Also, is there documentation such as how to use a tanning rack? Nevermind, I missed the part with the wiki! Thanks anyway!.
Feel free to add links* or redirect pages** as appropriate.
*Went to a page thinking info might be there and it wasn't
**Searched for a term and didn't find it
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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.
Odd, when I smelt raw limonite it gives me raw limonite.
Good catch. There was a missing line that was fine previously when Iron was the first entry in my oretype enum, but now that limonite holds that spot, I have to specify that the output metadata is iron.
New files uploaded, it will take a few minutes to an hour before they get approved.
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.
In finally getting around to doing something about that missing distributions page, I noticed some errors in a few distributions. Namely that the diamond tubes weren't tubes around lava, as the lava portion was inheriting the wrong distribution (it was inheriting the blank vanilla one, not the hard ore replacement one). Similar things happened to a few mod ores, uranium, lead, tin, and nickel, if I recall correctly. Copper's spawn rate was also massively raised (likely from testing that never got undone), so that was corrected.
I also reduced the flame lily spawn rate by a small amount. One of those "I just made a comment on the wiki that they're bloody everywhere" so I tweaked their probability from 1:300 to 1:350 at worldgen and reduced their growth rate from bonemeal by about 5%.
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.
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 there a way to generate ores from other mods in the way of harder ores does?
Possibly without having to mess with the nightmares that Custom Ore Generation config files are?
The cog config files are only about half the problem.
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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.
Creating a "hard ore" ore block also requires creating all of the textures, as well as setting up the block class. It's at least as much work as coping a default COG distribution and tweaking a few numbers. Setting up the ore flower (which for a number of ores I have now done) is also a good amount of work, as I have to research what plants are appropriate, figure out which one I can turn into a recognizable 16x16 graphic, and add it in as well. On top of that, I need to set up grinding, smelting, and various mod integration recipes.
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.
This pack has implemented the mining aspect that i love in terrafirmacraft (gravity). This is minecraft afterall why not make it about mining. Terrafirmacraft changes the game too much and this mod strikes a good balance. One thing I think is missing is mine support structures (like in terrafirmacraft). beams and supports would allow for safer mining with proper planning. I played this pack for a few hours and found the cave-ins from gravel and dirt pockets to be annoying more than challenging.
Hi there, yesterday I've been trying this mod out, alongside biomes o plenty and treecapitator. After more than an hour of fooling around, trying to make a good start in several new worlds, I gave up. I couldn't figure out why I couldn't find coal. I knew this was supposed to make it harder, but not finding any coal is a bit too hard for me.
The added biomes might've messed with things, making it not show up in some biomes. Anyway, I've tended to use charcoal very early (you do remember you can smelt logs, right? ) and only stumble across a coal vein some time later. Anyway, glad you found the advanced options.
This pack has implemented the mining aspect that i love in terrafirmacraft (gravity). This is minecraft afterall why not make it about mining. Terrafirmacraft changes the game too much and this mod strikes a good balance. One thing I think is missing is mine support structures (like in terrafirmacraft). beams and supports would allow for safer mining with proper planning. I played this pack for a few hours and found the cave-ins from gravel and dirt pockets to be annoying more than challenging.
With the way my mechanics work, you can just use wooden logs and planks. The distance-support stuff is all handled by the stone (and its damaged varieties). TFC has the support beams work magic at a distance. I think they even hold SAND up. Anyway, I know what you mean about it kind of being just annoying, but I am not sure what could change.
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 had an idea for a temporary shelter if you were interested in taking ideas. You could make an a frame shelter and cover it from pine boughs.You would get pine boughs from spruce trees instead of leave you would normally get from spruce trees and you would make a sleeping mat from the pine boughs too.Once inside your a frame shelter place down your pine bough mat or bed and sleep like you normally would but it would not reset your spawn point.
I'm familiar with that survival technique. I'll think about it.
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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.
I'm familiar with that survival technique. I'll think about it.
