Allrighty, got hold of another bug.
Happened when shooting an impact explosive arrow out of a building (The last in the stack if i remember right)
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at quivermod.PlayerValueManager.getIndexesToUse(PlayerValueManager.java:316)
at quivermod.PlayerValueManager.getArrowQuiverSlot(PlayerValueManager.java:384)
at quivermod.PlayerValueManager.getArrowSlot(PlayerValueManager.java:411)
at quivermod.QuiverBow.func_77659_a(QuiverBow.java:440)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:173)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:349)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:539)
at net.smart.moving.playerapi.NetServerHandler.func_72472_a(NetServerHandler.java:37)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
2013-06-04 18:01:55 [WARNING] [Minecraft-Server] Failed to handle packet for Quintine/127.0.0.1: java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at quivermod.PlayerValueManager.getIndexesToUse(PlayerValueManager.java:316)
at quivermod.PlayerValueManager.getArrowQuiverSlot(PlayerValueManager.java:384)
at quivermod.PlayerValueManager.getArrowSlot(PlayerValueManager.java:411)
at quivermod.QuiverBow.func_77659_a(QuiverBow.java:440)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:173)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:349)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:539)
at net.smart.moving.playerapi.NetServerHandler.func_72472_a(NetServerHandler.java:37)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
I have a small list of suggestions of things you could add:
1. you should make flint and feathers easier to get as apart of your mod seeing as arrows are an important part to it (especially feathers flint wont matter if you take #2 into consideration).
2. i think adding the ability to use iron as a replacement for flint would be nice (and a nice little raise in damage output ).
3. there are modern bows made of Metal called Compound bows, you should check them out.
4. more configuration with the GUI not sure what exactly but you'll surprise us hah
5. Please good Sir. Pleeease don't make enchantments get removed it doesn't make sense its still the same bow.
That is all thank you for reading love your Mod.
After closer inspection of the instructions, I noted this here.
Download links: Better Bows 1.4.2 for 1.5.2(requires Minecraft Forge versions later than 7.8.0.687, DO NOT INSTALL RECOMMENDED RELEASE) For 1.5.1(requires Minecraft Forge versions later than 7.8.0.682)*
I disregarded this because there is no Forge 7.8.0.682, the 1.5.1 version is 7.7.2.xxx, so I figured you were guilty of a little copypasta, as we all are. But when I looked at Forge's version log, I noted that there is a 7.7.2.682, and I had 7.7.2.678. So, I updated Forge, and tried again... but nothing changed. =(
I've tried injecting the mod directly after Forge, and also after all of the other injected mods I have (better bows is the 8th).
I have to go to work now, so I'll be unable to test further until I get home, but I intend to get to the bottom of this. If you discover anything while I'm gone, do leave a note. =)
1. you should make flint and feathers easier to get as apart of your mod seeing as arrows are an important part to it (especially feathers flint wont matter if you take #2 into consideration).
2. i think adding the ability to use iron as a replacement for flint would be nice (and a nice little raise in damage output ).
If its actually possible to edit the properties of the arrows themselves, this would be nice. However, instead of making flint and feathers easier to find, perhaps make a cheaper, more easily obtainable arrow type, say perhaps, wooden arrows. Expanding on this, how about making different materials of normal arrows as well? Wooden arrows that deal less damage, flint arrows that deal normal dmg, and iron arrows that deal more damage.
Regarding feathers, how about making use of the base idea of the 'unstrung bow' mechanic, and make unfletched arrows? If its possible, perhaps firing unfletched arrows would be more inaccurate, firing in a spread of a few degrees around your crosshair, similar to the split arrows' spread. Then, if you have feathers available, you can simply combine 1 with 4 unfletched arrows for normal arrows of normal accuracy.
Aln aternative method is to make a new recipe in which feather could be made in 4 fletchings. Similar to the unstrung bows, simply 'use' the unfletched arrows to fletch them, using 1 fletching in the process. I prefer this method as it adds to the roleplay element, of fletching your own arrows.
Add a Skeleton Bow. Sorta Like the recurve bow but it has a little bit longer pull back time. Made like a normal bow just replace sticks with bones. Oh and BTW that would mean skeletons mostly spawn with them but can also spawn with longbows.
Regarding feathers, how about making use of the base idea of the 'unstrung bow' mechanic, and make unfletched arrows? If its possible, perhaps firing unfletched arrows would be more inaccurate, firing in a spread of a few degrees around your crosshair, similar to the split arrows' spread. Then, if you have feathers available, you can simply combine 1 with 4 unfletched arrows for normal arrows of normal accuracy.
