Lithial will be the one handling the Forge port and updates while I'm away. He is a very talented coder, and so I've given him my source code.
As for me...
I'm currently engaged in full time employment whilst at the same time working on a sandbox platformer, hence why I needed to hand control of the updates over to him.
If you still want to reach me:
I'm slowly starting to use Twitter, with the fortune of negotiating an hour of work each day: https://twitter.com/glider521al
MOD PURPOSE:
The purpose of this mod, is to provide a much more practical, balanced and rewarding alternative to the current enchantment system. NOTE: Single player/lan version requires Modloader/Forge
That is pretty rad. Re-enchantment is in some other mods, but it changes the enchantment rather than enhancing it. I love it. I've got a question and a suggestion. Question: As you mentioned, levelling up requires greater and greater amounts of exp. You mention that it will never take more than 16 levels, but is that amount static depending on level? For example, if you are level 50 would it take 16 levels, and if you are level 17 would it take 16 levels as well, assuming the same enchantment?
And suggestion: selective de-enchantability. Sometimes you just don't want silk-touch on a tool, but with your continual upgrade system each time you wanted to upgrade other enchantments, you'd run a risk of adding an enchantment like silk touch (or whatever else) that is undesired. It would be nice to be able to spend modest amounts of exp to remove specific enchantments.
That is pretty rad. Re-enchantment is in some other mods, but it changes the enchantment rather than enhancing it. I love it. I've got a question and a suggestion. Question: As you mentioned, levelling up requires greater and greater amounts of exp. You mention that it will never take more than 16 levels, but is that amount static depending on level? For example, if you are level 50 would it take 16 levels, and if you are level 17 would it take 16 levels as well, assuming the same enchantment?
And suggestion: selective de-enchantability. Sometimes you just don't want silk-touch on a tool, but with your continual upgrade system each time you wanted to upgrade other enchantments, you'd run a risk of adding an enchantment like silk touch (or whatever else) that is undesired. It would be nice to be able to spend modest amounts of exp to remove specific enchantments.
Once again, love it. Thank you.
Thanks for the feedback randomraccoon, please remember to leave a vote :biggrin.gif:.
The maximum of 16 levels is static regardless of the level. This balances out, as the it takes more and more xp to get higher levels, like you said. So higher enchantments like fortune are still quite expensive.
I love the idea of de-enchantability (I always get irritated whenever I get knockback on my diamond sword). I'll likely add a de-enchant in the next version, and get the icons to randomly select an enchantment you want to remove.
I didn't realize their was another mod that allowed for re-enchantment until you mentioned it today (I only found "sensible enchanting", let me know if I missed any others).
Please let me know if you have any other ideas :biggrin.gif:
Added Selective de-enchantment at the request of randomraccoon.
Gui can detect upto 40 bookshelves in the vertical range of 1 block below and 2 blocks above the enchantment table.
This allows for enchantment levels above 60 and much more flexible placement of bookshelves.
Cost to re-enchant is now:
max(4,min_enchantability of cheapest enchantment);
Improved the level selection algorithm.
The slots now display randomly generated unique numbers within different possible enchantment/re-enchantment ranges, whenever possible.
So your desired level is only a few clicks away.
Drastically improved the balance of the enchantment costs
Maximum possible level cost is now 12 levels for one enchantment
or 18 levels for two.
Otherwise the accumulative cost of the minimum levels is taken.
Divide the accumulative cost by 1.5 for when receiving 2 enchantments instead of 1.
On receiving a new enchantment (rather than upgrading an existing one) the accumulative cost increases by an additional 3.
This update, is all about making the enchantment system even less grindy, and more fun and more rewarding.
According to some users, enchantments still to too long to obtain so:
Cost of all enchantments reduced to 75% of min-enchantability, As a rule of thumb (due to xp levels, increasing exponentially). It should take half as long to obtain an enchantment like Silk Touch.
Level Cap Reduced: You will never spend more than 10 levels, on receiving one enchantment, or 15 levels on receiving two enchantments. Level cap decreases by 1 every 15 levels, above level 25 (to a minimum of 7 for one enchantment at level 55, or 12 levels for 2 enchantments).
This also allows for more benefits through the reenchantment process.
Max Enchantability no longer matters: why should you be punished for spending more xp?
Level selection is much more efficient:
Third slot shows maximum level, given the player's xp and the number of surrounding bookshelves.
level cap or receiving (one enchantment-two enchantments) is highlighted in yellow.
First two slots show unique randomly generated levels below the cap. Thus you will always be able to find your chosen level within 7 clicks.
To modloadermp servers (without overwriting anything).
To directly modified vanilla servers.
Client side will be optional (unlike so many other mods, which lock player's out, if they don't have it).
SSP will double as optional client side.
