Update 1.5 is for further enhancing the balance and functionality of the system:
Rejecting enchantments reduces the probability of receiving the same enchantment again (until you re-open the GUI).
Bow enchantability: is now treated as 5, instead of 1.
(It's part wood, so it makes sense)
Border line useful enchantments like efficiency, knockback and punch have had their costs reduced, below the default 75%.
Due to the disadvantage of knockback in most combat situations, it's probability weighting is treated as 2 instead of 5.
Decreased initial random item enchantability bonus,
to match reduced enchantment level costs (both about 75% of vanilla in most cases).
Levels refunded on reverse enchanting, are now slightly less when the player is below level 12. This is to encourage people to save up for better enchantments.
Made the system, robust over modded enchantments (such as ones that become null pointers once the enchantments are removed.
Fixed glitch: accidentally clicking on an inactive button, previously caused the options to reset.
This is likely be the 2nd last update, before a multiplayer port. That being said, I want to make sure everything is near perfect first, so please feel free to comment on what can be improved.
The process usually causes each enchantment to lose 1 level:
E.g. A bow with power II
repaired with another bow with Flame I and Punch II becomes...
a bow with power I and punch I
Dominance: If 2 conflicting enchantments occur, the one with the higher enchantability is chosen.
E.g. Sharpness III is higher up than Bane of arthropods II, or Smite IV.
Level Retention: If a removed enchantment has at least 60% the min enchantability of the other conflicting enchantment, than the other enchantment keeps its level.
Special Exceptions: if infinity or silk touch are consumed in the repair process (or silk touch overrides fortune I):
All other enchantments keep their current levels.
Fixed glitch: System would crash, if on the first time enchanting an item, if the chosen level was below the the lowest min-enchantability (not that this had any effect using the vanilla enchantments).
Now the system should be robust over all modded enchantment sets.
Just tried the mod and i loved it!!! I think this is the nº1 enchanting mod out there and that it should be way more popular than it is
I really like the work you made.
Thank you so much sir, it's because of awesome people like you that I continue modding :D.
I'm rather hoping that this mod will catch on. I feel that my mod hasn't received as much attention as better/sensible enchanting simply because I released it later :(.
I'm hoping that will all change when I release the multiplayer port this week (if all goes to plan).
P.s. love the avatar, where did you get it (or did you draw it yourself)?
I'm rather hoping that this mod will catch on. I feel that my mod hasn't received as much attention as better/sensible enchanting simply because I released it later .
I'm hoping that will all change when I release the multiplayer port this week (if all goes to plan).
if its better than what is currently available i'm sure it will catch on... and yes smp will get you alot more
May i have 1.2.5 Update of this mod <3 Thankz Bro.! Keep up the great work love the mod!!!
Certainly sir you may. The link has been posted in the first page of this thread (v.1.6.7 is compatible with Minecraft 1.2.5)
The multiplayer port, of this mod is about half done. I just need a few days, to tidy up the client side.
When I'm done, you won't even require modloadermp for the server side to work (although it is fully compatible with it).
Increased the chance of having several enchantments, as well as a few of the enchantment costs.
Now possible to receive upto 3 enchantments at a time (Diminishing in Value).
In the event, that you receive, 2 or 3 enchantments at once, their values are roughly equal to the 2/7ths and 4/49ths of the (chosen level+item's enchantability):
Level caps, now show the maximum cost to your xp, regardless of how many enchantments you receive at one time.
Fixed glitch with refund not displaying correctly when de-enchanting in creative mode.
Fixed glitch with first two slots not always displaying unique randomly generated numbers.
They now generate levels according to the corresponding level caps. In practice this means, you will always be able to cycle through all options in 4 clicks or less.
Overall there are now, more benefits to saving for reaching higher levels :D.
Let me know what you think of the recent changes
P.s. sorry for the delay to the multiplayer port, but everything had to be as near perfect as possible first.
I totally need this because I keep getting sucky upgrades when i have a diamond sword and what a waste... THNX A LOT!!!
Thankyou for the feedback, and for bumping this thread.
I made this mod, because I kept getting cheap enchantments on the pickaxe.
