This mod is the swiss army knife for Minecraft. Never again have all slots in your hotbar encumbered with shovels, axes, pickaxe, hoes or shears. And with our *shiny paxles* you'll never ever mine again in the dark. And just for the lights not going out when you decide to hit something, take a closer look at our fully enchantable *shiny emerald sword*. A great complement to a shiny paxle: Don't let the lights go out!
All our shiny paxles also allow the player to breathe under water. This behaviour is generally known as "diving". Diving can be switched off by setting the variable "underwater" to false.
Our paxles are crafted with care and made of quality materials from the best sources available. The best manufacturers available put all their heart into even the smallest details. BUYCRAFT NOW!
I got the reins for this mod from Andr3wrulz and fixed a bug and added new content. I also changed the "they fall apart in half the time" into something more logical: The paxles last as long as the amount of tools they have inside.
You say: "OMG! Another paxel mod!" but wait - look into it.
This is an outdated video: (No shiny paxles, no emerald swords)
I need a new one!
There are two tiers of paxles. The base paxles which are crafted from wood and stone and the ore paxles which are crafted from the vanilla ores.
The base paxles are early game paxles and are crafted with materials you will find at the beginning of the game. The amount of planks needed for one paxel is the same as you would need to craft a pickaxe, an axe and a shovel. The duration is three times of standard duration, as you put in material for three tools.
After a short time of playing with my paxles I got annoyed: Why don't they till? In early game state you really need to make farms. That's why I introduced two new paxles:The base paxles plus. Here are the shapeless recipes for the upgraded versions of the base paxles. They last four times as long as a vanilla axe and can till.
The ore paxles are middle and end game paxles. They are crafted from the materials you would need to craft a pickaxe, an axe, a shovel, a hoe and shears. This are 11 ores and to put them into the recipe 9 of them are represented as an ore block. The duration is five times the standard duration, as you put in material for five tools.
As you may notice, for the "shears" function I selected the same material as for the rest of the paxle. Why not iron ingots? Simple: You want the duration of the selected ore and not that of iron. You're smart. And I'm lazy. Internally I use a multiplier which I simply set to five. No chance that this will ever change...
Every paxle can become upgraded to a shiny paxle. A shiny paxle creates a moving light source at the player's position.
Upgrade recipe for base paxles (wood and stone):
t = Torch P = any base paxle
Upgrade recipe for ore paxles:
g = Glowstone
Difference between shiny base paxles and shiny ore paxles
The base paxles have exatly 1 light source on the players upper part of his body.
The ore paxles have this light source, too. But there are up to 18 additional light sources spread around the player, making it day!
Breathe under water with shiny paxles (diving)
The shiny paxle creates a shiny air cube at the players top part of his body. This allows the player to breathe under water, as long as he stays in the center of the cube. If he leaves the cube, a new air cube will be created and the old one simply gets filled with the liquid which was there before.
This behaviour can be switched off in the config by setting "underwater" to false.
Under water only 1 shiny airblock is generated.
Shiny new emerald sword
Since version 1.1.1 there is an emerald sword in this mod, craftable with a stick and two emeralds. This emerald sword can become upgraded like the paxles with eight glowstones.
Reason: I played with my new mod and mined. When I switched to my sword to hit a zombie it suddenly became all dark! This is not a good situation. With the shiny emerald sword at hand you will not have to hit the darkness anymore. And, of course, you can dive with it.
Tilling me softly with this hoe...
The tilling function of our ore paxles outstand a normal hoe by far. With one rightclick on a tillable surface you till not less than nine fields at once! And as of version 1.1.0 only the center field counts as a use. Now tilling is faster and also cheaper!
Shearing the sheep
Yes, right-click a sheep with your ore paxle. This is the normal "I-shear-a-sheep" function of shears.
Introduced lightblock without tileentity for all light sources except upper part of body. Reduced lightsources to 20. New function "setShinyAirBlocks(world, x,y,z)" in PaxleCraft spreads the lightpattern. Is used from emeraldsword and paxle. If ever the light distribution changes this is done in only one function now. Could be used to make other tools or weapons shine.
Shiny paxles, new recipes. Trying to avoid the shiny air bug with a ugly light block pattern for ore paxles and emerald sword.
Following an idea of SoloUno the paxles can shine now. This is BETA, as there still exist some bugs. As soon as the shiny paxles are bug free, the version counter will be set to 1.2.
The emerals sword has now a shiny brother. This prevents you from suddenly standing in the dark when you decide to hit something instead of mining.
Rewritten for 1.6.+. All graphical data is now in "assets".
Boosted the emerald paxle's efficiency -> now the emerald paxle is your paxle of choice!
Added an emerald sword. Same recipe as a diamond sword, but with emeralds. Same attributes and enchantability as a diamond sword.
Inherited the paxles from ItemTool instead of Item.
