I don't know if anybody still follows this post... if you do I appreciate your patience and understanding!
Last time I was here, I mentioned having to leave things alone for the time being. I'm happy to report, I'm starting to get a better work/life balance!
With that being said (textures very much WIP) I present a teaser for 1.12.2!
I'm not saying I'm no longer active on the modding scene... just not enough time.
That being said... I am hoping to port Mystical Crops to 1.11.2 at some point in the near future (when the new methods stop breaking all my work...) and I'm working on a new mod I like to call...
As much as I appreciate your love for that mod, I was never intending to create Mystical Crops.
Mystical Agriculture is a more actively developed mod at the time of me writing this, and whilst I had some nice ideas for where to take this mod...
Well I have a lot going on in my life and I just don't have the time. Recently I'm finding myself inspired by Applied Energistics and Refined Storage to create a new mod. Whilst I like their systems... I kind of want a vanilla friendly version. That means:
Yes as you can probably tell, 2.0.0 builds of the mod will drastically change. I'm going to be using 3 or 4 main crop types to handle most resources from now on and by re-introducing the elemental system from back in 1.8.9 Minecraft builds, I hope to implement a dynamic magic system to compliment the creation of seeds/items from seeds in the future.
Prior to 1.9.0 pre builds, there was no config file as at the time, I was unsure as to how to successfully create one. 1.9.0 pre releases has a bare bones config file and 2.0.0 builds will have a considerably larger one to manually enable/disable crafting recipes as desired instead of just removing items altogether.
2.0.0 will take a long time to be released as the magic system will take a large portion of my time to implement and test (as you can probably imagine). At this point in time, I'm still theorising the magic system so it's not left the paper stages as of yet. Any input is greatly appreciated and ideas for how the mechanic will work will be considered.
I will be changing a LOT of mechanics in this version in an effort to reduce file size and promote a different gameplay style.
Notable changes at this point:
- Removed all individual crop seeds, essences, and gems
- Removed all related Crops
+ Added Ore seeds
+ Added Terran, Pyrus, and Ethereal element items
With these changes also comes some revisions to the Skyblock resources I began work on recently:
- Removed individual seed types added in the pre builds
+ Added Overworld Essence and Seeds
+ Added Nether Essence and Seeds
+ Added End Essence and Seeds
+ Added Wood Essence and Seeds
+ Added Mob Essence and Seeds
These changes may seem drastic, but I wish to tweak the gameplay mechanics and head in a direction that once again uses the Elements left out since 1.8.9. At this stage, I have omitted Vintus and Aqeuous.
I will be changing a LOT of mechanics in this version in an effort to reduce file size and promote a different gameplay style.
Notable changes at this point:
- Removed all individual crop seeds, essences, and gems
- Removed all related Crops
+ Added Ore seeds
+ Added Terran, Pyrus, and Ethereal element items
With these changes also comes some revisions to the Skyblock resources I began work on recently:
- Removed individual seed types added in the pre builds
+ Added Overworld Essence and Seeds
+ Added Nether Essence and Seeds
+ Added End Essence and Seeds
+ Added Wood Essence and Seeds
+ Added Mob Essence and Seeds
These changes may seem drastic, but I wish to tweak the gameplay mechanics and head in a direction that once again uses the Elements left out since 1.8.9. At this stage, I have omitted Vintus and Aqeuous.
Interesting concept, nice texture work. Keep this up, I'd like to find this in some of the popular modpacks some day! (You might want to put more pictures tho, of the crops growing, and also explain how to plant the stuff).
Also will/does this include nether and end resources?
Thanks a lot for the kind comments!
The mod includes blaze, glowstone, and nether quartz. Ender pearls are available also.
The skyblock mode I'm currently working on will include a crop for something ghast related. Still bouncing ideas around as to how to handle that in all fairness.
They plant the same as any vanilla seed so no need to explain that one. They all have the same growth stages bar the end result so that's the only difference between them.
Version 1.9 of Mystical Crops will see the very early additions of the long overdue and kind of anticipated (lol!) Skyblock mode! It will be deactivated by default however. Just check the config!
With Skyblock mode comes some major balancing issues. A lot of mob drops are already available via the mod normally for example. With that in mind, I am adding in crops to create spawn eggs of various passive and hostile mobs. This is of course solely intended for Skyblock mode and will serve as a way to populate your farms initially. In terms of balancing this crop, I can't think of a way to stop players using them solely to avoid passive/hostile mob farming altogether. Any suggestions would be appreciated!
