Hey man, I was thinking here in an Emerald Arrow for the updated version.
I know it's not the best idea, because Emeralds are rare and etc, but what do you say? =D
Hi, I was playing earlier and fighting one of the skeletons that wielded a Necrotic Bow. We were both in the water and I moved to attack and suddenly, there was a crash. I dunno if the crash was because he shot me or not but I had to scrap the world completely, as any attempt to reload it would bring the same error (the world had only been played about an hour so I never got around to backing it up yet). I had already fought the skeletons equipped with the bows before and nothing had gone wrong up until that point. Here is the error given:
2012-08-17 19:19:11 [SEVERE] A critical error has occurred.
java.lang.ClassCastException: ep cannot be cast to acq
at KKEntityNecroticArrow.J_(KKEntityNecroticArrow.java:278)
at xd.a(World.java:2086)
at xd.f(World.java:2057)
at xd.n(World.java:1939)
at net.minecraft.client.Minecraft.k(Minecraft.java:1867)
at net.minecraft.client.Minecraft.x(Minecraft.java:822)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
Thanks in advance for any help.
EDIT: I hadn't deleted the old world out of my recycle bin yet and got the idea to just remove the Necrotic Arrow files and overwrite them with Simple Arrows again. The world was saved as a result.
Hey I really like your mod, it adds some range functionality without being overpowered. Assuming that you can't use infinite enchantment with diamond s, but I like how they seem to be very retrievable. I would really like to play with your Simple s mod on 1.4.7, I'm thinking about using the expansion for simple ores as well. Would it be much trouble to update it? Elemental s mod is too powerful for me, I just want simple s, please? Does the flint and steel take durability from lighting s? Maybe offer a config setting on what order to use s instead of loading with right click. Such as wooden s first, stone, regular, wrapped wooden s and only if flint and steel equip, iron, gold, diamond. I'd be cool with having to manually load fire s until fully implemented, but I think a lot of people would like that better. Maybe for the expansions as well.
I'm putting some mods together for myself and am thinking about making videos for them along with let's plays. My plan is to make a thread and link it to the videos with a list of mods and links to their threads. I just have to find out if i need permission to offer my config files in a download. That would allow people to play with the exact settings that are used in the videos.
Hey I really like your mod, it adds some range functionality without being overpowered. Assuming that you can't use infinite enchantment with diamond s, but I like how they seem to be very retrievable. I would really like to play with your Simple s mod on 1.4.7, I'm thinking about using the expansion for simple ores as well. Would it be much trouble to update it? Elemental s mod is too powerful for me, I just want simple s, please? Does the flint and steel take durability from lighting s? Maybe offer a config setting on what order to use s instead of loading with right click. Such as wooden s first, stone, regular, wrapped wooden s and only if flint and steel equip, iron, gold, diamond. I'd be cool with having to manually load fire s until fully implemented, but I think a lot of people would like that better. Maybe for the expansions as well.
I'm putting some mods together for myself and am thinking about making videos for them along with let's plays. My plan is to make a thread and link it to the videos with a list of mods and links to their threads. I just have to find out if i need permission to offer my config files in a download. That would allow people to play with the exact settings that are used in the videos.
Hi! I'm sorry if I let this mod die.... but i have been very busy with college! I will try to update it to 1.4.7 but it could take me a while... Any news will be posted here!
The flint and steel didn't take damage when using the flammable arrows, but i will try to fix it. And thank you for you suggestions! I will try some different ways of loading the arrows and hopefully I will find the right one!
Hi! I'm sorry if I let this mod die.... but i have been very busy with college! I will try to update it to 1.4.7 but it could take me a while... Any news will be posted here!
The flint and steel didn't take damage when using the flammable arrows, but i will try to fix it. And thank you for you suggestions! I will try some different ways of loading the arrows and hopefully I will find the right one!
i really hope you keep this alive this is one of my favorite mods tbh ... also if you get time on your hands ever maybe do what you did with simple ores except with metallurgy 2 (will definately take along time though) well i really hope this mod survives =P !
i really hope you keep this alive this is one of my favorite mods tbh ... also if you get time on your hands ever maybe do what you did with simple ores except with metallurgy 2 (will definately take along time though) well i really hope this mod survives =P !
Thanks! I am rewriting the mod for version 1.5.1 but i am having a lot of problems with the bow animation and the entities. =( I hope I will figure it out soon to release the new version!
If I manage to port it to current version of minecraft, I will consider a metallurgy 2 "expansion". =)
Hey I really like your mod, it adds some range functionality without being overpowered. Assuming that you can't use infinite enchantment with diamond s, but I like how they seem to be very retrievable.
Lol, I never really thought about that... I think I will make all the retrievable arrows (iron, golden, diamond) have a different effect from the infinity enchantment. Maybe a little buff on the possibility of retrieving them.
