swimming underwater. It won't bother you unless you don't deal with it. Normally. How big was that chamber? :-).
NB: Rock gas may cause problems with other mods. If you get crashes from rock gas, just disable it.
4. (Optional) Lava generates smoke when players are nearby. Smoke is not long-lived. Surface lakes will not be an issue. Underground lava, however ...
Harder Underground, Twilight Forest
Neither unstable stone nor gasses generate in the Twilight Forest. TF uses large cavernous structures that would be destroyed by unstable stone.
===
Harder Wildlife
1. Trees die, and turn into rotting logs.
2. Rotting logs turn into compost.
3. If a player places rotting logs or compost, it will decay into grass. Otherwise, it decays into air.
4. Saplings that drop from tree leaves have a chance to replant. Forests are stable, and actually grow slightly over time.
5. Player placed saplings *WILL NOT DIE*. Saplings you place grow into "real", stable trees. Only worldgen and auto-planted saplings generate dying trees.
Default configs:
1. A group of 5-6 passive animals will grow up to about 12-13. A larger group will die off, down to the 12-13 line. That is the stable population for animals.
2. But, animals want to eat. Animals outside of range of players won't move. Sufficiently dense animal groups will eat grass faster than it regrows. Note that Gany's Surface will help -- poop will generate tall grass, which can be eaten.
3. The default generation makes population sizes of 4. Whether or not you are going to survive depends on whether there is a birth event before a death event, and RNG general "fun-times".
Temperature/Humidity:
All plants have a desired temperature and humidity. Some plants want different biomes; winter wheat, for example, likes the cold biomes.
Simple "greenhouse" support exists -- if there is a roof, then you are considered "indoors", and the temperature and humidity is considered closer to "normal".
Nether plants are supported (at least Gany's Nether's plants, I don't know if Draco added Natura's nether plants or not). Note that for the nether, "greenhouse" is the opposite -- a nether biome that has no roof is considered closer to normal. See mystcraft ages and RfDim's for examples of this.
Plant growth will tend to be leveled out. While it is possible to have a single plant grow much taller than the neighbors, you generally will have a row of plants mostly at nearly the same growth stage.
Weeds/ground cover
Carpet can be used as ground cover on farmland blocks. This will reduce the rate of weeds.
Weeds will grow on farmland blocks, and can be removed with a hoe.
Animals, drop rates
Almost all drop rates from animals being killed have been turned way up. This does not apply to animals that die of old age. Leather armor is no longer crazy hard to get the resources for.
Animals drop rawhide, not leather; rawhide needs to be tanned. Tanning racks can output down (hoppers), or take input from the sides (nb: they will work with normal iron hoppers, but not with the early game wooden hoppers).
New animals:
Goats: Behave just like sheep. Found in deserts/mesas. Provide food and wool.
Monitor Lizards: Hostile mob that spawns in the daytime in deserts/mesas, seeks out artificial light at night, and gets "hungry" -- will seek out passive farm animals or players when hungry. Drops leather.
NB: These two animals make deserts and mesas survivable; you have food, wool, and leather available to you.
Goats/Sheep: Sheering provides less wool than killing. But sheering also leaves them alive for more.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
While there are a lot of things to adjust in the config files, in general the changes are not "safe" in an existing world. If you change the configs, regenerate your world.
Specifically, aging factors for animals and trees -- if you change these, then the animals and trees can wind up never dying. While that is the known case, there may be other unknown cases of issues as well. (Draco did not take changed configs into account while programming the mods).
As with any COG-based mod, changing the distribution parameters will only affect new chunks.
*Minimum* deferred population range (a COG setting) is 16 in order for trees to be detected properly.
I have not had a chance to test Jungles in the last few versions; Draco, did you check them? (The concern here is the range of jungle trees being generated into already generated chunks; do they need a deferred population range of 32 to catch all the jungle trees?)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(Draco did not take changed configs into account while programming the mods).
More accurately: in some cases, it's impossible to take the changes into account and handle them elegantly.
I have not had a chance to test Jungles in the last few versions; Draco, did you check them? (The concern here is the range of jungle trees being generated into already generated chunks; do they need a deferred population range of 32 to catch all the jungle trees?)
I don't recall. This project was on the backburner for a long time.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Got my Minecraft account under control. I've been modeling up some screenshots, I've got to scoot for right now, but have this one in the mean time.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
1) Includes an item filter based on hoppers and acceptable inputs of destinations. The Filtering Hopper instead operates on a "does this machine accept this input?" basis.