This forced me to use the vanilla enum class because of the super() call in the constructor. Dropped the custom enum class. Now the paxles can be enchanted (also in my favourite mod "enchanting plus", they can be repaired and renamed in an anvil.
Added the "plus" paxles to be able to till large fields fast and cheap in early game state. Had some hazzle with the emerald paxle because emerald is not in the vanilla enum class. Now this paxle is crafted like an emerald paxle but internally it is a diamond paxle.
Tilling is cheaper now: only the center field counts as "use", the other fields (up to eight!) are FREE. So if you think while tilling, your paxle may last even longer.
Fixed the "shovel bug" (see old thread). Introduced emerald paxle. Added tilling and shearing to ore paxles. Tilling costs as much duration as fields are tilled per "till".
This is a Forge mod. Install Forge and then drop the zip into the mods folder.
The paxles can be enchanted on a vanilla enchanting table and also work perfectly in "Enchanting Plus" aka "Better Enchanting". The normal restrictions for worker tools are in effect.
If you have the TreeCapitator mod installed you will most likely want to have the paxles work as any vanilla axe and chop down trees in one blow. Be careful when editing the config of TreeCapitator. Respect the brackets. Look how the other mods were configurated and follow my advices while trying to do it exactly as the other mods which are in the config file. You need 4 eyes for this task.
Again: Be careful.Make a backup of TreeCapitator.cfg by copying it into another folder. If you don't know how to do this, then abstain from making these changes and first learn how to copy files.
The config file of TreeCapitator is in the config folder of MC and is called "TreeCapitator.cfg".Open it with a *simple text editor* (eg notepad.exe for Win) NEVER open it with a writer program like "word" !!!
You will destruct the config file if opened with some word processing software. Be warned.
This is for [1.5.1]TreeCapitator.Forge.1.5.1.r01.Uni.CoreMod
Please note that all lines *never* have a linebreak! The line starting with "S:itemValues=" ends with "itemids:WoodPaxle". In this window it wraps, but it has no linebreaks at all.
Into the section item_settings put this at the end of the line "S:axeIDList=271; 275;..."
This is a *very long* line and also has no linebreaks. Paste this at the end of the line without making a linebreak:
Did you save your work?
Taking care of your tools
I hate it, when my tools break or when my armor breaks.
Repairing them with an anvil might help, but costs too much in my opinion and feels clumsy.
I recommend Pitmans's TF2 Dispenser. A base is only a base where this dispenser is below the floor.
Hint: Always use the mirror link to download Pitman's mods.
Hmmm.... Now you need iron ingots to feed the dispenser. Ok, what about an iron farm?
I get my iron from powercraft (tree farming) and equivalent exchange 3 (minium stone) in buildcraft automatic tables and buildcraft pipes. Transmitting the final ingots to my chest via powercraft teleporters.
But you can farm iron ore directly with the Magical Crops mod which I like, too. I farm glowstone and dyes with it.
I (Konitor) am the legal maintainer of this mod at the moment. If the community agrees that I'm gone forever after some months of waiting the community may elect a new modder. I don't want anybody to make money from this mod, take parts of the mod and *not* open the new source to everyone.
I enjoyed your video. Of course you are right, the enchantability has to be looked over. That is, what I'm doing at the moment.
And yes, the value for the emerald paxle is "out of thin air" while the other values are calculated from the existing tools.
I have a feeling, that looking into enchantability, the paxles simply are inherited from the wrong class. The only thing you can enchant quite now is "unbreaking" and that is quite useless. Stay tuned, I want to be able to enchant my paxles with "fortune" and "efficiency".
It is only a matter of time. First attempts already ended in a complete mess.
You're right. PaxleCraft is not unique at all. Others have paxles as "sub mod". But then these mods suddenly are no more available or add extra ores into the world (what I hate). I had once installed obsidian paxles, but then the obsidian mod went wild. I did not have paxles since 1.3.2 before Andr3wrulz made this mod. And this mod is outstanding in one point: This is open source. If the modder goes away, the community can update the mod. And this is some kind of security that lacks other mods.
Bugfixing missing enchantments:
After restructuring the mod (paxle extends now "ItemTool" and not anymore the basic class "Item") I've already casted a successful "efficiency" on an iron paxle. I had to trash the emerald paxle in the process of rewriting the class. I don't want to get too technically speaking here, but it is a mess. I can enchant the paxles now, but maybe something else is corrupted now. I need to test the new version before I give it online. This can take some days. Stay tuned.
The emerald paxle is back again. Internally it is a diamond paxle, but crafted with emeralds and has another skin. Added "plus" paxles for wood and stone paxle. Two shapeless recipes "hoe + paxle" give "plus" paxles which have 4 times duration and can till.
I am in early game stage and can't see why the base paxles should not till if I upgrade them with the material needed for a hoe.
(I just cannot afford an ore paxle atm) I think most gamers will agree. Still testing.
