We'll definitely take it into consideration and see what we can do. Thanks again for suggesting!
Cool, I'll be sure to check your pack out! You can post the GitHub if you like, too.
Yeah, both are not made yet, but once they are online it will be here first :D! I might even make a few pull requests if I have time, but I'm a busy guy lol
Yeah, both are not made yet, but once they are online it will be here first :D! I might even make a few pull requests if I have time, but I'm a busy guy lol
The Meaning of Life, the Universe, and Everything.
Join Date:
10/5/2012
Posts:
473
Minecraft:
Black_Hole
Member Details
I did some more thinking about our API. Currently, simply allowing you to add new potions to our system could cause problems for users if, for example, we added another one too. The meta values could get confused and potion items corrupted.
Me and Eno are discussing some changes that would eliminate these problems, but we're currently planing on doing this for 1.7.
Ok, it might be possible to add potion effects to weapons, but I honestly don't think it's really worth it. We've got a lot of other features to worry about first, and I don't know how useful that would really be.
I don't think that "Thirst mod" neat though it may be, really has anything we should to interact with.
These are my opinions. As far as I'm concerned, Eno gets the final say on these things though.
I did some more thinking about our API. Currently, simply allowing you to add new potions to our system could cause problems for users if, for example, we added another one too. The meta values could get confused and potion items corrupted.
Me and Eno are discussing some changes that would eliminate these problems, but we're currently planing on doing this for 1.7.
Ok, it might be possible to add potion effects to weapons, but I honestly don't think it's really worth it. We've got a lot of other features to worry about first, and I don't know how useful that would really be.
I don't think that "Thirst mod" neat though it may be, really has anything we should to interact with.
These are my opinions. As far as I'm concerned, Eno gets the final say on these things though.
Oh, I just meant to make it possible to make potions replenish your thirst. Also, about the weapons thing, I disagree, I think they can be immensely useful in combat, and people have done it in vanilla using command blocks. But that's just my 2 bitcoins... oh wait that's a lot lol
Oh, I just meant to make it possible to make potions replenish your thirst. Also, about the weapons thing, I disagree, I think they can be immensely useful in combat, and people have done it in vanilla using command blocks. But that's just my 2 bitcoins... oh wait that's a lot lol
I have to agree with Blackhole on this one. I don't think there's much we can do to be compatible with that mod, aside from simply making our potions restore a little thirst. Would it be worth it?
I don't know if potion effects on vanilla weapons is entirely possible, but, if it was, it's a ton of work to implement something like that which would run completely alongside vanilla without touching anything that they have. . . we'll put some thought into it. I know vanilla has done it with command blocks, but there's no definite way for us to add these effects to swords and SHOW that the sword has a certain effect without editing some things, or thinking so far outside the box that we might hurt ourselves. Again, we'll think about it.
I just had a great idea with the spiking thing: hook into the enchantment system. Give spiked items the enchantment "spiked" which applies potion effects, For spiked food, convert food into a new item ID with textures, saturation and hunger bar refilling coded into the metadata (as long as the food extends the proper Forge classes) and for Tinkers construct weapons spiking should be easy, add a separate API for that. Make spiking possible with blended potions, and make it possible to blend potions to create new potions! Also, is the potion API done, I am about to start the Runic Dimension mod and if you guys have a valid API, I will make sure to add all my Runic potions to the mod
I just had a great idea with the spiking thing: hook into the enchantment system. Give spiked items the enchantment "spiked" which applies potion effects, For spiked food, convert food into a new item ID with textures, saturation and hunger bar refilling coded into the metadata (as long as the food extends the proper Forge classes) and for Tinkers construct weapons spiking should be easy, add a separate API for that. Make spiking possible with blended potions, and make it possible to blend potions to create new potions! Also, is the potion API done, I am about to start the Runic Dimension mod and if you guys have a valid API, I will make sure to add all my Runic potions to the mod
At the moment, we've come to the decision not to immediately implement 'spiking', but rather put it on the table, as it isn't terribly high on our list of priorities.
We'll release the potion API with the mod's 1.7 release (which shouldn't be too long) - hang in there!
