Extending Early GamePlay

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VapourDrive

New Member
Jul 29, 2019
536
-8
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0 = Wood
1 = Stone
2 = Iron
3 = Diamond
0 = Gold
Is that actually what the enum toolmaterial is for gold? I thought it was the same as iron...

Anyways some of my hopes for the future:
I want to implement XML file reading for all of the recipe handlers I implement, this will require learning and work on my part so I'm not absolutely guaranteeing anything.
I want this to remain "potentially compatible" with other forge mods at a very minimum. This means that it may not be necessarily balanced around them but you should be able to add in balance through the various XML files. As well as with effort I should be able to slowly make balance.
For instance: there is a mod out there that allows you to modify drops of mobs, if you wanted you could give a mob a carcass, and register recipes to provide the processing of that carcass on my cutting table... Again if I get really ambitious there could be a lot of configurable compatibility done on my end.

Now for comparissons between this and tfc.
I have only tried playing terrafirma craft once and it was laggy on my computer. I am not trying to rip off of it as I really don't know the ins and outs of its mechanics... I do know that it tries to make some things more realistic, which I am also trying to do so there may end up being some similarities.
In the end I really enjoy creating things and if I can make myself something to use, I often chose that option over using someone else's thing.
 

johnmahaffie

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Jul 29, 2019
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@VapourDrive Is there a way we can help bug test your mod yet? Great ideas so far btw. I really enjoy actually trying to survive in minecraft, and not be in a basically creative world after a week of playing.


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VapourDrive

New Member
Jul 29, 2019
536
-8
1
@VapourDrive Is there a way we can help bug test your mod yet? Great ideas so far btw. I really enjoy actually trying to survive in minecraft, and not be in a basically creative world after a week of playing.
Hmm bug testing, well you'd find a lot for sure... it definitely isn't ready for world gameplay and many mechanics are only partially implemented. I'll make it a goal to refine some of the implemented mechanics and bring them out of "proof of concept/will this work" into the realm of legit mechanics.
Everything properly compiles and such but there's a lot of disjoint gameplay, no recipes besides in the cutting table, which needs a significant overhaul :p
I'll see if I can get an alpha out with some pointers as to different things to try out, possibly tomorrow night.

In general news, I have done a lot of work on various things
  • enchantment augmentation in the means of gem socketting (good old anvil event)
  • mallet: something to pound rock and ores with to get rubble for ore processing.
  • food barrel: you fill it with generic food and don't have to clutter your inventory with different partial stacks of all sorts of food, takes damage instead of stack decrement and is filled as a block in the world.
  • animal carcass processing
  • rudimentary food scavenging - punch dirt and grass for a chance to get get grubs and leaves for crickets
TODO: in world smelting mechanic - along the lines of:
  1. pound ore down with the mallet
  2. refine resulting "rich rubble" down on the processing table to remove some impurities
  3. craft rough metal block out of refined rubble
  4. place rough metal block in a rudimentary smelter above a burning heat source and wait for it to change into a pure form of the metal
Hiccoughs and issues
  • The more I get into game design, the more core aspects of the game change, this isn't bad in itself but I can only change these with reliability on a case-by-case method for vanilla... specific mod compatibility is going to be really hard.
  • I want to split up the furnace - this means taking many of the recipes out and moving them over to separate recipe registers, if other mods were consistent in where they register furnace recipes this would be easier. As it is I fear a lot of "hey, why doesn't my x smelt into y!!!"
  • Crafting recipes are easy to manipulate based on result, and by manipulate I mean remove. This means that I have a hard time generating new recipes through any sort of reliable hooks. The the crafting recipe interface only gives the output and you need to set up a crafting inventory instance to check for what results in said output. This is a huge pain to do and something like a log and its correlating plank are really not connected in any way except for the crafting recipe from log to plank for example. Other mods procedurally generate recipes I just need to figure out a non-painstaking way to do it :p
It is looking more and more like this will be a "overhaul" mod. In the future I might seek help from some wiser and more talented people to see about an api or ways to hook into "things" to make compat possible but it will likely be something along the lines of TFC.

As for checking out the progress, source is available here: https://github.com/VapourDrive/HarderStart
And a special "IdeaCache" folder is here: https://github.com/VapourDrive/Hard...c/main/resources/assets/harderstart/ideacache
Everything is very much subject to change and I really am looking to provide the best product I can make, it takes time, learning and dedication, all three of which I am open to.