What about a campfire and a bow drill as an early way to cook food? To bow drill would light the campfire like a flint and steel but would be a lot less durable.
I think all of Hikachan's ideas would fit into a reasonable survival type mod. The less intrusive way this mod is designed is just perfect in every way. It reaches that medium that very very few mods achieve. The design is superior as everything added has a great mechanic and flows well with everything else. My opinion would be to keep going in the direction you are now
I think all of Hikachan's ideas would fit into a reasonable survival type mod. The less intrusive way this mod is designed is just perfect in every way. It reaches that medium that very very few mods achieve. The design is superior as everything added has a great mechanic and flows well with everything else. My opinion would be to keep going in the direction you are now
So are you saying you think they should implemented in this mod?
I've thought about a camp fire before, but I didn't have a solid way of implementing it in a way that felt "right." The furnace is already very cheap and does cooking in a fast better way than any camp fire I can think of.
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.
I've thought about a camp fire before, but I didn't have a solid way of implementing it in a way that felt "right." The furnace is already very cheap and does cooking in a fast better way than any camp fire I can think of.
Implementing as in how? campfires are usually made with a bow drill to make an ember then you put the ember in a tinder pile to start the flame going. In this case you would make it from sticks in an upside down v in the crafting grid and light it with the bow drill that is made from a stick and a string.You could have all food items cooked in that manner and just use the furnace for smelting ores.I mean it's your mod so you add what ever it is you think is right but I wouldn't eat any food from anything I smelted non food items in. You might get sick that way.
No I think something like a camp fire and a bow string drill would be better left to something like better beginnings. The thing I love about this mod is that it blends well with others. I think a mechanic's that effect early game should be non avoidable else its not worth putting in. Much like a wooden pick in that aspect. And if your going for something like camp fires and bo drills then the end game should also be limited. But realistically the majority will want to play with a mod in a pre built pack. That has other mods that fill in the end game goals. I think by changing the world this mod stay relevant during a entire map. That is the focus I would like to see built upon not adding in another wooden pick axe type item. Again this is my opinion and its draco's mod after all. Im grateful for the hard work he has put into this and for what ever comes in the future
Implementing as in how? campfires are usually made with a bow drill to make an ember then you put the ember in a tinder pile to start the flame going. In this case you would make it from sticks in an upside down v in the crafting grid and light it with the bow drill that is made from a stick and a string.You could have all food items cooked in that manner and just use the furnace for smelting ores.I mean it's your mod so you add what ever it is you think is right but I wouldn't eat any food from anything I smelted non food items in. You might get sick that way.
No no, not how you make a campfile, but how a campfire fits into the tech tree. i.e. Why would I make a campfire instead of a furnace?
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.
Also, is there documentation such as how to use a tanning rack?
Nevermind, I missed the part with the wiki! Thanks anyway!.(insert cringy dubstep minecraft intro here)
Feel free to add links* or redirect pages** as appropriate.
*Went to a page thinking info might be there and it wasn't
**Searched for a term and didn't find it
Odd, when I smelt raw limonite it gives me raw limonite.
(insert cringy dubstep minecraft intro here)
Good catch. There was a missing line that was fine previously when Iron was the first entry in my oretype enum, but now that limonite holds that spot, I have to specify that the output metadata is iron.
New files uploaded, it will take a few minutes to an hour before they get approved.
Midnight Bug Fix #2 :V
In finally getting around to doing something about that missing distributions page, I noticed some errors in a few distributions. Namely that the diamond tubes weren't tubes around lava, as the lava portion was inheriting the wrong distribution (it was inheriting the blank vanilla one, not the hard ore replacement one). Similar things happened to a few mod ores, uranium, lead, tin, and nickel, if I recall correctly. Copper's spawn rate was also massively raised (likely from testing that never got undone), so that was corrected.
I also reduced the flame lily spawn rate by a small amount. One of those "I just made a comment on the wiki that they're bloody everywhere" so I tweaked their probability from 1:300 to 1:350 at worldgen and reduced their growth rate from bonemeal by about 5%.
