The Meaning of Life, the Universe, and Everything.
Join Date:
6/21/2011
Posts:
43
Member Details
This is an interesting idea. I am trying to keep this mod very focused and not add too many features. It is meant to simply introduce a way of crafting things in a very customizable way. I am planning on making another mod that will add a ton of new stuff to the game using this new crafting mechanic such as chests, pipes, furnaces, etc. and I think your bow idea would fit in perfectly!
I have a suggestion. First, add the ability to melt down things such as chestplates. Also, maybe make a way to autofill crucibles using dispensers. Last, maybe add a way to melt down things such as emeralds or redstone.
I have a suggestion. First, add the ability to melt down things such as chestplates. Also, maybe make a way to autofill crucibles using dispensers. Last, maybe add a way to melt down things such as emeralds or redstone.
I think I am going to hold off on melting down tools/armor/items right now. I need to think about how it will work and what the consequences will be before I start to implement that idea. I do like being able to autofill crucibles and casting tables with dispensers though! I will definitely add that in.
I have actually already added the ability to use redstone, lapis, obsidian, emeralds, blaze rods and nether quartz in my current build (so it will be in the next update). I am keeping a config option in to disable this feature in case people don't want to be able to use these additional materials in amalgam. Since I added ore dictionary support I will probably add the ability to use popular ores from other mods in the next update too. I also have added in WAILA integration!
Are there any other things you guys would like to see in the mod? Hopefully it will be ready for a full release soon!
I think I am going to hold off on melting down tools/armor/items right now. I need to think about how it will work and what the consequences will be before I start to implement that idea. I do like being able to autofill crucibles and casting tables with dispensers though! I will definitely add that in.
I have actually already added the ability to use redstone, lapis, obsidian, emeralds, blaze rods and nether quartz in my current build (so it will be in the next update). I am keeping a config option in to disable this feature in case people don't want to be able to use these additional materials in amalgam. Since I added ore dictionary support I will probably add the ability to use popular ores from other mods in the next update too. I also have added in WAILA integration!
Are there any other things you guys would like to see in the mod? Hopefully it will be ready for a full release soon!
I was actually using this one mod called Flaxbeard's Wondourous Steam power, and it has crucibles, except you can throw items into the crucible.
Awesome, works great now! One question, is there a list of alloys you can make, and a comparison between them?
There isn't a list of set alloys you can make. This is because you can combine ANY metals together in ANY proportion you want to create an infinite number of different alloys. The metals you use to create your alloy (or amalgam as I call it) determine the properties of the alloy. In the next update you will be able to see the amalgam's properties with WAILA. Anyway, the properties of your amalgam determine things like attack damage, durability, harvest level, and enchantability for tools and weapons. For armor the amalgam properties determine absorption amount, durability, enchantability, etc. I think I will have to add an in-game manual to describe how different amalgam properties translate to weapon/tool/armor attributes.
Love this so far! My only problem was the recipe for the Casting Table (Crafting Table surrounded by cobblestone) is the same exact recipe for the Uncrafting Table in another of my fav mods (by jglrxavpok). Any chance the recipes could be tweaked or made so they can be changed in the config file?
Love this so far! My only problem was the recipe for the Casting Table (Crafting Table surrounded by cobblestone) is the same exact recipe for the Uncrafting Table in another of my fav mods (by jglrxavpok). Any chance the recipes could be tweaked or made so they can be changed in the config file?
None of the recipes are final, I can definitely change it to something else.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/17/2011
Posts:
265
Minecraft:
Nanakisan
Member Details
Small question for you. Does the mod have a way of making crafting tools disabled. This way i can effectively force people to use the mod for their tools? I'm mostly asking as i feel it would be easier if this was done. Rather then using minetweaker to make the recipe go poof! know what i mean?
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I am a lunatic wrapped in bacon. Sprinkled with swiss, smoothered in mustard and then buried in lettuce. I'm delicious!
Small question for you. Does the mod have a way of making crafting tools disabled. This way i can effectively force people to use the mod for their tools? I'm mostly asking as i feel it would be easier if this was done. Rather then using minetweaker to make the recipe go poof! know what i mean?
