why wouldn't you update to 1.9, the shields could work really well with the weaponry from the mod
because it would likely be easier to start from scratch. especially the new mechanics in 1.9, id pretty much need to scrap what I've made and rebuild ontop of the 1.9 stuff.
I've finally gotten around to really trying the new version (not counting very early version with little content). At first I was very frustrated because of falling into MF1 habits that backfired in MF2, but I think I'm getting the hang of it now.
A couple little ideas. First, it would be carpentry bench variants -- things like the tailor bench and cut board, but possibly as disguised carpentry benches; they could work the same way, be the same thing under the hood, but I don't want a carpentry bench in the kitchen.
The other is that the combat is maybe a little too hard now. Maybe its just me -- I've never been good at games with really complex controls (why I'll play Doom or Quake Arena, but not CoD) -- and some people may disagree, as this mod tends to attract a lot of the everything-more-hardcore-than-everything-else crowd. But, having the monsters execute flawless parries 100% of the time seems excessive to me -- players fail or get their timing off, so AI should too. It seems to me that having them block effectively something like 25 / 50 / 75 percent of the time (for easy / normal / hard difficulty), and delay the block on fail (say 0 to 20 / 10 / 5 ticks randomly, based on difficulty again) so spam attacks still won't generally work would be a good system. Having every attack blocked all the time seems a bit much; game AI's should generally have a failure chance rather than automatic success.
When trying out making coal flux I thought maybe the anvil needs an extra output slot for the empty pots. I really don't like pots flying in random directions.
Also, may I suggest an automatic Quern? Maybe cogwork based?
For the above, why not instead have a windmill or waterwheel, that can automate a millstone as well as a few other things that need some form of power.
I've finally gotten around to really trying the new version (not counting very early version with little content). At first I was very frustrated because of falling into MF1 habits that backfired in MF2, but I think I'm getting the hang of it now.
A couple little ideas. First, it would be carpentry bench variants -- things like the tailor bench and cut board, but possibly as disguised carpentry benches; they could work the same way, be the same thing under the hood, but I don't want a carpentry bench in the kitchen.
The other is that the combat is maybe a little too hard now. Maybe its just me -- I've never been good at games with really complex controls (why I'll play Doom or Quake Arena, but not CoD) -- and some people may disagree, as this mod tends to attract a lot of the everything-more-hardcore-than-everything-else crowd. But, having the monsters execute flawless parries 100% of the time seems excessive to me -- players fail or get their timing off, so AI should too. It seems to me that having them block effectively something like 25 / 50 / 75 percent of the time (for easy / normal / hard difficulty), and delay the block on fail (say 0 to 20 / 10 / 5 ticks randomly, based on difficulty again) so spam attacks still won't generally work would be a good system. Having every attack blocked all the time seems a bit much; game AI's should generally have a failure chance rather than automatic success.
Suppose considering their zombies after all this time It's difficult to understand what newer players go through.
When trying out making coal flux I thought maybe the anvil needs an extra output slot for the empty pots. I really don't like pots flying in random directions.
Also, may I suggest an automatic Quern? Maybe cogwork based?
For the above, why not instead have a windmill or waterwheel, that can automate a millstone as well as a few other things that need some form of power.
Aye. though It may take a bunch of time and effort to get done right.
I agree. While I find combat to be quite fun right now (I'd love to see more shields but I understand it's important to flesh this mod out first before mod compatibility is added), it is a bit silly to have zombies and skeletons parry every shot.
Well, maybe I overreacted because of noobish combat on my part, or maybe the numbers I came up with are too easy (50/75/90?) -- but it seems odd in a way that mobs never fail. Then again, I do do better fighting them if I just forget advanced combat and just use movement to hit and step away -- still hard to deal with large numbers.
even if there were it won't help early on.. punch smoothstone bare-handed. Cobblestone on carpenter can make rocks too later on, so a pick and hammer are good starting points
I also noticed the metals in Minefantasy are not registered in the Ore Dictionary, meaning some mods (E.g. BetterStorage) have uncraftable items. For example with the BetterStorage mod, I cannot make the copper chest, but I have copper ingots and blocks. The same goes for all of the metals except for the vanilla ones.
I also noticed the metals in Minefantasy are not registered in the Ore Dictionary, meaning some mods (E.g. BetterStorage) have uncraftable items. For example with the BetterStorage mod, I cannot make the copper chest, but I have copper ingots and blocks. The same goes for all of the metals except for the vanilla ones.
Now that is disappointing (and surprising) to read -- especially since I like Better Storage chest.
I also noticed the metals in Minefantasy are not registered in the Ore Dictionary, meaning some mods (E.g. BetterStorage) have uncraftable items. For example with the BetterStorage mod, I cannot make the copper chest, but I have copper ingots and blocks. The same goes for all of the metals except for the vanilla ones.
