• 0

    posted a message on Mod-A-Wish (1.6.2) (WIP) The more you donate, the bigger the mod gets!
    Quote from RedAbsol0
    This is an amazing topic.I hope you get through with it!I would donate but I don't really have enough money, sorry.If a mod locks this though...Heartless. :3

    You don't even have to donate. Just spread the word any way you can. The more people here of this, the more potential for donations. (I've tried to contact a few big name Youtubers to help promote it, like PewDiePie, Cryoatic, Markiplier, CaptainSparklez, etc. but I haven't heard or seen anything from them, so... no biggie.)

    :blink: So, apparently, what I thought might be another failed project actually spiked when I wasn't looking. We've raised over $140 of the $600 final goal, which is totally awesome... it also means I have plenty of work to do... oi...

    As promised, I'll start adding 140 new blocks and items to the mod and get that out and available as soon as possible. There are still 23 days left to donate, everybody, and plenty of ground to clear, so if you can, contribute while I start getting to work on this... behemoth of a task.

    Thanks for participating and checking things out! I'll get the mod updated and available as soon as humanly possible!

    Edit: Welp, looks like we actually hit $210 total. Guess that means another 70 items on top of the others too. Lucky you guys.

    Edited Edit: I keep going back to find more has been given. $265 donated... you're just messing with me now, aren't you? Clearly you guys Challenge Accepted my little bet... nevertheless, I shall stand by my promise. And to all who donated, THANK YOU! It means a lot to the foundation, as well as me personally!
    If you're curious about what I plan to add, it's mostly gonna be a hodge-podge of blocks that you likely can only access in Creative mode, made solely to pretty up your homes and the world around you. There's a few sets that I might make accessible in Survival... we'll see how much time and energy I have.
    Posted in: WIP Mods
  • 0

    posted a message on Mod-A-Wish (1.6.2) (WIP) The more you donate, the bigger the mod gets!
    Just a housekeeping update.
    I've fixed links so that they actually work now (that'd be helpful, right?) so now you can find the correct page for donations. Also, code for the mod's signature has been added, so now you can spread the love easier around here as well!
    No donations yet, so no mod progress, obviously. I have stuff on stand-by, but if you'd like to see what it all is, just drop a little money if you can. (And if you can't, bug your friends about it and tell them to drop some money. And then bug their friends too, and so on, and so forth.)
    Keep crafting, everyone!
    Posted in: WIP Mods
  • 0

    posted a message on Mod-A-Wish (1.6.2) (WIP) The more you donate, the bigger the mod gets!

    Mod-A-Wish Charity Project


    Third time's the charm, right?



    What is Mod-A-Wish?

    Mod-A-Wish is a new project in the works in an effort to raise a little money for the Make-A-Wish foundation. The point of this project is to try and motivate some folks to start donating whatever little bit you can to the foundation. There is no pressure, this mod is simply an effort to try and provide a little motivation for those of you considering donating.

    Here's how this is gonna go down: while the donations are going on, I will be working feverishly away on this mod project. For every dollar donated, a new (relatively simple) block or item will be added to the mod. I don't fully know myself what I'm gonna add, but suggestions are always welcome. The ultimate donation goal is $600 within the next two months!

    Yes. 600. And for every dollar donated, a new item or block will be added to the mod! That means, if the goal is reached, this mod will have added 600 new blocks/items for you to play around with. If that doesn't motivate you (if only to see me fall flat on my face trying to meet that lofty goal), I don't know what will. I'm up to the challenge! Are you?

    Lastly, on a much more personal note, your support of this mod and the foundation will mean a great deal to me. My youngest sister was born with a congenital heart defect and has had to put up with 3 open heart surgeries, suffered 2 strokes, and has a whole host of other medical issues I won't go into elaborate detail on. Suffice to say, she qualified to be a Wish child. She's made her wish, and I was very grateful to the foundation for making it happen.

