Steelflame: Blaze powder can be used as a modifier for fire aspect already.
That I already know, I was more meaning along the lines of how you have Obsidian plates for Reinforced X+ and whatnot, even though you already have a ton of materials that already have a Reinforced modifier. Just choices are always nice.
Long ago in the distant past a company called Mojang implimented this item called a "compass" that always points to the original spawn. I suggest you use one, possibly with markers to any further away bases you have.
Even better, combo the compass with usage of the sun/stars, and you have a very accurate way to pinpoint at least in what radial direction you are from spawn (although not the distance from spawn). You can from there travel to any direction you know you might build things like a road to hop on an express way home, assuming your roads go far enough out, anyway.
Meaning you have no clue how to hold a sword. I assure you, it's not by the guard with the blade pointing toward your own legs. Rather than waste time arguing, hit F5 and look at yourself while holding the rapier.
Again, not a bug. Although if I was doing the texture, I would rotate it by 45 degrees so that it was vertical in the icon. Still leaning forward, just not as blatant on the weirdness when you are looking at it from anything other than first person. In fact, due to how Steve holds his arms when fighting/using a tool, perhaps would even look how it is meant to in third person (blade roughly parallel to the ground).
I absolutely love this mod! One of my favorites, and there's only one problem:
I lost all of my Biomes o' Plenty achievements when trying to install a mod.... DX
Is there any way to unlock the biome finder achievements without finding the biomes all over again? :I
Thanks!
Well, the cheapest way to do that would be to make a new BoP worldtype with a size of 1 to maximize the biomes per square foot, and then just run around in them. Other than that, you just would have to go and re-visit all the ones you had already seen.
I was watching Direwolf20 using his pretty new bow and arrows, and the foremost thought in my mind was... it's kind of a shame that you're shooting all these baddies with your new bow and then have to hop over to where you shot them to collect your arrows. And what about shooting ghasts in the nether? They're often floating above lava lakes. Your arrows could easily get dropped into the lava and be unretrievable. That would be sad as they're rather expensive to craft.
Wouldn't it be nice to be able to add a "return" modifier to them? Something like enderpearls that would give a chance to automatically return the arrow to your inventory when you shoot it. Adding more enderpearls would increase your chance of getting your arrows back.
My prefered weapon type is ranged weapons, usually fired from a distance. Thaumcraft wands of fire and lightning are perfect for this. I would like to see if your bows are as effective, but the effort of retrieving the arrows is daunting when I usually make some sort of shooting stand for myself and fire from safety. (I use Ars Magica spells too, which also work well, though the load on my computer seems pretty heavy with AM installed.)
I personally find it quite pathetic how arrows are not only the most effecient ranged weapon (for obvious reasons) but that they are the strongest melee weapon as well. Just try using your T-construct arrow as a melee weapon next time around once you put 4-5 rounds of sharpness on it. I have gotten one up to 20 damage (one shots most mobs as a melee weapon) and with bowshots of 40 damage.
You have 64 of them. Craft all 64, mod them all out, use one at a time as the ultima melee weapon that you will NEVER run out of or worry about durability on, and only lose if you die.
Well, I have a lil bit of good news guys. the ATG mod I mentioned a lil while back updated to 1.6.2, and he is working on the mod compatibility with other biome mods (including BoP) now. Odds are he will be fully finished before Thaumcraft 3.1 comes out, so we will not need a second world reset to get this wonderful mod in the lineup. I do have some testing I'll have to do before I could start the server up (if Azanor somehow finishes TC3.1 at the exact same time) but otherwise it shouldn't be to hard to add it in.
mDiyo, mind if I make a suggestion? Could you make it so that Flamestring from your other mod Natura could also be turned into a T-construct bowstring material? Would love to use it in a T-con bow, considering how I mostly use your tools and weapons. We need more bowstrings.... we have like none we can use to make em sadly.
hes aiming for 1.6. other than that, its ready when its ready.
you know how it is with programming. sometimes you run into frustrating roadbumps, so its hard to tell and never a good idea to make promises. but from his teasers, it seems to be coming along nicely.
Only thing I wish for would be a "progress %" as in how much he thinks he has finished off. Would really like to know just how "close" he actually is. So many features already look finished, what is left to do?
I just wanted to say that I've really enjoyed this mod and I really love the smelting and casting system for metal! I look forward to seeing what more you come up with and what tier 3 will be like.
A couple bits of feedback though.
Given that slime balls can easily be acquired if you are anywhere near a swamp, green slime is dramatically OP. It basically gives you free doubling of tool durability practically for free and allows you to harvest your first obsidian without having to find diamond or even forge iron. Because of that and the power of obsidian tools I didn't feel motivated to make a smelter until I was looking to start harvesting and upgrading to nether ores.
I also feel like the tools are too cheap. Only one ingot for a pickaxe? I feel like we should be working harder for our tools than even vanilla considering the power we can get from them with good design and the permanence of them. Especially if you consider for a single obsidian you can get free unbreaking 3 on your tool. I feel like upping the material costs to something like 5-10 times would not be unreasonable at all.