2) The generation is actually rare enough that an SMP server can see an economy from people mining one mineral and trading for others. Or at least, that's a goal.
3) A large multiblock structure of a windmill, grindstone, and axle exists. It will give you simple ore
doubling, has basic automation support, can be combined with a sifter to turn the 9 to 1 combination into an 8 to 1 combination, and is too big to easily move.[/b]
The goal here is that your ore processing station is going to stay put, you are going to go out, and you are going to want some way to send stuff back home for processing -- hence, minecart support.
4) Nether plants are supported (at least Gany's Nether's plants, I don't know if Draco added Natura's nether plants or not).
1) See the wiki entry for more information. It's tricky to describe. But rather than setting the filters to items its set to machines and sides.
2) More like: I'm curious to see if an economy sprouts up with a group doing iron refining in one area and gold refining in another with periodic trades...Most worlds will not feature gold and iron anywhere close to each other (the world I did my screenshots in, however, did).
3) Not so much too big to move, but it [b]cannot operate underground[/b]. It's not that much of a pain to relocate (though enough so and cheap enough to just build a new one).
4) Natura: no. I should do that. They'll (likely) be detected, but their ideal growth conditions will be default (identical to wheat).
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Some of this stuff looks absolutely amazing. I think I'll end up installing this just for the seasons and more realistic crop growth, which look incredible.
I'm less exited about some of the alterations to vanilla that might make it so this doesn't play nicely with other mods. I don't like the alteration of vanilla achievements. Why not just add a separate page for your own achievements? That's been standard practice in the modding community for some time.
Edit: I get a server crash when trying to make a windmill in creative mode.
I'm less exited about some of the alterations to vanilla that might make it so this doesn't play nicely with other mods. I don't like the alteration of vanilla achievements. Why not just add a separate page for your own achievements? That's been standard practice in the modding
community for some time.
Edit: I get a server crash when trying to make a windmill in creative mode.
Achievements are simply rearranged, none of them are removed and only two have had their award conditions tweaked. Everything should play just fine with other mods. The reason I didn't go for a separate page is that the tech tree is hugely altered which would make the vanilla page nonsensical.
Thanks for the crash report. I can clearly see what the problem is, although its odd that it would have done that. Adding some error handling now, though a picture of what it was you actually tried to do would help me figure out how it decided that one of the wind vanes was where the millstone was located (did you build it, then relocate something?).
Is this mod open for mod packs? You may want to clarify on your curse and forum page
I haven't quite gotten to that yet. I am undecided on how I want to handle it for this mod. For the time being, send me a PM.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Is this compatible with mods like Biomes O Plenty, and Harvestcraft?
What about mods that add their own breedable animals, such as Lycanites Mobs and Mo' Creatures?
BTW, the link to custom ore generation is broken.
All biomes are supported. Everything is done on the type the biome is registered in the dictionary with, every biome registered is looked at. All breedable animals should also be supported, provided that they use the vanilla breeding mechanics (there's a function in EntityAnimal that sets the animal to being in love, and that's the function I tweak, along with the entity update tick event for auto-love mode).
Fixing link in OP, thanks for the report.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I was trying to see if this would fit in a hardcore pack me and another person were developing (though the other dev has pretty much disappeared due to his work schedule).
This looks great man, and I'd love to install Harder Underground for the gases, if anything , but I use Underground Biomes. Would I be able to disable the other features?
About - aka What is Reasonable Realism?
Several years ago, heck before I even got into modding Minecraft, I was jotting down notes, lots of notes, about what I'd seen other mods do: things I liked, things I didn't like, things they didn't do but that I'd like to see. Stuff like that. Most of these notes were heavily inspired by TerraFirmaCraft and IndustrialCraft, with a little from BetterThanWolves, although BTW fell more into the "what I didn't like" camp, but knowing what doesn't work for me helped me work out the design and understand what I did like and why.
But my one guiding principle was "I want realism, but not realism for the sake of being realistic. I want it to be reasonable, both from a gameplay standpoint and from a technical standpoint (can I program this?)." A couple of features ended up being harder to work out, either from a gameplay perspective or a technical perspective, than I'd originally anticipated, but it's those challenges that make me a better programmer.
Hold on a sec, I still don't know what this is...
Reasonable Realism is a pack and a mod. That's right, it's both.