    But there are a lot of kids who still have wishes to be granted, and believe it or not, Make-A-Wish is not some giant corporate amalgamation. They rely vastly on generosity from people like you. Yes, you. No, not you... well, you too, but I was talking to the other person. Yes, you! I can't contribute financially... but I CAN make fairly decent mods for Minecraft. So, in the hopes of rewarding folks who can do what I can't, I'm making this mod and offering it to you.

    Every dollar counts, which is why the mod's content with reflect the donation levels.

    I hope you'll be able to contribute just a little bit, and if you can't, PLEASE, spread the word on this project. Flood the inboxes of big name YouTube folks (trust me, if a big number of people go 'LOOK AT THIS NOW PLEASE!!!', they will sit up and listen). Tell everyone you know.

    And finally, thank you SO MUCH for taking the time to read this dissertation. I hope to hear a favorable response out of this project, and sincerely look forward to working on it for you guys!


    How to donate
    1. Follow this link to the donations page
    2. Click the button in the right hand side of the page that says 'Donate Now'
    3. Enter the amount you'd like to donate and follow the instructions
    Mod Releases

    Coming soon!

    Mod Image Gallery

    (Hopefully) Coming soon!

    I Want More!

    If you'd like to learn more about the Make-A-Wish Foundation, visit there website here!

    If you'd like to like to brag about how astoundingly charitable you are to the folks around the forums, feel free to paste the code below into your signature:

    [img]http://achievecraft.com/cimage/i94/Your+wish+is+granted%21/I+donated+to+Mod-A-Wish%21/mca.png[/img]



    And if you would like to see some of the kids your donations benefit, check out the videos below:



    Posted in: WIP Mods
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    posted a message on [1.5.2][Forge] The Herbology Mod Ver. 1.1.2 - Bugs corrected. New herbal growth. New ingredient info system!
    To those who are wondering, yes, I am still planning to update this mod. However, I doubt it will be for 1.6.2 and there's a few reasons why. If you're not interesting, just skip to the next paragraph below. The 1.6 update kinda came on the heels of the 1.5, in my opinion, and it once again changed up the modding rules behind the scene. I also wasn't satisfied with the way the new design for Herbology was going, not to mention I had many other tasks in RL calling my attention away. So I made a tough decision: rather than release a mod that was constructed clumsily and I wouldn't be satisfied with, I decided to step back and devote myself more to the mod's next design. This gave me time to address my other tasks, focus and perfect the design of the mod, and get a plan in place.

    In short, I don't intend to update Herbology until 1.7, and I'm sorry to disappoint everyone who enjoyed the mod. I can only ask that you'll be patient enough to wait for the next big update... because I intend to bring my A game for this mod.
    • A new, actually usable Herbologist's Field Guide, along with a few other books for you to make. They will be the mark of your botanical skills, which are created through researching the new plants you'll be able to breed. Once you've collected enough notes, you can assemble them into a collective work and unlock new plants to grow!
    • Get ready to add a whole new room to your homes dedicated to gardening, because you'll need it! Growing herbs is gonna get a massive and (hopefully) intriguing overhaul, and you'll need to scour the land to discover every plant you can grow.
    • Plants! Lots and lots of new plants! Each will have it's own quirks, traits and needs, but thus is the cost of having such a large garden. And of course, each will offer it's own benefits for taking good care of them!
    I hope you'll check back in for updates later on. I know that 1.7 is visible on the horizon, so I guess I'd better be ready to toss things out once it's available. Thanks again for checking in, everyone, and I hope to see you all again for Herbology 2.0's big release!
    Posted in: Minecraft Mods
  • 1

    posted a message on Herbology 2.0 - What would you like to plant?
    I've finally had a chance to sit down and organize my thoughts on Herbology 2.0 into a coherent set of ideas, so I'll go ahead and post them here, just to try and gauge what folks think of the design layouts:

    (1) Breeding and Upkeep

    One of the biggest competing things I've had in regards to 2.0 is researching your plants, or more accurately, breeding them to perform a certain function. In essence, this method of growing focuses more on using items on individual base plants to produce a desired herb, in turn offering certain benefits. Upkeep will require that you revisit plants to ensure that certain blocks are nearby, or re-using items to keep them happy and healthy.
    For example, tall grass drops seeds for a simple blooming flower, which you can plant on dirt and get an uninteresting base flower. If you use blaze powder on it, however, it turns into a Lava Lily, which you can harvest more blaze powder from and, rarely, blaze rods. In order for it to survive, however, it has to be keep close to a pool of lava, since it thrives on dry, hot conditions.

