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    posted a message on Planning the 1.20 Update of my Rustic Living mod

    Okay, found several recipes that have a rustic feel to them, and the major ingredients not included in MineCraft are Bell Peppers, Corn, Onion, and Tomatoes. Supporting crops would be Honeynut Squash, Leeks, Radish, and Turnip. Butter and Cheese also showed up a lot.

     

    Minecraft already includes Carrots, Milk, Potatoes, and Wheat which covers the rest of the core Rustic Farming and Cooking ingredients.

     

    While this solves the question of what crops and cooking ingredients to include, there is still an internal debate over splitting off the parts of the mod that would be strictly decoration options. This would let me focus on the farming and cooking aspects for the main branch of the mod, while making the décor side optional. Looking back at the 1.19.2 Rustic Farming and Décor mod in the MCreator work space, there where actually a lot of items being handled in the mod, so splitting it up could also reduce the risk of file corruption when doing the next major version update.

    Posted in: Mod Discussion
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    posted a message on Planning the 1.20 Update of my Rustic Living mod

    So, in 1.18.2, I made Rustic Storage, and in 1.19.2 it expanded into Rustic Farming and Decor. (As of the creation of this thread, Rustic Farming and Decor has reached 2k on it's most recent version.) With that said, the 1.19.2 mod failed to compile while trying to update it to 1.19.4, which means some of the files are corrupted or gone. This gives me a chance to consider significant changes to the mod when rebuilding it for 1.20 when I am able.

     

    The tomatoes and lettuce had limited uses in the 1.19.2 versions, and the corn was an after thought. Moving into 1.20, I want to really want the added crops to feel more important to the mod, which means having the crops well though out on their uses. This means I need a good set of things each crop can be used for, and at the same time this opens up for a chance to replace, redo, or add crops to enhance the selection.

     

    While most of the specialized tools and blocks had interactions with the crops, many were just decorative storage, or general decorative blocks. Breaking up the mod by separating the primarily decorative and storage blocks into a complementary mod could be quite feasible. This would mean that only things requiring access to the tools and crops would need to be part of the farming mod while the storage and décor mod could feasible uses be used without the farming counterpart.

     

    Also of note with the Storage and Décor side of things, the shift from 9 to 11 wood types means the way the wood options get laid out in the creative tab will be a bit harder to manage. In 1.19.2, each wood type got its own column to make searching the creative tab easy, but in 1.20 that will not work.

     

    The down side of splitting up the mod would be that the structures would only have access to the décor and storage, which defeated the purpose of the small farm house structure. There would be more of an opening to develop more biome specific structures like the oasis, though. The clothing is already being split off into it's own stand alone mod, but still on the fence about breaking the farming and storage apart.

     

    So, given that the Rustic farming and Décor mod was so well received, I figured I would open up a way for the community to discus it's future. So let me here your feedback and ideas for the next iteration.

    Posted in: Mod Discussion
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    posted a message on Forge and Foundry Technology

    In reply to boxofbiscuits97:

     

    Go ahead, I'm still learning the very basics of Bedrock Edition code for Addons.

    Posted in: Ideas
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    posted a message on Learning to Create Addons

    In reply to Jipthechip:

     Been looking through the json files, entity information, and scripting api on my own. Sadly, it's slow going with understanding what it all does and how it works together. 

     

    With how out of date the tutorials (the few that there are) about these things, they don't actually help anymore.

     

    I/O functionality and how blocks interact are key to some of the things I want to do, so the lack of content on those areas hurts the most.

    Posted in: Mod Discussion
  • 2.43587127502085

    posted a message on Learning to Create Addons

    I know how to code in C++ and Basic C better than I know Java, so figured if i was going to learn to do more with Minecraft, I need to learn some basics. Plus, there seems to be a very large group of Mod makers for Java Edition.

     

    Unfortunately, most of the online (You-tube) tutorials are kinda old, and a lot has changed in Bedrock Edition quite quickly.

    With Bedrock Edition 1.14 coming out soon, I feel like that will be a good time to get started learning alongside others.

     

    So, hope to hear from other both on tips to get started, and on projects they are working on.

    Would also be nice if someone could find or make some new tutorials that cover the different tags blocks and nobs can have.

    Posted in: Mod Discussion
  • 1.85673258336449

    posted a message on Forge and Foundry Technology

    The idea for this mod suggestion is kinda simple, but kinda complicated.

     

    As we all know; Iron, Coal/Charcoal, Gold, and Quartz run the mid to late game technology of redstone. Obtaining these can be a challenge though, as many projects require a lot of these to pull off. So, the Furnace, Smoker, and Blast Furnace need some help in being more efficient.

     

    Minecraft focuses a lot on Medieval European technology, so pulling many things from there to start.

     

    CRUSHER: A special machine to break up Cobblestone and Ores. Cobblestone becomes Gravel,  gold or iron ores become powder, but creates two items for every one processed. Powder smells into ingots, so this doubles your mining efforts.

     

    BELLOWS: Furnaces or all types go through a lot of fuel, but the idea behind the bellows is that when connected to the side of a furnace, it doubles the number of items a fuel source can smelt.

     

    MILL: Primarily used for processing food items, the mill can also process Quartz Ore and Quartz Blocks. Watermill, Handmill, and Windmill varieties have different processing speeds and output results.

     

    SIFTER: Sand and gravel can hide useful things, and the sifter has a chance of converting these blocks into iron powder, gold powder, quartz dust, flint, or redstone dust. Since the output can be kind random, including a chance for the gravel or sand to come out unchanged, it's not a fully reliable way to get items.

     

    PULVERIZER: Converts cobblestone into sand.

     

    So, that's five machines that could help, plus the mill opens up options with food. Not completely sure about how they would be crafted, or if all of these are possible on some form of bedrock edition addon.

     

    Have seen similar things done as Java Mods, but not sure how different the code restrictions are for Bedrock.

    Posted in: Ideas
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