No comment on the planting of seed bags? That's sad.. :sad.gif:
Weren't you the one complaining about how large my replies have been? :tongue.gif: lol
I'm glad that you got that done, and it's the first really concrete progress this mod has had. I'm not sure how hard it was (I didn't think too long on it, but didn't figure it would take that much work to code a similar thing, at least in 2-d). I know that I hate to get effusive praise over something I consider pretty simple, even if it looks cool to people who don't know how to do it.
But yes, I noticed that you had it done and was glad :smile.gif: Enough for you?
And the argument over Flint replacing Wood has been settled: We don't overwrite any native Minecraft tools. Make a new set of Flint tools.
It's up to you coders to choose our item numbers, but if there's choices that are equally good, I'll throw support behind my favorite number: 78. So if there's (e.g.) the 7800 block, or something, that we could take, and if nobody knows of a common mod that already uses such a block, we could go with that.
Isn't 32 source blocks kind of ridiculous?
If we're going with Minecraft agriculture - in part because we're trying to draw distinctions between us and the "competition," and in part because I think Minecraft truly has a better, less chore-like method - then we gotta go with source blocks, and not mere watering.
And if it's source blocks, and we use a watering can to move or create source blocks, what are our options?
1. Pick up a source block, pour out a source block.
That's exactly what a bucket does now.
2. Pick up a number of source blocks, pour out exactly that many.
99 clicks to be able to place 99 blocks? Sounds tedious.
3. Pick up one or two source blocks, pour out an infinite supply.
That's actually my second choice. But it seemed like someone wanted to have to go back to the well now and again... I guess to make it seem less like magic.
4. Pick up one or two source blocks, pour out a limited supply.
This is what I went with. I could've gone with 99, which is the BtN number for the full watering can (I think... or was it a full 100?). But Minecraft works from binary numbers, because they're easy to store.
I could've taken 16, the smallest normal binary number. Or 64, which is the full stack in Minecraft. I'm not sure why I chose 32; it felt right at the time. Maybe it should be 64. I don't think any smaller than 32, though. And think about it: When you run out, just pick up the last two blocks you place, and you've got a full supply again :smile.gif:
As far as needing Copper or better to get the mod-created seeds and such, I'd say yes, that definitely fits the pattern. Flint to get the initial copper, and then copper to do most anything else. Flint is what you fall back on when you run out, or if you start with low resources.
Cutting vines to get vine vegetables sounds good, with the potential caveat that vines are a swamp biome specialty, and I'm not sure that the various vine veggies are commonly found in swamps. But yeah, we can go with that. I'd like to be able to make a Trellis object that you can grow vine stuff on. Vine plants include Wild Grapes, Beans, and Peas... any others you can think of? Maybe Raspberries would be good as a vine plant, but I seem to recall them being a bush plant... can't recall if that was one of the Harvest Moons or not.
I could go for some sort of tool leveling, but actually I think the getting of ores suffices, and I really don't want us to mess with the leveling system that Notch put together. Especially since we don't have all the information about how that will ultimately work yet. Don't want to have to redesign too much once the full Minecraft comes into play.
Anyway.
On the idea of an Alpha test in the near future, can you give me a mod that lets you do the following?
1. Make the four basic Flint Tools
2. Use the Flint Pick to get random Copper Nuggets from just carving up Stone.
3. Smelt the Copper Nuggets into Copper Bars.
4. Craft the Copper Bars into the four five basic Copper Tools: Hoe, Axe, Hammer, Sickle, and Shovel
5. Use the Copper Shovel to get random Potato Seeds (Bulbs?) from digging Grass Blocks.
6. Plant the Potato Seeds individually, or craft 9 into a Sack of Potato Seeds that plants nine at once (which'd be how you buy them at the store).
7. Have the Potato Seeds grow through 4 stages (seed, seedling, half-grown, ripe) over the course of 4 days (changing at sunrise, but not if the soil is dry at that time).
8. Harvest the Potato, plus one Potato Seed, if you harvest when it's mature. Give it a 1/3 chance of dropping a second Potato Seed, and a 1/3 chance of dropping a third seed if it dropped a second.
