Could i please use this mod in a mod pack, I do not know if this mod pack will be public or if i will just keep it private, nor does this mod pack have a name yet. need less to say encase i do decide to release it i would very much like your permission to use your mod. If you would like the mod packs name when i think of one please tell me in your response.
I fixed the textures not loading in the update I'm releasing today. Shift-clicking inventory slots sends them to the 4x4 matrix, shift-click anywhere else sends them to inventory. AECs can now be copied from bigger AECs (A 10000 can create five more 2000, etc). Sort of an aesthetic feature but also a sort of 'endgame' goal, AECs now change from black to white, depending on their value (pure black is 0 CV, white is 16777215+ CV). Also created a new texture for this feature instead of just using the diamond texture. I'm also working on a fix for NEI but I've never used its API before and I don't really understand the documentation for it, so if anyone could help me with that, that'd be great.
Yes, the .cvl is there for revaluing items to the user's consent, but if you believe they should be changed, feel free to send me a revalued vanilla.cvl and I will discuss it with 1nfinitize and see if we can't get it worked out. I will also inform 1nfinitize of UberWaffe's idea and see how he feels about it. To be honest, if 1nfinitize had never suggested I do this, I probably never would have, so I have to make sure his original vision is accounted for, I'm sure you all understand.
As for automation, I think if I add this it will be a while yet, due to my lack of using APIs in the past, I tend to not like trying to figure them out on my own. If you know anyone that would be willing to help me with that, I'd be grateful. I usually only try to make my mods compatible, and that is all. I don't really add extra features to them to interact with other mods aside from my own.
I just started the process of making an altered vanilla.cvl and was wondering if you still intended to take suggestions on CV values. Basically the method I am using is this:
Chunk = 16x16x256 = 65536 = "Base"
CV Value = Base / Occurrence per chunk
For instance, Diamond ORE averages 3.097 blocks/chunk, so the CV Value for Diamond ORE would be 65536 / 3.097 = 21161 CV
Since Diamond ORE = 1 Diamond (barring any other mods or pick enchantments) 1 Diamond would have a CV value of 21161.
Lapis Lazuli on the other hand, even though its ORE Occurs about as often as Diamon ORE, when broken it produces 4-8 Shards for a 6 Average per ORE.
Lapis Lazuli ORE 3.43/Chunk = Base/3.43 = ORE CV Value = 19106
Lapis Lazuli Shard 20.58/Chunk = Base/20.58 = Shard CV Value = 3184
The same method would hold true for most other CV value's, however there are a few exceptions. NON MINED ITEMS, IE anything that you can GROW and therefore produce an Infinite Amount of will have a CV value of 4 (Four) by default. This, IMO reflects the nature of the objects and hopefully prevents the "Abuse" that happened with EE where people would set up "Auto Farms" to feed the crops into EE to have an "Infinite Energy Supply". If all crops are worth FOUR and BONE MEAL is worth 4 x 5 at a minimum then there should never be a way to set up a (Crop = CV = Bone meal = Crop) loop that has a net return of CV. I believe that is something you are trying to avoid with this mod am I right?
For items that are "Crafted", the CV value would be sum total of its part. IE.
Bread = 3 Wheat = 12 CV
Planks = 1 Wood / 4 = 1 CV
Doors = 6 Planks = 1 CV Per Plank = 6 CV
So on and so forth
However, before I continue making this CVL file and spend days going over every single recipe in the game and doing the math, I would like to know:
1) What method is currently being used to find CV Values
2) If you are even still open to a replacement CV file
EDIT: Note that the values listed here are based on values listed on the wiki for occurence / chunk and are kind of out dated so I would be using a clean MCEdit analyze for new values for 1.5.1
I just started the process of making an altered vanilla.cvl and was wondering if you still intended to take suggestions on CV values. Basically the method I am using is this:
Chunk = 16x16x256 = 65536 = "Base"
CV Value = Base / Occurrence per chunk
For instance, Diamond ORE averages 3.097 blocks/chunk, so the CV Value for Diamond ORE would be 65536 / 3.097 = 21161 CV
Since Diamond ORE = 1 Diamond (barring any other mods or pick enchantments) 1 Diamond would have a CV value of 21161.
