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 don't mod, so I honestly have no idea how big of a project it would be for you. Just curious if you're up for the task or not - or, at the very least, what would it take to get someone else to add Minetweaker support via a pull request? I mean, I guess I could ask jaredlll (one of the Minetweaker devs) about it, but as you can see in the link below, it's not very high on their priority list. I really wish I knew how to do Java, or I would volunteer to add support to your mod.
Thanks to our in house dev, Coolmanzz, we were able to add Minetweaker support for this mod!
He had to write a separate mod that used both the MT and MF2 APIs. We're using the mod in our newest modpack, Tradewinds, to test it out and work out and bugs, but so far it works pretty great. He may end up releasing the mod on Curse when it's ready.
Check it out. Here's some of the things I'm able to do:
The Bloomery now accepts all copper ores, as long as the ore has an ore dictionary value of oreCopper. By default, MF2 only allowed certain copper ores, but now I can ensure that ALL copper ores function with the mod. All I had to do was write a script to input <ore:oreCopper>, output the Minefantasy copper ingot, and tell the script that I wanted the ingot to be "hot", plus indicated the tool, tier and skill associated with it, and it works! Putting in any oreCopper item will turn it into hot copper ingots, which must be processed using the correct tool, the player must have to research, and the hot ingot works with the tongs to cool off into a MF2 copper ingot!
Here's another thing I did - I use a mod called SGU Better Geo in my Tradewinds modpack. SGUBetterGeo replaces all the materials in the world, such as stone, with its own custom blocks, like limestone, shale, gneiss, etc. Of course, not having regular stone in the world is a bit of a problem, so I ensured all blocks like shale and limestone have an ore dictionary value of <ore:stone>, meaning they function just like stone in most recipes. Unfortunately, MF2 didn't accept <ore:stone> in its recipes, so players would have no way of making the crucible for example. But with Minetweaker, I can ensure this is possible!
Check it out:
There's a few things I would like to request, however, AP. They don't have to be features within your mod - as long as they exist on the API end, then we can Minetweak it.
1 - Allow other tools to be used from other mods. For example, the tanning rack. Currently, I am limited to designating the tool types from within your mod. I can, for example, make a tanning rack recipe with MT that lets me use the MF2 hammer to turn hide into leather. A bit silly, yes, but it is possible. What is NOT possible, however, is using a knife from a different mod in order to tan a hide into leather. I would love to be able to do this - to use tools from other mods.
Perhaps one approach to this is to simply allow a Minetweaker script to assign tool types to items from other mods. For example, if I could say "the knife from the Better Beginnings mod (<betterbeginnings:flintknife>) is a Tier 0 knife", then, when I go to write a MT script for the tanning rack, all I have to do is say "knife, tier 0" and the script will include all tools I designated as a tier 0 knife.
2 - Allow custom fuels for the Forge, Crucible, Blast Furnace, Bloomery, etc.
Currently, I can't assign fuels using Minetweaker. Your mod won't even let our Minetweaker/MF2 bridge mod to call upon this function. It's restricted to exactly what fuel types you've included in your mod.
What I would LIKE to be able to do, for example, is write a script that removes all fuel types for the Blast Furnace, then add a fuel type for Railcraft:fuel.coke (coal coke from Railcraft) - as well as set the burn time.
Additionally, allow Minetweaker to set the burn times of individual fuels. Currently, I can't tell the Bloomery that coal burns slower - it will eat up 1 coal per ore, and I can't modify that, but I would prefer to be able to, for example, change it to 1 coal per 5 ore.
Again - not asking for you to add Minetweaker support for your mod at this point - just asking for your API to allow for more things to be customized and called upon, so that our bridge mod can allow the above mentioned things to be edited by Minetweaker scripts.
One last thing - is it possible that I could get a complete list of how long it takes to craft each item, the xp they give, ingot max temps, unstable temps, etc? When writing a lot of these scripts, I'm able to set things like the time to craft the crucible, the amount of xp you get from crafting it, etc, but I don't know what the default values are, so I have to guess - but I want to be sure that they match the defaults.
