Plates -- I couldn't remember the exact name at 2:00 am when I wrote this. (Are there sheets too, as a separate item -- I haven't seen them.) I know the name made think "wide flat sheet of metal," but I just checked, its sheet. Since they are required for the furnace and (more importantly) blast furnace, not having them has me stuck in the iron age.
I know I made those blocks, I think I have made plates for them (not sure), and different world with a different version, last year. I can't make them now.
Plates -- I couldn't remember the exact name at 2:00 am when I wrote this. (Are there sheets too, as a separate item -- I haven't seen them.) I know the name made think "wide flat sheet of metal," but I just checked, its sheet. Since they are required for the furnace and (more importantly) blast furnace, not having them has me stuck in the iron age.
I know I made those blocks, I think I have made plates for them (not sure), and different world with a different version, last year. I can't make them now.
Plates are described in the "Heavy Armor" entry (it would be more useful to have these things, such as firebricks too, described more centrally yeah), and it's two items of limestone flux next to each other, with two hot bars next to each other underneath those (so, all fitting in a 4x4 square). The recipe changed about one or two versions ago though, yes!
Hello. I have encountered a problem with this mod and Divine RPG. Whenever I enter Vethea (A Divine RPG dimension), it crashes the game. Is there a way to solve this while keeping both mods?
Here is a link to the report (I tried putting it in a spoiler, but the report is extremely big):
Hello. I have encountered a problem with this mod and Divine RPG. Whenever I enter Vethea (A Divine RPG dimension), it crashes the game. Is there a way to solve this while keeping both mods?
Here is a link to the report (I tried putting it in a spoiler, but the report is extremely big):
So I have a question, I don't know if its a bug or if i'm just dumb, but every time i try to make a cake it Either doesn't cook in the oven, or instantly burns, I don't get why, what am I doing wrong? anyone?
I am constantly looking over it, I don't just go do other things, I've tested it, it just never turns into the uniced cake, Tried in the oven over a firepit and the oven over a forge with coal dust, Coal dust burns it and firepit doesn't even cook it, or sometimes straight up burns it
If someone has or knows someone who has an up to date MF2 source in hand (AP doesn't seem to be around) then let me know. I'm legitimately going to pay someone to port it to 1.10 and 11. This is taking far too long and I don't have the time to do it myself.
If someone has or knows someone who has an up to date MF2 source in hand (AP doesn't seem to be around) then let me know. I'm legitimately going to pay someone to port it to 1.10 and 11. This is taking far too long and I don't have the time to do it myself.
I've started on this today, but I don't want to make any promises. Some of it is pretty simple -- changing names or packages, replacing public variable references with getters, replacing (x, y, z) parameters with (new BlockPos(x, y, z)), etc., tedious but not at all hard. A few things could be real challenges, though, with the use of BlockStates and how to do custom players data being (I think) the biggest challenges. I have several projects going and my amount of free time could change at any moment (and I never got MF1 updated before), but I have started on trying an unofficial update.
I'm currently working on MineFantasy integration with NEI, Waila and MineTweaker. Already implemented:
- NEI crafting recipes handler for Carpenter and Anvils, screenshot is bugged, just need to write own overlay and add tooltips (recipes will shown only if item researched)
- MineTweaker recipes adding for Carpenter (but removing still not implemented)
- Waila tooltips for some blocks (just playing with API)
Please, if you have any ideas about integration with other mods tell me)
First, i want to made MF stamina discharge on using TC4 magic rods (but, i think, it need ASM patching for IWandUpdateHandler).
Sry for my english, i'm russian, english is not my native language.
I'm currently working on MineFantasy integration with NEI, Waila and MineTweaker. Already implemented:
- NEI crafting recipes handler for Carpenter and Anvils, screenshot is bugged, just need to write own overlay and add tooltips (recipes will shown only if item researched)
- MineTweaker recipes adding for Carpenter (but removing still not implemented)
- Waila tooltips for some blocks (just playing with API)
Please, if you have any ideas about integration with other mods tell me)
First, i want to made MF stamina discharge on using TC4 magic rods (but, i think, it need ASM patching for IWandUpdateHandler).
Sry for my english, i'm russian, english is not my native language.
Integration with the ice and fire mod and metallurgy would be neat.
Hey Black. Out of curiosity, are you pushing the update for 1.10.2 or 1.11.2?
So far started with 1.10.2, it's by far the most popular version for mods right now; 1.7 actually seems to still have twice as many modded players as 1.11. Why, is there some preference?
So far started with 1.10.2, it's by far the most popular version for mods right now; 1.7 actually seems to still have twice as many modded players as 1.11. Why, is there some preference?
Well, my preference is 1.11.2. I planned on making integration between MF2 and Thaumcraft (when it comes to 1.11, which is what is planned), Metallurgy (Which I am porting to 1.11.2), and Ice and Fire. If you could manage to swing it for 1.11.2 it would save me a huge headache in the longrun as i'm trying to get people to move past 1.10 by porting older and more desired mods to 1.11.
