Ive heard a lot of ppl saying that the path to kingship is really slow, well i agree that t is a bit slow but, all the other rpgs out there are probably slower so, if you really want, i can create an add on that quickens it, how about 2 kills is x and x* 15 is the finish, +1 this post if you agree
1. anything unlimited or made from unlimited items is set to 0. This includes bread since it is from wheat which is endless... also things like:
Torches=(stick(plank(wood=unlimited))+coal(wood=unlimited))
Smooth Stone=(cobble=unliited)+(coal(wood=unlimited))
You get the point.
2. I based all ores on their multiple of iron. For example, diamond is 26x as rare as iron so I made the price iron*26.
3. I gave iron a base of 5 gold since it is quite common.
4. Most dropped items I made 5 as well since you have to go hunt them down but none are rare... except ender pearls since they are more rare than any other dropped item(if I am wrong, let me know). Ender pearls I madd 25.
5. All made items are calculated based on their recipe. If it includes 4 iron and 4 wood... the price would be 20 since 4 iron would be 20 and 4 wood would be 0.
6. Blocks like lapis, clay and redstone are broken down to their average drops. Clay drops 4 pieces so I took the clay block rarity and multiplied it by iron and divided it by 4.
7. Rare dungeon items I was going to base off the rarity of moss stone but that put some items at 20,000 gold or more and I didn't think that realistic so I just gave it a shot based on what I thought looked good. Feel free to let me know what you think the rares should be.
8. And yes, moss stone does seem quite high, but that is based on it's rarity to iron... it is even more rare than diamond, by far.
9. I think there are some blocks/items missing from this list and some are on here multiple times. I am not sure if the missing ones are located elsewhere or if the multiple ones are there for a reason so I just stuck to the list provided in th other thread.
Ive heard a lot of ppl saying that the path to kingship is really slow, well i agree that t is a bit slow but, all the other rpgs out there are probably slower so, if you really want, i can create an add on that quickens it, how about 2 kills is x and x* 15 is the finish, +1 this post if you agree
There are quests that will be added that speed up the process. If you have the pre-release installed then there already is one. You have to find a burning village(it has the new mobs) and lead the villagers back to the guild.
One thing I've learned from years of playing MMOs is that rarity is... rarely... a factor in terms of how much something is worth in the gaming community. Two other important factors are how much time & effort are required to obtain it, and how much money those buying can make in that amount of time (and therefore, how much extra cash is lying around for buying absurdly common items). For example, in the MMO Mabinogi, you can make a fairly high amount of gold per hour doing nothing but grinding the menial resource gathering (wool, spider silk, wheat, holy water, herbs, ore). The prices of expensive enchanted items fluctuate wildly based on supply and demand, but there's always less supply than demand for anything that requires taking a break from level grinding to sit and gather (well, at least until the Chinese botters corner the market). In a game like Minecraft that is all about collecting resources and crafting, we can assume that most NPCs are earning their daily bread by actually doing something. Farmers are harvesting wheat, cooks are crafting bread and cooking meats, lumberjacks are harvesting wood and leaf blocks, carpenters are crafting wooden products, etc. etc. Things like sugar cane that require minimal effort to plant and harvest should be dirt cheap based not only on availability and ease of collection, but also on usefulness. Paper comes in handy in the real world, but you also have to consider its value in the Minecraft world. Having sugar cane/paper worth at least something keeps with a certain level of realism (people are always using paper to write something down), but you don't want to set the price too high since its value to a player is extremely low. Basically, it breaks down into supply vs. demand. It's very easy to grow and collect sugar cane (just plant it, walk away, come back 1 Minecraft day later and harvest, then call it a day and go fishing), so anyone could do it. It's very easy to keep supply up with demand, so sugar cane should definitely be one of the cheapest of all items.
Now let's examine an example of rarity and actual value. Let's say you're exploring a dungeon in an MMO (as an analogy for the Minecraft dungeons). The reward chest after beating the big boss (mob spawner) could contain one or more of several nice pieces of loot. One of these (somewhat rare) is a nice shiny new sword (iron ingots) You can buy this sword with gold or simply craft it by mining in some "iron mine" instance elsewhere (spelunking/branch mining). Another potential reward (more common) is a healing potion (coco bean, lets you make 8 cookies). However, even though this is the only place to get this potion, there's an easy source of minor healing potions such as an NPC shop or a crafting system using ingredients you can just find in the field (wheat farm). Not only are these potions essentially infinite, they're also moderately effective (2.5 hunger per bread vs. 4 hunger per 8 cookies). Would you rather find the sword or the healing potion? For that reason, the actual value of coco beans is on the level of "almost worthless". However, going with realism again, chocolate would be a luxury item in the Minecraft world, so coco beans should have some sale value above and beyond their usefulness to the player.