Taking player preference and server owner preferences into consideration, I added a config option to disable the soil block if so desired. This is to encourage more vanilla focused farms and will be enabled by default. However you can now remove it entirely from the game so if that's your thing, enjoy!
Well that's 1.9 out of the way... onto the future!
Version 2.0
As you can probably guess... moving into version 1.9 means we are potentially coming up to a total rewrite time once more.
Whilst I don't feel that the mod needs to be completely rewritten from scratch, the addition of Skyblock mode brings with it a giant problem.
I'm not sure if any of you know, but the mod for 1.9 and up is written, tested, and compiled against Forge for Minecraft 1.9.4. Because of this, it instantly works in 1.10 builds no problem.
The addition of Mob plants in Skyblock could prove the death of updates for 1.9.4. As 1.10 added more mobs to the game, version 1.9 of the mod will probably be unsupported once the transition is made to 2.0 as I will be building the mod against Forge for 1.10 only to include the new mobs as plants. I will of course make every conceivable effort to leave 1.9 in as stable a state as I can manage before closing the lid on it for good.
2.0 will most likely see re-textures and some re-balancing of mod mechanics. With the sad news that abusedmaster is stepping down as the author of Primordial Crops, one of the mods with the most potential to be the next Magical Crops has been lost. I intend therefore to get in touch with abused to see if I can integrate his mechanics into Mystical Crops and possibly see if there are any Magical Crops features that could be added to enhance the gameplay.
I of course do not intend to re-write Magical Crops. My mod is and always will be an alternative aimed more at easy mechanics and vanilla type progression. I do however wish to start work on the magic system of the mod that was lost back in 1.8.9 so balancing of the mod will be reworked around that as the system gets more in-depth.
I wish to reach out to any of you who wish to get more hands on with the development of this mod. I'm only one person after all and my skills, though by no means incompetent, are lacking in certain areas. Therefore, I am looking for:
Hey all! Sword_Korn here! I've been wandering around the net looking for a good tutorial on the new registry methods introduced in 1.9.4 and 1.10 and after a good hour, I've decided to share my own for your consideration!
Old vs New: Why can't I...?
In prior versions of Forge, the methods for registering of items and blocks were a bit simpler to understand. They tended to follow this general format:
GameRegistry.registerBlock([...]);
GameRegistry.registerItem([...]);
This was all well and good and worked just fine up until 1.9. At which point, the team at forge changed the method to the unified version of simply register. This included a couple of easy life changes and made it easier to set names for items and blocks in code.
Now I'm sure we all know by now how to register an Item or Block using registry names... but for me personally I dislike doing it all through mutliple classes and effectively wasting unnecessary memory for an object that will behave the same regardless of its name. Therefore I present my method for registering items and blocks!
The constructor
As everyone knows, a constructor is used to create custom blocks or items as extended by their native Minecraft class. Using this to our advantage, we can actually make our class constructor universal for any block! This is typically how my constructors look for basic block classes in forge:
public class OreBlock extends Block { public OreBlock(String regName, Float hardness, int level) { super(Material.ROCK); this.setCreativeTab(Metalliferous.metalTab); this.setHardness(hardness); this.setHarvestLevel("pickaxe", level); } }
This particular constructor is for an ore block. Usually, most tutorials will have you manually define these aspects at the point of registry, or make them constant in the constructor. My question to you is: WHY?!
If we want to manually define these variables for individual blocks... why not just change the desired variables per instance of this class? That's exactly what my constructor does!
Hardness is always defined by a float value AKA a decimal value. This is typically written in Java as say... 1.0F for example. This value sets our block hardness to that value. So I create a constructor argument for this float known as hardness, passing it into our setHardness method for manual declaration later. The same logic applies for the harvest level. Now if I wanted to make these blocks harvestable by different tools, I could add another String argument for manual definition later... but as I do not in this instance... I simply pass the string of the object I desire. By passing our defined integer (int) of level in place of a final value across the board... we can define the harvest level manually once again!
I implement this in another class like this (additional explanation to come):
As you can see I'm able to manually name my blocks, set the desired hardness, and the harvest level I want all using simple methods. To achieve this, I simply write an "auto" method for my registration.
This looks like this:
private static Block regDropsOre(String regName, float hardness, int level) { final Block ore = new OreDrop(regName, hardness, level); final ItemBlock oreItem = new ItemBlock(ore);
return regBlock(regName, oreItem, ore); }
private static Block regMetalOre(String regName, float hardness, int level) { final Block ore = new OreBlock(regName, hardness, level); final ItemBlock oreItem = new ItemBlock(ore);
These methods all work to automatically do everything I desire when I register my blocks as seen in the fashion above. Finally, I simply call the method through the ClientProxy Preinitialisation event that ties to the CommonProxy event and the main mod class event and voila!