9. Cook a Potato into French Fries (just via the Furnace for now, nothing special).
10. Eat French Fries to fill 3 Hunger.
Now that I write it down, it seems like a lot. But it'd tell us what the trouble spots are before we go creating the other items.
And don't worry about the sprites for right now. Icalasari will be working on good-looking ones; we just want little blobs that vaguely look like the thing they're meant to :smile.gif:
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Well, Kilyle, thanks. By the way, can you look at the rest of that post? I asked for confirmation on the materials, since you guys were still debating.
Well, Kilyle, thanks. By the way, can you look at the rest of that post? I asked for confirmation on the materials, since you guys were still debating.
Answer: We're not overwriting any native Minecraft tools; we're creating a new series of tools with special behavior, in the sequence Copper-Silver-Gold-Mystrile, with Improvised Flint Tools to start out (how you get Copper to begin with).
Note: The tools are a Hammer (instead of Pickaxe), an Axe, a Hoe, a Shovel, and a Sickle.
I guess when my replies are getting long enough that you don't spot the reply, it may be time for me to get more organized :smile.gif:
Been debating about when to make an official thread on the Mod (as opposed to Mod Request) forum. I think I'll do that as soon as we have a working mini-mod, as described in the tail end of this post, and some screenshots from that mini-mod.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Hmm... Maybe to minimize messing with original minecraft code, gold tools could be called Pure Gold (Magic Gold? Harvest Gold? Basically something different from normal Minecraft gold to prevent, "Well, why can't we just use this?")? So you get a different gold?
This also keeps a person from just making an iron pick, mining some gold, and skipping straight to gold hammers
Or am I overthinking this?
Also, any way of saving on item and block ids by making the Harvest Moon ores all the same item but with different damage values, the growing plants use damage values like wool (along with the normal bits for deciding growth), and the fruit/veggies/seeds three different items with different damage values (you can make different recipes using items that are the same but with different damage values from what I can tell)?
This also allows for massive amounts of expansion in terms of plants
tasogarereiken, we were informed of that mod partly through this project, and have decided to try to distinguish ourselves in terms of what we cover and how we cover it. For example, they're going with a giant fish mod; we'll have a fairly simple one, but with different sizes; and they're sticking with the Harvest Moon watering system and the Minecraft ores (for tools), whereas we're going with the Minecraft watering system and the Harvest Moon ores.
Gold vs. Gold
In distinguishing two different types of gold, we have a few options.
One is to recast the Minecraft gold as a different gold-colored metal and just change all of the associated tool tips. You've expressed that this might be a bad idea, and I would tend to agree. On the other hand, it may be the best of our available options.
Another is to call our tools White Gold, although that would tend to be more the color of silver and hence difficult to distinguish visually; also, it makes the names all much longer. Another option would be Platinum, with the same problem and also breaking away from the romantic fairy-tale feel that we're trying to go with.
We could switch from Gold to a different substance, perhaps not a metal; say Ruby. But that breaks the sequence and makes Mystrile less special.
The other option, which keeps most of the romance but also adds a level of realism (perhaps) is to call ours Gold-Plated. This is where changing the original Silver tool into a Gold tool would make sense (though I still don't like the changings). Or the Gold tool might have a recipe that differs from the rest, requiring part Gold and part Silver.
Although actually, we could stick with Minecraft gold and still beat your "skip straight to Gold" problem in one of two ways: Requiring Silver in the mix, or requiring it to be in the form of Gold Nuggets. For the latter, it could be attained only if you went to the Nether, a significant tech barrier.
...all the same item but with different damage values...
The only problem I can see with this is that the plants are supposed to grow at different speeds; the turnip, with 5 days of growth, has a few stages, while the pineapple, with 25 days of growth, has a lot more stages to go through. I'm not sure how difficult that might be to code if they were all the same item.
Well, the other slight problem is that if we're talking damage values, we might not be able to use TMI to get the seeds we want; I'm not that familiar with the utility, but apparently there's a problem with some setups where you can't get different colors of wool or any dyes.
But yeah, in general it would be best to do it via damage values. Can we avoid a Forge build in this manner?