An aternative method is to make a new recipe in which feather could be made in 4 fletchings. Similar to the unstrung bows, simply 'use' the unfletched arrows to fletch them, using 1 fletching in the process. I prefer this method as it adds to the roleplay element, of fletching your own arrows.
The latter would be more realistic, which seems to be the theme in this mod. Understand that if an arrow has no fletching, it would not fly at all, but rather would be like taking a pencil and flicking it so that it spins. The fletching creates drag, and is what makes the arrow point forward in the first place.
To expand on the idea of making fletchings, I would also suggest that you be able to set item ids in the config file for what can be crafted into fletchings, as there are a few mods that add various kinds of feathers, eg. the chocobo mod which has chocobo feathers.
And one more thing. Recipe idea if you add compound bow
This will need two recipes:
Pulley: - iron
Compound Bow:
P - Pulley - String - recurve bow/ normal Bow (either one works, just that if made with rcurve it has less durability to start out with) - leather
Did a fresh install of forge and loaded only Better Bows, and the mod works fine. I added all of the other 'inject' mods to the jar, and everything still worked fine. I then added the 120-some external mods to the mix, and Better Bows is defunct again.
As you can imagine this is going to take some time to figure out which of the 120+ mods is conflicting with QuiverMod, but when I figure it out I'll get back to you!
Edit: I found the problem, much quicker than I anticipated! The conflicting mod is "Tinker's Construct", and can be found here. I'm not sure what in this mod would actually conflict with QuiverMod, as it deals with enhanced swords and tools, but maybe with this information you could fix the problem =)
I have a small list of suggestions of things you could add:
1. you should make flint and feathers easier to get as apart of your mod seeing as arrows are an important part to it (especially feathers flint wont matter if you take #2 into consideration).
2. i think adding the ability to use iron as a replacement for flint would be nice (and a nice little raise in damage output ).
3. there are modern bows made of Metal called Compound bows, you should check them out.
4. more configuration with the GUI not sure what exactly but you'll surprise us hah
5. Please good Sir. Pleeease don't make enchantments get removed it doesn't make sense its still the same bow.
That is all thank you for reading love your Mod.
1. I'm planning to make some of the fancy arrows not require arrowheads, hopefully that'll help with the cost. I don't really want to mess with making things cheaper than in vanilla Minecraft that much.
2. Iron-tipped arrows are planned.
3. They're on my list too.
4. Is the config file not good enough? Or are you saying you want those configurations to be in-game too?
5. Hmmm. I made it remove them to balance the game a bit (since enchantments are meant to be very expensive).
If its actually possible to edit the properties of the arrows themselves, this would be nice. However, instead of making flint and feathers easier to find, perhaps make a cheaper, more easily obtainable arrow type, say perhaps, wooden arrows. Expanding on this, how about making different materials of normal arrows as well? Wooden arrows that deal less damage, flint arrows that deal normal dmg, and iron arrows that deal more damage.
Regarding feathers, how about making use of the base idea of the 'unstrung bow' mechanic, and make unfletched arrows? If its possible, perhaps firing unfletched arrows would be more inaccurate, firing in a spread of a few degrees around your crosshair, similar to the split arrows' spread. Then, if you have feathers available, you can simply combine 1 with 4 unfletched arrows for normal arrows of normal accuracy.
Aln aternative method is to make a new recipe in which feather could be made in 4 fletchings. Similar to the unstrung bows, simply 'use' the unfletched arrows to fletch them, using 1 fletching in the process. I prefer this method as it adds to the roleplay element, of fletching your own arrows.
The latter would be more realistic, which seems to be the theme in this mod. Understand that if an arrow has no fletching, it would not fly at all, but rather would be like taking a pencil and flicking it so that it spins. The fletching creates drag, and is what makes the arrow point forward in the first place.
To expand on the idea of making fletchings, I would also suggest that you be able to set item ids in the config file for what can be crafted into fletchings, as there are a few mods that add various kinds of feathers, eg. the chocobo mod which has chocobo feathers.
Wooden arrows sound a bit useless, but perhaps there's something else I could make it be made out of...
Fletching arrows individually does sound interesting, and I can see why you would want that.
I don't think I'm going to make unfletched arrows able to be fired, or if I do, then I'll do what Fokson said and make them spin.