If this helped you in any way to improve/understand ways to improve your coding for Minecraft mods... drop me a comment with a thank you!
0
I don't know if anybody still follows this post... if you do I appreciate your patience and understanding!
Last time I was here, I mentioned having to leave things alone for the time being. I'm happy to report, I'm starting to get a better work/life balance!
With that being said (textures very much WIP) I present a teaser for 1.12.2!
0
Try ComputerCraft or OpenComputers
0
I'm not saying I'm no longer active on the modding scene... just not enough time.
That being said... I am hoping to port Mystical Crops to 1.11.2 at some point in the near future (when the new methods stop breaking all my work...) and I'm working on a new mod I like to call...
Elementary Management.
0
As much as I appreciate your love for that mod, I was never intending to create Mystical Crops.
Mystical Agriculture is a more actively developed mod at the time of me writing this, and whilst I had some nice ideas for where to take this mod...
Well I have a lot going on in my life and I just don't have the time. Recently I'm finding myself inspired by Applied Energistics and Refined Storage to create a new mod. Whilst I like their systems... I kind of want a vanilla friendly version. That means:
0
Hey jansky and thanks for the great feedback!
Yes as you can probably tell, 2.0.0 builds of the mod will drastically change. I'm going to be using 3 or 4 main crop types to handle most resources from now on and by re-introducing the elemental system from back in 1.8.9 Minecraft builds, I hope to implement a dynamic magic system to compliment the creation of seeds/items from seeds in the future.
Prior to 1.9.0 pre builds, there was no config file as at the time, I was unsure as to how to successfully create one. 1.9.0 pre releases has a bare bones config file and 2.0.0 builds will have a considerably larger one to manually enable/disable crafting recipes as desired instead of just removing items altogether.
2.0.0 will take a long time to be released as the magic system will take a large portion of my time to implement and test (as you can probably imagine). At this point in time, I'm still theorising the magic system so it's not left the paper stages as of yet. Any input is greatly appreciated and ideas for how the mechanic will work will be considered.
Thanks!
0
An early look at the changes. Image is taken from WIP.
0
Began work on version 2 of Mystical Crops.
I will be changing a LOT of mechanics in this version in an effort to reduce file size and promote a different gameplay style.
Notable changes at this point:
- Removed all individual crop seeds, essences, and gems
- Removed all related Crops
+ Added Ore seeds
+ Added Terran, Pyrus, and Ethereal element items
With these changes also comes some revisions to the Skyblock resources I began work on recently:
- Removed individual seed types added in the pre builds
+ Added Overworld Essence and Seeds
+ Added Nether Essence and Seeds
+ Added End Essence and Seeds
+ Added Wood Essence and Seeds
+ Added Mob Essence and Seeds
These changes may seem drastic, but I wish to tweak the gameplay mechanics and head in a direction that once again uses the Elements left out since 1.8.9. At this stage, I have omitted Vintus and Aqeuous.
Thoughts welcome below!
0
Began work on version 2 of Mystical Crops.
I will be changing a LOT of mechanics in this version in an effort to reduce file size and promote a different gameplay style.
Notable changes at this point:
- Removed all individual crop seeds, essences, and gems
- Removed all related Crops
+ Added Ore seeds
+ Added Terran, Pyrus, and Ethereal element items
With these changes also comes some revisions to the Skyblock resources I began work on recently:
- Removed individual seed types added in the pre builds
+ Added Overworld Essence and Seeds
+ Added Nether Essence and Seeds
+ Added End Essence and Seeds
+ Added Wood Essence and Seeds
+ Added Mob Essence and Seeds
These changes may seem drastic, but I wish to tweak the gameplay mechanics and head in a direction that once again uses the Elements left out since 1.8.9. At this stage, I have omitted Vintus and Aqeuous.
Thoughts welcome below!
0
Thanks a lot for the kind comments!
The mod includes blaze, glowstone, and nether quartz. Ender pearls are available also.
The skyblock mode I'm currently working on will include a crop for something ghast related. Still bouncing ideas around as to how to handle that in all fairness.
They plant the same as any vanilla seed so no need to explain that one. They all have the same growth stages bar the end result so that's the only difference between them.