Maybe offer a config setting on what order to use s instead of loading with right click. Such as wooden s first, stone, regular, wrapped wooden s and only if flint and steel equip, iron, gold, diamond. I'd be cool with having to manually load fire s until fully implemented, but I think a lot of people would like that better.
Dont worry, I have already implemented key bindings for toggling through the available arrows. I will assign a key (you can change it on the controls menu inside the game) that will toggle through the arrows in the following order: wooden, flammable, stone, normal, iron, golden, diamond. (Ordered by damage values)
Hey I took a break for a little while but I am very excited! I found a freaking awesome texture pack Rayvolution is making it is amazing called sixtygig I think. Finite Liquids along with better ore distibution which I want to experiment with sounds like their working towards forge compatibility which will rock I want to use them with BWG4 and block physics! I'm hoping RP2 and the shaders will be up to 1.5.1 soon as well.
Sounds like your mod is making a lot of progress, can't blame you for the minecraft bugs. I don't think the infinite arrows would have to make any arrows more retrievable I think the %s made a lot of sense. A homing enchantment would be over powered. Does the long bow arch the same as a reg bow? You could replace the infinite enchantment with a velocity increase matching to retrievable %s for each arrow would be pretty cool! Thus lower arch shots, so something like a 45 degree angle shot for 100 meters might turn into a 30 degree angle shot. I think the fire rate you have seems good (I haven't tried your mod yet lol), and don't add extra rapid fire that's op too unless it could be turned off. I hate seeing good mods get ruined because they do something completely op and you can't change it lol. Maybe even switch the iron and gold arrows damage and retrievability then it would be more like how the tools are. Maybe try out stone 20%, gold 40% iron 60% and diamond 80% retrieveable and velocity enchantment buff if it's on the long bow, wood/fire arrows would not get a velocity bonus. Do you think adding obsidian arrows at 100% retrievablility/velocity with enchant but damage of stone arrows would be balanced? Arrows are gonna get lost so it's not that crazy is it (esp at higher velocity)? Also gotta consider power enchantment as well maybe adjust damage modification .33 wood, .66 stone, 1.00 fire/vanilla, 1.33 gold, 1.66 iron, and 2.0 diamond damage. Diamond with power enchant 1 or 2 you will still 1 shot creepers I bet but maybe not without which I think will be balanced. I just thought about durability, is it the same as a reg bow? I suppose you could even have 3 flint become 6 flint arrow heads and then make flint arrows for your long bow, 1.00 damage and 30% retrievable/velocity bonus from enchantment. I hope I mentioned some interesting ideas, a lot of that would be small adjustments to code, lol once I get going I don't stop lol do the arrows fire out of dispensers? You could keep durability the same as a regular bow and use a longbow recipe with an undamaged longbow (enchantable 1) in the top left corner and iron instead of sticks to add 50% durability and call it a reinforced longbow (enchantable 2) and a decorated longbow (enchantable 4) with a reinforced bow top left two diamond then two gold ingots in 2 corners and two string this would be double the durability of a reg longbow and slightly improve enchanting just to help make up for the low durability/enchantability of a bow compared to an iron or diamond sword that's 770 uses I think, pretty sexy for a bow. one wood arrow and 1 paper make the paper arrows, but 4 arrows and 2 paper get 4 arrows it looks like maybe add two paper more so it's comes out the same, paper is easy to get anyway
A lot of nice suggestions! But before I reply to them I want to share some changes in the mod's mechanics. The long bow is gone... I don't think it was necessary and just adding a new bow to the game that is pretty much the same as the original was not something smart. So now the original bow will be changed to be able to shoot the new arrows as well as the stock ones. I think this just simplifies the whole thing and since shooting the original arrows will be exactly the same, I don't see the need for two similar bows.
You could keep durability the same as a regular bow and use a longbow recipe with an undamaged longbow (enchantable 1) in the top left corner and iron instead of sticks to add 50% durability and call it a reinforced longbow (enchantable 2) and a decorated longbow (enchantable 4) with a reinforced bow top left two diamond then two gold ingots in 2 corners and two string this would be double the durability of a reg longbow and slightly improve enchanting just to help make up for the low durability/enchantability of a bow compared to an iron or diamond sword that's 770 uses I think, pretty sexy for a bow.
I know new bows with different features would be really cool! The problem is compatibility with other mods. For other bows to have animations and be rendered correctly in 3rd person some original files have to be changed. I have not found another way around it yet, and I want all the future versions to be as clean as possible.
I don't think the infinite arrows would have to make any arrows more retrievable I think the %s made a lot of sense. [...] You could replace the infinite enchantment with a velocity increase matching to retrievable %s for each arrow would be pretty cool!
