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More like a week! It wasn't so bad once I figured out that I can export unused IDs from NEI (shut up Gr8ful). I also made sure to leave a good 10 block buffer above vanilla block IDs for future updates. Who knows what's going to happen when 1.3 comes out though... hopefully I shouldn't have to modify any IDs but now I'll be using so many mods it's going to take forever for them to all get updated.

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Oh lord.... I was actually thinking of attempting to replicate the mods you have and try to live my own little industrialized world... Now, it seems very unlikely that Ill get much going...

Do you happen to know anything about 1.3 and what it promises to bring other than some multiplayer fixes?

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Oh lord.... I was actually thinking of attempting to replicate the mods you have and try to live my own little industrialized world... Now, it seems very unlikely that Ill get much going...

Do you happen to know anything about 1.3 and what it promises to bring other than some multiplayer fixes?

 

Check out this page on the wiki.

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There's a trick to installing Forge mods on a fresh install of Minecraft. As long as you remove all config files (if you've already installed a mod), most of the bigger forge mods will dynamically choose their IDs based on what's available. Some mods are hard coded though like ExtraBiomes, HarvestCraft, ComputerCraft... mostly mods that "tolerate" Forge instead of inherently using it.

 

Also, if you look in the RedPower2 config file, there's a variable where you can tell it to auto reassign block IDs but this will jack up any pre-existing worlds.

 

From what I can tell in my limited testing is that it seems that the mods will all communicate with each other (via forge) and figure out which block IDs they can use as long as they're all installed and ran for the first time at the same time. I can't remember how good it works if, say, you added IC2 after you already ran the game with RP2 or BC installed.

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Good info for anyone running these mods for the first time. Unfortunately, I tried adding RP World after running all others. Long story short...(i.e) Wood looked like TNT, Redstone looked like planks, etc... :wacko: :wacko:

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  • 3 months later...

So I've went though a lot of the mods we're waiting on for season two and here's a list of mods that still need to be updated:

 

AtmosMobs

ComputerCraft Sensors

Simple Harvestcraft

Weee! Flowers

Redpower 2

Turrent Mod

Wireless Redstone (chicken bones edition)

Somnia

 

So the list is still quite extensive. I can start the LP without the ones that don't have any sort of world gen. So once these get updated I can start the LP:

 

Simple Harvestcraft

Weee! Flowers

Redpower 2

 

Everything else should be self-contained and can be added at a later date. If anyone has any information that says the opposite of what I'm thinking please let me know!

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Actually nevermind that... it looks like Pam's mods are updated to 1.3.2!

http://www.minecraft...t/topic/402069-

 

I don't see an option to download just Weee Flowers on that page though except inside the mega mod package...

 

Looks like we're only waiting on RedPower 2 now.

 

 

EDIT: Looks like I have to download the mega mod package and then disable everything to get Wee Flowers only (I want these for the dye for cables plus they look nice). I'm wondering if I should just go balls out and get the whole mod package and have like 2983759873 new foods to eat? lol

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I'm removing the Pam's mods from the LP... now that it's one big combined package it adds a ton of crap that I don't want and I can't figure out how to disable the bloat. Despite being disabled in the config a lot of it is still generating. I might still use the Simple HarvestCraft mod as that is still a separate mod but the flowers one is out unfortunately. Hopefully I can find another mod to add dyes.

 

Edit: Okay I can't find anything to add a lot of dyes that isn't overpowered. I found a good mod like Wee Flowers but it made it so you could get lapis, bonemeal, and ink sacs from flowers. Another flower mod only added 3 flower dyes but required the addition of biomes and had to be installed in the jar. So... I'm going to use the entire Pam's Combined Mod and disable what I can and live with the rest. On the bright side I can now make lime coloured planks... yay?!

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I've updated the info thread with the current list of mods I'll be using. The list is getting quite extensive and looks like it's going to be a lot of fun this season! Hopefully it's not too tricky to update the game with all these mods...

 

On the same note, 1.4 is slated for release in 9 days (Oct 24th) so it's looking like we may be waiting for 1.4 before the LP kicks off. I'm really just waiting for RedPower to update but I have a feeling it may not hit until 1.4 is out and we'll be waiting for 1.4 mod updates. I'm thinking that the updates to 1.4 will take a LOT less time than they did for 1.3 as the updates to 1.3 were major due to the engine changes in Minecraft.

 

Anyway, we'll play it by ear and see what happens! I want to spend a few days playtesting the mods before I start the LP anyway to make sure everything is most things are working and seem balanced.

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I'm being careful this season when I install the mods to leave a good 20 or so block IDs above the defaults to allow for vanilla additions. That's what screwed me last season - I had a lot of RedPower IDs that were overlapped by new vanilla stuff and I couldn't edit the IDs in my save with mIDas. That's why I got stuck on 1.2.3.