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Could I possibly help with this? I'm a huge fan of Harvest Moon so I really love this idea. I know someone who could make textures if you'd like and I could help with the items.
Answer: We're not overwriting any native Minecraft tools; we're creating a new series of tools with special behavior, in the sequence Copper-Silver-Gold-Mystrile, with Improvised Flint Tools to start out (how you get Copper to begin with).
Note: The tools are a Hammer (instead of Pickaxe), an Axe, a Hoe, a Shovel, and a Sickle.
I guess when my replies are getting long enough that you don't spot the reply, it may be time for me to get more organized :smile.gif:
Been debating about when to make an official thread on the Mod (as opposed to Mod Request) forum. I think I'll do that as soon as we have a working mini-mod, as described in the tail end of this post, and some screenshots from that mini-mod.
Could I possibly help with this? I'm a huge fan of Harvest Moon so I really love this idea. I know someone who could make textures if you'd like and I could help with the items.
We have a texture artist already, but sure, I guess. ( The more the merrier? I don't know XD )
Rabbitaly, did you want to try to map out the people and relationships, or just work on the physical side of the town architecture? Because I could take over the townsfolk if you like.
I do not quite get what you mean by that question, can you elaborate?
Oh yes, speaking of the watering can, I have an idea for that. Basicly, our farm would have a default modded farmland, and they work similarly to normal farmland, just that they do not get wet from being near water sources, but they get wet after being watered with the watering can. Holding the watering can and right clicking water sources refills it, and right clicking the farmland with filled watering can makes the farmland wet. That would make it more similar to Harvest Moon :biggrin.gif:
ultrament2, glad you stopped by :smile.gif: If you have any suggestions, feel free.
TWell, we'd be glad of the help :smile.gif:
Do you mean you can code, or just organize?
As far as code, we've got someone working on the plants and someone working on the kitchen blocks and utensils. I think we could use someone working on the cooking recipes; there's a full list in this walkthrough.
That's also where we could use sprites/graphics, so if your friend could make (or find, or rip) the graphics while you code them, that ought to work out well.
...modded farmland... they do not get wet from being near water sources, but they get wet after being watered with the watering can.
That's actually an excellent idea, if we were going in that direction. Hmmm.
All right, I'm willing to give the Watering Can double-duty, for people who really want to do the Harvest Moon daily watering chores. But we'll still have a working Minecraft water management system, for those (like me) who don't.
Harvest Moon Watering System:
At Sunrise, all farmland (near the player) dries out. On any farmland that was already dried out, if it had a plant on it, the plant has a chance of just dying (turning to a Withered Plant, perhaps one of four types to vaguely match the type of plant it was). Say 1/3 chance.
If you right-click a piece of farmland with the Watering Can, you water it for that day. We'll have to change the regular code so that farmland doesn't dry out during the day. (Left-Click would place a water source block atop the land.)
Minecraft Watering System:
Works like normal Minecraft farmland. You can fill the Watering Can with a single water source block, or, if you grab 2 source blocks, you can pour out up to 64 source blocks.
That ought to make it simple for whichever type of farming you're hoping for :smile.gif:
Also: Does water cause plants to uproot? We should ensure that this does not happen.
1. We need a tool prior to copper, to get copper, given the way we've just designed the ore drops. It can't be an existing tool, since we don't want to overwrite them. Flint actually seems like the best choice here.
2. I've wanted "Improvised Flint Tools" for months now, and if there's a reasonable way to add them to this mod, then why not? It fits in with what we're doing.
3. These tools allow role-playing types, like me, to never punch wood, or cut stone with soft wooden tools, again. Hooray!
So yes. Flint Tools, with tiny 2x2 patterns: Hatchet, Pick, Spade, Dagger. And then Copper, Silver, Gold, and Mystrile (dark blue, like Lapis Lazuli) Tools, all with the normal 3x3 patterns. Except of course the Hammer and Sickle need new patterns. Let's see here:
Yeah, that looks roughly like the tools we need. If anyone has a better pattern to propose, I'm open to suggestions, but we'll go with these for right now.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
What are your plans for seasonings, and how will the player cook the items?