A third thing. Would you consider disabling vanilla tools and smelting. Your system is so much more engagingthat I would much prefer being pushed down that path. Being forced to build a smelter before being able to work metal at all would also give more motivation to do so and would provide more integration with the vanilla progression (what little of it there is).
Overall thank you for all the work you've done it creating this mod.
Honestly, I would say a much MUCH simpler route would to go the BTW's route, and make iron ores and such only give 1-2 nuggets, vs a full ingot. This massively increases prices that makes a much stronger dependancy on hunting it down and dragging out the early game significantly, and makes one much more wanting to use the feature of the smeltery to smelt down existing iron using materials in the world (Rails from mineshafts, Iron doors from strongholds, iron bars from strongholds/villages, ect). Ores smelted in a smeltery could give 2x to 3x more to also heavily reward getting one of those going. It was honestly one of my favorite changes found in BTWs, as it makes you actually have to go out and HUNT down your resources, not just find the first few feet in a cave and have a full suit of iron+full tool set. Combo this with how almost all materials have a significantly longer break time by hand, and this goes a long way to make your early game tools feel MUCH more precious.
Oh k thanks i ran was out of obsidian (Pickaxe Head) so i couldnt check.
turns out the moss does repair it but it has to repair to full before it can be used again
Nope. Doesn't have to go to full. You just can't let it break or the repair effect stops working. So long as you don't over-use the tool all in one burst, it shouldn't break.
In the 1.5 dev I've got a 'broken' obsidian and slime pickaxe with 2 moss its repairing but it still says its broken. how do i actually repair a tool?
Do i need an anvil?
You need to put it in a tool station/forge and craft it with the material used to make it's primary part (usually the blade/head of the weapon).
Out of curiousity, since I'm one of those people with no idea about noteblocks and such that Steelflame mentioned (I didn't know that about the material beneath, for example) - About how far is the range that the Arcane Ear works? Has anyone tested it?
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That I already know, I was more meaning along the lines of how you have Obsidian plates for Reinforced X+ and whatnot, even though you already have a ton of materials that already have a Reinforced modifier. Just choices are always nice.
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Even better, combo the compass with usage of the sun/stars, and you have a very accurate way to pinpoint at least in what radial direction you are from spawn (although not the distance from spawn). You can from there travel to any direction you know you might build things like a road to hop on an express way home, assuming your roads go far enough out, anyway.
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Again, not a bug. Although if I was doing the texture, I would rotate it by 45 degrees so that it was vertical in the icon. Still leaning forward, just not as blatant on the weirdness when you are looking at it from anything other than first person. In fact, due to how Steve holds his arms when fighting/using a tool, perhaps would even look how it is meant to in third person (blade roughly parallel to the ground).
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Well, the cheapest way to do that would be to make a new BoP worldtype with a size of 1 to maximize the biomes per square foot, and then just run around in them. Other than that, you just would have to go and re-visit all the ones you had already seen.
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I personally find it quite pathetic how arrows are not only the most effecient ranged weapon (for obvious reasons) but that they are the strongest melee weapon as well. Just try using your T-construct arrow as a melee weapon next time around once you put 4-5 rounds of sharpness on it. I have gotten one up to 20 damage (one shots most mobs as a melee weapon) and with bowshots of 40 damage.
You have 64 of them. Craft all 64, mod them all out, use one at a time as the ultima melee weapon that you will NEVER run out of or worry about durability on, and only lose if you die.
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Only thing I wish for would be a "progress %" as in how much he thinks he has finished off. Would really like to know just how "close" he actually is. So many features already look finished, what is left to do?
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Honestly, I would say a much MUCH simpler route would to go the BTW's route, and make iron ores and such only give 1-2 nuggets, vs a full ingot. This massively increases prices that makes a much stronger dependancy on hunting it down and dragging out the early game significantly, and makes one much more wanting to use the feature of the smeltery to smelt down existing iron using materials in the world (Rails from mineshafts, Iron doors from strongholds, iron bars from strongholds/villages, ect). Ores smelted in a smeltery could give 2x to 3x more to also heavily reward getting one of those going. It was honestly one of my favorite changes found in BTWs, as it makes you actually have to go out and HUNT down your resources, not just find the first few feet in a cave and have a full suit of iron+full tool set. Combo this with how almost all materials have a significantly longer break time by hand, and this goes a long way to make your early game tools feel MUCH more precious.
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Nope. Doesn't have to go to full. You just can't let it break or the repair effect stops working. So long as you don't over-use the tool all in one burst, it shouldn't break.
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At the way things are going, yea, the worlds will mostly be broken due to how many massive mechanic changes he is doing.
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You need to put it in a tool station/forge and craft it with the material used to make it's primary part (usually the blade/head of the weapon).
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In the video I say a 64 block range.