Hey, everyone! I'm here to present a little progress on Brewcraft, showing some of the updates and cool new features we've added for the upcoming 1.7 release. Without any further ado, here it is!
Whaaat? Tier 3 potions and an awesome creative tab?!
Hey, everyone! I'm here to present a little progress on Brewcraft, showing some of the updates and cool new features we've added for the upcoming 1.7 release. Without any further ado, here it is!
Whaaat? Tier 3 potions and an awesome creative tab?!
Nice, but make sure the tab is customizable by texture packs!
Nice, but make sure the tab is customizable by texture packs!
Oh, it is, trust me. There's a config option for a normal creative tab and this one, and the potions are automatically compatible with texture packs because they use vanilla icons.
Oh, it is, trust me. There's a config option for a normal creative tab and this one, and the potions are automatically compatible with texture packs because they use vanilla icons.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/14/2013
Posts:
131
Minecraft:
LordArrani
Member Details
Wow, looking good! When I read "liquid potions" I kind of hoped there would be actual free flowing liquid potion that you could transport around with buckets and make pools of, but still, this looks great!
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Bored of vanilla? Sick of cluttered and complicated modpiles packs? Check out my modpacks!
Cool, I'll be sure to check your pack out! You can post the GitHub if you like, too.
Yeah, both are not made yet, but once they are online it will be here first :D! I might even make a few pull requests if I have time, but I'm a busy guy lol
Oh and you should look into integration with this mod : http://www.minecraftforum.net/topic/1143097-16x-universal-forge-thirst-mod-171-canteen-returns/
Alright, awesome! Glad to hear it!
What sort of integration were you thinking of?
There doesn't seem to be any source code available, and no API is given. . .
Me and Eno are discussing some changes that would eliminate these problems, but we're currently planing on doing this for 1.7.
Ok, it might be possible to add potion effects to weapons, but I honestly don't think it's really worth it. We've got a lot of other features to worry about first, and I don't know how useful that would really be.
I don't think that "Thirst mod" neat though it may be, really has anything we should to interact with.
These are my opinions. As far as I'm concerned, Eno gets the final say on these things though.
Oh, I just meant to make it possible to make potions replenish your thirst. Also, about the weapons thing, I disagree, I think they can be immensely useful in combat, and people have done it in vanilla using command blocks. But that's just my 2 bitcoins... oh wait that's a lot lol
I have to agree with Blackhole on this one. I don't think there's much we can do to be compatible with that mod, aside from simply making our potions restore a little thirst. Would it be worth it?
I don't know if potion effects on vanilla weapons is entirely possible, but, if it was, it's a ton of work to implement something like that which would run completely alongside vanilla without touching anything that they have. . . we'll put some thought into it. I know vanilla has done it with command blocks, but there's no definite way for us to add these effects to swords and SHOW that the sword has a certain effect without editing some things, or thinking so far outside the box that we might hurt ourselves. Again, we'll think about it.
Hmm. . . what exactly happens? Do the explosions not break any blocks?
What black hole said, I could look at the source if you guys wanted..
I just had a great idea with the spiking thing: hook into the enchantment system. Give spiked items the enchantment "spiked" which applies potion effects, For spiked food, convert food into a new item ID with textures, saturation and hunger bar refilling coded into the metadata (as long as the food extends the proper Forge classes) and for Tinkers construct weapons spiking should be easy, add a separate API for that. Make spiking possible with blended potions, and make it possible to blend potions to create new potions! Also, is the potion API done, I am about to start the Runic Dimension mod and if you guys have a valid API, I will make sure to add all my Runic potions to the mod
At the moment, we've come to the decision not to immediately implement 'spiking', but rather put it on the table, as it isn't terribly high on our list of priorities.
We'll release the potion API with the mod's 1.7 release (which shouldn't be too long) - hang in there!
Whaaat? Tier 3 potions and an awesome creative tab?!
Nice, but make sure the tab is customizable by texture packs!
Oh, it is, trust me. There's a config option for a normal creative tab and this one, and the potions are automatically compatible with texture packs because they use vanilla icons.
Dayummm lol
Haha, that's the reaction we're going for. ;p
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