Hey Ive really taken like of this mod, it puts abit of depth into the game because you make things thats stronger and more builds with things. So i put it 5/5
----
Small bit of suggestion:
Ive noticed that the tools that you forged wont last as long then i thought, and its kinda tough to have enough iron to have a upkeep on the iron. So im just wonderin if there will be a repairing methods or mending from iron or higher quality with the combinations of the forge and anvil such as using a hot bar and a tool thats been heated, then smith it with the hammer as repairing the item (each bar can go up to 10-30% at least).
---
It would be kinda tricky but i think it be worth while and kinda saves alot of iron and coal to make steel and so forth.
Hey Ive really taken like of this mod, it puts abit of depth into the game because you make things thats stronger and more builds with things. So i put it 5/5
----
Small bit of suggestion:
Ive noticed that the tools that you forged wont last as long then i thought, and its kinda tough to have enough iron to have a upkeep on the iron. So im just wonderin if there will be a repairing methods or mending from iron or higher quality with the combinations of the forge and anvil such as using a hot bar and a tool thats been heated, then smith it with the hammer as repairing the item (each bar can go up to 10-30% at least).
---
It would be kinda tricky but i think it be worth while and kinda saves alot of iron and coal to make steel and so forth.
Well adding both tools onto an anvil or even a shapless recipe is the problem, because the anvil doesnt use the crafting code.(since its handlled on a tileEntity and not a GUi. also it doesnt autocraft)
Though a repair bench or a specific recipe on the anvil could work. making the tools stronger alltogether could be better.
Yea, seems the Garys Renderhooks is making your mod not work with several mods that do any render alterations. Optifine for sure and seems Better Dungeons (or 'Chocolate' dungeon mod) doesn't work with it either. The issue is instantly noticeable as you can barely see your fist when you first log in. This is followed by about 2-3 minutes of OK play time until the game begins to stutter and then crash to a memory leak screen.
We were building a new mod comp with MineFantasy along with a few other mods and after a couple of hours of process of elimination, this is what we've found.
-PF
yes its a shame that this mod is incompatible with thosse mods cos its a great mod
its incompatible with battlegear too
it mightn't be incompatible with battlegear if you install renderHooks after it. because renderhooks doesnt replace any files, it just overrides the file (extending it) so it might work
well yeh you think like i do, quests, trading interactions. thats not minecraft. the whole "you are not alone" part seems out of place since your living for yourself. and the fact you can walk into a village as a stray survivor and no one takes notice to it seems offputting.
The village remake is something i was considering, mudBrick peasant houses, cobblestone brick roads. anvil/forge smithies. maybe add a tannery(because of the new tanning) Making villages would be a problem, since their so difficult to generate no matter how flat and boring the terrain gets. i made a mess of the village gen code and either will make do or restart. still not sure on weather to change pre-existing village gens or make a new one from scratch(they have ups and downs) making anew would be difficult and buggy, building off others would be annoying to update(ill wait till 1.3)
And for the villager look. i kinda liked the "squidward" look, it wasnt real inspiring at first. but it gives them character. and when i was going to add new villages i was going to keep the look
ha thats the same program someone earlier suggested, its good, too bad MCedit doesnt let you set the orientation point on schematics so id need a different method to do so.
Worldgen is difficult and adding buildings would be a problem, ive(as well as 2 options( edit villages or make new ones)), had 2 options for adding new villages, 1: i could make the generation constain in an 8x8 grid(like simcity sorta) so they generate in line.(that would be more difficult and buggy) or make villages like the millleniare mod(however its spelt) and just chuck in generated homes whereever they feel comforable. though no roads or neatness would apply. as for worldgen in particular; im haven't had much experiance. so it would take time to get used to it. but even then. adding big villages probably wont be worth the effort, since villages are a burden to minecrafts survival like gamaplay.
And linear would look better but like you say it would be buggy, and probably end up looking similar to the way the NPC villages are now (with gravel falling everywhere and houses being submerged lol)
So your best bet would probably doing it the Millénaire way, I guess if someone wanted the village to be neater they could always add roads etc themselves. and people can always edit the villages themselves because (other than acting as a spawn point for NPC's) the villages wouldn't have any significance to remain the way they generated.Unlike in millenaire where if you remove a wall to an NPC's house to move it back a space the npc's never spawn in again and the entire village is F****d.
well id use cobblestone brick roads. so they wont fall.
And with village gen(if something could be less buggy, easier, have walls and be neater. but be a massive corner cut. i could get a large amount of pre-made villages(hopefully alot so people dont notice) and generate them in the map NPCs and all
This seems awesome just wont have enough block space.
yeh i hate how blockIds are squashed down into 256< you only have space for about 100 in modding
And you cant set blockIds to numbers above 256 anymore, it used to allow any number(only they wont render right, allowing custom modelled blocks to work fine) but now the game sends a crash and error of a blockID is that high
And nah, haven't seen dwarf fortress. what kinds of things are there?
hey, you can give to the attached to a totem sun rune the effect of pointing to where the totem is when holding down the right button on the mouse with a ornate sword, you know? like in shadow of the colossus!!
it mightn't be incompatible with battlegear if you install renderHooks after it. because renderhooks doesnt replace any files, it just overrides the file (extending it) so it might work
Battlegaer doesn’t edit any files also, it too replaces the playerRenderer with another class that extends the playerRenderer. Without it it would just prevent weapons or the swing action being rendered in your off hand (which isn’t too much of a problem). I am actually working with divisor on a new API to fix this issue.