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After what they went through for 1.3.2 they can probably port to 1.4 in their sleep! haha

 

But seriously, most mods all use Forge hooks so I think these mods will almost work right out of the box when Forge is updated without the mod creator having to change much, if anything, at all.

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I'm going to wait until 1.4 now since the pre-release is already out. Forge has already been ported to 1.4 as well as a preliminary version of IC2 and Iron Chest. So it looks like it's quick to port from 1.3 to 1.4 as expected. There's still no sign of RP2 being released so I would say it's probably going to be a 1.4 mod. I'm also waiting for Mystcraft to be updated to not be a JAR mod as I think I'm going to use it in my LP.

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:D What did I tell ya(; (About Mystcraft)

And if you watch DW20's videos, you will see that not only is RP in early stages of 1.3/1.4 but also, Thaumcraft3 has just been added to the ForgeCraftServer. So yeah, expect to see me raving over it when it finally releases(:

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Yeah I've been watching DW20s videos almost daily lately. Mystcraft is as close to magic as I'm going to get! My reasoning is that Minecraft itself has a small bit of magical stuff in it with enchanting and stuff but I feel things like Thaumcraft and EE add way too much magic for the industrial theme of Industrialized.

 

Maybe when TC3 and EE2 come out I will do another series that focuses more on magic... but I dunno if I have the time or energy to do two Minecraft series' at the same time. lol No idea how DW20 puts out so much content he's obviously not human (or doesn't work 8 hours a day?).

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Just think of it as interdimensional space travel to other similar worlds to the Overworld:D

 

Yeah that's sort of how I see it. I sort of wish there was a fork of Mystcraft that used something like stargates instead of books.

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  • 2 months later...

I added the Enchanting Plus mod and gave it a try. Seems to cost a lot more XP for what you get using that. I think I'll go back to low level book enchants and combining those on an anvil. XP cost is much lower and you get what you want on your equipment.

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I added the Enchanting Plus mod and gave it a try. Seems to cost a lot more XP for what you get using that. I think I'll go back to low level book enchants and combining those on an anvil. XP cost is much lower and you get what you want on your equipment.

 

I dunno about that! Even enchanting books is too random for my taste. Took me 20+ books to get fortune on one of them... I think that's a lot more XP than any extra XP you'd use with the Enchanting Plus mod. Granted the extra random enchantments you end up with can be stored and applied to things at a later date, you gotta admit you'd end up with a lot of books you probably would never use.

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Don't know what you're enchanting or if they're different for different items (I think it would cost more to enchant iron or maybe sapphire) but Fortune 3 on a diamond pickaxe only cost me 20 levels. Unbreaking 3 was 18 levels and Efficiency 4 was 21. So 59 levels for a bad ass pick with exactly what I wanted on it. You COULD maybe get the same thing for probably 30 levels if all the stars aligned and by random chance you got all the good stuff applied with one enchant on the vanilla enchanting table.

 

I'm pretty sure I'm gonna have a tough time repairing the pick on an anvil (if I even can, it's probably too high) but I can just disenchant the current one to get most of my XP back and enchant another one.

 

One thing I was thinking about the books... doesn't it cost XP to combine books and also to apply the book's enchant to an item?

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About 6 xp per combination/enchant with the books.

 

That random chance using lvl 30 (even if it yielded something I didn't want) can always be added to something else later on. I enchanted a sapphire pick I believe and got Eff II, Fortune II, Unbreaking II costing 32 xp. I have a random chance at lvl 30 for all those at III. Even though it is random, it's cheaper and better enchants. And like I said..can be combined/upgraded with other items later on if needed on the anvil.

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I enchanted a sapphire pick I believe and got Eff II, Fortune II, Unbreaking II costing 32 xp. 

Wish I got that lucky!

 

Edit: Just tried the same enchants with the mod and it costs 28 levels. You're saying it costs more in your version?

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  • 1 month later...

I might be scaling back a lot on this series as it's just not catching on. There's wayyyyy too many Minecraft series on YouTube so to get any sort of viewership is extremely hard. I'm not stopping this series I'm just refocusing a bit on some other fresh things (like SimCity).

 

I know I have some die-hards that always watch the series every Tuesday and Thursday so it sucks that I'll have to cut back but I thank you guys for your support!

 

Again, I want to stress that I'm not stopping the series, I'm just relaxing my commitment to the Tuesday/Thursday schedule. As I mentioned in my latest video, Minecraft is a hard game to do an entertaining LP for. It takes a lot of prep (like mining) that people don't want to see in a video in order to do the interesting stuff on camera. It's also hard to keep the mods updated every couple weeks which can take 2 - 3 hours depending on how much has changed.

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