he wants a tutorial... on how to use what is basically the coloring-book of java programming... *sigh*
It was bad enough that there were so many bleeding more ores/tool/armor sets out there before... now we have to deal with THIS?! Like, I appreciate that you're trying to make it easier to get into modding (sorta... it'd be better if you just made an API that made it simpler or something) but I really don't feel like seeing a bajillion people posting their "new ores and toolsets" when none of them bothered to learn to code even, let alone the fact that new ores and toolsets are already among the easiest things to do in modding... *sigh* oh well...
Oh yeah, I so totally agree that facilitation is a bad thing. I mean, all real mathematicians use a slide rule, right? And they do all their work with a paper and pencil, don't they?
Do you raise, slaughter, and butcher your own meat? I didn't think so. But you don't see hunters or farmers claiming that people who go to grocery stores don't deserve that convenience. I don't see you walking down the street in hand-knit clothing from threads and yarn you've spun yourself, but I hear no tailors crying foul.
I hope you think pretty damn hard about what you're saying here.
This would be even more awesome if armors could be added. Doubly awesome if we could modify not just the durability but also what base percentage of damage the armor is capable of negating. (What if we want to have a set of armor that absorbs 75% of damage, not just half? Or an indestructible armor that absorbs only 25% of oncoming damage?)
i think you should really debug this mod in a update so it doesn't give a saving chucks bug when you try to add a new metal and do everything correctly.
here are some recommendations for the update
make it so you don't have to update the minecraft .jar file over and over
add some new options in the XML
add a option to choose the depth that new materials will be at (such as diamond is found most 16 layers above the lowest layer of bedrock)
add a option to choose if a rock will explode when mined with certain tools (eg. Magnesium or TNT)
add a option to choose if the rock glows (eg. light stone)
add a option to choose if the stone is like sand and will fall if nothing is under it
add a option to choose if the block is non solid
add a xml designed to make recipes
make the mod automatically load block texture images externally
add a option to choose if a new ore will drop nuggets when broken apart and how many it will drop (eg. Coal)
add a option for what sound's a rock will make when it is stepped on, or mined
add a option to choose how many blocks of a certain material will form per vein (such as diamond is usually 6)
i think you should really debug this mod in a update so it doesn't give a saving chucks bug when you try to add a new metal and do everything correctly.
here are some recommendations for the update
make it so you don't have to update the minecraft .jar file over and over
add some new options in the XML
add a option to choose the depth that new materials will be at (such as diamond is found most 16 layers above the lowest layer of bedrock)
add a option to choose if a rock will explode when mined with certain tools (eg. Magnesium or TNT)
add a option to choose if the rock glows (eg. light stone)
add a option to choose if the stone is like sand and will fall if nothing is under it
add a option to choose if the block is non solid
add a xml designed to make recipes
make the mod automatically load block texture images externally
add a option to choose if a new ore will drop nuggets when broken apart and how many it will drop (eg. Coal)
add a option for what sound's a rock will make when it is stepped on, or mined
add a option to choose how many blocks of a certain material will form per vein (such as diamond is usually 6)
Thanks for the suggestions, I'll see what I can add! I'm working on 1.3 right now with a fix for the ingot crafting :smile.gif:
i think you should really debug this mod in a update so it doesn't give a saving chucks bug when you try to add a new metal and do everything correctly.
here are some recommendations for the update
make it so you don't have to update the minecraft .jar file over and over
add some new options in the XML
add a option to choose the depth that new materials will be at (such as diamond is found most 16 layers above the lowest layer of bedrock)
add a option to choose if a rock will explode when mined with certain tools (eg. Magnesium or TNT)
add a option to choose if the rock glows (eg. light stone)
add a option to choose if the stone is like sand and will fall if nothing is under it
add a option to choose if the block is non solid
add a xml designed to make recipes
make the mod automatically load block texture images externally
add a option to choose if a new ore will drop nuggets when broken apart and how many it will drop (eg. Coal)
add a option for what sound's a rock will make when it is stepped on, or mined
add a option to choose how many blocks of a certain material will form per vein (such as diamond is usually 6)
From my understanding, can't you already somewhat choose the depth? Via rarity? AudioMod I do believe allows you to edit the footstep sound of blocks, but it might be a little more difficult than XML editing. Everything else suggested here sounds magnificent, especially the recipe idea. That would change this from 'another MoreOres tool' to an entire mod creator. Well, it'd be the start of one for damn sure. First you create new recipes, than new items, and before you know it you have a marvelous mod on your hands created with little to no Java knowledge at'll. I think this tool really has potential.
