Steps to reproduce:
1) Put an uncooked pumpkin pie in a furnace
2) Wait for the cooking process to be finished
3) Watch the pie remain inexplicably uncooked even after multiple cookngs.
Expected Results:
Delicious cooked pumpkin pie.
Actual Results:
Not-so-delicious uncooked pumpkin pie
Notes
The problem seems to be caused by a mismatched recipe. See third image.
Attachments
Yes, the line in minefantasy.mf2.recipe.TempRecipesMF.addFood() that add the pumpkin pie smelting reads:
GameRegistry.addSmelting(FoodListMF.pie_pumpkin_uncooked, new ItemStack(FoodListMF.pie_pumpkin_uncooked), 0F);
Which should have been:
GameRegistry.addSmelting(FoodListMF.pie_pumpkin_uncooked, new ItemStack(FoodListMF.pie_pumpkin_cooked), 0F);
It has been fixed in code updates, though no jar has been released based on that.
So I've noticed that vanilla leather armor is considered default, medium armor. So I went to the config files to make the vanilla leather armor to be considered as "leather" which I assume will make the armor "light" instead of "medium". I've attempted to correctly follow the directions, but the game is still telling me that my leather cap is medium and that it weighs 8kg.
Can someone please look at the image below and show me what needs to be done instead.
I've edited the config like so, using the leather cap id ( #0298 ).
{
# This will register items under a certain 'Design' calculating the variables itself.
# Each entry has it's own line:
# Order itemid|Design|WeightModifier
# The WeightModifier alters the weight for heavier or lighter materials keep it at 1.0 unless you have a special material (like mithril and adamamantium)
# Designs can be any that are registered: MineFantasy designs are 'clothing', 'leather', 'mail', 'default'(that's just basic metal armour), and 'plate'
# EXAMPLE (This is what vanilla gold is registered under)
# 314|default|2.0
# 315|default|2.0
# 316|default|2.0
# 317|default|2.0
# The 2.0 means it is 2x heavier than other vanilla armours
# This does not override existing MF armours
#
S:"Auto-Armour Registry" <
298|leather|1.0
>
}
The theme of the modpack is to implement a progression through mods, such as setting up infrastructure to make tools, forge metal, weaving clothes, or setting up mines or even oil wells. The overall goal is to get valuable resources, and then trade them with other players and NPCs.
One of the key features I've been looking for in a mod is true blacksmithing style tool crafting. Yea, there's Tinker's Construct, but it's missing a lot of the actual blacksmithing, and feels more like assembling lego pieces together to make tools. I wanted something that requires more than that, ya know?
Anyways, I've tried out several different blacksmithing mods. One of them just didn't work on servers (and the guy refuses to update it), another is pure GUIless, meaning I can't even Minetweak it or alter the recipes even if I wanted to... and all the others are outdated (like, 1.6.4)
Yours, however, feels like it might just be exactly what I need. It has a progression system, which fits nicely with mods like Ancient Warfare and Better Beginnings.
Only one issue. Your mod lacks Minetweaker support! It would be perfect if it did have that.
I've searched this thread, and I seen that some people have already asked, and you weren't quite sure what it is or how to add support, so I'll try to explain it to ya.
Minetweaker is a mod that allows modpack developers, such as myself, tweak and alter recipes. For example, using a Minetweaker script that I can write, I can change the recipe of wood planks to something completely different, like 2 pieces of dirt = 1 wood plank.
Minetweaker by default supports all vanilla stuff, like furnace recipes, crafting table recipes, potions, etc.
However, when it comes to modded methods, like your research table or a machine from, say, Mekanism, that requires the mod author to add support. Note that this isn't something the Minetweaker mod authors can do. The Minetweaker authors have instead created an API, and you simply include the API endpoints in your mod. Then, just write some documentation so users like us know what methods to add to our script, and voila. Done.
By adding Minetweaker support, you've allowed users like me to be able to add our own features to your mod without asking you to, for example, change the recipe of a forge item, or add our own research for an item from a completely different mod. We can just do it ourselves as we see fit for our modpacks, since everyone's modpack is different.
Of course, we can't completely change your mod with MT, like, I can't just add new items and machines, but I can alter whatever you add support for.
I've never modded, but I heard adding MT support is actually quite easy, since MT's API documentation is very good.
Well, the best would be something more complex clothing. Jewels (like Jewelrycraft) with enchantibility, clothing ( made like armors and weapons). It would be so great if you can make them on different layers so you would wear clothes under armor.
If you say "fantasy" one of the most important thing is the equipment.
If I had patience and time I would do it myself, I learned Java years ago, but I'm so out of concentration.
