I have a requiest. Can you guys make a sorta easy id thing?
Example:
# If this is true, all item ids will be determined by a single number.
Meaning say i choose id number 20000, it will get ids for each item per number after that. The reason i ask is because bladecraft is so freaking huge id wise It takes me a half hour to config all the ids by hand so this would be a great help.
I have a requiest. Can you guys make a sorta easy id thing?
Example:
# If this is true, all item ids will be determined by a single number.
Meaning say i choose id number 20000, it will get ids for each item per number after that. The reason i ask is because bladecraft is so freaking huge id wise It takes me a half hour to config all the ids by hand so this would be a great help.
(just adding on to Akitori's statement, not replying)
I'm no modder, but possibly you could have 2 4-bit (0-15) metadata values after the actual damage value (the first sets the gem colour, the second the dye colour). This would cut down on required ID's (you would use 5, one per sword material)
The crafting recipe would be much harder to code, but it would make this mod extremely easy to be compatible with other mods (just think of manually reassigning 1280 ID values because some mod has an ID conflict)
I have a requiest. Can you guys make a sorta easy id thing?
Example:
# If this is true, all item ids will be determined by a single number.
Meaning say i choose id number 20000, it will get ids for each item per number after that. The reason i ask is because bladecraft is so freaking huge id wise It takes me a half hour to config all the ids by hand so this would be a great help.
Yes, Ghost and I had devised a system for this, however, as I said earlier, he's been very busy. Sadly, not much progress has been made on any new updates, maybe I can get a new programmer, but we'll have to play it by ear.
Sad to say, BladeCraft update to 1.6 probably won't be happening for another long while. We tried to find a way to reduce item ID's and get it working a bit more smoothly, but can't really find a solution as of yet. For the end result mod, the code and work that goes into it is really rather large. :/
Anyways, looks like the MC 1.6 update did us in for a while. This is rather upsetting cause the mod was doing really well, and I've had many offers for Modpacks, etc. I'm sorry to disappoint you guys for now. ): Of course I am still interested in keeping it updated, but once again, until we can find a solution that will make this mod work, it's down for now. Remember, 1.5 and below will still work, but it will not work for the newer MC updates.
Mod makes and programmers out there, hit me up if you think you've got a solution, and maybe we can talk it over a bit!
Thanks to everyone for the support, and I hope to see this mod update sometime in the future!
-Your friendly neighborhood TG
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
might it work to package the swords as their own metadata item? setting up an extra step to make the item, a prepared sword, if you will...
[#EpicFail] Only problem is, I don't necessarily see how this would work. The metadata to use couldn't be derived from the swords metadata, and issues with NBT have been cropping up.
The inset gems do not give any buffs? I would suggest these: Nether Quartz = more damage, but longer swing time Iron = sharpness Diamond = unbreaking Lapis Lazuli block = looting Ender Pearl = beheading Emerald = more durability Glowstone dust = faster swing, less damage Gold = more xp, slower swing Blaze Rod = fire at the cost of [insert some item or block] Redstone dust = apply random potion effect at the cost of 3x durability Obsidian = better unbreaking?
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Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
[#EpicFail] Only problem is, I don't necessarily see how this would work. The metadata to use couldn't be derived from the swords metadata, and issues with NBT have been cropping up.
Fair enough, and my thought was have everything on a separate item base, ie; prepared blade/hilt to overwrite the base sword or Plain (insert material) sword as priority crafted. I haven't coded in forever so I won't pretend that I know much on how to anymore, I hope it comes out well and soon tho, I love this mod for that extra little flair.
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Fantastic job on this mod, I have been waiting for something like this, and looking around for quite some time, glad I stumbled upon it. I love having a higher level of customization. It makes your gear feel even more personal.
Thanks for this mod!
P.S. Have a diamond, good fellow! You know what, have a whole dang block!
So ... Did you find a solution for the ID problem yet?
Not that I know of. Everyone involved with the mod so far has been busy and haven't been able to code at all, or are working on other mod projects. For the foresee-able future, it doesn't look like we'll be updating any time soon.
I apologize for this news, as I would love a new update as much as the next guy, but it's a slim chance right now. Seems 1.6 broke the mechanic as we had it coded thus far.
Thanks!
-TG
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I am really sorry for not making the video for a long time...
I've been busy with school stuff and I haven't been able to do much.