    Notes: To be honest, this method appeals the least to me. It's no different than just crafting a new plant to use, and upkeep might be frustrating for some players having to go back and constantly tend to every single plant, or group of plants. To me, this design pushes no boundaries and doesn't distinguish itself very much, but that's simply my take on it. As a concept, it's solid enough, but not very adventurous.

    (2) Mutations
    This one is simple enough: you start out only being able to plant wheat seeds, which grow and become ready for harvest like normal. However, once you break them, they drop seeds that have a mutation rate attributed to them, which can be planted and grown as well, albeit creating an entirely new plant. Each seed has it's own mutation rate, meaning that when you plant them, they could produce the same plant, or a radically new one. Low mutation rates mean you'll have a high chance of keeping the same kind of plant, but with better (or worse) attributes. High rates could yield a radically new plant species altogether. Later on, you can grow plants specifically bred to yield seeds with high mutation rates, meaning that you could get veritably anything out of them!

    Notes: I like the concept this design puts forward (ie. breeding better plants that grow faster or have higher crop yields or can grow is various soils), but as a whole, it feels a little too based on luck. I haven't really come up with a way to allow players to keep beneficial mutations once they breed them, plus, there's no guarantees that high mutation rates will actually yield anything. Then again, many people may like that whole 'herbal lottery' concept; my preference would be to keep it closer to a more scientific process.

    (3) Research
    I've wrestled with researchable plants ever since the first incarnation of the Herbology Mod, and while I've come across a few strike me as intriguing, the most inappropriately appropriate one I've conjured up is this one: botanical mad science.
    Research in Herbology would be quite different from, say, Thaumcraft's research system. In Herbology, you'd need two basic tools: a magnifying glass, and tweezers, and research would be conducted in the field (literally, in some cases). I'll give an example: while out exploring, you come across a dandelion.
    Your first step will be to pull out and use your magnifying glass on the dandelion, to allow you to identify what 'parts' that plant possesses (ie. petals, pollen,stem, roots, etc.). If you've identified something you can make use of from the plant, you'll take your tweezers and pluck that part from the plant (this will kill the plant in the process, so you may want to be sure it has what you need beforehand). The tweezers will give back a random part from the list of identified plants pieces.
    Once you repeat this process a few times and have a small collection of plant items, take them back home and arrange them on your crafting table (told you this was mad science). It may take a few tries, but eventually, you'll have a combination of parts that will yield a brand new species of plant! Now take it out, plant it in your garden and see what it does!
    In time, you'll be able to create (or find) books that will aid you in your plant picking. Some books will unlock new tools that increase the odds of getting a particular part from a plant, some will enable faster growth or new crop yields, and some will allow for a wider variety of gardening tools.

    Notes: This design offers a veritable boatload of possibilities that I really like, nonsensical as it may be. I like the notion of gathering plant parts from Vanilla plants to gain access to all the new plants I can add with the mod. And since each plant has it's own list of unique parts, you can mix and match them to make plants that will suit any environment you decide to build a home in. The biggest challenge is going to be getting all the parts to work coherently and fall from each plant (which will take a fair bit of programming in the background). It also needs a little more polishing, but overall, I like tackling a unique approach to research.

    (4) Controlled Environment (or, the Greenhouse Concept)
    One of my personal favorite concepts, growing plants will rely on developing a few extra machines to aid you in your growing projects. Plants grown within range of these machines will adapt and mutate depending on the conditions that particular machine is producing. Machines like the Heat Spout would produce hot temperatures nearby, while the Humidifier would make air a little more muggy. If, say, wheat is growing near one of these machines, it could adapt and evolve into a new crop entirely, like carrots, potatoes, or even something else, while a rose or dandelion growing near one would develop into something like a Lava Lily or a Sol Flower. This would also effect mushrooms, making grow huge or develop new traits altogether. Air moisture, temperature, light levels and soil type, conditions would define what crops up when you plant something.