The cooking will be done with two kitchen blocks: an Oven and a Counter. Depending on how this goes, we might do some recipes as two-parters (prepare part on the Counter and then use the Oven to finish it).
In BtN, you get a Pot and Frying Pan, and use them in certain recipes. I've been debating the best utility for using these; if you want to make a lot of recipes fast, having to put stuff in a Pot and then cook the Pot would be a bottleneck. I think if the Oven can be "equipped" with a Pot and Frying Pan, that'll be easier; then you could make anything that requires those utensils.
You can equip the Counter with the rest of the utensils: Kitchen Knife, Rolling Pin, Whisk, and so forth.
As for seasonings...
1. Salt
A resource like Sugar or Flour. You get it from Saltwater. Either you boil a bucket of Saltwater, or you put Saltwater into a special block. It'll be a little pile of crystals, similar to Sugar.
2. Vinegar and Soy Sauce
These are gained via a fermentation process we'll work on eventually. They'll be individual items too.
3. Herbs and Other Seasonings
Basic Herbs... well, I figure you get random herb drops from using the Sickle on Tall Grass. But I'm debating the relative merit of gathering just a few and making an infinite Herb Shaker (or Herb Pot), or having the various herbs be items you run around gathering repeatedly.
We could pick 8 basic Herbs and go with them. Offhand: Oregano, Basil, Garlic, Cumin, Ginger, Cinnamon, Mint, Vanilla. I'd like to fit Cilantro/Coriander in there somewhere, and Mustard... hmm. We could grow Ginger, Garlic, and Mint as actual plants. Cinnamon's actually a bark. I'll have to think about this some more. But anyway, figure that we'll find 8 Wild Herbs randomly in the grass.
For the recipes that call for required herbs, gimme a list and I'll look into what the actual herbs would be. That should help us narrow down the most useful varieties.
Most likely we'll be changing the trees, or adding new trees, at some point. We've got various reasons to do so: Besides the desire for Fruit Trees (at least an Apple Tree), there's the possibility of a Sugar Maple, a Juniper for berries to make into Gin, and now the Cinnamon Bark. And a somewhat wider variety of useful trees will be pleasant.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Before I can begin working on the recipes I need to know what is being worked on and what is finished. (Wanting to help two weeks into this may not have been my brightest idea)
So I think the best thing for me to do is wait until you have a working mini-mod. Or I could help with the testing. Whatever you need me for :smile.gif:
Before I can begin working on the recipes I need to know what is being worked on and what is finished. (Wanting to help two weeks into this may not have been my brightest idea)
So I think the best thing for me to do is wait until you have a working mini-mod. Or I could help with the testing. Whatever you need me for :smile.gif:
Hmm ok. I'm working on the kitchen stuff (so that means the oven and counter too if you meant coding) and tools, as well as the seed bags and stuff. ( Modding part, not texture )
And btw, are you coding or doing textures? If neither, I'm pretty fine with a tester :smile.gif:
Hmm ok. I'm working on the kitchen stuff (so that means the oven and counter too if you meant coding) and tools, as well as the seed bags and stuff. ( Modding part, not texture )
And btw, are you coding or doing textures? If neither, I'm pretty fine with a tester :smile.gif:
Making the oven and counter is the easy part for me. My only problem is the GUI so if you'd like to make them that'd be great.
And to answer your question, I'm not very artistic so I'll stick to coding.
I would think the GUI would work almost identically to the Furnace and Crafting Bench, with the extra capability of being equipped with the Kitchen Utensils. So the recipe itself wouldn't require the Utensils, but if the Utensils weren't in the Oven/Counter, the recipe wouldn't go through.
E.g.: Stick a Fish in the Oven, and it acts like that's not capable of making anything (same as if you stuck something in the Furnace that you couldn't cook). But if your Oven is equipped with a Frying Pan, you stick the Fish in and it starts cooking to make Grilled Fish.
Also, I was just browsing the recipes, and noticed that at least two of them have exactly the same ingredients, differing only by utensils: Hot Milk is Milk + Pot (Sugar is optional), and Butter is Milk + Mixer. This isn't a problem for these two (stick Milk on the Oven, equipped with Pot, to get Hot Milk; stick Milk on the Counter, equipped with Mixer, to get Butter), but it could be for other recipes if they happen on the same block.