I can't just change the speed of the arrows because the damage an arrow inflicts on an entity is proportional to its speed. So... an increase in speed will also buff the damage. However, I do think that the infinite enchantment needs to be revised, please post more suggestions!
Maybe even switch the iron and gold arrows damage and retrievability then it would be more like how the tools are. Maybe try out stone 20%, gold 40% iron 60% and diamond 80% retrieveable and velocity enchantment buff if it's on the long bow, wood/fire arrows would not get a velocity bonus.
I think you are right. If this mod tries to implement balanced items they should follow the original damage-durability scheme. On the other hand I think stone arrows should not have any retrievability, as they are easier to make as the original ones and those are not retrievable.
One thing to mention is that I will change the way retrievable arrows work, change the some of the luck factor for skill. The retrievable percentage will be decreased. So something like: iron/(golden) : 10% ; golden/(iron) : 30% ; diamond: 50% (not sure yet). However, if the arrow killed the target entity the retrievability will be buffed by something like 50% (only for retrievable arrows, max % will always be 95). This way you can be pretty much sure you will get your diamonds arrows back if you damage the mob first. But extra retrievability will have to come with a decrease in damage. Just enough so diamond arrows do not 1-hit kill hostile mobs. What do you think about this idea??? I have played with this settings and they lead to a different kind of gameplay... Lots of fun!
Do you think adding obsidian arrows at 100% retrievablility/velocity with enchant but damage of stone arrows would be balanced? Arrows are gonna get lost so it's not that crazy is it (esp at higher velocity)?
With 95% as max retrievability I think could be ok. There has to be a chance of losing the arrows, otherwise they will be indestructible. Hmmm I just had an idea… Maybe 90% max retrievability + 10% of extra damage. This will consist of the extra damage that was not needed to kill the entity. For example, if the damage of the arrow is 10 and the entity has only 5 points of life left there will be added 5% on retrievability. Not sure if it can be implemented, but I think is a cool idea. What do you think?
Also gotta consider power enchantment as well maybe adjust damage modification .33 wood, .66 stone, 1.00 fire/vanilla, 1.33 gold, 1.66 iron, and 2.0 diamond damage.
What do you mean? Adding those damage values or modifying the damage multipliers?
Well as for the bows the I think easy way for compatibility is to just have your own set of bows have the animation be the same as longbow and just change it's colors a tad like you did with the arrows, durability and enchantability (for the enchantment table) are just item values. I think your longbow was a good idea maybe have it's recipe include an undamaged bow in top left square. I personally would have no other need at all for any other bow mod if i had yours
I haven't seen the mod in action so it's hard to pinpoint retrievability. how does it work does it penetrate them and keep going or does it stop? Penetration would mean arrows are more likely to get lost. If the values are too low I feel people may avoid using diamond arrows or might not think it's worth it. Could make flint 20%, gold 40%, iron 60%, diamond 80%, obsidian 100%. The damage values I mentioned would be compared to vanilla arrow damage, not in addition to your values. maybe make wood .25, stone .5, and obsidian .75, the idea with obsidian is that the cheap people will use it but it will suck and thus they may take more damage and die . Another idea instead of reducing retrievability would be to have the arrow head recipes give less, 3 diamond = 4 handfuls of arrowheads then 4x4 = 16 arrows in stead of the 6x4 = 26 arrows, people might go for an even stack of 64 that way. That's a 33% reduction in arrows created.
The velocity could actually be really easy, i don't know the actual math but let's say you % increase the velocity but at the same time the enchantment could reduce the damage by % divided by X, ((X * (1+%)) * (X / (1+%))) meaning you do the close to the same damage that's not exact though. I don't think you will need to animate the new arrow trajectory.
Your current arrows do this, with % chance for retrieve
I'm thinking let's give the arrows penetrate % instead and be able to pick up of wall/ground still, arrows can fly through targets and get lost esp at higher velocities. A 3 diamond pickaxe has 1500 uses a 2 diamond sword has 1500 uses. People are gonna expect the diamond arrows to be worth getting so they gotta last a little while. Obsidian who cares, so easy to get it will be really weak anyway.
/ = *0.25 wood/paper (even when lit the fire damage will be extra enough) 0% = *0.5 stone 0% = *0.75 obsidian 100% = *1.0 flint 20% = *1.33 gold 40% = *1.66 iron 60% = *2.0 diamond 80%
The dispenser block may be easy, all it has to do is treat it just like a vanilla arrow except more damage which should be coded in the arrow not the dispenser.
