@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
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:
- pound ore down with the mallet
- refine resulting "rich rubble" down on the processing table to remove some impurities
- craft rough metal block out of refined rubble
- 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
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.