• 0

    posted a message on Simple Corn - Corn the way Mojang might add it! Now [1.12->1.8]!

    This is an issue with the auto harvesting mod assuming the crop is one block tall

    Posted in: Minecraft Mods
  • 2

    posted a message on Leather Works: Redefining Leather Processing and Crafting!
    Leather Works is the first in a series of mods designed to overhaul and expand on the various crafting areas in Minecraft.
    It's designed to be a middle ground between semi-realism and simplicity and to blend in to Vanilla Minecraft nicely.
    There are many pictures and a complete recipe guide in the images section on curseforge
    Specific numbers can be found in the technical section at the bottom.

    "But what does it DO?"

    Processing:
    First you're going to need some hides. Go kill an animal with your murder weapon of choice.
    Leather Works currently supports hides/skins for Cows, Pigs, Horses ,Wolves, Polar Bears, Mooshrooms, and Rabbits

    After you have some hides, the next thing you're going to need is flint.
    Craft flint with the raw hide to get prepared hides. Next you're going to need some tannins. Tannins are currently found in tree bark. Shift hold right click on a log with flint to scrape some bark off. This has a random chance per tick. Now shapeless craft bark of the same type to get a ball of tannins.
    Different trees will require different amounts of bark.

    Now you need to clean the prepared hides in water. This can be done in the world or in a barrel or cauldron. Barrels are very similar to cauldrons but made in a U shape of planks. They will have more uses in other mods in the series. Once you have washed your hides you will need to soak them in a tannin solution to preserve and darken them. Right click a barrel of water with a ball of tannins and use the washed hides on it. Note you will get 3 uses per bucket.
    For mods or packs that restrict iron to mid game, barrels will quickly fill up with rain water and can be added to or drawn from with glass bottles as well.

    Craft a Drying rack and dry your soaked hides. After a bit of time you will get leather...unless it rots!
    "Now I have leather...again....why did I go through the trouble?"

    Mod Added Features:
    Repairable leather armor:
    Most people don't use leather armor because the tech jump to iron is usually a matter of minutes. Since I plan to change that in another mod, I offer you repairable leather armor!

    When your armor would normally break, it will instead become tattered leather armor. When it does this, if you have enchantments, they will be carried over but there's a chance they could reduce a level or disappear if it's a level 1 enchant. Tattered leather armor provides no protection. To repair your armor, all you need to do is craft a leather repair kit, (1 string, 1 leather) with the tattered armor and it will repair some durability.
    This works with dyed and named armor as well.

    Crafting Ingredients:
    Intermediate items for modpack makers as well as internal use.
    Leather Sheets: An alternating 2x2 of leather and string will create a leather sheet. This is for use in some larger leather recipes.
    Leather Strips: (craft leather or leather sheet and shears) Leather strips are used to bind items together.

    Packs!

    You know what a pack does. These packs are smaller than some other mods and cost more. They're meant to be simple and with no frills.
    Packs are crafted like so, (Again, complete recipes in the images section of Curseforge):

    Packs can be colored and named and will eventually support pulling from and dumping into containers. Packs can also be dyed and undyed with a barrel of water or a cauldron.
    There's also an Ender pack which simply accesses your Ender chest, which is crafted like so:

    Sealed Barrels:
    For the builders out there, using a wooden pressure plate on a barrel will create a sealed barrel. These are rotatable and are meant for decoration. You can also craft a wooden pressure plate with a barrel or use it in the barrel recipe. (Again, recipe pics in the Images section on curseforge)
    Beta Notes:
    •This mod is currently in beta, and as such is not finished and not entirely stable.
    •Using more than one pack at a time may not be item safe right now, do so at your own risk.
    •Flint will not be the only scraping tool, knives and other sharp implements from other mods will eventually be supported.
    •Sometimes drying racks need to be reset to finish processing.

    I plan to have a very detailed config file, so please tell me if you'd like something to be configurable!