I know I mentioned this a few days ago but I just wanna follow up -
Do you, AP, have any intention to add Minetweaker support? Even if you just add support for the anvil, bloomer, carpenter bench, tanning rack, crucible, and forge, it would help a LOT, because I'm trying to make a modpack, and there's a lot of materials from other mods that aren't compatible with your crafting recipes.
For example - I have several mods that add copper to world gen. I disabled ALL copper world gen EXCEPT for Immersive Engineering, so only IE copper generates in the world. For the most part, all of the mods in my modpack work fine with IE copper, except for your mod. I can't put IE copper ore in the bloomery, for example. And it's just not copper I have issues with.
If you were to add Minetweaker support just for the above listed crafting devices, it would help tremendously since I'll be better able to ensure other mods work nicely with your mod.
Then, perhaps in a future version, you could also add Minetweaker support for your research book, so that modpack developers could also add their own research recipes. But, for now, adding support for the things I listed above would be a HUGE help for people using your mod in modpacks.
If you're not willing to do this, please let me know, because if you don't plan to add MT support, then I'll need to either look for someone else willing to write a mod that adds MT support (your mod has an API, which is good, meaning a "bridge mod" between your mod and MT is possible), or I may need to remove your mod completely from my modpack before I release my modpack to the public - and I REALLY don't want to remove your mod because it's perfect for what I need.
If your API for Minefantasy is built well enough, then it may be possible for the Minetweaker developers to add your mod to it, but it's usually best practice to ask the requested mod developer (you in this case) first. That's kinda what I want to find out - if you're willing to take a look at it and see if it's something you're willing to do. If not, then I'll have to ask the MT devs to see if they have the time to do it, or if some third party can make a 'bridge mod' that uses both the Minetweaker and Minefantasy APIs to integrate support.
If your API for Minefantasy is built well enough, then it may be possible for the Minetweaker developers to add your mod to it, but it's usually best practice to ask the requested mod developer (you in this case) first. That's kinda what I want to find out - if you're willing to take a look at it and see if it's something you're willing to do. If not, then I'll have to ask the MT devs to see if they have the time to do it, or if some third party can make a 'bridge mod' that uses both the Minetweaker and Minefantasy APIs to integrate support.
Alright- sure the theory of implementing this hunk of a thing as a feature sounds very useful... have you seen it? can't even find where to begin, it's bloody massive!
I was wondering where the textures were for the new wood bows? I was going to try my hand at a texture pack.
P.S. Are you still looking for coders?
"textures/items/custom/bow/standard" has the bow textures
And yeh, I'm not actually developing anything right now, so it's good to have some content going up if you can do it.
Alright, mind linking me to the source code? I can only ever find the original's ones.
Just a sec, I'll make sure everything's in sync and add a list of stuff I was adding..
https://github.com/AnonymousProductions/MineFantasyII-Cont
I've added a "TODO" folder with some content info that's planned.
Really? What to do?
Quote from TheSnarkyKnight >>
Yes, the line in minefantasy.mf2.recipe.TempRecipesMF.addFood() that add the pumpkin pie smelting reads:
GameRegistry.addSmelting(FoodListMF.pie_pumpkin_uncooked, new ItemStack(FoodListMF.pie_pumpkin_uncooked), 0F);
Which should have been:
GameRegistry.addSmelting(FoodListMF.pie_pumpkin_uncooked, new ItemStack(FoodListMF.pie_pumpkin_cooked), 0F);
It has been fixed in code updates, though no jar has been released based on that.
if I (or another) gets around to making it....
Anyway, speaking of updates, I've ended up just re-implementing the MF1 big furnace, so disregard the plans I had for furnaces.
So I've noticed that vanilla leather armor is considered default, medium armor. So I went to the config files to make the vanilla leather armor to be considered as "leather" which I assume will make the armor "light" instead of "medium". I've attempted to correctly follow the directions, but the game is still telling me that my leather cap is medium and that it weighs 8kg.
Can someone please look at the image below and show me what needs to be done instead.
I've edited the config like so, using the leather cap id ( #0298 ).
Yeh I see it, be ready next update.
Hey AP,
First of all, this mod is pretty darn awesome. I'm currently developing a modpack called Tradewinds (more info in this link below)
http://forum.feed-the-beast.com/threads/tradewinds-beta-0-0-4-a-trading-based-modpack.90894/
The theme of the modpack is to implement a progression through mods, such as setting up infrastructure to make tools, forge metal, weaving clothes, or setting up mines or even oil wells. The overall goal is to get valuable resources, and then trade them with other players and NPCs.
