For an unknown reason only a few swords have the "Level : 0". They don't show XP neither. (Maybe it's Buffed Tools fault, because it changes the same kind of data for most unstackable items)
Have been waiting for this mod to escape from WIP forum Love it!
Even though I have no need for Tools Leveling System, other may need it, and adding it won't kill anyone, so I support it.
Rollback Post to RevisionRollBack
Stop the mod thieves, for the everlasting peace!(Definitely not a Blue bomber reference)
For an unknown reason only a few swords have the "Level : 0". They don't show XP neither. (Maybe it's Buffed Tools fault, because it changes the same kind of data for most unstackable items)
I'll look into it; it's likely an issue with that mod, so I'll install it on my instance to see if I can get the same issue.
Have been waiting for this mod to escape from WIP forum Love it!
Even though I have no need for Tools Leveling System, other may need it, and adding it won't kill anyone, so I support it.
I'm glad you think so :). Thanks for putting in some feedback on the potential of having a tools leveling system too.
Glad you think so :). May I ask whether or not those mods were compatible in the end?
They worked like a charm.
Balkon's Weapons(Aside from the Flail, and Weapons with throwable actions in general, both of which works kinda weird I guess, in this case it works only if you melee things), Metallurgy, and Zombiebear's compatibility mod all worked for most of the ones I've tried. As well as the craftable Custom NPC workbench weapons (which makes them very useful now :o).
Doesn't apply on creative items or things that were already crafted before the mod was added though, but I don't think it really matters, as well as I didn't really bother with testing the Tinker's Construct things though. *shrug*
Oddly, it also works with the Artifacts mod, which seems to reveal what the Artifact dungeon chests item effects already are, before even obtaining them (not that its a bad thing though).
Balkon's Weapons(Aside from the Flail, and Weapons with throwable actions in general, both of which works kinda weird I guess, in this case it works only if you melee things), Metallurgy, and Zombiebear's compatibility mod all worked for most of the ones I've tried. As well as the craftable Custom NPC workbench weapons (which makes them very useful now :o).
Doesn't apply on creative items or things that were already crafted before the mod was added though, but I don't think it really matters, as well as I didn't really bother with testing the Tinker's Construct things though. *shrug*
Oddly, it also works with the Artifacts mod, which seems to reveal what the Artifact dungeon chests item effects already are, before even obtaining them (not that its a bad thing though).
This is really great work so far! ( ' ' , )
Glad it works so :). I know for a fact Tinkers' Construct won't work (still playable together though), but the way they handle "crafting" there weapons isn't compatible with the way I'm doing it. I might be able to get it to work, but am not sure.
Personally, I think Tinker's Constructs' way of crafting, upgrading and its tons of add-ons are complex enough to warrant leaving it as it is, since it has a built-in sort of similar thing already anyway.
Your work did a very good job of supplementing the non-tinker's weapons and gave it reason for the other weapon mods I had (that I even preferred) to not be overshadowed as potential later game weapons.
Then paired with a simple sort of progression, I think this is pretty ingenious! :]
Personally, I think Tinker's Constructs' way of crafting, upgrading and its tons of add-ons are complex enough to warrant leaving it as it is, since it has a built-in sort of similar thing already anyway.
Your work did a very good job of supplementing the non-tinker's weapons and gave it reason for the other weapon mods I had (that I even preferred) to not be overshadowed as potential later game weapons.
Then paired with a simple sort of progression, I think this is pretty ingenious! :]
I appreciate the feedback that you've given :). Helps me a lot honestly.
I've spent a good chunk of time re-writing the ability selection system. Now, it is more randomized and balanced; essentially at lower levels, weapons have chances (while they might not be high) to receive higher abilities, like Void and Ethereal.
An armor re-write will be ready soon, as will weapon rarities.
Changelog:
+ Re-worked ability selection system for weapons; armor soon to follow.
+ Weapon/Armor drops from mobs now have the leveling system.
* [Dev] Weapon Rarity system refined.
Just a bunch of fixes, plus the re-worked armor ability selection system.
Changelog:
- No longer supplying deobf versions of the mod.
* Implemented new armor ability selection system (similar to weapons previously).
* Balanced ability percentages of obtainment.
* Fixed issue with weapons not leveling up at the right time.