Like, when I added the recipe that allowed all ore:stone to be used to craft the crucible - I want it to match the xp/time to craft/skill level required of the default crucible, and have nothing to refer to.
Wow, that was fast, you can add stuff to the github if you want, I'll upload my changes first.. It can be included as part of MF, and even have some code rewritten, as a lot of them are unopimised anyway, so if you can do better, it can replace mechanics as a whole. If not than it can be separate.
1)There is an interface I use with a getToolType method, all that's needed for the tanning rack/ anvil, etc is a tools type (string), a tier (int) and efficiency (float), so it's pretty simple, and may be possible to register items to a list without using the interface.
So yeh a "registerTool(String, int, float)" may work there.
2) For fuels: all that's needed is heat and time, there is a fuel handler built in somewhere, as it is based off the vanilla fuel system, I may play around there though to get it functioning.
However, the coding seems competent, so feel free to try rewrite some of the existing mechanics if they can be done more efficiently (especially with the custom wood/metal tiers and the recipes related)
Thanks to our in house dev, Coolmanzz, we were able to add Minetweaker support for this mod!
That's insane that you were able to get MineTweaker support started! Mind letting me know when you guys fully release a version to the public, it would make MineFantasy ALOT more compatible with every other mod I have in my pack.
Wow, that was fast, you can add stuff to the github if you want, I'll upload my changes first.. It can be included as part of MF, and even have some code rewritten, as a lot of them are unopimised anyway, so if you can do better, it can replace mechanics as a whole. If not than it can be separate.
1)There is an interface I use with a getToolType method, all that's needed for the tanning rack/ anvil, etc is a tools type (string), a tier (int) and efficiency (float), so it's pretty simple, and may be possible to register items to a list without using the interface.
So yeh a "registerTool(String, int, float)" may work there.
2) For fuels: all that's needed is heat and time, there is a fuel handler built in somewhere, as it is based off the vanilla fuel system, I may play around there though to get it functioning.
However, the coding seems competent, so feel free to try rewrite some of the existing mechanics if they can be done more efficiently (especially with the custom wood/metal tiers and the recipes related)
Yea, being able to register tools would be the easiest way. So, if your API would allow it, I could then have a Minetweaker script where I can say something like "add hammer from this mod to the Minefantasy hammer tool list"
Regarding fuels, the reason why I kinda want to be able to customize what fuels your things require, like the bloomery or blast furnace, is because other mods add fuels that don't work with Minefantasy, like coal coke from Immersive Engineering.
The way I'm designing my modpack is that people will need to use Mienfantasy to acquire materials initially before being able to create machines with IE. Also, IE adds a coke oven and blast furnace. The coke oven is used to make coal coke, which in real life, is used for steel production. For balance purposes, I want to have the MF2 blast furnace require coal coke as well, and people will need to use the IE coke oven to make it. I also want the MF2 blast furnace to be less efficient than the more expensive IE blast furnaces, so, there's sort of a progression there.
SOooo, being able to customize the fuel types and how much fuel burns per operation (per ore/ingot) would help a lot with ensuring other mods are balanced around one another.
That's insane that you were able to get MineTweaker support started! Mind letting me know when you guys fully release a version to the public, it would make MineFantasy ALOT more compatible with every other mod I have in my pack.
Yep, we will have the mod public once it's ready. It's still missing a LOT of features, and we are just adding stuff to the mod as we learn how to use MF2. Hopefully it'll eventually be able to cover everything in terms of scripting
Yea, being able to register tools would be the easiest way. So, if your API would allow it, I could then have a Minetweaker script where I can say something like "add hammer from this mod to the Minefantasy hammer tool list"
Regarding fuels, the reason why I kinda want to be able to customize what fuels your things require, like the bloomery or blast furnace, is because other mods add fuels that don't work with Minefantasy, like coal coke from Immersive Engineering.
