To get an extended workbench, just place two normal workbenches next to each other.
An extended tool (not hoe):
- mines block 100% faster
- does 20% more damage when using as weapon
- has 100% more durability
- can reach 50% further
than a normal tool.
(An enchaned extended diamond shovel on sand or dirt is faster than creative mode.:))
An extended hoe:
- has 100% more durability
- creates farmland that takes longer to turn back into dirt
An extended sword:
- does more damage (0.5 to 2 hearts, depends on material)
- has 50% more durability
- mines blocks 50% faster
than a normal sword. (That it mines block 50% faster doesn't mean you can use it as pickaxe. There are some blocks a sword can mine. Only these are mined faster. For more information see:
Extended tools will be rendered bigger. You can turn this off in the configuration file and use the old 16x16 textures.
An extended piece of armor:
- absorbes more damage (hard to tell how much, Forge does 200 lines of calculations)
- lasts 50% longer
than a normal piece of armor.
Even though some of these recipes fit in a 3x3 grid, they require an extended workbench.
An extended bow:
- shoots arrows 50% faster
- has 50% more durability
- needs 20% longer to charge
than a normal bow.
Charging it for 4 more seconds will cause it to become super charged. This will make arrows fly twice as fast, but slowly damages the bow.
An extended fishing rod:
- catches fish 20% faster
- has 50% more durability
- throws its hook 50% faster
than a normal fishing rod.
It also has a 50% chance to catch cooked instead of raw fish.
An extended flint and steel:
- has the ability to set mobs directly on fire
- lasts 50% longer
- creates fire, that burns twice as long as normal fire and is not affected by rain
- mine blocks 50% faster
- have 50% more durability
- get 100% more drops from shearing things (like sheep, mooshrooms)
than normal shears.
How much you get from shearing is still random though.
An extended map has 5 layers.
You can zoom in and out using the + and - key.
You can put it into square update mode by putting it together with a diamond in the crafting grid. When you right click with a map in square update mode, it will become completely explored. This will make the map freeze for a few seconds. On the last layer (zoomed all the way out) it will only explore 1/16 of your map and on the second last 1/4. Exploring a too huge area at once would crash the game.
The extended compass allows you to have up to five needles at once. You can open the GUI by right clicking.
To add a needle, you need to create a sign. On first line put the name of your needle. The second line is the color. It can be black, red, green, brown, blue, purple, cyan, silver, gray, pink, lime, yellow, lightBlue, magenta, orange, white (like wool) or hexadecimal notation. A color picker can be found here.
When you now right click the sign, you will create a needle pointing to the signs location in the selected color. After that you can remove the sign.
Examples for valid signs:
(#E6E65C or 0xE6E65C works too)
NotEnoughItems recipe + usage handler
When you have NotEnoughItems installed, this mod will automatically register a recipe and usage handler. You can simply press R on the extended items to see their recipe. You can also press U on normal items and extended items will show up as possible uses.
Minecraft Forum guidelines require me to inform you that this mod accesses the internet, to check for a newer version. No information is sent during this process. This function can be turned off using the configuration file.
Installation (same for client and server):
1. if you are using Java 7 (aka 1.7) or earlier, install Java 8 (JRE)
2. install MinecraftForge
3. place the "[1.x.x]ExtendedWorkbench v1.x.zip" in your mods folder
Extended mods and texture packs
new blocks and armor
thanks to the great work of Uristqwerty you can view to extended workbench recipes using the CraftGuide mod (the feature is included in main CraftGuide mod, no extra download is required).
plugins for SimpleOres, Netherrocks, and rbdyck's Mithril. Also some tweaks for the EW mod, including bow zoom for 1.6.4 and configurable values for 1.6.4 and 1.7.2.
Your mod/texture pack is missing? PM me or post it in the topic.