* Updated several information files.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
Any chance of somehow seeing the enchantments configurable? Ie, changing the proc rates on things like Strength or Void?
Is it also possible to change or add a config toggle for Void to instead do an additional 30 damage or so, as opposed to instantly killing enemies? Having a chance to kill off fodder is awesome, but it's borderline broken when it one-shots a boss with an Infernal Mob tag, y'know?
I do love the concept though. Like others have stated, it gives a perfect reason to use weapons that are not only Tinker's. And that's something that I've been looking for for a while.
Edited in: What's the determining factor for experience gained? And is there a threshold where it should suddenly give 1k+ exp on kill? It seems as though certain monsters give an enormous amount of experience compared to others. Not sure if it's intended or if it's a bug, but I would assume a bug.
Any chance of somehow seeing the enchantments configurable? Ie, changing the proc rates on things like Strength or Void?
Is it also possible to change or add a config toggle for Void to instead do an additional 30 damage or so, as opposed to instantly killing enemies? Having a chance to kill off fodder is awesome, but it's borderline broken when it one-shots a boss with an Infernal Mob tag, y'know?
I do love the concept though. Like others have stated, it gives a perfect reason to use weapons that are not only Tinker's. And that's something that I've been looking for for a while.
Edited in: What's the determining factor for experience gained? And is there a threshold where it should suddenly give 1k+ exp on kill? It seems as though certain monsters give an enormous amount of experience compared to others. Not sure if it's intended or if it's a bug, but I would assume a bug.
Yes, I do need to work on making things more configurable - I'll put that on my to-do list (should be sometime in r1.0.x or r1.1.x). As far as experience goes, you get 1 experience point per successful hit (meaning, you attacked and hurt and enemy). You also get a bonus of 10 experience when you deal the killing blow to a monster or 2 experience when killing animals. I still haven't gotten any feedback on this part of the mod, so feedback on whether or not this is too much, too little, or just right would be helpful.
Anyways, thanks for the kind comments - I really do appreciate them.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
There's definitely something up with experience gain then. I was gaining over 1000 experience from killing zombies, but when killing something from Lycanite's Mobs, I would gain a far more reasonable amount of experience (Closer to 20, depending on the mob killed). Grimoire of Gaia monsters were having a similar issue, but I was not able to pinpoint what exactly caused it to trigger. The amount of experience you have mentioned is approximately how much I was expecting to gain, so I think that's a pretty good spot, and also why I figured gaining 1000+ per kill meant something was off.
There's definitely something up with experience gain then. I was gaining over 1000 experience from killing zombies, but when killing something from Lycanite's Mobs, I would gain a far more reasonable amount of experience (Closer to 20, depending on the mob killed). Grimoire of Gaia monsters were having a similar issue, but I was not able to pinpoint what exactly caused it to trigger. The amount of experience you have mentioned is approximately how much I was expecting to gain, so I think that's a pretty good spot, and also why I figured gaining 1000+ per kill meant something was off.
I found the issue - strange, but should be fixed as of r1.0.3.
I would like to point out that mobs that drop their armor/weapons don't have experience levels on them, to be fair this is most likely on my part due to how mob properties works.
I would like to point out that mobs that drop their armor/weapons don't have experience levels on them, to be fair this is most likely on my part due to how mob properties works.
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at fastcraft.K.a(F:21)
at fastcraft.H.aq(F:157)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:396)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
The mob was Infernal and had the Alchemist prefix. Attacking a potion in the air seems to trigger it.
It is reproducible by attacking a thrown potion. Spawn a vanilla Witch and hit one of the potions they throw at you. Looks like it's attempting to give experience for "killing" the potion, but the potion isn't an entity that dies, or something to that extent. I'd assume a similar error would be thrown for entities that don't actually have HP.
Edited in: Just to clarify, this was with version r1.0.3.
For an unknown reason only a few swords have the "Level : 0". They don't show XP neither. (Maybe it's Buffed Tools fault, because it changes the same kind of data for most unstackable items)
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
Have been waiting for this mod to escape from WIP forum Love it!
Even though I have no need for Tools Leveling System, other may need it, and adding it won't kill anyone, so I support it.
Glad you think so :). May I ask whether or not those mods were compatible in the end?
I'll look into it; it's likely an issue with that mod, so I'll install it on my instance to see if I can get the same issue.