I think this would be balanced but still I'm not the one testing it so i don't know, If people think it's op we can adjust it. Lol I may sound a little stubborn
Could make flint 20%, gold 40%, iron 60%, diamond 80%
I still think flint arrows must not have retrievability. I don't want to change anything about them because I am using them as a reference. The other values seem good, I will give them a try.
the idea with obsidian is that the cheap people will use it but it will suck and thus they may take more damage and die.
Seems like a good concept, but I think I want to stay just with the other arrows for now. When everything works, optional arrows add-ons will appear. =D
Another idea instead of reducing retrievability would be to have the arrow head recipes give less, 3 diamond = 4 handfuls of arrowheads then 4x4 = 16 arrows in stead of the 6x4 = 26 arrows, people might go for an even stack of 64 that way. That's a 33% reduction in arrows created.
Might be another way to resolve the retrievability problems. If it turns to be unbalanced this should fix it! =p
The velocity could actually be really easy, i don't know the actual math but let's say you % increase the velocity but at the same time the enchantment could reduce the damage by % divided by X, ((X * (1+%)) * (X / (1+%))) meaning you do the close to the same damage that's not exact though. I don't think you will need to animate the new arrow trajectory.
Hmmmm... you are right. But the thing is that does not sound like the effect of the infinity enchantment. But it could be the effect of a nice new enchantment... sadly I know nothing about adding new enchantments. =( Or.... it could be a side effect of the speed potion! That would be nice.
I have been thinking about the infinity enchantment; and I think it must have an effect on the quantity of the arrows somehow, since that is what people will expect from it. I think a minuscule increase in retrievability will do. (5% or so) What do you think?
I'm thinking let's give the arrows penetrate % instead and be able to pick up of wall/ground still, arrows can fly through targets and get lost esp at higher velocities. A 3 diamond pickaxe has 1500 uses a 2 diamond sword has 1500 uses. People are gonna expect the diamond arrows to be worth getting so they gotta last a little while. Obsidian who cares, so easy to get it will be really weak anyway.
Interesting idea... And now that you have read my concept of bouncing of and passing through enemies, which one do you think fits better? I like my concept because it looks like monsters with low health don't stand a chance to the power of the arrow and it just goes straight trough them. And if you hit a monster with full health the arrow just bounces back like, nope.
Btw, multikills with the same arrow will be rewarded! with extra XP....
/ = *0.25 wood/paper (even when lit the fire damage will be extra enough) 0% = *0.5 stone 0% = *0.75 obsidian 100% = *1.0 flint 20% = *1.33 gold 40% = *1.66 iron 60% = *2.0 diamond 80%
Those values look good, I will see how they perform in-game. The obsidian arrow will have to wait.....
Also don't worry about the dispenser, it will work. Thanks for all of your ideas! They are really appreciated!!! =D Keep them coming!
Is penetration/retrievability the same thing right now or two seperate things? lol I'm a little confuzzled. I think we should only have the penetration % with ability to pick up any arrows that are found. I think I understand If the % activates it either bounces off intact or penetrates on kill intact. I think both ways are cool, more arrows will get lost though if they all penetrate. Would make sense too arrows that get stuck in the target probably break often, ones that penetrate are still more intact sort of, lol brick wall.
I would agree with you on the flint for the moment, only because you can keep placing gravel right now until you get flint, if you get a flint you lose a gravel. If Mojang fixes that (one time chance at flint per gravel and maybe even reduce the chance) then I think the 20% should be added. Heck you could add a sifter block that could find the right amount of arrowheads for it to be balanced. Gravel goes in and has maybe a 5% chance to pull out a flint arrowhead and the gravel could become sand or a decorative garden "tiny pebbles" block, kinda like some playgrounds have. That's one arrowhead for every 20 gravel on average, might be a tiny bit rare but can always be adjusted. I'm not suggesting to alter/remove vanilla arrows, they should not penetrate/bounce off at all. Yes, adding flint and obsidian later will be a breeze.
You need the long bow so that you can make it not able to receive infinity enchantment (also means arrows are exclusive to your bow) and add the velocity one only for your bow, this would be a new enchantment that you would name. This isn't urgent but I'm sure someone could help/teach with the enchantment part. Maybe there's some videos on youtube about it.
As for the speed potion the idea is good but not as strong as planned for the enchantment, str potion could increase velocity 10% and speed potion fire rate by 10% possibly more but let's start small. I don't know a lot about potions yet I haven't really made/used them. perhaps potions could be added to the arrow recipes to give a 5% enchantment bonus per potion 10% for golden arrows. Maybe limit it to 4 potions max per recipe. This could also lead to splash damage arrows with splash potions, splash could add either % of potion damage or arrow damage i don't which one yet. Or a splash potion + 8 arrows could add the reg potion effect to the eight arrows, up to 4 "Imbues" per arrow. This could be added later as well once your more comfortable with enchantments. You may have to create your own Imbue system for the arrows but it would be very similar to enchanting.