0
Hey guys and welcome to Mystical Crops! A mod about growable ores!
This project came about because I personally don't like having to route around underground for hours at a time in later game for resources.
Any suggestions or feedback is welcome in the comments both here and on Curse!
Enjoy!
PERSONAL UPDATE 10/18
Psst... anybody there? I started working on a version for 1.12 and 1.12.2...
swordkorn
0
UPDATE TIME!
Version 1.9 of Mystical Crops will see the very early additions of the long overdue and kind of anticipated (lol!) Skyblock mode! It will be deactivated by default however. Just check the config!
With Skyblock mode comes some major balancing issues. A lot of mob drops are already available via the mod normally for example. With that in mind, I am adding in crops to create spawn eggs of various passive and hostile mobs. This is of course solely intended for Skyblock mode and will serve as a way to populate your farms initially. In terms of balancing this crop, I can't think of a way to stop players using them solely to avoid passive/hostile mob farming altogether. Any suggestions would be appreciated!
Taking player preference and server owner preferences into consideration, I added a config option to disable the soil block if so desired. This is to encourage more vanilla focused farms and will be enabled by default. However you can now remove it entirely from the game so if that's your thing, enjoy!
Well that's 1.9 out of the way... onto the future!
Version 2.0
As you can probably guess... moving into version 1.9 means we are potentially coming up to a total rewrite time once more.
Whilst I don't feel that the mod needs to be completely rewritten from scratch, the addition of Skyblock mode brings with it a giant problem.
I'm not sure if any of you know, but the mod for 1.9 and up is written, tested, and compiled against Forge for Minecraft 1.9.4. Because of this, it instantly works in 1.10 builds no problem.
The addition of Mob plants in Skyblock could prove the death of updates for 1.9.4. As 1.10 added more mobs to the game, version 1.9 of the mod will probably be unsupported once the transition is made to 2.0 as I will be building the mod against Forge for 1.10 only to include the new mobs as plants. I will of course make every conceivable effort to leave 1.9 in as stable a state as I can manage before closing the lid on it for good.
2.0 will most likely see re-textures and some re-balancing of mod mechanics. With the sad news that abusedmaster is stepping down as the author of Primordial Crops, one of the mods with the most potential to be the next Magical Crops has been lost. I intend therefore to get in touch with abused to see if I can integrate his mechanics into Mystical Crops and possibly see if there are any Magical Crops features that could be added to enhance the gameplay.
I of course do not intend to re-write Magical Crops. My mod is and always will be an alternative aimed more at easy mechanics and vanilla type progression. I do however wish to start work on the magic system of the mod that was lost back in 1.8.9 so balancing of the mod will be reworked around that as the system gets more in-depth.
I wish to reach out to any of you who wish to get more hands on with the development of this mod. I'm only one person after all and my skills, though by no means incompetent, are lacking in certain areas. Therefore, I am looking for:
Feel free to PM me if you're interested.
For now, thanks for reading!
Have a great day!
swordkorn
0
Hey all! Sword_Korn here! I've been wandering around the net looking for a good tutorial on the new registry methods introduced in 1.9.4 and 1.10 and after a good hour, I've decided to share my own for your consideration!
Old vs New: Why can't I...?
In prior versions of Forge, the methods for registering of items and blocks were a bit simpler to understand. They tended to follow this general format:
GameRegistry.registerBlock([...]);
GameRegistry.registerItem([...]);
This was all well and good and worked just fine up until 1.9. At which point, the team at forge changed the method to the unified version of simply register. This included a couple of easy life changes and made it easier to set names for items and blocks in code.
Now I'm sure we all know by now how to register an Item or Block using registry names... but for me personally I dislike doing it all through mutliple classes and effectively wasting unnecessary memory for an object that will behave the same regardless of its name. Therefore I present my method for registering items and blocks!
The constructor
As everyone knows, a constructor is used to create custom blocks or items as extended by their native Minecraft class. Using this to our advantage, we can actually make our class constructor universal for any block! This is typically how my constructors look for basic block classes in forge:
0
Guys... it's intended?
0
MORE THAN 500 DOWNLOADS IN JUST 12 DAYS!!! CHECK OUT WHAT YOU'VE BEEN MISSING!
Hey guys and welcome to Mystical Crops! A mod about growable ores!
This project came about because I personally don't like having to route around underground for hours at a time in later game for resources.
Any suggestions or feedback is welcome in the comments both here and on Curse!
Enjoy!
0
Wouldn't that defeat the object of Cyano's mod though?