Thanks for the update! There's not that many Minecraft mod devs, or even just devs in general, that update your community as much as you guys do. Can't wait for a release!
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Jul 28, 2017Posted in: Suggestions
I get where you're coming from, but the way I see it, Minecraft has been developed in a specific way that makes a sequel redundant. I don't know of any new mechanics that would be needed to be added, most of the extra mechanics have been left to the modding community to make. While the Sims is a sandbox game like Minecraft, it is not as nearly open ended developmentally and gameplay wise. I see Minecraft less as a game and more of a platform for creators to work on, if that makes any sense.
Feb 2, 2017Posted in: Minecraft Mods
How far along is the M4 port percentage wise? Sorry for bugging you guys so often, it's just I really love your mod . There doesn't seem to be that many great all-around mods, especially ones with good ores. Most ore mods seem to add one or two poorly textured "le ePiC R aN d um XD XD" ores that are way too overpowered, so it's a good thing that not only are Minestrapp's ores are balanced but also better looking than the majority of other mods.
On a side note, if you are stuck on such a bad roadblock, would it be better to just release an unfinished port (A Ministrappolation?) It's better to have something than nothing, especially if this mod ends up discontinued.
Oct 1, 2016Posted in: Minecraft Mods
We're definitely releasing a 1.10 build of M5 first - that's the version we're working on presently. Depending on how many more snapshots Mojang releases before officially releasing 1.11, we might even get an alpha build out before 1.11 comes out. After that, we'll plan on trying to update to each proceeding version as we go - so far it doesn't look like 1.11 has any major internal code structure changes like 1.9 did, so *hopefully* we won't take over 6 months to update when that comes out.
As for removed features, we're not totally sure yet - I've been kind of playing it by ear as I re-add all the features from M4. One thing we for sure won't be re-adding is Uranium and Plutonium - instead, they're both being combined into one fantasy element called Irradium. Both items seemed to be lacking in uses in M4, so condensing them into one is intended to help make them a bit more useful as a crafting ingredient.
That's essentially the basic criteria we'll be using to determine what content doesn't make it back into the mod - if the feature seemed extraneous and lacked very many uses, we'll likely consider cutting it or merging its functionality with another feature. If anyone has obscure features they'd for sure like to see in M5 though, please let us know - sometimes fan-favorite features have surprised us in the past!
Thank you for responding so quickly, and thoroughly! I didn't have a clue that M5 would be ready that quickly. I though I would give you what I think should be added/removed in M5,but take it with a grain of salt, it's just my personal opinion.
What should be kept (according to me)
=M4's textures.They look very smooth and vanilla like, It would be quite a change for you to remove them!
=Crops and food items
=Many of the ores
=The second "tiered" rock layer
=The storage options
=Carpenter's table and stone cutter
=Health leveling. However how I think it would work is that your health increases by half a heart by a set amount of xp levels (Like 5) and stops at 20HP. But they can be further increased to 40HP later in the game.
=3D textured blocks
=Pretty much, a great deal of M4 I think is good as it is and should be kept.
What should be added (according to me)
+This is an idea I've had for a while, but can't find a mod for. Mob variants, specifically in livestock, so as sheep, villagers, Husks and Strays have different variants, so do pigs, chickens, cows,etc. Ex. some pigs could have black spots, some chickens would be brown or mahogany, etc.
+Villager cultures. Similar to the mod Diversity, new villages with different villagers spawn in specific biomes. Ex. an inuit villages can spawn in taiga or other snowy areas. They would also have specific trade items depending on their culture, so the medival style, plain villages of MInecraft ask for gold, but a inuit village may ask for food for armor.
+A few more mid tier and low tier ores, maybe even an end exclusive ore.
+More illigers. Right now they just are a boss mobs, but what if lower leveled illagers spawned rarely, randomly? What if they attempt to attack villages? This would give a good reason to help protect or build onto a village. I also think it would be neat to trade with these illagers, but only if the player has a low village popularity rating, otherwise they would attack you. Boss illagers cannot be traded with and attack players regardless of their village popularity.
What should be removed (according to me)
-Redwood forest. They just spawn too much and all they really add is a new tree. Maybe not completely remove it but make them harder to find.
-That's, pretty much it.
Again, just take my opinions with a grain of salt, but thank you for you consideration anyways!
Aug 18, 2016Posted in: Mods Discussion
Sorry if this in the wrong section. I'm just so bored/burned out with vanilla MC at the moment. I'm new to mods (outside forge/minimaps/optifine) I need something fresh and fun. After watching a few streams of modded MC, it caught my interest that I might like this. I love combat and I love farming/resource gathering. Even hard/hardcore mode is too easy and I would love a challenge again. I love incentive to survive. I also like medieval-like stuff & planes/helicopters & villagers if that helps lol. I don't care what version. Thank you in advance.