Lapis Lazuli on the other hand, even though its ORE Occurs about as often as Diamon ORE, when broken it produces 4-8 Shards for a 6 Average per ORE.
Lapis Lazuli ORE 3.43/Chunk = Base/3.43 = ORE CV Value = 19106
Lapis Lazuli Shard 20.58/Chunk = Base/20.58 = Shard CV Value = 3184
The same method would hold true for most other CV value's, however there are a few exceptions. NON MINED ITEMS, IE anything that you can GROW and therefore produce an Infinite Amount of will have a CV value of 4 (Four) by default. This, IMO reflects the nature of the objects and hopefully prevents the "Abuse" that happened with EE where people would set up "Auto Farms" to feed the crops into EE to have an "Infinite Energy Supply". If all crops are worth FOUR and BONE MEAL is worth 4 x 5 at a minimum then there should never be a way to set up a (Crop = CV = Bone meal = Crop) loop that has a net return of CV. I believe that is something you are trying to avoid with this mod am I right?
For items that are "Crafted", the CV value would be sum total of its part. IE.
Bread = 3 Wheat = 12 CV
Planks = 1 Wood / 4 = 1 CV
Doors = 6 Planks = 1 CV Per Plank = 6 CV
So on and so forth
However, before I continue making this CVL file and spend days going over every single recipe in the game and doing the math, I would like to know:
1) What method is currently being used to find CV Values
2) If you are even still open to a replacement CV file
EDIT: Note that the values listed here are based on values listed on the wiki for occurence / chunk and are kind of out dated so I would be using a clean MCEdit analyze for new values for 1.5.1
Oh, my. Can I have your vanilla.cvl?
Can I add something there?
You must also accounts TIME. We need time to grow our crops. And smelt. Therefore, you need to add another value to substitute our loss of time. For example:
Crops need at least 8 (gameplay) hours to be fully grown. So, 4 + 8 = 12 CV for a carrot.
And don't forget about hunger. More filling food should be more energizing than food that fills less.
Carrot fills 4 points. So, 12 + 4 = 16 CV for the final value.
Potatoes are another case in mind.
With a base value of 13, raw potatoes are cheap. But, when you smelt it, it must gain additional value from the fuel.
The problem is, I can't decide how much is the 'additional' value. We can use many things to be used as a fuel.
Instead, its value becomes 18 from its nourishment.
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
You must also accounts TIME. We need time to grow our crops. And smelt. Therefore, you need to add another value to substitute our loss of time. For example:
Crops need at least 8 (gameplay) hours to be fully grown. So, 4 + 8 = 12 CV for a carrot.
And don't forget about hunger. More filling food should be more energizing than food that fills less.
Carrot fills 4 points. So, 12 + 4 = 16 CV for the final value.
Potatoes are another case in mind.
With a base value of 13, raw potatoes are cheap. But, when you smelt it, it must gain additional value from the fuel.
The problem is, I can't decide how much is the 'additional' value. We can use many things to be used as a fuel.
Instead, its value becomes 18 from its nourishment.
I am wary of making grown items CV values "significant" simply because they can be mass produced. Yeah, it may take 8hrs to grow some wheat (or whatever) but you can grow 1000's at a time. Some of those old school EE "Farms" were nothing more then rows of boxes planting seeds, hitting them with bone meal, then harvesting / converting. You could churn out diamonds in seconds with a large enough setup.
Anyway, I just finished a world edit "Vanilla" analysis of ore distribution for use in my CV calculations. I am about to start calculating values based on these numbers.
