I really like the direction this mod is going, and the care that is being put into it. Can't wait to see where you take this once it gets filled out a bit more.
The Meaning of Life, the Universe, and Everything.
Location:
S-Pb
Join Date:
8/10/2015
Posts:
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Member Details
Simple Food Update for 1.12!!!
Added Niobium Nugget
Added 25 kinds of mushrooms and mycelium blocks
Added Campfire, Ash and Pottage
Fixed tree multiplication
The mechanism of realistic blooming of trees is introduced
Added stones on the ground
Added Flint and Stone )))
The ban on the growth of vanilla trees is made in the configuration file
Tall Grass can be grown with Bone Meal
The Working Portal Stone can now be obtained
Many other minor fixes
Wait a second... Campfire?!
Yes! The world now has a real working campfire!
To begin with, we need stones... Any stones. It can be ordinary rocks, cobblestone, flint, brick, etc. You can see (and change) the complete list in the configuration file.
Shift + right click on the ground and we have the base of the campfire... Inside, we put some wood. Voila! The Campfire are ready!
But is this all? No!
Near the campfire we can install a stick and put a piece of meat or mushroom on it )
Hmm... Did not you have an Iron Bars?
Put it on top and we have a grill! Right-click to put food on top, Shift + right click to take it.
Did you want something liquid?
This is not a problem, Shift + right click, we remove the grid and put the Cauldron on top!
Pour water and you can safely throw in it all that your heart desires )
Everything is lit up by an ordinary Flint and Steel or Flint and Stone )))
Bon Appetit!
So, I have played this mod before and it's really great. But I'm having a problem with it now- I have a bunch of other mods running, and they seem to be interfering with Misty World- I'm getting spawns and structures from my other mods that don't really fit the theme, and also way too many spawns when there should be none at all.
Is there anybody who has an idea how to even approach fixing this issue? I've tried tweaking the config files for Custom Mob Spawner, and it doesn't seem to have any effect at all as far as I can tell.
I would like a way to make it so Misty World doesn't use the mobs or structures from other mods, but I don't even know if that is possible. =\
If anyone can help, I'd really appreciate it, I'm looking forward to playing this mod again!
The Meaning of Life, the Universe, and Everything.
Location:
S-Pb
Join Date:
8/10/2015
Posts:
69
Member Details
Hello everyone!
A long time ago there was no news from the Misty World, but this does not mean that the development was abandoned. All this long time I painstakingly put in place new elements, line by line, pixel by pixel. Finally it's time to introduce you another update!
Update of Life and Death.
I will not write any introductory words, the list of the changes will say everything for me. But I will make a reservation that this update affected only the upper areas. So!
Common:
Added version control from forge
Added in-game mod settings from forge
A search box has been added to the creative tab. If desired, you can disable it
The fog damage system has been completely rewritten
Two effects that can be obtained in fog are added: Chemical Pollution and Intoxication
Improved fog rendering: now it can be lit with a torch and falling shadows fall on it
Two skills added: Taming and Cutting. The system of loot and taming is configured for them, so at first it will be hard
Effects and skills can be seen by pressing a special button, the default is "I"
Added some ambient sounds and the amazing track "Echolocation" by Redgalaxysw, which you can hear in the dark depths of the Misty World
The advancements branch has lengthened slightly
Generation:
I dug caves and canyons for you. Now the area has become more diverse
Rubber tree added
Small structures added: wells, old foundations, altars, tombs
Under the fog you can now find single-block acid pockets. Be careful
Added several plants: Desert Cotton, Nightberry, Tinder Fungus
Sulfur and Saltpeter ore added
Blocks and Items:
Respirators are divided into two types: closed and open. Closed respirators interfere with food intake
Added Foggy Stone Furnace and Niobium Chest
Ceramic Urns and Old Paintings added
Added seeds of all available trees. Some of them are edible. Can be planted in a Flower Pot
Added Latex Pot
Many new materials added: Remains, Tallow, Soap, Latex and Rubber
Protective Suit added. Can be combined with regular armor
Added Gas Analyzer
Glass Container added
Added a lot of animal food
Added a lot of new mobs:
Mossling
Forest Runner
Momo
Barvog
Prickler
Caravan
Wulder
Horb
Sniff
Sloth
Monk
Galaga
Halter
Brachiodon
Grave Bug
Forest Spider
Swamp Crab
Snow Flea
Tropic Woodlouse
Cyclops
Desert Fish
Mobs vary by gender. The process of bearing takes a certain time.
In general, a huge number of minor changes have been made...
Old bugs fixed, new bugs added
Happy survival to everyone! I hope this update helps you not to get bored during this difficult time of self-isolation
!!! SPOILERS !!!
Further I will tell more detailed information.
