Because Mojang already gets enough crap for using ideas from mods. Besides, just don't use them. It's as simple as that.
honestly, they should ignore the complaints about adding modded content. especially when it comes to something that doesnt even influence actual gameplay, like the addition of decorative blocks. a lot of mods do an excellent job at extending the contend of the base game while still fitting in with minecrafts style.
i mean look at mods like quark for example, that do things as simple as adding different chest variants for all the wood types.
i have no feelings in either direction when it comes to most of the new blocks added. but i also think they didnt go far enough with the changes.
personally, i would have loved marble and basalt (plus brick, stairs and cobblestone variants) as building blocks like some of the mods add. and imo they could add the entire chisel mod straight into the game without any issue.
if those blocks wouldnt come from mods originally, no one would even notice or complain if they were added to the base game.
Hmm I've never closed them with escape, always just clicked. Either way i do think it must be related to it not being fired correctly server side. Not sure I'd want to do inflation. But I'll keep it in mind. On the idea of villagers, I wouldn't mind something like that. Random events that mean you could sell certain vanilla items to npcs for a short period. So like there'd be a random event of "Hunting Season" where you could perhaps sell the vanilla meats to a certain npc. Not sure how I'd tell the player about it. Although I did kinda want to have a noticeboard or book with more traditional quests in them, rather than between npcs. But that would be a bunch of work :P.
I understand your point about that, but there are some people who will always min-max, especially if the mod just happens to be in the pack on the server they play, will always take the easiest option.
Houses are not currently moveable, if I was to do this in would be in the 0.7 update, when I plan to add a bunch more buildings. I'd probably make it so yulif would demolish the buildings for a fee and then you'd be able to replace a blueprint. I'm not sure why you thought a "poultry farm" would be a chicken coop... It's in the name.
ETAs are generally frowned upon. But honestly this isn't my only mod, I have others I want to work on as well, so things will generally be slower. Like I'm not sure but I think 0.6 could possibly happen earliest December, but more likely early next year. This mod is designed to be able to be played in a normal minecraft world from the get go. A prebuilt world makes the mod super easy. It's easy enough already. Sure it isn't strictly harvest moon with prebuilt buildings, but I went for a new beginning style, although starting with zero buildings :P.
the events to sell vanilla items sounds like an interesting idea. you could just make a town blackboard or do it like stardew valley with a calendar that contains the dates of such events and updates each season. so the player can just simply walk up to it and check.
as far as the poultry farm goes. english is not my first language, and i had to google it. and the translation sounds generic enough in my language, that i mistook it for a coop.
when i built the carpenter, i didnt have a very good idea of how the layout of my farm and house is going to look, and its a bit close. id prefer to moce it a bit away.
i also didnt expect the poultry to be an NPC house. i thought this is literally going to be a place for me to put my chickens, so i put it right next to my own house.
mistakes were made. would be nice if there was a feature to have the carpenter tear a house back down and you get the scroll back to place it somewhere else.
Many people have reported this "bug" but I have not ONCE been able to recreate it no matter how hard I try. I am always able to receive this item just fine. So until there's a day when I have it happen to me, there really isn't much I can do as I have NO idea whatsoever what the cause would be. I have tried to recreate it with mods and without. Can you give me your mod list along with what version of forge, and any other details. I think I'm going to start collecting data... And see if there's a common denominator.
Hmmm question, how are you closing the chat? Clicking pressing escape or what? Maybe something is causing it to fire client side but not server side.
Also the crops you get for the tutorial are literally just that. You're meant to complete that crops tutorial and then you'll start receiving proper crops, if starting in spring that's turnips which sell for 60 gold a piece. And you receive three of them for free which 1640 gold. So it's really not hard to get started. You're just trying to use the wrong things to do it! My concern with adding vanilla items is especially with mods they're easily farmable, so why would anyone bother making money my way when you can just set up a tree farm, quarry or mob spawner etc. I am considering allowing vanilla items to be sold next version but I'll probably increase the cost of things to compensate for the extra income. Only things that make sense of course. Don't know if i'll do it, i just need to work out the balance of costs.
oh yea, sorry about that starting gold thing. i noticed quickly that when i grew the other crops, it was worth a lot more money. since they were also turnips, i just assumed that they were the same kind of crops and would also just be worth 1 gold each.
i tend to close the dialogue windows with escape. i used to scroll through them with spacebar, until i noticed i can just use the left mouse button.
it also happened with the tomatoes i got when i built the general store. just ended up cheating both items back in.
as far as balance for vanilla items goes, maybe it would be possible to add an inflation effect. if youre selling too much of the same item, it becomes less and less profitable, until youd have to sell like a stack of wood just to get 1 gold.
after a while of not selling this item, the price would slowly go back up again.
or vanilla resources would be sold to the townspeople directly with a daily or weekly limit to how much they buy. wood and stone sold to the capenter for example.
so it would be profitable to sell some items now and then, but not just set up a forestry tree farm and just sell ridiculous amounts of wood.