I think 157+ million blocks is a decent enough sample size to get an idea of how ore is distributed in Vanilla MC. Method used in world edit was:
New Clean install of MC 1.5.1 (no mods)
Install SPC (Single Player Commands)
Create New "Default" world
//chunk (to select the chunk I spawned in)
//expand 384 N (expand counts BLOCKS in the direction you want, so 384 blocks = 24 Chunks N)
//expand 384 S
//expand 384 E
//expand 384 W
(** This resulted in a selection size of 49x49 Chunks unless my math is off)
//distr (which gives block distribution breakdown)
Its pretty easy to do if someone wants to double check my results/verify. Also, if you want to find a good value for ores/blocks added by mods, you could simply install the mod and then generate a new world and follow the above process to get the block distribution for that mod. So I should have a "new" vanilla.cvl made sometime "soon".
I am looking for some input on what the "lowest" CV Value item should be as the base unit for determining all other CV Values. Right now I'm think "Stick" should be it as a stick it just 1 Wood = 4 Planks = 8 Sticks So if a "Stick" is 1 then "Wood" becomes 8, and 8 becomes my default value for "Grown" things.
Which would put wood as being more valuable then Stone as my current calculations drop Stone at worth 5.43 CV. Which I can solve by either A) moving the decimal point in all calculations making everythings CV value super inflated or giving up and accepting the fact that someone will find a way to farm trees/wheat to make infinite CV. Granted my current calcs put diamonds at 32,119 CV so you would need to grow 4015 plants to equal one Diamond... so maybe its not so bad.
EDIT: OK, after several hours I have finally completed my initial replacement "vanilla.cvl." Here are some notes about it:
Monster Drops: As a general rule I don't want to encourage building a "Monster Tower" to farm monster drops to feed into the table for CV, especially since a lot of the easier to get monster drops aren't reall used all that much in "late game" recipes or are all that difficult to obtain. So, I have placed most monster drops with very LOW CV values.
Exceptions to the rules:
Ender Pearls are worth the same as Diamonds, this coincides IMO with the difficulty in obtaining an Ender Pearl + the Uses they have in recipes. Ender pearls are/were way too cheap in EE1/2/3 and in "Default" MA vanilla.cvl
Blaze Rods are worth 1/2 as much as a Diamond, Powders are worth 1/2 a Rod. See my reasoning for ender pearls as to why.
Crops/Grown Items: Again, as a rule I want to steer clear of making "Auto Wheat/Cane/Tree/etc" farming a "Good" source for CV for the table, as such I have made almost all grown items worth as little as possible.
The "Emerald Problem" - Emeralds spawn as ORE at such a low rate that it makes them immensely more valuable then diamonds, for example if I were to use my defualt method of calculating ORE values for the value of Emeralds, they would be worth 454,774 each. (look at how I got base values if your wondering where that number came from). The "Problem" comes in with A) Emeralds aren't used often in recipes (I only know of ONE and its in a mod) and NPC villagers can/will trade you emeralds for next to nothing. So, I have choosen to set the "Emeralds" value at the same value as DIRT to prevent NPC trade abuse for insane amounts of CV and because again, no recipes.
Calculations for ORE Values were made by taking the total number of blocks in the sample and dividing it by the number of blocks of ore in the sample. For instance 157,351,936 Sample Size, 4899 Diamond ore in Sample = 157351936/4899 = 32119 (round down). This gives IMO an more "Accurate" value for what Ores are worth in a given world.
Calculations for CRAFTED Values were made by taking the total CV value of all the parts that make up the item and adding them together.
The results of the above methods should mean there are no "loop holes" where you can craft an item and get out more then you put in. In fact since I ALWAYS round down, you may actually loose 1-2 CV here and there from results that are 3/2 = 1.5 = 1CV
I am open to suggestions as to balancing out MOB drops or Grown items more, but I'm pretty happy with where mined items are at the moment.
(ISSUES)I tested this CVL and even though I have put CV values in for the following items, the table still does not let you convert them to CV:
Alchemizer ID 180 - Perhaps disabled on purpose?
Potions ID 373:VARIES - It seems no potions ID's work and adding them makes all items in the CVL that appear AFTER them not work. (That or having a placeholder CV value of 0 breaks all CV values after the placeholder)
I'm adding you version of the CV list to the OP since you've worked very hard on it and we think it should be recognized. If you make changes, just use that link again and if you change the link, tell me so I can update it.
