Personally, I think they seem good from all I read of them. I think the most feedback you'll get on tweaks to them will come from actually playing the mod. Let's hope it doesn’t take too long; I'm not good at waiting XD
Well, I'm glad you think everything so far is good. I'll be sure to give updates on how the mod develops, if WhamO doesn't beat me to it. Now it's time for me to start on the last few textures, and to make sure all the coders all have each others Skypes, and access to the textures. Then I also just have to wait and see.
Heh, I could if people want release Alpha versions.
But obviously, that wouldn't give you the best expierience :/
Well, we could start testing an alpha with a small group of people once it has quite a few features, then in beta a larger group, then in full release anyone who plays can find and report a bug.
Been reading over the posts, and from what I can tell, no one has suggested Torches that burn out, or being able to overcook/undercook/burn food. Overcooked food is less saturating, undercooked makes you sick, burnt food is inedible, and furnaces have a chance to catch fire.Also: I would love to help with this mod. I'm looking for a new challenge!
Been reading over the posts, and from what I can tell, no one has suggested Torches that burn out, or being able to overcook/undercook/burn food. Overcooked food is less saturating, undercooked makes you sick, burnt food is inedible, and furnaces have a chance to catch fire.
Also: I would love to help with this mod. I'm looking for a new challenge!
I could of sworn there was something about torches dying. Also, I think in my first post here I did mention pelep's unlit torches mod. So if it isn't added into this mod, you could just use that one on the side (assuming all is compatible).
I think I also did mention about burning food, but I am not sure if the idea is behind used. Your idea with food seems a lot nicer though, but with food spoiling and animals being spooked as it is, it may make it a bit too hard to heal.
I do like the idea of spontaneously combusting furnaces though =P Or at least that they could get hot enough to catch nearby blocks on fire (like I suggested for torches but in all directions).
Been reading over the posts, and from what I can tell, no one has suggested Torches that burn out, or being able to overcook/undercook/burn food. Overcooked food is less saturating, undercooked makes you sick, burnt food is inedible, and furnaces have a chance to catch fire.
Also: I would love to help with this mod. I'm looking for a new challenge!
From the OP, "Torches now require sap, obtained by processing wood, or by tapping trees, and will burn out in 15 minutes, real time. Burnt out torches can be refueled with sap, then re-lit with another torch.".
Under/over cooking food is also one of those strange features it may be best to wait for adding until the mod starts to take shape. I do like the idea of furnaces being able to spread fire. Probably have it so burning normally it would spread as a torch would, and when using bellows it has the range of an actual fire block.
If this mod is released, could i be in the alpha/beta tests? also, it would be cool if when you had a torch in your hand it lit up the area around you. and as well, if you gave the player another hand so that we could duel wield torches/sword, sword/shield, and so on, that would be amazing
If this mod is released, could i be in the alpha/beta tests? also, it would be cool if when you had a torch in your hand it lit up the area around you. and as well, if you gave the player another hand so that we could duel wield torches/sword, sword/shield, and so on, that would be amazing
I know there is another mod, Dynamic Lights, which lets items equipped or as drop items cast light. You can config which items and the light values, so you could use that with this one assuming they work together. Which is probably much easier than adding into this mod.
Although the duel equipped thing is an interesting idea. If I remember right, there was an Amnesia map/mod a while back that let you have 2 items at the same time. It could be something to look into. Or maybe instead there could be a way to make mining helmets (helmets with light source on them).
ok. another idea i had was that when you killed a mob, their body didnt just go away in a puff of smoke. maybe you could have bodies lie on the ground until you got rid of them? and when you killed, say, a deer, you had to somehow get its meat. just a thought, if you really want realism
Im trying to learn how to mod, and i already know some coding.
The thing that makes mods fun, is that you don't get fast to end game and don't have anything to do anymore, but that stuff extends the road to that.
BUT:
It has to be not extended by making stuff boring, like grinding stones/sticks etc. So there should be a way to get those sticks later on on a way more efficient way ( like using an axe to chop down a tree to make sticks from that.)
So most ways we got now, as ideas are fair enough.
Status update: I am close to finishing food spoiling, only have to actually destroy the item on 0 damage ( normal way doesn't work :/)
Hmm what did I do more again... [=
You'll still be able to get sticks from planks, but you need an axe to get the wood to make planks to make sticks, so getting sticks from leaves is just how you get started.
Awesome, I thought spoiling would take longer to implement than that.
The thing that makes mods fun, is that you don't get fast to end game and don't have anything to do anymore, but that stuff extends the road to that.