    DOWNLOAD:

    Technical details (Numbers):

    Barrels will take all fillWithRain() ticks to increment water level.
    Barrels should work with comparators

    You can wash leather armor, worn leather armor, and packs in a water barrel.
    Polar bears and pigs drop 0-2 hide without fortune. Wolves drop 0-1.
    Leather Works replaces all leather drops from the entities it supports, so mods that increase leather drop rates will increase hide drop rates.
    Bark scraping has a 1/20 success rate per tick
    When leather armor wears, it has has a 1/3 chance of reducing enchantments by 1 level, on each enchantment. Level 1 enchants are removed at the same chance.

    Repairing worn leather/ leather armor, 20 points of durability are added per pack

    •Drying leather has a 5% chance of failing and returning rotten flesh.

    •Drying leather takes 60 ticks

    2 Oak or Spruce bark makes 2 tannin balls, 1 Acacia or Dark oak makes 2, 4 birch or 3 Jungle bark make 2 as well.

    Special Thanks:
    An_sar for being cool with me using the debarked log textures and model.
    Elucent for allowing me the use of his bark item textures.
    Futurazoo for creating the lovely leather pack and hide textures
    I hope you enjoy!
    Please leave any feedback,suggestions, or bugs you may have

    Check Out My Other Mods!
    Posted in: WIP Mods
  • 0

    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Oh right! Yeah, that makes sense.
    also is there a specific reason andesite or granite are not allowed for the stone tools?

    Posted in: Minecraft Mods
  • 0

    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    No prospecting in 1.10? any plans for that or how are we supposed to find ores?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.10.2/1.9/1.8] [25,000+ Downloads] Craft++, a simple and unique vanilla-enhancing mod

    This mod adds some good stuff but is the WORST console spammer I've ever seen. Can you reduce the amount of console info?

    Posted in: Minecraft Mods
  • 0

    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Wow 1.7.10 -> 1.10 was fairly quick, Nice work!

    Posted in: Minecraft Mods
  • 0

    posted a message on Bird's Nests: pseudo-random reward event from chopping trees!
    Quote from ZergMazter»

    Also good to know you are working on that Biota mod.


    I dropped it. It is pretty complex and I simply don't have the time with college.
    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy2 - Alpha
    Quote from ZarZuf»

    Hi, I've encountered a crash on startup that maked me think that this mod may be using global ids to register it's entities.

    This is a shame because it hinders greatly compatibility with other mods.

    With only 256 global ids it's very easy to fill them up quickly; this is why it's way better to use mod ids.


    Here is a quote from MohawkyMagoo that explains the id problem in detail:


    In case you alredy knew all this, apologies. I just want people to be able to enjoy playing with mod without worrying crashes and
    conflicts :)


    ZarZuf, I'm gonna need a crash report.

    Entities are being auto assigned.


    Posted in: WIP Mods
  • 0

    posted a message on Bird's Nests: pseudo-random reward event from chopping trees!

    I wasn't consciously thinking of RS, but I do remember it's a thing. So maybe? But I'd say at random.

    Posted in: Minecraft Mods
  • 0

    posted a message on Bird's Nests: pseudo-random reward event from chopping trees!

    September 6 it is then. It was just a matter of using a different event

    Posted in: Minecraft Mods
  • 0

    posted a message on Bird's Nests: pseudo-random reward event from chopping trees!

    Oh, yes on Sep 8 I believe.

    Posted in: Minecraft Mods
  • 0

    posted a message on Bird's Nests: pseudo-random reward event from chopping trees!

    Good thought but nope!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.8.x and 1.9] Structure Generation Tutorial

    net.minecraft.block.BlockMushrrom
    updateTick dictates the spread of small mushrooms, canBlockStay includes the light level part.

    net.minecraft.world.biome.BiomeDecorator places small mushrooms n the world.
    start at line 114/115

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.8.x and 1.9] Structure Generation Tutorial

    Look at the mushroom code in minecraft!

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Looking for a builder to create some trees for my mod

    Sure thing, message coming

    Posted in: Discussion
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