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[1.6.1;1.7.2][Forge][SSP/SMP]Uncrafting Table Mod - Works for all items (even from mods)!

mod uncrafting decrafting 1.6.1.7 1.6 forge multiplayer singleplayer ssp

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97 replies to this topic

#1

jglrxavpok
  • Location: In a little planet called Earth
  • Minecraft: xavpok

Posted 12 July 2013 - 05:00 PM

Hello everybody!Here's my first mod posted on the forum, I'm a bit stressed ^^'
Read this post in French: Topic on MinecraftForgeFrance.fr

If you're playing Minecraft, you already had crafted items, aren't you?

If you already had crafted items, you've probably done mistakes, didn't you?

If you did, this mod is made for you !(if you didn't... well... it should interest you)


Spoiler: Mod showcase
It's pretty simple, just do a little craft:
Spoiler: Screens
After this difficult step, place the "Uncrafting Table" and right click on it:
Spoiler: Screens
As it's written on the interface, any decrafting costs some XP. (Basically from 4 to 30 depending of the item and its state).
If a craft recipe give more than one item, you'll have to put at least the number of items given by the recipe.
If you put more than the given number of items, the spare number of items will be returned in your inventoryDo you understand ? Watching the screens is probably better.
Spoiler: Screens
Configuration
[ONLY FOR 1.6]  You can also change the block's ID in the configuration file located in ".minecraft/config/" as "xavpoksDecraft.cfg".
Just change the line "decraftTableID=243" by "decraftTableID=YOUR BLOCK ID"
Download
Last Version: 1.4
You can download it here: jglrxavpok's Mods page
Sources: Github
How to install:
  • First, download the Forge Installer depending on your Minecraft version.

  • Open it with Java.


  • Check « Install Client » and click "OK". Forge is now installed !


  • Paste the zip file of the mod in your « mods » folder in C:\Users\[username]\AppData\Roaming\.minecraft (Windows)


  • With the new launcher, select Forge profile and play! Enjoy Posted Image

PS: All textures are made by me. This mod seems to work in SMP.All suggestions and notices will be accepted (if they are constructives) !
Spoiler: How the mod works
Spoiler: Changelog
Spoiler: License
Notice: I'm french, sorry if I do some grammar mistakes.Based of friends idea to do a list of "uncraftables" items (that was too easy, I wanted to do something new and more complex Posted Image)
Uncrafting for all items!
Posted Image

Register or log in to remove.

#2

elias54
    elias54

    Tree Puncher

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Posted 12 July 2013 - 05:08 PM

seal of approuved
Posted Image

#3

Sephorix
    Sephorix

    Tree Puncher

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Posted 12 July 2013 - 08:08 PM

Love it.  This only works with full durability stuff right?

#4

powerpenguin1
  • Location: Behind my computer, whatcha think?
  • Minecraft: power_penguin

Posted 12 July 2013 - 08:45 PM

Heya,
I'm gonna do a mod vid 'bout this (if you don't mind ;P )
Also if you want me ot make a post with some better English grammar, just PM me, I'd love to help ya out!

http://www.youtube.c...hh8oodZA/videos Here's the channel the video will be released on!
Posted Image

#5

jglrxavpok
  • Location: In a little planet called Earth
  • Minecraft: xavpok

Posted 13 July 2013 - 08:19 AM

View PostSephorix, on 12 July 2013 - 08:08 PM, said:

Love it.  This only works with full durability stuff right?
I've just tested and it seems to work even on used tools (like pickaxes and swords). Thinking of a solution against that (but it always costs 5 XP levels ;)).
Uncrafting for all items!
Posted Image

#6

jglrxavpok
  • Location: In a little planet called Earth
  • Minecraft: xavpok

Posted 13 July 2013 - 12:03 PM

Sorry about this double post but I want to say something important:
The downloads links have changed and are now here: jglrxavpok's Mods page
The first post will be edited.
Uncrafting for all items!
Posted Image

#7

jglrxavpok
  • Location: In a little planet called Earth
  • Minecraft: xavpok

Posted 16 July 2013 - 08:43 AM

New version available!
This version seems to be pretty stable after my tests

Changelog:

Version 1.0:

* Damageable items returns only some of the items (depending on their condition).
* If you put less items than needed, a message will say how many items you need.
* Some items as half slabs returns the right items needed to craft them.