The way I'm designing my modpack is that people will need to use Mienfantasy to acquire materials initially before being able to create machines with IE. Also, IE adds a coke oven and blast furnace. The coke oven is used to make coal coke, which in real life, is used for steel production. For balance purposes, I want to have the MF2 blast furnace require coal coke as well, and people will need to use the IE coke oven to make it. I also want the MF2 blast furnace to be less efficient than the more expensive IE blast furnaces, so, there's sort of a progression there.
SOooo, being able to customize the fuel types and how much fuel burns per operation (per ore/ingot) would help a lot with ensuring other mods are balanced around one another.
Yep, we will have the mod public once it's ready. It's still missing a LOT of features, and we are just adding stuff to the mod as we learn how to use MF2. Hopefully it'll eventually be able to cover everything in terms of scripting
Could be difficult there with the amount of smelts each carbon element lasts. this is due to the fact the inputs are all consumed at the same time. for the blast furnace: a counter could be added or something that consumes carbon slowly, but with the bloomery it may be a bit more difficult as it smelts its contents all in one, It may need to round off to find how much carbon is needed, still could work.
I take it you also want to add custom fuels to cogwork armour as well.
Cogwork armor? I haven't gotten that far into the mod yet.
As for the fuel, you could consider perhaps some other options if it's not feasible/easily possible to just add custom fuels - I kinda understand why it's not an easy task for you, just due to how you implemented fuels. Which is fine, really.
So, one other option is to directly implement coal coke into your mod, and allow any item with the oreDict value of fuelCoke to work as well. This of course means adding your own coke oven to the mod, so that people have access to it... and quite honestly, it would be more in line with real life. Totally up to you how you want to approach this.
I would even be ok with the blast furnace being able to replace coal with a custom-defined item, without even changing the rates at which it burns. So, an API function that would allow Minetweaker to define(and remove) the fuel item used with the bloomery, blast furnace, etc.
I'm just trying to think of a solution that would work for everyone else using this mod, but for my personal end-goal, I just want players to require coal coke for the blast furnace, and not able to use regular coal.
nah seems to work, blast furnace gets 9 smelts per coal block and 1 smelt per coal item.. just trying it out on the bloomery now.
What i'm going to do is base the registry off the ore dictionary. you register it as "Carbon-" + uses, and that allows a carbon item to have many uses.
Yeh I have a coke item, its made with charcoal and flux. Not really a fancy coke oven but it does the job.
Hey everyone, I may be starting up a server again with MF2 and would like to see how interested people are in the idea. MF2 will be the core mod of the server, if I add other mods it will be tweaked to fit in with the progression and time period of MF2.
Also taking suggestions for mods.
I am also wondering if there is any built in support for other mods.
yeh already attended to them, just got to release it though.
I don't mod, so I honestly have no idea how big of a project it would be for you. Just curious if you're up for the task or not - or, at the very least, what would it take to get someone else to add Minetweaker support via a pull request? I mean, I guess I could ask jaredlll (one of the Minetweaker devs) about it, but as you can see in the link below, it's not very high on their priority list. I really wish I knew how to do Java, or I would volunteer to add support to your mod.
http://minetweaker3.powerofbytes.com/wiki/ModTweaker
Thanks for the consideration!
Can you make chimneys work together with furnace and cooking plated firepit?
Hey AP,
Thanks to our in house dev, Coolmanzz, we were able to add Minetweaker support for this mod!
He had to write a separate mod that used both the MT and MF2 APIs. We're using the mod in our newest modpack, Tradewinds, to test it out and work out and bugs, but so far it works pretty great. He may end up releasing the mod on Curse when it's ready.
Check it out. Here's some of the things I'm able to do:
The Bloomery now accepts all copper ores, as long as the ore has an ore dictionary value of oreCopper. By default, MF2 only allowed certain copper ores, but now I can ensure that ALL copper ores function with the mod. All I had to do was write a script to input <ore:oreCopper>, output the Minefantasy copper ingot, and tell the script that I wanted the ingot to be "hot", plus indicated the tool, tier and skill associated with it, and it works! Putting in any oreCopper item will turn it into hot copper ingots, which must be processed using the correct tool, the player must have to research, and the hot ingot works with the tongs to cool off into a MF2 copper ingot!
