Hey, I think you should add the functionality of Leather Armor instead of creating a bunch of new items and new textures, because then the color would have even more customization, and it would be a bit more efficient. Just a suggestion.
Hey, I think you should add the functionality of Leather Armor instead of creating a bunch of new items and new textures, because then the color would have even more customization, and it would be a bit more efficient. Just a suggestion.
Hey, I think you should add the functionality of Leather Armor instead of creating a bunch of new items and new textures, because then the color would have even more customization, and it would be a bit more efficient. Just a suggestion.
I second this. I was ready to make this comment myself (with pretty much the exact same reasoning). I mean, hey, less items, less textures, more colors? It sounds like a win-win to me.
Fun mod. Maybe you could add a more sensible way for chain armor, not that your recipe is bad, but if you add something like turning one iron ingot into 9 iron rings then craft those 9 iron rings together into a patch of chain to craft chain armor with. Maybe you can even add a new armor that is iron armor layered on chain mail layered on leather that is as good a diamond with out the high cost.
not quite sure what you mean, but yes it should work with texture packs
I think he meant if texturepacks that change the look on normal armour also changes the look on the coloured armour or if the texturepack need to have custom textures for the coloured armours as well.
Having a texturepack that changes the vanilla armour to a great looking highres armour just to see it be normal vanilla as soon as you colour it is something I guess he want to avoid.
I think he meant if texturepacks that change the look on normal armour also changes the look on the coloured armour or if the texturepack need to have custom textures for the coloured armours as well.
Having a texturepack that changes the vanilla armour to a great looking highres armour just to see it be normal vanilla as soon as you colour it is something I guess he want to avoid.
Oh ok, gotcha. No it would look like normal armor unless that texture pack has colorful armor support which is ok by me if they added it to their texture pack. Also if a texture pack author wants to add it, i could even do the textures. I am working on some things currently that may change the way this all works but i don't know if it will be done before the 1.7 MCP is released. I certainly do not want to rewrite this mod twice in a short amount of time since it will be required for 1.7.
I also approve of the idea of making the armours behave like leather armour. It just retains immersion that way. And just like leather armour, stripping colour should be via throwing the dyed armour into a water-filled cauldron.
Hi Dude! I completly love this mod BUT it conflicts with mods like tinkers construct,factorization,and some other mods.when you mine ores from those mods a piece of colourful armour drops not it's set item.
Hi Dude! I completly love this mod BUT it conflicts with mods like tinkers construct,factorization,and some other mods.when you mine ores from those mods a piece of colourful armour drops not it's set item.
This is caused by itemID conflicts. You'll have to change the IDs in Colorful Armor config or in the other one.
Since you use A LOT of ID's for this mod and it isn't possible to lower that amount. Would it be possible to just make the config set a starting ID and a notice of how many ID's it uses?
Instead of all these ID's it would just say: Armour Starting id="7000" # Uses X id's
The reason is that this way this mod would be much easier to add to already existing modpacks and new modpacks. The ID's do conflic a lot othervise and changing every single ID in the config is so booring (:P). Having spent a lot of time already chaning thousands of ID's in other mods to make all mods keep their id's together nicely so they don just mix messy I can say that it's not something I'm looking forward to have to do again (bad english here sorry).
Since you use A LOT of ID's for this mod and it isn't possible to lower that amount. Would it be possible to just make the config set a starting ID and a notice of how many ID's it uses?
Instead of all these ID's it would just say: Armour Starting id="7000" # Uses X id's
The reason is that this way this mod would be much easier to add to already existing modpacks and new modpacks. The ID's do conflic a lot othervise and changing every single ID in the config is so booring (:P). Having spent a lot of time already chaning thousands of ID's in other mods to make all mods keep their id's together nicely so they don just mix messy I can say that it's not something I'm looking forward to have to do again (bad english here sorry).
It is possible to do it with less IDs using NBTTagcoumpound which i may or may not do in the future. Ill look into adding the range for you .Also in the future, you may want to consider using something like notepad++ to change your configs. That way you can change most of the IDs in one shot. That's how i do it at least. I have been running a server with 70+ mods the past couple years, so I have a bit of practice.
Since you use A LOT of ID's for this mod and it isn't possible to lower that amount. Would it be possible to just make the config set a starting ID and a notice of how many ID's it uses?
Instead of all these ID's it would just say: Armour Starting id="7000" # Uses X id's
The reason is that this way this mod would be much easier to add to already existing modpacks and new modpacks. The ID's do conflic a lot othervise and changing every single ID in the config is so booring ( ). Having spent a lot of time already chaning thousands of ID's in other mods to make all mods keep their id's together nicely so they don just mix messy I can say that it's not something I'm looking forward to have to do again (bad english here sorry).
Merry late Christmas haha.
I not only organized the creative tab a little but I also changed the way the config works so it uses an ID range.