As for crafting, the realistic option is to make the buying/selling prices a bit closer together (sell price 50%/whatever absurdly low number is an unrealistic and horrible video game development designed for CRPGs and other games with no real economy happening) and make a crafted good worth slightly more than the player has to pay to buy the ingredients. Just because "anyone" can craft in SMP servers doesn't mean all the NPCs necessarily know how to make a pickaxe/bookshelf/stone bricks like the player. :smile.gif:
why did all my guards and people from the original guild move to me?
they left their own guild and went to my current location where i was building something!!!
i did recently start a new world and i clicked cancel when it said if i wanted to move the file.
One thing I've learned from years of playing MMOs is that rarity is... rarely... a factor in terms of how much something is worth in the gaming community. Two other important factors are how much time & effort are required to obtain it, and how much money those buying can make in that amount of time (and therefore, how much extra cash is lying around for buying absurdly common items). For example, in the MMO Mabinogi, you can make a fairly high amount of gold per hour doing nothing but grinding the menial resource gathering (wool, spider silk, wheat, holy water, herbs, ore). The prices of expensive enchanted items fluctuate wildly based on supply and demand, but there's always less supply than demand for anything that requires taking a break from level grinding to sit and gather (well, at least until the Chinese botters corner the market). In a game like Minecraft that is all about collecting resources and crafting, we can assume that most NPCs are earning their daily bread by actually doing something. Farmers are harvesting wheat, cooks are crafting bread and cooking meats, lumberjacks are harvesting wood and leaf blocks, carpenters are crafting wooden products, etc. etc. Things like sugar cane that require minimal effort to plant and harvest should be dirt cheap based not only on availability and ease of collection, but also on usefulness. Paper comes in handy in the real world, but you also have to consider its value in the Minecraft world. Having sugar cane/paper worth at least something keeps with a certain level of realism (people are always using paper to write something down), but you don't want to set the price too high since its value to a player is extremely low. Basically, it breaks down into supply vs. demand. It's very easy to grow and collect sugar cane (just plant it, walk away, come back 1 Minecraft day later and harvest, then call it a day and go fishing), so anyone could do it. It's very easy to keep supply up with demand, so sugar cane should definitely be one of the cheapest of all items.
L
Now let's examine an example of rarity and actual value. Let's say you're exploring a dungeon in an MMO (as an analogy for the Minecraft dungeons). The reward chest after beating the big boss (mob spawner) could contain one or more of several nice pieces of loot. One of these (somewhat rare) is a nice shiny new sword (iron ingots) You can buy this sword with gold or simply craft it by mining in some "iron mine" instance elsewhere (spelunking/branch mining). Another potential reward (more common) is a healing potion (coco bean, lets you make 8 cookies). However, even though this is the only place to get this potion, there's an easy source of minor healing potions such as an NPC shop or a crafting system using ingredients you can just find in the field (wheat farm). Not only are these potions essentially infinite, they're also moderately effective (2.5 hunger per bread vs. 4 hunger per 8 cookies). Would you rather find the sword or the healing potion? For that reason, the actual value of coco beans is on the level of "almost worthless". However, going with realism again, chocolate would be a luxury item in the Minecraft world, so coco beans should have some sale value above and beyond their usefulness to the player.