BUT:
It has to be not extended by making stuff boring, like grinding stones/sticks etc. So there should be a way to get those sticks later on on a way more efficient way ( like using an axe to chop down a tree to make sticks from that.)
Yah. That is what I really been wanting from a mod. I been doing many survival let's play series (Demo Dashes). And while doing them I realized how quickly you can get supplies like iron. I also came up with a mod idea to slow down the progression. But I focused on adding more tiers to go through and also limited how you can get things. I still am working on the idea for that, but I put it on a bit of hold.
This mod does that in somewhat a better way. More of different but a lot of the core concept or spirit is there at least. I think the main difference is that my ideas added more progression and made things harder. This instead makes it more brutal and never quite lets you get to the vanilla mastery of the game. I love that kind of harsh survival challenge. Ironically, I never expected it to be that way by making it more real =P
You'll still be able to get sticks from planks, but you need an axe to get the wood to make planks to make sticks, so getting sticks from leaves is just how you get started.
Awesom
e, I thought spoiling would take longer to implement than that.
I have one suggestion, and only one: you mentioned animals fleeing if you get too close? What if they left behind footprints, fur, or other methods of tracking animals down? I've been looking for a mod like this for ages, it looks great. I love the tree concept (branches from leaves) & the extra crafting stuff (blowpipes, darts, that stuff). I really like the idea of animals running away when you get too close (I'd love to see some neanderthal try to chase them down ) but i would love being able to scare them off just for the thrill of being able to track them down. Wait... i lied... i have two ideas, one is more just an adjustment though. Would it be possible to have old or new tools that both do (more) damage & the tool functionality (e.g. sword (attack) + axe (wood-chopping) = hatchet) without using more durability as a weapon?
Status:
Green is done.
Orange is started but not done.
Red isn't started.
Blue: possibly done, but not sure. (Most common in World generation stuffs)
No more punching trees!
While punching trees is an iconic part of Minecraft, this is a realism mod. And well... Go try it IRL and see how well you do. So instead, you can break the branches off (punch leaves) to get sticks, and leaves (not leaf blocks, actual leaves). Now your first way of getting wood is to go find some flint, attach it to stick with cord made of vines, and make a flint axe!
Rocks!
Found randomly here and there on the ground,and very abundant near gravel patches and caves, you can find rocks on the ground you can simply pick up.You can take rocks in your hand, and either throw them inaccuratelyas a weapon,or throw them at the ground to make them break. If your lucky, you can break one into a sharp shape.If you take a sharp rock, or a flint, and poke it through a stick (branch), you can make a primitive stone knife!Pretty realistic, and very useful! Also, smooth stone is only obtainable by mining all around a single stone block, so that nothing supports it. Stone block carving!
Realistic tool making!
So in Minecraft, take 3 blocks of planks that amount to be taller, wider, and deeper than your whole body, attach 'em to 2 sticks by fusing them with your hands, and presto. A handheld-size pickaxe. Again, I don't think that would go too well IRL. And wood is too soft and splintery anyway. But I bet if you took any large rock and started hitting stone/ore blocks with it, it would start to chip away. Rock; your first "pickaxe"! After you've gotten some iron with your rock, you can go ahead and make a real pick!
Scared animals!
Starvation is absolutely NO problem when you start a game. Pork chops, steak and chicken, and they aren't even afraid when they watch you kill their peeps! Well, in this mod, a bow is actually going to be an essential! Since you can make cord from vines, you don't even need find giant spiders to make a bow. If you walk straight up to an animal, it will run straight away from you, VERY quicklybefore you are even able get within 10 blocks of it.They will avoid dead ends and holes, but you can craft a pit trap with sticks and leaves.You could sneak up behind an animal and kill it, although you have to be very careful. If you kill an animal, any animals around it will flee for at least 30 blocks, even if they can't see you. Food now runs!
Better animals!
All animals need to eat, so now cows will also eat grass, chickens will peck at tall grass to get the seeds, and pigs will look around for mushrooms.All animals will now act a lot like ocelots, and will slowly consider to walk over to you if you hold what they eat and walk very slowly.If you can gain it's trust, it won't just follow because you fed it, but you can tie a rope to it and lead it wherever you wish.(Well, it still follows you while you hold the right item)Except for chickens... You can just right click on them to pick them up, since they are much lighter than the rest. All tamed animals will require feeding. Cows and sheep are easy, just place them in a pen which will grow grass back as they eat. Chickens will eat when seeds are dropped (as an entity) by them, and pigs will eat when any food item are dropped next to them. To make animals breed, cows and sheep will eat whole wheat, chickens will eat wheat grains, and pigs will eat red mushrooms. If not fed once a day, animals will starve. This makes live-stock a somewhat challenging, yet rewarding resource.
