Thanks for the update, AP! (and for including the config for hunting knives. )
EDIT: The ash dragon's bottom jaw seems to go up through its upper jaw. Not sure if this happens with other dragon types.
Also, dragon flight seems a little..... derpy, for lack of a better word. This was the case since 2.7 when I first downloaded this mod. They seem a little too fast to me, and they sporadically change direction, sometimes multiple times in a couple seconds. It makes fighting them almost impossible. They also like to dive deep into the ocean and "fly" around. For these reasons, I've disabled dragons for now. Makes me sad though, cause I love dragons, and your models are pretty cool.
One of the coolest updates ever, now can create a warehouse or treasure room with all those piles of metal and wood. And strongholds have now decent guards along with enhanced loot. Thank you so much)
AP, please, add ability to move material's name to tooltip for localization's TOOL LIST section
Also, i need config option to disable crafting of books and talismans
Finally, what do bool "restrict use to players" in stamina config?
//
2.8.8 - mastery skills unpurchaseable on server =\
Thanks for the update, AP! (and for including the config for hunting knives. )
EDIT: The ash dragon's bottom jaw seems to go up through its upper jaw. Not sure if this happens with other dragon types.
Also, dragon flight seems a little..... derpy, for lack of a better word. This was the case since 2.7 when I first downloaded this mod. They seem a little too fast to me, and they sporadically change direction, sometimes multiple times in a couple seconds. It makes fighting them almost impossible. They also like to dive deep into the ocean and "fly" around. For these reasons, I've disabled dragons for now. Makes me sad though, cause I love dragons, and your models are pretty cool.
their tricky to say the least with movement, it takes a lot of refinement but will never be perfect.
AP, please, add ability to move material's name to tooltip for localization's TOOL LIST section
Also, i need config option to disable crafting of books and talismans
Finally, what do bool "restrict use to players" in stamina config?
//
2.8.8 - mastery skills unpurchaseable on server =\
well stamina mechanics can effect mobs and such, not as well though. but the options there to remove it entirely so it only works on players just to reduce processing time.
their tricky to say the least with movement, it takes a lot of refinement but will never be perfect.
I understand, and I'm sure you have a lot to work on, but I figure if you're putting new dragons in, some constructive feedback might be useful. If you find the time and motivation to look into improving them, that'd be appreciated. Maybe basiliskboy's suggestion might help in this process.
2.8.8 - mastery skills unpurchaseable on server =\
Also having this issue. In fact, I couldn't in SSP either. I even went back to the previous version, and gave myself some points in creative, and still can't buy any of the skills. :/ I'm working on a modpack for my buddies, and this mod is kind of at the heart of everything. I mean, I guess I could turn on "baby mode" research, but I like the research feature. Any way you can get a bug fix out for this issue?
To give more detail on the Mastery skill purchasing bug; whereas before they weren't even able to be clicked, they're able to be clicked now, but when you press "purchase", nothing actually happens. Hope that helps
To give more detail on the Mastery skill purchasing bug; whereas before they weren't even able to be clicked, they're able to be clicked now, but when you press "purchase", nothing actually happens. Hope that helps
True for the Mastery tab only. I can't click on any skills from any of the other tabs.
True for the Mastery tab only. I can't click on any skills from any of the other tabs.
The other ones don't need to be clicked on; you put items in the research table and research those; if they're the right items, then they'll start filling up a progress bar, and at the end it'll tell you what that item started working towards and how many items are still needed to unlock that entry. I do believe the entry for "research" now explains this, if you've not given it another check!
The other ones don't need to be clicked on; you put items in the research table and research those; if they're the right items, then they'll start filling up a progress bar, and at the end it'll tell you what that item started working towards and how many items are still needed to unlock that entry. I do believe the entry for "research" now explains this, if you've not given it another check!
Yeah, I just woke up and facepalmed cause I forgot that you need the research table. Was hoping I'd catch it before someone replied, haha. Thanks anyway though
EDIT: Can someone perhaps point me to the file where I can see what research unlocks what technology, assuming one exists? I took a quick look through the jar but I couldn't find what I was looking for. I need to know so if my players get stuck, I can help them. I have tried all day to find all 4 items to unlock the Furnace, and I can only find 2/4. I don't want to give anything away about the mod or how to progress, but if someone knows and wants to PM it to me, that would work as well. But really, being able to view all the research and what it leads to would help a lot.
