I really like your mod. I am having some difficulty following player progression through the mod right now though. It seems like you are using some of the vanilla crafting in order to get started with your mod. For the following, I assuming:
that vanilla leather is a drop from cows, but vanilla leather crafting has been turned off
that vanilla furnace recipes for iron, gold, and any other type of metal have been turned off
that sticks come from punching leaves and not vanilla crafting
that vanilla crafting recipes for planks have been turned off.
So a player starts a new world, goes out and punches wood to get logs. They bring those logs back to their workshop.
They then need to prep the logs to make tools with. Here is where I run into the first progression snag. In order to clean the bark off the logs, the player needs to make a special knife. This knife is made from iron, and to get iron a player needs stone tools which are made using the forging mechanic. To get stone, the player has to make a wood pick. In order to make a wood pick, the player needs cleaned and prepped lumber via the woodworking mechanic. I could be wrong, but do some of the recipes need adjusting for purposes of stand alone progression through the mod?
I really like the idea of forging for making armour and weapons. Tinker's construct seems way to overused in my opinion and is not realistic enough. I am beginning to plan a HQM mod pack that will have to 2 different story paths. One path leads to becoming a powerful wizard. The second leads to becoming a powerful warrior. I am looking for some kind of forging mechanic to make the warriors work to get their armour and weapons and this will work nicely. Will you be adding some sort of mechanic so that packs could require all armours, even those from other mods, to be made using the forging mechanic? cross mod integration? BTW, in the pack I am planning, all forms of redstone flux generators are taboo, unless it is a mechanic like that in ancient warfare 2.
Have you considered teaming up with the modders who are remaking the minefantasy mod for 1.7.10? Seems like your 2 mods are thinking along similar lines.
I really like your mod. I am having some difficulty following player progression through the mod right now though. It seems like you are using some of the vanilla crafting in order to get started with your mod. For the following, I assuming:
that vanilla leather is a drop from cows, but vanilla leather crafting has been turned off
that vanilla furnace recipes for iron, gold, and any other type of metal have been turned off
that sticks come from punching leaves and not vanilla crafting
that vanilla crafting recipes for planks have been turned off.
So a player starts a new world, goes out and punches wood to get logs. They bring those logs back to their workshop.
They then need to prep the logs to make tools with. Here is where I run into the first progression snag. In order to clean the bark off the logs, the player needs to make a special knife. This knife is made from iron, and to get iron a player needs stone tools which are made using the forging mechanic. To get stone, the player has to make a wood pick. In order to make a wood pick, the player needs cleaned and prepped lumber via the woodworking mechanic. I could be wrong, but do some of the recipes need adjusting for purposes of stand alone progression through the mod?
I really like the idea of forging for making armour and weapons. Tinker's construct seems way to overused in my opinion and is not realistic enough. I am beginning to plan a HQM mod pack that will have to 2 different story paths. One path leads to becoming a powerful wizard. The second leads to becoming a powerful warrior. I am looking for some kind of forging mechanic to make the warriors work to get their armour and weapons and this will work nicely. Will you be adding some sort of mechanic so that packs could require all armours, even those from other mods, to be made using the forging mechanic? cross mod integration? BTW, in the pack I am planning, all forms of redstone flux generators are taboo, unless it is a mechanic like that in ancient warfare 2.
Have you considered teaming up with the modders who are remaking the minefantasy mod for 1.7.10? Seems like your 2 mods are thinking along similar lines.
Thanks for the comments, he and I have communicated and i've voiced how the mod is a hobby for me and working on it on my own is satisfying and much less stressful. To answer your other questions I i intend to disable vanilla leather crafting when i get leather registered in the ore dictionary. Iron furnace recipes haven't been turned off. Instead, i intend to make it more favorable to use my mod to process ore for vanilla recipes. Vanilla plank recipes are turned on but again i will make it more favorable for players to use my mod to process wood. I have a lot of thoughts for armor but havent implemented any yet. Still in the process of bug fixing a lot of code with sand filter. Finicky piece of work it is =p
I do appreciate thoughtful feedback like yours. Thank You for the support
The Meaning of Life, the Universe, and Everything.
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SoCal
Join Date:
5/25/2014
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can you maybe add on to this mod where after you pound the iron ingot into the dye you have to cool it in purified water but first put the head on the handle and for the tools and weapons you have to sharpen them on a grindstone that would add to the realism but if you don't ... I still Love The Mod!!!!!!
The Meaning of Life, the Universe, and Everything.
Location:
SoCal
Join Date:
5/25/2014
Posts:
75
Member Details
and another idea i have is under armor or leather and chain mail combined adds additional defense with the armor over it as well
also can you ad the ability to forge armor by banding two hot iron plates into one back side armor dye and one front side dye then put the two together in a crafting table possibly?
and another idea i have is under armor or leather and chain mail combined adds additional defense with the armor over it as well
also can you ad the ability to forge armor pounding two hot iron plates into one back side armor dye and one front side dye then put the two together in a crafting table with leather strips possibly?
can you maybe add on to this mod where after you pound the iron ingot into the dye you have to cool it in purified water but first put the head on the handle and for the tools and weapons you have to sharpen them on a grindstone that would add to the realism but if you don't ... I still Love The Mod!!!!!!