Always available here: Download page as [1.6.x]jglrxavpok's Uncrafting Table v1.0
Uncrafting for all items!
Posted Image

#8

PongoScape
  • Minecraft: MattRapper

Posted 16 July 2013 - 10:24 AM

this is great can i use it in my modded lets play?
Here's my youtube channel :)

#9

jglrxavpok
  • Location: In a little planet called Earth
  • Minecraft: xavpok

Posted 16 July 2013 - 10:52 AM

View PostPongoScape, on 16 July 2013 - 10:24 AM, said:

this is great can i use it in my modded lets play?
Of course! Just place a link to this thread or the downloads page in the description! ;)
Uncrafting for all items!
Posted Image

#10

dragomegak
  • Minecraft: dragomegak

Posted 17 July 2013 - 02:03 AM

Will it work for modded items?

#11

jglrxavpok
  • Location: In a little planet called Earth
  • Minecraft: xavpok

Posted 17 July 2013 - 08:03 AM

View Postdragomegak, on 17 July 2013 - 02:03 AM, said:

Will it work for modded items?
If the mod uses one of the following instance of IRecipe (ask your mod author) :
- ShapedRecipes (Vanilla)
- ShapelessRecipes (Vanilla)
- ShapedOreRecipe (Forge)
- ShapelessOreRecipe (Forge)

If the mod uses the "usual" way to add craftings (CraftingManager.getInstance().add(...) or the "Forge way" to do it), everything should be OK.


I totally forgot to mention that: you can change the block's ID since v0.1 in the configuration file located in ".minecraft/config/" as "xavpoksDecraft.cfg". Just change the line "decraftTableID=243" by "decraftTableID=YOUR BLOCK ID" (the first post will be edited)
Uncrafting for all items!
Posted Image

#12

elias54
    elias54

    Tree Puncher

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Posted 19 July 2013 - 08:43 AM

So epic :3
Posted Image

#13

pwndoctor
  • Location: Canada

Posted 19 July 2013 - 06:42 PM

Great mod. I love that it also uses mod items aswell. Keep up the great work.

#14

Xell75
    Xell75

    Out of the Water

  • Members
  • 4 posts
  • Location: GERMANY

Posted 20 July 2013 - 12:04 PM

Wow! this mod is great and what i was looking for.

I have 1 idea and maybe 1 solution for your durability items for this mod:

first it would be nice if the xp cost for non-durability items were adjust able via in game gui or config file

for tools with durability you could do the decrafting based on the percentage of durability used
so it would be:
[StandardXpCost+(DefinedMaxlevel*ThePercentageOfTheItemUsed/100)=XLevels]

e.g. if you use a diamond sword which has a max durability of 1561 that is used by 93,6%(has 100 durability left)

[100-(1/(MaxDurability/LeftDurability)*100)=PercentageUsed]

e.g.[100-(1/(1561/100)*100)=~93,6]

and the DefinedMaxlevel would be 30Levels then it would be

if (StandardXpCost=1)
[1+(30*93,6/100)=29,08]

else
[StandardXpCost+(30*93,6/100)=28,08+StandardXpCost]

This would be awesome!
It´s just an example. The DefinedMaxlevel could also be based on the material but this would be even harder for mod items.
that means you could (I don´t know if it´s possible or not) use the OreDictionary in forge and define all ingots/ores with a DefinedMaxlevel.