- fixed crash on dedicated server
- fixed item models for tools
- compiled using Java 8
- compatibility with MC 1.10
- fixed some things
- probably broke others
- so great it skipped v1.3
- extended map and compass missing for now
- fixed some things about shapeless recipes
- added Taiwan translation (thanks to sumer16888)
- added ore recipes to API
- recipes now use OreDicionary for planks
- updated NEI handlers to work with ore recipes
- updated packet handler to prevent memory leaks
- extended map now renders correctly in item frame
- added update check (can be disabled in the config)
- fixed compatibility across MC versions
- improved various aspects of the extended flint and steel
- removed strict version check (meaning it will work with MC 1.7.10, 1.7.2 and possibly more)
- minor fixes
- added NEI handlers again
- reduced tool damage against mobs slightly
- fixed SMP
- fixed extended reach
- removed some unnecessary stuff from config
- compatibility with MC 1.7.2
- added empty extended maps + extended map cloning
- fixed extended bow not rotation and zooming correctly (finally :))
- fixed extended map icon not adjusting correctly
- fixed extended shears not having more durability
- adopted the new fishing system to the extended fishin rod
- fixed/improved some things concerning the extended flint and steel
- change icon of the extended bow to better match the vanilla bow
- compatibility with MC 1.6.4
- the mod will crash if some features can not be loaded
- fixed mod not working with newer Forge versions (will still work with old ones)
- extended tool can reach 50% further
- adjusted damage done by swords
- added NEI recipe + usage handler again
- config file only saves when necessary
- fixed extended tool rendering incorrect when enchanted
- fixed swords not doing more damage than vanilla swords
- compatibility with MC 1.6.2
- temporary removed NEI recipe + usage handler
- changed default item id from 3983 to 23983, to avoid potental bugs
- fixed tools not rendering with latest Forge (now requires Forge 687+)
- extended map now centers on player correctly
- extended map only shows information about auto update mode if enabled
- compatibility with MC 1.5.2
- fixed shift clicking in extended workbench
- fixed extended workbench connection logic
- fixed extended items are small in item frames
- fixed some blocks rendering wrong
- fixed mobs on fire rendering wrong
- extended compass now saves data per item
- added help button to extended compass
- extended fire can burn in rain
- compatibility with MC 1.5.1
- fixed farmland turning into bedrock
- fixed extended recipes involcing wood only work with oak wood
- fixed extended workbench interface now showing the labels: "Crafting" and "Inventory"
- compatibility with MC 1.5
- tools will now render bigger (can be turned off in config)
- removed "overrideTexture" from config (not needed anymore)
- new way of rendering the extended compass (should make no notable difference)
- fixed extended map not updating
- compatibility with MC 1.4.7
- fixed extended compass not working
- fixed crash when no player has an extended compass
- fixed crash without Codechicken core
- removed some old stuff
- compatibility with MC 1.4.6
- added extended map again
- added auto update mode for extended map
- added some color keywords for extended compass
- extended compass now works for SMP
- extended compass saves needles per world per player instead of per world
- extended fishing rod has 50% chance to catch cooked fish
- added mcmod.info file
- removed old API (replaced by reflection)
- compatibility with MC 1.4.5
- added NEI handlers again
- compatibility with MC 1.4.4
- removed some debug code
- removed NEI handlers cause NEI wasn't updated
- fixed extended leather armor not rendering correct
- API now works with FML mods (thanks to ShetiPhian)
- improved right clicking with extended compass
- fixed crash without NEI
- added missing class
- compatibility with MC 1.4.2
- added SMP support
- added recipe and usage handler for NEI
- added API again
- added extended compass
- extended leather armor can be dyed
- improved detection of normal recipes in the extended workbench
- shift clicking in extended workbench works now like in the normal workbench
- fixed some bugs with extended flint and steel
- compatibility with MC 1.3.2
- removed extended map
- removed API
- improved API
- decreased extended hoe durability from +200% to +100%
- improved API even more
- added extended shrears
- added extended flint and steel
- new recipe for shovels
- changed handles of wooden, stone and iron tools to sticks, planks and cobblestone
- new icons for these tools
- farmland created with an extended hoe will now take longer to turn back into dirt
- the mod now uses MinecraftForge
- added extended armor
- fixed bugs when placing workbenches
- improved texture of extended workbenches
- animation of extended bow is now as good as the one from the normal bow
- added super charge for extended bow
- increased durability of extended tools from +50% to +100% (hoe: from +100% to +200%)
- added increased damage against mobs for extended tools
- added extended fishing rod
- fixed animation of extended bow a bit
- fix crash with extended bow, when there's an empty space in the hotbar
- the extended bow now needs 20% more time to charge
- added extended shovel, pickaxe, axe and hoe
- no installation in minecraft.jar required anymore
- added extended bow
- initial release
Adding recipes to the extended workbench is as easy as adding them to the normal workbench.