This will be in the next release. Here is what I have in store for the next release, which will be the final beta version of the mod:
COMPLETED FEATURES:
- Added WAILA support
- Added support for ores commonly found in mods (copper, tin, lead, etc)
- Added ability to use more vanilla materials in amalgam (blaze rods, obsidian, emeralds, nether quartz)
- Added support for more types of amalgam recipes
- Added AmalgaShroom (gives random potion effects on consumption based on amalgam properties)
- Added Unstable Amalgamized Potato (explodes when throw. damage, range and explosion size depend on amalgam properties)
- Items can now also be thrown into the crucible
- Crucibles now interact with hoppers and comparators
- Updated GUI graphics
- Added more config options
- Fixed crucibles not remembering their state when loading
- Fixed amalgam coloration algorithm
- Lots of refactoring....
TODO:
- Fix multi-player syncing issues
Once I fix some multiplayer issues I will release version 0.5.0 for beta testing. After people play 0.5.0 for a bit and find the obvious bugs and gameplay issues it will be time for a full release!
Awesome mm4c, if you make the casting table recipe slightly different it would rock! Maybe replace cobble with smooth on the top or bottom row, or in the corners perhaps. This mod is shaping up to be really special!
The Meaning of Life, the Universe, and Everything.
Join Date:
6/21/2011
Posts:
43
Member Details
Updated to version 0.5.0
Changelog:
- Added WAILA support
- Added ability to use more vanilla materials in amalgam (blaze rods, obsidian, emeralds, nether quartz)
- Added support for ores commonly found in mods (copper, tin, silver, lead)
- Added support for more types of amalgam recipes
- Added AmalgaShroom (gives random potion effects on consumption based on amalgam properties)
- Added Unstable Amalgamized Potato (explodes when throw. damage, range and explosion size depend on amalgam properties)
- Items can now also be thrown into the crucible
- Crucibles now interact with hoppers and comparators
- Updated GUI graphics
- Added more config options
- Fix multi-player syncing issues
- Fixed crucibles not remembering their state when loading
- Fixed amalgam coloration algorithm
- Lots of refactoring....
The Meaning of Life, the Universe, and Everything.
Join Date:
6/21/2011
Posts:
43
Member Details
With the news that Microsoft has acquired Mojang I have lost most of my interest in developing this mod. The source is available on Github for anyone interested, and I may do a bug update or two if there is demand. If Microsoft comes out in support of modding than I may come back, but right now the future is too uncertain and I don't feel like putting work into something that could quickly become obsolete.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/17/2011
Posts:
265
Minecraft:
Nanakisan
Member Details
Please don't fail prey to the crap going on with Microsoft and Mojang. Searge the maker of MCP has stated he will still be updating MCP. Modding will live on until his hard work stops.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/21/2011
Posts:
43
Member Details
For the shrooms, potion effects are chosen randomly, but:
Luster determines the number of effects
Density and Hardness increase the duration of effects (but there is a fair deal of randomness)
Malleability increases the chance that a potion effect will be more powerful.
For the unstable amalgamized potato:
Density decreases max distance
Luster increases explosion strength
Malleability increases direct damage on hit
After typing this comment out I have realized that malleability is misspelled throughout the entire mod, whoops!
The Meaning of Life, the Universe, and Everything.
Join Date:
6/21/2011
Posts:
43
Member Details
I guess the reason that I used malleability, density, luster and hardness instead of durability, damage etc is because the amalgam is used to craft more than just swords. For example malleability is used to determine sword damage, but it also determines armor absorption and shroom effect power. I was planning on having a bunch of stuff craftable from amalgam like pipes, furnaces, better crucibles and crafting/casting tables and more, so I came up with general properties that could translate into different stats for different items and blocks (malleability might determine pipe transfer rate or furnace fuel efficiency for example.)
As for being able to see the properties without WAILA installed, this is definitely a problem, and one which I don't have a good answer for right now. I could try to do something similar to Thaumcraft does with aspects though.
(insert cringy dubstep minecraft intro here)
I think I am going to hold off on melting down tools/armor/items right now. I need to think about how it will work and what the consequences will be before I start to implement that idea. I do like being able to autofill crucibles and casting tables with dispensers though! I will definitely add that in.