I think the more pressing issue is that of the itemRenderer. On each loop I also replace the default one with my custom one to allow dual weapon 1st person rendering. I suspect you API does the exact same thing, resulting in an issue where keeps constantly creates a new class and changes the ItemRenderer on each frame causing extreame lag (and eventually a memory issue)
Looking at a few previous posts it seems you have the same trouble with optifine. My question to you is what exactly do you need the itemRenderer for?
itemrenderer allows custom items to render in hand, as entity, and 3rd person. though im not using it right now. however with the renderhooks, it is an all-or-nothing sorta thing. so for a custom armour model to work; it also applies a custom item in hand. Though later i would have used it(for longswords and stuff) it alone does cause crashes. but right now. how the API is designed. the itemrenderer is used either way.
Although editing of renderhooks is allowed. gary isn't that strict about modification of it. so a few changes to the system could fix the problems. although i haven't got (nearly any) experiance in rendering(well not yet)
it's 1.2 he just forgot to change op I guess.
----
Small bit of suggestion:
Ive noticed that the tools that you forged wont last as long then i thought, and its kinda tough to have enough iron to have a upkeep on the iron. So im just wonderin if there will be a repairing methods or mending from iron or higher quality with the combinations of the forge and anvil such as using a hot bar and a tool thats been heated, then smith it with the hammer as repairing the item (each bar can go up to 10-30% at least).
---
It would be kinda tricky but i think it be worth while and kinda saves alot of iron and coal to make steel and so forth.
Well adding both tools onto an anvil or even a shapless recipe is the problem, because the anvil doesnt use the crafting code.(since its handlled on a tileEntity and not a GUi. also it doesnt autocraft)
Though a repair bench or a specific recipe on the anvil could work. making the tools stronger alltogether could be better.
yes its a shame that this mod is incompatible with thosse mods cos its a great mod
its incompatible with battlegear too
And anyway im sure an API would allow buyable/sellable items to be added easially
The village remake is something i was considering, mudBrick peasant houses, cobblestone brick roads. anvil/forge smithies. maybe add a tannery(because of the new tanning) Making villages would be a problem, since their so difficult to generate no matter how flat and boring the terrain gets. i made a mess of the village gen code and either will make do or restart. still not sure on weather to change pre-existing village gens or make a new one from scratch(they have ups and downs) making anew would be difficult and buggy, building off others would be annoying to update(ill wait till 1.3)
And for the villager look. i kinda liked the "squidward" look, it wasnt real inspiring at first. but it gives them character. and when i was going to add new villages i was going to keep the look
Worldgen is difficult and adding buildings would be a problem, ive(as well as 2 options( edit villages or make new ones)), had 2 options for adding new villages, 1: i could make the generation constain in an 8x8 grid(like simcity sorta) so they generate in line.(that would be more difficult and buggy) or make villages like the millleniare mod(however its spelt) and just chuck in generated homes whereever they feel comforable. though no roads or neatness would apply. as for worldgen in particular; im haven't had much experiance. so it would take time to get used to it. but even then. adding big villages probably wont be worth the effort, since villages are a burden to minecrafts survival like gamaplay.
well id use cobblestone brick roads. so they wont fall.
And with village gen(if something could be less buggy, easier, have walls and be neater. but be a massive corner cut. i could get a large amount of pre-made villages(hopefully alot so people dont notice) and generate them in the map NPCs and all
yeh i hate how blockIds are squashed down into 256< you only have space for about 100 in modding
And you cant set blockIds to numbers above 256 anymore, it used to allow any number(only they wont render right, allowing custom modelled blocks to work fine) but now the game sends a crash and error of a blockID is that high
And nah, haven't seen dwarf fortress. what kinds of things are there?
Anyway it's an awesome mod!!
Battlegaer doesn’t edit any files also, it too replaces the playerRenderer with another class that extends the playerRenderer. Without it it would just prevent weapons or the swing action being rendered in your off hand (which isn’t too much of a problem). I am actually working with divisor on a new API to fix this issue.
I think the more pressing issue is that of the itemRenderer. On each loop I also replace the default one with my custom one to allow dual weapon 1st person rendering. I suspect you API does the exact same thing, resulting in an issue where keeps constantly creates a new class and changes the ItemRenderer on each frame causing extreame lag (and eventually a memory issue)
Looking at a few previous posts it seems you have the same trouble with optifine. My question to you is what exactly do you need the itemRenderer for?
Although editing of renderhooks is allowed. gary isn't that strict about modification of it. so a few changes to the system could fix the problems. although i haven't got (nearly any) experiance in rendering(well not yet)