Here's another thing I did - I use a mod called SGU Better Geo in my Tradewinds modpack. SGUBetterGeo replaces all the materials in the world, such as stone, with its own custom blocks, like limestone, shale, gneiss, etc. Of course, not having regular stone in the world is a bit of a problem, so I ensured all blocks like shale and limestone have an ore dictionary value of <ore:stone>, meaning they function just like stone in most recipes. Unfortunately, MF2 didn't accept <ore:stone> in its recipes, so players would have no way of making the crucible for example. But with Minetweaker, I can ensure this is possible!
Check it out:
There's a few things I would like to request, however, AP. They don't have to be features within your mod - as long as they exist on the API end, then we can Minetweak it.
1 - Allow other tools to be used from other mods. For example, the tanning rack. Currently, I am limited to designating the tool types from within your mod. I can, for example, make a tanning rack recipe with MT that lets me use the MF2 hammer to turn hide into leather. A bit silly, yes, but it is possible. What is NOT possible, however, is using a knife from a different mod in order to tan a hide into leather. I would love to be able to do this - to use tools from other mods.
Perhaps one approach to this is to simply allow a Minetweaker script to assign tool types to items from other mods. For example, if I could say "the knife from the Better Beginnings mod (<betterbeginnings:flintknife>) is a Tier 0 knife", then, when I go to write a MT script for the tanning rack, all I have to do is say "knife, tier 0" and the script will include all tools I designated as a tier 0 knife.
2 - Allow custom fuels for the Forge, Crucible, Blast Furnace, Bloomery, etc.
Currently, I can't assign fuels using Minetweaker. Your mod won't even let our Minetweaker/MF2 bridge mod to call upon this function. It's restricted to exactly what fuel types you've included in your mod.
What I would LIKE to be able to do, for example, is write a script that removes all fuel types for the Blast Furnace, then add a fuel type for Railcraft:fuel.coke (coal coke from Railcraft) - as well as set the burn time.
Additionally, allow Minetweaker to set the burn times of individual fuels. Currently, I can't tell the Bloomery that coal burns slower - it will eat up 1 coal per ore, and I can't modify that, but I would prefer to be able to, for example, change it to 1 coal per 5 ore.
Again - not asking for you to add Minetweaker support for your mod at this point - just asking for your API to allow for more things to be customized and called upon, so that our bridge mod can allow the above mentioned things to be edited by Minetweaker scripts.
One last thing - is it possible that I could get a complete list of how long it takes to craft each item, the xp they give, ingot max temps, unstable temps, etc? When writing a lot of these scripts, I'm able to set things like the time to craft the crucible, the amount of xp you get from crafting it, etc, but I don't know what the default values are, so I have to guess - but I want to be sure that they match the defaults.
Like, when I added the recipe that allowed all ore:stone to be used to craft the crucible - I want it to match the xp/time to craft/skill level required of the default crucible, and have nothing to refer to.
Thanks!
Wow, that was fast, you can add stuff to the github if you want, I'll upload my changes first.. It can be included as part of MF, and even have some code rewritten, as a lot of them are unopimised anyway, so if you can do better, it can replace mechanics as a whole. If not than it can be separate.
1)There is an interface I use with a getToolType method, all that's needed for the tanning rack/ anvil, etc is a tools type (string), a tier (int) and efficiency (float), so it's pretty simple, and may be possible to register items to a list without using the interface.
So yeh a "registerTool(String, int, float)" may work there.
2) For fuels: all that's needed is heat and time, there is a fuel handler built in somewhere, as it is based off the vanilla fuel system, I may play around there though to get it functioning.
However, the coding seems competent, so feel free to try rewrite some of the existing mechanics if they can be done more efficiently (especially with the custom wood/metal tiers and the recipes related)
That's insane that you were able to get MineTweaker support started! Mind letting me know when you guys fully release a version to the public, it would make MineFantasy ALOT more compatible with every other mod I have in my pack.
https://github.com/AnonymousProductions/MineFantasyII-Cont
Also, I may be in need for a group of server testers, I'm working on something that may need more than one player.