Thanks for the suggestions, I'll see what I can add! I'm working on 1.3 right now with a fix for the ingot crafting :smile.gif:
see if you can figure out what causes it to reqire three new materials, one gem, metal, and special to prevent the saving chunks bug and the spawn rate bug
Some problems I've identified. Even if I give a material a HarvestLevel of 4, it still can't get obsidian. Additionally, I cranked the Efficiency of the tools up to 60F (and you say diamond has an efficiency of 8), but against ores created with this mod and obsidian, it's typically worse at breaking them than a diamond pick. However, I did see a noticeable difference in mining all vanilla substances, and my 60F pick mines...well, it cuts through stone, and even diamond in tenths of a second, making it hard to control, lol. But against ores with a hardness of 1.5, it still takes a few seconds... against my uber-ore with 20F hardness, it takes about as long to mine as it does with a diamond pick.
But I really want my uber-materials to be able to cut through obsidian like diamond can, and in fact, cut through it FASTER than diamond.
I may also reccomend raising the number of harvest levels above 4 so that you can add higher and higher tiers of ore (Need a diamond pick to mine ore A; make ore A into a pick, and you need that ore to mine ore B, and so on).
Perhaps some kind of guide on how the calculations between hardness and efficiency work together would be in order.
Also, whacking an ore with a lightemitted value above 1.0F seems to cause a crash. But the readme says that valid values go from 0 to 2.
Some problems I've identified. Even if I give a material a HarvestLevel of 4, it still can't get obsidian. Additionally, I cranked the Efficiency of the tools up to 60F (and you say diamond has an efficiency of 8), but against ores created with this mod and obsidian, it's typically worse at breaking them than a diamond pick. However, I did see a noticeable difference in mining all vanilla substances, and my 60F pick mines...well, it cuts through stone, and even diamond in tenths of a second, making it hard to control, lol. But against ores with a hardness of 1.5, it still takes a few seconds... against my uber-ore with 20F hardness, it takes about as long to mine as it does with a diamond pick.
But I really want my uber-materials to be able to cut through obsidian like diamond can, and in fact, cut through it FASTER than diamond.
I may also reccomend raising the number of harvest levels above 4 so that you can add higher and higher tiers of ore (Need a diamond pick to mine ore A; make ore A into a pick, and you need that ore to mine ore B, and so on).
Perhaps some kind of guide on how the calculations between hardness and efficiency work together would be in order.
Also, whacking an ore with a lightemitted value above 1.0F seems to cause a crash. But the readme says that valid values go from 0 to 2.
Thanks man for all the feedback, it means a lot. Now for my responses XD
I'll fix the harvest level thing.
The efficiency problem is ongoing, I still need to work on modifying the code, it doesn't add the new ores to the list of blocks that pickaxes are effective against as that's a private field and I'm still working on how to use the setPrivate methods provided by ModLoader.
Tiers is possible, good idea.
I don't even really know how efficiency and hardness work together, I can look it up in the code if you want.
I guessed when I said 2 :tongue.gif:
Thanks again, I really need this kind of feedback. 1.3 should be out tomorrow or the day after.
sorry dude, but people should just learn how to mod, not use this, it is a good start though, i got into modding by using Make my item, but modding is really easy :tongue.gif:
Rollback Post to RevisionRollBack
I made this map! Please check it out! It's a really awesome map that took me over a year to make! :3
Thanks again, I really need this kind of feedback. 1.3 should be out tomorrow or the day after.
I look forward to it. This mod is extremely helpful to people like me (or it will be once the bugs are worked out, at least). While I have some programming experience, I don't want to have to jump through all the hoops and clutter of getting a Java development environment set up on my computer just to add some ore.
Well, at least I can put the ores in my game, and gen a world up, and the ores will at least be there in the ground when this mod gets updated to make things fully workable.
Another thing to consider (in addition to armor) is metal/gem blocks. Like how you can turn 9 iron into an Iron Block, that should be something you can add to the ores made with this mod. It really gets annoying when I load up ore mods that don't allow you to compact these ores down into solid blocks, especially common ores like Veridite from the Mystic Modpack. (I'm a pack rat...)
And maybe, for the 'long long term', consider alloys. AKA you can define combinations of metal ingots that will produce new materials (ex. 1 copper + 1 tin = 2 bronze) with shapeless recipies.
UPDATE: Redstone also doesn't seem to be dug through at lightspeed using uber picks from this mod. How annoying.
Oh yeah, I so totally agree that facilitation is a bad thing. I mean, all real mathematicians use a slide rule, right? And they do all their work with a paper and pencil, don't they?