Weight!
Carrying mountains in a not even visible backpack... Need i say anything more? IRL, unless your(AI ai, its you're. You are carrying styrofoam. )carrying styrofoam, you can pretty much carry anything of any size, as long as it's not too heavy. Many may think this would add an annoying inconvenience, but a new mechanic would add a familiar, interesting way of digging and mining. You can still dig and mine the classic way, but you can't carry a whole lot. But now, if you right click on a chunk of dirt/stone with a shovel/pickaxe, you will break it up and pick up the resources in your hand, then you can turn any direction you like and right click again to throw it, creating an entity like falling sand. Wherever it lands it will place itself, again like falling sand, breaking torches in it's way instead of the torch breaking it. Dig holes like you would IRL, throwing the dirt out of your way with each scoop! You can hold up to 80 pounds when you start, but you can craft backpacks which will let you carry weight more efficiently, thus letting you carry more weight over all.
Energy and thirst!
You can be completely well fed and hydrated, but if you just ran a marathon, you probably won't be able to go and dig a huge hole without some kind of break. So, Energy Meter! It will slowly fill up at all times, will fill up a little quicker when mostly full, and will fill up even quicker if fully hydrated. Every significant action, or carrying too much weight will drain your energy, and sleeping will fully restore your energy. Thirst can be quenched by drinking ANY water, however, if you drink water straight out of a lake/pond, you risk being poisoned which CAN now kill you. If you drink straight from a river, you'll almost always be fine. If you drink from an ocean, you will always become poisoned. Poison can last anywhere from half a second, to two minutes, enough to kill without treatment. The oceans contain a different type of water from any others, saltwater. You cannot make saltwater safe, however you can heat up a bucket of salt water to evaporate the water off, and leave you with salt. Other water you can just heat up to make safe.
Plants and herbs!
In Minecraft, wild plants include 4 types of trees, tall grass, vines, cocoa beans, pumpkins, cactus, lily pads, flowers, sugar cane, and mushrooms. Pretty good, however there are NO natural remedies or herbs, and only 1 readily edible plant product; apples. The answer to this is coffee trees, berry bushes, another use for pine trees, aloe vera, ginger and bamboo. Coffee trees provide coffee, which will replenish energy, berry bushes are a quick source of food when you start, and farm-able later on, breaking pine leaves will drop pine-needles which can be brewed into tea which will quench some thirst and slightly increase health regen for 20 seconds, aloe vera's liquid can be squeezed into a bottle, which you can drink for 1.5 hearts instantly restored, ginger can be eaten for a small amount of hunger restored, and to cure poisoning and bamboo can be used for crafting.
Weather!
First off, when it rains it will no longer sound like T.V. static. We all know how annoying it can be, and real sounding rain will actually make rain something to look forward to! That, and because rain will speed up all plant growth! Rain can also be collected in bowls/buckets to get free fresh water. However, like most people, Steve doesn't like getting wet in the rain... Especially not while carrying lots of stuff in a big backpack, so walking around in rain will make you walk a bit slower.
Food spoiling! Spoiler:
Ever wondered how 64 raw pieces of meat can sit in an un-refrigerated chest and never go bad? Well not any more! Almost all foods now spoil. Spoiling shows up as a durability bar on the food, and therefore, food will no longer stack.But, food now fills you up more. No longer will eating a whole chicken fill you up less than a single pork chop!Meats last two hours in real time, fruits last three hours in real time, vegetables last five hours, wheat items last 6 hours, pie lasts 4 hours, mushrooms and herbs last forever. Now I know mushrooms don't last long IRL, but being able to thrive in the nether, these obviously aren't normal mushrooms... Meats can be dried, or smoked to preserve them forever and enable stacking, but lower the hunger restored. An ice box can be built with wood and cords, and will let you place snow blocks inside to keep food frozen and preserved, forever... As long as it stays cold.
Real Mining!
