Topic category: Mod showcase and discussion
Just uploaded Microcosm Mod 1.0.0 for comment and review. I have big(ish) plans for this mod as I learn the abilities of mcreator and welcome any and all comments and would love to collaborate with other modders, and builders.
Mod Overview: explore to find structures, bring it back, build a micro town.
Currently only two structures and blocks are implemented. The Wheat farm and the Millstone. Both can be found in plains, tiaga, and savannah biomes.
The Wheat farm requires a bucket of water and it will begin to create wheat every random tick.
The Millstone will scan the 8(currently) blocks beside it (including diagonals) every random tick and take any wheat from Wheat Farms and turn them into bread. 1 wheat - 1 bread
These blocks can be placed on horizontal item frames for display purposes as well which turns off their interactions.
I plan a whole integrated web of interactions that produce varied resources. But I'm new to MCreator and modding in general so please be patient :) plus I'm not the greatest at building small (16 x 16) so I spend a lot of time revising structures.
In progress:
Farm House: turns wheat into hay, doubles production of all nearby farms (will interact with other farms as they are implemented)
Quarry: Produces Stone, Diorite, etc
Prospecters Hut: Examines nearby Quarries for valuable minerals
Heart of the forest: Produces logs
Planning:
Dungeon(s): mob drops
Adventurers Guild: explores dungeons for random loot.
Farmhouse Block has been completed for next update. Provides a bonus to any wheat farm it is adjacent to (diagonally included)
Millstone been changed to search a 9x9 area for wheat farms
bugs to fix: shading issue with farmland.
I'm looking into the possibility of animating some of the blocks.
i can help
farms now get bonus from the following:
Well within 3 blocks
Farmhouse within 1 block
Farm can see the sky
Farm house, Well, and Paths have been added
what would you like to help with?
forgot to add. paths and the well can be rotated by right clicking on them.
Should I continue down the wheat "technology" path or maybe start on something else like the quarry?
well my computer has bit the dust so I'm restarting this on my potato of a laptop. at least I can make things cleaner using the lessons I've learned
Version 1.1.0 is out now. Rebuilt from the ground up after my computer crash. A lot more useful buildings and more planned.
Version 1.1.1 is now available.
Added Wells and Tree Groves. Fixed and optimized all blocks. Rewrote the path code from the ground up and it will now connect to other Microcosm blocks of my choosing.
Smeltery, Forager's hut, and Bakery are next on the list. Perhaps rivers using the new path code. Would love to hear some feedback on the direction this thing is taking.
This is really cool if you need any help let me know
Version 1.1.2 is up now. Completely revamped how farms and fields work. All produce is gathered at the farm house that harvested the field. The field will need to regrow before being harvested again. This regrowth can be accelerated by having a well near the farm house and also by the newly added block, the Midden, directly adjacent to the farm house.
Also added the Forester's hut. This will help regrow logged groves, as well as forage for mushrooms, berries, and the occasional honeycomb. More than that, The Forester will sometimes plant new groves within it's 9x9 area on bare plot blocks.
Should I have the Farmhouse handle Animal pens as well or create a new "tree" with a Ranch block? I'm leaning towards going with the Ranch, but would love to hear others opinions.
I haven't done much on the "Stone" side of things as I'm not happy with how things are currently being handled and am working out a new flow to that production line.
Such a cool mod!
Hmm to animate, you could convert your models to use GeckoLib!
Id suggest adding tiny villagers to control delivery of resources to necessary locations
Id also like to say if you add a River to revamp the Millhouse with the ability to use either a windmill or waterwheel if near a river
Thanks for the feedback! I had to take a short hiatus from this project due to family reasons but I should be getting back into it shortly.
River models are already created and ready but I have to rebuild the "path" code, yet again to handle differing "paths" like roads and rivers and handle intersections as well as special cases and path varients.
I haven't coded anything in well over 15 years. So this is a learning project for me. while tiny villagers would be awesome I think its outside the scope of what I'm doing and my current skill set. the same might be true for geckolib but it is on my list of things to look into. especially with the Ranch and Livestock blocks coming up.
I'm still struggling with making the stone/metal/gem branch interesting. still wishing I could make the paths act like pipes. still looking for a better inventory handling method. lets just say there's a lot on my "things to learn" plate. lol
for those offering to help one thing that would be awesome would be variant structures for existing blocks. or proposed blocks or buildings of your own designs you would like implemented and how they would function. if you are interested let me know and ill work up a spec.
again. thanks for the feedback. it definitely helps keep me motivated.
Microcosm 1.2 is released. Heavy focus on the farming systems.
On the left are two Farmhouses. one is planting wheat and potatoes with a preference 5:1 for potatoes, and the other is planting melons. You can also see the Middens and Beekeeper station that helps crops grow. When the farm levels up it can also harvest honey bottles from the Beekeepers. Bottom right is a Well that is supplying water via the path to the farmhouses. Top right is a Silo that occasionally takes the inventory of the farmhouses and puts it into a deep storage system that can (currently) store up to 10mil of each crop. There are other blocks, quarries, lumbermills, kilns, etc that do their thing as well but they are very basic at the moment. Next update will introduce ranching.