Multikill bonuses sound fun perhaps for drop rates too, I like both ideas but I'm leaning towards penetration so more arrows can get lost. I should show you what I'm working on, the game gets really dark when it's dark so arrows would get lost for me
Between fewer arrows made and the slight damage reductions being made It makes up for the longevity of some of the arrows.
This is the link to the Sildur's nVidia Shader pictures I took, someone else said it wasn't opening for them but I'll let you try it. I just verified my email so it'll prolly work now. https://www.dropbox.... Sildurs shader
The penetration/retrievability "system" works like this: arrow impacts on entity --> (random % triggers) --> did the arrow survived? = yes --> did the arrow killed the entity? = yes --> keep going OR did the arrow killed the entity? = no --> bounce off
You need the long bow so that you can make it not able to receive infinity enchantment (also means arrows are exclusive to your bow) and add the velocity one only for your bow, this would be a new enchantment that you would name. This isn't urgent but I'm sure someone could help/teach with the enchantment part. Maybe there's some videos on youtube about it.
The effects of the enchantments are coded in the ItemBow class. So changing the effect of an existing enchantment is really easy. I will try to learn how to implement new enchantments.
As for the speed potion the idea is good but not as strong as planned for the enchantment, str potion could increase velocity 10% and speed potion fire rate by 10% possibly more but let's start small. I don't know a lot about potions yet I haven't really made/used them. perhaps potions could be added to the arrow recipes to give a 5% enchantment bonus per potion 10% for golden arrows. Maybe limit it to 4 potions max per recipe. This could also lead to splash damage arrows with splash potions, splash could add either % of potion damage or arrow damage i don't which one yet. Or a splash potion + 8 arrows could add the reg potion effect to the eight arrows, up to 4 "Imbues" per arrow. This could be added later as well once your more comfortable with enchantments. You may have to create your own Imbue system for the arrows but it would be very similar to enchanting.
Seems like a very solid concept. strength potion = increase in velocity 10% and speed potion = increase in fire rate by 10%
Multikill bonuses sound fun perhaps for drop rates too, I like both ideas but I'm leaning towards penetration so more arrows can get lost. I should show you what I'm working on, the game gets really dark when it's dark so arrows would get lost for me
This is the link to the Sildur's nVidia Shader pictures I took, someone else said it wasn't opening for them but I'll let you try it. I just verified my email so it'll prolly work now. https://www.dropbox.... Sildurs shader
The link is dead =(
Sorry for fast answers today... I am a little busy.
I have a working mod right now for version 1.5.2. I will try to upload it today or maybe tomorrow. It may need some tweaks on balance but everything is looking fine. You will get to see all the other features of the mod!
Sorry about that I grabbed photo bucket I'll probably upgrade it eventually so sorry if there are ads. feel from to download and post. k sounds cool I'm kinda one 1.5.1 with all my stuff but I can easily try things out since i have multimc, can't wait for 1.5.x to be clean cut with all my mods included. I still haven't configured the mods so i could improve performance yet. Either system will work well, but I think chasing down your arrows is gonna be fun, mob next to a ravine? Goodbye arrow All I'm doing is optimizing things really but damn it's sexy, I want to create my own modpack, that maintains a reasonable sense of balance.
Just saw the video of the arrow glitch, my response "Don't Miss" This is a perfect example of what I've been trying to tell people in this thread I'll link it for ya. It's long
No, because he's waiting for forge to fix a minecraft bug, that they really shouldn't have to be fixing, if we all agreed to stick with 1.4.7.
What's the latest version that you have working? I can use different versions of MineCraft easily. If you post it, I will try it out, just let me know if it has the lastest changes made to it, so i can give accurate feedback.
No, because he's waiting for forge to fix a minecraft bug, that they really shouldn't have to be fixing, if we all agreed to stick with 1.4.7.
What's the latest version that you have working? I can use different versions of MineCraft easily. If you post it, I will try it out, just let me know if it has the lastest changes made to it, so i can give accurate feedback.
Don't worry LeoTiger, I think the bug was completely fixed in the newest update (v1.5.2). =D Porting the mod was actually pretty easy because they did little changes in the code. I am actually waiting for the internet to come back at home... =\ My internet provider sucks! It went down yesterday and it has not come back yet... lol, But im using this time to find bugs and polish some things. I have found some subtle bugs and they have been fixed. (for example: the key bindings working when you were chatting, changing arrows every time you wrote an f or a c) I hope the internet comes back soon so I can upload the newest version for mc 1.5.2! In the meantime I think I will start to update the topic to show off the new features! Wait... I dont have any pictures =(
(Reply #100!)