Hey AP, I've found that with the new bars, the tier-locking of forge recipes has broken; it seems any material item can be forged with any tier of hammer, on any tier of anvil.
I'm also finding that (at least some) planks have different casing in their material NBT data depending on whether they were crafted or recovered by salvaging, meaning they couldn't stack...!
But thanks for the mattocks and roads, and lumber axes, and I really like the new tree leaf textures!
EDIT: Can someone perhaps point me to the file where I can see what research unlocks what technology, assuming one exists? I took a quick look through the jar but I couldn't find what I was looking for. I need to know so if my players get stuck, I can help them. I have tried all day to find all 4 items to unlock the Furnace, and I can only find 2/4. I don't want to give anything away about the mod or how to progress, but if someone knows and wants to PM it to me, that would work as well. But really, being able to view all the research and what it leads to would help a lot.
If you have NEI Integration, you can set it, in its config, to show ore dictionary entries that blocks/items have on them, which MF2 uses for its research system. That then works basically as a cheat sheet for what items are used to unlock what entries (all ore dictionary entries that begin with "Artefact-" are MF2's research ones).
Hey AP, I've found that with the new bars, the tier-locking of forge recipes has broken; it seems any material item can be forged with any tier of hammer, on any tier of anvil.
I'm also finding that (at least some) planks have different casing in their material NBT data depending on whether they were crafted or recovered by salvaging, meaning they couldn't stack...!
But thanks for the mattocks and roads, and lumber axes, and I really like the new tree leaf textures!
If you have NEI Integration, you can set it, in its config, to show ore dictionary entries that blocks/items have on them, which MF2 uses for its research system. That then works basically as a cheat sheet for what items are used to unlock what entries (all ore dictionary entries that begin with "Artefact-" are MF2's research ones).
You mean the ingot to bar recipes? because their designed to be without tiers just to avoid having to upgrade if you want to store bars. But the tool recipes should still be the same.
salvaging does have a little problem there. Nails and rivets did that too. it may be the naming of the tiers, id have to dig into it.
You mean the ingot to bar recipes? because their designed to be without tiers just to avoid having to upgrade if you want to store bars. But the tool recipes should still be the same.
salvaging does have a little problem there. Nails and rivets did that too. it may be the naming of the tiers, id have to dig into it.
Just to summarize a few things you might have missed, AP.
- Bronze can be made in a crucible with either copper, or tin. It does not require you to mix them, as it should.
- Items on the "Mastery" page cannot be purchased. The button to do so is there, but it does nothing, even if you have the necessary level.
- CurseForge link in your OP is out of date. I provided the link a few posts back as a temporary solution.
You mean the ingot to bar recipes? because their designed to be without tiers just to avoid having to upgrade if you want to store bars. But the tool recipes should still be the same.
salvaging does have a little problem there. Nails and rivets did that too. it may be the naming of the tiers, id have to dig into it.
It seems as though many anvil recipes have lost their tiering; displaying a required tier of 0. I thought it had something to do with the bars, but some recipes with bars have the tiering still, while others don't. Of what I've tried, most basic tools and weapons can now be forged with any tier of hammer or anvil, such as pickaxes, axes, hoes, shovels, swords, daggers and hammers. Some, like tongs, however, have kept their tier requirements. Hope this helps!
did you intend on certain mods adding Bismuth, Bismuth Bronze, Nickel, Titanium, and Stainless Steel? or are they planned to be added at some distant point?
Thanks for the update, AP! (and for including the config for hunting knives. )
EDIT: The ash dragon's bottom jaw seems to go up through its upper jaw. Not sure if this happens with other dragon types.
Also, dragon flight seems a little..... derpy, for lack of a better word. This was the case since 2.7 when I first downloaded this mod. They seem a little too fast to me, and they sporadically change direction, sometimes multiple times in a couple seconds. It makes fighting them almost impossible. They also like to dive deep into the ocean and "fly" around. For these reasons, I've disabled dragons for now. Makes me sad though, cause I love dragons, and your models are pretty cool.
One of the coolest updates ever, now can create a warehouse or treasure room with all those piles of metal and wood. And strongholds have now decent guards along with enhanced loot. Thank you so much)
AP, please, add ability to move material's name to tooltip for localization's TOOL LIST section
Also, i need config option to disable crafting of books and talismans
Finally, what do bool "restrict use to players" in stamina config?
