what if glass barrels shattered with lava in them? it should take longer than wood, and explode when it breaks(small explosion). and it would drop glass shards.
what if glass barrels shattered with lava in them? it should take longer than wood, and explode when it breaks(small explosion). and it would drop glass shards.
I like having glass barrels of lava setting around though. I use them for lights.
Good timing. I just put out a new update on CurseForge.
This one adds most of the plant life from vanilla. You can get new saplings by sifting leaf blocks, cactus from killing creepers, sugarcane from fishing, and both pumpkins and melons from breaking grass. Also, you can get chunks of rust from sifting gravel which can be cooked into iron ingots. The different metal salt crystals are in the game but you can't get them legitimately or use them for anything yet. Feel free to spawn them in and let me know how they look though.
Alchemy is getting closer. I need to get witchwater working, but fluid rendering is currently disabled in 1.8 so I have to write my own rendering code which is going to take some time. I'm hoping to have the alchemy system fully functional in the next update though.
The 'sift leaf blocks for new saplings' thing will most likely not be sticking around, but I put it in there so that people can get the other saplings until I can decide on a more permanent mechanic for it. I also need to figure out a good way to get nether wart into the game.
* How should the player obtain pumpkin, melon, cactus, sugarcane and cocoa beans? Breaking grass? (NOT sifting)
No sifting? Good question... (Are you talking about the blocks or seeds?) Let's throw some ideas:
Pumpkins: Villagers trades? (Seeds: From sifting, like in EN1?)
Melons: Some kind of magic alchemy than turns pumpkins into melons? (Here I'm not sure what you need first to convert a zombie into a villager, so maybe do it the opposite way in case you need glistering melon for the potions to cure a zombie villager) (Seeds: keep it as EN1?)
Cactus: By creating an 8x8 area with sand, they will have chance to randomly spawn.
Sugar cane: Same as cactus, if you create water sources near sand.
Cocoa beans: With the crook, punching Jungle leaves.
* How should the player obtain the saplings for other vanilla trees? (also NOT sifting)
Putting a sapling on some kind of chamber where adding some other ingredients to it plus water, you get a chemical reaction that transfor the sapling into another random one. (Water + salt? Water + ....?)
* Should nether wart be a mod drop from witches? Zombie pigmen?
No, I actually like all the process involved in the creation of soul sand as it is on EN1. So obtaining they from soul sand could still be a good idea.
* How to balance crucibles better for mod packs that are not skyblock? Possibly make them crack and need repairs?
You mean to prevent that infinite source of lava generation?
* The current recipes for sieves are: dirt to stones, gravel to flint, soul sand to nether quartz. What other recipes are there that make senseand are useful, but not overpowered?
Not sure, but what are your plans for 1.8 blocks like red sand, or also the blocks/shards from the underwater dungeons of 1.8. Maybe you can add more sieves results like Sand to get red sand something, that when crafted gives you red sand.
Why not also, Obsidian Gravel (Hammering obsidian) to sift it and get those shards I'm talking about.
Well, there my feedback Keep the good work as always.
* How should the player obtain pumpkin, melon, cactus, sugarcane and cocoa beans? Breaking grass? (NOT sifting)
I have a good idea.how about adding large flower pots. (crafting recipe not thought of yet- probably using porcelain). it works as a decoration, and you can place dirt, grass, sand, soul sand and farmland in there with right click (or any other dirt related block my brain is not working). (for farmland dirt+hoe). you can plant a corresponding crop by right clicking on them (e.g. seed on farmland, cactus on sand, etc.) they make good decoration, and you can use these to get different seeds, by "mutating" the original seeds by right clicking with a bucket of witch water. purple particle will come up for a particular amount of time - <insert default time here Erasmus_Crowley> and after that, it will turn into a new crop!! (unfortunately, there has been side effects- witch water is too strong for most plants to survive. most of them wither off and die.) for example, wheat seed + witch water = melon or carrot, melon+ witch water= pumpkin, carrot+ witch water= potato, etc.
* How should the player obtain the saplings for other vanilla trees? (also NOT sifting)
again, same mechanic as the one above.
* Should nether wart be a mod drop from witches? Zombie pigmen?
Nah, don't think the idea is too good. maybe from witch water mutation from above??
* How to balance crucibles better for mod packs that are not skyblock? Possibly make them crack and need repairs?
Yup. that's a good idea. I think insanely large lava farms are overpowered.
* The current recipes for sieves are: dirt to stones, gravel to flint, soul sand to nether quartz. What other recipes are there that make sense and are useful, but not overpowered?