As for crafting, the realistic option is to make the buying/selling prices a bit closer together (sell price 50%/whatever absurdly low number is an unrealistic and horrible video game development designed for CRPGs and other games with no real economy happening) and make a crafted good worth slightly more than the player has to pay to buy the ingredients. Just because "anyone" can craft in SMP servers doesn't mean all the NPCs necessarily know how to make a pickaxe/bookshelf/stone bricks like the player. :smile.gif:
It somewhat makes sense nice story :smile.gif:
Rollback Post to RevisionRollBack
√Π×12453° -¥897×[231×Π÷(655% of 2.6777666383737273637)×€] = redstone contraption
1+1=3 why? Because 11 is 3 in binary
One thing I've learned from years of playing MMOs is that rarity is... rarely... a factor in terms of how much something is worth in the gaming community. Two other important factors are how much time & effort are required to obtain it, and how much money those buying can make in that amount of time (and therefore, how much extra cash is lying around for buying absurdly common items). For example, in the MMO Mabinogi, you can make a fairly high amount of gold per hour doing nothing but grinding the menial resource gathering (wool, spider silk, wheat, holy water, herbs, ore). The prices of expensive enchanted items fluctuate wildly based on supply and demand, but there's always less supply than demand for anything that requires taking a break from level grinding to sit and gather (well, at least until the Chinese botters corner the market). In a game like Minecraft that is all about collecting resources and crafting, we can assume that most NPCs are earning their daily bread by actually doing something. Farmers are harvesting wheat, cooks are crafting bread and cooking meats, lumberjacks are harvesting wood and leaf blocks, carpenters are crafting wooden products, etc. etc. Things like sugar cane that require minimal effort to plant and harvest should be dirt cheap based not only on availability and ease of collection, but also on usefulness. Paper comes in handy in the real world, but you also have to consider its value in the Minecraft world. Having sugar cane/paper worth at least something keeps with a certain level of realism (people are always using paper to write something down), but you don't want to set the price too high since its value to a player is extremely low. Basically, it breaks down into supply vs. demand. It's very easy to grow and collect sugar cane (just plant it, walk away, come back 1 Minecraft day later and harvest, then call it a day and go fishing), so anyone could do it. It's very easy to keep supply up with demand, so sugar cane should definitely be one of the cheapest of all items.
Now let's examine an example of rarity and actual value. Let's say you're exploring a dungeon in an MMO (as an analogy for the Minecraft dungeons). The reward chest after beating the big boss (mob spawner) could contain one or more of several nice pieces of loot. One of these (somewhat rare) is a nice shiny new sword (iron ingots) You can buy this sword with gold or simply craft it by mining in some "iron mine" instance elsewhere (spelunking/branch mining). Another potential reward (more common) is a healing potion (coco bean, lets you make 8 cookies). However, even though this is the only place to get this potion, there's an easy source of minor healing potions such as an NPC shop or a crafting system using ingredients you can just find in the field (wheat farm). Not only are these potions essentially infinite, they're also moderately effective (2.5 hunger per bread vs. 4 hunger per 8 cookies). Would you rather find the sword or the healing potion? For that reason, the actual value of coco beans is on the level of "almost worthless". However, going with realism again, chocolate would be a luxury item in the Minecraft world, so coco beans should have some sale value above and beyond their usefulness to the player.
As for crafting, the realistic option is to make the buying/selling prices a bit closer together (sell price 50%/whatever absurdly low number is an unrealistic and horrible video game development designed for CRPGs and other games with no real economy happening) and make a crafted good worth slightly more than the player has to pay to buy the ingredients. Just because "anyone" can craft in SMP servers doesn't mean all the NPCs necessarily know how to make a pickaxe/bookshelf/stone bricks like the player. :smile.gif:
Hello, I will read this thoroughly tomorrow as I am very tired as of now. But as I scanned it, you seem to have good points concerning rarity. I really have to change my pricelist.
Hello, I will read this thoroughly tomorrow as I am very tired as of now. But as I scanned it, you seem to have good points concerning rarity. I really have to change my pricelist.
tl;dr Prices need to be set on several factors, including renewability, ease of collection, usefulness to player, rarity, and "realistic/luxury/roleplay" value.
By the time you get to read it, I'll have written up the full essay! :happy.gif: Might just want to wait until I get home from work and start typing like a madman.
I haven`t downloaded the mod, yet it looks so awesome i made it a bookmark...
My question is:
When the mod replaces my current jar with a new one, can i add other mods to the new jar?
I need Optifine...
Also, once i am to update the mod, do i just delete everything except my save file?
It doesn't actually directly effect the .jar. Since modloader takes care of modifying the .jar. This mod is compatible with Optifine as well as almost every other mod since it doesn't add in any blocks or items that can cause conflicts.