Mine carts are now very useful, due to weight being added. Chest carts now only have 9 slots, but can carry infinite weight, like single chests will now have. Of course carts aren't required, but having something to carry tons and tons of weight for you over large distances will make strip mining bearable. Until then, cave mining is the best option. The catch about carts, though, is powered rails and powered carts are now disabled. To make carts go anywhere, you have to let gravity do it for you, or tie a horse to your cart to haul it. Ores now drop an item, not a block, which is good because that means less weight. You just can't place it down as a block again. Torches now require sap, obtained by processing wood, or by tapping trees, and will burn out in 15 minutes, real time. Burnt out torches can be refueled with sap, then re-lit with another torch. Torches will now provide light when held, so you can explore without having to waste tons and tons of torches! Jack-o-lanterns will also run out over time, and turn into a normal pumpkin again when the torch inside burns out. Lava can't be carried in buckets anymore, for obvious reasons. Now near lava, you can find Sulfur Ore, and in jungle caves, you can find Niter Ore.Also, on the note of digging, you will still be able to dig with your hands, it will just take a lot longer. If Minecraft condenses 24 hours into 24 minutes for a full day, then 60 minutes of digging a square meter of sand/dirt/gravel/clay will turn to 60 seconds.
Smelting and smithing!
Iron takes a lot hotter of a fire to melt than you could get from burning coal in a small hollow stone block. Furnaces are still good for cooking, boiling, clay firing and drying, but not for melting metal, unless you have bellows that take nails to make anyways. To smelt your first metal, you need to fire a clay crucible, and make a bonfire. If you place a crucible on the ground, you can place ore into it and light wood blocks on fire around the crucible. As long as at least four fire blocks exist within a 3x3x3 area around the crucible, the ore will melt. Once the ore has melted, a mould made from fired clay can be used on the crucible to pour the metal into, and an ingot is formed. Although a bonfire is required to melt metal, only a furnace is required to make it soft enough to work with. Using a stone block as a weak makeshift anvil, and a hammer and chisel, you can shape metal into any tool head or material you need. A stone anvil will break after a few uses, but a stronger anvil (replaces vanilla anvil) made by melting iron into a clay anvil mould will last for 30 or so uses. Due to having a chisel, you can make holes in the tool heads, so you no longer need to use cord to secure them to sticks. Gold follows just about all these guidelines, except you can not make a gold anvil. Using Graphite you can find as a medium/rare ore close to, but not quite at diamond level, you can add it to your iron ore in a bonfire/stoked furnace to create steel ingots! Steel can be used to make tools almost as strong as vanilla diamond tools, but not quite.
But what about redstone, diamonds, and all the unrealistic magic type stuff?
Well, there's room in this mod to keep magic and such, but mainly because the methods here no one has ever tried, IRL. Redstone occurs near lava level, which no one has really gotten to, so for all we know it may actually exist beneath us. Diamonds can't be used for tools anymore, because although diamonds are possibly the hardest material found in nature, the truth is diamond is very brittle. They can still be used to make an enchanting table though, and now steel can mine obsidian. Again, no one has ever tried to make a huge portal out of 14 blocks of obsidian before, so for all we know if you did it IRL, it may work. So the nether stays, and due to their supernatural nature, netherrack still burns forever, and glowstone still glows forever. All the Nether pretty much stays the same, and Netherrack is very light compared to the weight of stone. As for all the unrealistic mobs, there is a difficulty added to change that. Now, the difficulty levels will be peaceful, easy, normal, hard, realistic. Realistic isn't necessarily harder than hard, it's just a different gamemode, pretty much. In realistic, zombies, skeletons, creepers, spiders and endermen do not spawn, but environmental damage is much much higher. Because i don't think you could make a quick, full recovery from a 3 story drop IRL, at least not in the wild. Now, if you want to get to a stronghold and then The End, you need eyes of ender. Since there are no endermen in realistic mode, you can get enderpearls and eyes of ender from a special new mob in a Nether Fortress!
More crafting!
You can craft a mortar and pestle with two stones, a hammer, and a chisel. A mortar and pestle can be used to turn wheat grains into flour, after taking the grains out of the bundle, and can be used to grind all the ingredients for gunpowder together. The mortar and pestle is also used to grind about anything down, you now need it to make bone meal, blaze powder, etc. If you find cacti, you can collect them and take the needles out of them. A needle plus a feather will make a dart, which can be shot out of a blow gun, weaker but more accurate and farther shooting than a bow. A dart gun is made by a piece of bamboo, and a knife. TNT is replaced by Powder Charge, which is crafted with cord, paper, and gunpowder.
Active Villagers!