Here is a list of mobs indicating the required level of Taming, what to tame and some other parameters:
Mossling (II, Pink and Marsh mushrooms, can be sheared and saddled)
Forest Runner (II, Forest Deceiver sapling, can be milked)
Momo (I, Cup mushroom, can be saddled)
Barvog (III, Sand and Tan mushrooms, can be saddled)
Prickler (II, Lilac mushroom)
Caravan (II, Sand and Tan mushrooms, can be milked, drops Tallow)
Wulder (III, Snow Tree sapling, can be sheared, milked and saddled)
Horb (II, Red and Orange mushrooms)
Snuff (III, Purple mushroom, drops Tallow, according to the idea it should help to look for mycelium, but this has not yet been implemented)
Sloth (III, saplings of the Swampy Poplar and the Weeping Tree, drops Tallow)
Monk (VI, any meat, drops Tallow, can be saddled)
Galaga (V, any meat, can be saddled)
Halter (IV, any meat)
Brachiodon (IV, Black and Spotted mushrooms, drops Tallow)
Breeding mobs, like many of the above actions, are available only after taming them, so I recommend not to neglect this skill!
In addition, mobs have short-term memory. If you hit or killed one, other mobs can temporarily change their attitude towards you, even if they were tamed.
I also recommend not to go past the old foundations. There you can find a lot of interesting things, for example, local detoxicants.
Speaking of intoxication, this will help you in the fight against it: raw Silver and Gold mushrooms, Tinder Fungus, Stone Tree seeds, Nightberry (an extremely rare berry that can be picked only at night in swamps), Swim Bladder of Desert Fish that can be found in clay lakes of the savanna.
I also want to talk a little about the urns. They can be painted independently in two approaches. At the same time, in the second approach, you can add additional ingredients, such as: mulch, paper, stick, feather, string, bone or saltpeter, to get a specific pattern.
I almost forgot! The new furnace can be automated. This can be achieved using two of its features: the outgoing signal of the furnace corresponds to the value of its heating. In this case, the furnace automatically closes if its temperature is greater than or equal to the incoming signal of red stone.
You must take the respirator in your hand, click RMB and put the filter inside.
I have been playing with this mod in the Heavens of Sorcery modpack and have tried to put filters into the respirator using this method. When i Right click with respirator it just equips the respirator and does nothing to add filter to it
The Meaning of Life, the Universe, and Everything.
Location:
S-Pb
Join Date:
8/10/2015
Posts:
69
Member Details
Hello!
I decided to make a small update that does not require mental effort to write, namely, decorative and construction. Everything else was too lazy to do, but the decoration is easy... I thought... Naturally, this update did not work out small. But as always...
IMPORTANT!!!
Before starting, delete the config-file or manually add one more unit to the "skillFactor" parameter, namely, like this:
D: skillFactor <
1.0
1.0
1.0
>
So! Let's go to the list!
- Added fences, gates, doors and trapdoors for all types of wood
- Fences can be crafted both on the workbench and right in the world by right-clicking on a felled tree branch with two sticks in hand
- Added niobium door and trapdoor
- Added stone bricks, stairs, etc.
- Added masonry block
- Added the ability to create vertical slabs! Yes, now one stone brick can be placed on top of another. At last!
- Added cobblestone and stone brick fences
- Added the ability to get Mined Foggy Stone... and split it!
- Added a stone processing skill corresponding to this action and several new advancements
- In connection with all of the above, the existing structures have been slightly changed
- Added niobium chisel. With its help, you can get a Chiseled Stone, as well as it will make it easy to disassemble composite blocks such as steps, slabs, etc.
- Added a couple of new paintings, and also slightly increased the chance of finding them
- Added some sound events
- Rewritten mechanism of appearance of Nightberry. Now it will be easier to find it...
- In addition, Bitter Pills have been added! Ask in all the old foundations
- And finally, old bugs were fixed, new bugs added
How do we get to the dimension? lol
Look at the achievements.
I do not speak English well. Be forgiving.
It became interesting which climatic zones you prefer?
Or do you like to stroll along the edge of the canyons?
What do you like and do not like in mod?
I do not speak English well. Be forgiving.
I really like the direction this mod is going, and the care that is being put into it. Can't wait to see where you take this once it gets filled out a bit more.
Thanks )))
I do not speak English well. Be forgiving.
Simple Food Update for 1.12!!!
Wait a second... Campfire?!
Yes! The world now has a real working campfire!
To begin with, we need stones... Any stones. It can be ordinary rocks, cobblestone, flint, brick, etc. You can see (and change) the complete list in the configuration file.
Shift + right click on the ground and we have the base of the campfire... Inside, we put some wood. Voila! The Campfire are ready!
But is this all? No!
Near the campfire we can install a stick and put a piece of meat or mushroom on it )
Hmm... Did not you have an Iron Bars?
Put it on top and we have a grill! Right-click to put food on top, Shift + right click to take it.
Did you want something liquid?
This is not a problem, Shift + right click, we remove the grid and put the Cauldron on top!
Pour water and you can safely throw in it all that your heart desires )
Everything is lit up by an ordinary Flint and Steel or Flint and Stone )))
Bon Appetit!
I do not speak English well. Be forgiving.
For the mobs you have planned for this mod, will they potentially have their own unique models and animations?