there may also be the possibility to consider to just ignore automation from other mods. if youre using automated farms, then yea, youd basically just get everythign you want in no time. but it would also be no fun really.
whats the point of playing this mod, when youre not actually playing it and just auto feed into the shipping box with automated farms? people who want to play this would probably just play modpacks that arent heavy on automation anyways.
i started to get into this mod, and it looks pretty fun. only just built the first and only building with the carpenter and got myself a shipping box.
though i have to say that realizing im going to need 3000 gold for the next building, and the first crop and the junk thats spawning around give me 1 gold per item was a bit disheartening. looks like a lot of painful grinding to even get started.
i was also surprised that i couldnt sell the carpenter any building materials like wood and stone, or sell a lot of vanilla items like chicken eggs, apples and animal meat in the shipping box.
even if they wouldnt yield much, it would probably be a nice way to get started.
id also report a minor bug, though i have no idea what triggered it or if i can reproduce it. i received a scythe from the carpenters sister which instantly vanished from my inventory, when i tried to move it with my cursor.
Way back in the day while I was working on TC2 I considered making wisps tamable. You would use them to farm, carry items, fight, etc. I started fiddling with the concept, but ended up changing the idea to seals. I almost revisited the idea later, but once again it changed. This time to golems.
Golems are a thing now, but the old idea still remains. It would definitely be a lot simpler than golems - no animations or complex models to worry about.
i mean. it would cool to be able to chose and bind a familiar. a whisp would definitely make a good candidate. so would even a golem, a cat, a dog, a bat, edlrich crab, mini zombie or a cave spider.
so i could at least partially see this in form of a wand focus that summons your specific familar to protect you and carry stuff for you and perform simple tasks. interesting fact, in dungeons and dragons games, when your familiar dies, it usually has a nasty backlash effect on yourself.
so while they can grant nice boons to their master when active, youll always want to be careful with them.
I hope azanor adds the thaumcraft 2 sigil system, I don't care if it doesn't add portals I just really liked that system.
hmm, i dont know. thaumcraft 5 combination of golems and sigils was amazing imo. thaumcraft 5 was just amazing in general as a best of of every previous version.
which makes me sad, that it wont get additional development with the relaunch of the mod.
Normally I would ignore this, and if I remember correctly it is against the forum TOS, but just this once I will respond since I was planning on making a progress post anyway.
Progress is going good and I have actually managed to put in a lot work these past few weeks. Unfortunately all that work was towards completely rebuilding the mod from the ground up. I have been out of the loop for so long and so many things have changed in MC and Forge that I sort of had to relearn a lot of stuff. Rather than try and hack those changes into my old code I am just writing it from scratch. Sure it will take longer, but at least the next version will be a much leaner and more efficient one and hopefully a lot more future-proof for MC 1.11 once it rolls around.
thanks for the update, and all the hard work.
(also, he didnt ask for an eta, just asked politely for a general progress update, since its been a while. was that too pushy? didnt strike me that way)
its interesting that most people focus on my comment about ars magica 2.
i was mostly thinking about being able to program blank foci with different spell effects, shapes, ranges etc. i only compared it to ars magica 2 in the regard of being able to research individual spell components like shapes, effects and modifiers.
i actually imagined the actual spell crafting progress more similar to psi. being able to make the spell on sort of a board by connecting the researched components to each other, and then program a blank focus with that spell.
for example if you want to make a fire focus, you can decide to use a projectile, cone, or rune (i quite liked those and am sad this concept has never been picked up anywhere else) as a shape from the start, instead of by leveling it up.
then modify the range, which might increase vis cost per cast.
Well, the important things that makes Thaumcraft Thaumcraftwill still be there: Aura, research, golems, infusion, taint, etc.
Thanks for the comments so far.
ever thought of adding a more complex spellcrafting system?
im talking about something very similar to psi, that would allow people to program the spells for their wand foci before actually crafting them, instead of pre determined spell effects.
i could see something similar to the ars magica 2 spell crafting system work, where you first research spell components thaumcraft style, then custom craft the spell itself similar to psy before creating a wand focus from it.
0
honestly, they should ignore the complaints about adding modded content. especially when it comes to something that doesnt even influence actual gameplay, like the addition of decorative blocks. a lot of mods do an excellent job at extending the contend of the base game while still fitting in with minecrafts style.
i mean look at mods like quark for example, that do things as simple as adding different chest variants for all the wood types.
i have no feelings in either direction when it comes to most of the new blocks added. but i also think they didnt go far enough with the changes.
personally, i would have loved marble and basalt (plus brick, stairs and cobblestone variants) as building blocks like some of the mods add. and imo they could add the entire chisel mod straight into the game without any issue.
if those blocks wouldnt come from mods originally, no one would even notice or complain if they were added to the base game.
0
the elytra is for flight. plus, people have found a way around the decaying movement from the start.
you either have to gain speed at the right angle, and can basically fly unlimited, or youre pelting yourself with knockback arrows during flight.
now they just officially added the ability people were always using, in form of firework rocktet boosts. might aswell make it look really awesome.
