Honestly, I tried for a long long time to get them to implement TE integration on their end, and they just didn't get it right. Wish they had. :/ We'll see how this iteration goes.
There was never a Shiny <-> Platinum problem. They are meant to be equivalent.
Yeah I heard they were supposed to be equivalent, just also remember reading complaints on it due to conversions, etc. Well I hope it goes through. Always found it funny that IC2 got compatibility, but not anything in regards to Buildcraft based mods.
So I was wondering if there will eventually be Thermal Expansion compatibility with Metallurgy 3 (once they release it). As in the Pulverizer will pulverize Metallurgy 3 ores into Metallurgy 3 dusts, equivalent metal dusts become interchangeable, and the Shiny to Platinum problem that occured with Metallurgy 2 is resolved?
So Jade I've been meaning to ask, when you have free time, I was wondering if you could make alternate textures for Harken Scythe and Asgard Shield to match up with Metallurgy? Since I think I remember you saying you eventually wanted to have something to support Metallurgy anyways and all, thought it would be a nice start.
@Void - It's vastly easier to get Obsidian over Ender Pearls, and this allows your first few ender pearls to go towards your first altar, rather than needing to making the keepers. Ender Pearls are far more lategame than obsidian is, and you need obsidian to get started with everything else anyways... To note you have a very bad habit of trying to shoot down my ideas without thinking them through entirely. ;p Might want to stop while you are ahead.
So Jade, you could make an even smaller soul/blood container to be the true starting point, maybe a 10 soul container made from obsidian. Essence Phial?
This and Forgotten Nature are my favorite biome mods. I used XL for a while (especially after hearing it was going to integrate biomesoplenty and forgottennature) but in the end this mod's tree generation is vastly superior to almost every biome mod.
Although this mod originally built upon the vanilla experience, I think the mod itself has gone well beyond that to create it's own special experience that meshes very well with other content added by other major mods like Thaumcraft 3, Metallurgy 2/3, Twilight Forest, Atum, etc. This is a good thing. I know it will upset some of those modders that like just a little something extra in their vanilla, but I feel Harken Scythe has gone above and beyond such boundaries. Don't stop doing what you think is awesome, Jade. Bunch of us are behind you on this, willing to give feedback, ideas, and support. Because this stuff is awesome.
Maybe have them have their own unique weapons Spectral Bow and Spectral Sword. I'm sure you could figure out a way for the player to get access to these too Maybe they have some interesting properties.
sdj, so in concerns of the new content you are adding I was wondering of if you were going to add new stone types? Much like Extrabiomes adds Red stone, etc. I think some biome specific stone types would be amazing.. (maybe a mystical stone for the floating mountains, and something else akin to the redstone of extrabiomes too)
You know since you've added mobs and plants to Harken Scythe, what should follow is machinery and "energy"(in the form of blood, souls, and....{I guess ectoplasm?}). It would be very interesting to see this theme go the ars magica and thaumcraft direction because it would translate so well and I think would be very popular.
I don't think Jade is going to go the machine direction with Harken Scythe, but the Netherstuffs mod does do this to an extent, and has compatibility with Harken Scythe, transfering souls to soul energy and the like (and that in turn can be changed into buildcraft MJ). In concerns with machines you might be something of that nature from jade in the future, but not in the form of Harken Scythe.
I thinks this mod looks awesomes, buts I donts know hows to makes d items, cans someone help mes find were the recipes are?
At the moment I think it's hard to find most of the stuff because he needs to still update the mainpage, which he'll do after he's got as much done for harken scythe as he wants to before moving on to his other mods
For reference though look up the mod Craftguide or Not Enough Items. These mods will show you the recipes for the items you are looking to make, and generally make your modded experience much less painful.
Hey Jade I had an idea for two augments. First being a soul augment for pickaxe called Shatter, which will make the pickaxe have a chance to break the block it's being used on instantly for every tick during the duration of the mining process. Then a blood augment for axes called Harvest which basically makes the axe act as if treecapitator is installed. I've always liked treecapitator, but I always felt it was a bit overpowered and reduced the usefulness of other mods meant to tackle similar issues with trees (such as redpower 2 with it's sickles). I think these effects are less overpowered when they require a bit of grinding to get to. Rather than having off the bat.
I would like to download this but at the moment I wont because of the ores situation. Sorry I really really do like the mod though.
I'm in the same boat. I love what you did with this mod, Jeff, and I enjoy the textures and everything! But the inability for ores, both vanilla and custom, to take the stone texture of the blocks around it irks me. My ocd ruins the love of variety! D: I hope one day you find a work around for this. But till then I'll just idly wait and look from afar. c:
Vanilla Minecraft handles all the spawning for Special Mobs, but the vanilla versions are all replaced upon spawning. I'm not sure what you mean by the same loot list, but many special mobs don't override the vanilla item drops.
I don't know how the mod works, but I figure if it decides that anything extending the vanilla mobs count as the vanilla mobs for kills, then all should work fine between the two mods.
That's probably it then. Soul Shards isn't reading the special mob versions as akin to the vanilla originals, so it doesn't add to the kill count on a shard. The only solution I could think of is if you were able to mark your mobs like other mods mark their ores for use of ore dictionary. So when you kill a special mobs mob it reads as "this is a zombie/skeleton/spider/creeper/etc" and marks it appropriately. I don't know if it's possible to do the same thing you do with blocks in forge as with mobs, though. As for the loot drop list, I was making assumptions on how it works.
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For reference though look up the mod Craftguide or Not Enough Items. These mods will show you the recipes for the items you are looking to make, and generally make your modded experience much less painful.
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I'm in the same boat. I love what you did with this mod, Jeff, and I enjoy the textures and everything! But the inability for ores, both vanilla and custom, to take the stone texture of the blocks around it irks me. My ocd ruins the love of variety! D: I hope one day you find a work around for this. But till then I'll just idly wait and look from afar. c:
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That's probably it then. Soul Shards isn't reading the special mob versions as akin to the vanilla originals, so it doesn't add to the kill count on a shard. The only solution I could think of is if you were able to mark your mobs like other mods mark their ores for use of ore dictionary. So when you kill a special mobs mob it reads as "this is a zombie/skeleton/spider/creeper/etc" and marks it appropriately. I don't know if it's possible to do the same thing you do with blocks in forge as with mobs, though. As for the loot drop list, I was making assumptions on how it works.