There's actually four sub-mods (not including the library parent mod three of them depend on). Each mod works just fine on its own, of course, but together they're even better, as each sub-mod addresses alterations to a single aspect of Minecraft:
*Requires HardLib
**Optionally requires HardLib for the Item Frame Comparator 1.8 feature
Reasonable Realism is about making the game more challenging and applying a handful of real world ideas into the mix. It's supposed to be fun.
Pics or no Clicks!
See the wiki. As so many of the changes I've made are underground, there aren't really any cool screenshots. I'm trying to gather a few together, here's what I've got so far.
Cross section of a gold vein.
Gold mother load and some diamond veins.
Iron mine (vein mined out on right, visible center with motherload left), redstone vein, with windmill and minecart track. Minecart loader at the bottom for loading, wooden hoopers in the shack for unloading and processing.
Harder Ores
This one's easy to describe. It won't necessarily be easy to play. I wanted ores like in TerraFirmaCraft or with COG, but I also knew I wanted them to be precisely anything but. The first problem was that ore was too easy to get in quantity. The second was that it was damn near impossible to find. Harder Ores fixes both. Happy prospecting!
Harder Underground
Harder Underground attempts to make the underworld--that is, anything under that thin layer of dirt you call the surface--significantly less boring, homogenous, and oh yes.
Safe.
Harder Underground makes you work for your precious resources. You will face toxic, unbreathable, gasses and a ceiling that just won't stay up there where it belongs. Try not to get buried alive.
Harder Wildlife
Ever thought to yourself, "Gosh, farming wheat is really easy. After the first day or so I hardly notice my hunger bar except when I forgot to bring some/enough food with me. Quick, pop back up to the nearest resupply chest!" Well, with Harder Wildlife, that is no longer a concern! (A bigger concern? Damnit English!)
Harder Wildlife slows down crop growth rates by an approximate factor of 10. "Best case growth" of 37 minutes? Pssh, try 6 hours! To compensate, animals drop more meat, but they also age, die, and reproduce. It also causes trees to eventually die and replant, as well as add a seasonal cycle (which also affects crop growth). Snow in the plains? Rain in the desert? Absolutely!
Notes:
The tree thing is entirely optional and is not perfect. It should function relatively well in most cases, but if you find any oddities, you may be best off just disabling it.
Seasons can cause minor graphical discrepancies in grass and leaf color along chunk boundaries, as the alterations do not cause a render update. This is normal.
Expanded Industry
This one stands on its own and is a really small mod, but it has the no-nonsense stuff that vanilla lacks to really automate any kind of resource production. Most other mods bypass the vanilla methods (cart and hopper) this one encourages the cart and hopper. More info on the wiki as really every block needs its own explanation.
If used with HardLib, Comparators can examine Item Frames, comparable to the feature introduced in Vanilla 1.8
Wiki
There is a wiki. It's practically already completely documented, but...you know, its a wiki. Its always possible I forgot something.
http://reasonable-realism.wikia.com/wiki/Reasonable_Realism_Wiki
Shut up and let me download it already!
R = Release version. Every time I compile a build for download, this number increments. This is almost certainly the only number you need to pay attention to. M = Major version. This value doesn't reset and represents my internal version count. m = Minor version. Not enough changes to increment major, but too many to keep using the next one. Resets on major version change. c = Compile (build) letter. Typically bugfix or testing. For release, this should almost always be "a." Resets on minor version change.
Minor and compile versions may not match between mods, this is intentional and fine.
Current version is 12.20.0a ("full package" is version 'b', sub packages vary). Only release and major version numbers affect the HardLib requirement (i.e. 2.8.1 looks for HardLib 2.8.0 or later).
You will need Custom Ore Generation, at least v1.2.20. HardLib depends on COG, as it is used by the submods for some world generation features. If you want to disable COG generally for all worlds, rather than one a per world basis, see this post.
Old, 1.7.10 downloads
Or everything all at once:
Or if you're only interested in the ore flowers feature from Harder Ores:
Ore Flowers is based on the same HardLib library as Harder Ores.
Other mods in this genre
There's a few other great mods out there that fit the idea of making the game more realistic, and in that way that makes the game more fun. I'm always interested in finding others, but here are the ones I know about:
Walkable Slopes - Collision volume of dirt blocks converted to stairs/slabs as the surrounding terrain allows, letting the player walk up gentle hills and slopes without jumping.
Flowing Rivers - Realistic rivers with flow, width, water falls, and direction.