Setting the item IDs that can be crafted sounds like a good idea, though how it could be synced between the server and client is beyond me. The recipes are initialized as soon as Minecraft starts, meaning any recipes I add when the player joins a multiplayer game would stay when they joined another game (until they restarted Minecraft). Shouldn't be too complicated to fix, though.
Add a Skeleton Bow. Sorta Like the recurve bow but it has a little bit longer pull back time. Made like a normal bow just replace sticks with bones. Oh and BTW that would mean skeletons mostly spawn with them but can also spawn with longbows.
Bone isn't really very bendy, though. (I'd like to keep from making bows out of things that don't bend)
And one more thing. Recipe idea if you add compound bow
This will need two recipes:
Pulley: - iron
Compound Bow:
P - Pulley - String - recurve bow/ normal Bow (either one works, just that if made with rcurve it has less durability to start out with) - leather
P P P
That would be when I add it, I really do want to add it. That recipe seems way too expensive though, I'm thinking I'll just make it require 2 or more iron ingots.
Did a fresh install of forge and loaded only Better Bows, and the mod works fine. I added all of the other 'inject' mods to the jar, and everything still worked fine. I then added the 120-some external mods to the mix, and Better Bows is defunct again.
As you can imagine this is going to take some time to figure out which of the 120+ mods is conflicting with QuiverMod, but when I figure it out I'll get back to you!
Edit: I found the problem, much quicker than I anticipated! The conflicting mod is "Tinker's Construct", and can be found here. I'm not sure what in this mod would actually conflict with QuiverMod, as it deals with enhanced swords and tools, but maybe with this information you could fix the problem =)
Oh, my my. I'll have to look into that. What version do you have?
Edit: I don't seem to get any issues with it, perhaps you should try updating it.
Bone isn't really very bendy, though. (I'd like to keep from making bows out of things that don't bend)
That would be when I add it, I really do want to add it. That recipe seems way too expensive though, I'm thinking I'll just make it require 2 or more iron ingots.
The reason why the recipe is expensive cause 2 reasons. 1) compound bows are one of the most acurate bows in the world. 2) the compound bows are pretty durable and shoot REALLY far in real life if you know how to shoot them good. (i know this cause i own one and i go to shoot a LOT and it'll go up to like 100 meters.
The reason why the recipe is expensive cause 2 reasons. 1) compound bows are one of the most acurate bows in the world. 2) the compound bows are pretty durable and shoot REALLY far in real life if you know how to shoot them good. (i know this cause i own one and i go to shoot a LOT and it'll go up to like 100 meters.
I feel like they ain't exactly fitting, these are modern bows. Can't see how they fit into minecraft.
1. I'm planning to make some of the fancy arrows not require arrowheads, hopefully that'll help with the cost. I don't really want to mess with making things cheaper than in vanilla Minecraft that much.
2. Iron-tipped arrows are planned.
3. They're on my list too.
4. Is the config file not good enough? Or are you saying you want those configurations to be in-game too?
5. Hmmm. I made it remove them to balance the game a bit (since enchantments are meant to be very expensive).
Done.
Fletching arrows individually does sound interesting, and I can see why you would want that.
I don't think I'm going to make unfletched arrows able to be fired, or if I do, then I'll do what Fokson said and make them spin.
That would be when I add it, I really do want to add it. That recipe seems way too expensive though, I'm thinking I'll just make it require 2 or more iron ingots.
1. Sweet!
2.Sweet again!
3. I'm glad to hear it!
4. yes I mean in game too but also, I feel like the gui for the quivers is missing something I'm still not sure what exactly, but ill get back to you when i find out .
5. I understand your idea behind removing enchantments upon the bow being unstrung, but i believe that since its the same bow.. it should keep the same enchantment, however... if you made the strings into whats being enchanted and a person could find said strings in dungeons and from skele drops, perhaps that would balance it a bit more. i just feel that it doesn't fit the realism, its like if i marked my bow with my initials and the string broke suddenly its a brand new unstrung bow and my initials are gone (i realize the string idea is a lot of codding.. but i think it could be worth while).
Thank GOD its done I hated those freakin poison arrows
Yes i agree the fletching idea does sound interesting haha the spinning arrow would be a funny effect XD
The compound bow shouldn't be too cheep, maybe not three of those pulleys things becasue that VERY expensive but perhaps as an alternative idea you make the crafting recipe like this:
- Pully (made the same was as the other poster suggested) - Iron Ingot - String - recurve bow/ normal Bow - leather
then its a little more expensive but not too cheap
The reason why the recipe is expensive cause 2 reasons. 1) compound bows are one of the most acurate bows in the world. 2) the compound bows are pretty durable and shoot REALLY far in real life if you know how to shoot them good. (i know this cause i own one and i go to shoot a LOT and it'll go up to like 100 meters.