Edit: Enchanting works fine in creative mode. Still needs testing on server. The new emerald paxle is shown as "diamond paxle" after its re-implementation. This is a small bug.
Uploaded the new version! Test runs on server and in singleplayer mode revealed some small bugs which are fixed by now. I also uploaded a version for MC 1.5.2 which I could not test because I'm still on 1.5.1. The 1.5.2 was only tested on the forge workbench, where it did not show any buggy behaviour.
I had two surplus emeralds and wanted to make a sword from them. This was not possible in standard MC. I didn't want to make a new mod for this so I dropped it into the PaxleCraft mod. The emerald sword is the same as a diamond sword, but made with emeralds.
And its greeeeene.
Update to version 1.1.2 for MC version 1.6.1.
Since the texture thingy is shiny and new in the new MC version I don't know if I did pack up everything right.
Please feedback if it runs (or not). Thanks.
(I'm still on 1.5.1 atm, as my favourite mods did not update yet)
Update to 1.6.2. Nothing did change, just a recompile. But I just realized, that the config for treecapitator did change. So the readme "TreeCapitator Integration" was extended to fit for the new configuration requirements.
So is there no way to repair these other than with that additional mod you posted? I have an almost dmgd Iron Paxle that I enchanted a bit, but its not allowing me to repair it with ingots.
Strike that, I must have been bugged or something its worked just fine now with three ingots. I would like to make a suggestion though that may make these a lot more Unique and useful. Add a recipe involving glowstone/torches with varying light intensities depending on whether you use glowstone or torches and the quality of the material on the Paxle, with Emerald giving the most light, if you can make the light intensify and also in crease in radius that would be awesome as well =)
The idea is a good one. I like it. I'll look into it. But I cannot promise you a thing.
Will try derping with light sources, though.
Maybe I can set the two airblocks where the player is standing "on light".
Should remember the old x,y,z light values of foot and head part of the player.
After moving, the old light values would have to be restored.
As I know by now, you cannot change the light level of existing blocks. You must replace them with something.
So the only way I can think of is by replacing the air blocks with something new.
This means: a new airblock with a light level has to be introduced into the mod.
This new light emitting airblock could be checking if
the player is on it (YES -> will light, NO -> will be replaced by a normal air block)
the player holds a light emitting device (YES -> will light, NO -> will be replaced by a normal air block)
I do not promise anything! Any help with this is greatly appreciated.
Maybe you can take a peak at the way Dynamic lights does theirs, it sounds similar to what your saying, except they take it to more extremes hehe. But I gotta head to bed have a really long day of work in about 6 hours, will check back you you after work if I can think of anything else useful, G-Luck in the meantime
EDIT: Actually I think a better example would be the Wrathlamp item added by the Factorization mod, it makes Excellent use of what you are saying in an extremely efficient manner.
When developing with the mod "Working Sponges" from Andr3wRulz I temporarily did give a light value to the WS-airblocks which are used to block fluids. After removing the blocks and replacing them with standard air blocks, the light level sometimes did not go away, leaving parts of the desert illuminated at night. (The fluid blocking air blocks in the official WS-mod which you can download do *not* emit light! Development only.)
The mods you mentioned are not open source. So I'm forced to think of something by myself. The way I'll try it, the new torch-paxles will light. The only problem I see is to "unlight" the way the player took, because the standard air blocks will stay bright sometimes. Hmm. This was in 1.5.2. Maybe it is ok with 1.6.2?
However, I hope to find the time this weekend to do something with PaxleCraft. And I'll not do this for the "older" paxles. Only the newest version will be supported!
Hey there, just got home from work, as far as the lighting not going away instantly, is because of MC its the way it was coded its something modders have always had to deal with, the original MC code is crap when it comes to rendering. there where A LOT of improvements and optimizations done for 1.6.2 so you will have better luck there, as it handles lighting and textures a lot more efficiently than before, its still not near resolved , but it is better. you may want yo take a look at the way the world handles natural lighting, like from the sun, the Wrathlamps use similar effects, i know because the spiders when affected by the light from Wrathlamps behave as if it where daytime. hope that helps you some, am looking through other lighting mods to see if i can find you some open source that you could get ideas from. will let you know if I find one.
Do zombies and skeletons burn when wrathlamps are near?
Some tests last night revealed that under 1.6.2 the light level does *not* (great!) persist after removing the light block.
I think I will make two tiers of paxles:
base paxles => torch light, will have light level 12 or so. Easy recipe with 4 torches around the paxle.
ore paxles => glowstone light, will have light level 15. More challenging recipe with 4 glowstones around the paxle.
As I already have an emerald sword in PaxleCraft, it is not a big thing to make it have light, too.
So it doesn't suddenly become all dark when you decide to hit something.
I think I'll add the vanilla swords, too. Following the same simple rules as above:
base swords (stone and wood) => torch light
ore swords (including my emerald sword) => glowstone light