I've begun developing a mod that adds discoverable recipes to minecraft.They would grant access to xyz crafting recipe after they were discovered and used. It would not affect current recipes. The new recipes would not be craftable until you find the scroll/recipe/whatever you want to call it As an example, say you're mining and come across a chest in an abandoned mineshaft. Inside the chest you find the recipe for a new kind of weapon/tool/ingot/ect. You would use the recipe(consumed on use, obviously) and a diagram would be added to a new window. that would be opened with some arbitrary key to view how to craft the item. I am not asking for someone to make this; I am making it. I'm just polling for interest and ideas.
I played around with this. There are ways of making recipes only craftable if you've found an item and unlocked the recipe. I think it's a great idea and has lots of applications.
_bau5, I have that working. RyanLeanardoe, it wont matter if you know the recipe, it will be uncraftable until you find the recipe item for that recipe.
1. You're walking along exploring and find a recipe in a chest for let's say, an Iron Dagger (the recipe is arbitrary, it's only a dagger in this example)
2. You "use" the recipe item, and the dagger is unlocked and added to a recipe book GUI that shows you how to craft it.
3. You craft the item.
Even if you knew what the recipe for the dagger would be before hand, you would not be able to craft it until finding the recipe for that item.
Hmm. I'm leaning towards per world. I nearly have the framework done, just need to finish up saving, which is why I was asking. I should have a pretty basic version done within a few days, if anyone is interested
Hmm. I'm leaning towards per world. I nearly have the framework done, just need to finish up saving, which is why I was asking. I should have a pretty basic version done within a few days, if anyone is interested
Cool cool, are you using NBT to save it? Or how are you savcing?
_bau5, As it is now it's saved to a text file. If you know of a better way (I'm sure there is, I don't have a lot of experience with saving things xD) let me know.
I used the NBTTagCompound system that already is in the game. Probably not completely necessary, but it works well enough. You can look through the code here.
I stored the recipes in another class, a recipe manager. Each recipe has a boolean associated with it that represents whether or not it is enabled.
Particularly this part:
This takes the hash map of recipes and booleans, loops through them and saves it. Feel free to copy the code and then go back through and figure it all out. Just make sure you're actually calling it and telling it to save
Sorta like thaumcraft but tier? I'd say no, because unless you change pretty much the entire general idea into something very different from thaumcraft I'd have to say you're feeding off another popular idea rather than using your own idea. Use your own mind and you can make beautiful masterpieces. I like to develop mods too, and I understand you're itching to do what you want- so do it; but think from this perspective "How can I make what I want to make, without A) looking like a thieving douche, and if someone wants to use this AND thaumcraft how would I make them be compatable/actually seem like separate mods." Thats what I do atleast. I only say this because I know Azanor is a genius and, no offence, I don't think your mod would live up to his skills when the mods seem so similar. Know what I mean? I'm not trying to be rude or anything. Show us some more of what you're planning and I'd love to play with it. SMP compatible is another huge need.
Thanks for the input and sorry for the break. Family visiting and all that. I've actually never played Thaumcraft, so I'll have to take your word for it. That being said, I'm going to just continue with my idea and hope it turns out well. With all the boring work pretty much done, I can finally start on the fun stuff - actually adding content. Claygy247, thanks for your (constructive) criticism, no offense taken. If you all have anything you'd think would be nice to see ingame, let me know and I'll consider it
Thanks for the input and sorry for the break. Family visiting and all that. I've actually never played Thaumcraft, so I'll have to take your word for it. That being said, I'm going to just continue with my idea and hope it turns out well. With all the boring work pretty much done, I can finally start on the fun stuff - actually adding content. Claygy247, thanks for your (constructive) criticism, no offense taken. If you all have anything you'd think would be nice to see ingame, let me know and I'll consider it
Definitely still go with this. It's not illegal to compete with ideas other people have had.
Thoughts:
Do per world saving, so make a .dat file with everyworld that contains the recipes and whether they're unlocked or not.
Game designer, forum stalker.
THIS.
it makes no sense, since everyone wants new recipes anyway, to make a recipe list thats invisible. thats my 2 cents anyway.
1. You're walking along exploring and find a recipe in a chest for let's say, an Iron Dagger (the recipe is arbitrary, it's only a dagger in this example)
2. You "use" the recipe item, and the dagger is unlocked and added to a recipe book GUI that shows you how to craft it.
3. You craft the item.
Even if you knew what the recipe for the dagger would be before hand, you would not be able to craft it until finding the recipe for that item.
Cool cool, are you using NBT to save it? Or how are you savcing?
I used the NBTTagCompound system that already is in the game. Probably not completely necessary, but it works well enough. You can look through the code here.
I stored the recipes in another class, a recipe manager. Each recipe has a boolean associated with it that represents whether or not it is enabled.
Particularly this part:
This takes the hash map of recipes and booleans, loops through them and saves it. Feel free to copy the code and then go back through and figure it all out. Just make sure you're actually calling it and telling it to save
Hey! Check out my Zelda Adventure map above!
Definitely still go with this. It's not illegal to compete with ideas other people have had.
Thoughts:
Do per world saving, so make a .dat file with everyworld that contains the recipes and whether they're unlocked or not.