Just saw the video of the arrow glitch, my response "Don't Miss" This is a perfect example of what I've been trying to tell people in this thread I'll link it for ya. It's long
That is a topic hard to discuss... But funny how people start to complain even when you say that it should be optional.
It's touchy, but I would want it to basically force people to fully utilize the Core mod they choose, making that world more unique (CORE mods are those huge mods that change lots of stuves). I even suggested that such a system could allow for servers to host modpacks with matching WOLRD and CORE mods even if the other mods don't match ^,^
I know it's not the best idea, because Emeralds are rare and etc, but what do you say? =D
java.lang.ClassCastException: ep cannot be cast to acq
at KKEntityNecroticArrow.J_(KKEntityNecroticArrow.java:278)
at xd.a(World.java:2086)
at xd.f(World.java:2057)
at xd.n(World.java:1939)
at net.minecraft.client.Minecraft.k(Minecraft.java:1867)
at net.minecraft.client.Minecraft.x(Minecraft.java:822)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
Thanks in advance for any help.
EDIT: I hadn't deleted the old world out of my recycle bin yet and got the idea to just remove the Necrotic Arrow files and overwrite them with Simple Arrows again. The world was saved as a result.
I'm putting some mods together for myself and am thinking about making videos for them along with let's plays. My plan is to make a thread and link it to the videos with a list of mods and links to their threads. I just have to find out if i need permission to offer my config files in a download. That would allow people to play with the exact settings that are used in the videos.
Hi! I'm sorry if I let this mod die.... but i have been very busy with college! I will try to update it to 1.4.7 but it could take me a while... Any news will be posted here!
The flint and steel didn't take damage when using the flammable arrows, but i will try to fix it. And thank you for you suggestions! I will try some different ways of loading the arrows and hopefully I will find the right one!
i really hope you keep this alive this is one of my favorite mods tbh ... also if you get time on your hands ever maybe do what you did with simple ores except with metallurgy 2 (will definately take along time though) well i really hope this mod survives =P !
Thanks! I am rewriting the mod for version 1.5.1 but i am having a lot of problems with the bow animation and the entities. =( I hope I will figure it out soon to release the new version!
If I manage to port it to current version of minecraft, I will consider a metallurgy 2 "expansion". =)
Lol, I never really thought about that... I think I will make all the retrievable arrows (iron, golden, diamond) have a different effect from the infinity enchantment. Maybe a little buff on the possibility of retrieving them.
Dont worry, I have already implemented key bindings for toggling through the available arrows. I will assign a key (you can change it on the controls menu inside the game) that will toggle through the arrows in the following order: wooden, flammable, stone, normal, iron, golden, diamond. (Ordered by damage values)
Not in the old version, but I promise they will!
Sounds like your mod is making a lot of progress, can't blame you for the minecraft bugs. I don't think the infinite arrows would have to make any arrows more retrievable I think the %s made a lot of sense. A homing enchantment would be over powered. Does the long bow arch the same as a reg bow? You could replace the infinite enchantment with a velocity increase matching to retrievable %s for each arrow would be pretty cool! Thus lower arch shots, so something like a 45 degree angle shot for 100 meters might turn into a 30 degree angle shot. I think the fire rate you have seems good (I haven't tried your mod yet lol), and don't add extra rapid fire that's op too unless it could be turned off. I hate seeing good mods get ruined because they do something completely op and you can't change it lol. Maybe even switch the iron and gold arrows damage and retrievability then it would be more like how the tools are. Maybe try out stone 20%, gold 40% iron 60% and diamond 80% retrieveable and velocity enchantment buff if it's on the long bow, wood/fire arrows would not get a velocity bonus. Do you think adding obsidian arrows at 100% retrievablility/velocity with enchant but damage of stone arrows would be balanced? Arrows are gonna get lost so it's not that crazy is it (esp at higher velocity)? Also gotta consider power enchantment as well maybe adjust damage modification .33 wood, .66 stone, 1.00 fire/vanilla, 1.33 gold, 1.66 iron, and 2.0 diamond damage. Diamond with power enchant 1 or 2 you will still 1 shot creepers I bet but maybe not without which I think will be balanced. I just thought about durability, is it the same as a reg bow? I suppose you could even have 3 flint become 6 flint arrow heads and then make flint arrows for your long bow, 1.00 damage and 30% retrievable/velocity bonus from enchantment. I hope I mentioned some interesting ideas, a lot of that would be small adjustments to code, lol once I get going I don't stop
A lot of nice suggestions! But before I reply to them I want to share some changes in the mod's mechanics. The long bow is gone... I don't think it was necessary and just adding a new bow to the game that is pretty much the same as the original was not something smart. So now the original bow will be changed to be able to shoot the new arrows as well as the stock ones. I think this just simplifies the whole thing and since shooting the original arrows will be exactly the same, I don't see the need for two similar bows.