I'm adding you version of the CV list to the OP since you've worked very hard on it and we think it should be recognized. If you make changes, just use that link again and if you change the link, tell me so I can update it.
Appreciate it, I'll probably be making a new version within the next day or so with a few "balance" tweaks based on feedback from users of my server. In the meantime I have a few suggestions:
1. Set up MA to AUTO CALCULATE the value's for crafted items based off of a list of "Base" value's provided in the CVL. IE. If it could reference the crafting table to see what is "Craftable" and simply auto-calc values that would make making a vanilla.cvl a lot easier as you would only need to provide the "Base" values.
2. Switch formats for your item ID list in the CVL to match the output of an NEI item dump. Again, this is to make it easier to work with as I created my CVL by first dumping all the item ID's using NEI, then opening that in an Open Office spreadsheet (yes, it will import easily) and then editing the spreadsheet (using formula to auto-calc crafted items as I changed base values, pretty handy :)) and then saving the result as a text file. At which point I had to change the format to match your vanilla.cvl format. (**note that this suggestion would only really effect anyone making a custom CVL repeatedly so I can see it being a low/non priority)
Appreciate it, I'll probably be making a new version within the next day or so with a few "balance" tweaks based on feedback from users of my server. In the meantime I have a few suggestions:
1. Set up MA to AUTO CALCULATE the value's for crafted items based off of a list of "Base" value's provided in the CVL. IE. If it could reference the crafting table to see what is "Craftable" and simply auto-calc values that would make making a vanilla.cvl a lot easier as you would only need to provide the "Base" values.
2. Switch formats for your item ID list in the CVL to match the output of an NEI item dump. Again, this is to make it easier to work with as I created my CVL by first dumping all the item ID's using NEI, then opening that in an Open Office spreadsheet (yes, it will import easily) and then editing the spreadsheet (using formula to auto-calc crafted items as I changed base values, pretty handy ) and then saving the result as a text file. At which point I had to change the format to match your vanilla.cvl format. (**note that this suggestion would only really effect anyone making a custom CVL repeatedly so I can see it being a low/non priority)
Keep up the good work, love the mod!
Yea, not really a priority since most modders will generate defaults in code anyway, and I never actually had intended anyone doing a complete overhaul of the defaults. Like I said if you do update it, just drop in the file so the link doesn't change under the same name. I had considered the base-value calculations, but it would probably end up being more work than I had in mind due to having to calculate all of the values individually, but I might try it.
EDIT: Okay, I lied. I forgot that I already have the code from my uncrafting table, so it was actually a simple copy and paste change. If you'd like to find all of the most base components available and give me a list, I will probably add it. Base components meaning can't be crafted. So that means logs are base rather than sticks. If I were to make it so sticks were a base, it would make far more work for me, so if you could find uncraftable stuff and give it a value, everything else should fall in line.
Yea, not really a priority since most modders will generate defaults in code anyway, and I never actually had intended anyone doing a complete overhaul of the defaults. Like I said if you do update it, just drop in the file so the link doesn't change under the same name. I had considered the base-value calculations, but it would probably end up being more work than I had in mind due to having to calculate all of the values individually, but I might try it.
EDIT: Okay, I lied. I forgot that I already have the code from my uncrafting table, so it was actually a simple copy and paste change. If you'd like to find all of the most base components available and give me a list, I will probably add it. Base components meaning can't be crafted. So that means logs are base rather than sticks. If I were to make it so sticks were a base, it would make far more work for me, so if you could find uncraftable stuff and give it a value, everything else should fall in line.
AWESOME!! I'll get to work on a complete list of vanilla non craftables!
EDIT: And DONE! Its significantly easier to do this when you dont have to spend hours inputting formula for crafting recipes.
Anyway, I think I covered all the obtainable non craft-ables (ie can be gotten without using creative mode/cheats). With some testing to see what does/doesn't work I'm sure I can fill in the gaps and/or just use a vanilla.cvl to override values that aren't calculating properly.