Minecraft and Forge keep changing and it seems like every time I come up with a new and simple way of publishing the source, they break it. So from now on I will just publish the .java files.
The easiest way to set the mod up for development is to delete the .class files (naruto1310 folder) from the binary release and place it in the mods folder of your development environment and then copy the sources into the source folder.
To add the mod to your development environment, simply download the dev version and place it in you /jars/mods folder.
To develop an extension for the mod you just have to link the source in Eclipse (or whatever you use) and copy the dev version in the /lib folder as well (for recompiling).
Installing the dev kits (MC 1.4.4 - 1.6.2):
To develop extended mods follow these instructions:
1. download ExtendedWorkbench dev package
2. place the the dev package in /jars/mods
You will now have the mod in your setup.
Note that the current dev kits include the source code. So when you use a later version of Forge and the names changed, you can copy the code in your /src folder and update it.
Now create a class in your package and copy the folowing code into it:
If you want to direcly use the mod in Eclipse:
right click project -> Properties -> Java Build Path -> Libraries -> Add External Jars... -> select dev packpage
If you want to browse the source:
right click project -> Properties -> Java Build Path -> Libraries -> expand dev package entry -> Source attachment -> select dev package again
Now you can browse the code under the Referenced Libraries entry in your project.
The first line means, that your mod requires EW to run. If it is not present, the game will crash. Don't add this line if you only have optional EW support.
The second lines means that, your mod should be loaded after EW (if EW is installed). You always have to add it.
If you have any problems or need help using the API, just send me a PM. When your done and published your mod, please tell me and I will add it to the extended mods section.
If you want to include this mod in a modpack you make, you are allowed to do so under the following conditions:
- you provide credit in form of my name and a link to this topic
- you don't make money using the pack
ive always dreamed of a mod like this
i have a few ideas...
first, once people have iron, they wont make a wooden sword, it would be stone or iron, so in the irons place on the ex wooden sword, maybe use sticks or logs. also, maybe smoothstone for the stone one?
and some basic recipes
H = handle which is sticks iron or maybe blaze rods?
M = material which is wood iron etc.
S = string for the bow
hopefully these get added, but they would take some work.
hope my ideas helped
with ability to shoot one large arrow(like he also said ):
(and maybe 100% more damage)
or with the ability to shoot three normal arrows at the time. one lands a bit deeper(and further) like it would from a normal bow, one like a normal arrow from a normal bow would (but further), and one a bit higher then from a normal bow (but further). and all 3 make more damage. 25% more.
I said NO big arrow but the way you put it makes it seem a bit more interesting.
I actually had an idea before, but was afraid to post it:
Keeping the bow fully drawn for 5 seconds will knock it back an extra level causing the arrow to fly perfectly straight until it hits a mob or block as well as deal critical damage. However there is a 10% chance the bow will break instantly.
I have made a plugin for this mod, meaning that you still need to install this mod to make it work.
It's called "MoreFood" and it adds more food recipes, currently only pies. Now i'm just waiting for Naruto to say, can i post it on this topic.
can't wait sounds fun!
I wish i could code my own plugin but im both running linux and find it hard to learn