Hey 007crafter, thanks for the support and the suggestions. I've been away from my mod looking for work. Its been pretty hard =p Still looking. I thought about having to dip the ingot in water to cool it. Maybe once i work out all the bugs with the barrels first lol. I do intend to get back into modding as soon as I find a new job. In the mean time i'm taking notes and looking at how to develop the mod further and clean up a lot of current processes; so ur suggestions are helpful and I'll keep all suggestions in consideration.
About the banner, I put this together real quick. Feel free to use it.
Hey 007crafter, thanks for the support and the suggestions. I've been away from my mod looking for work. Its been pretty hard =p Still looking. I thought about having to dip the ingot in water to cool it. Maybe once i work out all the bugs with the barrels first lol. I do intend to get back into modding as soon as I find a new job. In the mean time i'm taking notes and looking at how to develop the mod further and clean up a lot of current processes; so ur suggestions are helpful and I'll keep all suggestions in consideration.
About the banner, I put this together real quick. Feel free to use it.
thank you and your mod is in my survival series i started last night i havent used it yet but i plan to
thank you and your mod is in my survival series i started last night i havent used it yet but i plan to
Thanks! If you publish any video feel free to link it to me and ill feature it on the main post. Likewise as you play through use my issue tracker to track bugs Issue Tracker. If you have suggestions as you play through feel free to link them here. I'm outlining current bugs and I'm going to fix them and start making a list of stuff to add afterwards.
FIXED SOME BUGS - Small Barrel does not pop its construction materials when its made. - Inlay Hammer takes damage when used - Emeralds and Diamonds can be picked up from the anvil by right clicking. - Two Emeralds are consumed per Inlay use - Diamonds and Emeralds decrement from the stack properly
Here is my current To-Do list. There is no particular Order to these. If you especially like or hate something you see here feel free to comment on it.
- Wooden Shelf
- Barrels Show their liquid levels
- Peel Bark by hand
- Peel Bark by way of flint piece
- Add Tin and Copper - Bronze Tools
- Damascus Tools
- Remove / Balance Weapons
- Scrap Vat
- Firebox
- Pouring Crucible
- Replace glass output from crucibles with rich slag - Add filter output to solid filters for rich silica - Add Boiling Recipe for rich slag and rich silica to make Dense Clay.
- Add Rough Split Logs - Add log fires
- Add Cooking Spits to cook food over open fire (Like Kabob)
6-4-15(ForgeCraftDev2.0.8) - Longbow Arrows can be crafted with the new item Leather String
- Iron Bars can now be made from 4 Iron Rods in a square pattern
- Iron Rod form now gives 2 rods per ingot
- Refined Iron Ingots can be used for crafting in place of Vanilla Iron Ingots
- Damascus Steel Ingots can be used in place of steel Ingots
- Forge bug not decrementing fuel fixed
Thanks! If you publish any video feel free to link it to me and ill feature it on the main post. Likewise as you play through use my issue tracker to track bugs Issue Tracker. If you have suggestions as you play through feel free to link them here. I'm outlining current bugs and I'm going to fix them and start making a list of stuff to add afterwards.
Here is my current To-Do list. There is no particular Order to these. If you especially like or hate something you see here feel free to comment on it.
- Wooden Shelf
- Barrels Show their liquid levels
- Peel Bark by hand
- Peel Bark by way of flint piece
- Add Tin and Copper - Bronze Tools
- Damascus Tools
- Remove / Balance Weapons
- Scrap Vat
- Firebox
- Pouring Crucible
- Replace glass output from crucibles with rich slag - Add filter output to solid filters for rich silica - Add Boiling Recipe for rich slag and rich silica to make Dense Clay.
- Add Rough Split Logs - Add log fires
- Add Cooking Spits to cook food over open fire (Like Kabob)
Love All Of those but maybe you can add a grill to for BB-Q
I really like your mod. I am having some difficulty following player progression through the mod right now though. It seems like you are using some of the vanilla crafting in order to get started with your mod. For the following, I assuming:
They then need to prep the logs to make tools with. Here is where I run into the first progression snag. In order to clean the bark off the logs, the player needs to make a special knife. This knife is made from iron, and to get iron a player needs stone tools which are made using the forging mechanic. To get stone, the player has to make a wood pick. In order to make a wood pick, the player needs cleaned and prepped lumber via the woodworking mechanic. I could be wrong, but do some of the recipes need adjusting for purposes of stand alone progression through the mod?
I really like the idea of forging for making armour and weapons. Tinker's construct seems way to overused in my opinion and is not realistic enough. I am beginning to plan a HQM mod pack that will have to 2 different story paths. One path leads to becoming a powerful wizard. The second leads to becoming a powerful warrior. I am looking for some kind of forging mechanic to make the warriors work to get their armour and weapons and this will work nicely. Will you be adding some sort of mechanic so that packs could require all armours, even those from other mods, to be made using the forging mechanic? cross mod integration? BTW, in the pack I am planning, all forms of redstone flux generators are taboo, unless it is a mechanic like that in ancient warfare 2.