I also spotted Noodles as a multi-step recipe: You'd use Flour (and maybe Water, which is never a HM ingredient but probably ought to be in our mod) on the Counter with a Rolling Pin and Knife to get Dry Noodles, and then boil them on the Oven in the Pot to get Noodles. And then maybe add a sauce of some sort for the best benefit from the dish. Similar thing with Egg Noodles, and Tempura is an egg-noodle batter over veggies and/or meat.
TWell, do you want to be in charge of sort the recipes by the quality of the food, and assigning hunger-refilling ranks? The most complex dishes ought to fill the entire Hunger Bar, just like a Golden Apple. It should be related to how easy it is to get/grow the ingredients, how many ingredients go into the final dish, and how many steps it takes to get to the final dish.
Lastly: There are certain goods that BtN let you get from the Seasoning Set or buy in the store; we're making them from scratch. These include Oil (made from Corn), Riceballs (we'll grow or randomly find the Rice), and Curry Powder (Cumin + Coriander and/or Turmeric are the most common spices, apparently; it's clearly a combination of herbs). We'll also be making a fermenting process (possibly a special block) to make a variety of spirits: Wine (Grapes), Whiskey (Wheat), Tequila (Cactus), Cider (Apple), Vinegar (Wine, or just about any other alcohol), Soy Sauce (Soybeans), and probably some others.
So yeah. Complex mod. We'll get there :smile.gif:
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Sarcasm or half-tones don't carry over the internet.
Also, I say freeze the ideas, make something and then test it and see what people think.
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- Cookies to whomever gets the reference
Weren't you the one complaining about how large my replies have been? :tongue.gif: lol
I'm glad that you got that done, and it's the first really concrete progress this mod has had. I'm not sure how hard it was (I didn't think too long on it, but didn't figure it would take that much work to code a similar thing, at least in 2-d). I know that I hate to get effusive praise over something I consider pretty simple, even if it looks cool to people who don't know how to do it.
But yes, I noticed that you had it done and was glad :smile.gif: Enough for you?
And the argument over Flint replacing Wood has been settled: We don't overwrite any native Minecraft tools. Make a new set of Flint tools.
It's up to you coders to choose our item numbers, but if there's choices that are equally good, I'll throw support behind my favorite number: 78. So if there's (e.g.) the 7800 block, or something, that we could take, and if nobody knows of a common mod that already uses such a block, we could go with that.
If we're going with Minecraft agriculture - in part because we're trying to draw distinctions between us and the "competition," and in part because I think Minecraft truly has a better, less chore-like method - then we gotta go with source blocks, and not mere watering.
And if it's source blocks, and we use a watering can to move or create source blocks, what are our options?
1. Pick up a source block, pour out a source block.
That's exactly what a bucket does now.
2. Pick up a number of source blocks, pour out exactly that many.
99 clicks to be able to place 99 blocks? Sounds tedious.
3. Pick up one or two source blocks, pour out an infinite supply.
That's actually my second choice. But it seemed like someone wanted to have to go back to the well now and again... I guess to make it seem less like magic.
4. Pick up one or two source blocks, pour out a limited supply.
This is what I went with. I could've gone with 99, which is the BtN number for the full watering can (I think... or was it a full 100?). But Minecraft works from binary numbers, because they're easy to store.
I could've taken 16, the smallest normal binary number. Or 64, which is the full stack in Minecraft. I'm not sure why I chose 32; it felt right at the time. Maybe it should be 64. I don't think any smaller than 32, though. And think about it: When you run out, just pick up the last two blocks you place, and you've got a full supply again :smile.gif:
As far as needing Copper or better to get the mod-created seeds and such, I'd say yes, that definitely fits the pattern. Flint to get the initial copper, and then copper to do most anything else. Flint is what you fall back on when you run out, or if you start with low resources.
Cutting vines to get vine vegetables sounds good, with the potential caveat that vines are a swamp biome specialty, and I'm not sure that the various vine veggies are commonly found in swamps. But yeah, we can go with that. I'd like to be able to make a Trellis object that you can grow vine stuff on. Vine plants include Wild Grapes, Beans, and Peas... any others you can think of? Maybe Raspberries would be good as a vine plant, but I seem to recall them being a bush plant... can't recall if that was one of the Harvest Moons or not.