Nothing that I could think of. Sorry. I'll maybe do it later on.
The json files can be named whatever you want. You can have as many of them as you want. I imagined having a list of json files for other mods available so you can just download one for the mod you want and drop it in the folder.
To reference blocks and items outside of vanilla, you have to find the mod id for that mod. For example, mine is exnihilo2. My blocks are "exnihilo2:block_name". The mod id will be different for every mod. You should be able to find it by launching the game, going into the 'Mods' menu from the title screen and scrolling down to the mod you are looking for. After that, you have to find the right unlocalized block or item name. There might be an easier way to do this (probably using NEI), but for that I usually look for a .lang file embedded in the mod jar file and it should list the all the items and blocks. Items will be prefixed with 'item.' and blocks will have 'tile.'.
And I do plan on being adding the ability to get all the new 1.8 blocks and items in one way or another.
crystals are awsesome, rust is rusty, everything lookingood
Awesome. Working on the last bits and pieces that I need to build the alchemy system right now. I'm going to put off the next update until metal transmutation is working. I'll probably put a video up on YouTube explaining it all too.
Oh and just one more thing. If you really stick to the skyblock companion mod (which I would admire) I would be really interested in crazily rare floating islands. Maybe a limited total number of them with a minimum distance from spawn so raiding it wouldn't be the first thing to do. I would love to see a world beyond skyblock with its minimalistic style. And that's why I like your mod because it don't spoil it with unnecessary stuffs but extend it. So keep up the good work.
I know this is a skyblock companion mod but if some one does not want a sky block you could add the ability to do these islands in a water world or lush forested valleys in a wasteland like world as well.
just a though but The wasteland could be made up of sand or some other dry and barren like block if a bioms mod is added.
Rollback Post to RevisionRollBack
I am not a coder or texture maker. I am just your average minecrafter with my own ideas on how to improve my own minecraft experience and maybe others (if they like them) as well.
He stopped working on AE2, but apparently modding is in his blood...
He created a new Chisel mod for 1.8, but not like the Chisel mod we know and love.
Yep. It looks pretty cool. http://www.curse.com/mc-mods/minecraft/231095-chisels-bits
wow... slower seives, dirt furnace...
very evil i like it!
is there a difference between the 2 meshes?
oh and how do you select a void difficulty?
Wooden meshes will break after about 10 items are sifted. Silk meshes will sift a whole stack before they have to be replaced.
Go into the config file and you can choose which of the map template files to load for each dimension.
ohh.. shouldve figured void world would need to be on. so far ive found that:
dirt furnace works
currently bug-testing seive.
what if glass barrels shattered with lava in them? it should take longer than wood, and explode when it breaks(small explosion). and it would drop glass shards.
I like having glass barrels of lava setting around though. I use them for lights.
yeah that is cool... never mind...
so whats planned? have any new updates come out?
Good timing. I just put out a new update on CurseForge.
This one adds most of the plant life from vanilla. You can get new saplings by sifting leaf blocks, cactus from killing creepers, sugarcane from fishing, and both pumpkins and melons from breaking grass. Also, you can get chunks of rust from sifting gravel which can be cooked into iron ingots. The different metal salt crystals are in the game but you can't get them legitimately or use them for anything yet. Feel free to spawn them in and let me know how they look though.
Alchemy is getting closer. I need to get witchwater working, but fluid rendering is currently disabled in 1.8 so I have to write my own rendering code which is going to take some time. I'm hoping to have the alchemy system fully functional in the next update though.
The 'sift leaf blocks for new saplings' thing will most likely not be sticking around, but I put it in there so that people can get the other saplings until I can decide on a more permanent mechanic for it. I also need to figure out a good way to get nether wart into the game.
cool
D: ...
THEY LOOK AMAZING!!!!!
Just put up a new build.
Highlights are porcelain buckets and the jade astrolabe. You can read about them on the changelog. Take it for a spin. http://minecraft.curseforge.com/mc-mods/230745-ex-nihilo-2/files/2242399
Also, LoveHoly updated Ex Astris 2 because I made a change that broke it. You can get her new build @ https://github.com/LoveHoly/Ex-Astris-2/releases/tag/2.0.1.
* How should the player obtain pumpkin, melon, cactus, sugarcane and cocoa beans? Breaking grass? (NOT sifting)
No sifting? Good question... (Are you talking about the blocks or seeds?) Let's throw some ideas:
Pumpkins: Villagers trades? (Seeds: From sifting, like in EN1?)
