Also, compatibility with Forestry is a moot point for two reasons;
A ) Forestry and it's add-ons cover just about everything you could ever possibly want out of bees, there is very little that a person can do to create their own beekeeping mod without just creating new ways to do the things that Forestry already does.
B ) Because Gwafu is awesome and her mods are modular, people who DO already use forestry and don't want beekeeping redundancy can just NOT use Gwafu's beekeeping mod and still enjoy the rest of the wonderful things in GrowthCraft.
A.) compatibility wouldn't be a moot point depending on what Gwafu adds versus what Forestry adds. If set up to if Forestry is installed and noticed by Gwafu's mod, it could use Forestry's beehives, etc. In order to create her bee items in addition. Compatibility is *never* a moot point for modding. The more compatibility you have, the larger your audience can become. Ignoring potential for cross mod support can neglect many players who would like to enjoy both sides, but don't want to clutter their worlds with similar world gen.
B.) Depending on if Beekeeping ends up becoming a piece of a larger mod, that adds more than just the beekeeping (which is how I originally read her post), compatibility would allow players to enjoy both experiences. If Beekeeping acts like her other mods and is just beekeeping, sure. You could just use one or the other. But again, what's the fun without enjoying the variety?
No problem. I've always liked the mods that add a little more variety, and I think your mods are my favorite. Other mods, like Pam's Harvestcraft are just too overwhelming ._.
Maybe you should do your own wild berry mod? I always like the mods that added berries you can pick and make pies from and stuff. :3c I think you'd make a good one too.
Maybe cotton for another source of string (Just don't do flax.. everyone and their mother does flax! D:)
Well an easy way you could do this might having two types of apple blocks, a wild apple block (which can occasionally generate on normal oak tree leaves, like you currently have it) and a apple block (which grows occasionally on the new apple tree leaf block). Both still give the apple item. This way you don't have to do world gen with trees, the apple tree will be a purely player generated tree. So with world gen, it still works how you have it currently, but to farm apples you have to plant a new tree.
With Apple Cider, you could give it a short regen buff (5~ sec), and a short haste buff (15~ sec). Then you could make Golden Apple Cider, which gives an extended version of hte Golden Apple regen buff and a 2 minute haste buff or something.
Are you sure? I thought that was what the Thaumcraft API was for. At any rate, making sure all the base materials that Metallurgy adds have aspects would be incredibly useful, regardless of which end it needs doing at.
Check the thaumcraft thread op, there is a mod called Essentia that basically adds aspects to a variety of mods.
I'm really liking the ideas with these mods, though the apples mod somewhat irks me, why not just plant the apple core like you would a sapling, and have it grow it's own specialized Apple Tree, which is an oak that will naturally generate specialized leaf blocks that will grow your apple blocks whenever there is free space below them? Have the apples only growable outside of a 3x3 space of another apple block so it doesn't get broken. The Apple tree still uses oak wood (like the autumn oaks of ExtrabiomesXL). Apple leaf blocks would also have a higher chance to drop apples as well, but these trees probably wouldn't have saplings (since you use the apple cores).
Edit: Since you are making drinks with your mods anyways, you should also think of adding Apple Cider c:
Well, he's not really cutting large chunks from EE2, but rather recoding a few features from EE2 and adding completely new content. I can't say for sure, but knowing how much was in EE2, and how much is going to change from it, it wouldn't suprise me if he was about 5% of the way completed.
Oh I know he's adding a lot more stuff, though I'm wondering if he's going to be toning down the size greatly. From what it states at the bottom of the EAQ, it looks like EE3 will be going for quality over quantity; it won't be as complicated but much more in depth. I highly doubt EE3 will be anywhere near the size of EE2 - but it will be far more detailed and interesting.
@Bellaabzug: Well, from the original post it sounded like he was cutting out large chunks of what made EE2 what it was, in order to bring to balance what was originally considerably overpowered. I think it's probably a little higher in completion than what you estimate, that's just my feeling anyways.
Out of curiousity, Shadow, when compared to Twilight Forest will the planned boss fights for Atum be equivalent in difficulty, harder, or easier? It would be fun to be able to use Twilight Forest and Atum as tiers of content, much like the dimensions of DivineRPG. c:
Maybe have a compatibility feature that scales items and mobs based on having Twilight Forest installed or not?
So, out of curiousity, how close to you think the mod is to full release? Not talking time here, but in the content you want it to provide on release. Would you say it's 25% done? 75%? Just wondering considering how long EE3 has been in prerelease so far c:
We did have TE support up until the last version of Metallurgy 2, however crazy stuff happened, code got delete, and the compatibility disappeared, when M3 comes out of beta it will definatly have TE support.
Ah I see. Well it's good to hear it will have it. I'm excited to eventually have all my mods working together in tandem again... Though I'm starting to think with a few of them it's going to be at least till 1.6 to see them where I want them! haha.
So Keith, do you think with the new Metallurgy 3 will there finally be some Thermal Expansion compatibility? Like having the Pulverizer be an actual replacement for the Crusher much like the IC Macerator is? And having TE dusts be interchangeable with Metallurgy dusts? I just always found it odd that IC got compatbility, but TE and Buildcraft based mods were left in the dust...
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A.) compatibility wouldn't be a moot point depending on what Gwafu adds versus what Forestry adds. If set up to if Forestry is installed and noticed by Gwafu's mod, it could use Forestry's beehives, etc. In order to create her bee items in addition. Compatibility is *never* a moot point for modding. The more compatibility you have, the larger your audience can become. Ignoring potential for cross mod support can neglect many players who would like to enjoy both sides, but don't want to clutter their worlds with similar world gen.
B.) Depending on if Beekeeping ends up becoming a piece of a larger mod, that adds more than just the beekeeping (which is how I originally read her post), compatibility would allow players to enjoy both experiences. If Beekeeping acts like her other mods and is just beekeeping, sure. You could just use one or the other. But again, what's the fun without enjoying the variety?
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They herped when they should have derped. :3c
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Maybe you should do your own wild berry mod? I always like the mods that added berries you can pick and make pies from and stuff. :3c I think you'd make a good one too.
Maybe cotton for another source of string (Just don't do flax.. everyone and their mother does flax! D:)
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With Apple Cider, you could give it a short regen buff (5~ sec), and a short haste buff (15~ sec). Then you could make Golden Apple Cider, which gives an extended version of hte Golden Apple regen buff and a 2 minute haste buff or something.
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Check the thaumcraft thread op, there is a mod called Essentia that basically adds aspects to a variety of mods.
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Edit: Since you are making drinks with your mods anyways, you should also think of adding Apple Cider c:
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Maybe have a compatibility feature that scales items and mobs based on having Twilight Forest installed or not?
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Ah I see. Well it's good to hear it will have it. I'm excited to eventually have all my mods working together in tandem again... Though I'm starting to think with a few of them it's going to be at least till 1.6 to see them where I want them! haha.
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