Usually when you update all you need to do is add the new .zip into the mod folder and delete the old ToK zip. You should keep your progression however it is recommended to back up your save as well as KingdomModSave.dat file in case it doesn't. Unless you want to restart your kingdom/progression with every update then all you do is delete the save and the KingdomModSave.dat file and start a new world. Remember this mod will only work on newly created worlds.
A found a glich i don't know if this has be said before.
if your ivn is full you can't pick up the coins and could you make the coins more like xp? when they come to you.
Edit: Yes my 200th post
Its not really a glitch its just how the mod is coded. Gold needs to hit your inventory first before entering the mod. If anything just think of that 1 empty spot as if it where cold coins you need to carry around. Similar to millienaire where there are actual physical coins you need to lug around.
Currently its only coded for 1 save. This is what was being discussed earlier in the thread about doing the ToKsave limited to individual worlds instead of all.
Currently its only coded for 1 save. This is what was being discussed earlier in the thread about doing the ToKsave limited to individual worlds instead of all.
Oh I'm sorry didn't see that.
It's because I had downloaded this mod a while ago but just recently I created 2 other save files for my little nephews and it started to screw up. I guess I know why now...
1. anything unlimited or made from unlimited items is set to 0. This includes bread since it is from wheat which is endless... also things like:
Torches=(stick(plank(wood=unlimited))+coal(wood=unlimited))
Smooth Stone=(cobble=unliited)+(coal(wood=unlimited))
You get the point.
2. I based all ores on their multiple of iron. For example, diamond is 26x as rare as iron so I made the price iron*26.
3. I gave iron a base of 5 gold since it is quite common.
4. Most dropped items I made 5 as well since you have to go hunt them down but none are rare... except ender pearls since they are more rare than any other dropped item(if I am wrong, let me know). Ender pearls I madd 25.
5. All made items are calculated based on their recipe. If it includes 4 iron and 4 wood... the price would be 20 since 4 iron would be 20 and 4 wood would be 0.
6. Blocks like lapis, clay and redstone are broken down to their average drops. Clay drops 4 pieces so I took the clay block rarity and multiplied it by iron and divided it by 4.
7. Rare dungeon items I was going to base off the rarity of moss stone but that put some items at 20,000 gold or more and I didn't think that realistic so I just gave it a shot based on what I thought looked good. Feel free to let me know what you think the rares should be.
8. And yes, moss stone does seem quite high, but that is based on it's rarity to iron... it is even more rare than diamond, by far.
9. I think there are some blocks/items missing from this list and some are on here multiple times. I am not sure if the missing ones are located elsewhere or if the multiple ones are there for a reason so I just stuck to the list provided in th other thread.
Lol i didnt mke it, i amsimply helping and untill 1.9 is actually out, we wont talk bout that
1+1=3 why? Because 11 is 3 in binary
Ok lol nvm
1+1=3 why? Because 11 is 3 in binary
1. anything unlimited or made from unlimited items is set to 0. This includes bread since it is from wheat which is endless... also things like:
Torches=(stick(plank(wood=unlimited))+coal(wood=unlimited))
Smooth Stone=(cobble=unliited)+(coal(wood=unlimited))
You get the point.
2. I based all ores on their multiple of iron. For example, diamond is 26x as rare as iron so I made the price iron*26.
3. I gave iron a base of 5 gold since it is quite common.
4. Most dropped items I made 5 as well since you have to go hunt them down but none are rare... except ender pearls since they are more rare than any other dropped item(if I am wrong, let me know). Ender pearls I madd 25.
5. All made items are calculated based on their recipe. If it includes 4 iron and 4 wood... the price would be 20 since 4 iron would be 20 and 4 wood would be 0.
6. Blocks like lapis, clay and redstone are broken down to their average drops. Clay drops 4 pieces so I took the clay block rarity and multiplied it by iron and divided it by 4.
7. Rare dungeon items I was going to base off the rarity of moss stone but that put some items at 20,000 gold or more and I didn't think that realistic so I just gave it a shot based on what I thought looked good. Feel free to let me know what you think the rares should be.
8. And yes, moss stone does seem quite high, but that is based on it's rarity to iron... it is even more rare than diamond, by far.