    Notes: I can't really say why I like this concept so much; perhaps it's the semi-automation, perhaps it's the neatness of the design, the systematic approach to everything you try and grow, but something about it appeals to me personally. I can't speak for everyone, but I like the notion of seeing my careful set-up produce what I expect and function efficiently. The downside to this concept would likely be the exceptional amount of programming it would take behind the scenes (not that I mind doing that), but I can also understand why some people would want to be a little more involved in their gardening than just build a machine, plant seeds, wait for them to grow and harvest.
    Posted in: Requests / Ideas For Mods
  • 2

    posted a message on Herbology 2.0 - What would you like to plant?
    It's been a while...

    I won't go into details as to why I've been gone lately. Suffice it to say it was a combination of other things taking up my attention and burning out a little on modding (it didn't help that Mojang released the 1.6 update, which changed the rules behind the scenes and I just didn't have the energy to re-learn it all). However, I'm going to try and get back into the swing of things, and what better way to start than by fulfilling my original promise to release my Herbology Mod in all it's 2.0 glory!

    I've been kicking ideas around here and there on how to tackle this behemoth, and truthfully, I'm a little stuck as to how to proceed. I'd like to get the core design of the mod down before delving into details. This is where you come in: what would you like to see in Herbology 2.0?

    I'd like to know how you'd like gardening to be reworked. How would you like to grow your plants? What obstacles stand in your way of botanical glory? Should they all be found naturally, or would you prefer a process of cross-pollination/breeding/soil care to discover new plants? Or maybe Vanilla plants should drop seed mutations and it's all just a matter of luck?

    And of course, the plants themselves should get a little love. What would you like to grow? What plants seem the most useful? What should they drop? What should they grow on? Are they edible? Do they keep the bugs away? Do they draw the bugs in? What can you do with their drops? How long should they take to grow, how hard should it be to make them sprout? Do they need a special block nearby to grow, or special fertilizer?

    I have a few notes of my own that I'm willing to share, but I'd prefer to hear what you guys would like to see with the next incarnation of the Herbology Mod. Obviously, I have my own vision of how the mod should look and play like, but I'm curious to see what other directions people would like it to take. Heck, you just might bring up something I've never considered before.

    Looking forward to hearing what you guys have to say!
    Posted in: Requests / Ideas For Mods
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    posted a message on The Down N' Dirty Mod Idea
    Quote from MegaBassGaming

    That's too boring and puts a lot of restrictions :D It's a lot better to code! :)


    MCreator does pose some restrictions that make customizing a little harder, but it's also very good for folks with little mod code experience. The only reason I quit using it was because it took really long to make some features actually work, plus me getting more confidant with Java code. Never let restrictions restrict your ideas: I started AlcheMine only knowing a few basics of code, namely adding recipes.
    I'm glad to hear folks are interested in this mod idea. I look forward to seeing what comes of it!
    Posted in: Requests / Ideas For Mods
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    posted a message on Modding for charity - Round 2
    Quote from claycorp

    Heres an idea.... Why not have all the donations put into a paypal and then you pick the charity your donation to... so then you know how much each person donated.
    Second, Make it open source on GIt and talk to the modders of the community. Chicken_bones ichun Xolova pahimar so on and so on they might provide some useful information or might help out some. They don't bite!

    Another idea is you could organize one big modding donation event. People sign up to make mods and all the donations for that mod go to the donation they choose. You just coordinate and publicize it. It would be like ModJam almost.

    Hope this adds a bit of information you can use!


    I appreciate the input. I hadn't considered a ModJam style of development, but that's honestly not a bad idea. I would certainly love to give other modders the chance to get in on this, if they want. I know there was some interest before from a few folks, but like I said, poor planning/inexperience on my end made that fall through...
    I sadly haven't got a Paypal account yet (something I intend to rectify as soon as I can...), but I do still have the original donation site set up. It would definitely aid in keeping track of the numbers and donors. Something else I need to work on (in all that spare time I have lately). I've also got GitHub set up, but I am pretty terrible with it... I need to improve if I want to make it open source. (I've always used DropBox for distribution, but Git would likely make the code itself more easily accessible).

