1.7.10
1.6.4
Forge
[1.6.4 / 1.7.10] Tier System v1.0.5c
Poll: How should I go about showing what is left for the next tier?
Ended Apr 4, 2015
Poll: Should I put this mod onto GitHub so others can contribute?
Ended Apr 4, 2015
Tier System: Tiered Progression!
What this mod allows you to do is setup different tiers for yourself. When you start out, you are on tier 0, and are heavily restricted on what you can craft with. When you kill specified mobs, the next tier will unlock, allowing you to craft with that tier's items, but not with higher tier items.
For example: cobblestone could be restricted until you kill a pig and a cow, but once you do, you can always craft with cobblestone, but not with higher tier items.
Note: You cannot kill a specified mob early to unlock the tier early. You can only unlock the next tier, if you are on tier 0, only tier 1 mobs count, tier 1 only tier 2 mobs count, etc. etc.
Changelog: Click here.
Videos:
Currently known bugs/issues:
Downloads:
1.6.4: https://dl.dropboxusercontent.com/u/85222445/Tier System/1.6.4/1.6.4-1.0.4/tiersystem-1.6.4-1.0.4.jar
1.7.10:
How to Configure:
Look for the file called tiersystem.cfg
Open it with your favorite text editor, such as notepad or notepad++
Change the tier count to the number of tiers you want on your pack
Change the thingsToKillForTiers line to have the name of entities to kill to unlock the next tier, use spaces to separate entities. An example is in the config. If you are unsure about it, go to the en_us.lang file for the mod you want or for Minecraft. Look for the entity.<mob>.name line. What is between entity. and .name is what you want to use.
Change the tierRestrictions line, how you change it depends on your version of Minecraft. For Minecraft 1.6.4, each line is a tier, put the item/block id(s) of the item(s)/block(s) you want to restrict. Metadata is set by putting a colon, ':', after the id. Different items are separated by a space. For Minecraft 1.7.10, it is much easier. Each line is a tier, for restricting an item/block, put what you would use for the /give command. Each item/block is separated by a comma, ','.
Mod packs:
If you tell me about your mod pack that uses this mod, I'll put it in this post!
Like the mod? Spread the word with a banner!
A new Minecraft mod for 1.6 & 1.7!
Donations:
adf.ly links to download the mod and previous versions will be added soon.
Credits:
JasterMK5: Original idea.
Compegen (Derek5220): Made the banner.
... no clicks.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
BTW, Great mod!
Sure!
Thanks!
EDIT: Just posted a new 1.6 and 1.7 version. Fixes some restrictions not working and adds metadata support for 1.7.
You might wanna put in a statement in the description saying it is allowed for modpacks too, just to clarify that for people!
Just put the mod pack policy in the post.
Killing animals are hard on my server since we have a lot of mobs on my server which loves to kill farm animals. Even though the config can be config to preference, its hard to find the proper animals when you need them.
Also, the unlock should be for all players on the server, not just per player.
It is server-wide, that's what I had planned from the start. Currently there is no way to switch it to per-player, but I might do that (if it's requested enough) once I've finished the blocking mechanic for modded crafting blocks/items or machines.
As for the mining to unlock a tier, this has been requested twice already, I'm now thinking about adding it...
I'm thinking of adding different ways to unlock tiers, as that is the most requested feature right now... But I also would like to fix the craft blocking not working in non-vanilla crafting (IE: Tinker's Construct Crafting Station), it will take a while for this to work with every way to craft, but it will be worth it in the end.
我はメシアなり!
Sweet! Post it here when the review is up and I'll put it in the post.
If you did this, and made it per player based rather than global as well, this would be well on the way to being an amazingly useful mod for packs
A suggestion to add would be that players must complete certain events to unlock higher tiers: (should be configurable)
EX) 50 logs unlocks stone age
100 logs, 100 cobblestone into stone unlocks iron age
200 logs, 200 stone, 64 iron ores and level 23 unlocks golden age
400 logs, 400 stone, 128 iron ores, 30 golden ores unlocks diamond age
10 diamonds, 200 redstones, 100 lapiz, 1200 coal (not charcoal)
unlocks obsedian (portals unlocked)
since your mod is based on tiers, you can maybe even add in high-tier tools n weapons to aim for, such as obsedian tools, armors, and weapons (which would require resources from the nether to unlock it's stage).
However, if you do decide to use resources as a prerequisite for upgrading tiers, you might have to create a new block or an option to place in the world. When the block/option is right clicked/activated, a GUI will pop up allowing you to insert the said resources and consume the inserted content; when the requirements have been met, only then will the next tier be unlocked.
Actually, that block seems like a great idea, the per-player will be off by default, you keep talking about having to kill animals, you can configure it to any mob, modded or not. In my test mod pack, which is a slightly modified DNS tech pack, I have the Ars Magica 2 water and earth guardian and the wither needed to unlock tier one (a friend used this for his private server (it had OreSpawn)), and it works perfectly fine. I just used animals as an example as its what I was using in my development worlds.
EDIT: Just realized I didn't say anything about this...
Armor/tools/weapons: I will not be adding new tools or armor, this is because #1: There are a billion and three mods that do this already for every item in minecraft. #2: Some people may have one of those mods and don't want mine overwriting the tools they already have, no, not the items, the recipes. Conflicting recipes are bad, very bad.
Please do, it'll make it so much easier for players to understand what events are still required and thank you for taking up my suggestion!