I have actually already added the ability to use redstone, lapis, obsidian, emeralds, blaze rods and nether quartz in my current build (so it will be in the next update). I am keeping a config option in to disable this feature in case people don't want to be able to use these additional materials in amalgam. Since I added ore dictionary support I will probably add the ability to use popular ores from other mods in the next update too. I also have added in WAILA integration!
Are there any other things you guys would like to see in the mod? Hopefully it will be ready for a full release soon!
Awesome, works great now! One question, is there a list of alloys you can make, and a comparison between them?
I was actually using this one mod called Flaxbeard's Wondourous Steam power, and it has crucibles, except you can throw items into the crucible.
(insert cringy dubstep minecraft intro here)
There isn't a list of set alloys you can make. This is because you can combine ANY metals together in ANY proportion you want to create an infinite number of different alloys. The metals you use to create your alloy (or amalgam as I call it) determine the properties of the alloy. In the next update you will be able to see the amalgam's properties with WAILA. Anyway, the properties of your amalgam determine things like attack damage, durability, harvest level, and enchantability for tools and weapons. For armor the amalgam properties determine absorption amount, durability, enchantability, etc. I think I will have to add an in-game manual to describe how different amalgam properties translate to weapon/tool/armor attributes.
None of the recipes are final, I can definitely change it to something else.
[Don't let the offline notice fool you.]
This will be in the next release. Here is what I have in store for the next release, which will be the final beta version of the mod:
COMPLETED FEATURES:
- Added WAILA support
- Added support for ores commonly found in mods (copper, tin, lead, etc)
- Added ability to use more vanilla materials in amalgam (blaze rods, obsidian, emeralds, nether quartz)
- Added support for more types of amalgam recipes
- Added AmalgaShroom (gives random potion effects on consumption based on amalgam properties)
- Added Unstable Amalgamized Potato (explodes when throw. damage, range and explosion size depend on amalgam properties)
- Items can now also be thrown into the crucible
- Crucibles now interact with hoppers and comparators
- Updated GUI graphics
- Added more config options
- Fixed crucibles not remembering their state when loading
- Fixed amalgam coloration algorithm
- Lots of refactoring....
TODO:
- Fix multi-player syncing issues
Once I fix some multiplayer issues I will release version 0.5.0 for beta testing. After people play 0.5.0 for a bit and find the obvious bugs and gameplay issues it will be time for a full release!
[Don't let the offline notice fool you.]
Changelog:
- Added WAILA support
- Added ability to use more vanilla materials in amalgam (blaze rods, obsidian, emeralds, nether quartz)
- Added support for ores commonly found in mods (copper, tin, silver, lead)
- Added support for more types of amalgam recipes
- Added AmalgaShroom (gives random potion effects on consumption based on amalgam properties)
- Added Unstable Amalgamized Potato (explodes when throw. damage, range and explosion size depend on amalgam properties)
- Items can now also be thrown into the crucible
- Crucibles now interact with hoppers and comparators
- Updated GUI graphics
- Added more config options
- Fix multi-player syncing issues
- Fixed crucibles not remembering their state when loading
- Fixed amalgam coloration algorithm
- Lots of refactoring....
Video incoming.
Ok, uploaded a video showing how the mod works
[Don't let the offline notice fool you.]
Does density do X to potato?
or
Does density do Y to potato?
etc.
Luster determines the number of effects
Density and Hardness increase the duration of effects (but there is a fair deal of randomness)
Malleability increases the chance that a potion effect will be more powerful.
For the unstable amalgamized potato:
Density decreases max distance
Luster increases explosion strength
Malleability increases direct damage on hit
After typing this comment out I have realized that malleability is misspelled throughout the entire mod, whoops!
May I make a suggestion?
If you do continue developing this mod, please add a config for "noob mode"
Hardness = Duration
Melleability = Sharpness
etc.
Also, for the people who don't use WAILA, how would we know what the properties are?
As for being able to see the properties without WAILA installed, this is definitely a problem, and one which I don't have a good answer for right now. I could try to do something similar to Thaumcraft does with aspects though.