So, villagers can build houses, farms and even find diamonds (as seen in blacksmiths' chests sometimes), but they can't defend themselves from even a single zombie? Very realistic! NOT! So now, farmers will actually collect crops, replant them, and re-till soil as needed, blacksmiths actually use their anvil and forge, every villager will at least punch zombies if they can't run, and there are 3 new types of villagers! The first of which, the Hunter. The hunter will leave his house every dawn and hunt for animals with a bow and a pet wolf, and come back to the village no later then when 3/4 of the day is over. The Miner will spend almost all of his time in the village's mines, coming up now and then to re-supply, and drop off the mined goods at the blacksmith. And lastly, the Knight will patrol the entire village at night, armed with chain or better armor, and stone or better sword, and a bow. Farmers will also act as builders, and expand the village slowly as it advances.
Well done, you've spotted possibly the only spelling mistake of my post.
Have you gotten help from TheGatesofLogic yet?
I have one suggestion, and only one: you mentioned animals fleeing if you get too close? What if they left behind footprints, fur, or other methods of tracking animals down? I've been looking for a mod like this for ages, it looks great. I love the tree concept (branches from leaves) & the extra crafting stuff (blowpipes, darts, that stuff). I really like the idea of animals running away when you get too close (I'd love to see some neanderthal try to chase them down ) but i would love being able to scare them off just for the thrill of being able to track them down. Wait... i lied... i have two ideas, one is more just an adjustment though. Would it be possible to have old or new tools that both do (more) damage & the tool functionality (e.g. sword (attack) + axe (wood-chopping) = hatchet) without using more durability as a weapon?
Animals won't run that far, they pretty much will just keep running every time you get close, so there's no need for long range tracking mechanics. Multi-tools might be an option for the future (to an extent of course, nothing un-realistic), but for now we'll just leave it to normal tools.
good to hear there is some progress going on I'm so excited for this! I've had a few people claim they were gonna make some of my mod ideas... but I have no clue when the actual modding is gonna start
This mod would be awesome! It would definatly make Minecraft harder and more challenging but that's the fun part. And I would really like the actuve villager part of it. Perhaps change the villagers to look like real people?
I could of sworn there was something about torches dying. Also, I think in my first post here I did mention pelep's unlit torches mod. So if it isn't added into this mod, you could just use that one on the side (assuming all is compatible).
I think I also did mention about burning food, but I am not sure if the idea is behind used. Your idea with food seems a lot nicer though, but with food spoiling and animals being spooked as it is, it may make it a bit too hard to heal.
I do like the idea of spontaneously combusting furnaces though =P Or at least that they could get hot enough to catch nearby blocks on fire (like I suggested for torches but in all directions).
Also, here was the post where torches dying out was discussed a bit and I linked the topic. Also I mentioned a couple of other realism mods that other mechanics not discussed here (trees falling, water pooling, better gravity, etc). http://www.minecraftforum.net/topic/1769934-idea-realism-survival-mod-make-survival-about-survival/page__st__60#entry24039554
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Under/over cooking food is also one of those strange features it may be best to wait for adding until the mod starts to take shape. I do like the idea of furnaces being able to spread fire. Probably have it so burning normally it would spread as a torch would, and when using bellows it has the range of an actual fire block.
What is your experience in coding?
I know there is another mod, Dynamic Lights, which lets items equipped or as drop items cast light. You can config which items and the light values, so you could use that with this one assuming they work together. Which is probably much easier than adding into this mod.
Although the duel equipped thing is an interesting idea. If I remember right, there was an Amnesia map/mod a while back that let you have 2 items at the same time. It could be something to look into. Or maybe instead there could be a way to make mining helmets (helmets with light source on them).
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Im trying to learn how to mod, and i already know some coding.
Awesome, I thought spoiling would take longer to implement than that.
Yah. That is what I really been wanting from a mod. I been doing many survival let's play series (Demo Dashes). And while doing them I realized how quickly you can get supplies like iron. I also came up with a mod idea to slow down the progression. But I focused on adding more tiers to go through and also limited how you can get things. I still am working on the idea for that, but I put it on a bit of hold.
This mod does that in somewhat a better way. More of different but a lot of the core concept or spirit is there at least. I think the main difference is that my ideas added more progression and made things harder. This instead makes it more brutal and never quite lets you get to the vanilla mastery of the game. I love that kind of harsh survival challenge. Ironically, I never expected it to be that way by making it more real =P
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Have you gotten help from TheGatesofLogic yet?
Animals won't run that far, they pretty much will just keep running every time you get close, so there's no need for long range tracking mechanics. Multi-tools might be an option for the future (to an extent of course, nothing un-realistic), but for now we'll just leave it to normal tools.
https://docs.google.com/forms/d/1m8Xm-JMPzQnDEzVh0HTBWIl5hW1vvEgm5lP9yPX87bY/viewform