I know new bows with different features would be really cool! The problem is compatibility with other mods. For other bows to have animations and be rendered correctly in 3rd person some original files have to be changed. I have not found another way around it yet, and I want all the future versions to be as clean as possible.
I can't just change the speed of the arrows because the damage an arrow inflicts on an entity is proportional to its speed. So... an increase in speed will also buff the damage. However, I do think that the infinite enchantment needs to be revised, please post more suggestions!
I think you are right. If this mod tries to implement balanced items they should follow the original damage-durability scheme. On the other hand I think stone arrows should not have any retrievability, as they are easier to make as the original ones and those are not retrievable.
One thing to mention is that I will change the way retrievable arrows work, change the some of the luck factor for skill. The retrievable percentage will be decreased. So something like: iron/(golden) : 10% ; golden/(iron) : 30% ; diamond: 50% (not sure yet). However, if the arrow killed the target entity the retrievability will be buffed by something like 50% (only for retrievable arrows, max % will always be 95). This way you can be pretty much sure you will get your diamonds arrows back if you damage the mob first. But extra retrievability will have to come with a decrease in damage. Just enough so diamond arrows do not 1-hit kill hostile mobs. What do you think about this idea??? I have played with this settings and they lead to a different kind of gameplay... Lots of fun!
[part 1 of 2]
With 95% as max retrievability I think could be ok. There has to be a chance of losing the arrows, otherwise they will be indestructible. Hmmm I just had an idea… Maybe 90% max retrievability + 10% of extra damage. This will consist of the extra damage that was not needed to kill the entity. For example, if the damage of the arrow is 10 and the entity has only 5 points of life left there will be added 5% on retrievability. Not sure if it can be implemented, but I think is a cool idea. What do you think?
What do you mean? Adding those damage values or modifying the damage multipliers?
Yes they will! But I have to modify the dispenser block though… If that conflicts with another mod you have the option to don’t copy that file.
Well… long post… Thank you for all your suggestions! Every % and damage value is not fixed yet, so tell me what you think!
[part 2 of 2]
I haven't seen the mod in action so it's hard to pinpoint retrievability. how does it work does it penetrate them and keep going or does it stop? Penetration would mean arrows are more likely to get lost. If the values are too low I feel people may avoid using diamond arrows or might not think it's worth it. Could make flint 20%, gold 40%, iron 60%, diamond 80%, obsidian 100%. The damage values I mentioned would be compared to vanilla arrow damage, not in addition to your values. maybe make wood .25, stone .5, and obsidian .75, the idea with obsidian is that the cheap people will use it but it will suck and thus they may take more damage and die
The velocity could actually be really easy, i don't know the actual math but let's say you % increase the velocity but at the same time the enchantment could reduce the damage by % divided by X, ((X * (1+%)) * (X / (1+%))) meaning you do the close to the same damage that's not exact though. I don't think you will need to animate the new arrow trajectory.
Your current arrows do this, with % chance for retrieve
I'm thinking let's give the arrows penetrate % instead and be able to pick up of wall/ground still, arrows can fly through targets and get lost esp at higher velocities. A 3 diamond pickaxe has 1500 uses a 2 diamond sword has 1500 uses. People are gonna expect the diamond arrows to be worth getting so they gotta last a little while. Obsidian who cares, so easy to get it will be really weak anyway.
The dispenser block may be easy, all it has to do is treat it just like a vanilla arrow except more damage which should be coded in the arrow not the dispenser.
I think this would be balanced but still I'm not the one testing it so i don't know, If people think it's op we can adjust it. Lol I may sound a little stubborn
If the arrow killed the entity it keeps going, if it did not killed the entity it bounces off.
I still think flint arrows must not have retrievability. I don't want to change anything about them because I am using them as a reference. The other values seem good, I will give them a try.
Seems like a good concept, but I think I want to stay just with the other arrows for now. When everything works, optional arrows add-ons will appear. =D
Might be another way to resolve the retrievability problems. If it turns to be unbalanced this should fix it! =p
Hmmmm... you are right. But the thing is that does not sound like the effect of the infinity enchantment. But it could be the effect of a nice new enchantment... sadly I know nothing about adding new enchantments. =( Or.... it could be a side effect of the speed potion! That would be nice.
I have been thinking about the infinity enchantment; and I think it must have an effect on the quantity of the arrows somehow, since that is what people will expect from it. I think a minuscule increase in retrievability will do. (5% or so) What do you think?
Interesting idea... And now that you have read my concept of bouncing of and passing through enemies, which one do you think fits better? I like my concept because it looks like monsters with low health don't stand a chance to the power of the arrow and it just goes straight trough them. And if you hit a monster with full health the arrow just bounces back like, nope.