I could go for some sort of tool leveling, but actually I think the getting of ores suffices, and I really don't want us to mess with the leveling system that Notch put together. Especially since we don't have all the information about how that will ultimately work yet. Don't want to have to redesign too much once the full Minecraft comes into play.
Anyway.
On the idea of an Alpha test in the near future, can you give me a mod that lets you do the following?
1. Make the four basic Flint Tools
2. Use the Flint Pick to get random Copper Nuggets from just carving up Stone.
3. Smelt the Copper Nuggets into Copper Bars.
4. Craft the Copper Bars into the
fourfive basic Copper Tools: Hoe, Axe, Hammer, Sickle, and Shovel5. Use the Copper Shovel to get random Potato Seeds (Bulbs?) from digging Grass Blocks.
6. Plant the Potato Seeds individually, or craft 9 into a Sack of Potato Seeds that plants nine at once (which'd be how you buy them at the store).
7. Have the Potato Seeds grow through 4 stages (seed, seedling, half-grown, ripe) over the course of 4 days (changing at sunrise, but not if the soil is dry at that time).
8. Harvest the Potato, plus one Potato Seed, if you harvest when it's mature. Give it a 1/3 chance of dropping a second Potato Seed, and a 1/3 chance of dropping a third seed if it dropped a second.
9. Cook a Potato into French Fries (just via the Furnace for now, nothing special).
10. Eat French Fries to fill 3 Hunger.
Now that I write it down, it seems like a lot. But it'd tell us what the trouble spots are before we go creating the other items.
And don't worry about the sprites for right now. Icalasari will be working on good-looking ones; we just want little blobs that vaguely look like the thing they're meant to :smile.gif:
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Support my mod!
I saw that and replied to it.
Answer: We're not overwriting any native Minecraft tools; we're creating a new series of tools with special behavior, in the sequence Copper-Silver-Gold-Mystrile, with Improvised Flint Tools to start out (how you get Copper to begin with).
Note: The tools are a Hammer (instead of Pickaxe), an Axe, a Hoe, a Shovel, and a Sickle.
I guess when my replies are getting long enough that you don't spot the reply, it may be time for me to get more organized :smile.gif:
Been debating about when to make an official thread on the Mod (as opposed to Mod Request) forum. I think I'll do that as soon as we have a working mini-mod, as described in the tail end of this post, and some screenshots from that mini-mod.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
This also keeps a person from just making an iron pick, mining some gold, and skipping straight to gold hammers
Or am I overthinking this?
Also, any way of saving on item and block ids by making the Harvest Moon ores all the same item but with different damage values, the growing plants use damage values like wool (along with the normal bits for deciding growth), and the fruit/veggies/seeds three different items with different damage values (you can make different recipes using items that are the same but with different damage values from what I can tell)?
This also allows for massive amounts of expansion in terms of plants
We have. We also have a bit of a different vision from it
Gold vs. Gold
In distinguishing two different types of gold, we have a few options.
One is to recast the Minecraft gold as a different gold-colored metal and just change all of the associated tool tips. You've expressed that this might be a bad idea, and I would tend to agree. On the other hand, it may be the best of our available options.
Another is to call our tools White Gold, although that would tend to be more the color of silver and hence difficult to distinguish visually; also, it makes the names all much longer. Another option would be Platinum, with the same problem and also breaking away from the romantic fairy-tale feel that we're trying to go with.
We could switch from Gold to a different substance, perhaps not a metal; say Ruby. But that breaks the sequence and makes Mystrile less special.
The other option, which keeps most of the romance but also adds a level of realism (perhaps) is to call ours Gold-Plated. This is where changing the original Silver tool into a Gold tool would make sense (though I still don't like the changings). Or the Gold tool might have a recipe that differs from the rest, requiring part Gold and part Silver.
Although actually, we could stick with Minecraft gold and still beat your "skip straight to Gold" problem in one of two ways: Requiring Silver in the mix, or requiring it to be in the form of Gold Nuggets. For the latter, it could be attained only if you went to the Nether, a significant tech barrier.