Also, your using the uncrafting table from TwilightForest? I have run into issues with it in the past not recognizing all crafting recipes. For instance Computer Craft turtles come to mind, though that could be intentional? I'm hoping with MA auto calculating values using the craft tables that it will make adding CV values for other mods WAY easier, especially mods that add 100's of new recipes.
Anyway, I think I covered all the obtainable non craft-ables (ie can be gotten without using creative mode/cheats). With some testing to see what does/doesn't work I'm sure I can fill in the gaps and/or just use a vanilla.cvl to override values that aren't calculating properly.
Also, your using the uncrafting table from TwilightForest? I have run into issues with it in the past not recognizing all crafting recipes. For instance Computer Craft turtles come to mind, though that could be intentional? I'm hoping with MA auto calculating values using the craft tables that it will make adding CV values for other mods WAY easier, especially mods that add 100's of new recipes.
No, I made my own uncrafting table for a different mod that works universally, ie with all mods and shaped and shapeless recipes. So there won't be a problem because I already know that my code works.
No, I made my own uncrafting table for a different mod that works universally, ie with all mods and shaped and shapeless recipes. So there won't be a problem because I already know that my code works.
Nice! You just have all this awesome stuff tucked away, would love to have that uncrafting table.
Okay, I've run into a few issues with converting to the component-based system. Any blocks with metadata are generally not account for (not sure why, it works fine for my uncrafting table) and therefore, if one is not defined, none are defined. It is possible to override CVs just like before by changing them or defining them in the first place, which may be necessary for the metadata issues. Unless there are objections, I may just stick with the original system for the time being.
Nice mod, but I thought i should tell you... I found a gamebreaking exploit. Lava buckets can be cloned for 3200 cv, they can then be mashed to get 3200 cv, and the bucket is returned to your inventory, which can be mashed for another 3072 cv. This is in MC 1.4.7 BTW so i'm not positive if this exploit is present in 1.5.1 but I'd imagine so. Keep up the *Awesome* work!
Nice mod, but I thought i should tell you... I found a gamebreaking exploit. Lava buckets can be cloned for 3200 cv, they can then be mashed to get 3200 cv, and the bucket is returned to your inventory, which can be mashed for another 3072 cv. This is in MC 1.4.7 BTW so i'm not positive if this exploit is present in 1.5.1 but I'd imagine so. Keep up the *Awesome* work!
Okay, I've run into a few issues with converting to the component-based system. Any blocks with metadata are generally not account for (not sure why, it works fine for my uncrafting table) and therefore, if one is not defined, none are defined. It is possible to override CVs just like before by changing them or defining them in the first place, which may be necessary for the metadata issues. Unless there are objections, I may just stick with the original system for the time being.
I think I would rather have the mod that does MOST of the calc automatically and then I manually do CV values for the ones it can't do, then to have to do ALL the calcs manually.
I ran into problems with the metadata items with version 0.3.5 when it came to potions anyway, not sure why but it just wouldn't work with potions which is why I left them out of the vanilla.cvl I made.
Also, that vanilla.cvl "Should" be giving the correct value for "lava bucket" and "bucket" with no loop hole.. I'll double check to be sure.
EDIT: Yeah, in MC 1.5.1 a lava bucket when mashed does NOT return the empty bucket to you, so there is no way to get this loop in 1.5.1
Would gladly allow it. Just remember this mod probably wouldn't exist if 1nfinitize had not suggested it.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Thank you for your consideration
-Azkids07
I just started the process of making an altered vanilla.cvl and was wondering if you still intended to take suggestions on CV values. Basically the method I am using is this:
Chunk = 16x16x256 = 65536 = "Base"
CV Value = Base / Occurrence per chunk
For instance, Diamond ORE averages 3.097 blocks/chunk, so the CV Value for Diamond ORE would be 65536 / 3.097 = 21161 CV
Since Diamond ORE = 1 Diamond (barring any other mods or pick enchantments) 1 Diamond would have a CV value of 21161.
