Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I did make a change to it and I see what's going on (and forgot to put said change in the release notes).
The change I made is because the saturation potion effect is so fast (half a shank a tick) I put in a check to only give the potion effect when it was needed (and cause 1 durability damage).
I put that at "food level < 9" which turns out is "9 half shanks" not "9 shanks."
So it'll still kick in, just at a lower point. I'm tweaking to be "9 shanks" now.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Even so, when I was empty on food and saturation the durability went down like there was no tomorrow until the helmet broke and it never refiled the saturation or hunger bar. Something's gone awry.
I just tested it o..O
I was at 5 shanks when I started, jumped until I fell to 4, the effect kicked in and brought me back up to 9 for 1 durability.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
That's the point where you maintain healing, but look hungry, and still see the food bar shake as it goes down from 20 to 19 to 18.
Wait, am I reading that right? If food is 18 or less, add a saturation and take a damage? When do you stop adding saturation? What if the food drops to 17 -- adding saturation at that point won't turn healing back on.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That's the point where you maintain healing, but look hungry, and still see the food bar shake as it goes down from 20 to 19 to 18.
Right, the point was to keep you at the "natural healing" point, or thereabouts.
Wait, am I reading that right? If food is 18 or less, add a saturation and take a damage? When do you stop adding saturation? What if the food drops to 17 -- adding saturation at that point won't turn healing back on.
Saturation is a potion effect, so I only have to add it once for 10 ticks for it to give you a significant boost.
EDIT: Hey, quit snipping.
No!
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/21/2013
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Member Details
Hello! I am planning on making a modpack, and i was wondering if i could use your mod. It will be completely private. It would mean alot to me if i could, and thank you for making a great mod!
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
How can I make artifacts spawn in Battletower dungeons?
I am not familiar with that mod, so I don't know.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Can you add a creative artifact which effects and triggers are chosen instead of generated? I'm tired of dumping artifacts just to get a particular cause and effect.
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Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Still doesn't tell me how he does loot generation. I would need an API or a treasure string.
Can you add a creative artifact which effects and triggers are chosen instead of generated? I'm tired of dumping artifacts just to get a particular cause and effect.
That requires setting up a whole GUI system for it. Even so, the system isn't set up to handle "trigger->effect" specifications without direct (and unmanaged) NBT data editing. I'd have to go through and convert the getRandomTrigger() to reference a static list and then have another method getAllTriggers() to return the entire list so an external system can insure its not setting up an invalid pair.
And because I never intended for the player to be able to create (much less specify) artifacts, such things weren't needed.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Which means the onus is on the player, not on me at all. You want battle tower loot? Set it up yourself.
Last time (147, I think) I looked at battle tower, you specified the ID's of the loot. You could not provide NBT data (And even if you could, what data would we provide?). So unless you have some way to take a "raw artifact" item and decorate it with the appropriate things to make it a specific artifact, that won't work.
But ... if you can do that (take a generic item of your artifact ID and turn it into a full fledged artifact), then it will work with any mod that has customizable loot.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Last time (147, I think) I looked at battle tower, you specified the ID's of the loot. You could not provide NBT data (And even if you could, what data would we provide?). So unless you have some way to take a "raw artifact" item and decorate it with the appropriate things to make it a specific artifact, that won't work.
But ... if you can do that (take a generic item of your artifact ID and turn it into a full fledged artifact), then it will work with any mod that has customizable loot.
An artifact without any nbt data will populate itself. That's how the creative menu ones work. treasures loot ones are detailed when generated, but only because there's a place to do it.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
When using 0.10.0 and the artifacts, which gives more hearths. When you are low on health, and open/close a chest, you get a very very fast regen
Yeah, I'm aware. Not sure what to do about it yet.
I have to revoke the max-health boost when you open the chest, as otherwise you could put the item inside without it knowing, but when giving the bonus you should be healed to account for the increase.
Suggestions welcome.
And no, I'm not going to check the player's inventory every tick. Its unnecessarily expensive.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
This is a lovely mod, though I've only found a few other artifacts and have spent much of my time configuring the loot tables for other mods to incorporate the neat artifacts from this one.
I thought I had this all sorted out, but now on reading the thread I'm not so sure. I apologize for not understanding something you've gone out of your way to try and make clear, but when defining loot tables (for say, items that the Infernal Mob mod elite mobs will drop on death, or Deadly World loot chests), I only put in the IDs for the generic all purpose "artifact" item, as well as the boots from each material. It seemed like this option would work, since in Creative / NEI, even if I only clicked on the leather artifact boots, it would randomly produce leather pieces for any armor slot. But apparently that might not work the same outside of creative spawning?
I guess my question is: In creative/NEI I can just spawn the item marked as boots and get armor for any slot. Will the same work for item drop lists, or do I have to put each type in separately?
I guess my question is: In creative/NEI I can just spawn the item marked as boots and get armor for any slot. Will the same work for item drop lists, or do I have to put each type in separately?
