I've been tinkering on and off with a small expansion of sorts. I've not put that much time into it (and even taken some things back out), so it's small and in a fairly early stage -- it doesn't even use the MF2 crafting systems yet (I will if I continue). But this is an early proto-type with some of the main content:
It brings back some things from MF1: Some special stone types that I don't think will return since their practical function has been replaced by firebricks (so they are now mostly decorative). Also, there are the old herbs, basically the same except the are now placed based on the biome and can be dug up and move -- you have to travel to find them all, but you can take some home to an herb garden.
Also, if you use Dynamic Sword Skill this will cause that mod to deplete stamina when you do its moves. Also included are some telepads (replacing the Llapis Portals plugin I included with my old modpack).
Early versions included the clay walls with diagonal pieces (which did use the carpenter's bench), but they were removed because I suspect the AP will add those eventually.
So far, no config file and no use of the carpenter's bench or anvils, but there would be if I continue. But, I want feedback, especially from AP, but also from others, before I do much more, or make an official release.
I have a suggestion for this mod. There is another mod called the Mithril mod. It adds mithril which can be found in The End, and it can make some really good stuff. It's actually really strong (A full set of the armor is a half a bar stronger than diamond). But I noticed that the mithril from this mod can also make the powerful mithril stuff from the other mod. Can you make it to where the mithril from this mod won't craft the stuff from the other mod please? : D
I've been tinkering on and off with a small expansion of sorts. I've not put that much time into it (and even taken some things back out), so it's small and in a fairly early stage -- it doesn't even use the MF2 crafting systems yet (I will if I continue). But this is an early proto-type with some of the main content:
It brings back some things from MF1: Some special stone types that I don't think will return since their practical function has been replaced by firebricks (so they are now mostly decorative). Also, there are the old herbs, basically the same except the are now placed based on the biome and can be dug up and move -- you have to travel to find them all, but you can take some home to an herb garden.
Also, if you use Dynamic Sword Skill this will cause that mod to deplete stamina when you do its moves. Also included are some telepads (replacing the Llapis Portals plugin I included with my old modpack).
Early versions included the clay walls with diagonal pieces (which did use the carpenter's bench), but they were removed because I suspect the AP will add those eventually.
So far, no config file and no use of the carpenter's bench or anvils, but there would be if I continue. But, I want feedback, especially from AP, but also from others, before I do much more, or make an official release.
I really like the sound of this add on. Can I use it in a modpack please? : D
OK, but it doesn't have a have a page to get updates yet. I can let you know later when one exists.
Yes please. Thank you very much. I like the idea of the add on nerfing this mod and dynamic sword skills (I mean, using stamina for dynamic sword skills). : D
OK, but it doesn't have a have a page to get updates yet. I can let you know later when one exists.
Yes please. Thank you very much. I like the idea of the add on nerfing this mod and dynamic sword skills (I mean, using stamina for dynamic sword skills). : D
I've been tinkering on and off with a small expansion of sorts. I've not put that much time into it (and even taken some things back out), so it's small and in a fairly early stage -- it doesn't even use the MF2 crafting systems yet (I will if I continue). But this is an early proto-type with some of the main content:
It brings back some things from MF1: Some special stone types that I don't think will return since their practical function has been replaced by firebricks (so they are now mostly decorative). Also, there are the old herbs, basically the same except the are now placed based on the biome and can be dug up and move -- you have to travel to find them all, but you can take some home to an herb garden.
Also, if you use Dynamic Sword Skill this will cause that mod to deplete stamina when you do its moves. Also included are some telepads (replacing the Llapis Portals plugin I included with my old modpack).
Early versions included the clay walls with diagonal pieces (which did use the carpenter's bench), but they were removed because I suspect the AP will add those eventually.
So far, no config file and no use of the carpenter's bench or anvils, but there would be if I continue. But, I want feedback, especially from AP, but also from others, before I do much more, or make an official release.
This looks pretty cool! I can never argue with more cool aesthetic blocks, and those blocks were pretty cool. And more plants too, especially more Minefantasy-connected ones! I'll be looking forward to when you add in the use of MF2 crafting methods, if you do continue this!
I took a suggestion to make some changes that will delete old herbs, so might as well adopt a version with the new block names to start with or asap.
I'm still debating waiting to here from AP about it, but at least I'll put in MF2 style crafting for things that it makes sense for before having a first official version -- but I don't plan to make any more world breaking changes if I can help it.
