Just an update. I won't have stable internet for about 2 weeks (5th Feb I'm expected to get internet at my house). This means I won't be able to write here often, and I won't be able to update the mod (note: I will probably spend my time without internet improving the mod, but I'm still waiting for a recommended 1.7 forge update to release it.)
Thanks,
Watkins
Hope the internet stuff goes well for you. Also, will there be an update to 1.6.4 or are you just going right for 1.7? Because I am planning to use it in 1.6.4 for the near future.
I'll have a look to see how hard it will be to produce a 1.7 version first, since if it was as bad as 1.3 was I may release what I currently have for 1.6.4 while working on a 1.7 version. Also if there is still no recommended 1.7 release by the time my Internet is back I will release the 1.6.4 version.
I will probably release both just for 1.6.4 compatability, however the only new updates following this one (except for bug fixes) will be 1.7+ only.
Thanks,
Watkins
Rollback Post to RevisionRollBack
Follow me on twitter for regular updates about my mods: @watkins577
Um, it looks like my enchanting table recipes are guffed. The only way I can make vanilla table is with a blue carpet on a ritual table. And the only way to make a ritual table is with a red carpet and a vanilla table. I have a few mods that a use vanilla tables as decorations so I'm sure I could find one.
Um, it looks like my enchanting table recipes are guffed. The only way I can make vanilla table is with a blue carpet on a ritual table. And the only way to make a ritual table is with a red carpet and a vanilla table. I have a few mods that a use vanilla tables as decorations so I'm sure I could find one.
Sounds like you have some ID conflicts. Run a search on your Forge 0 log for the word "conflict". If you find any than you can fix them via that mods config.
I ended up with 16 conflicts but none were labeled as enchanting table. I'm going to go through and fix what I can (1 mod has no config and it's conflicting itself) and see if that fixes it.
Again, thank you.
-- Took the easy way out and pulled the problematic mod with no config then fixed the 3 remaining conflicts. The problem with the enchanting tables still remains and no more conflicts in the forge0 file. --
That's my fault. I added a new part to the custom files and it meant it wasn't compatible with old versions. There are two ways you can fix this yourself. Or three if you can wait for about another two hours or so.
1. (recommended) Go into the utility chests zip file and in the w577 folder, delete the watkinsbase folder (I think, if there isn't a folder with that name in there, send me a screen shot. I'm quite forgetful). Then install the most current version of Watkins base separately and that should fix it.
2. Go into the Ritual enchanting zip file. Go into data (again I'm forgetful so it could be a different name). In all the files in there, edit them with notepad (or wordpad if formatting is horrific in notepad) and replace all *'s with #'s.
3. Wait until later where I will update utility chests and separate the two mods. Then install utility chests and Watkins base.
Sorry about that
Thanks,
Watkins
Rollback Post to RevisionRollBack
Follow me on twitter for regular updates about my mods: @watkins577
On the books: As a way to try to focus on specific books, without becoming overpowered, how about a way to reduce the likelyhood of a given book?
For example, a book on a bookstand currently gives a small increase to the chance of that book, right? What if a redstone signal going into that bookstand gave a large decrease? (think of it as a "not" effect).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
When enchanting a book with your new table, can you get multiple enchantments on the book?
Another idea for books: Each time a book influences the enchantment that goes onto an item, there is a chance of the book's power dropping a level (and eventually being used up).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
And final question/idea from the newbie:
Is there any way to get information on which item affects which enchantments?
Is there any way to alter the information -- things that are common in one environment/modpack/server might be rare in another, and between mod items, and mod enchants, there will be a desire to add to the mappings.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
On the books: As a way to try to focus on specific books, without becoming overpowered, how about a way to reduce the likelyhood of a given book?
For example, a book on a bookstand currently gives a small increase to the chance of that book, right? What if a redstone signal going into that bookstand gave a large decrease? (think of it as a "not" effect).
I don't think that's a good idea. The idea is that the mod improves your chances of getting what you want. Most of the times where your idea would be most beneficial, it'd just be easier to use something else that's incompatible with that enchantment. For example if you really don't want Bane of Arthropods, it'd be just easier to load up on Sharpness and Smite instead.
Another idea for books: Each time a book influences the enchantment that goes onto an item, there is a chance of the book's power dropping a level (and eventually being used up).
That's be impossible to track since enchanting books are vanilla items, and thus wouldn't store the relevant data. It's an interesting idea, though. I'll talk to Watkins about some sort of "breaking" mechanic for books.
Is there any way to alter the information -- things that are common in one environment/modpack/server might be rare in another, and between mod items, and mod enchants, there will be a desire to add to the mappings.
The mod creates special files for this. Look under /config/CustomFiles/RitualEnchanting/. You'll find a file called "censerData.dat", which you can edit with Notepad. The instructions are in the file.
