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[V1.2.5] [SSP] Sensible Enchanting v4.9 - Updated for 1.2.5!


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#41

Posted 02 December 2011 - 01:41 AM

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I've read the thread, and haven't seen this answered so I just have a question. Do you think it's even possible to have a slider to choose enchanting level? Like the brightness slider, but 1-50 for enchant level, while everything else would function normally.

If so, any chance a client side mod would work in SMP? Or does it rely too much on the server to choose the enchanting level?

That's a good idea. I may add the ability to manually adjust enchanting levels at some point, but not in the immediate future. In the meantime, you can place torches between the table and some of your bookshelves to temporarily lower the maximum level; admittedly, that's a rather awkward way of doing things.

As for SMP...my primary focus is on SSP right now. I do know the server handles many things in SMP, including giving out the available enchantment levels. In order to do it properly, I would have to do considerable investigating into both the Minecraft server itself and popular server variants/mods/add-ons such as Bukkit. It's unlikely right now, but if I become more familiar with SMP, it's not completely out of the question.

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Could you keep the Enchantment GUI the same as default? Otherwise this mod forces the Enchantment table GUI to be default, no matter what texture pack you're using. I'd rather not have to stick to the older 2.0 version...

Moving enchanted item repair from the crafting code to the enchantment table prevented me from having to mess with the crafting manager and player/workbench containers, which is a great boon for those who enjoy using other mods. The downside, of course, was that I had to change the GUI to add the new component slot that makes repairs possible. This means that alternate GUIs from texture packs are ignored. Ack.

I'll see if I can add a "default GUI" option in v3.0. Be warned, though, that with the default GUI, you will *not* have that component slot. Default GUI users will likely have to use the selected hotbar slot as a makeshift component slot instead, which will be awkward. Also, I probably won't be able to have different colored enchantment slots for repairs (and any new special enchantment slot types that might pop up in the future). All that being said, I'll see what I can do.

(For now, v2.5 users who *really* want their texture pack GUI might try making a copy of enchant.png named SEenchant.png. That may get you your preferred GUI back, but the item slots will have moved to match the SE GUI, so it'll look a bit strange when you put items in them.)

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#42

  • Location: Out there...
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Posted 02 December 2011 - 03:54 AM

I love it! Even if you call this a "Minor" mod, it deserves MAJOR recognition.
People like you who realize what is needed and are willing to work to make the game a little bit better deserve just as much credit as those who make a huge mod because they were inspired.

Great work.

#43

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Posted 02 December 2011 - 04:02 AM

Love it :)
Would love to be able to use it for SMP someday.

Cheers

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#44

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Posted 02 December 2011 - 04:06 AM

View PostFifthWhammy, on 01 December 2011 - 02:51 AM, said:

You still won't be able to use GUI and inventory mods (Convenient Inventory, some texture packs, etc.) with the enchantment table, although they should work everywhere else.

Convinient inventory works for me with this mod...
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#45

Posted 02 December 2011 - 12:23 PM

Hey everyone,
I have some problem with download link :/ MediaFire says "Processing download request..." and it lasts forever.
Could anybody help me? What I should do?
Thanks.

#46

Posted 04 December 2011 - 04:33 AM

Just right click the link and click "open in new tab". always works for me.
I was condering if this is compatable with Forge. I see they have a few overlapping class file names. Will test.

Edit: this mod installed over Forge crashes under certain circumstances. Unsure what exactly causes them. But forge breaks most of this mod anyway. costs are not half and repairing an enchanted item gives a normal item back. Forge support please?

#47

  • Minecraft: bananasgomoo

Posted 04 December 2011 - 04:54 AM

hey, I was wondering if you were ever planning on making this SMP compatible? it would be cool, and I really like the mod.
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#48

Posted 04 December 2011 - 09:52 PM

Good news: v3.0 is now available, now with enchantment level adjustment buttons and custom settings support! See first post for download link.

Unfortunately, if your texture pack changes GUIs, the new SE GUI won't match. (This was also true for v2.0.) Due to the component slot and adjustment buttons (and other possible features to be added in the future), I can't support using enchant.png instead of SEenchant.png. I apologize, but I'm a modder, not a magician. Of course, feel free to modify or replace SEenchant.png yourself to fit with your texture pack.

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Edit: this mod installed over Forge crashes under certain circumstances. Unsure what exactly causes them. But forge breaks most of this mod anyway. costs are not half and repairing an enchanted item gives a normal item back. Forge support please?