Yes they are... its how the tiers are recognised in the first place... maybe not the blocks though.
Silver still harms undead a lot, however using the Repair enchant doesn't work. It might actually be a Thaumcraft issue, as it probably recognises only it's own tools as valid, not any weapon made of thaumium or void metal or it's special items. Also, will gold tools have a purpose eventually? I know you split the tools because of the NBT based tools now, so how will they be used?
Another awesome idea for a mechanic: Fermenting. With the possibility of making different drinks, yogurts, and vinegar there is a lot of options.
because it would likely be easier to start from scratch. especially the new mechanics in 1.9, id pretty much need to scrap what I've made and rebuild ontop of the 1.9 stuff.
I've finally gotten around to really trying the new version (not counting very early version with little content). At first I was very frustrated because of falling into MF1 habits that backfired in MF2, but I think I'm getting the hang of it now.
A couple little ideas. First, it would be carpentry bench variants -- things like the tailor bench and cut board, but possibly as disguised carpentry benches; they could work the same way, be the same thing under the hood, but I don't want a carpentry bench in the kitchen.
The other is that the combat is maybe a little too hard now. Maybe its just me -- I've never been good at games with really complex controls (why I'll play Doom or Quake Arena, but not CoD) -- and some people may disagree, as this mod tends to attract a lot of the everything-more-hardcore-than-everything-else crowd. But, having the monsters execute flawless parries 100% of the time seems excessive to me -- players fail or get their timing off, so AI should too. It seems to me that having them block effectively something like 25 / 50 / 75 percent of the time (for easy / normal / hard difficulty), and delay the block on fail (say 0 to 20 / 10 / 5 ticks randomly, based on difficulty again) so spam attacks still won't generally work would be a good system. Having every attack blocked all the time seems a bit much; game AI's should generally have a failure chance rather than automatic success.
When trying out making coal flux I thought maybe the anvil needs an extra output slot for the empty pots. I really don't like pots flying in random directions.
Also, may I suggest an automatic Quern? Maybe cogwork based?
For the above, why not instead have a windmill or waterwheel, that can automate a millstone as well as a few other things that need some form of power.
Didn't even realize there was a 1.7.10 version. I'm overwhelmed with emotion
Definitely getting behind this, keep up the amazing work AP
Suppose considering their zombies after all this time It's difficult to understand what newer players go through.
Aye. though It may take a bunch of time and effort to get done right.
I agree. While I find combat to be quite fun right now (I'd love to see more shields but I understand it's important to flesh this mod out first before mod compatibility is added), it is a bit silly to have zombies and skeletons parry every shot.
Well, maybe I overreacted because of noobish combat on my part, or maybe the numbers I came up with are too easy (50/75/90?) -- but it seems odd in a way that mobs never fail. Then again, I do do better fighting them if I just forget advanced combat and just use movement to hit and step away -- still hard to deal with large numbers.
So how do ya get vines exactly?
Break leaves with a sharp rock.
(Its logical that vines should drop them too, but last I checked they didn't.)
I get that part but how do I get the sharp rocks? I really need an NEI plug in for this mod. XD
even if there were it won't help early on.. punch smoothstone bare-handed. Cobblestone on carpenter can make rocks too later on, so a pick and hammer are good starting points
Edit. Never mind, now how do I make the stone pick and a few of the stone weapons.
Read the book you spawn with, its all in there.
I also noticed the metals in Minefantasy are not registered in the Ore Dictionary, meaning some mods (E.g. BetterStorage) have uncraftable items. For example with the BetterStorage mod, I cannot make the copper chest, but I have copper ingots and blocks. The same goes for all of the metals except for the vanilla ones.
Now that is disappointing (and surprising) to read -- especially since I like Better Storage chest.
And for those playing with Thaumcraft, the Thaumium and Void items do not count for the Repair enchantment's requirements.
EDIT: Found a funny little graphical issue with loaded crossbows with enchantments. No optifine was installed here.
For comparison, here are the same crossbows unloaded:
thanks all for the help, been a while since I've gotten back to this mod.
Yes they are... its how the tiers are recognised in the first place... maybe not the blocks though.
Can't see why thaum or void are any different, all metals work exactly the same (except silver which hurts undead)
Silver still harms undead a lot, however using the Repair enchant doesn't work. It might actually be a Thaumcraft issue, as it probably recognises only it's own tools as valid, not any weapon made of thaumium or void metal or it's special items. Also, will gold tools have a purpose eventually? I know you split the tools because of the NBT based tools now, so how will they be used?
Another awesome idea for a mechanic: Fermenting. With the possibility of making different drinks, yogurts, and vinegar there is a lot of options.