9. I think there are some blocks/items missing from this list and some are on here multiple times. I am not sure if the missing ones are located elsewhere or if the multiple ones are there for a reason so I just stuck to the list provided in th other thread.
if(item.equals("tile.grass")) return 0;
if(item.equals("tile.dirt")) return 0;
if(item.equals("tile.stonebrick")) return 0;
if(item.equals("tile.wood")) return 0;
if(item.equals("tile.sapling")) return 0;
if(item.equals("tile.bedrock")) return 0;
if(item.equals("tile.water")) return 0;
if(item.equals("tile.water")) return 0;
if(item.equals("tile.lava")) return 0;
if(item.equals("tile.lava")) return 0;
if(item.equals("tile.sand")) return 0;
if(item.equals("tile.gravel")) return 0;
if(item.equals("tile.oreGold")) return 50;
if(item.equals("tile.oreIron")) return 5;
if(item.equals("tile.oreCoal")) return 0;
if(item.equals("tile.log")) return 0;
if(item.equals("tile.leaves")) return 0;
if(item.equals("tile.sponge")) return 0;
if(item.equals("tile.glass")) return 0;
if(item.equals("tile.oreLapis")) return 20;
if(item.equals("tile.blockLapis")) return 180;
if(item.equals("tile.dispenser")) return 19;
if(item.equals("tile.sandStone")) return 0;
if(item.equals("tile.musicBlock")) return 4;
if(item.equals("tile.bed")) return 15;
if(item.equals("tile.goldenRail")) return 51;
if(item.equals("tile.goldenRail")) return 51;
if(item.equals("tile.detectorRail")) return 6;
if(item.equals("tile.pistonStickyBase")) return 14;
if(item.equals("tile.web")) return 5;
if(item.equals("tile.tallgrass")) return 0;
if(item.equals("tile.deadbush")) return 0;
if(item.equals("tile.pistonBase")) return 9;
if(item.equals("tile.cloth")) return 5;
if(item.equals("tile.flower")) return 0;
if(item.equals("tile.rose")) return 0;
if(item.equals("tile.mushroom")) return 0;
if(item.equals("tile.mushroom")) return 0;
if(item.equals("tile.blockGold")) return 450;
if(item.equals("tile.blockIron")) return 45;
if(item.equals("tile.stoneSlab")) return 0;
if(item.equals("tile.stoneSlab")) return 0;
if(item.equals("tile.brick")) return 80;
if(item.equals("tile.tnt")) return 25;
if(item.equals("tile.bookshelf")) return 0;
if(item.equals("tile.stoneMoss")) return 400;
if(item.equals("tile.obsidian")) return 5;
if(item.equals("tile.torch")) return 0;
if(item.equals("tile.fire")) return 0;
if(item.equals("tile.mobSpawner")) return 0;
if(item.equals("tile.stairsWood")) return 0;
if(item.equals("tile.chest")) return 0;
if(item.equals("tile.redstoneDust")) return 4;
if(item.equals("tile.oreDiamond")) return 130;
if(item.equals("tile.blockDiamond")) return 1170;
if(item.equals("tile.workbench")) return 0;
if(item.equals("tile.crops")) return 0;
if(item.equals("tile.farmland")) return 0;
if(item.equals("tile.furnace")) return 0;
if(item.equals("tile.furnace")) return 0;
if(item.equals("tile.sign")) return 0;
if(item.equals("tile.doorWood")) return 0;
if(item.equals("tile.ladder")) return 0;
if(item.equals("tile.rail")) return 2;
if(item.equals("tile.stairsStone")) return 0;
if(item.equals("tile.sign")) return 0;
if(item.equals("tile.lever")) return 0;
if(item.equals("tile.pressurePlate")) return 0;
if(item.equals("tile.doorIron")) return 30;
if(item.equals("tile.pressurePlate")) return 0;
if(item.equals("tile.oreRedstone")) return 4;
if(item.equals("tile.oreRedstone")) return 4;
if(item.equals("tile.notGate")) return 0;
if(item.equals("tile.notGate")) return 0;
if(item.equals("tile.button")) return 0;
if(item.equals("tile.snow")) return 0;
if(item.equals("tile.ice")) return 0;
if(item.equals("tile.snow")) return 0;
if(item.equals("tile.cactus")) return 0;
if(item.equals("tile.clay")) return 20;
if(item.equals("tile.reeds")) return 0;
if(item.equals("tile.jukebox")) return 130;
if(item.equals("tile.fence")) return 0;
if(item.equals("tile.pumpkin")) return 0;
if(item.equals("tile.hellrock")) return 1;
if(item.equals("tile.hellsand")) return 1;
if(item.equals("tile.lightgem")) return 0;
if(item.equals("tile.portal")) return 0;
if(item.equals("tile.litpumpkin")) return 0;
if(item.equals("tile.cake")) return 20;