What do you guys think?
The only problem I can see with this is that the plants are supposed to grow at different speeds; the turnip, with 5 days of growth, has a few stages, while the pineapple, with 25 days of growth, has a lot more stages to go through. I'm not sure how difficult that might be to code if they were all the same item.
Well, the other slight problem is that if we're talking damage values, we might not be able to use TMI to get the seeds we want; I'm not that familiar with the utility, but apparently there's a problem with some setups where you can't get different colors of wool or any dyes.
But yeah, in general it would be best to do it via damage values. Can we avoid a Forge build in this manner?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
So...we're gonna have flint tools?
We have a texture artist already, but sure, I guess. ( The more the merrier? I don't know XD )
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For that, I meant the town that was created by the mod - the usual HM towns.
I do not quite get what you mean by that question, can you elaborate?
GENERATION 22: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
TWell, we'd be glad of the help :smile.gif:
Do you mean you can code, or just organize?
As far as code, we've got someone working on the plants and someone working on the kitchen blocks and utensils. I think we could use someone working on the cooking recipes; there's a full list in this walkthrough.
That's also where we could use sprites/graphics, so if your friend could make (or find, or rip) the graphics while you code them, that ought to work out well.
That's actually an excellent idea, if we were going in that direction. Hmmm.
All right, I'm willing to give the Watering Can double-duty, for people who really want to do the Harvest Moon daily watering chores. But we'll still have a working Minecraft water management system, for those (like me) who don't.
Harvest Moon Watering System:
At Sunrise, all farmland (near the player) dries out. On any farmland that was already dried out, if it had a plant on it, the plant has a chance of just dying (turning to a Withered Plant, perhaps one of four types to vaguely match the type of plant it was). Say 1/3 chance.
If you right-click a piece of farmland with the Watering Can, you water it for that day. We'll have to change the regular code so that farmland doesn't dry out during the day. (Left-Click would place a water source block atop the land.)
Minecraft Watering System:
Works like normal Minecraft farmland. You can fill the Watering Can with a single water source block, or, if you grab 2 source blocks, you can pour out up to 64 source blocks.
That ought to make it simple for whichever type of farming you're hoping for :smile.gif:
Also: Does water cause plants to uproot? We should ensure that this does not happen.
Yes, for the following reasons:
1. We need a tool prior to copper, to get copper, given the way we've just designed the ore drops. It can't be an existing tool, since we don't want to overwrite them. Flint actually seems like the best choice here.
2. I've wanted "Improvised Flint Tools" for months now, and if there's a reasonable way to add them to this mod, then why not? It fits in with what we're doing.
3. These tools allow role-playing types, like me, to never punch wood, or cut stone with soft wooden tools, again. Hooray!
So yes. Flint Tools, with tiny 2x2 patterns: Hatchet, Pick, Spade, Dagger. And then Copper, Silver, Gold, and Mystrile (dark blue, like Lapis Lazuli) Tools, all with the normal 3x3 patterns. Except of course the Hammer and Sickle need new patterns. Let's see here:
Yeah, that looks roughly like the tools we need. If anyone has a better pattern to propose, I'm open to suggestions, but we'll go with these for right now.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
The cooking will be done with two kitchen blocks: an Oven and a Counter. Depending on how this goes, we might do some recipes as two-parters (prepare part on the Counter and then use the Oven to finish it).
In BtN, you get a Pot and Frying Pan, and use them in certain recipes. I've been debating the best utility for using these; if you want to make a lot of recipes fast, having to put stuff in a Pot and then cook the Pot would be a bottleneck. I think if the Oven can be "equipped" with a Pot and Frying Pan, that'll be easier; then you could make anything that requires those utensils.
You can equip the Counter with the rest of the utensils: Kitchen Knife, Rolling Pin, Whisk, and so forth.
As for seasonings...
1. Salt
A resource like Sugar or Flour. You get it from Saltwater. Either you boil a bucket of Saltwater, or you put Saltwater into a special block. It'll be a little pile of crystals, similar to Sugar.