Anyway, it will be recorded today!
Example:
# If this is true, all item ids will be determined by a single number.
Meaning say i choose id number 20000, it will get ids for each item per number after that. The reason i ask is because bladecraft is so freaking huge id wise It takes me a half hour to config all the ids by hand so this would be a great help.
Support the dinner plate!
(just adding on to Akitori's statement, not replying)
I'm no modder, but possibly you could have 2 4-bit (0-15) metadata values after the actual damage value (the first sets the gem colour, the second the dye colour). This would cut down on required ID's (you would use 5, one per sword material)
The crafting recipe would be much harder to code, but it would make this mod extremely easy to be compatible with other mods (just think of manually reassigning 1280 ID values because some mod has an ID conflict)
This may also allow some sword types to be disabled (by setting the ID to 0... some mods disable items that way)
Thank you much!
Yes, Ghost and I had devised a system for this, however, as I said earlier, he's been very busy. Sadly, not much progress has been made on any new updates, maybe I can get a new programmer, but we'll have to play it by ear.
There is not. However, what is the reasoning in removing the other types? You don't have to craft them if you don't want to.
Thanks for these new suggestions and ideas, I will mark them and think about making a simpler system for the future!
Want to follow or tweet me? @thisguy1045
EDIT: ...Why did I not notice the master sword in the sig?
(;
Want to follow or tweet me? @thisguy1045
Sad to say, BladeCraft update to 1.6 probably won't be happening for another long while. We tried to find a way to reduce item ID's and get it working a bit more smoothly, but can't really find a solution as of yet. For the end result mod, the code and work that goes into it is really rather large. :/
Anyways, looks like the MC 1.6 update did us in for a while. This is rather upsetting cause the mod was doing really well, and I've had many offers for Modpacks, etc. I'm sorry to disappoint you guys for now. ): Of course I am still interested in keeping it updated, but once again, until we can find a solution that will make this mod work, it's down for now. Remember, 1.5 and below will still work, but it will not work for the newer MC updates.
Mod makes and programmers out there, hit me up if you think you've got a solution, and maybe we can talk it over a bit!
Thanks to everyone for the support, and I hope to see this mod update sometime in the future!
-Your friendly neighborhood TG
Want to follow or tweet me? @thisguy1045
are all the swords on a variable id or separate one? e.g 100:12, 100:13 or 100, 101scratch that, above answered question
[#EpicFail] Only problem is, I don't necessarily see how this would work. The metadata to use couldn't be derived from the swords metadata, and issues with NBT have been cropping up.
Nether Quartz = more damage, but longer swing time
Iron = sharpness
Diamond = unbreaking
Lapis Lazuli block = looting
Ender Pearl = beheading
Emerald = more durability
Glowstone dust = faster swing, less damage
Gold = more xp, slower swing
Blaze Rod = fire at the cost of [insert some item or block]
Redstone dust = apply random potion effect at the cost of 3x durability
Obsidian = better unbreaking?
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
Fair enough, and my thought was have everything on a separate item base, ie; prepared blade/hilt to overwrite the base sword or Plain (insert material) sword as priority crafted. I haven't coded in forever so I won't pretend that I know much on how to anymore, I hope it comes out well and soon tho, I love this mod for that extra little flair.
Just a thought, sometimes brainstorming helps.
Thanks for this mod!
P.S. Have a diamond, good fellow! You know what, have a whole dang block!
Not that I know of. Everyone involved with the mod so far has been busy and haven't been able to code at all, or are working on other mod projects. For the foresee-able future, it doesn't look like we'll be updating any time soon.
I apologize for this news, as I would love a new update as much as the next guy, but it's a slim chance right now. Seems 1.6 broke the mechanic as we had it coded thus far.
Thanks!
-TG
Want to follow or tweet me? @thisguy1045
I've been busy with school stuff and I haven't been able to do much.
Anyway, it will be recorded today!
Good job on this.
Awesome, thanks so much!
I would like to see it updated too, but until we get something figured out, it will remain broken! *tears*
Thanks though!
If your modpack is still a part of 1.5.2, feel free to add BladeCraft, you, GoldenCyber, have my permission.
Would love to, but as aforementioned, the concept is broken, sorry! Maybe one day we'll get it put back together, but that's all for now.
Thanks for the support and nice words!
-TG
Want to follow or tweet me? @thisguy1045