if(item.equals("tile.diode")) return 12;
if(item.equals("tile.diode")) return 12;
if(item.equals("tile.lockedchest")) return 0;
if(item.equals("tile.trapdoor")) return 0;
if(item.equals("tile.stonebricksmooth")) return 0;
if(item.equals("tile.mushroom")) return 0;
if(item.equals("tile.mushroom")) return 0;
if(item.equals("tile.fenceIron")) return 2;
if(item.equals("tile.thinGlass")) return 0;
if(item.equals("tile.melon")) return 0;
if(item.equals("tile.pumpkinStem")) return 0;
if(item.equals("tile.pumpkinStem")) return 0;
if(item.equals("tile.vine")) return 0;
if(item.equals("tile.fenceGate")) return 0;
if(item.equals("tile.stairsBrick")) return 0;
if(item.equals("tile.stairsStoneBrickSmooth")) return 0;
if(item.equals("item.shovelIron")) return 5;
if(item.equals("item.pickaxeIron")) return 15;
if(item.equals("item.hatchetIron")) return 15;
if(item.equals("item.flintAndSteel")) return 15;
if(item.equals("item.apple")) return 1500;
if(item.equals("item.bow")) return 15;
if(item.equals("item.arrow")) return 5;
if(item.equals("item.coal")) return 0;
if(item.equals("item.emerald")) return 0;
if(item.equals("item.ingotIron")) return 5;
if(item.equals("item.ingotGold")) return 50;
if(item.equals("item.swordIron")) return 10;
if(item.equals("item.swordWood")) return 0;
if(item.equals("item.shovelWood")) return 0;
if(item.equals("item.pickaxeWood")) return 0;
if(item.equals("item.hatchetWood")) return 0;
if(item.equals("item.swordStone")) return 0;
if(item.equals("item.shovelStone")) return 0;
if(item.equals("item.pickaxeStone")) return 0;
if(item.equals("item.hatchetStone")) return 0;
if(item.equals("item.swordDiamond")) return 260;
if(item.equals("item.shovelDiamond")) return 130;
if(item.equals("item.pickaxeDiamond")) return 390;
if(item.equals("item.hatchetDiamond")) return 390;
if(item.equals("item.stick")) return 0;
if(item.equals("item.bowl")) return 0;
if(item.equals("item.mushroomStew")) return 0;
if(item.equals("item.swordGold")) return 100;
if(item.equals("item.shovelGold")) return 50;
if(item.equals("item.pickaxeGold")) return 150;
if(item.equals("item.hatchetGold")) return 150;
if(item.equals("item.string")) return 5;
if(item.equals("item.feather")) return 5;
if(item.equals("item.sulphur")) return 5;
if(item.equals("item.hoeWood")) return 0;
if(item.equals("item.hoeStone")) return 0;
if(item.equals("item.hoeIron")) return 10;
if(item.equals("item.hoeDiamond")) return 260;
if(item.equals("item.hoeGold")) return 100;
if(item.equals("item.seeds")) return 0;
if(item.equals("item.wheat")) return 0;
if(item.equals("item.bread")) return 0;
if(item.equals("item.helmetCloth")) return 25;
if(item.equals("item.chestplateCloth")) return 40;
if(item.equals("item.leggingsCloth")) return 35;
if(item.equals("item.bootsCloth")) return 20;
if(item.equals("item.helmetChain")) return 0;
if(item.equals("item.chestplateChain")) return 0;
if(item.equals("item.leggingsChain")) return 0;
if(item.equals("item.bootsChain")) return 0;
if(item.equals("item.helmetIron")) return 25;
if(item.equals("item.chestplateIron")) return 40;
if(item.equals("item.leggingsIron")) return 35;
if(item.equals("item.bootsIron")) return 20;
if(item.equals("item.helmetDiamond")) return 650;
if(item.equals("item.chestplateDiamond")) return 1040;
if(item.equals("item.leggingsDiamond")) return 910;
if(item.equals("item.bootsDiamond")) return 520;
if(item.equals("item.helmetGold")) return 250;
if(item.equals("item.chestplateGold")) return 400;
if(item.equals("item.leggingsGold")) return 350;
if(item.equals("item.bootsGold")) return 200;
if(item.equals("item.flint")) return 5;
if(item.equals("item.porkchopRaw")) return 5;
if(item.equals("item.porkchopCooked")) return 5;
if(item.equals("item.painting")) return 5;
if(item.equals("item.appleGold")) return 5000;
if(item.equals("item.sign")) return 0;
if(item.equals("item.doorWood")) return 0;
if(item.equals("item.bucket")) return 15;
if(item.equals("item.bucketWater")) return 15;
if(item.equals("item.bucketLava")) return 15;
if(item.equals("item.minecart")) return 25;
if(item.equals("item.saddle")) return 1000;
if(item.equals("item.doorIron")) return 30;