Btw, multikills with the same arrow will be rewarded! with extra XP....
Those values look good, I will see how they perform in-game. The obsidian arrow will have to wait.....
Also don't worry about the dispenser, it will work. Thanks for all of your ideas! They are really appreciated!!! =D Keep them coming!
I would agree with you on the flint for the moment, only because you can keep placing gravel right now until you get flint, if you get a flint you lose a gravel. If Mojang fixes that (one time chance at flint per gravel and maybe even reduce the chance) then I think the 20% should be added. Heck you could add a sifter block that could find the right amount of arrowheads for it to be balanced. Gravel goes in and has maybe a 5% chance to pull out a flint arrowhead and the gravel could become sand or a decorative garden "tiny pebbles" block, kinda like some playgrounds have. That's one arrowhead for every 20 gravel on average, might be a tiny bit rare but can always be adjusted. I'm not suggesting to alter/remove vanilla arrows, they should not penetrate/bounce off at all. Yes, adding flint and obsidian later will be a breeze.
You need the long bow so that you can make it not able to receive infinity enchantment (also means arrows are exclusive to your bow) and add the velocity one only for your bow, this would be a new enchantment that you would name. This isn't urgent but I'm sure someone could help/teach with the enchantment part. Maybe there's some videos on youtube about it.
As for the speed potion the idea is good but not as strong as planned for the enchantment, str potion could increase velocity 10% and speed potion fire rate by 10% possibly more but let's start small. I don't know a lot about potions yet I haven't really made/used them. perhaps potions could be added to the arrow recipes to give a 5% enchantment bonus per potion 10% for golden arrows. Maybe limit it to 4 potions max per recipe. This could also lead to splash damage arrows with splash potions, splash could add either % of potion damage or arrow damage i don't which one yet. Or a splash potion + 8 arrows could add the reg potion effect to the eight arrows, up to 4 "Imbues" per arrow. This could be added later as well once your more comfortable with enchantments. You may have to create your own Imbue system for the arrows but it would be very similar to enchanting.
Multikill bonuses sound fun perhaps for drop rates too, I like both ideas but I'm leaning towards penetration so more arrows can get lost. I should show you what I'm working on, the game gets really dark when it's dark so arrows would get lost for me
Between fewer arrows made and the slight damage reductions being made It makes up for the longevity of some of the arrows.
This is the link to the Sildur's nVidia Shader pictures I took, someone else said it wasn't opening for them but I'll let you try it. I just verified my email so it'll prolly work now.
https://www.dropbox.... Sildurs shader
The penetration/retrievability "system" works like this: arrow impacts on entity --> (random % triggers) --> did the arrow survived? = yes --> did the arrow killed the entity? = yes --> keep going OR did the arrow killed the entity? = no --> bounce off
The effects of the enchantments are coded in the ItemBow class. So changing the effect of an existing enchantment is really easy. I will try to learn how to implement new enchantments.
Seems like a very solid concept. strength potion = increase in velocity 10% and speed potion = increase in fire rate by 10%
What are you working on? Now im curious... 0_0
The link is dead =(
Sorry for fast answers today... I am a little busy.
I have a working mod right now for version 1.5.2. I will try to upload it today or maybe tomorrow. It may need some tweaks on balance but everything is looking fine. You will get to see all the other features of the mod!
http://s1301.photobu...r with SEUS fix
http://s1301.photobu...ithout SEUS fix
http://s1301.photobu...r nVidia shader
http://www.minecraftforum.net/topic/1797207-a-post-i-made-in-rp2-that-i-want-more-people-to-see/
What's the latest version that you have working? I can use different versions of MineCraft easily. If you post it, I will try it out, just let me know if it has the lastest changes made to it, so i can give accurate feedback.
Don't worry LeoTiger, I think the bug was completely fixed in the newest update (v1.5.2). =D Porting the mod was actually pretty easy because they did little changes in the code. I am actually waiting for the internet to come back at home... =\ My internet provider sucks! It went down yesterday and it has not come back yet... lol, But im using this time to find bugs and polish some things. I have found some subtle bugs and they have been fixed. (for example: the key bindings working when you were chatting, changing arrows every time you wrote an f or a c) I hope the internet comes back soon so I can upload the newest version for mc 1.5.2! In the meantime I think I will start to update the topic to show off the new features! Wait... I dont have any pictures =(
(Reply #100!)
That is a topic hard to discuss... But funny how people start to complain even when you say that it should be optional.
It's touchy, but I would want it to basically force people to fully utilize the Core mod they choose, making that world more unique (CORE mods are those huge mods that change lots of stuves). I even suggested that such a system could allow for servers to host modpacks with matching WOLRD and CORE mods even if the other mods don't match ^,^