Hey guys! Quick update!
So if anyone caught my last post and took a closer look (didn't seem to load properly but you can click the broken image to view it on imgur) at the picture, I have started working on a 1.14.4 version of the mod!
It's still very VERY early days! I'm talking so early on into development (as I'm using this mod to learn the nuances of 1.14 Forge modding) that I'm only at the adding items and blocks stage. Things are progressing nicely though and today I completed some mod optimisations (maybe not code optimisations but it will definitely speed along the development now they're done) that will hopefully help to increase my productivity and get things churning out nicely!
If all goes reasonably well, I hope to have an initial Alpha version up very soon and I'd be extremely grateful to anyone who would take the time to test the Alpha! I will aim to make the mod as reasonably feature complete by that time, but it will only contain some of the core ideas that the mod will be adopting in the new versions and feedback on how well it plays core wise would be invaluable to development!
I hope to also post the source code up on GitHub at that time as well so anyone interested in taking a look (maybe some better coders who can improve my sometimes "hacked on" solutions lol!) as a guide for how things generally work in 1.14 modding, then that'll be free to you guys to view!
As always feature suggestions welcome down in the comments and I hope you all have an awesome day!
For anyone still following this mod... I thank you for your patience!
1.12.2 alpha work
I honestly have no idea if anyone even still follows this mod... if you do I thank you!
A little taster...
In reply to swordkorn:
What have I gotten myself into...
Been a long time since I checked here...For those of you sticking around for an update... the mod is dead. I have none of the original source code on my computer and I’m sorry to have to say it.Rewrite for 1.12...?Probably not. I’ll sit at my dev space today and think but most likely no banana.
Been a long time since I checked here...
For those of you sticking around for an update... the mod is dead. I have none of the original source code on my computer and I’m sorry to have to say it.
Rewrite for 1.12...?
Probably not. I’ll sit at my dev space today and think but most likely no banana.
hi, i did install your mod in my pack(atm still in creating and testing it, you will have a link in a credits file in my pack :) )
but all the crops have a missing texture texture, and skyblock isnt enabled.
what can i do to fix this? or what info do you need from me to help fix it?
Currently working on porting Mystical Crops to 1.11.2 in my spare time. This is a slow process as I want to rewrite most of the functionality.
The keen eyed followers of my mod may have noticed I stopped churning out updates. Well real life has to take precedence I'm afraid and as I study full time and work two part time jobs, I'm already spread quite thin as it is.
That being said; I've been working relentlessly behind the scenes in my Dev environment to hone my skills and learn new techniques and methods to help improve not only this mod, but potentially any others I conjure up in the future.
Whilst I understand not everybody will want to offer suggestions for fear of being shot down in flames or simply ignored... please know I always appreciate suggestions and feedback and would love to hear your thoughts on my work! This is as much your mod as it is mine afterall... I may do all the "boring" work, but you are the reason I do it!
Anyway... that's my life covered... how about some more relevant news?
Whilst I'm not currently able to work on the mod as actively as I would like... please know that the mod hasn't died in Alpha! I'm just overwhelmed with so many ideas I want to implement that I'm trying to self teach everything I didn't know about Forge and modding when I started this mod back in 1.8.9.
That being said... my original vision for 2.0 may have to change slightly. I wanted to completely mix things up with 2.0 and try to get back to my magic system that never really took off due to my inexperience at the time. I'm considering dropping everything in 2.0 so far in favour of a more or less total rewrite from the ground up. This will mean a major delay between updates as I'll be literally working from square one... but my hope is by doing this I'll be able to hone the magic system first and introduce the plants later.
Because of this seemingly radical decision... I may just cut out 2.0 and go all the way back to basics releasing from 0.0.1 all the way up until I find what I can justify as a 1.0 worthy build.
Thoughts welcome below as always! Have a great day!
In reply to KuramaKyuubi:
Simple reason my friend. Doesn’t belong to us. Mod isn’t open source and never has been. Therefore we make alternatives with our own code and textures. That answer that?
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!
ty for update work 100% my like mod keep up good work
Yes really good mod :)
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!
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!
good mod like 100% can't make seed copper or osmium for Mekanism can u heip piz am rum 1.8.8v for 1.10.2