Sensible Enchanting v2.5 and v3.0 do not overwrite any of the base classes that MCForge does. Do you still have the same problems if you use SE v3.0 with MCForge? (Remember to start from a clean minecraft.jar to get rid of the modifications from SE v2.0.)

#49

    BScopeD

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Posted 06 December 2011 - 03:05 AM

I'm having trouble with installing it.
When I install it Minecraft doesn't finish with loading.
I have deleted the META-Inf folder and I have other mods like TooManyItems, Litteblocks, Claysoldiers and Kiwium working.
Can anyone help me?

#50

Posted 07 December 2011 - 04:27 AM

View PostBScopeD, on 06 December 2011 - 03:05 AM, said:

I'm having trouble with installing it.
When I install it Minecraft doesn't finish with loading.
I have deleted the META-Inf folder and I have other mods like TooManyItems, Litteblocks, Claysoldiers and Kiwium working.
Can anyone help me?

Hmm...strange. Is that a full list of the mods you're trying to use with SE?

#51

    BScopeD

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Posted 07 December 2011 - 11:51 AM

View PostFifthWhammy, on 07 December 2011 - 04:27 AM, said:

Hmm...strange. Is that a full list of the mods you're trying to use with SE?
Yes, well I also use mod loader bat thats it

#52

Posted 08 December 2011 - 02:56 AM

Well...I installed all those mods along with ModLoader and SE v3.0 and Minecraft is running just fine for me. Perhaps try starting over from a fresh minecraft.jar?

#53

Posted 09 December 2011 - 04:24 PM

I just gotta say, this mod looks wonderful.

Now, SMP support! Seriously, it sucks having a super weapon, and then not being able to use it on other players because it's durability is shot :/

#54

  • Location: Somewhere in the multiverse...
  • Minecraft: gyppygirl2021

Posted 09 December 2011 - 04:52 PM

I got my first silk touch shovel thanks to this mod. Love ya man. <3

Have to try out the new version sometime soon. I love the idea of an "undo enchant" feature. XD
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#55

Posted 09 December 2011 - 10:22 PM

@ FifthWhammy

I just tried the 'undo enchant' feature in 4.0 and I think I found a bug. Starting with lvl 52 xp:

1) enchant brand new diamond sword (Item ID 276) 25/50
2) undo enchant +20
3) enchant again 25/50
4) take sword
5) sword now has Item ID 276:781 (extremely damaged)

Is this a bug or some kind of intentional 'cost of doing business' nerf?

#56

Posted 09 December 2011 - 11:31 PM

View Postmbtester, on 09 December 2011 - 10:22 PM, said:

@ FifthWhammy

I just tried the 'undo enchant' feature in 4.0 and I think I found a bug. Starting with lvl 52 xp:

1) enchant brand new diamond sword (Item ID 276) 25/50
2) undo enchant +20
3) enchant again 25/50
4) take sword
5) sword now has Item ID 276:781 (extremely damaged)

Is this a bug or some kind of intentional 'cost of doing business' nerf?

Sorry--I didn't really make it clear in the forum post until just now, but yes, items will be damaged from the strain of reversing enchantments. The stronger the enchantment, the greater the damage: reversing a level 50 enhancement will deduct 50% of the item's remaining durability, reversing a level 5 enhancement will deduct 5% of the item's remaining durability, and so on.

So yes, it's a "cost of doing business" and there for balance reasons. (However, items are easier to replace than XP.) I'll make durability damage reversal adjustable in the next release and may reduce the default damage if players see it as a bad idea.

#57

    reeve27

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Posted 10 December 2011 - 02:42 AM

Hi, love your mod but I was wondering what the sy.class is that you edited. I am making my own mod and I want it to be compatible with this.

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#58

Posted 10 December 2011 - 02:57 AM

View Postreeve27, on 10 December 2011 - 02:42 AM, said:

Hi, love your mod but I was wondering what the sy.class is that you edited. I am making my own mod and I want it to be compatible with this.

Oh, that's just BlockEnchantmentTable. As long as you don't overwrite that, you should be in good shape. :)

#59

    reeve27

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Posted 10 December 2011 - 04:36 AM

Oh awesome thanks!

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#60

    Hexlord

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Posted 13 December 2011 - 02:35 AM

any chance in hell for this to work or for even being able to have it randomly generate until you get to a specific level on SMP?