And another bug, any dagger turns white in 3rd person, no matter the material. Also, trying to shift-click a horse with a potion opens its inventory, meaning you can't use the syringes to heal them.
EDIT: Why can only Oak planks be used to make Refined Wood? Is it a bug or is there a reason why?
EDIT 2: Another visual bug, when you hold armour pieces as items in 3rd person, they have the 'Any' item look, even if it is not a bugged item. This affects all Minefantasy armours, no matter the material. Only exception is the leather armours. Maybe using NBT to define armour material is buggy?
Second bug report: When you dye any Cogwork armour that has been plated, it will give both the plated cogworks (with no dyed components), and the basic cogworks frame.
Another issue is that Thaumium and Void armour cannot be dyed. They will craft with the dye sucessfully, but no dye is applied to the armour itself.
Maybe also add Natura wood compatibility? I see there's Thaumcraft intergration already done.
EDIT: Bug report. When I shoot an arrow with the Bow of Bone from Thaumcraft, it returns the type of arrow but not the material correctly. It returns the arrows as a 'Any Arrow' item.
I see there's the Battlegear 2 API in the mod, can't wait to see that being implemented.
Also, suggestion for the fluxes: Maybe we can have glassmaking as a trade, where those fluxes (limestone and borax) are used a fair amount. Also concrete would be fun. Or we could have something to reduce the amount of smoke chimneys make ._.
Quick question, how would mods put under copyleft licenses be handled under this campaign? Licenses such as the GNU GPL freely allow redistribution, but mods under that license also get 'stolen'.
Is it possible to have the Salvage station handle normal recipes? As in, disassembling any item that was crafted with a vanilla crafting grid, while excepting recipes that restore durability or change metadata?
I'm looking for a mod that adds a very basic fluid pipe, similar to how Hopper ducts does item transport. Mainly for a small modpack, because some things (e.g. Growthcraft barrels and OpenBlocks Liquid XP) are somewhat of a pain to automate, even in the style of Vanilla minecraft. I could add Extra Utilities, but that adds a ton of stuff I don't need/want.
I wonder why Glassmaker is alone maintaining the mod anymore. This used to be a super-popular mod... it's open source too, so why isn't there more interest? What happened?
I honestly don't know. Last I heard, he was busy with life.
Maybe a long term project thing, but how about the usage of discovery in alloying? Maybe you can mix and match components to get desired results for tools, armour and weaponry. You could also add various powders for various benefits (or add non-metals like Sulfur to sabotage a mixture and make it brittle), or refine certain materials in a blast furnace or something with other materials? Metallurgy is about learning about and discovering new and useful alloys after all. Who else wants to just muck around outside of the safe alloy ratios and potentially discover a 'new' über alloy just by going 'deeper into the rabbit hole'?
Hello. I'm beginning to mod for the first time, and I'm coming across an annoying issue: The mcmod.info is not working, and the recipe handler for ModGuiConfig.java is different from what's in Pahimar's tutorial. Help?
Also, Github for source: https://github.com/T10a/T10asFirstMod
Currently up to Episode 7 so far, halfway through for aforementioned reasons.
Maybe you could 'twiddle with the timeline' a bit and use it to make concrete. After all, what if in the Minecraftian world the knowledge of concrete had not been lost? This is the game where electric lighting and pistons exist alongside people still wearing plate armour and wield short-swords with (usually) non-automated farms in Vanilla alone, and that's present as well in Minefantasy.
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And another bug, any dagger turns white in 3rd person, no matter the material. Also, trying to shift-click a horse with a potion opens its inventory, meaning you can't use the syringes to heal them.
EDIT: Why can only Oak planks be used to make Refined Wood? Is it a bug or is there a reason why?
EDIT 2: Another visual bug, when you hold armour pieces as items in 3rd person, they have the 'Any' item look, even if it is not a bugged item. This affects all Minefantasy armours, no matter the material. Only exception is the leather armours. Maybe using NBT to define armour material is buggy?
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Probably a higher enchanting level, I'm guessing.
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Second bug report: When you dye any Cogwork armour that has been plated, it will give both the plated cogworks (with no dyed components), and the basic cogworks frame.
Another issue is that Thaumium and Void armour cannot be dyed. They will craft with the dye sucessfully, but no dye is applied to the armour itself.
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Maybe also add Natura wood compatibility? I see there's Thaumcraft intergration already done.
EDIT: Bug report. When I shoot an arrow with the Bow of Bone from Thaumcraft, it returns the type of arrow but not the material correctly. It returns the arrows as a 'Any Arrow' item.
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I see there's the Battlegear 2 API in the mod, can't wait to see that being implemented.
Also, suggestion for the fluxes: Maybe we can have glassmaking as a trade, where those fluxes (limestone and borax) are used a fair amount. Also concrete would be fun. Or we could have something to reduce the amount of smoke chimneys make ._.
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Quick question, how would mods put under copyleft licenses be handled under this campaign? Licenses such as the GNU GPL freely allow redistribution, but mods under that license also get 'stolen'.
0
Is it possible to have the Salvage station handle normal recipes? As in, disassembling any item that was crafted with a vanilla crafting grid, while excepting recipes that restore durability or change metadata?
0
I'm looking for a mod that adds a very basic fluid pipe, similar to how Hopper ducts does item transport. Mainly for a small modpack, because some things (e.g. Growthcraft barrels and OpenBlocks Liquid XP) are somewhat of a pain to automate, even in the style of Vanilla minecraft. I could add Extra Utilities, but that adds a ton of stuff I don't need/want.
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Would it be possible to add Underground Biomes support to this mod?
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I honestly don't know. Last I heard, he was busy with life.
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Quick question, will there be support to have Tinker's Arrows and Bolts usable from Mine & Blade Quivers?
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Also, Github for source: https://github.com/T10a/T10asFirstMod
Currently up to Episode 7 so far, halfway through for aforementioned reasons.
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