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    posted a message on Rainbeau's Realistic Survival

    OK, I just realized what's happening, and it's definitely a bug. When I allowed for non-vanilla dirt and grass blocks to occasionally drop rocks, I did so by the simple expedient of looking to see if the block name included "dirt" or "grass." Of course, the block name "tall grass" includes "grass"....


    Ugh.


    OK, one more item on my "to do" list. :D

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival
    Quote from rckymtnrfc»
    The recipe for the flint knife uses cord but the iron knife does not, which makes the recipe conflict with the iron chisel in the Chisel mod. Perhaps you would consider adding in the cord to resolve that?

    The iron knife recipe doesn't use cord in order to make it consistent with the rest of the iron tool/weapon recipes, which of course are unchanged from vanilla. I suppose I could just add leather strips (as used in the bone/stone tool recipes) to all the iron tool/weapon recipes....

    I'd also love to see some config options for the tall grass drops. I'd like to force players to get rocks from breaking grass dirt blocks vs breaking tall grass. Since I have Ender Zoo installed, breaking grass blocks by hand can spawn a mob, creating more difficulty. Yes, I'm cruel. =)

    I'm confused. It sounds like you're asking me to remove (or allow a config option to remove) rock drops from tall grass, but... tall grass doesn't drop rocks. That really wouldn't make much sense.


    And another question. Is there supposed to be a delay when throwing rocks? It seems to have a 3-4 second cool down.

    The delay should actually be more like just a single second, but yes, I deliberately built in a delay between throws. Before I did that, you could basically use a pile of rocks as a machine gun that could take out a mob before it had time to do much of anything in response. And I really didn't like the idea of a pile of rocks being the most efficient weapon in the game. :D

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival

    Colmillo, "noisy" or not, you're more than welcome to report bugs or make suggestions! :D


    As to the non-vanilla dirt blocks, from which blocks, specifically, are you expecting but not getting rocks? I added rock drops from non-vanilla dirt blocks a while back, but the logic I'm using may well be missing some.


    And as far as grass, again, can you be more specific about which grass types ought to be dropping fibers? I don't really know Biomes O' Plenty all that well, and didn't realize there were biomes with custom grass and no vanilla grass.

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival

    I probably should put together more detailed documentation, with recipes, but it seems like most modders expect players to use NEI or JEI or something similar, and I kind of just followed suit.

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival
    Quote from FuhQ»

    Is there a reference to figure out the crafting for the items? I can't seem to figure out how to make a flint pickaxe or bone encrusted anything...


    The "Just Enough Items" mod is what I use, though there are other variations on the theme. Absolutely essential when dealing with mods that add or alter recipes. Shows recipes and uses for any item in the game.
    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival

    Granted, floating trees aren't realistic. But what you're proposing -- essentially trying to relocate the entire tree structure, intact but turned sideways, onto the ground -- seems as if it'd be an absolute nightmare to code, even without adding in the fact that you apparently want to be able to *watch* the tree tip over and want it to damage entities it collides with along the way.


    It might be possible to have trees just drop downward when a log is chopped, essentially creating a "shorter" tree, which isn't realistic in terms of behavior but would at least prevent you from creating "floating" trees. However, even that could be problematic to code, since you couldn't just have gravity affect logs as it affects gravel and sand, since doing so would screw up a lot of naturally-generated trees' branches and would also make it impossible to use logs for roofs.


    I'll give the matter some more thought, but I don't make any promises.

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival

    As far as the drinking water issue is concerned, I suspect Ti3ryN0x is right. I don't know if it's possible for one mod to introduce an item that directly affects a game mechanic that only exists in a completely different mod, but even if it is, I can't see any particular reason to do it. If "Tough as Nails" requires that you create some sort of water cup in the early game, it ought to make it possible to craft such an item.


    Regarding "Tough as Nails" itself, I'm not terribly familiar with it, but as the last update just came out in mid-August, I don't know that I'd call it dead. So go ahead and make your suggestions on its forum. It certainly can't hurt.


    As regards adding thirst or biome temperature mechanics to "Realistic Survival," there are a few problems. First, I have no idea how to do it. Altering fundamental game mechanics is a step or two beyond simply changing how blocks behave and what they drop. And second, I'm not sure I'd want to do it, anyway. I try in my mods to maintain a "mostly vanilla" feel. Adding brand new game mechanics might be going a bit too far.


    (And also, to be honest, I don't much like the biome temperature mechanic. It's nice in theory, but from what I've read about its actual implementation, it makes certain biomes very difficult to explore and effectively impossible to settle.)


    Finally, the falling logs idea sounds kind of amusing, but really, it's just a variation on the Treecapitator concept, and I don't want axes bringing down entire trees in one chop. (Mithril axes in my "Mithwood Forest" mod do that, but it's because mithril is exceptionally magical.) Yes, it would in a literal sense be more realistic, but it would also make access to wood much quicker and easier, undermining the basic point of a "realism" mod, which is to make the early game more challenging. :D

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival

    Update - version 1.14:


    - Apple leaf blocks now change graphically to indicate how close they are to dropping apples, from leaves to leaves with flowers to leaves with apples. And they just look better (a bit more "realistic" and a lot less silly) than they looked before.


    - Whether apple trees can show up in non-vanilla plains biomes is now determined by biome dictionary entries rather than by biome names.