I'm glad you think so :). Thanks for putting in some feedback on the potential of having a tools leveling system too.
They worked like a charm.
Balkon's Weapons(Aside from the Flail, and Weapons with throwable actions in general, both of which works kinda weird I guess, in this case it works only if you melee things), Metallurgy, and Zombiebear's compatibility mod all worked for most of the ones I've tried. As well as the craftable Custom NPC workbench weapons (which makes them very useful now :o).
Doesn't apply on creative items or things that were already crafted before the mod was added though, but I don't think it really matters, as well as I didn't really bother with testing the Tinker's Construct things though. *shrug*
Oddly, it also works with the Artifacts mod, which seems to reveal what the Artifact dungeon chests item effects already are, before even obtaining them (not that its a bad thing though).
This is really great work so far! ( ' ' , )
Glad it works so :). I know for a fact Tinkers' Construct won't work (still playable together though), but the way they handle "crafting" there weapons isn't compatible with the way I'm doing it. I might be able to get it to work, but am not sure.
Personally, I think Tinker's Constructs' way of crafting, upgrading and its tons of add-ons are complex enough to warrant leaving it as it is, since it has a built-in sort of similar thing already anyway.
Your work did a very good job of supplementing the non-tinker's weapons and gave it reason for the other weapon mods I had (that I even preferred) to not be overshadowed as potential later game weapons.
Then paired with a simple sort of progression, I think this is pretty ingenious! :]
I appreciate the feedback that you've given :). Helps me a lot honestly.
r1.0.1 has been released!
I've spent a good chunk of time re-writing the ability selection system. Now, it is more randomized and balanced; essentially at lower levels, weapons have chances (while they might not be high) to receive higher abilities, like Void and Ethereal.
An armor re-write will be ready soon, as will weapon rarities.
Changelog:
+ Re-worked ability selection system for weapons; armor soon to follow.
+ Weapon/Armor drops from mobs now have the leveling system.
* [Dev] Weapon Rarity system refined.
Download can be found here.
Why don't bows have levels?
I haven't gotten around to implementing them yet. Right now, I'm focusing more on swords/weapons than anything else.
r1.0.2 has been released!
Just a bunch of fixes, plus the re-worked armor ability selection system.
Changelog:
- No longer supplying deobf versions of the mod.
* Implemented new armor ability selection system (similar to weapons previously).
* Balanced ability percentages of obtainment.
* Fixed issue with weapons not leveling up at the right time.
* Updated several information files.
Download can be found here.
Any chance of somehow seeing the enchantments configurable? Ie, changing the proc rates on things like Strength or Void?
Is it also possible to change or add a config toggle for Void to instead do an additional 30 damage or so, as opposed to instantly killing enemies? Having a chance to kill off fodder is awesome, but it's borderline broken when it one-shots a boss with an Infernal Mob tag, y'know?
I do love the concept though. Like others have stated, it gives a perfect reason to use weapons that are not only Tinker's. And that's something that I've been looking for for a while.
Edited in: What's the determining factor for experience gained? And is there a threshold where it should suddenly give 1k+ exp on kill? It seems as though certain monsters give an enormous amount of experience compared to others. Not sure if it's intended or if it's a bug, but I would assume a bug.
Yes, I do need to work on making things more configurable - I'll put that on my to-do list (should be sometime in r1.0.x or r1.1.x). As far as experience goes, you get 1 experience point per successful hit (meaning, you attacked and hurt and enemy). You also get a bonus of 10 experience when you deal the killing blow to a monster or 2 experience when killing animals. I still haven't gotten any feedback on this part of the mod, so feedback on whether or not this is too much, too little, or just right would be helpful.
Anyways, thanks for the kind comments - I really do appreciate them.
There's definitely something up with experience gain then. I was gaining over 1000 experience from killing zombies, but when killing something from Lycanite's Mobs, I would gain a far more reasonable amount of experience (Closer to 20, depending on the mob killed). Grimoire of Gaia monsters were having a similar issue, but I was not able to pinpoint what exactly caused it to trigger. The amount of experience you have mentioned is approximately how much I was expecting to gain, so I think that's a pretty good spot, and also why I figured gaining 1000+ per kill meant something was off.
I found the issue - strange, but should be fixed as of r1.0.3.
I would like to point out that mobs that drop their armor/weapons don't have experience levels on them, to be fair this is most likely on my part due to how mob properties works.