On a friend's server I burned through about 15 iron/diamond picks at level 20+ (with the aid of a hand-built Ethos ) before getting fortune/silk touch. Most of the time I only got something lame like efficiency II/efficiency III.
Not long after that, I rage quit the Vanilla, enchanting system and started making this mod. One month on this is the result
Is this mod compatible with non-vanilla enchanting blocks, such as the thaumic enchanter from TC2?
In almost all cases, this mod will be compatible with such mods.
If a mod introduced it's own enchantment GUI for custom blocks, rather than sub-classing the existing one (which this mod replaces) than it should be fully compatible.
The mod works, by replacing the GUI if it's an instance of EnchantmentGui, and the Enchantment Slot Container (if it's an instance of Container Enchantment).
Note that if it alters, the GUI that comes from right clicking the vanilla enchantment table (block id).
EDIT: I had a look at at thaumcraft, and yes,it is compatible with it.
Thank you
TG
War doesn't decide who is right, just who is left...
That being said, I want to make sure everything is near perfect first,
so please feel free to comment on what can be improved.
Really glad you found it useful
Thanks for the diamond.
http://www.cognitiveforge.com/
UPDATE 1.6:
repaired with another bow with Flame I and Punch II becomes...
a bow with power I and punch I
Glad you found my mod useful, always good to know that awesome people like you, are getting full use of what we make.
http://www.cognitiveforge.com/
It's fixed now.
http://www.cognitiveforge.com/
I really like the work you made.
Thank you so much sir, it's because of awesome people like you that I continue modding :D.
I'm rather hoping that this mod will catch on. I feel that my mod hasn't received as much attention as better/sensible enchanting simply because I released it later :(.
I'm hoping that will all change when I release the multiplayer port this week (if all goes to plan).
P.s. love the avatar, where did you get it (or did you draw it yourself)?
http://www.cognitiveforge.com/
if its better than what is currently available i'm sure it will catch on... and yes smp will get you alot more
No, I didn't change the code for the bow. No one else who's used this mod over the past month, has had any issues with using the bow.
Make sure, you actually have ammo in your inventory. (You need at least one arrow, when using the infinity enchantment)
P.s. well done on getting the infinity enchantment.
Great, let me know what you thought of it/ and what needs improvement.
http://www.cognitiveforge.com/
Certainly sir you may.
The link has been posted in the first page of this thread (v.1.6.7 is compatible with Minecraft 1.2.5)
The multiplayer port, of this mod is about half done. I just need a few days, to tidy up the client side.
When I'm done, you won't even require modloadermp for the server side to work (although it is fully compatible with it).
http://www.cognitiveforge.com/
P.s. sorry for the delay to the multiplayer port, but everything had to be as near perfect as possible first.
http://www.cognitiveforge.com/
MULTIPLAYER COMPATIBLE WITH:
UPDATE 1.8.2:
http://www.cognitiveforge.com/
I looked at the instructions and found that the author of the instructions for modloader video, for whatever reason deleted his account.
So I've added links to videos for installing modloader for both mac and windows.
So the installation instructions are now complete.
http://www.cognitiveforge.com/
Thankyou for the feedback, and for bumping this thread.
I made this mod, because I kept getting cheap enchantments on the pickaxe.
On a friend's server I burned through about 15 iron/diamond picks at level 20+ (with the aid of a hand-built Ethos ) before getting fortune/silk touch. Most of the time I only got something lame like efficiency II/efficiency III.
Not long after that, I rage quit the Vanilla, enchanting system and started making this mod. One month on this is the result
http://www.cognitiveforge.com/
In almost all cases, this mod will be compatible with such mods.
If a mod introduced it's own enchantment GUI for custom blocks, rather than sub-classing the existing one (which this mod replaces) than it should be fully compatible.
The mod works, by replacing the GUI if it's an instance of EnchantmentGui, and the Enchantment Slot Container (if it's an instance of Container Enchantment).
Note that if it alters, the GUI that comes from right clicking the vanilla enchantment table (block id).
EDIT: I had a look at at thaumcraft, and yes, it is compatible with it.
Always a pleasure, serving awesome people like you.
who take the time to give feedback
http://www.cognitiveforge.com/