Melons: Some kind of magic alchemy than turns pumpkins into melons? (Here I'm not sure what you need first to convert a zombie into a villager, so maybe do it the opposite way in case you need glistering melon for the potions to cure a zombie villager) (Seeds: keep it as EN1?)
Cactus: By creating an 8x8 area with sand, they will have chance to randomly spawn.
Sugar cane: Same as cactus, if you create water sources near sand.
Cocoa beans: With the crook, punching Jungle leaves.
* How should the player obtain the saplings for other vanilla trees? (also NOT sifting)
Putting a sapling on some kind of chamber where adding some other ingredients to it plus water, you get a chemical reaction that transfor the sapling into another random one. (Water + salt? Water + ....?)
* Should nether wart be a mod drop from witches? Zombie pigmen?
No, I actually like all the process involved in the creation of soul sand as it is on EN1. So obtaining they from soul sand could still be a good idea.
* How to balance crucibles better for mod packs that are not skyblock? Possibly make them crack and need repairs?
You mean to prevent that infinite source of lava generation?
* The current recipes for sieves are: dirt to stones, gravel to flint, soul sand to nether quartz. What other recipes are there that make sense and are useful, but not overpowered?
Not sure, but what are your plans for 1.8 blocks like red sand, or also the blocks/shards from the underwater dungeons of 1.8. Maybe you can add more sieves results like Sand to get red sand something, that when crafted gives you red sand.
Why not also, Obsidian Gravel (Hammering obsidian) to sift it and get those shards I'm talking about.
Well, there my feedback Keep the good work as always.
Yee Ex Nihilo 2
* How should the player obtain pumpkin, melon, cactus, sugarcane and cocoa beans? Breaking grass? (NOT sifting)
I have a good idea.how about adding large flower pots. (crafting recipe not thought of yet- probably using porcelain). it works as a decoration, and you can place dirt, grass, sand, soul sand and farmland in there with right click (or any other dirt related block my brain is not working). (for farmland dirt+hoe). you can plant a corresponding crop by right clicking on them (e.g. seed on farmland, cactus on sand, etc.) they make good decoration, and you can use these to get different seeds, by "mutating" the original seeds by right clicking with a bucket of witch water. purple particle will come up for a particular amount of time - <insert default time here Erasmus_Crowley> and after that, it will turn into a new crop!! (unfortunately, there has been side effects- witch water is too strong for most plants to survive. most of them wither off and die.) for example, wheat seed + witch water = melon or carrot, melon+ witch water= pumpkin, carrot+ witch water= potato, etc.
* How should the player obtain the saplings for other vanilla trees? (also NOT sifting)
again, same mechanic as the one above.
* Should nether wart be a mod drop from witches? Zombie pigmen?
Nah, don't think the idea is too good. maybe from witch water mutation from above??
* How to balance crucibles better for mod packs that are not skyblock? Possibly make them crack and need repairs?
Yup. that's a good idea. I think insanely large lava farms are overpowered.
* The current recipes for sieves are: dirt to stones, gravel to flint,
soul sand to nether quartz. What other recipes are there that make sense
and are useful, but not overpowered?
Nothing that I could think of. Sorry. I'll maybe do it later on.
The json files can be named whatever you want. You can have as many of them as you want. I imagined having a list of json files for other mods available so you can just download one for the mod you want and drop it in the folder.
To reference blocks and items outside of vanilla, you have to find the mod id for that mod. For example, mine is exnihilo2. My blocks are "exnihilo2:block_name". The mod id will be different for every mod. You should be able to find it by launching the game, going into the 'Mods' menu from the title screen and scrolling down to the mod you are looking for. After that, you have to find the right unlocalized block or item name. There might be an easier way to do this (probably using NEI), but for that I usually look for a .lang file embedded in the mod jar file and it should list the all the items and blocks. Items will be prefixed with 'item.' and blocks will have 'tile.'.
And I do plan on being adding the ability to get all the new 1.8 blocks and items in one way or another.
crystals are awsesome, rust is rusty, everything lookingood
Awesome. Working on the last bits and pieces that I need to build the alchemy system right now. I'm going to put off the next update until metal transmutation is working. I'll probably put a video up on YouTube explaining it all too.
can't wait
I know this is a skyblock companion mod but if some one does not want a sky block you could add the ability to do these islands in a water world or lush forested valleys in a wasteland like world as well.
just a though but The wasteland could be made up of sand or some other dry and barren like block if a bioms mod is added.
I would like comments (good or bad) to help me adjust my ideas so that hopefully some one will help me bring them to life.
If you like my Ideas check out my others at http://www.minecraftforum.net/topic/2177041-request-looking-for-modders/