Lapis Lazuli on the other hand, even though its ORE Occurs about as often as Diamon ORE, when broken it produces 4-8 Shards for a 6 Average per ORE.
Lapis Lazuli ORE 3.43/Chunk = Base/3.43 = ORE CV Value = 19106
Lapis Lazuli Shard 20.58/Chunk = Base/20.58 = Shard CV Value = 3184
The same method would hold true for most other CV value's, however there are a few exceptions. NON MINED ITEMS, IE anything that you can GROW and therefore produce an Infinite Amount of will have a CV value of 4 (Four) by default. This, IMO reflects the nature of the objects and hopefully prevents the "Abuse" that happened with EE where people would set up "Auto Farms" to feed the crops into EE to have an "Infinite Energy Supply". If all crops are worth FOUR and BONE MEAL is worth 4 x 5 at a minimum then there should never be a way to set up a (Crop = CV = Bone meal = Crop) loop that has a net return of CV. I believe that is something you are trying to avoid with this mod am I right?
For items that are "Crafted", the CV value would be sum total of its part. IE.
Bread = 3 Wheat = 12 CV
Planks = 1 Wood / 4 = 1 CV
Doors = 6 Planks = 1 CV Per Plank = 6 CV
So on and so forth
However, before I continue making this CVL file and spend days going over every single recipe in the game and doing the math, I would like to know:
1) What method is currently being used to find CV Values
2) If you are even still open to a replacement CV file
EDIT: Note that the values listed here are based on values listed on the wiki for occurence / chunk and are kind of out dated so I would be using a clean MCEdit analyze for new values for 1.5.1
Oh, my. Can I have your vanilla.cvl?
Can I add something there?
You must also accounts TIME. We need time to grow our crops. And smelt. Therefore, you need to add another value to substitute our loss of time. For example:
Crops need at least 8 (gameplay) hours to be fully grown. So, 4 + 8 = 12 CV for a carrot.
And don't forget about hunger. More filling food should be more energizing than food that fills less.
Carrot fills 4 points. So, 12 + 4 = 16 CV for the final value.
Potatoes are another case in mind.
With a base value of 13, raw potatoes are cheap. But, when you smelt it, it must gain additional value from the fuel.
The problem is, I can't decide how much is the 'additional' value. We can use many things to be used as a fuel.
OcD Simple Add-On!
I am wary of making grown items CV values "significant" simply because they can be mass produced. Yeah, it may take 8hrs to grow some wheat (or whatever) but you can grow 1000's at a time. Some of those old school EE "Farms" were nothing more then rows of boxes planting seeds, hitting them with bone meal, then harvesting / converting. You could churn out diamonds in seconds with a large enough setup.
Anyway, I just finished a world edit "Vanilla" analysis of ore distribution for use in my CV calculations. I am about to start calculating values based on these numbers.
I think 157+ million blocks is a decent enough sample size to get an idea of how ore is distributed in Vanilla MC. Method used in world edit was:
New Clean install of MC 1.5.1 (no mods)
Install SPC (Single Player Commands)
Create New "Default" world
//chunk (to select the chunk I spawned in)
//expand 384 N (expand counts BLOCKS in the direction you want, so 384 blocks = 24 Chunks N)
//expand 384 S
//expand 384 E
//expand 384 W
(** This resulted in a selection size of 49x49 Chunks unless my math is off)
//distr (which gives block distribution breakdown)
Its pretty easy to do if someone wants to double check my results/verify. Also, if you want to find a good value for ores/blocks added by mods, you could simply install the mod and then generate a new world and follow the above process to get the block distribution for that mod. So I should have a "new" vanilla.cvl made sometime "soon".
Which would put wood as being more valuable then Stone as my current calculations drop Stone at worth 5.43 CV. Which I can solve by either A) moving the decimal point in all calculations making everythings CV value super inflated or giving up and accepting the fact that someone will find a way to farm trees/wheat to make infinite CV. Granted my current calcs put diamonds at 32,119 CV so you would need to grow 4015 plants to equal one Diamond... so maybe its not so bad.