However first, I need to make sure that all features are as near perfect as possible. Hence why I'm posting the single player version here, looking for feedback, on what could be enhanced.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/14/2011
Posts:
61
Member Details
this looks great, one question, for a smp version would it work without having too install anything into the minecraft_server.jar and behave the way toomanyitems does where its all clientside?
this looks great, one question, for a smp version would it work without having too install anything into the minecraft_server.jar and behave the way toomanyitems does where its all clientside?
When the smp version comes out, you'll need to install the relevant .class files on the minecraft_server,jar.
However the client-side would be optional, as I was careful not to alter the GUI too much (why lock people out, for not having the mod installed?).
In any case, my plan is to get the server-side port out by the end of next week (if not earlier).
Thanks for your patience, I'd do it sooner, except I'm pre-occupied with other projects as well...
Would really love to try this mod so is there any chance for a link to download for 1.2.3? That would be awesome since some people are a little reluctant to update til most of their favorite mods get updated as well. Thanks!
Would really love to try this mod so is there any chance for a link to download for 1.2.3? That would be awesome since some people are a little reluctant to update til most of their favorite mods get updated as well. Thanks!
Current dev status:
Lithial will be the one handling the Forge port and updates while I'm away.
He is a very talented coder, and so I've given him my source code.
As for me...
If you still want to reach me:
I'm slowly starting to use Twitter, with the fortune of negotiating an hour of work each day:
https://twitter.com/glider521al
MOD PURPOSE:
The purpose of this mod, is to provide a much more practical, balanced and rewarding alternative to the current enchantment system.
NOTE: Single player/lan version requires Modloader/Forge
>>Lithial provided his own updates for 1.5.1-1.5.2<<
>>Download for 1.4.7<<
(skip the advert)
Download Archives:
Download for 1.4.5
Download for 1.3.2
Download version 1.10 for 1.2.5
Fixed all known bugs with multiplayer port.
NOTE: Recommended usage with More Enchantments mod
Only watch if you want to find out more about the mechanics behind the mod
Repair Mechanics:
Examples:
E.g.
INSTALLATION:
Special Thanks To:
http://www.cognitiveforge.com/
Edit: I feel like this is gonna' get popular, so. . . FIRST!
And suggestion: selective de-enchantability. Sometimes you just don't want silk-touch on a tool, but with your continual upgrade system each time you wanted to upgrade other enchantments, you'd run a risk of adding an enchantment like silk touch (or whatever else) that is undesired. It would be nice to be able to spend modest amounts of exp to remove specific enchantments.
Once again, love it. Thank you.
Thanks for the feedback randomraccoon, please remember to leave a vote :biggrin.gif:.
The maximum of 16 levels is static regardless of the level. This balances out, as the it takes more and more xp to get higher levels, like you said. So higher enchantments like fortune are still quite expensive.
I love the idea of de-enchantability (I always get irritated whenever I get knockback on my diamond sword). I'll likely add a de-enchant in the next version, and get the icons to randomly select an enchantment you want to remove.
I didn't realize their was another mod that allowed for re-enchantment until you mentioned it today (I only found "sensible enchanting", let me know if I missed any others).
Please let me know if you have any other ideas :biggrin.gif:
Thanks :biggrin.gif:
http://www.cognitiveforge.com/
The mod has now been updated to support 1.2.3:
Minor Changes:
P.s. Will implement selective de-enchantment in the next update.
http://www.cognitiveforge.com/
Now featuring:
So your desired level is only a few clicks away.
or 18 levels for two.
http://www.cognitiveforge.com/
I fear that the thread will just probably just get burried again, before anyone else sees it.
There was, but it's extremely outdated in terms of features, so I removed it.
http://www.cognitiveforge.com/
According to some users, enchantments still to too long to obtain so:
http://www.planetminecraft.com/mod/superior-enchanting-system/
Even though this thread keeps getting burried.
http://www.cognitiveforge.com/
Hence why I'm posting the single player version here, looking for feedback, on what could be enhanced.
http://www.cognitiveforge.com/
I dont see any installation instructions, is your mod modloader/forge friendly?
Installation instructions are in the download.
It's 100% ModLoader Friendly
P.s. Thanks for the interest I'll resuming updating it once MCP and ModLoader are updated.
http://www.cognitiveforge.com/
http://www.cognitiveforge.com/
.
Thanks, have fun.
When the smp version comes out, you'll need to install the relevant .class files on the minecraft_server,jar.
However the client-side would be optional, as I was careful not to alter the GUI too much (why lock people out, for not having the mod installed?).
In any case, my plan is to get the server-side port out by the end of next week (if not earlier).
Thanks for your patience, I'd do it sooner, except I'm pre-occupied with other projects as well...
http://www.cognitiveforge.com/
Thanks, I've added your video review, to the front page of this thread.
Sure, here's the link for the 1.2.3:
http://dl.dropbox.com/u/53535022/Mod_Superior_Enchantment_System_1_2_3__Updated.zip
I'll put the link on the front page as well
http://www.cognitiveforge.com/