I see your point. There's probably some way to make the recipe expensive without it using more iron than you could fit in a pulley, though.
Sure. The server has to have it installed, of course.
Happened when shooting an impact explosive arrow out of a building (The last in the stack if i remember right)
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at quivermod.PlayerValueManager.getIndexesToUse(PlayerValueManager.java:316)
at quivermod.PlayerValueManager.getArrowQuiverSlot(PlayerValueManager.java:384)
at quivermod.PlayerValueManager.getArrowSlot(PlayerValueManager.java:411)
at quivermod.QuiverBow.func_77659_a(QuiverBow.java:440)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:173)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:349)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:539)
at net.smart.moving.playerapi.NetServerHandler.func_72472_a(NetServerHandler.java:37)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
2013-06-04 18:01:55 [WARNING] [Minecraft-Server] Failed to handle packet for Quintine/127.0.0.1: java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at quivermod.PlayerValueManager.getIndexesToUse(PlayerValueManager.java:316)
at quivermod.PlayerValueManager.getArrowQuiverSlot(PlayerValueManager.java:384)
at quivermod.PlayerValueManager.getArrowSlot(PlayerValueManager.java:411)
at quivermod.QuiverBow.func_77659_a(QuiverBow.java:440)
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:173)
at net.minecraft.item.ItemInWorldManager.func_73085_a(ItemInWorldManager.java:349)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:539)
at net.smart.moving.playerapi.NetServerHandler.func_72472_a(NetServerHandler.java:37)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:275)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
I have a small list of suggestions of things you could add:
1. you should make flint and feathers easier to get as apart of your mod seeing as arrows are an important part to it (especially feathers flint wont matter if you take #2 into consideration).
2. i think adding the ability to use iron as a replacement for flint would be nice (and a nice little raise in damage output
3. there are modern bows made of Metal called Compound bows, you should check them out.
4. more configuration with the GUI not sure what exactly but you'll surprise us hah
5. Please good Sir. Pleeease don't make enchantments get removed
That is all thank you for reading
YES PLEASE!!!! Poison arrows are SOOO overpowered....
Download links:
Better Bows 1.4.2 for 1.5.2 (requires Minecraft Forge versions later than 7.8.0.687, DO NOT INSTALL RECOMMENDED RELEASE)
For 1.5.1 (requires Minecraft Forge versions later than 7.8.0.682) *
I disregarded this because there is no Forge 7.8.0.682, the 1.5.1 version is 7.7.2.xxx, so I figured you were guilty of a little copypasta, as we all are. But when I looked at Forge's version log, I noted that there is a 7.7.2.682, and I had 7.7.2.678. So, I updated Forge, and tried again... but nothing changed. =(
I've tried injecting the mod directly after Forge, and also after all of the other injected mods I have (better bows is the 8th).
I have to go to work now, so I'll be unable to test further until I get home, but I intend to get to the bottom of this. If you discover anything while I'm gone, do leave a note. =)
If its actually possible to edit the properties of the arrows themselves, this would be nice. However, instead of making flint and feathers easier to find, perhaps make a cheaper, more easily obtainable arrow type, say perhaps, wooden arrows. Expanding on this, how about making different materials of normal arrows as well? Wooden arrows that deal less damage, flint arrows that deal normal dmg, and iron arrows that deal more damage.
Regarding feathers, how about making use of the base idea of the 'unstrung bow' mechanic, and make unfletched arrows? If its possible, perhaps firing unfletched arrows would be more inaccurate, firing in a spread of a few degrees around your crosshair, similar to the split arrows' spread. Then, if you have feathers available, you can simply combine 1 with 4 unfletched arrows for normal arrows of normal accuracy.
Aln aternative method is to make a new recipe in which feather could be made in 4 fletchings. Similar to the unstrung bows, simply 'use' the unfletched arrows to fletch them, using 1 fletching in the process. I prefer this method as it adds to the roleplay element, of fletching your own arrows.
The latter would be more realistic, which seems to be the theme in this mod. Understand that if an arrow has no fletching, it would not fly at all, but rather would be like taking a pencil and flicking it so that it spins. The fletching creates drag, and is what makes the arrow point forward in the first place.
To expand on the idea of making fletchings, I would also suggest that you be able to set item ids in the config file for what can be crafted into fletchings, as there are a few mods that add various kinds of feathers, eg. the chocobo mod which has chocobo feathers.