I'm also looking for a lighting mod, to make things brighter / easier to see. (For this 1.10+)
Here's a list of some mods to check out.
Pam's Harvest Craft - Adds hundreads of new crops and food items.
Flan's Mods - A base mod that has nothing in it. However, you can download content packs with guns, planes, cars and mechs to use in-game.
Diversity - Adds new kinds villages, villagers, temples and caves in game. A good overall vanilla enhancing mod.
Nevermine 2 - Adds in HUNDREDS of new mobs, items, bosses, mechanics, swords, minerals, guns, and a lot more.
Fossils and Archaeology Reborn - Adds Dino DNA (which you can create Dinosaurs out of) and cool prehistoric ruins and items.
Not Enough Items - A pretty essential mod that adds a catalog of items to view, which show in-game crafting recipes and items you can't normally get in-game like spawners.
Minestrappolation 4 - Adds in a ton of vanilla themed content, like new ores, foods, biome specific rocks and more.
More Bows 2 - Does exactly what the title says - adds more bows!
Millenaire - An old, but great mod that adds lots of new villages and cultures from around the medieval age.
Minecraft Comes Alive - Replaces the old villagers with interactive AI villagers, kinda like the sims.
Infernal Mobs - Some mobs will spawn with cool OP boss-like effects that drop cool loot.
Dynamic lights - holding glowing items in your hotbar (like torches) will light the area around you.
Primitive mobs - Adds cool vanilla-ish mobs into the game like treasure slimes, warrior skeletons and new creeper types.
For a lighting mod you can install a shaderpack.
Jul 6, 2016TheBitPix posted a message on Achievement Quest - Can you collect them all? [50+ Achievements!]Posted in: Mod Packs
Why not add Forestry or Chisel 3?
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Oct 8, 2017MinestrappDev posted a message on Minestrappolation 5: The End of Minestrappolation!Posted in: Minecraft ModsMinestrappolation 5I haven't finished the branding for M5 yet, so have some default Helvetica text.
WIKI/ANY DOCUMENTATION COMING SOONTM!
FEEL FREE TO ASK QUESTIONS ON DISCORD IN THE MEANWHILE!
Lol, remember when we used to publish releases that didn't require an immediate hotfix less than a week later? Good times.
Apparently 5.3.0's much-anticipated config was so hype that it crashed the server -- that's fixed in 5.3.1, along with a number of other minor bugs. Additionally, Lava Boats are fully functional now! Grab yourself some spooky Charwood from one of those spooky Nether trees and sail across the molten sea in style.
As always, the full changelog is on GitHub.
MOD OVERVIEWMinestrappolation is a massive, standalone Vanilla overhaul designed to add a ton of content designed to keep the game more interesting, while still meshing well with the look and game feel of Vanilla Minecraft. The mod has been around since 2013, and what started out as another More-Ores mod has since developed into a ludicrous variety of content that now serves as a playable chronicle of my descent into madness.
Like the early-alpha build, this thread is also a work in progress - it's missing a lot of info on the mod, and probably won't be finalized for a while due to real-life time constraints. If you're not familiar with the mod, check out Minestrapp 4 - the most feature-complete version so far - here.
DOWNLOADS* Minestrappolation requires Forge 1.12.2 - 126.96.36.1995 or later to run.
PICS OR IT DIDN'T HAPPEN
Eat your feelings away!
Start forest fires!
Make some friends!
Climb a tree!
Ride in reality-breaking speedboats!
Dabble in Blood Magic!
Break the fourth wall!
- Delocuro: Mod Author
- triplg3: Tile-Entity Work, Resident Meme Weaver, Seecret WIP Features
- kronossc: Also Seecret WIP Features
- csb987: Magnet Piston Code
- TheWerty: M4 Dev
- SoBiohazardous: M1-M4 Dev
- Clashsoft: M4 Dev
D A N K M E M E S
Sep 18, 2017Posted in: Minecraft Mods
It's for sure getting closer! Progress has (once again) slowed a bit due to school, but I've been hunting down all the major remaining gameplay features that are missing before the mod will be playable in Survival. At this point, the limiting factor is mostly things like re-adding all the world gen and stuff - I don't want people to have to re-start their worlds 50 times if I released it without a bunch of crucial generated features.
On the plus side, Ore gen is totally done, most of the basic tools, weapons, and armor are added, the biome-specific Stone decor is all finished, Bushes and Moss are back, 90% of the crops are done (I'm re-working Rice a bit), and the Alloy Furnace is mostly working as intended with only a few cosmetic bugs remaining. I also managed to add an advancement system for unlocking crafting recipes, just like the Vanilla one (you get an Iron Ingot and it shows you how to craft all kinds of Iron stuff, etc), so even though the initial alpha won't have JEI support, all the crafting recipes will be learnable in-game!