    Thanks for the suggestions and interest!
    Posted in: Requests / Ideas For Mods
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    posted a message on Modding for charity - Round 2
    Alrighty. Let's try this again. Once more, with feeling.

    Lately, I've been taking a bit of a break to recover, get some things done in my corner of the world, and do some planning. This is one of the things on my list.

    The last charity modding attempt didn't turn out as well as I had hoped, but part of that was on me and I've been looking at ways to change that for the next attempt. Some of the things that will change are the publicizing: I'm gonna try to get into contact with some of the big names for Minecraft on Youtube and see if they'd be willing to publicize this mod idea, such as CaptainSparkles, the Yogscast, AntVenom and Markilplier (Mark has had experience doing charity events like this before, so his expertise would be a great boon.... ). Of course, I'm just one guy, and they no doubt get hundreds of messages a day from everyone and their brother, so I can imagine my messages would fade into the noise. But if you all spread the word and mention it, I imagine it will get the attention of at least one or two.
    Naturally, none of this is necessary, but it would certainly help the publicity side; more awareness, more views, more potential donations, you know how it goes.

    On to the actual mod: I think my second big problem I had with my previous attempt was getting you guys a bit more involved in the development. It was my idea, not yours, and since you're doing the donating, that's not particularly fair. The solution, however, is relatively simple.

    The mod I'll be developing is what I have dubbed the Oddities and Commodities Mod, a mod thought up by the players, developed for charity, and reliant on your input to grow and develop. Here's how the rules will work:
    1. Donate to the charity fund
    2. Leave a post in the mod thread saying how much you donated, along with a feature you'd like added into the mod. (Features could be changing the drops of a block or mob, adding a new item or tool, new plants, new ores, new recipes, whatever you wish. Some features may be a bit too complex or time-consuming for myself, but to other mod authors who'd like to get in on the action, you're welcome to take a crack at it.)
    3. Once confirmed, your feature will be put on the list of new things the mod will add, along with your user name and the amount you contributed. The more you donate, the greater priority your feature will be given on the list. (If you're a mod author and would like to contribute your time to adding in some features, just send me a quick message about it. I'll make sure to get you a link to the mod's code, along with a big thank you!)
    I'm hoping these planned changes will make this run much more smoothly than the last one. Part of it was me getting over-eager at the prospect, leading to poor planning on my end, and I'm sorry about that. I'm new to organizing things like this, so all I can ask is for your patience and to bear with me while I sort things out.

    Leave your thoughts below and let me know what should be added/changed, if you'd like to help and how, or if you'd be willing to donate to the fund or spread the word somehow. Heck, you can even start dreaming up some features to add already! Any help you can lend would be a great asset to the event. If this sees enough support, I'll go ahead and move things forward from there.

    Keep crafting, everyone!
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.5.2][Forge] The Herbology Mod Ver. 1.1.2 - Bugs corrected. New herbal growth. New ingredient info system!
    Quote from Zabadar

    Yes, I encourage you to work more on the textures and to add configs for disabling certain crops that may be redundant from other mods (and registering your crops in the forge dictionary, but other than that and the massive IDs and balance issues you have a very promising mods. I love how much it reminds me of Skyrim's alchemy system that I abused thoroughly. Thanks for making this lovely mod and continuing work on improving it, I genuinely look forward to seeing what you do with it.


    Artistry is not one of my strong suits. Then again, neither is programming. I'm glad folks are enjoying what I am managing to put out. I hope you'll come back around when I get 2.0 up and running.


    Unfortunately, there is also a balance issue. Your tweezers have the ability to break dirt, grass, sand, and other blocks instantly. There literally isn't a reason for a shovel with tweezers in hand. I suppose what would be a good idea is the ability to harvest from the blocks you have listed without destroying it?


