Well I'm already sort of doing this.
Releasing a build for public testing takes just about as long as releasing it for play.
I'm taking public opinion and changing accordingly.
"Right now it's mostly your judgement going into the mod"
THIS is the line that bugged me.
I've spent a ton of time working on this mod.
It's easy to come up with ideas, however implementation is not.
I take your ideas happily, however don't come at me with that attitude.
I may open the mod to the public, however that's only once I'm done with it.
Tone can be misconstrued in written form.
I hope you can see what your tone seemed like to me.
Take care
No, I don't care whether or not my ideas get implemented, and even if they did, it's still mostly your judgement that decides the mod. I'm saying that you should have second opinions, I'm not saying anything about ideas and implementation.
I really think you need to get a team of testers to play your builds, test out new features, and refine the mod so that it seems congruent with the vanilla game and it makes sense. Right now it's mostly your judgement going into the mod, and I think it'd be the best if you had other people who played the mod constantly and could give different opinions or ideas that fit to make your mod more well-rounded.
You should consider texture packs, if things are just coded recolors, people can't customize how items look. Can't you just add another sprite sheet?
Also, you should change how you place paintings. Either a different crafting recipe for each painting, or being able to cycle through paintings by right click rather than having to break it and get a random one until you get the right one.
To be honest, I'm not sure about iron being in the chest recipe. You really don't need iron to make a chest in real life, it seems to be mostly a visual thing.
Make it so zombies are immune to knockback, and slow/grab the player on attack. I think that should easily make them a bit more difficult to deal with.
Work on generation soon :v
Also, you should change how tree growth works. It starts as sapling, then a 1 high tree, then two high, etc and it slowly grows into a massive tree if it has room, but it takes a long time.
Something I liked about Dwarf Fortress was that your fortress was built out of neccessity and there was a lot of roles that had to be filled. In minecraft most of your base is just aesthetics. It would be cool is monsters and thieves and stuff would try to get to you, raid your chests, and try to kill you rather than just stand around and wait for you.
Here's an idea for how alchemy should be revamped:
Cauldrons are used for alchemy. You fill the cauldron with water and then you can dump in ingredients. Ingredients however have a chance to dissolve and not take effect (And the weaker the ingredient the more the chance of it dissolving). The potion variety you get (IE how strong it is, how long it lasts, or the small chance that it explodes in your face) is random. Making the potion you want will involve trial and error, but once you do you'll have a cauldron full of the wonderful (or deadly) magic juice that can be used to fill about 9 or so potions.
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No, I don't care whether or not my ideas get implemented, and even if they did, it's still mostly your judgement that decides the mod. I'm saying that you should have second opinions, I'm not saying anything about ideas and implementation.
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Also, you should change how you place paintings. Either a different crafting recipe for each painting, or being able to cycle through paintings by right click rather than having to break it and get a random one until you get the right one.
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That's fine!
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Also, you should change how tree growth works. It starts as sapling, then a 1 high tree, then two high, etc and it slowly grows into a massive tree if it has room, but it takes a long time.
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Cauldrons are used for alchemy. You fill the cauldron with water and then you can dump in ingredients. Ingredients however have a chance to dissolve and not take effect (And the weaker the ingredient the more the chance of it dissolving). The potion variety you get (IE how strong it is, how long it lasts, or the small chance that it explodes in your face) is random. Making the potion you want will involve trial and error, but once you do you'll have a cauldron full of the wonderful (or deadly) magic juice that can be used to fill about 9 or so potions.
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I think the best way to nerf bonemeal is to make it so each bonemeal increases the plant by one stage.
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And breeding (Go with my infertility disease thing!)