And one more thing. Recipe idea if you add compound bow
This will need two recipes:
Pulley:
Compound Bow:
P - Pulley
P P
Did a fresh install of forge and loaded only Better Bows, and the mod works fine. I added all of the other 'inject' mods to the jar, and everything still worked fine. I then added the 120-some external mods to the mix, and Better Bows is defunct again.
As you can imagine this is going to take some time to figure out which of the 120+ mods is conflicting with QuiverMod, but when I figure it out I'll get back to you!
Edit: I found the problem, much quicker than I anticipated! The conflicting mod is "Tinker's Construct", and can be found here. I'm not sure what in this mod would actually conflict with QuiverMod, as it deals with enhanced swords and tools, but maybe with this information you could fix the problem =)
1. I'm planning to make some of the fancy arrows not require arrowheads, hopefully that'll help with the cost. I don't really want to mess with making things cheaper than in vanilla Minecraft that much.
2. Iron-tipped arrows are planned.
3. They're on my list too.
4. Is the config file not good enough? Or are you saying you want those configurations to be in-game too?
5. Hmmm. I made it remove them to balance the game a bit (since enchantments are meant to be very expensive).
Done.
Wooden arrows sound a bit useless, but perhaps there's something else I could make it be made out of...
Fletching arrows individually does sound interesting, and I can see why you would want that.
I don't think I'm going to make unfletched arrows able to be fired, or if I do, then I'll do what Fokson said and make them spin.
Setting the item IDs that can be crafted sounds like a good idea, though how it could be synced between the server and client is beyond me. The recipes are initialized as soon as Minecraft starts, meaning any recipes I add when the player joins a multiplayer game would stay when they joined another game (until they restarted Minecraft). Shouldn't be too complicated to fix, though.
Bone isn't really very bendy, though. (I'd like to keep from making bows out of things that don't bend)
That would be when I add it, I really do want to add it. That recipe seems way too expensive though, I'm thinking I'll just make it require 2 or more iron ingots.
Oh, my my. I'll have to look into that. What version do you have?
Edit: I don't seem to get any issues with it, perhaps you should try updating it.
The reason why the recipe is expensive cause 2 reasons. 1) compound bows are one of the most acurate bows in the world. 2) the compound bows are pretty durable and shoot REALLY far in real life if you know how to shoot them good. (i know this cause i own one and i go to shoot a LOT and it'll go up to like 100 meters.
I feel like they ain't exactly fitting, these are modern bows. Can't see how they fit into minecraft.
Who said Steve was stupid?
1. I'm planning to make some of the fancy arrows not require arrowheads, hopefully that'll help with the cost. I don't really want to mess with making things cheaper than in vanilla Minecraft that much.
2. Iron-tipped arrows are planned.
3. They're on my list too.
4. Is the config file not good enough? Or are you saying you want those configurations to be in-game too?
5. Hmmm. I made it remove them to balance the game a bit (since enchantments are meant to be very expensive).
Done.
Fletching arrows individually does sound interesting, and I can see why you would want that.
I don't think I'm going to make unfletched arrows able to be fired, or if I do, then I'll do what Fokson said and make them spin.
That would be when I add it, I really do want to add it. That recipe seems way too expensive though, I'm thinking I'll just make it require 2 or more iron ingots.
1. Sweet!
2.Sweet again!
3. I'm glad to hear it!
4. yes I mean in game too but also, I feel like the gui for the quivers is missing something I'm still not sure what exactly, but ill get back to you when i find out .
5. I understand your idea behind removing enchantments upon the bow being unstrung, but i believe that since its the same bow.. it should keep the same enchantment, however... if you made the strings into whats being enchanted and a person could find said strings in dungeons and from skele drops, perhaps that would balance it a bit more. i just feel that it doesn't fit the realism, its like if i marked my bow with my initials and the string broke suddenly its a brand new unstrung bow and my initials are gone
Thank GOD its done I hated those freakin poison arrows
Yes i agree the fletching idea does sound interesting haha the spinning arrow would be a funny effect XD
The compound bow shouldn't be too cheep, maybe not three of those pulleys things becasue that VERY expensive but perhaps as an alternative idea you make the crafting recipe like this:
then its a little more expensive but not too cheap
Same way you install it to the client.
I see your point. There's probably some way to make the recipe expensive without it using more iron than you could fit in a pulley, though.
Steve can make pistons, and he can get iron, I don't see why he wouldn't be able to make a compound bow.
Exactly