I have the same problem, as ztevn, I have never seen a sailfish/swordfish, seahorse or serpent naturally spawn ever, I do have a quite of other mods, but I tried running even without any other mods, I can use creative or commands to create them and they act normally. The only issue is natural generation. Whales are rare, but I can still find one time to time so I can conclude that if I have found whales but not a single sailfish, there is something wrong.
So I've noticed that vanilla leather armor is considered default, medium armor. So I went to the config files to make the vanilla leather armor to be considered as "leather" which I assume will make the armor "light" instead of "medium". I've attempted to correctly follow the directions, but the game is still telling me that my leather cap is medium and that it weighs 8kg.
Can someone please look at the image below and show me what needs to be done instead.
I've edited the config like so, using the leather cap id ( #0298 ).
{
# This will register items under a certain 'Design' calculating the variables itself.
# Each entry has it's own line:
# Order itemid|Design|WeightModifier
# The WeightModifier alters the weight for heavier or lighter materials keep it at 1.0 unless you have a special material (like mithril and adamamantium)
# Designs can be any that are registered: MineFantasy designs are 'clothing', 'leather', 'mail', 'default'(that's just basic metal armour), and 'plate'
# EXAMPLE (This is what vanilla gold is registered under)
# 314|default|2.0
# 315|default|2.0
# 316|default|2.0
# 317|default|2.0
# The 2.0 means it is 2x heavier than other vanilla armours
# This does not override existing MF armours
#
S:"Auto-Armour Registry" <
298|leather|1.0
>
}
Hooray, I updated to 2.6.13, was using 2.6.10 during my past posts. I can see that the saws are working now. Though, I can't make more plank blocks from wood logs, this will help me create more timber for stick and timber crafting recipes. I guess I should also check out what else is new in 2.6.13 in Github! Thank you AP for the update, and thank you for working on the mod too.
After, attempting again, I have found that the saws don't do anything, and I can't be surprised, since all other working recipes except wood and saw,pop up their progress and tool requirement icons. But the saws will lose durability when used on the bench with a plank block inside, despite nothing being actually processed. Sucks, I have a lot of wood I need for my sea port. Also the saws play a sound when using a salvage station, so perhaps the salvage utility works.
Has anyone figured out what the saws are supposed to do without much confusion?
I can not figure out how to use these items, According to the Research Book, they can be used for 1: creating planks from wood more efficiency
and 2: salvaging items more efficiency. The Book explains that one must "put" a planks block on a carpenter's bench and "hit" it with a saw. I was first confused with the terminology, because the game calls the tree blocks "wood" and once crafted, named "planks" and then Minefantasy calls crafted planks "timber". So if the book tells me that saws cut "wood" into planks, does it mean it can Craft wood into planks? or Mine wood into planks?I tested, it seems to mine trees fast. But what was the book talking about in mentioning the carpenter bench? I originally thought that the saws can make more plank blocks out of wood blocks, so I "put" a wood block in the carpenter bench GUI, and then clicked with every button on my mouse with the saw in hand, and nothing happens. Okay. Maybe it's that confusing terminology because the Research Book did say to put a Plank Block ON the carpenter's bench, so I did the same, nothing. Throw the wood on top of the bench? Nothing. Please help
Dragons & Drakes to me was like steel and bronze, on the creature scale I felt they filled the gap for players transitioning from the early game experience to the later game. Even though their loot drops didn't impact the player's progress very much, they still provided similar roles that dragons had, but on a lower level. They reigned the grasslands, so you had to come prepared and weary, much like Dragons controlled mountain ranges. Therefore I think it's important to give them a close but separate identity lore wise.
The Drakes were my favorite mob in minefantasy, I purposely avoided spoilers when starting mine fantasy, wasn't possible most of the time, but staying ignorant about mobs was easy.
My first encounter, I barely realised it was there, the camouflage skin actually worked on me. My later encounters I met the little ones, where I then looked them up on the wiki. Love Drakes. love the AI, I didn't figure it out until I started to hunt them more, I love the biome negation, I really avoided walking straight through plains, only traveled through on horseback. I never quite understood the more nesting part of the AI, but I loved the concept, and dreamed of wanting more out of the mob, like taming, cuddling, riding, tracking, and more useful applications from their loot drops. I also at the time gave up on protecting plains villages, THEY ATE THE SMITH.
PLease, when you begin to work on drakes again, throw in some secrets for me to discover about them, I spent so much time trying to breed them to no avail in MF1
You know, I've often thought about the Mine fantasy mod, as a realistic but fantasy implementing mod. But it's obviously focused on blacksmithing. I wonder if that is just because AP has more knowledge in that field. I imagine that if Mine fantasy was a more general in fantasy. There would be a team of modders each leading a certain focus.
There could be someone who could work on the world part of the mod, who could on the mob system that AP has, making it more fun, and feature more classes and better AI.
There could be someone who could work on the magic side (i felt there used to be when we had the totems and everything)
I know that If i could mod, I would work on the Butchery side. making those bench tops and cooking knives awesome, you would lay the animal carcass on the bench tops or the meat hooks and use the butcher tools on certain click points on the body to carve out the different cuts of meat, you would use this process to also harvest the materials for other systems, you can get your tendons, bone stuff, hides, gore for rotten flesh, oh the dragon scales for the higher levels in butchery.
