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mbolz

Medical Mod [SP/MP] [1.4.6]

56 posts in this topic

Hello!

Welcome to the medical mod post. This is a mod I have created to fix the lack of medicine in the current game, and is an "add-on" to TFC (although it will also work in vanilla, but will be super OP as the heal rates are adjusted to work with TFC health) . I created it because I currently play on a server which runs TFC, and we are actively fighting mobs and wished for a alternative to sleeping to regain health.

It is possible you also know me as "locoroco555" as that is my old user name.

This mod does not edit any TFC code, and can be installed without TFC. (I just reccomend agaisnt using it without TFC)

The mod adds the following items and features to the game:

- five different types of powder

- five different types of bandages

- non-medicated bandage

- pestel

- Mortar and Pestle

- Allows use of bandages on other players by simply hitting them with the bandage

- Allows use of bandage on self, by right clicking when the bandage is equipped

- Fully customizable rates

- Poison Things!

- Heal or Poison Animals

CURRENT RECOMMENDED VERSION (1.4.6): http://dl.dropbox.co...edical%20v7.zip

(as of the above version, you can now place the zip file directly in your mods folder)

Mod Post on Minecraft Forums (outdated): http://www.minecraft...l-mod-spmp-146/

If you like the mod and want to see it grow and expand, pass me a like both here and on the minecraft forums post (link above).

News:

Feb 3: Exams done, however, I will be delaying the release of v8, due to the little progress I have made in the past little while. I hope to have it completed soon though. I am also looking into adding random virus' and the possibility of having a wound infected. Remides will be craftable of course to cure these, as the bandages will maintain their current purpose of providing quick healing in tight situations :D.

Jan 26: v7 released today, download above and enjoy the now fully customizable config! Also, first exam done :D 3 left!

Jan 22: Final exams this week and next week, so I wont be able to begin adding the planned features till the first. But I am hoping to release an update which includes a config file, some new bandages and improved recipes by the fourth.

Screenshots:

(coming soon, for now take a look at recipes)

Recipes:

Note: Sadly, due to an image limit on the posts, you will need to clink the link to see the recipes

The recipes for the bandages requires colours of dyes, I will mention the required dye colour under each recipe. The bandages build on each other. I have done this to make the bandages increasingly more expensive as you build it up. I do not plan to change it in the future (unless of course the community absolutely hates it). This mod also happens to add a use for bones by using them to make dyes!

If you find the recipes annoying, I suggest you try the easy crafting table mod (google it). It makes crafting things much easier, so it will assist until I eventual change the recipes.

Base Items:

These are all shaped recipes.

Pestle: https://dl.dropbox.c...l%20Recipie.png

Mortar & Pestle: https://dl.dropbox.c...26%20Pestle.png

Non-Medicated: https://dl.dropbox.c...d%20Bandage.png

Glass Shard: http://dl.dropbox.co...ass%20Shard.png

Medical Powder:

These are all shapeless recipes.

Powder I (uses pink dyes): https://dl.dropbox.c.../Powder%20I.png

Powder II (uses orange dyes): https://dl.dropbox.c...Powder%20II.png

Powder III (uses red dys): https://dl.dropbox.c...owder%20III.png

Powder IV (uses magenta dyes): https://dl.dropbox.c...Powder%20IV.png

Powder V (uses purple dyes): https://dl.dropbox.c.../Powder%20V.png

Medicated Bandages:

These are all shapeless recipes.

Medicated Bandage I: https://dl.dropbox.c...Bandage%20I.png

Medicated Bandage II: https://dl.dropbox.c...andage%20II.png

Medicated Bandage III: https://dl.dropbox.c...ndage%20III.png

Medicated Bandage IV: https://dl.dropbox.c...andage%20IV.png

Medicated Bandage V: https://dl.dropbox.c...Bandage%20V.png

Poison Items:

Antipoison Powder: http://dl.dropbox.co...on%20Powder.png

Antipoison: http://dl.dropbox.co.../Antipoison.png

Poison Powder I: http://dl.dropbox.co...0Powder%20I.png

Poison Powder II: http://dl.dropbox.co...Powder%20II.png

Poisoned Shard I: http://dl.dropbox.co...20Shard%20I.png

Poison Shard II: http://dl.dropbox.co...0Shard%20II.png

(special thanks to the NEI mod for allowing me to screenshot my recipes)

Download:

Note: The same file is used for both the server and the client, so you only need to download it once

1.4.6: https://dl.dropbox.c...dical%206.1.zip

Previous Versions:

v6.1 for 1.4.6: https://dl.dropbox.c...dical%206.1.zip

How to Install:

Client:

1. Download mod here: http://dl.dropbox.com/u/53815608/FTRD/mods/medical%20v7.zip

2. Take the downloaded zip file and place it in your .minecraft/mods folder

3. Run minecraft

4. Heal yourself!

Server:

1. Download mod here: http://dl.dropbox.com/u/53815608/FTRD/mods/medical%20v7.zip

2. Place the downloaded zip file in your server's mods file

3. Run your server

4. Launch your client (Note the mod is needed client side is needed to play on the server)

5. Heal yourself!

Future Plans:

-change textures for the mortar and pestel and the pestel

-add new ways and methods of healing

-continue balancing

-improve recipes (they can be a bit of a pain at the current moment)

-adding new tiers of bandages

-implement a medical crafting grinder, which converts dyes into powder without the need of a crafting table

-check if flowers respawn (if they don't create a work around so that you can make medicine even without flowers, suggest ideas for a work around please :D)

-attempt to make more compatibility with the minerals, seeds, and other things found in TFC (potentially add a true false to the planned config file, to toggle recipes on or off)

-add a stethoscope, which displays the heart rate of the player right clicked on with it (this will allow for more efficient healing during SMP, so a dedicated medic does not require the fighting players to stop and request a bandage, it will however, require that the medic understand the system I will implement, as where the lower your health is, the higher the heart rate will be (or something like that))

Added Features:

(just keeps track of what has been added since the first version (v6))

New in v7:

-config added

-anti-poison added

-poisons added

Servers:

(servers that use TFC and this mod)

FTRD Roleplay (this is the sevrer I originally made the mod for): http://ftrdroleplay.weebly.com/

Ranoke: http://terrafirmacra...rtmovepveb2-75/

Disclaimer:

Please note that I am not responsible for any damages to your computer, to your minecraft, to your saved worlds, to your server, or for ay other thing that could possible go wrong.

Please also respect my right as a modder, who created this mod from the ground up by not releasing my mod publicly.

If you wish to use this mod in your mod pack, go right ahead (however, you will need permission form TFC devs to use TFC in your pack) just post a link to this post and credit my name :D

ENJOY!!

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Very nice touch using dyes. Brings a hint of herbalism into the mix.

I wonder though, can the same effect be achieved by having the correct meals? Some meals convey potion effects, but I don't think I have seen healing meals yet. So maybe not.

Bob

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Very nice touch using dyes. Brings a hint of herbalism into the mix.

I wonder though, can the same effect be achieved by having the correct meals? Some meals convey potion effects, but I don't think I have seen healing meals yet. So maybe not.

Bob

Thanks! I did use the dyes to add in a hint of herbalism :D

hmm, it may be possible, I have not crated a meal which heals you either. It is possible that they exist, however this mod will allow you to heal yourself even when your not hungry ;)

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Does this add-on modify any TFC code?

I think that Bioxx stated that no add-ons until TFC gets out of beta (in TFCII). But don't depend on the previous sentence; I just can't seem to remember.

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Does this add-on modify any TFC code?

I think that Bioxx stated that no add-ons until TFC gets out of beta (in TFCII). But don't depend on the previous sentence; I just can't seem to remember.

Its all my code, it does not actually require TFC to run, I just made the effects at a rate where they will actually have an effect with the TFC health system (i.e really high regeneration amplitudes and such).

If you wished to run this mod without TFC go for it, but every bandage will provide you an insta-heal due to the regeneration amplitudes.

So to just more clearly answer your question: No, it does not modify any TFC code. (I will add this statement to the OP)

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This is interesting, maybe you could re-add green dyes in some way?(Dye mixing with rotten flesh.)

Edit:Lol didn't read the install, apologies

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This is interesting, maybe you could re-add green dyes in some way?(Dye mixing with rotten flesh.)

Edit:Lol didn't read the install, apologies

Maybe, although there are cacti in TFC if you find a desert, so maybe I could add a new recipe to craft it (you can also enable furnaces in the config options of the game if you want green dyes). I was thinking of possibly using green dyes in future updates if I make more tiers of bandages. Since the health value increase as you level up, the bandages will begin to have less and less of a noticeable effect on the health bar (which I am already beginning to notice at level 120), so at some point there will probably be 10 tiers of bandages to account for those who have a few hundred levels of exp.

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One Thing you should consider:

There are MANY issues with installing mods out there - the different boards getting nearly spammed - because people tend to unzip their downloaded mods before putting the files in the mods-folder. I'm not that long into minecraft - so I don't know if that is a relict from back in the days or not - but wherever - it leads to big confusion. (I really don't know why - but it seems that it is scorned to read such things like install-instructions)

So could you please find a solution, that you mod haven't to be unpacked before using it? Maybe it will prevent some problems - and if it's only because you now can say: "It's simple - download the mod and put it in your mods-folder!"

It may occur needless on first sight - but believe me; it will pay off! ;)

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One Thing you should consider:

There are MANY issues with installing mods out there - the different boards getting nearly spammed - because people tend to unzip their downloaded mods before putting the files in the mods-folder. I'm not that long into minecraft - so I don't know if that is a relict from back in the days or not - but wherever - it leads to big confusion. (I really don't know why - but it seems that it is scorned to read such things like install-instructions)

So could you please find a solution, that you mod haven't to be unpacked before using it? Maybe it will prevent some problems - and if it's only because you now can say: "It's simple - download the mod and put it in your mods-folder!"

It may occur needless on first sight - but believe me; it will pay off! ;)

I realize that would be easier to just install the zip, however I have tried countless times to determine why just dropping the zip in doesn't work. I can put it on my list of things to figure out in the future, but for now you'll just have to do the simple unzip.