2. Vinegar and Soy Sauce
These are gained via a fermentation process we'll work on eventually. They'll be individual items too.
3. Herbs and Other Seasonings
Basic Herbs... well, I figure you get random herb drops from using the Sickle on Tall Grass. But I'm debating the relative merit of gathering just a few and making an infinite Herb Shaker (or Herb Pot), or having the various herbs be items you run around gathering repeatedly.
We could pick 8 basic Herbs and go with them. Offhand: Oregano, Basil, Garlic, Cumin, Ginger, Cinnamon, Mint, Vanilla. I'd like to fit Cilantro/Coriander in there somewhere, and Mustard... hmm. We could grow Ginger, Garlic, and Mint as actual plants. Cinnamon's actually a bark. I'll have to think about this some more. But anyway, figure that we'll find 8 Wild Herbs randomly in the grass.
For the recipes that call for required herbs, gimme a list and I'll look into what the actual herbs would be. That should help us narrow down the most useful varieties.
Most likely we'll be changing the trees, or adding new trees, at some point. We've got various reasons to do so: Besides the desire for Fruit Trees (at least an Apple Tree), there's the possibility of a Sugar Maple, a Juniper for berries to make into Gin, and now the Cinnamon Bark. And a somewhat wider variety of useful trees will be pleasant.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
As for the recipes, I did not see any that require those basic herbs. Here is a list of all the ingredients. I may have missed one or two.
Before I can begin working on the recipes I need to know what is being worked on and what is finished. (Wanting to help two weeks into this may not have been my brightest idea)
So I think the best thing for me to do is wait until you have a working mini-mod. Or I could help with the testing. Whatever you need me for :smile.gif:
Hmm ok. I'm working on the kitchen stuff (so that means the oven and counter too if you meant coding) and tools, as well as the seed bags and stuff. ( Modding part, not texture )
And btw, are you coding or doing textures? If neither, I'm pretty fine with a tester :smile.gif:
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Making the oven and counter is the easy part for me. My only problem is the GUI so if you'd like to make them that'd be great.
And to answer your question, I'm not very artistic so I'll stick to coding.
E.g.: Stick a Fish in the Oven, and it acts like that's not capable of making anything (same as if you stuck something in the Furnace that you couldn't cook). But if your Oven is equipped with a Frying Pan, you stick the Fish in and it starts cooking to make Grilled Fish.
Also, I was just browsing the recipes, and noticed that at least two of them have exactly the same ingredients, differing only by utensils: Hot Milk is Milk + Pot (Sugar is optional), and Butter is Milk + Mixer. This isn't a problem for these two (stick Milk on the Oven, equipped with Pot, to get Hot Milk; stick Milk on the Counter, equipped with Mixer, to get Butter), but it could be for other recipes if they happen on the same block.
I also spotted Noodles as a multi-step recipe: You'd use Flour (and maybe Water, which is never a HM ingredient but probably ought to be in our mod) on the Counter with a Rolling Pin and Knife to get Dry Noodles, and then boil them on the Oven in the Pot to get Noodles. And then maybe add a sauce of some sort for the best benefit from the dish. Similar thing with Egg Noodles, and Tempura is an egg-noodle batter over veggies and/or meat.
TWell, do you want to be in charge of sort the recipes by the quality of the food, and assigning hunger-refilling ranks? The most complex dishes ought to fill the entire Hunger Bar, just like a Golden Apple. It should be related to how easy it is to get/grow the ingredients, how many ingredients go into the final dish, and how many steps it takes to get to the final dish.
Lastly: There are certain goods that BtN let you get from the Seasoning Set or buy in the store; we're making them from scratch. These include Oil (made from Corn), Riceballs (we'll grow or randomly find the Rice), and Curry Powder (Cumin + Coriander and/or Turmeric are the most common spices, apparently; it's clearly a combination of herbs). We'll also be making a fermenting process (possibly a special block) to make a variety of spirits: Wine (Grapes), Whiskey (Wheat), Tequila (Cactus), Cider (Apple), Vinegar (Wine, or just about any other alcohol), Soy Sauce (Soybeans), and probably some others.
So yeah. Complex mod. We'll get there :smile.gif:
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!