    - A piece of leather can now be cut into four leather strips instead of just two.


    - I've (presumably) fixed the incompatibility issue with tools from the "Tinker's Construct" mod, though as I don't actually use that mod, I can't be sure there aren't still little glitches somewhere. But in general, at least, those tools will work now.


    - Placed dirt blocks now use the same sounds as naturally-generated dirt blocks. They can also be harvested at the correct speed, as well. (I'd previously forgotten to specify shovels as preferred tools for my custom dirt.)


    - I made various other minor "behind the scenes" code improvements, too.

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival
    Quote from BadMonkeyMC»

    Looks like there's an interaction between this mod and Tinkers that stops the tinkers tools from being able to break stone, ores, or wood.


    Other then that i'm liking what you're doing here :)



    I don't use Tinker's Construct myself, so I can't be 100% certain, but I suspect I know exactly what's causing the problem, and as it happens, I'm revising the relevant code, anyway. The next version (which I expect to release this weekend) should remove the incompatibility.


    =====


    Hmm. No, the problem isn't what I thought. I just looked at the Tinker's Construct source, and the problem is that its tools don't extend the base ItemTool class, and thus aren't recognized by my code when RRS checks to see if the "right" tool is being used to harvest a block. I'll have to work out a way to allow Tinker's Construct tools without undoing the whole "can't harvest without the right tool" base logic. Still, expect an update to deal with it this weekend. :D

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Mithwood Forest

    Update - version 1.03:


    - Revised the mithwood forest "decoration" routine to use only blue, purple/pink and (to a lesser extent) white flowers, as the red and yellow flowers really didn't fit aesthetically.


    - Also banished red mushrooms (both big and small) from the forests, for the same reason.

    Posted in: Minecraft Mods
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    posted a message on Age of Stones - New realistic mod that improves minecraft Survival!
    Quote from Sionw»

    Your mods are for 1.10.2 ._.


    Yes, they are, because Minecraft 1.10.2 is the current version of the game. I don't see any point in modding for obsolete versions, and honestly don't understand why so many people still do so. *Shrug* But your mileage, as they say, may vary.

    EDIT: Also, how I said, there will be new theard with new ideas.

    There are lots of different threads on this forum with lots of different ideas. But I'm not sure how those other threads are relevant here. :D I replied to this thread, to let folk know that the ideas in this thread have been implemented in one of my mods, so people who like those ideas can try it out.

    Posted in: Requests / Ideas For Mods
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    posted a message on Rainbeau's Kitchen Sink

    Update - version 1.02:


    - Added a few basic "slash" commands: /home, /sethome, /delhome, /back, /rainstart, /rainstop, /sunrise and /sunset. These aren't hugely game-changing abilities, but are nice, and of course are unavailable in vanilla Minecraft without cheats. As with everything else, all are configurable, so you can use only the ones you want and disable the rest.

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival

    Update - version 1.13:


    - Apple trees are a bit larger and more visually interesting. They still tend to be small, but they *can* get bigger, and they're not so uniform in appearance.


    - Apple trees will now grow in mithwood forests as well as on plains, if "Rainbeau's Mithwood Forest" is in use.


    - Apple trees no longer grow naturally in superflat worlds.


    - Non-vanilla dirt and grass blocks now have a small chance to drop rocks. So if you spawn in a BOP biome with no regular dirt or grass, you should still be able to find some rocks.

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Mithwood Forest

    Update - version 1.02:


    - Changed default mithwood forest biome ID from 42 to 126 to eliminate conflict with Biomes O' Plenty.


    - Mithril now has a chance of spawning in non-vanilla forest biomes.


    - Mithwood trees now drop apples (and very rarely, golden or even enchanted golden apples) on the ground around them just as apple trees do in "Rainbeau's Realistic Survival."


    - Modified handling of config frequencies of guardians and cats to make the entire 1-100 range (rather than just the low end) reasonably useful. (They were spawning far too frequently before, even with extemely low config settings.)


    - Cats are now assigned spawn biomes through the biome dictionary, so they can spawn in non-vanilla biomes.


    - Passive mobs will now attempt to avoid big cats, while wolves will now attack them.

    Posted in: Minecraft Mods
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    posted a message on Rainbeau's Realistic Survival
    Quote from caledon»

    I haven't been playing for very long yet, but something I immediately noticed: any chance of Biomes o' Plenty integration/compatibility? They add new soil types which can make finding rocks tricky in some biomes, although not impossible. Also, have you considered adding javelins or some other kind of early/intermediate (ie doesn't require a crafting table) ranged weapon? It seems a little smoother than pelting pigs to death with rocks.


    But... but... I LIKE pelting pigs with rocks! :D

    Seriously, though, it's something I can look into. But don't expect javelins to show up right away. I've been "tweaking" the mod nonstop for two weeks. I think it's time to let things settle a bit, see what other folk have to suggest in regard to further development, and make sure no more glaring errors surface, before I make any more changes.

    As to BOP compatibility, I currently have no idea how to have my mods check for and integrate with other mods, but that's easily solved with a bit of research. There might be other issues springing from the way RRS currently handles dirt blocks (as a side effect of stopping "infinite rock harvesting"), but I won't really know until I take a closer look at how BOP does things. But, yeah, compatibility with as prominent a mod as BOP would definitely be a good thing.
    Posted in: Minecraft Mods
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