Additional Info:
also i am not that experienced in java but i give all that information because this were the first mod i had done when nobody else had/have done this.
(sorry for my bad english... if it´s badPosted Image )

#15

zenen
    zenen

    Carpenter

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Posted 20 July 2013 - 12:55 PM

damedged tools/weapons can be repaired easily useing this,
could you prehaps make it where you lose some random peices from damedged items?
example:gold hoe @30% durability, 76% chane youll just get a stick, 20% chance youll get a random item(from the recipe), 4% chance youll a random items(from the recipe) and a stick back

edit:Exll posted @ same timeframe; that is a solution, but i dont agree with it. doing that would make the anvil compleatly unnesasary in the game(other than nameing), would also cost less resourses.still would feel cheaty
but combinning the ideas would be... :)

#16

Xell75
    Xell75

    Out of the Water

  • Members
  • 4 posts
  • Location: GERMANY

Posted 20 July 2013 - 01:43 PM

Hmm... doesn´t thought about the anvil but yes sounds good too.
It´s also good for balancing the items/resources because 2 diamonds in a diamond sword makes at least 98% of the sword because 2 sticks doesn´t worth much.
So it would be an idea if a dia sword @50% gives you 2 sticks and a dia for e.g. 10 levels and if the dia sword is just 40% used so 60% left so you get 2 sticks and a dia for e.g. just 4 levels or so. know what i mean?

There is one thing that is a bit annoying: if you place the item to re-craft in the left box it disappears in the same moment and is then re-crafted. It would be another nice change if the item is only re-crafted/disappears in the left box when picking the first item from the right 3x3 craft grid.

#17

Sleeeper

Posted 20 July 2013 - 02:24 PM

Nice mod.
Found i little bug (or feature): when decrafting chest it returns oak planks with meta 32767 which dont stack with others.

#18

cooldude1128
  • Location: Somewhere and nowhere
  • Minecraft: cooldude1128

Posted 20 July 2013 - 02:39 PM

This is nice, but I don't need it.
Hey there! I'm a spriter, and a frequent player of Minecraft and Super Hostile. I'm a good builder if I may say so myself, and I like constructions that are symmetrical. They bother my OCD less.

#19

jglrxavpok
  • Location: In a little planet called Earth
  • Minecraft: xavpok

Posted 20 July 2013 - 03:58 PM

View PostXell75, on 20 July 2013 - 12:04 PM, said:

Wow! this mod is great and what i was looking for.

I have 1 idea and maybe 1 solution for your durability items for this mod:

first it would be nice if the xp cost for non-durability items were adjust able via in game gui or config file

for tools with durability you could do the decrafting based on the percentage of durability used
so it would be:
[StandardXpCost+(DefinedMaxlevel*ThePercentageOfTheItemUsed/100)=XLevels]

e.g. if you use a diamond sword which has a max durability of 1561 that is used by 93,6%(has 100 durability left)

[100-(1/(MaxDurability/LeftDurability)*100)=PercentageUsed]

e.g.[100-(1/(1561/100)*100)=~93,6]

and the DefinedMaxlevel would be 30Levels then it would be

if (StandardXpCost=1)
[1+(30*93,6/100)=29,08]

else
[StandardXpCost+(30*93,6/100)=28,08+StandardXpCost]

This would be awesome!
It´s just an example. The DefinedMaxlevel could also be based on the material but this would be even harder for mod items.
that means you could (I don´t know if it´s possible or not) use the OreDictionary in forge and define all ingots/ores with a DefinedMaxlevel.

Good idea!
I prefer with the configuration file (and default maxLevel'll be 30)
Now, I hesitate between keep the actual system of removing some items and add your idea, and just use your idea and remove the old one.

View PostSleeeper, on 20 July 2013 - 02:24 PM, said:

Nice mod.
Found i little bug (or feature): when decrafting chest it returns oak planks with meta 32767 which dont stack with others.
That also true for other blocks (like pistons, if I remember well). That's the way the craftings recipes are made. I'll look to fix it (I already get an idea)
Uncrafting for all items!
Posted Image

#20

GlitchReaper

Posted 21 July 2013 - 11:00 PM

I know Twilight Forest has something similar to this with more functions, but I like the idea of something more focused like this. It even works a lot like my vision of it would be. If they added something like this in Vanilla I think the Nether Star would be part of the recipe for making it, and I think that would still be worth it.
If regular is vanilla then what flavor is your Minecraft?