if(item.equals("item.redstone")) return 4;
if(item.equals("item.snowball")) return 0;
if(item.equals("item.boat")) return 0;
if(item.equals("item.leather")) return 5;
if(item.equals("item.milk")) return 5;
if(item.equals("item.brick")) return 80;
if(item.equals("item.clay")) return 20;
if(item.equals("item.reeds")) return 0;
if(item.equals("item.paper")) return 0;
if(item.equals("item.book")) return 0;
if(item.equals("item.slimeball")) return 5;
if(item.equals("item.minecartChest")) return 25;
if(item.equals("item.minecartFurnace")) return 25;
if(item.equals("item.egg")) return 5;
if(item.equals("item.compass")) return 24;
if(item.equals("item.fishingRod")) return 10;
if(item.equals("item.clock")) return 204;
if(item.equals("item.yellowDust")) return 0;
if(item.equals("item.fishRaw")) return 5;
if(item.equals("item.fishCooked")) return 5;
if(item.equals("item.dyePowder")) return 0;
if(item.equals("item.bone")) return 5;
if(item.equals("item.sugar")) return 0;
if(item.equals("item.cake")) return 20;
if(item.equals("item.bed")) return 15;
if(item.equals("item.diode")) return 12;
if(item.equals("item.cookie")) return 1000;
if(item.equals("item.map")) return 24;
if(item.equals("item.shears")) return 10;
if(item.equals("item.melon")) return 0;
if(item.equals("item.seeds_pumpkin")) return 1000;
if(item.equals("item.seeds_melon")) return 1000;
if(item.equals("item.beefRaw")) return 5;
if(item.equals("item.beefCooked")) return 5;
if(item.equals("item.chickenRaw")) return 5;
if(item.equals("item.chickenCooked")) return 5;
if(item.equals("item.rottenFlesh")) return 5;
if(item.equals("item.enderPearl")) return 25;
if(item.equals("item.record")) return 5000;
if(item.equals("item.record")) return 5000;
if(item.equals("item.coins")) return 0;
There are quests that will be added that speed up the process. If you have the pre-release installed then there already is one. You have to find a burning village(it has the new mobs) and lead the villagers back to the guild.
I meant it was being looked into, but I am not sure.
One thing I've learned from years of playing MMOs is that rarity is... rarely... a factor in terms of how much something is worth in the gaming community. Two other important factors are how much time & effort are required to obtain it, and how much money those buying can make in that amount of time (and therefore, how much extra cash is lying around for buying absurdly common items). For example, in the MMO Mabinogi, you can make a fairly high amount of gold per hour doing nothing but grinding the menial resource gathering (wool, spider silk, wheat, holy water, herbs, ore). The prices of expensive enchanted items fluctuate wildly based on supply and demand, but there's always less supply than demand for anything that requires taking a break from level grinding to sit and gather (well, at least until the Chinese botters corner the market). In a game like Minecraft that is all about collecting resources and crafting, we can assume that most NPCs are earning their daily bread by actually doing something. Farmers are harvesting wheat, cooks are crafting bread and cooking meats, lumberjacks are harvesting wood and leaf blocks, carpenters are crafting wooden products, etc. etc. Things like sugar cane that require minimal effort to plant and harvest should be dirt cheap based not only on availability and ease of collection, but also on usefulness. Paper comes in handy in the real world, but you also have to consider its value in the Minecraft world. Having sugar cane/paper worth at least something keeps with a certain level of realism (people are always using paper to write something down), but you don't want to set the price too high since its value to a player is extremely low. Basically, it breaks down into supply vs. demand. It's very easy to grow and collect sugar cane (just plant it, walk away, come back 1 Minecraft day later and harvest, then call it a day and go fishing), so anyone could do it. It's very easy to keep supply up with demand, so sugar cane should definitely be one of the cheapest of all items.