Additionally, due to the crafting of steel being only a single bar of pig iron, it doesn't appear possible to craft pig iron ingots? I admit that I've not tried, if there's something different going on.
Wondering if anyone else has been able to research steel? I am having this same issue and can't figure out how to make the pig iron ingot from the bar, since all I get are ????? when I put a hot bar in the anvil. Appears I'm missing some kind of research to make it but I have no idea what, or if this is a confirmed bug.
Wondering if anyone else has been able to research steel? I am having this same issue and can't figure out how to make the pig iron ingot from the bar, since all I get are ????? when I put a hot bar in the anvil. Appears I'm missing some kind of research to make it but I have no idea what, or if this is a confirmed bug.
Old, confirmed bug. After renaming of RefinedIron to PigIron not all references was updated (or player will lose all RefinedIron items).
As temp solution you can use this minetweaker script -
furnace.addRecipe(<minefantasy2:MF_Com_ingotPigIron>, <minefantasy2:custom_bar>.withTag({MF_CustomMaterials: {main_metal: "RefinedIron"}}));
Just put pig iron ingot to vanilla furnace.
I will fix this issue little bit later.
possible spoilers to people who have not played through MF2 before:
I can't figure out how to use and ancient crucible, let alone how to upgrade it. When I click the ancient crucible with the anchent triology nothing happens; I'm using an ancient crucible found in it's set peice without any changes to any surroundings. I read in the book: "perhaps using it on an active crucible may allow further refinements". With this in mind I have tried to use the triology on the normal, firebrick and of course the ancient cruible with fuel under-(nothing, lava, and a forge), and a recipe loaded in (black steel) and nothing happens. Has this even been impemented yet? Any help would be nice.
Another thing I've discovered: Mithril can be alloyed in a firebrick crucible, but adamantium is -according to the book- made in a mythic crucible, with does not exist, the whole endgame alloying seems to be completely out of wack, not to mention the progress bar most of the time won't show up in the GUI of any crucible.
possible spoilers to people who have not played through MF2 before:
I can't figure out how to use and ancient crucible, let alone how to upgrade it. When I click the ancient crucible with the anchent triology nothing happens; I'm using an ancient crucible found in it's set peice without any changes to any surroundings. I read in the book: "perhaps using it on an active crucible may allow further refinements". With this in mind I have tried to use the triology on the normal, firebrick and of course the ancient cruible with fuel under-(nothing, lava, and a forge), and a recipe loaded in (black steel) and nothing happens. Has this even been impemented yet? Any help would be nice.
Is the crucible found in a structure while it's over lava with an obsidian path? Because if so, then you need to put ender eyes on the end portal frames. : D
About the time when I said that the mithril from this mod shouldn't be used with the mithril mod, never mind. Because I found out how hard it takes to get mithril from this mod in the first place. : D
Is the crucible found in a structure while it's over lava with an obsidian path? Because if so, then you need to put ender eyes on the end portal frames. : D
Thank you! I really wish there was a hint in the book about this, as it's really vague as of now.
A little problem -- I can't find iron sheets anywhere in the research book, and attempts to guess a recipe have all failed, yet this is required to advance. Is this a known problem with the current version, or have I missed something? -- or have I maybe discovered something? Anyone know what's going on?
A little problem -- I can't find iron sheets anywhere in the research book, and attempts to guess a recipe have all failed, yet this is required to advance. Is this a known problem with the current version, or have I missed something? -- or have I maybe discovered something? Anyone know what's going on?
I've been tinkering on and off with a small expansion of sorts. I've not put that much time into it (and even taken some things back out), so it's small and in a fairly early stage -- it doesn't even use the MF2 crafting systems yet (I will if I continue). But this is an early proto-type with some of the main content:
http://www.mediafire.com/file/94syyphoa0tfcuv/JBGMineFantasyAddOn-0.2.2-MC1.7.10.jar
...and the source is now here...
https://github.com/BlackJar72/JBGMinefantasyAddon
It brings back some things from MF1: Some special stone types that I don't think will return since their practical function has been replaced by firebricks (so they are now mostly decorative). Also, there are the old herbs, basically the same except the are now placed based on the biome and can be dug up and move -- you have to travel to find them all, but you can take some home to an herb garden.