The mod creates special files for this. Look under /config/CustomFiles/RitualEnchanting/. You'll find a file called "censerData.dat", which you can edit with Notepad. The instructions are in the file.
So that is what that file is for... I never tried opening with notepad XD Now that I know what it does, I got a few questions. First, what is the relevance of each strength? Like what strength does a bookstand use vs a censer and what would be the maximum you would suggest for an item?
Next, so it seems I could easily add new enchantments to the list assuming I know their enchantment id, correct? If so, I got a lot of tweaking to do XD The config should allow mod items, right?
So that is what that file is for... I never tried opening with notepad XD Now that I know what it does, I got a few questions. First, what is the relevance of each strength? Like what strength does a bookstand use vs a censer and what would be the maximum you would suggest for an item?
Bookstands and items don't have particular values of their own. It's what's in them that has significance.
I'm not sure on the exact numbers for book stands. I'd have to go back through my conversations with Watkins to check. Sufficed to say it's based on the relative strength of the book. Again, you can see some indicator of this on the enchanting table.
For items... it's based on rarity and relative worth. A block of diamond burned in a censer is +25. Most items give +1 or +2. If you've got something more valuable than that, you could go higher. Most likely, you'll want values that are significantly lower for almost all items. It's designed with the idea that you'll need a good dozen or so low-level items to see a significant increase with censers. at least for tools and armor. Higher-end items are better for enchanting books since, with more books, there are more possibilities and thus a more difficult time getting exactly what you want.
Next, so it seems I could easily add new enchantments to the list assuming I know their enchantment id, correct? If so, I got a lot of tweaking to do XD The config should allow mod items, right?
This is exactly what these files are for. Once Minecraft gets rid of it's current ID system, I'll be taking suggestions from the community for mod-added enchantments. (Keep in mind book stands should still work with mod-added enchantments even if censers don't)
Bookstands and items don't have particular values of their own. It's what's in them that has significance.
I'm not sure on the exact numbers for book stands. I'd have to go back through my conversations with Watkins to check. Sufficed to say it's based on the relative strength of the book. Again, you can see some indicator of this on the enchanting table.
This is exactly what these files are for. Once Minecraft gets rid of it's current ID system, I'll be taking suggestions from the community for mod-added enchantments. (Keep in mind book stands should still work with mod-added enchantments even if censers don't)
Ah, so the level of each book has a strength like each censer. Forgot about enchant levels when I asked that XD Guess I'll have to do some tests with stuff like the +25 items to see how much they influence then. I got several mod enchants to work on adding now. I also was thinking to give a use to some of those super rare mod items (nether star shards for example) to give an insane near 100% chance to get a strong enchantment. So much for being almost done with my configs XD
I don't think that's a good idea. The idea is that the mod improves your chances of getting what you want. Most of the times where your idea would be most beneficial, it'd just be easier to use something else that's incompatible with that enchantment. For example if you really don't want Bane of Arthropods, it'd be just easier to load up on Sharpness and Smite instead.
Lets say I'm enchanting books, and I've gotten a bunch of books that I don't want. Say I'm deliberately hunting for books to put otherwise unavailable enchantments on things.
Since books don't conflict, and any given level targets a very, very large number of potential books, any single enchantment has a very low chance.
(I am still going on the assumption that the best way to get what you want is to start with a large enchant, and then add to it with books. Is this no longer a good assumption/behavior?)
Examples include TreeCapitating plus Unbreaking (otherwise, treecapitating can use up even diamond axes quickly.), or Thorns on most pieces of armor.
I think, if I remember correctly, Silk Touch as a book was almost the hardest book to get; a way to start reducing the clutter as you try to get it would be useful.
That's be impossible to track since enchanting books are vanilla items, and thus wouldn't store the relevant data. It's an interesting idea, though. I'll talk to Watkins about some sort of "breaking" mechanic for books.
The idea is that something like "Unbreaking 3" has a chance to turn into "Unbreaking 2" if a tool gets an "unbreaking n" enchantment as a result of the book being there.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hope the internet stuff goes well for you. Also, will there be an update to 1.6.4 or are you just going right for 1.7? Because I am planning to use it in 1.6.4 for the near future.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I will probably release both just for 1.6.4 compatability, however the only new updates following this one (except for bug fixes) will be 1.7+ only.
Thanks,
Watkins
Follow me on twitter for regular updates about my mods: @watkins577
Thanks,
Watkins
Follow me on twitter for regular updates about my mods: @watkins577
Sounds like you have some ID conflicts. Run a search on your Forge 0 log for the word "conflict". If you find any than you can fix them via that mods config.
I ended up with 16 conflicts but none were labeled as enchanting table. I'm going to go through and fix what I can (1 mod has no config and it's conflicting itself) and see if that fixes it.