Now let's examine an example of rarity and actual value. Let's say you're exploring a dungeon in an MMO (as an analogy for the Minecraft dungeons). The reward chest after beating the big boss (mob spawner) could contain one or more of several nice pieces of loot. One of these (somewhat rare) is a nice shiny new sword (iron ingots) You can buy this sword with gold or simply craft it by mining in some "iron mine" instance elsewhere (spelunking/branch mining). Another potential reward (more common) is a healing potion (coco bean, lets you make 8 cookies). However, even though this is the only place to get this potion, there's an easy source of minor healing potions such as an NPC shop or a crafting system using ingredients you can just find in the field (wheat farm). Not only are these potions essentially infinite, they're also moderately effective (2.5 hunger per bread vs. 4 hunger per 8 cookies). Would you rather find the sword or the healing potion? For that reason, the actual value of coco beans is on the level of "almost worthless". However, going with realism again, chocolate would be a luxury item in the Minecraft world, so coco beans should have some sale value above and beyond their usefulness to the player.
As for crafting, the realistic option is to make the buying/selling prices a bit closer together (sell price 50%/whatever absurdly low number is an unrealistic and horrible video game development designed for CRPGs and other games with no real economy happening) and make a crafted good worth slightly more than the player has to pay to buy the ingredients. Just because "anyone" can craft in SMP servers doesn't mean all the NPCs necessarily know how to make a pickaxe/bookshelf/stone bricks like the player. :smile.gif:
Librari is: The Wizard formerly known as Genshou
they left their own guild and went to my current location where i was building something!!!
i did recently start a new world and i clicked cancel when it said if i wanted to move the file.
It somewhat makes sense nice story :smile.gif:
1+1=3 why? Because 11 is 3 in binary
Hello, I will read this thoroughly tomorrow as I am very tired as of now. But as I scanned it, you seem to have good points concerning rarity. I really have to change my pricelist.
My question is:
When the mod replaces my current jar with a new one, can i add other mods to the new jar?
I need Optifine...
Also, once i am to update the mod, do i just delete everything except my save file?
tl;dr Prices need to be set on several factors, including renewability, ease of collection, usefulness to player, rarity, and "realistic/luxury/roleplay" value.
By the time you get to read it, I'll have written up the full essay! :happy.gif: Might just want to wait until I get home from work and start typing like a madman.
Librari is: The Wizard formerly known as Genshou
The answer to your first question is NA, ie "Not applicable".
Second question's answer is No.
It doesn't actually directly effect the .jar. Since modloader takes care of modifying the .jar. This mod is compatible with Optifine as well as almost every other mod since it doesn't add in any blocks or items that can cause conflicts.
Usually when you update all you need to do is add the new .zip into the mod folder and delete the old ToK zip. You should keep your progression however it is recommended to back up your save as well as KingdomModSave.dat file in case it doesn't. Unless you want to restart your kingdom/progression with every update then all you do is delete the save and the KingdomModSave.dat file and start a new world. Remember this mod will only work on newly created worlds.
I mean the original castle, everyone disappeared
are we not allowed to have more than one save?
Its not really a glitch its just how the mod is coded. Gold needs to hit your inventory first before entering the mod. If anything just think of that 1 empty spot as if it where cold coins you need to carry around. Similar to millienaire where there are actual physical coins you need to lug around.
Currently its only coded for 1 save. This is what was being discussed earlier in the thread about doing the ToKsave limited to individual worlds instead of all.
Oh I'm sorry didn't see that.
It's because I had downloaded this mod a while ago but just recently I created 2 other save files for my little nephews and it started to screw up. I guess I know why now...
Ummmmmm... no thanks. That would make earning money way harder than it needs to be.