It's not nearly as bad as installing mods back in minecraft alpha and beta, when you needed to put every mod in the jar file.

Edit: Ok so as I was writing the above, I had a realization of my problem. I will be uploading a new version which you can install by just putting the zip file in your mods folder.

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Does Lapis spawn in the worlds now?

people tend to unzip their downloaded mods before putting the files in the mods-folder. I'm not that long into minecraft - so I don't know if that is a relict from back in the days or not - but wherever - it leads to big confusion.

I think, requirement for .zip is the forge thing, so I doubt anyone other than Forge developers can do something about it, and even then it's easier to beat into people's minds that "place" doesn't mean "unzip".
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Edit: Ok so as I was writing the above, I had a realization of my problem. I will be uploading a new version which you can install by just putting the zip file in your mods folder.

thumbs up :)

I think, requirement for .zip is the forge thing, so I doubt anyone other than Forge developers can do something about it, and even then it's easier to beat into people's minds that "place" doesn't mean "unzip".

Yeah, that's what I'm talking about. People helping in Support-Forums for Minecraft and Minecraft Mods always have to tell this.

Round about 10% of the stated issues are solved with the instruction: "Put the .zip in the mods folder as it is - DO NOT EXTRACT IT!"

But it's getting harder to instil this thing into the mind of mod-users when some mods do it the other way... :)

So - this mod is now also adapted - all fine - good mod by the way...

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Good job mbolz.

However imo I-III bandages a little bit overpowered. Could you please add config file where we can adjust effectiveness of bandages?

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Does Lapis spawn in the worlds now?

It always did... What's more, it spawns as an ore called "lapis lazuli", craftable into vanilla lapis ._. (similar to redstone)

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It always did... What's more, it spawns as an ore called "lapis lazuli", craftable into vanilla lapis ._. (similar to redstone)

I saw confirmation on spawn earlier, but this was before the ore spawning rehash, and I've never seen it myself in the world since beta1.

Then, I think, if mod will introduce higher tier bandages and use for cacti, then lapis should be pushed for higher tier because of its rareness, or even all current bandages should be pushed higher altogether. Because cacti regrow, and flowers - don't from that I can tell.

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Good job mbolz.

However imo I-III bandages a little bit overpowered. Could you please add config file where we can adjust effectiveness of bandages?

I can get to work on a config file, but I chances are I wont be able to do much modding til early February due to exams.

I saw confirmation on spawn earlier, but this was before the ore spawning rehash, and I've never seen it myself in the world since beta1.

Then, I think, if mod will introduce higher tier bandages and use for cacti, then lapis should be pushed for higher tier because of its rareness, or even all current bandages should be pushed higher altogether. Because cacti regrow, and flowers - don't from that I can tell.

Yes, that would probably be a good idea to push lapis up the tiers as we get new bandages. Also, I do believe flowers regrow, but they take a long time.

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Is this server you posted actually online?

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Is this server you posted actually online?

Yep, its up 24/7. Just follow the website link and create a character app to get yourself whitelisted.

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The server and the client both need to be running this mod for it to work?

Bob

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The server and the client both need to be running this mod for it to work?

Bob

Yep, you need to install it on both sides. It's all the same download though, just plop the zip you download in your mods folder for your server and it should work :D

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Oh this is very cool! It would be even better to see it take on the existing schema of seed-randomized effects. Ideas:

  • Add in support for grinding of saplings as well?
  • Make a craft-able table that you can place down, where you can put in your mortar and pestle, then the ingredients in a crafting grid.
  • Make these combinations of ingredients be stored in glass vials. Then, when crafted with a bandage, it creates a medicated bandage (and an empty vial).
  • Add in a medicine cabinet (I imagine a wooden bookcase with shelves that can store vials and bandages.
It seems a bit silly to need 3 mortar and pestles with the same powder to make one bandage, and that they disappear when you use them (why I suggested the glass vials). Maybe you could make the mortar and pestle more expensive (or require the crafting of a table as well). If you're having trouble with balancing the costs to make these, maybe you could look into adding in a time element like charcoal making uses. Have the bandages need to sit in the mortar and pestle for 5 hours in order to be completly soaked and concentrated with the medicine.

It's really cool that you can use them on other people as well! Good work.

Edited by dockwithme
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Can we see not just flowers and bones but also minerals, saplings, fruits and vegetables used to make medical supplies. Also, I love you forever if you acquire poisons.

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Incredible :D an addon for TFC that doesn't require TFC to run. Awesome, you have my support.

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I was tossing around the idea of bandages and such at one point. It's not completely ruled out yet, so I may implement a system simillar (or completely different to this) into TFC. If I do, this will become obsolete. Just a warning.

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This seems like an obvious direction for TFC considering the hazards of the world, while I don't play as actively I do give this a +1. On a side note, instead of potentially reenabling the vanilla furnace, another option would be to try to make the cactus "cookable" on a campfire. If you want to get excessively fancy you could always make your code check to see if TFC is installed or not, and enable a furnace or campfire recipe based on if it is.

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alright, considering there is no ''bad word' from the devs I will take a look into this rather then ignore it :)

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