One of the key features I've been looking for in a mod is true blacksmithing style tool crafting. Yea, there's Tinker's Construct, but it's missing a lot of the actual blacksmithing, and feels more like assembling lego pieces together to make tools. I wanted something that requires more than that, ya know?
Anyways, I've tried out several different blacksmithing mods. One of them just didn't work on servers (and the guy refuses to update it), another is pure GUIless, meaning I can't even Minetweak it or alter the recipes even if I wanted to... and all the others are outdated (like, 1.6.4)
Yours, however, feels like it might just be exactly what I need. It has a progression system, which fits nicely with mods like Ancient Warfare and Better Beginnings.
Only one issue. Your mod lacks Minetweaker support! It would be perfect if it did have that.
I've searched this thread, and I seen that some people have already asked, and you weren't quite sure what it is or how to add support, so I'll try to explain it to ya.
Minetweaker is a mod that allows modpack developers, such as myself, tweak and alter recipes. For example, using a Minetweaker script that I can write, I can change the recipe of wood planks to something completely different, like 2 pieces of dirt = 1 wood plank.
Minetweaker by default supports all vanilla stuff, like furnace recipes, crafting table recipes, potions, etc.
However, when it comes to modded methods, like your research table or a machine from, say, Mekanism, that requires the mod author to add support. Note that this isn't something the Minetweaker mod authors can do. The Minetweaker authors have instead created an API, and you simply include the API endpoints in your mod. Then, just write some documentation so users like us know what methods to add to our script, and voila. Done.
By adding Minetweaker support, you've allowed users like me to be able to add our own features to your mod without asking you to, for example, change the recipe of a forge item, or add our own research for an item from a completely different mod. We can just do it ourselves as we see fit for our modpacks, since everyone's modpack is different.
Of course, we can't completely change your mod with MT, like, I can't just add new items and machines, but I can alter whatever you add support for.
I've never modded, but I heard adding MT support is actually quite easy, since MT's API documentation is very good.
AP, please, implement coins in 2.7 update)
I'll just add them as blank Items again, may add something later.
Apart from that (and what's on the change log in github) what else is needed?
Well, the best would be something more complex clothing. Jewels (like Jewelrycraft) with enchantibility, clothing ( made like armors and weapons). It would be so great if you can make them on different layers so you would wear clothes under armor.
If you say "fantasy" one of the most important thing is the equipment.
If I had patience and time I would do it myself, I learned Java years ago, but I'm so out of concentration.
I was referring to final tweaks, not full-blown features.
I know I mentioned this a few days ago but I just wanna follow up -
Do you, AP, have any intention to add Minetweaker support? Even if you just add support for the anvil, bloomer, carpenter bench, tanning rack, crucible, and forge, it would help a LOT, because I'm trying to make a modpack, and there's a lot of materials from other mods that aren't compatible with your crafting recipes.
For example - I have several mods that add copper to world gen. I disabled ALL copper world gen EXCEPT for Immersive Engineering, so only IE copper generates in the world. For the most part, all of the mods in my modpack work fine with IE copper, except for your mod. I can't put IE copper ore in the bloomery, for example. And it's just not copper I have issues with.
If you were to add Minetweaker support just for the above listed crafting devices, it would help tremendously since I'll be better able to ensure other mods work nicely with your mod.
Then, perhaps in a future version, you could also add Minetweaker support for your research book, so that modpack developers could also add their own research recipes. But, for now, adding support for the things I listed above would be a HUGE help for people using your mod in modpacks.
If you're not willing to do this, please let me know, because if you don't plan to add MT support, then I'll need to either look for someone else willing to write a mod that adds MT support (your mod has an API, which is good, meaning a "bridge mod" between your mod and MT is possible), or I may need to remove your mod completely from my modpack before I release my modpack to the public - and I REALLY don't want to remove your mod because it's perfect for what I need.
Thanks.
not real sure of how minetweaker works or how to add support...
Minetweaker has an API.
Start here:
https://github.com/stanhebben/MineTweaker3
If your API for Minefantasy is built well enough, then it may be possible for the Minetweaker developers to add your mod to it, but it's usually best practice to ask the requested mod developer (you in this case) first. That's kinda what I want to find out - if you're willing to take a look at it and see if it's something you're willing to do. If not, then I'll have to ask the MT devs to see if they have the time to do it, or if some third party can make a 'bridge mod' that uses both the Minetweaker and Minefantasy APIs to integrate support.
yeh, might do something there..
Alright- sure the theory of implementing this hunk of a thing as a feature sounds very useful... have you seen it? can't even find where to begin, it's bloody massive!
AP, please, fix v2.7 server side issues)
https://github.com/AnonymousProductions/MineFantasyII-Cont/issues/3