The main remaining features that still need added are just stuff like dungeon loot (Tech Doodads are totally unobtainable atm), mob drops, Seed drops (Tall Grass still only drops Vanilla seeds), and a handful of other generated features like Glacieric Ice deposits and Glowshrooms. Some of those will be easy to add, while others I'm still learning how to do in 1.12 since Loot Tables are a thing now, so I can't give any exact release dates yet. I can say, however, that if all goes well, I should have some VERY early pre-alpha build ready for you guys within the next month or so. I'll keep posting progress updates on Twitter, and I'll post both there and here once I have a build available for you guys, so stay tuned for that!
Jul 29, 2017Posted in: Minecraft Mods
Just came back onto this thread after a couple months away from the forums, got nostalgic after finding my M4 save on my old HDD and figured I'd stop by. Great to hear that M5 development is still in progress even after I've last commented. Hope to see it released someday, the Minestrapp mods are imo the most underrated mods for MC. Shame there's so many popular but admittedly low effort mods (that I won't list) that get more credit that this stuff. Keep up the great work!
Edit: Any other new features you're thinking of adding?
Great to hear you're still watching the mod's progress! I know we're pretty bad about giving frequent updates sometimes, but it's awesome whenever we hear that people are still looking forward to M5's release.
As far as new features go, there are quite a lot that we've got planned, some of which are even implemented already. Updating to 1.12 required a total recode of the mod, so we're using that opportunity to clean up a lot of the gameplay wonkyness that stemmed from Minestrapp 4's somewhat spontaneous development pattern. Overall, my main goal is to have the mod feel more... idunno, deliberate, I guess. A lot of the features from M4 just kind of got added on a whim and never really got expanded upon, so you ended up with a lot of stuff like Wither Ash, Candles, Crystal Hearts, Jadachite, Continnium, etc, which just kind of became weird extraneous features with very few uses. Going into M5, we're aiming to remove some of the less useful features from M4, but then add even more in order to make the features we do keep way more useful and cohesive with the overall tech tree.
And speaking of tech trees, we actually have a rough one planned finally. Most of the tech blocks and items (Alloy Furnaces, Melters, Crushers, Frost Generators, etc) came into existence out of gameplay necessity, but now I've got a relatively solid master-plan as to how I want all that sort of stuff to fit together. We've also got some new tech/magic related blocks & items planned, such as the Soulsteel Vessel - a block designed to hold the life energy of yourself and other mobs for various blood-magic related applications like creating Crystal Hearts, imbuing crystals with healing powers, or even manufacturing Heart Containers to increase your max health.
Another element I'm trying to focus on for M5 is better environmental ambience. We started playing around with that in M4 with the biome-specific stone types, Permafrost, etc, but it came with a lot of issues like super slow load times and relatively useless blocks (Permafrost, Cold Sand, and Shrub Grass really never got any decent uses at all). In M5, we've optimized the world gen time quite a bit, and we're fleshing out those kinds of environmental features a lot more. In addition to the existing 10 types of Stone, there are now 3 different Dirt varieties - Vanilla, Permafrost, and Clay Soil - which spawn in various biomes, each with their own Grass types, native plants, Grass paths, and unique varieties of Farmland.
That last part is particularly interesting, as it opens up some unique benefits and challenges pertaining to farming depending on what biome you decide to live in. Permafrost is wet and resilient - when tilled, it can't be trampled, and doesn't require any nearby water sources in order to remain Farmland. However, crops growing on Frozen Farmland grow slightly slower, and due to the cold, even have a chance to wither and die over time, making it necessary to add light sources to your snow-biome farms in order to keep as many crops alive as possible.
Clay Farmland, meanwhile, is incredibly porous when wet. Any seeds left sitting on top of a block of tilled Clay Soil will eventually sink into the block, thus planting themselves. This can be incredibly useful for automated crop farming - however, Clay Soil dries out easily, and thus requires Water within two blocks of itself to stay wet, as opposed to the four block distance allowed by normal Farmland.
Finally, since we're now updating the mod to the post-combat-update era, we're also going to try and expand the amount of weapons available within the mod. We've already implemented Daggers, which have half the attack power of Swords, but can recharge twice as fast after attacking - spam-click-lovers, rejoice! I've got plans for other stuff like Maces, Spears, Crossbows, etc as well, so we'll keep you guys updated as we start adding more of that.
Anyway, we've been posting updates on Twitter as we add new things, and we'll try and keep the forum a bit more up to date as well. Again, just let me know whenever you guys want progress updates or info on future plans - these forums and the Minestrapp Twitter are about the only two main forms of social media I actively use, so I'm pretty bad about remembering to post updates on a regular basis.
Sep 22, 2016Posted in: WIP Mods
If you're having issues with that download, I've got two versions of the mod, depending on which you want.
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