Growth Craft - Another take on farming. Should be compatible with Harder Wildlife.
Air Overhaul - Instant death when you run out of air. Makes respiration enchantments more viable (may be too harsh).
Better Rain - Rather than on/off, rain can come as a light drizzle to a torrential downpour.
Biota - Adds nutrient tracking for plants, causing plant growth and death based on nutrients (tracked at the chunk level).
Somnia - Simulates the world, even while sleeping.
WTFCrops - Likely not compatible with Harder Wildlife, but it's WhiskeyTangoFox's take on altering the vanilla agriculture.
Realistic Torches - Torches burn out. Use matches (wood slabs + paper, although I'd have used sticks) or flint and steel to relight them.
The Seasons Mod - ACTUAL honest to god seasons. Uses PML, making it harder to install, but it's worth it for the fall colors. Probably not compatible with Harder Wildlife.
These aren't my cup of tea, but they follow similar goals:
Hunger Overhaul - Making hunger and food matter more.
Enviromine - Thirst, air quality, food spoilage, gasses.
The Vegan Option - Adds alternative recipes/items allowing players to never kill any animal or hostile mob and still have full access to the game.
And as always...
Check the configs. There's a friggin billion toggles and levers in there. Not everyone plays the way I do.
Awesome new mod!
This realism mod is so reasonable!
I'll take some pics of it!
Can't resist, so first.
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
Sweet. There's not a whole lot to see on the surface (aside from the new mobs added by Wildlife, but that's hardly representative of the whole).
I like the idea of encouraging carts and hoppers for automation. But I think that moving stuff around with hoppers is a huge iron drain x3
Not that I dislike the minecarts thing. It'll go well with railcraft :3
To help fill in what Draco left out:
Expanded Industry:
Includes the ability to detect which type of minecart you have.
Includes a 4-way hopper distributor (input from the top, output to all 4 sides).
Includes an early game, vertical only hopper (only outputs down). Note that this cannot fully automate things (cannot access the side inventories). For example, you can automate loading stuff into a furnace, and pulling stuff out, but the fuel has to be added by hand.
Includes a one-block minecart loading/unloading station
Includes an item filter based on hoppers and acceptable inputs of destinations. The Filtering Hopper instead operates on a "does this machine accept this input?" basis.
===
Harder Ores:
Ore blocks contain anywhere from 1 to 23 little chunks (nuggets). (NB: 23 is best-case, 15-19 is a more reasonable top line)
Motherlodes are large, but very, very rare. They generally have the densest collection.
Veins are long. Very, very long -- and have unexpected twists. They tend to be very light and thin.
The generation is actually rare enough that an SMP server can see an economy from people mining one mineral and trading for others. Or at least, that's a goal.
Out of the box, harder ores is compatible with (oredict) copper, tin, lead, Uranium, silver, and nickle/ferrous.
Harder Ores, Prospecting:
Flowers are found in the soil above where ores are placed in the ground. With the exception of the Red Flame Lilly for redstone, all are based on real world indicator plants. Additionally, bonemeal can be placed to help locate things.
Natural chunkgen works on a large range (about 30 blocks, depending on ore), at any depth.
Bonemeal looks at a single chunk down, about 48 blocks down.
Sluices (see below) looks at 9 chunks (r=1), about 16-24 blocks down.
Remember, neither bonemeal nor sluices have to be at the surface. Bonemeal only needs grass, and sluices only need water.
Poop (Gany's Surface) is supported, and works like bonemeal, but with a lower rate of success.
Harder ores, ore processing
Chunks smelt to nuggets, nuggets combine, that's all, right? Nope.
A large multiblock structure of a windmill, grindstone, and axle exists. It will give you simple ore doubling, has basic automation support, can be combined with a sifter to turn the 9 to 1 combination into an 8 to 1 combination, and is too big to easily move.
The goal here is that your ore processing station is going to stay put, you are going to go out, and you are going to want some way to send stuff back home for processing -- hence, minecart support.
Harder ores, Sluices
Both an early game source of additional resources, and a way to get stuff from the ground without having to dig it up first. Sluices take sand and gravel, and yield resources based on what's nearby. They track data based on worldgen, and "consume" that data over time -- there is no actual alteration of the ground when they operate.
Harder ores, Pressure packer
A block to automatically combine 2x2's and 3x3's like an autocrafter, with the ability to turn the raw chunks mined from ores here into a form compatible with RotaryCraft's grinder/extractor.