Tell me what do you like to be tested and I'll try to get people for that. I mean on my server of course.
Might tweak it a bit and add a few things first, stay in touch.
Yea, being able to register tools would be the easiest way. So, if your API would allow it, I could then have a Minetweaker script where I can say something like "add hammer from this mod to the Minefantasy hammer tool list"
Regarding fuels, the reason why I kinda want to be able to customize what fuels your things require, like the bloomery or blast furnace, is because other mods add fuels that don't work with Minefantasy, like coal coke from Immersive Engineering.
The way I'm designing my modpack is that people will need to use Mienfantasy to acquire materials initially before being able to create machines with IE. Also, IE adds a coke oven and blast furnace. The coke oven is used to make coal coke, which in real life, is used for steel production. For balance purposes, I want to have the MF2 blast furnace require coal coke as well, and people will need to use the IE coke oven to make it. I also want the MF2 blast furnace to be less efficient than the more expensive IE blast furnaces, so, there's sort of a progression there.
SOooo, being able to customize the fuel types and how much fuel burns per operation (per ore/ingot) would help a lot with ensuring other mods are balanced around one another.
Yep, we will have the mod public once it's ready. It's still missing a LOT of features, and we are just adding stuff to the mod as we learn how to use MF2. Hopefully it'll eventually be able to cover everything in terms of scripting
Could be difficult there with the amount of smelts each carbon element lasts. this is due to the fact the inputs are all consumed at the same time. for the blast furnace: a counter could be added or something that consumes carbon slowly, but with the bloomery it may be a bit more difficult as it smelts its contents all in one, It may need to round off to find how much carbon is needed, still could work.
I take it you also want to add custom fuels to cogwork armour as well.
Cogwork armor? I haven't gotten that far into the mod yet.
As for the fuel, you could consider perhaps some other options if it's not feasible/easily possible to just add custom fuels - I kinda understand why it's not an easy task for you, just due to how you implemented fuels. Which is fine, really.
So, one other option is to directly implement coal coke into your mod, and allow any item with the oreDict value of fuelCoke to work as well. This of course means adding your own coke oven to the mod, so that people have access to it... and quite honestly, it would be more in line with real life. Totally up to you how you want to approach this.
I would even be ok with the blast furnace being able to replace coal with a custom-defined item, without even changing the rates at which it burns. So, an API function that would allow Minetweaker to define(and remove) the fuel item used with the bloomery, blast furnace, etc.
I'm just trying to think of a solution that would work for everyone else using this mod, but for my personal end-goal, I just want players to require coal coke for the blast furnace, and not able to use regular coal.
nah seems to work, blast furnace gets 9 smelts per coal block and 1 smelt per coal item.. just trying it out on the bloomery now.
What i'm going to do is base the registry off the ore dictionary. you register it as "Carbon-" + uses, and that allows a carbon item to have many uses.
Yeh I have a coke item, its made with charcoal and flux. Not really a fancy coke oven but it does the job.
"MineFantasyFuels" class has been added to the API that may be useful for mod support.
(recent commit to github)
Hey, just passing by to say thank you! I really like this mod, played a lot in the previous version, heck, i built a modpack around it!
I'm redescovering it, and loving every aspect of it, keep the good work!
Hey everyone, I may be starting up a server again with MF2 and would like to see how interested people are in the idea. MF2 will be the core mod of the server, if I add other mods it will be tweaked to fit in with the progression and time period of MF2.
Also taking suggestions for mods.
I am also wondering if there is any built in support for other mods.
Xakorik!
I'm making a pack based on Ancient Warfare and MineFantasy II.
I'd like to find testers. It runs okay with AMD FX-6100, and Nvidia GT440. You'll might need 4G RAM to the pack, I didn't tested on it.
I don't want to make advertising, so you can PM me for the link.
Did you changed ore generation to a more realistic way?
Can you make prospecting?
I don't want to use Reasonable Realism if it's not necessary... But...