//
2.8.8 - mastery skills unpurchaseable on server =\
their tricky to say the least with movement, it takes a lot of refinement but will never be perfect.
well stamina mechanics can effect mobs and such, not as well though. but the options there to remove it entirely so it only works on players just to reduce processing time.
AP, bronze can be produced in crucible with only tin or copper bars, without mixing.
I understand, and I'm sure you have a lot to work on, but I figure if you're putting new dragons in, some constructive feedback might be useful. If you find the time and motivation to look into improving them, that'd be appreciated. Maybe basiliskboy's suggestion might help in this process.
You may already be aware, but the link to CurseForge is incorrect.
Also having this issue. In fact, I couldn't in SSP either. I even went back to the previous version, and gave myself some points in creative, and still can't buy any of the skills. :/ I'm working on a modpack for my buddies, and this mod is kind of at the heart of everything. I mean, I guess I could turn on "baby mode" research, but I like the research feature. Any way you can get a bug fix out for this issue?ignore this.
To give more detail on the Mastery skill purchasing bug; whereas before they weren't even able to be clicked, they're able to be clicked now, but when you press "purchase", nothing actually happens. Hope that helps
True for the Mastery tab only.
I can't click on any skills from any of the other tabs.The other ones don't need to be clicked on; you put items in the research table and research those; if they're the right items, then they'll start filling up a progress bar, and at the end it'll tell you what that item started working towards and how many items are still needed to unlock that entry. I do believe the entry for "research" now explains this, if you've not given it another check!
Yeah, I just woke up and facepalmed cause I forgot that you need the research table. Was hoping I'd catch it before someone replied, haha. Thanks anyway thoughEDIT: Can someone perhaps point me to the file where I can see what research unlocks what technology, assuming one exists? I took a quick look through the jar but I couldn't find what I was looking for. I need to know so if my players get stuck, I can help them. I have tried all day to find all 4 items to unlock the Furnace, and I can only find 2/4. I don't want to give anything away about the mod or how to progress, but if someone knows and wants to PM it to me, that would work as well. But really, being able to view all the research and what it leads to would help a lot.
download link doesn't work
Until he updates it, use this link to get to the CurseForge mod page:
https://minecraft.curseforge.com/projects/minefantasy2?gameCategorySlug=mc-mods&projectID=232408
thanks m8
Hey AP, I've found that with the new bars, the tier-locking of forge recipes has broken; it seems any material item can be forged with any tier of hammer, on any tier of anvil.
I'm also finding that (at least some) planks have different casing in their material NBT data depending on whether they were crafted or recovered by salvaging, meaning they couldn't stack...!
But thanks for the mattocks and roads, and lumber axes, and I really like the new tree leaf textures!
If you have NEI Integration, you can set it, in its config, to show ore dictionary entries that blocks/items have on them, which MF2 uses for its research system. That then works basically as a cheat sheet for what items are used to unlock what entries (all ore dictionary entries that begin with "Artefact-" are MF2's research ones).
You mean the ingot to bar recipes? because their designed to be without tiers just to avoid having to upgrade if you want to store bars. But the tool recipes should still be the same.
salvaging does have a little problem there. Nails and rivets did that too. it may be the naming of the tiers, id have to dig into it.
Just to summarize a few things you might have missed, AP.
- Bronze can be made in a crucible with either copper, or tin. It does not require you to mix them, as it should.
- Items on the "Mastery" page cannot be purchased. The button to do so is there, but it does nothing, even if you have the necessary level.
- CurseForge link in your OP is out of date. I provided the link a few posts back as a temporary solution.
It seems as though many anvil recipes have lost their tiering; displaying a required tier of 0. I thought it had something to do with the bars, but some recipes with bars have the tiering still, while others don't. Of what I've tried, most basic tools and weapons can now be forged with any tier of hammer or anvil, such as pickaxes, axes, hoes, shovels, swords, daggers and hammers. Some, like tongs, however, have kept their tier requirements. Hope this helps!
did you intend on certain mods adding Bismuth, Bismuth Bronze, Nickel, Titanium, and Stainless Steel? or are they planned to be added at some distant point?