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    posted a message on Taking mod requests.
    Basically random success or failure at potion making that can be controlled based on the quality of the equipment you are using, the ingredients being added and how much experience you are willing to expend to improve success. Thats about as simple as it can be put.

    To give you an example and sorry for this but Im a D&D geek so Im using dice for this example. Lets say you want to make a potion which requires a roll of 4 or better to make, if you roll 3 or less its a failure. Now if you could use an upgraded die (brewing equipment, ingredients, experience) so no matter what you roll you get to add 1 to the roll, so now if you roll a 3 it would actually be a 4 due to its an upgrade and would be a successful potion. For the example you could upgrade the die as much as you want giving you as many bonuses as you want, but no matter how much you increase the bonus if you ever roll a 1 its a failure and 6 is an automatic success.

    Now convert the rolls and bonuses into a % and their you have it.

    Sorry Im terrible at explaining things, I hope this helped.
    Posted in: Modification Development
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    posted a message on Taking mod requests.
    Heres one for you, redo the the potion making so you have % to succeed or fail. The percentages could be based on the tier of the potion (eg: tier 1 requires a minimum 30% to succeed, which would get you a tier 1 potion, but the (level ?) of the potion depends on how much you succeed by. If 20 - 39% is reached you get a tier 1, level 1 potion, if 40 - 54% is reached you get a tiier 1 level 2 potion, etc etc. Now, success % depends on quality of equipment used, experience spent, quality of ingredients used, type of base used for the potion...and whatever else you want to add as long as you dont go too hog wild and make so many bonuses that you cant fail. Basic brewing stands adds 0, upgrade 1 adds x% etc etc as high as you want to go leaving room for other modifications and always leave room for failure. The exception to that rule would be if you spend your experience, 1 point of experience = x% (would keep it small so xp will have to be spent and potions of high quality will be rare and what fun would it be to try creating potions if their isnt a chance to fail or you dont have to pay to succeed. Tier 2 level 1 - ? potions would require a greater % to succeed, tier 3 would be more difficult, etc etc. up to the vanilla tier. now as far as failure goes, obviously anything under the required % would fail, but everyone would know that it failed and would take some of the fun out of experimenting, sooo the low end of the the potion creation % (level 1 maybe 2 for each tier would be unknown or a 50/50% chance of being unknown, thus allowing for self extermination if you are brave and try unknown potions that may or may not be poisons, with that being said, extreme failures would be obvious poisons...say 1- ? (maybe 20?) and the other end of the scale...say 92 - 100 would be extreme success and this is where the ingredients come into play. For an extrem succes of 92 to 98 the ingredients would combine and have effects of bothingredients or of 2 of however many ingredients are involved, if 99 or 100% is made the potion would have the effects of both ingredients and the effects of the combined ingredients (eg: fish part, depending on the part, could be possible to get multiple parts from a fish prepared in some way, maybe the crafting table or a new magic prep table or something like that, you could get scales, gils, eyes, etc. Each part would give a different ability, this could go for pretty much any creature or different types of plants throw in plants and animals/creatures from other mods and the list would be endless..ok maybenot endless but long and sorry I digress, so potion base (water from the ocean/lake, fresh water, rice oil from still hungry mod, some other liquid, etc) + fish eye (water sight) + magic (unicorn horn, redstone, glowstone, fairy dust, whatever you come up with as being magical in nature and that you can attach abilities to without being rediculous of course) would give you the chance of multiple successes or failures. 1-20 you fail miserably youve created deadly acid/poison/whatever would kill you if you drank it or at least make you extremely sick. 21-35 youve created an unknown liquid (poison), 36-50 would be an unknown successful potion with 1 ability. 51 - 80 would be a successful known potion with 1 ability. 81 - 92 would be a successful potion with 1 known ability and extended duration or power (which could also be done in later tiers or by running them through the potion distiller with other ingredients and a new success/failure %). 93-98 would be a successful potion with a known ability and an unknown ability. 99 - 100 youve created the ultimate potion for that tier giving it 2 known abilities with extended duration or power or could bump it up to the next tier. Anyhow, thats a rough outline of the idea, obviously the numbers are off and the idea needs ironing out, but their you go. I personally think other modders would possibly like to add support for this type of mod , maybe give their own animals parts to use and give both the parts and plants from their mods...aspects?/abilities that could be experimented with in this mod, maybe make a random potion table with the abilities they give their parts and plants? I dont know, I thought the idea sounded cool while I was thinking about it lol. In any case, would be pretty amazing if something like this could be done. I hate having successful potions being made EVERY time, I love swearing at my computer when I fail, hehe. Btw, the number Ive listed are just numbers I pulled out of thin air for examples, they would definately need to be balanced and played around with if you havent already figured that out. Good luck if you decide to try this, looking forward to seeing what you do decide to do.
    Posted in: Modification Development
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    posted a message on [V1.1.0.0pre5] AllTheThings - The RF Support Update - Over 600 Downloads! - Materials, Biomes, Food, Animals & More!
    This mod sounds amazing. Ive been waiting for more jewelry to use with baubles.