EDIT: OK, after several hours I have finally completed my initial replacement "vanilla.cvl." Here are some notes about it:
Anyway, you can get a copy at Drop Box here:
https://www.dropbox....djg/vanilla.cvl
Feel free to use/modify/ignore/whatever with it.
I'm adding you version of the CV list to the OP since you've worked very hard on it and we think it should be recognized. If you make changes, just use that link again and if you change the link, tell me so I can update it.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Appreciate it, I'll probably be making a new version within the next day or so with a few "balance" tweaks based on feedback from users of my server. In the meantime I have a few suggestions:
1. Set up MA to AUTO CALCULATE the value's for crafted items based off of a list of "Base" value's provided in the CVL. IE. If it could reference the crafting table to see what is "Craftable" and simply auto-calc values that would make making a vanilla.cvl a lot easier as you would only need to provide the "Base" values.
2. Switch formats for your item ID list in the CVL to match the output of an NEI item dump. Again, this is to make it easier to work with as I created my CVL by first dumping all the item ID's using NEI, then opening that in an Open Office spreadsheet (yes, it will import easily) and then editing the spreadsheet (using formula to auto-calc crafted items as I changed base values, pretty handy :)) and then saving the result as a text file. At which point I had to change the format to match your vanilla.cvl format. (**note that this suggestion would only really effect anyone making a custom CVL repeatedly so I can see it being a low/non priority)
Keep up the good work, love the mod!
Yea, not really a priority since most modders will generate defaults in code anyway, and I never actually had intended anyone doing a complete overhaul of the defaults. Like I said if you do update it, just drop in the file so the link doesn't change under the same name. I had considered the base-value calculations, but it would probably end up being more work than I had in mind due to having to calculate all of the values individually, but I might try it.
EDIT: Okay, I lied. I forgot that I already have the code from my uncrafting table, so it was actually a simple copy and paste change. If you'd like to find all of the most base components available and give me a list, I will probably add it. Base components meaning can't be crafted. So that means logs are base rather than sticks. If I were to make it so sticks were a base, it would make far more work for me, so if you could find uncraftable stuff and give it a value, everything else should fall in line.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
AWESOME!! I'll get to work on a complete list of vanilla non craftables!
EDIT: And DONE! Its significantly easier to do this when you dont have to spend hours inputting formula for crafting recipes.
Get it here: https://www.dropbox.com/s/nfdytbvzp311xll/justnoncraftable.cvl
Anyway, I think I covered all the obtainable non craft-ables (ie can be gotten without using creative mode/cheats). With some testing to see what does/doesn't work I'm sure I can fill in the gaps and/or just use a vanilla.cvl to override values that aren't calculating properly.
Also, your using the uncrafting table from TwilightForest? I have run into issues with it in the past not recognizing all crafting recipes. For instance Computer Craft turtles come to mind, though that could be intentional? I'm hoping with MA auto calculating values using the craft tables that it will make adding CV values for other mods WAY easier, especially mods that add 100's of new recipes.
No, I made my own uncrafting table for a different mod that works universally, ie with all mods and shaped and shapeless recipes. So there won't be a problem because I already know that my code works.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Nice! You just have all this awesome stuff tucked away, would love to have that uncrafting table.
It's for another mod, if you want it you'll have to beta test some buggy stuff for me.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Eh? You could just toss it up on Jenkins like everyone else does and let users fend for themselves. lol
No, all or nothing.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Ah, thanks. I'll have to fix that.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
I think I would rather have the mod that does MOST of the calc automatically and then I manually do CV values for the ones it can't do, then to have to do ALL the calcs manually.
I ran into problems with the metadata items with version 0.3.5 when it came to potions anyway, not sure why but it just wouldn't work with potions which is why I left them out of the vanilla.cvl I made.
Also, that vanilla.cvl "Should" be giving the correct value for "lava bucket" and "bucket" with no loop hole.. I'll double check to be sure.
EDIT: Yeah, in MC 1.5.1 a lava bucket when mashed does NOT return the empty bucket to you, so there is no way to get this loop in 1.5.1