Enjoy
Instead of having to do a lot of ids, why not do this.
why not make 4 sets of armor textures (gold chain iron diamond) BUT, they are really repurposed leather armor, with dyeability and durability changes to match the set you're crafting.
Instead of having to do a lot of ids, why not do this.
why not make 4 sets of armor textures (gold chain iron diamond) BUT, they are really repurposed leather armor, with dyeability and durability changes to match the set you're crafting.
Recipe:
1 wool + 1 armor piece.
Hmm. I'll have to give that some thought. But wouldn't that just have the same end result with armor not changing color when rendering on the player? I will def give it a shot
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*Request separate versions allowing only specific armors to be dyed.
*Examples:
Only Iron Armor can be dyed.
Only Gold Armor can be dyed.
Only Diamond Armor can be dyed.
*Since you can barely tell the difference between armors when dyed.
I am planning on only keeping Iron Armor fully dyed, and the others I plan on giving trims through editing of the original textures. (If that sounds nice take it as another suggestion/request for a future version)
Cheers.
*Request separate versions allowing only specific armors to be dyed.
*Examples:
Only Iron Armor can be dyed.
Only Gold Armor can be dyed.
Only Diamond Armor can be dyed.
*Since you can barely tell the difference between armors when dyed.
I am planning on only keeping Iron Armor fully dyed, and the others I plan on giving trims through editing of the original textures. (If that sounds nice take it as another suggestion/request for a future version)
Cheers.
As in make 5 seperate mods? 1 for all, 1 for Iron, 1 for diamond, 1 for gold ,and 1 for chain. There is a clear difference in textures between armors. If there is enough want for a split of the armors, then I will make it. Also extra colors and trim are a possible plan for the future, I have been considering adding that since the very first version and I probably will when the mood strikes.
Sure
I'll give it some thought.
I second this. I was ready to make this comment myself (with pretty much the exact same reasoning). I mean, hey, less items, less textures, more colors? It sounds like a win-win to me.
not quite sure what you mean, but yes it should work with texture packs
I think he meant if texturepacks that change the look on normal armour also changes the look on the coloured armour or if the texturepack need to have custom textures for the coloured armours as well.
Having a texturepack that changes the vanilla armour to a great looking highres armour just to see it be normal vanilla as soon as you colour it is something I guess he want to avoid.
Oh ok, gotcha. No it would look like normal armor unless that texture pack has colorful armor support which is ok by me if they added it to their texture pack. Also if a texture pack author wants to add it, i could even do the textures. I am working on some things currently that may change the way this all works but i don't know if it will be done before the 1.7 MCP is released. I certainly do not want to rewrite this mod twice in a short amount of time since it will be required for 1.7.
This is caused by itemID conflicts. You'll have to change the IDs in Colorful Armor config or in the other one.
Instead of all these ID's it would just say: Armour Starting id="7000" # Uses X id's
The reason is that this way this mod would be much easier to add to already existing modpacks and new modpacks. The ID's do conflic a lot othervise and changing every single ID in the config is so booring (:P). Having spent a lot of time already chaning thousands of ID's in other mods to make all mods keep their id's together nicely so they don just mix messy I can say that it's not something I'm looking forward to have to do again (bad english here sorry).
It is possible to do it with less IDs using NBTTagcoumpound which i may or may not do in the future. Ill look into adding the range for you .Also in the future, you may want to consider using something like notepad++ to change your configs. That way you can change most of the IDs in one shot. That's how i do it at least. I have been running a server with 70+ mods the past couple years, so I have a bit of practice.
Merry late Christmas haha.
I not only organized the creative tab a little but I also changed the way the config works so it uses an ID range.
Enjoy
also I set it to auto subtract 256 from ids so you don't have to do math
Instead of having to do a lot of ids, why not do this.
why not make 4 sets of armor textures (gold chain iron diamond) BUT, they are really repurposed leather armor, with dyeability and durability changes to match the set you're crafting.
Recipe:
1 wool + 1 armor piece.
Hmm. I'll have to give that some thought. But wouldn't that just have the same end result with armor not changing color when rendering on the player? I will def give it a shot
if you make a custom armor that has the material type CLOTH it should work o-o
*Examples:
Only Iron Armor can be dyed.
Only Gold Armor can be dyed.
Only Diamond Armor can be dyed.
*Since you can barely tell the difference between armors when dyed.
I am planning on only keeping Iron Armor fully dyed, and the others I plan on giving trims through editing of the original textures. (If that sounds nice take it as another suggestion/request for a future version)
Cheers.
As in make 5 seperate mods? 1 for all, 1 for Iron, 1 for diamond, 1 for gold ,and 1 for chain. There is a clear difference in textures between armors. If there is enough want for a split of the armors, then I will make it. Also extra colors and trim are a possible plan for the future, I have been considering adding that since the very first version and I probably will when the mood strikes.