Where is the 'HardLib 3.9a' download?
Whoops
Somehow managed to forget to upload that one; the lamentations of a split up project like this. Fixed now, will take a few minutes to get approved.
The cog config files are only about half the problem.
Creating a "hard ore" ore block also requires creating all of the textures, as well as setting up the block class. It's at least as much work as coping a default COG distribution and tweaking a few numbers. Setting up the ore flower (which for a number of ores I have now done) is also a good amount of work, as I have to research what plants are appropriate, figure out which one I can turn into a recognizable 16x16 graphic, and add it in as well. On top of that, I need to set up grinding, smelting, and various mod integration recipes.
This pack has implemented the mining aspect that i love in terrafirmacraft (gravity). This is minecraft afterall why not make it about mining. Terrafirmacraft changes the game too much and this mod strikes a good balance. One thing I think is missing is mine support structures (like in terrafirmacraft). beams and supports would allow for safer mining with proper planning. I played this pack for a few hours and found the cave-ins from gravel and dirt pockets to be annoying more than challenging.
The added biomes might've messed with things, making it not show up in some biomes. Anyway, I've tended to use charcoal very early (you do remember you can smelt logs, right?
) and only stumble across a coal vein some time later. Anyway, glad you found the advanced options.
With the way my mechanics work, you can just use wooden logs and planks. The distance-support stuff is all handled by the stone (and its damaged varieties). TFC has the support beams work magic at a distance. I think they even hold SAND up. Anyway, I know what you mean about it kind of being just annoying, but I am not sure what could change.
I had an idea for a temporary shelter if you were interested in taking ideas. You could make an a frame shelter and cover it from pine boughs.You would get pine boughs from spruce trees instead of leave you would normally get from spruce trees and you would make a sleeping mat from the pine boughs too.Once inside your a frame shelter place down your pine bough mat or bed and sleep like you normally would but it would not reset your spawn point.
http://gearpatrol.com/2014/11/11/wilderness-guide-to-natural-shelters/
I'm familiar with that survival technique. I'll think about it.
What about a campfire and a bow drill as an early way to cook food? To bow drill would light the campfire like a flint and steel but would be a lot less durable.
I think all of Hikachan's ideas would fit into a reasonable survival type mod. The less intrusive way this mod is designed is just perfect in every way. It reaches that medium that very very few mods achieve. The design is superior as everything added has a great mechanic and flows well with everything else. My opinion would be to keep going in the direction you are now
So are you saying you think they should implemented in this mod?
I've thought about a camp fire before, but I didn't have a solid way of implementing it in a way that felt "right." The furnace is already very cheap and does cooking in a fast better way than any camp fire I can think of.
Implementing as in how? campfires are usually made with a bow drill to make an ember then you put the ember in a tinder pile to start the flame going. In this case you would make it from sticks in an upside down v in the crafting grid and light it with the bow drill that is made from a stick and a string.You could have all food items cooked in that manner and just use the furnace for smelting ores.I mean it's your mod so you add what ever it is you think is right but I wouldn't eat any food from anything I smelted non food items in. You might get sick that way.
No I think something like a camp fire and a bow string drill would be better left to something like better beginnings. The thing I love about this mod is that it blends well with others. I think a mechanic's that effect early game should be non avoidable else its not worth putting in. Much like a wooden pick in that aspect. And if your going for something like camp fires and bo drills then the end game should also be limited. But realistically the majority will want to play with a mod in a pre built pack. That has other mods that fill in the end game goals. I think by changing the world this mod stay relevant during a entire map. That is the focus I would like to see built upon not adding in another wooden pick axe type item. Again this is my opinion and its draco's mod after all. Im grateful for the hard work he has put into this and for what ever comes in the future
No no, not how you make a campfile, but how a campfire fits into the tech tree. i.e. Why would I make a campfire instead of a furnace?