Also, if you use Dynamic Sword Skill this will cause that mod to deplete stamina when you do its moves. Also included are some telepads (replacing the Llapis Portals plugin I included with my old modpack).
Early versions included the clay walls with diagonal pieces (which did use the carpenter's bench), but they were removed because I suspect the AP will add those eventually.
So far, no config file and no use of the carpenter's bench or anvils, but there would be if I continue. But, I want feedback, especially from AP, but also from others, before I do much more, or make an official release.
I have a suggestion for this mod. There is another mod called the Mithril mod. It adds mithril which can be found in The End, and it can make some really good stuff. It's actually really strong (A full set of the armor is a half a bar stronger than diamond). But I noticed that the mithril from this mod can also make the powerful mithril stuff from the other mod. Can you make it to where the mithril from this mod won't craft the stuff from the other mod please? : D
To take the test, check out
https://minecraftnoobtest.com/test.php
I really like the sound of this add on. Can I use it in a modpack please? : D
To take the test, check out
https://minecraftnoobtest.com/test.php
OK, but it doesn't have a have a page to get updates yet. I can let you know later when one exists.
Yes please. Thank you very much. I like the idea of the add on nerfing this mod and dynamic sword skills (I mean, using stamina for dynamic sword skills). : D
To take the test, check out
https://minecraftnoobtest.com/test.php
Yes please. Thank you very much. I like the idea of the add on nerfing this mod and dynamic sword skills (I mean, using stamina for dynamic sword skills). : D
To take the test, check out
https://minecraftnoobtest.com/test.php
This looks pretty cool! I can never argue with more cool aesthetic blocks, and those blocks were pretty cool. And more plants too, especially more Minefantasy-connected ones! I'll be looking forward to when you add in the use of MF2 crafting methods, if you do continue this!
Well, if you're going to use the addon, you should start with this version:
http://www.mediafire.com/file/4wteighiap9q483/JBGMineFantasyAddOn-0.2.5-MC1.7.10.jar
I took a suggestion to make some changes that will delete old herbs, so might as well adopt a version with the new block names to start with or asap.
I'm still debating waiting to here from AP about it, but at least I'll put in MF2 style crafting for things that it makes sense for before having a first official version -- but I don't plan to make any more world breaking changes if I can help it.
Quick question, how do you get mithril in this mod? : D
To take the test, check out
https://minecraftnoobtest.com/test.php
you use mythic ore, you use mythic ore for everything that isnt steel/ bronze, you just have to mix the mythic ore with steel/bronze to get mithrill.
Thank you very much. But, where can I get mysthic ore? : D
To take the test, check out
https://minecraftnoobtest.com/test.php
Wondering if anyone else has been able to research steel? I am having this same issue and can't figure out how to make the pig iron ingot from the bar, since all I get are ????? when I put a hot bar in the anvil. Appears I'm missing some kind of research to make it but I have no idea what, or if this is a confirmed bug.
Old, confirmed bug. After renaming of RefinedIron to PigIron not all references was updated (or player will lose all RefinedIron items).
As temp solution you can use this minetweaker script -
furnace.addRecipe(<minefantasy2:MF_Com_ingotPigIron>, <minefantasy2:custom_bar>.withTag({MF_CustomMaterials: {main_metal: "RefinedIron"}}));
Just put pig iron ingot to vanilla furnace.
I will fix this issue little bit later.
A question that may contain
possible spoilers to people who have not played through MF2 before:
Another thing I've discovered: Mithril can be alloyed in a firebrick crucible, but adamantium is -according to the book- made in a mythic crucible, with does not exist, the whole endgame alloying seems to be completely out of wack, not to mention the progress bar most of the time won't show up in the GUI of any crucible.
Is the crucible found in a structure while it's over lava with an obsidian path? Because if so, then you need to put ender eyes on the end portal frames. : D
To take the test, check out
https://minecraftnoobtest.com/test.php
About the time when I said that the mithril from this mod shouldn't be used with the mithril mod, never mind. Because I found out how hard it takes to get mithril from this mod in the first place. : D
To take the test, check out
https://minecraftnoobtest.com/test.php
Thank you! I really wish there was a hint in the book about this, as it's really vague as of now.
A little problem -- I can't find iron sheets anywhere in the research book, and attempts to guess a recipe have all failed, yet this is required to advance. Is this a known problem with the current version, or have I missed something? -- or have I maybe discovered something? Anyone know what's going on?
Do you mean sheets, or plates?