    More goodies is always good...buuut, a mod with working goodies is even better. Cant wait to see everything so far in action.

    Thanks for what sounds like a great mod, we appreciate it.
    Posted in: WIP Mods
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    posted a message on [1.12.2] [Forge] Sopwith's AllSnow Mod - Snow Worlds!
    Ok, so, you are a third of the way there already. The challenge is to make it snow in certain biomes (no snow in deserts and jungles and other warm areas) during certain times of the year. Pretty sure their isnt a seasons mod out yet and you are about the closest to it. I like snow (in MC) just not all year round, besides, snow would make survival interesting for several months, would have to stock up on food for the winter.



    IF you accept this challenge, good luck, if not, cool mod, keep up the amazing modding.
    Posted in: Minecraft Mods
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    posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!
    Cool mod for mines, not so cool for stone structures. Unfortunately most of my structures are stone based and from what I saw on the showcase video, only 2 blocks are held up by walls and columns, most of my ceilings would fall, which brings me to my suggestion. Keep in mind I am playing 1.7.10 and wont DL this mod until it gains a passing state and all of this suggestion is based off the video. So, my suggestion is just like in a mine, would it be possible to use wood supports to hold up more blocks? Maybe increase the number of blocks supported from a column to 2.5 or 3 blocks and use crossbeams, made of wood, to extend the 2.5 or 3 block limit across a larger area, which would also be amazing in mines, forcing the players to make supports to ensure mines dont collapse on them as they mine deeper, that would look and feel pretty cool, If Im wrong about this just ignore me, Im not the droid you are looking for, move along.



    Btw, thanks for the amazing mod, it looks like a lot of fun.
    Posted in: Minecraft Mods
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    posted a message on Wildycraft (Runescape Dimension) - Lunar Update
    Sounds like a cool mod, a little too OP for my taste but still sounds amazing.

    Even if Im not going to use it, its appreciated that you and the other mod makers are making such great mods. Thank you.
    Posted in: Minecraft Mods
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    posted a message on Steamcraft-ReBooted [WIP]
    Cool, cant wait....are you done now?......

    Hehe, thanks for the update.
    Posted in: WIP Mods
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    posted a message on Truss Mod (RP2 -style frames)
    Looks interesting, Ive got a handful of ideas racing through my brain as I type...any thoughts of updating to 1.7.10?

    In any case dont stop I want to see where you go with this, could be pretty amazing. Nice job, thanks for taking the time to do mods for all of us non modders its appreciated.
    Posted in: WIP Mods
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    posted a message on Still Hungry! - New foods and crops!
    Butter is used in a ton of recipes, its just not a main ingredient in anything and difficult to add to small crafting recipes. To make more use of butter you would need to make sub ingredients, dough, batter, frosting, etc then crafted into the main dish either by combining sub ingredients on the crafting table or to the main dish and then baking or frying the finished dish. You could also use it as a condiment type addition, buttered corn on the cob, popcorn with butter.....

    My post from july 17 has a handful of recipes with butter in them and Im sure their are tons more it wouldnt be hard to find smaller recipes that would work with the crafting table..


    And still a great mod, keep going :-).

    PS. Vanilla beans would be good too.
    Posted in: Minecraft Mods
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    posted a message on Still Hungry! - New foods and crops!
    Lol now thats an interesting side effect, pretty sure I dont think Id care for it. Ill have to give it a try though. :-)
    Posted in: Minecraft Mods
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    posted a message on Still Hungry! - New foods and crops!
    Any thoughts as to maybe supporting some of the other plant and/or creature mods for recipes?
    Posted in: Minecraft Mods
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    posted a message on NEED MOD IDEAS
    How about...a weapons mod, but no ordinary weapons. Weapons that can detect specific enemies ( wouldnt want them being OP by detecting all enemies). Each type of detection would require its own recipe(s), specific ores or minerals, specific materials, etc. Dont think Ive seen anymods that do this yet, not sure its even possible, but its an idea.
    Posted in: Requests / Ideas For Mods
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    posted a message on Tinkers Construct
    Looks interesting, will give it a try when the other mods I have installed update to 1.7.10.



    Nice work, keep going.
    Posted in: Minecraft Mods
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    posted a message on Liquid Fuels [2.3.0 Beta]
    Mmm, looking forward to installing this on 1.7.2, sounds interesting. Keep going :-).
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    That would be awesome, except then everyone would have to wait for other mods to jump up to 1.8, kinda wish Mojang MC would stop for a little while, maybe put out a big update and let the modders catch up so everyone was on the same page....what a dream hehe. But Id guess that would be the reason why everyone wants 1.7.10.
    Posted in: Minecraft Mods
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