Yes. Models will definitely be unique. At the expense of animations, I'll look later.
I do not speak English well. Be forgiving.
Do you have any ideas for what the mobs will look like?
Ideas are born in the process. But there are already quite a few suitable models.
I do not speak English well. Be forgiving.
I do not speak English well. Be forgiving.
That looks so cool! Very atmospheric!
Current project: Adventure Awaits!
forum not yet created
Hello!
So, I have played this mod before and it's really great. But I'm having a problem with it now- I have a bunch of other mods running, and they seem to be interfering with Misty World- I'm getting spawns and structures from my other mods that don't really fit the theme, and also way too many spawns when there should be none at all.
Is there anybody who has an idea how to even approach fixing this issue? I've tried tweaking the config files for Custom Mob Spawner, and it doesn't seem to have any effect at all as far as I can tell.
I would like a way to make it so Misty World doesn't use the mobs or structures from other mods, but I don't even know if that is possible. =\
If anyone can help, I'd really appreciate it, I'm looking forward to playing this mod again!
Thanks!
Hello everyone!
A long time ago there was no news from the Misty World, but this does not mean that the development was abandoned. All this long time I painstakingly put in place new elements, line by line, pixel by pixel. Finally it's time to introduce you another update!
Update of Life and Death.
I will not write any introductory words, the list of the changes will say everything for me. But I will make a reservation that this update affected only the upper areas. So!
Common:
Generation:
Blocks and Items:
Added a lot of new mobs:
In general, a huge number of minor changes have been made...
Old bugs fixed, new bugs added
Happy survival to everyone! I hope this update helps you not to get bored during this difficult time of self-isolation
!!! SPOILERS !!!
Further I will tell more detailed information.
Here is a list of mobs indicating the required level of Taming, what to tame and some other parameters:
Breeding mobs, like many of the above actions, are available only after taming them, so I recommend not to neglect this skill!
In addition, mobs have short-term memory. If you hit or killed one, other mobs can temporarily change their attitude towards you, even if they were tamed.
I also recommend not to go past the old foundations. There you can find a lot of interesting things, for example, local detoxicants.
Speaking of intoxication, this will help you in the fight against it: raw Silver and Gold mushrooms, Tinder Fungus, Stone Tree seeds, Nightberry (an extremely rare berry that can be picked only at night in swamps), Swim Bladder of Desert Fish that can be found in clay lakes of the savanna.
I also want to talk a little about the urns. They can be painted independently in two approaches. At the same time, in the second approach, you can add additional ingredients, such as: mulch, paper, stick, feather, string, bone or saltpeter, to get a specific pattern.
I almost forgot! The new furnace can be automated. This can be achieved using two of its features: the outgoing signal of the furnace corresponds to the value of its heating. In this case, the furnace automatically closes if its temperature is greater than or equal to the incoming signal of red stone.
I do not speak English well. Be forgiving.
I have been playing with this mod in the Heavens of Sorcery modpack and have tried to put filters into the respirator using this method. When i Right click with respirator it just equips the respirator and does nothing to add filter to it
These crazy Russian coders! Why are Russians always creating the most interesting stuff! This looks freaking awesome!
I used to have toes
Oh! Sorry! I am not receiving forum notifications for some reason.
You need Shift + right click to open respirator inventory.
I do not speak English well. Be forgiving.
Fixed several mistakes in the description and added the video Tutorial and Spotlight:
I do not speak English well. Be forgiving.
Holy crap. This looks amazing! I haven't played vMC in nearly a decade, but this looks absolutely incredible.
I used to have toes
Hello!
I decided to make a small update that does not require mental effort to write, namely, decorative and construction. Everything else was too lazy to do, but the decoration is easy... I thought... Naturally, this update did not work out small. But as always...
IMPORTANT!!!
Before starting, delete the config-file or manually add one more unit to the "skillFactor" parameter, namely, like this:
D: skillFactor <
1.0
1.0
1.0
>
So! Let's go to the list!
- Added fences, gates, doors and trapdoors for all types of wood
- Fences can be crafted both on the workbench and right in the world by right-clicking on a felled tree branch with two sticks in hand
- Added niobium door and trapdoor
- Added stone bricks, stairs, etc.
- Added masonry block
- Added the ability to create vertical slabs! Yes, now one stone brick can be placed on top of another. At last!
- Added cobblestone and stone brick fences
- Added the ability to get Mined Foggy Stone... and split it!
- Added a stone processing skill corresponding to this action and several new advancements
- In connection with all of the above, the existing structures have been slightly changed
- Added niobium chisel. With its help, you can get a Chiseled Stone, as well as it will make it easy to disassemble composite blocks such as steps, slabs, etc.
- Added a couple of new paintings, and also slightly increased the chance of finding them
- Added some sound events
- Rewritten mechanism of appearance of Nightberry. Now it will be easier to find it...
- In addition, Bitter Pills have been added! Ask in all the old foundations
- And finally, old bugs were fixed, new bugs added
Have a good game )
I do not speak English well. Be forgiving.