Have you considered teaming up with the modders who are remaking the minefantasy mod for 1.7.10? Seems like your 2 mods are thinking along similar lines.
Thanks for the comments, he and I have communicated and i've voiced how the mod is a hobby for me and working on it on my own is satisfying and much less stressful. To answer your other questions I i intend to disable vanilla leather crafting when i get leather registered in the ore dictionary. Iron furnace recipes haven't been turned off. Instead, i intend to make it more favorable to use my mod to process ore for vanilla recipes. Vanilla plank recipes are turned on but again i will make it more favorable for players to use my mod to process wood. I have a lot of thoughts for armor but havent implemented any yet. Still in the process of bug fixing a lot of code with sand filter. Finicky piece of work it is =p
I do appreciate thoughtful feedback like yours. Thank You for the support
ForgeCraft
can you maybe add on to this mod where after you pound the iron ingot into the dye you have to cool it in purified water but first put the head on the handle and for the tools and weapons you have to sharpen them on a grindstone that would add to the realism but if you don't ... I still Love The Mod!!!!!!
and also can you make a banner so i can support you that would be so great
and another idea i have is under armor or leather and chain mail combined adds additional defense with the armor over it as well
also can you ad the ability to forge armor by banding two hot iron plates into one back side armor dye and one front side dye then put the two together in a crafting table possibly?
and another idea i have is under armor or leather and chain mail combined adds additional defense with the armor over it as well
also can you ad the ability to forge armor pounding two hot iron plates into one back side armor dye and one front side dye then put the two together in a crafting table with leather strips possibly?
Hey 007crafter, thanks for the support and the suggestions. I've been away from my mod looking for work. Its been pretty hard =p Still looking. I thought about having to dip the ingot in water to cool it. Maybe once i work out all the bugs with the barrels first lol. I do intend to get back into modding as soon as I find a new job. In the mean time i'm taking notes and looking at how to develop the mod further and clean up a lot of current processes; so ur suggestions are helpful and I'll keep all suggestions in consideration.
About the banner, I put this together real quick. Feel free to use it.
ForgeCraft
thank you and your mod is in my survival series i started last night i havent used it yet but i plan to
Thanks! If you publish any video feel free to link it to me and ill feature it on the main post. Likewise as you play through use my issue tracker to track bugs Issue Tracker. If you have suggestions as you play through feel free to link them here. I'm outlining current bugs and I'm going to fix them and start making a list of stuff to add afterwards.
Thanks Again!
ForgeCraft
New Dev Version is out for those who'd like some bugs fixed. ForgeCraftDev2.0.5 is available for download on the main page.
ForgeCraft
New Dev Version is out. ForgeCraftDev2.0.6 is available for download on the main page.
CHANGES
Iron Knife now outputs 3 per ingot
Iron Short Sword now outputs 2 per ingot
Iron Ring outputs 9 per ingot
ForgeCraft
6-3-15(ForgeCraftDev2.0.7)
FIXED SOME BUGS
- Small Barrel does not pop its construction materials when its made.
- Inlay Hammer takes damage when used
- Emeralds and Diamonds can be picked up from the anvil by right clicking.
- Two Emeralds are consumed per Inlay use
- Diamonds and Emeralds decrement from the stack properly
- Shears are craftable now
ForgeCraft
- Wooden Shelf
- Barrels Show their liquid levels
- Peel Bark by hand
- Peel Bark by way of flint piece
- Add Tin and Copper
- Bronze Tools
- Damascus Tools
- Remove / Balance Weapons
- Scrap Vat
- Firebox
- Pouring Crucible
- Replace glass output from crucibles with rich slag
- Add filter output to solid filters for rich silica
- Add Boiling Recipe for rich slag and rich silica to make Dense Clay.
- Add Rough Split Logs
- Add log fires
- Add Cooking Spits to cook food over open fire (Like Kabob)
ForgeCraft
6-4-15(ForgeCraftDev2.0.8)
- Longbow Arrows can be crafted with the new item Leather String
- Iron Bars can now be made from 4 Iron Rods in a square pattern
- Iron Rod form now gives 2 rods per ingot
- Refined Iron Ingots can be used for crafting in place of Vanilla Iron Ingots
- Damascus Steel Ingots can be used in place of steel Ingots
- Forge bug not decrementing fuel fixed
ForgeCraft
maybe you can also make horseshoes and sadlebags and the ability to combine sadlebags and horse armor
I am Going To Make A mod showcase to now
sorry don't have full version of bandicam cut me off in the middle of my video so i am going sugest this mod to the diamond minecrat to showcase
sorry
Sounds good, you should look into Open Broadcast Software. Commonly known as OBS. It can not only stream for u but it can also record. All FREE.
https://obsproject.com/
ForgeCraft
A photo of finished changes to the barrel.
Filled Barrels Photo
ForgeCraft
thank you
Love All Of those but maybe you can add a grill to for BB-Q