Because I want to mention that throughout the guide on the dropbox pdf. He keeps explaining that there is no point for crafting certain things and does not include a recipe for them because those items would be illogical, but shouldn't we have the freedom to create them if we want to anyways? even if they are not practical. (like the ignotumite hoe and knife) to me,the game is still a sandbox so we should still have the choice to do things that are not sensible, but even so, it would be cool if ignotumite hoes produced poisonous potatoes
0
I have the same problem, as ztevn, I have never seen a sailfish/swordfish, seahorse or serpent naturally spawn ever, I do have a quite of other mods, but I tried running even without any other mods, I can use creative or commands to create them and they act normally. The only issue is natural generation. Whales are rare, but I can still find one time to time so I can conclude that if I have found whales but not a single sailfish, there is something wrong.
0
So I've noticed that vanilla leather armor is considered default, medium armor. So I went to the config files to make the vanilla leather armor to be considered as "leather" which I assume will make the armor "light" instead of "medium". I've attempted to correctly follow the directions, but the game is still telling me that my leather cap is medium and that it weighs 8kg.
Can someone please look at the image below and show me what needs to be done instead.
I've edited the config like so, using the leather cap id ( #0298 ).
0
Hooray, I updated to 2.6.13, was using 2.6.10 during my past posts. I can see that the saws are working now. Though, I can't make more plank blocks from wood logs, this will help me create more timber for stick and timber crafting recipes. I guess I should also check out what else is new in 2.6.13 in Github! Thank you AP for the update, and thank you for working on the mod too.
0
After, attempting again, I have found that the saws don't do anything, and I can't be surprised, since all other working recipes except wood and saw,pop up their progress and tool requirement icons. But the saws will lose durability when used on the bench with a plank block inside, despite nothing being actually processed. Sucks, I have a lot of wood I need for my sea port. Also the saws play a sound when using a salvage station, so perhaps the salvage utility works.
0
Has anyone figured out what the saws are supposed to do without much confusion?
I can not figure out how to use these items, According to the Research Book, they can be used for 1: creating planks from wood more efficiency
and 2: salvaging items more efficiency. The Book explains that one must "put" a planks block on a carpenter's bench and "hit" it with a saw. I was first confused with the terminology, because the game calls the tree blocks "wood" and once crafted, named "planks" and then Minefantasy calls crafted planks "timber". So if the book tells me that saws cut "wood" into planks, does it mean it can Craft wood into planks? or Mine wood into planks? I tested, it seems to mine trees fast. But what was the book talking about in mentioning the carpenter bench? I originally thought that the saws can make more plank blocks out of wood blocks, so I "put" a wood block in the carpenter bench GUI, and then clicked with every button on my mouse with the saw in hand, and nothing happens. Okay. Maybe it's that confusing terminology because the Research Book did say to put a Plank Block ON the carpenter's bench, so I did the same, nothing. Throw the wood on top of the bench? Nothing. Please help
0
I like the direction AP suggests for Drakes.
Dragons & Drakes to me was like steel and bronze, on the creature scale I felt they filled the gap for players transitioning from the early game experience to the later game. Even though their loot drops didn't impact the player's progress very much, they still provided similar roles that dragons had, but on a lower level. They reigned the grasslands, so you had to come prepared and weary, much like Dragons controlled mountain ranges. Therefore I think it's important to give them a close but separate identity lore wise.
0
You did such a great job with the dragons, best i've seen from mods yet.
0
The Drakes were my favorite mob in minefantasy, I purposely avoided spoilers when starting mine fantasy, wasn't possible most of the time, but staying ignorant about mobs was easy.
My first encounter, I barely realised it was there, the camouflage skin actually worked on me. My later encounters I met the little ones, where I then looked them up on the wiki. Love Drakes. love the AI, I didn't figure it out until I started to hunt them more, I love the biome negation, I really avoided walking straight through plains, only traveled through on horseback. I never quite understood the more nesting part of the AI, but I loved the concept, and dreamed of wanting more out of the mob, like taming,
cuddling, riding, tracking, and more useful applications from their loot drops. I also at the time gave up on protecting plains villages, THEY ATE THE SMITH.PLease, when you begin to work on drakes again, throw in some secrets for me to discover about them, I spent so much time trying to breed them to no avail in MF1
0
I was rooting around for some more mods, and I came across a decent looking competitor to MineFantasy, called Quest. Team of personally connected developers, striving for a high quality RPG mod, I hope this link works: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1445112-quest-high-end-rpg-update-news-content-and-other
They have been around, not as long as the first MineFantasy, but they have been in the race against you.
They died off in the early of last year.
I am so happy and grateful that MineFantasy and it's predecessors are still receiving attention, being an active mod to this day. Thank You
0
You know, I've often thought about the Mine fantasy mod, as a realistic but fantasy implementing mod. But it's obviously focused on blacksmithing. I wonder if that is just because AP has more knowledge in that field. I imagine that if Mine fantasy was a more general in fantasy. There would be a team of modders each leading a certain focus.
There could be someone who could work on the world part of the mod, who could on the mob system that AP has, making it more fun, and feature more classes and better AI.
There could be someone who could work on the magic side (i felt there used to be when we had the totems and everything)
I know that If i could mod, I would work on the Butchery side. making those bench tops and cooking knives awesome, you would lay the animal carcass on the bench tops or the meat hooks and use the butcher tools on certain click points on the body to carve out the different cuts of meat, you would use this process to also harvest the materials for other systems, you can get your tendons, bone stuff, hides, gore for rotten flesh, oh the dragon scales for the higher levels in butchery.
i think i'm rambling
0
Is there still a specific suggestions thread?
Because I want to mention that throughout the guide on the dropbox pdf. He keeps explaining that there is no point for crafting certain things and does not include a recipe for them because those items would be illogical, but shouldn't we have the freedom to create them if we want to anyways? even if they are not practical. (like the ignotumite hoe and knife) to me,the game is still a sandbox so we should still have the choice to do things that are not sensible, but even so, it would be cool if ignotumite hoes produced poisonous potatoes