    I know, it's one of the things I plan to change. Tweezers will damage when used, but not break blocks, and only have a chance of returning ingredients.

    Speaking of Herbology 2.0, it's taking me a lot longer to get finished than I anticipated, plus I've been taking a break from modding to focus on job hunting. I apologize for the delay, a lot of what I wanted to add ended up acting weird during testing, so I'm having to rework things a bit. To compensate, I'm adding a lot of new things that some folks have suggested, and other things I've just been wanting to make.
    Herbal medicine is working, but I need to make a lot of tweaks to get it functionally intuitively. Also, two things I intend to add are basting and perfumes: basting will let you combine your cooked foods with special glazes to give them some extra healing properties, while perfumes will be like damageable, albeit weaker, potions; spray them on for a brief effect boost.
    When I'll get this finished, I have no clue, aside from 'as soon as humanly possible,' but rest assured, I'm working to add as much as I possibly can for you guys.
    Posted in: Minecraft Mods
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    posted a message on The Down N' Dirty Mod Idea
    Just something else I've been mulling over in what little spare time I have, I've been trying to think of ways to make dirt a little more useful to the average player.

    Dirt... yeah...

    I've seen a mod here and there that adds dirt tools or dirt armor, but that's never made much sense to me. I mean... it's dirt! It's the start of any good home in Minecraft, then you survive the first night and never bother with it much again. At least, I never do, not when cobblestone and other materials are readily available. And then you have mods that turn dirt into diamonds, but that's horribly OP and takes all the fun out of Minecraft's survival mode.

    So I put my quandary to you guys: if you could have dirt do something more for you in Minecraft, in any way, shape or form, what would it be? And feel free to be as outlandish and stupid with the ideas as you wish. Heck, I'll even list a few below to get the ball rolling...
    • Cook dirt in a furnace and you get... something? Burnt dirt? A weak charcoal substitute? The Mona Lisa? (That's how da Vinci made all his greatest creations, right? Burning dirt!)
    • Dirt + Natural Items (Seeds, leaves, tall grass, etc.) = fertilizer of some kind?
    • Dirt + Water = Clay? Mud? Cook the mud and you get clay/bricks? Mud slows you down like soul sand?
    • Dirt -> Dirtballs? Mudballs? Like snowballs, only dirtier?
    • Excavate the dirt with a brush and you get nuggets of iron/gold? Seeds? Ender artifacts?
    • Dirt + Lava = ...hot dirt? ...magma?
    • Dirt + Slimeballs = Even dirtier dirt? Sticky floors? Traps?
    I'm sure you guys can come up with something far more creative than that nonsense. This is just my ramblings to generate some ideas. I'd like to see a dirt mod that shows a bit more originality with how you use one of the easiest resources to get in Minecraft... and finally have a reason to clear out all that dirt from my chests.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Lapidary Mod (Somewhat original spin on gem-cutting)
    So, I've been mulling over how to including gemstones and gem-cutting into Minecraft that's not another More Ores mod, and I think I've come up with something kind of original for the idea. If I get some free time, I'd like to take a stab at this mod, but I'll share it here in the meantime.

    The short version is, gemstones function like enchanted books, but are inherently magical chunks of rock. The art of Lapidary is the process of cutting a gemstone to suit the needs of a piece of jewellery or artwork: for the mod, it's the practice of cutting and polishing gemstones to bring out the best enchantment inherent in each stone.