It should work as you describe. The code that generates the random effects and picks an icon changes the item ID if it needs to make a helmet instead. So it shouldn't matter which ID you give it (helm vs. boots vs. leggings vs. chestplate).
Don't be alarmed if you find bronzy-colored armors/swords, that's just the default look before any NBT data has been generated. As soon as the NBT is needed (inventory updates and tooltip info should both trigger it) the item will be generated as normal.
I have a special class for dungeon loot handling that generates the NBT as the item is placed into the chest, as there's a hook there from the WeightedTreasureItem interface.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
All right, thanks for the prompt response.
The mod really is as intuitive and simple to use as I'd thought. Great work, and thank you for all the time you've spent making and supporting this mod. Great stuff, and a big step away from most mods that add new equipment in its inventive use of new and unorthodox effects.
Are you sure? I didn't remove it and I am looking at it in the code.
Edit:
Generated one
I did make a change to it and I see what's going on (and forgot to put said change in the release notes).
The change I made is because the saturation potion effect is so fast (half a shank a tick) I put in a check to only give the potion effect when it was needed (and cause 1 durability damage).
I put that at "food level < 9" which turns out is "9 half shanks" not "9 shanks."
So it'll still kick in, just at a lower point. I'm tweaking to be "9 shanks" now.
I just tested it o..O
I was at 5 shanks when I started, jumped until I fell to 4, the effect kicked in and brought me back up to 9 for 1 durability.
That's the point where you maintain healing, but look hungry, and still see the food bar shake as it goes down from 20 to 19 to 18.
Wait, am I reading that right? If food is 18 or less, add a saturation and take a damage? When do you stop adding saturation? What if the food drops to 17 -- adding saturation at that point won't turn healing back on.
EDIT: Hey, quit snipping.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Right, the point was to keep you at the "natural healing" point, or thereabouts.
Saturation is a potion effect, so I only have to add it once for 10 ticks for it to give you a significant boost.
No!
I am not familiar with that mod, so I don't know.
Can you add a creative artifact which effects and triggers are chosen instead of generated? I'm tired of dumping artifacts just to get a particular cause and effect.
OcD Simple Add-On!
Still doesn't tell me how he does loot generation. I would need an API or a treasure string.
That requires setting up a whole GUI system for it. Even so, the system isn't set up to handle "trigger->effect" specifications without direct (and unmanaged) NBT data editing. I'd have to go through and convert the getRandomTrigger() to reference a static list and then have another method getAllTriggers() to return the entire list so an external system can insure its not setting up an invalid pair.
And because I never intended for the player to be able to create (much less specify) artifacts, such things weren't needed.
Which means the onus is on the player, not on me at all. You want battle tower loot? Set it up yourself.
I'll happily add cross-mod compatibility, but it's already there. I'm not going to puzzle through someone else's config options for you.
Thanks.
Last time (147, I think) I looked at battle tower, you specified the ID's of the loot. You could not provide NBT data (And even if you could, what data would we provide?). So unless you have some way to take a "raw artifact" item and decorate it with the appropriate things to make it a specific artifact, that won't work.
But ... if you can do that (take a generic item of your artifact ID and turn it into a full fledged artifact), then it will work with any mod that has customizable loot.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
An artifact without any nbt data will populate itself. That's how the creative menu ones work. treasures loot ones are detailed when generated, but only because there's a place to do it.
Yeah, I'm aware. Not sure what to do about it yet.
I have to revoke the max-health boost when you open the chest, as otherwise you could put the item inside without it knowing, but when giving the bonus you should be healed to account for the increase.
Suggestions welcome.
And no, I'm not going to check the player's inventory every tick. Its unnecessarily expensive.
I thought I had this all sorted out, but now on reading the thread I'm not so sure. I apologize for not understanding something you've gone out of your way to try and make clear, but when defining loot tables (for say, items that the Infernal Mob mod elite mobs will drop on death, or Deadly World loot chests), I only put in the IDs for the generic all purpose "artifact" item, as well as the boots from each material. It seemed like this option would work, since in Creative / NEI, even if I only clicked on the leather artifact boots, it would randomly produce leather pieces for any armor slot. But apparently that might not work the same outside of creative spawning?
I guess my question is: In creative/NEI I can just spawn the item marked as boots and get armor for any slot. Will the same work for item drop lists, or do I have to put each type in separately?
It should work as you describe. The code that generates the random effects and picks an icon changes the item ID if it needs to make a helmet instead. So it shouldn't matter which ID you give it (helm vs. boots vs. leggings vs. chestplate).
Don't be alarmed if you find bronzy-colored armors/swords, that's just the default look before any NBT data has been generated. As soon as the NBT is needed (inventory updates and tooltip info should both trigger it) the item will be generated as normal.
I have a special class for dungeon loot handling that generates the NBT as the item is placed into the chest, as there's a hook there from the WeightedTreasureItem interface.
The mod really is as intuitive and simple to use as I'd thought. Great work, and thank you for all the time you've spent making and supporting this mod. Great stuff, and a big step away from most mods that add new equipment in its inventive use of new and unorthodox effects.