Well, my preference is 1.11.2. I planned on making integration between MF2 and Thaumcraft (when it comes to 1.11, which is what is planned), Metallurgy (Which I am porting to 1.11.2), and Ice and Fire. If you could manage to swing it for 1.11.2 it would save me a huge headache in the longrun as i'm trying to get people to move past 1.10 by porting older and more desired mods to 1.11.
I dont know how closely you have been following thaumcraft, but Azanor has left modding indefinitely. he says baubles will stay updated, but thaumcraft is dead in 1.8.
But i am glad you are working so hard to update mods to 1.11 (soon to be out of date) by spam posting "plz update"
Plates -- I couldn't remember the exact name at 2:00 am when I wrote this. (Are there sheets too, as a separate item -- I haven't seen them.) I know the name made think "wide flat sheet of metal," but I just checked, its sheet. Since they are required for the furnace and (more importantly) blast furnace, not having them has me stuck in the iron age.
I know I made those blocks, I think I have made plates for them (not sure), and different world with a different version, last year. I can't make them now.
Plates are described in the "Heavy Armor" entry (it would be more useful to have these things, such as firebricks too, described more centrally yeah), and it's two items of limestone flux next to each other, with two hot bars next to each other underneath those (so, all fitting in a 4x4 square). The recipe changed about one or two versions ago though, yes!
Is it possible for you to open source this, AP? I would like to get this ported to 1.10.2 if possible.
OpenSource from MF1 - https://github.com/AnonymousProductions/MineFantasyII-Cont
Hello. I have encountered a problem with this mod and Divine RPG. Whenever I enter Vethea (A Divine RPG dimension), it crashes the game. Is there a way to solve this while keeping both mods?
Here is a link to the report (I tried putting it in a spoiler, but the report is extremely big):
Link
To take the test, check out
https://minecraftnoobtest.com/test.php
Update:
I removed MineFantasy II and tried again. But it still crashed. Here is the link to the new report. Please help.
Here a link to the list of mods in my pack. : D
To take the test, check out
https://minecraftnoobtest.com/test.php
I'd probably take this to the DivineRPG thread, since you removed MF2 and still have an issue. Wouldn't seem to be MF2 related in that case.
Agreed. : D
To take the test, check out
https://minecraftnoobtest.com/test.php
Yes, this is very old bug
Can't wait for AP return =((
AP, have you any news?
If someone has or knows someone who has an up to date MF2 source in hand (AP doesn't seem to be around) then let me know. I'm legitimately going to pay someone to port it to 1.10 and 11. This is taking far too long and I don't have the time to do it myself.
I've started on this today, but I don't want to make any promises. Some of it is pretty simple -- changing names or packages, replacing public variable references with getters, replacing (x, y, z) parameters with (new BlockPos(x, y, z)), etc., tedious but not at all hard. A few things could be real challenges, though, with the use of BlockStates and how to do custom players data being (I think) the biggest challenges. I have several projects going and my amount of free time could change at any moment (and I never got MF1 updated before), but I have started on trying an unofficial update.
I'm currently working on MineFantasy integration with NEI, Waila and MineTweaker. Already implemented:
- NEI crafting recipes handler for Carpenter and Anvils, screenshot is bugged, just need to write own overlay and add tooltips (recipes will shown only if item researched)
- MineTweaker recipes adding for Carpenter (but removing still not implemented)
- Waila tooltips for some blocks (just playing with API)
Please, if you have any ideas about integration with other mods tell me)
First, i want to made MF stamina discharge on using TC4 magic rods (but, i think, it need ASM patching for IWandUpdateHandler).
Sry for my english, i'm russian, english is not my native language.
Integration with the ice and fire mod and metallurgy would be neat.
Hey Black. Out of curiosity, are you pushing the update for 1.10.2 or 1.11.2?
So far started with 1.10.2, it's by far the most popular version for mods right now; 1.7 actually seems to still have twice as many modded players as 1.11. Why, is there some preference?
Well, my preference is 1.11.2. I planned on making integration between MF2 and Thaumcraft (when it comes to 1.11, which is what is planned), Metallurgy (Which I am porting to 1.11.2), and Ice and Fire. If you could manage to swing it for 1.11.2 it would save me a huge headache in the longrun as i'm trying to get people to move past 1.10 by porting older and more desired mods to 1.11.
I'm using Realistic Terrain Generation with this, and I can't seem to find any limestone. Though I might have just not found it yet. How common is it?
I dont know how closely you have been following thaumcraft, but Azanor has left modding indefinitely. he says baubles will stay updated, but thaumcraft is dead in 1.8.
But i am glad you are working so hard to update mods to 1.11 (soon to be out of date) by spam posting "plz update"
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
Ice and Fire mod only for 1.10.* versions