Harder Ores, Limonite:
A form of iron found along beaches and rivers. Each block of limonite is worth one nugget of iron, but needs to be smelted twice. If you can grind, you can get by with only 10 smelts (9 plus 1) instead of 18 smelts.
Note that limonite plus sluices give you early access to resources (small quantities) before you have managed to dig them out.
Harder Ores, diamond studded tools:
Most iron tools can be made with one diamond nugget (pick axes need 2); this increases the mining level to diamond, and gives a durability between iron and diamond.
===
Harder Underground:
1. Makes shovel blocks, and wood logs, a little harder to mine by hand, encouraging the use of tools.
2. Integrates with Gany's Surface, and the various forms of the 1.8 blocks that it adds.
3. Optional: if gany's surface is used, stone tools require Diorite, rather than any stone, extending the life of wooden tools.
4. Has unstable stone, stone cobble, damaged stone, and broken stone versions of each block.
"Real" stone can be obtained by adding 2 wood support rods to the unstable version.
The different levels of damage support less and less adjacent blocks before they collapse.
Harder Underground, Gases:
1. Volatile gas generates naturally in worldgen. It generates as a thick, heavy gas that drops down, but will give off a light, floating gas that goes upwards. Can fill large enclosed underground areas.
2. Thin gas is flammable. It doesn't usually explodes, and the explosions tend to be light. Thick gas is barely flammable (just enough to make minecraft physics work), but tends to have bigger explosions when it does explode. Thick gas can chain-explode.
3. (Optional) Falling rock gives off rock gas. This is non-flammable, and about as dangerous as swimming underwater. It won't bother you unless you don't deal with it. Normally. How big was that chamber? :-).
NB: Rock gas may cause problems with other mods. If you get crashes from rock gas, just disable it.
4. (Optional) Lava generates smoke when players are nearby. Smoke is not long-lived. Surface lakes will not be an issue. Underground lava, however ...
Harder Underground, Twilight Forest
Neither unstable stone nor gasses generate in the Twilight Forest. TF uses large cavernous structures that would be destroyed by unstable stone.
===
Harder Wildlife
1. Trees die, and turn into rotting logs.
2. Rotting logs turn into compost.
3. If a player places rotting logs or compost, it will decay into grass. Otherwise, it decays into air.
4. Saplings that drop from tree leaves have a chance to replant. Forests are stable, and actually grow slightly over time.
5. Player placed saplings *WILL NOT DIE*. Saplings you place grow into "real", stable trees. Only worldgen and auto-planted saplings generate dying trees.
Default configs:
1. A group of 5-6 passive animals will grow up to about 12-13. A larger group will die off, down to the 12-13 line. That is the stable population for animals.
2. But, animals want to eat. Animals outside of range of players won't move. Sufficiently dense animal groups will eat grass faster than it regrows. Note that Gany's Surface will help -- poop will generate tall grass, which can be eaten.
3. The default generation makes population sizes of 4. Whether or not you are going to survive depends on whether there is a birth event before a death event, and RNG general "fun-times".
Temperature/Humidity:
All plants have a desired temperature and humidity. Some plants want different biomes; winter wheat, for example, likes the cold biomes.
Simple "greenhouse" support exists -- if there is a roof, then you are considered "indoors", and the temperature and humidity is considered closer to "normal".
Nether plants are supported (at least Gany's Nether's plants, I don't know if Draco added Natura's nether plants or not). Note that for the nether, "greenhouse" is the opposite -- a nether biome that has no roof is considered closer to normal. See mystcraft ages and RfDim's for examples of this.
Plant growth will tend to be leveled out. While it is possible to have a single plant grow much taller than the neighbors, you generally will have a row of plants mostly at nearly the same growth stage.
Weeds/ground cover
Carpet can be used as ground cover on farmland blocks. This will reduce the rate of weeds.
Weeds will grow on farmland blocks, and can be removed with a hoe.
Animals, drop rates
Almost all drop rates from animals being killed have been turned way up. This does not apply to animals that die of old age. Leather armor is no longer crazy hard to get the resources for.
Animals drop rawhide, not leather; rawhide needs to be tanned. Tanning racks can output down (hoppers), or take input from the sides (nb: they will work with normal iron hoppers, but not with the early game wooden hoppers).
New animals:
Goats: Behave just like sheep. Found in deserts/mesas. Provide food and wool.