0
why? because it would look awesome, and holding the rocket in hand for the boost looks kindof dumb.
how? should actually not be that difficult on the technical side.
if youre asking for realism, then how is cobblestone able to levitate mid air?
2
(random picture grabbed from google images)
the boost should also be possible to activate from anywhere in the inventory by hitting spacebar while in mid air with the elytra for convenience.
that is all. great update, boys.
0
just seen the video on field research.
the hype train has no breaks.
0
the events to sell vanilla items sounds like an interesting idea. you could just make a town blackboard or do it like stardew valley with a calendar that contains the dates of such events and updates each season. so the player can just simply walk up to it and check.
as far as the poultry farm goes. english is not my first language, and i had to google it. and the translation sounds generic enough in my language, that i mistook it for a coop.
0
whoa, this is foreshadowing.
0
is there a way to move an NPC house?
when i built the carpenter, i didnt have a very good idea of how the layout of my farm and house is going to look, and its a bit close. id prefer to moce it a bit away.
i also didnt expect the poultry to be an NPC house. i thought this is literally going to be a place for me to put my chickens, so i put it right next to my own house.
mistakes were made. would be nice if there was a feature to have the carpenter tear a house back down and you get the scroll back to place it somewhere else.
0
oh yea, sorry about that starting gold thing. i noticed quickly that when i grew the other crops, it was worth a lot more money. since they were also turnips, i just assumed that they were the same kind of crops and would also just be worth 1 gold each.
i tend to close the dialogue windows with escape. i used to scroll through them with spacebar, until i noticed i can just use the left mouse button.
it also happened with the tomatoes i got when i built the general store. just ended up cheating both items back in.
as far as balance for vanilla items goes, maybe it would be possible to add an inflation effect. if youre selling too much of the same item, it becomes less and less profitable, until youd have to sell like a stack of wood just to get 1 gold.
after a while of not selling this item, the price would slowly go back up again.
or vanilla resources would be sold to the townspeople directly with a daily or weekly limit to how much they buy. wood and stone sold to the capenter for example.
so it would be profitable to sell some items now and then, but not just set up a forestry tree farm and just sell ridiculous amounts of wood.
there may also be the possibility to consider to just ignore automation from other mods. if youre using automated farms, then yea, youd basically just get everythign you want in no time. but it would also be no fun really.
whats the point of playing this mod, when youre not actually playing it and just auto feed into the shipping box with automated farms? people who want to play this would probably just play modpacks that arent heavy on automation anyways.
0
i started to get into this mod, and it looks pretty fun. only just built the first and only building with the carpenter and got myself a shipping box.
though i have to say that realizing im going to need 3000 gold for the next building, and the first crop and the junk thats spawning around give me 1 gold per item was a bit disheartening. looks like a lot of painful grinding to even get started.
i was also surprised that i couldnt sell the carpenter any building materials like wood and stone, or sell a lot of vanilla items like chicken eggs, apples and animal meat in the shipping box.
even if they wouldnt yield much, it would probably be a nice way to get started.
id also report a minor bug, though i have no idea what triggered it or if i can reproduce it. i received a scythe from the carpenters sister which instantly vanished from my inventory, when i tried to move it with my cursor.
0
i mean. it would cool to be able to chose and bind a familiar. a whisp would definitely make a good candidate. so would even a golem, a cat, a dog, a bat, edlrich crab, mini zombie or a cave spider.
so i could at least partially see this in form of a wand focus that summons your specific familar to protect you and carry stuff for you and perform simple tasks. interesting fact, in dungeons and dragons games, when your familiar dies, it usually has a nasty backlash effect on yourself.
so while they can grant nice boons to their master when active, youll always want to be careful with them.
0
hmm, i dont know. thaumcraft 5 combination of golems and sigils was amazing imo. thaumcraft 5 was just amazing in general as a best of of every previous version.
which makes me sad, that it wont get additional development with the relaunch of the mod.
1
thanks for the update, and all the hard work.
(also, he didnt ask for an eta, just asked politely for a general progress update, since its been a while. was that too pushy? didnt strike me that way)
1
its interesting that most people focus on my comment about ars magica 2.
i was mostly thinking about being able to program blank foci with different spell effects, shapes, ranges etc. i only compared it to ars magica 2 in the regard of being able to research individual spell components like shapes, effects and modifiers.
i actually imagined the actual spell crafting progress more similar to psi. being able to make the spell on sort of a board by connecting the researched components to each other, and then program a blank focus with that spell.
for example if you want to make a fire focus, you can decide to use a projectile, cone, or rune (i quite liked those and am sad this concept has never been picked up anywhere else) as a shape from the start, instead of by leveling it up.
then modify the range, which might increase vis cost per cast.
and so on.
2
ever thought of adding a more complex spellcrafting system?
im talking about something very similar to psi, that would allow people to program the spells for their wand foci before actually crafting them, instead of pre determined spell effects.
i could see something similar to the ars magica 2 spell crafting system work, where you first research spell components thaumcraft style, then custom craft the spell itself similar to psy before creating a wand focus from it.