Do you raise, slaughter, and butcher your own meat? I didn't think so. But you don't see hunters or farmers claiming that people who go to grocery stores don't deserve that convenience. I don't see you walking down the street in hand-knit clothing from threads and yarn you've spun yourself, but I hear no tailors crying foul.
I hope you think pretty damn hard about what you're saying here.
No source file download is the mod to install to your game.
Source files are the java files that make the mod work.
Makemyitem did NOT do that. Plus this only has a 35% chance of back firing.
Oh and dont forget to add at the top of your topic that this is only for personal use.
???? I don't understand
And yea, I'll add armor later, after I fix the ingot problem.
@ellingtondistrict Post your XML file in code tags, I'll look at it for you.
And if you are having problems, POST YOUR XML FILES!
i keep getting a saving chunks error on minecraft version 1.7.3
this is my XML below
solve this bug if you can
and
here are some recommendations for the update
make it so you don't have to update the minecraft .jar file over and over
add some new options in the XML
add a option to choose the depth that new materials will be at (such as diamond is found most 16 layers above the lowest layer of bedrock)
add a option to choose if a rock will explode when mined with certain tools (eg. Magnesium or TNT)
add a option to choose if the rock glows (eg. light stone)
add a option to choose if the stone is like sand and will fall if nothing is under it
add a option to choose if the block is non solid
add a xml designed to make recipes
make the mod automatically load block texture images externally
add a option to choose if a new ore will drop nuggets when broken apart and how many it will drop (eg. Coal)
add a option for what sound's a rock will make when it is stepped on, or mined
add a option to choose how many blocks of a certain material will form per vein (such as diamond is usually 6)
you must add 3 new materials one gem, metal, and special to prevent the bug from happening.
also when you do this you get another bug that causes the spawn rarity to mess up causing 10's to spawn way more than 0's
Thanks for the suggestions, I'll see what I can add! I'm working on 1.3 right now with a fix for the ingot crafting :smile.gif:
From my understanding, can't you already somewhat choose the depth? Via rarity? AudioMod I do believe allows you to edit the footstep sound of blocks, but it might be a little more difficult than XML editing. Everything else suggested here sounds magnificent, especially the recipe idea. That would change this from 'another MoreOres tool' to an entire mod creator. Well, it'd be the start of one for damn sure. First you create new recipes, than new items, and before you know it you have a marvelous mod on your hands created with little to no Java knowledge at'll. I think this tool really has potential.
see if you can figure out what causes it to reqire three new materials, one gem, metal, and special to prevent the saving chunks bug and the spawn rate bug
But I really want my uber-materials to be able to cut through obsidian like diamond can, and in fact, cut through it FASTER than diamond.
I may also reccomend raising the number of harvest levels above 4 so that you can add higher and higher tiers of ore (Need a diamond pick to mine ore A; make ore A into a pick, and you need that ore to mine ore B, and so on).
Perhaps some kind of guide on how the calculations between hardness and efficiency work together would be in order.
Also, whacking an ore with a lightemitted value above 1.0F seems to cause a crash. But the readme says that valid values go from 0 to 2.
Thanks man for all the feedback, it means a lot. Now for my responses XD
I'll fix the harvest level thing.
The efficiency problem is ongoing, I still need to work on modifying the code, it doesn't add the new ores to the list of blocks that pickaxes are effective against as that's a private field and I'm still working on how to use the setPrivate methods provided by ModLoader.
Tiers is possible, good idea.
I don't even really know how efficiency and hardness work together, I can look it up in the code if you want.
I guessed when I said 2 :tongue.gif:
Thanks again, I really need this kind of feedback. 1.3 should be out tomorrow or the day after.
I made this map! Please check it out! It's a really awesome map that took me over a year to make! :3
I look forward to it. This mod is extremely helpful to people like me (or it will be once the bugs are worked out, at least). While I have some programming experience, I don't want to have to jump through all the hoops and clutter of getting a Java development environment set up on my computer just to add some ore.
Well, at least I can put the ores in my game, and gen a world up, and the ores will at least be there in the ground when this mod gets updated to make things fully workable.
Another thing to consider (in addition to armor) is metal/gem blocks. Like how you can turn 9 iron into an Iron Block, that should be something you can add to the ores made with this mod. It really gets annoying when I load up ore mods that don't allow you to compact these ores down into solid blocks, especially common ores like Veridite from the Mystic Modpack. (I'm a pack rat...)
And maybe, for the 'long long term', consider alloys. AKA you can define combinations of metal ingots that will produce new materials (ex. 1 copper + 1 tin = 2 bronze) with shapeless recipies.
UPDATE: Redstone also doesn't seem to be dug through at lightspeed using uber picks from this mod. How annoying.