Monitor Lizards: Hostile mob that spawns in the daytime in deserts/mesas, seeks out artificial light at night, and gets "hungry" -- will seek out passive farm animals or players when hungry. Drops leather.
NB: These two animals make deserts and mesas survivable; you have food, wool, and leather available to you.
Goats/Sheep: Sheering provides less wool than killing. But sheering also leaves them alive for more.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
* Warning *
While there are a lot of things to adjust in the config files, in general the changes are not "safe" in an existing world. If you change the configs, regenerate your world.
Specifically, aging factors for animals and trees -- if you change these, then the animals and trees can wind up never dying. While that is the known case, there may be other unknown cases of issues as well. (Draco did not take changed configs into account while programming the mods).
As with any COG-based mod, changing the distribution parameters will only affect new chunks.
*Minimum* deferred population range (a COG setting) is 16 in order for trees to be detected properly.
I have not had a chance to test Jungles in the last few versions; Draco, did you check them? (The concern here is the range of jungle trees being generated into already generated chunks; do they need a deferred population range of 32 to catch all the jungle trees?)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
More accurately: in some cases, it's impossible to take the changes into account and handle them elegantly.
I don't recall. This project was on the backburner for a long time.
Got my Minecraft account under control. I've been modeling up some screenshots, I've got to scoot for right now, but have this one in the mean time.
I missed this post the other day. Numbered for reference. Also added
images to main post, as well as some like-minded mods from other
authors.
1) See the wiki entry for more information. It's tricky to describe. But rather than setting the filters to items its set to machines and sides.
2) More like: I'm curious to see if an economy sprouts up with a group doing iron refining in one area and gold refining in another with periodic trades...Most worlds will not feature gold and iron anywhere close to each other (the world I did my screenshots in, however, did).
3) Not so much too big to move, but it [b]cannot operate underground[/b]. It's not that much of a pain to relocate (though enough so and cheap enough to just build a new one).
4) Natura: no. I should do that. They'll (likely) be detected, but their ideal growth conditions will be default (identical to wheat).
Some of this stuff looks absolutely amazing. I think I'll end up installing this just for the seasons and more realistic crop growth, which look incredible.
I'm less exited about some of the alterations to vanilla that might make it so this doesn't play nicely with other mods. I don't like the alteration of vanilla achievements. Why not just add a separate page for your own achievements? That's been standard practice in the modding community for some time.
Edit: I get a server crash when trying to make a windmill in creative mode.
I got a crash saying your mod isn't compatible anymore with Gany's Surface.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
Is this mod open for mod packs? You may want to clarify on your curse and forum page
Achievements are simply rearranged, none of them are removed and only two have had their award conditions tweaked. Everything should play just fine with other mods. The reason I didn't go for a separate page is that the tech tree is hugely altered which would make the vanilla page nonsensical.
Thanks for the crash report. I can clearly see what the problem is, although its odd that it would have done that. Adding some error handling now, though a picture of what it was you actually tried to do would help me figure out how it decided that one of the wind vanes was where the millstone was located (did you build it, then relocate something?).
Crash report please, or I can't fix it.
Also, what version of Gany's Surface? I've been doing regular testing with it since I added the integration for it.
I haven't quite gotten to that yet. I am undecided on how I want to handle it for this mod. For the time being, send me a PM.
Crash report: http://pastebin.com/w9qi8sss
Gany's Surface verion: 1.11.1
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
Is this compatible with mods like Biomes O Plenty, and Harvestcraft?
What about mods that add their own breedable animals, such as Lycanites Mobs and Mo' Creatures?
BTW, the link to custom ore generation is broken.
Thanks for that, investigating.
All biomes are supported. Everything is done on the type the biome is registered in the dictionary with, every biome registered is looked at. All breedable animals should also be supported, provided that they use the vanilla breeding mechanics (there's a function in EntityAnimal that sets the animal to being in love, and that's the function I tweak, along with the entity update tick event for auto-love mode).
Fixing link in OP, thanks for the report.
Ok, the fixes are live.
The link is still broken, but, I managed to find the link.
Also, Harder Wildlife is incompatible with Thaumic Horizons.
http://pastebin.com/tFK6rkmY
I was trying to see if this would fit in a hardcore pack me and another person were developing (though the other dev has pretty much disappeared due to his work schedule).
This looks great man, and I'd love to install Harder Underground for the gases, if anything , but I use Underground Biomes. Would I be able to disable the other features?
This is awesome, also your links to other mods are a little broken.