I'm not sure I'm following... could you explain?
Well, i use a mod called Mob Properties, it allows me to edit mobs before they spawn ingame via a config file.
I modified most of my mobs to have custom armor/custom weaponry, but whenever they drop, they have level 0 on them, and i cannot level them up.
I'm not entirely sure why that is.
I think I know why that is - an issue on my end. I'll see about fixing it in the future.
Got this crash:
Time: 9/20/15 9:36 PM
Description: Ticking entity
java.lang.ClassCastException: commoble.ccritter.com.entity.monster.EntityAnuranth cannot be cast to net.minecraft.entity.player.EntityPlayer
at com.thexfactor117.levels.events.EventLivingHurt.hitEntity(EventLivingHurt.java:46)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_443_EventLivingHurt_hitEntity_LivingHurtEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:298)
at net.minecraft.entity.player.EntityPlayer.func_70665_d(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.localDamageEntity(EntityPlayerMP.java)
at api.player.server.ServerPlayerAPI.damageEntity(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_70665_d(EntityPlayerMP.java)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:785)
at net.minecraft.entity.player.EntityPlayer.func_70097_a(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.localAttackEntityFrom(EntityPlayerMP.java:491)
at api.player.server.ServerPlayerAPI.attackEntityFrom(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_70097_a(EntityPlayerMP.java)
at net.minecraft.potion.Potion.func_76402_a(Potion.java:154)
at net.minecraft.entity.projectile.EntityPotion.func_70184_a(SourceFile:92)
at net.minecraft.entity.projectile.EntityThrowable.func_70071_h_(SourceFile:192)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at WorldServerOF.func_72870_g(WorldServerOF.java:347)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:396)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.thexfactor117.levels.events.EventLivingHurt.hitEntity(EventLivingHurt.java:46)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_443_EventLivingHurt_hitEntity_LivingHurtEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:298)
at net.minecraft.entity.player.EntityPlayer.func_70665_d(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.localDamageEntity(EntityPlayerMP.java)
at api.player.server.ServerPlayerAPI.damageEntity(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_70665_d(EntityPlayerMP.java)
at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:785)
at net.minecraft.entity.player.EntityPlayer.func_70097_a(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.localAttackEntityFrom(EntityPlayerMP.java:491)
at api.player.server.ServerPlayerAPI.attackEntityFrom(Unknown Source)
at net.minecraft.entity.player.EntityPlayerMP.func_70097_a(EntityPlayerMP.java)
at net.minecraft.potion.Potion.func_76402_a(Potion.java:154)
at net.minecraft.entity.projectile.EntityPotion.func_70184_a(SourceFile:92)
at net.minecraft.entity.projectile.EntityThrowable.func_70071_h_(SourceFile:192)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at WorldServerOF.func_72870_g(WorldServerOF.java:347)
-- Entity being ticked --
Details:
Entity Type: ThrownPotion (net.minecraft.entity.projectile.EntityPotion)
Entity ID: 5221
Entity Name: entity.ThrownPotion.name
Entity's Exact location: 356.88, 65.02, -83.45
Entity's Block location: World: (356,65,-84), Chunk: (at 4,4,12 in 22,-6; contains blocks 352,0,-96 to 367,255,-81), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Entity's Momentum: 0.10, -0.21, 0.49
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['<PROFILE NAME>'/1451, l='New World', x=358.13, y=65.00, z=-82.90]]
Chunk stats: ServerChunkCache: 676 Drop: 0
Level seed: 6882327683576516687
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (259,64,-123), Chunk: (at 3,4,5 in 16,-8; contains blocks 256,0,-128 to 271,255,-113), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Level time: 20492 game time, 11843 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 52601 (now: false), thunder time: 54956 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at fastcraft.K.a(F:21)
at fastcraft.H.aq(F:157)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:396)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
The mob was Infernal and had the Alchemist prefix. Attacking a potion in the air seems to trigger it.
It is reproducible by attacking a thrown potion. Spawn a vanilla Witch and hit one of the potions they throw at you. Looks like it's attempting to give experience for "killing" the potion, but the potion isn't an entity that dies, or something to that extent. I'd assume a similar error would be thrown for entities that don't actually have HP.
Edited in: Just to clarify, this was with version r1.0.3.