Again, thank you.
-- Took the easy way out and pulled the problematic mod with no config then fixed the 3 remaining conflicts. The problem with the enchanting tables still remains and no more conflicts in the forge0 file. --
I swear I tested it though :S Anywway, give me 10 minutes and I'll upload a new version with it fixed
Thanks,
Watkins
Follow me on twitter for regular updates about my mods: @watkins577
Thanks,
Watkins
Follow me on twitter for regular updates about my mods: @watkins577
http://pastebin.com/Ef3GSHXn
What could have caused this?
1. (recommended) Go into the utility chests zip file and in the w577 folder, delete the watkinsbase folder (I think, if there isn't a folder with that name in there, send me a screen shot. I'm quite forgetful). Then install the most current version of Watkins base separately and that should fix it.
2. Go into the Ritual enchanting zip file. Go into data (again I'm forgetful so it could be a different name). In all the files in there, edit them with notepad (or wordpad if formatting is horrific in notepad) and replace all *'s with #'s.
3. Wait until later where I will update utility chests and separate the two mods. Then install utility chests and Watkins base.
Sorry about that
Thanks,
Watkins
Follow me on twitter for regular updates about my mods: @watkins577
On the books: As a way to try to focus on specific books, without becoming overpowered, how about a way to reduce the likelyhood of a given book?
For example, a book on a bookstand currently gives a small increase to the chance of that book, right? What if a redstone signal going into that bookstand gave a large decrease? (think of it as a "not" effect).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Another idea for books: Each time a book influences the enchantment that goes onto an item, there is a chance of the book's power dropping a level (and eventually being used up).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is there any way to get information on which item affects which enchantments?
Is there any way to alter the information -- things that are common in one environment/modpack/server might be rare in another, and between mod items, and mod enchants, there will be a desire to add to the mappings.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That's wasn't available in Minecraft 1.6.4, so it wasn't added to the mod. It probably will be in future versions, though.
That's be impossible to track since enchanting books are vanilla items, and thus wouldn't store the relevant data. It's an interesting idea, though. I'll talk to Watkins about some sort of "breaking" mechanic for books.
Look at the symbols on the enchanting table.
The mod creates special files for this. Look under /config/CustomFiles/RitualEnchanting/. You'll find a file called "censerData.dat", which you can edit with Notepad. The instructions are in the file.
So that is what that file is for... I never tried opening with notepad XD Now that I know what it does, I got a few questions. First, what is the relevance of each strength? Like what strength does a bookstand use vs a censer and what would be the maximum you would suggest for an item?
Next, so it seems I could easily add new enchantments to the list assuming I know their enchantment id, correct? If so, I got a lot of tweaking to do XD The config should allow mod items, right?
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I'm not sure on the exact numbers for book stands. I'd have to go back through my conversations with Watkins to check. Sufficed to say it's based on the relative strength of the book. Again, you can see some indicator of this on the enchanting table.
For items... it's based on rarity and relative worth. A block of diamond burned in a censer is +25. Most items give +1 or +2. If you've got something more valuable than that, you could go higher. Most likely, you'll want values that are significantly lower for almost all items. It's designed with the idea that you'll need a good dozen or so low-level items to see a significant increase with censers. at least for tools and armor. Higher-end items are better for enchanting books since, with more books, there are more possibilities and thus a more difficult time getting exactly what you want.
This is exactly what these files are for. Once Minecraft gets rid of it's current ID system, I'll be taking suggestions from the community for mod-added enchantments. (Keep in mind book stands should still work with mod-added enchantments even if censers don't)
Ah, so the level of each book has a strength like each censer. Forgot about enchant levels when I asked that XD Guess I'll have to do some tests with stuff like the +25 items to see how much they influence then. I got several mod enchants to work on adding now. I also was thinking to give a use to some of those super rare mod items (nether star shards for example) to give an insane near 100% chance to get a strong enchantment. So much for being almost done with my configs XD
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Lets say I'm enchanting books, and I've gotten a bunch of books that I don't want. Say I'm deliberately hunting for books to put otherwise unavailable enchantments on things.
Since books don't conflict, and any given level targets a very, very large number of potential books, any single enchantment has a very low chance.
(I am still going on the assumption that the best way to get what you want is to start with a large enchant, and then add to it with books. Is this no longer a good assumption/behavior?)
Examples include TreeCapitating plus Unbreaking (otherwise, treecapitating can use up even diamond axes quickly.), or Thorns on most pieces of armor.
I think, if I remember correctly, Silk Touch as a book was almost the hardest book to get; a way to start reducing the clutter as you try to get it would be useful.
The idea is that something like "Unbreaking 3" has a chance to turn into "Unbreaking 2" if a tool gets an "unbreaking n" enchantment as a result of the book being there.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?