    The mod will add a new gemstone for each enchantment available, and their ores are scattered throughout the world like normal ores. If you come across one, you won't be able to mine it with a pick; it just breaks otherwise. You'll need three new custom tools: the hammer, the file, and the pliers. To extract a stone, you'll need to do the following:
    • First, hammer away the unwanted stone using the hammer. Hammering too much will destroy the ore, but hammering too little will result in an inferior stone in the end. Hammering too little will also result in extra damage to the file during the next step.
    • Once you've cleared enough stone, you'll need to file the gem to a smooth polish. Like with the hammer, if you file too much, you'll wear away the gem to a useless dust pile, but too little, and the resulting gemstone will be inferior. The whole process is about getting the gemstone juuuuust right, or as close as you can to it.
    • At any point in the process, you can skip the final step and use the pliers to pluck out the stone. Depending on how well you cut the gem, the enchantment will vary. The fewer impurities and smoother polish it has, the better the enchantment it will yield.
    After that, just take it to the anvil and use it on a tool like you would with an enchanted book. If I'm counting right, there's about 22 different enchantments in Vanilla Minecraft; that means over 22 new gemstones to add to the game. Yeah, it's a lot of work (what ambitious mod isn't?), which is why I'm not doing it right now: if nobody has tackled this idea when my time opens up, I'll take a crack at it. It sounds like a fun and fairly original take on adding new gems to the game, so I'm hoping somebody will take a shot at this if not me.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Lapidary Mod (Somewhat original spin on gem-cutting)
    So, I've been mulling over how to including gemstones and gem-cutting into Minecraft that's not another More Ores mod, and I think I've come up with something kind of original for the idea. If I get some free time, I'd like to take a stab at this mod, but I'll share it here in the meantime.

    The short version is, gemstones function like enchanted books, but are inherently magical chunks of rock. The art of Lapidary is the process of cutting a gemstone to suit the needs of a piece of jewellery or artwork: for the mod, it's the practice of cutting and polishing gemstones to bring out the best enchantment inherent in each stone.

    The mod will add a new gemstone for each enchantment available, and their ores are scattered throughout the world like normal ores. If you come across one, you won't be able to mine it with a pick; it just breaks otherwise. You'll need three new custom tools: the hammer, the file, and the pliers. To extract a stone, you'll need to do the following:
    • First, hammer away the unwanted stone using the hammer. Hammering too much will destroy the ore, but hammering too little will result in an inferior stone in the end. Hammering too little will also result in extra damage to the file during the next step.
    • Once you've cleared enough stone, you'll need to file the gem to a smooth polish. Like with the hammer, if you file too much, you'll wear away the gem to a useless dust pile, but too little, and the resulting gemstone will be inferior. The whole process is about getting the gemstone juuuuust right, or as close as you can to it.
    • At any point in the process, you can skip the final step and use the pliers to pluck out the stone. Depending on how well you cut the gem, the enchantment will vary. The fewer impurities and smoother polish it has, the better the enchantment it will yield.
    After that, just take it to the anvil and use it on a tool like you would with an enchanted book. If I'm counting right, there's about 22 different enchantments in Vanilla Minecraft; that means over 22 new gemstones to add to the game. Yeah, it's a lot of work (what ambitious mod isn't?), which is why I'm not doing it right now: if nobody has tackled this idea when my time opens up, I'll take a crack at it. It sounds like a fun and fairly original take on adding new gems to the game, so I'm hoping somebody will take a shot at this if not me.
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [1.5.2][Forge] The Herbology Mod Ver. 1.1.2 - Bugs corrected. New herbal growth. New ingredient info system!
    Quote from epic_genius

    I'm going to assume you didn't authorize this credit-less download page of your mod:

    http://www.modsformi...herb-mod-1-5-1/


    Not to my knowledge, but from the looks of it, the whole site seems littered with credit-less mod downloads. I won't bring the hammer down too hard on it's maker; it could very well be a simple oversight by the developer (lord knows I do that with my mods all the time...). I see pages like that from time to time, but I don't let it bother me. I code mods for fun and a love of the original game, not for credit or profit (as I hope anybody who takes to modding does).
    Still, thanks for the heads-up on the shenanigans!

    P.S. Herbology 2.0 should be finished very soon! Apologies for the delays, I've been updating my other mod, developing a new WIP mod and job-hunting, so my time is strapped. Hopefully, 24 new herbs to collect and breed will make up for the wait.
    Posted in: Minecraft Mods
  • 0

    posted a message on [IDEA] Coins! Mod : Gather your coins! (may) Worth read!
    I don't know if this would be along the lines of what you're looking for, but there's a mod called Ores & Coins that sounds like it adds a fair bit like this idea.
    Posted in: Requests / Ideas For Mods
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