Downloads can be found here (1.10.2 and 1.11.2). Note this is a beta build. I've tested the mod a good bit and things seem to work normally, but I've been the only one testing it. There might be some issues.
New levels 3 pretty much fails to read an NBT data from my levels 2. My axe has tag:{ENABLED:1b,RARITY:6} and when trying to hover over it, I get an index out of bounds on array (6), along with a lovely client crash. Should we be running a NBT cleaner on our gear before installing this? My sword seems fine. Perhaps just a quirk?
Tell you right now, I don't like randomness. I liked being able to choose where my weapon is going. It's why I despise the default enchanting system and picked up levels to begin with.
New levels 3 pretty much fails to read an NBT data from my levels 2. My axe has tag:{ENABLED:1b,RARITY:6} and when trying to hover over it, I get an index out of bounds on array (6), along with a lovely client crash. Should we be running a NBT cleaner on our gear before installing this? My sword seems fine. Perhaps just a quirk?
I wonder if this is why I got the crash posted above. Do we need some way to clean NBT data between removing Levels 2 and installing Levels 3? Because an update-in-place didn't seem to work too well.
Tell you right now, I don't like randomness. I liked being able to choose where my weapon is going. It's why I despise the default enchanting system and picked up levels to begin with.
Randomness in the default enchanting system is, I totally agree, utterly unforgiveable. If you are setting out to deliberately enchant something, you should know what enchantment you're going to get. That was one of those "I totally don't know what Mojang was thinking here" things, and it is why I now avoid vanilla enchanting at all costs. I'd sooner go without an enchantment than cast fortune to the winds and end up with an enchantment that not only doesn't help, but will actually BLOCK me forever from getting the enchantment I wanted on that item. It is no accident that people prostrate themselves and pledge eternal servitude to modders like Azanor whose mods give them total control over their enchanting. (As well as making it a heck of a lot more fun.)
HOWEVER, in this particular case, where you start out with a plain, mundane weapon or armor piece that periodically gains — or reveals — new abilities as you use it, I'm OK with randomness. In fact I'd be OK with having a config option to have only some items even leveling up — say, a configuration option to control whether Basic quality items ever level up at all. (Better yet, also have an option to hide the rarity of items until the first time they level up.) Not every weapon in, say, Lord of the Rings was forged by Noldor smiths in Gondolin. Levels abilities are in parallel to enchantment, and I am totally OK with weapon abilities coming as surprises. Wow, look, man, the glowstone sword I picked up off that zombie yesterday IS FREAKING MYTHIC...! It just sucked the soul out of that Enderman!
New levels 3 pretty much fails to read an NBT data from my levels 2. My axe has tag:{ENABLED:1b,RARITY:6} and when trying to hover over it, I get an index out of bounds on array (6), along with a lovely client crash. Should we be running a NBT cleaner on our gear before installing this? My sword seems fine. Perhaps just a quirk?
Tell you right now, I don't like randomness. I liked being able to choose where my weapon is going. It's why I despise the default enchanting system and picked up levels to begin with.
I forgot to mention the NBT tags have been changed, meaning compatibility might not work properly between Levels 2 and Levels 3. That's my fault. Also, thanks for the feedback on the randomization, I'm looking into ways of implementing it properly, so if you have any particular suggestions let me know.
I wonder if this is why I got the crash posted above. Do we need some way to clean NBT data between removing Levels 2 and installing Levels 3? Because an update-in-place didn't seem to work too well.
Randomness in the default enchanting system is, I totally agree, utterly unforgiveable. If you are setting out to deliberately enchant something, you should know what enchantment you're going to get. That was one of those "I totally don't know what Mojang was thinking here" things, and it is why I now avoid vanilla enchanting at all costs. I'd sooner go without an enchantment than cast fortune to the winds and end up with an enchantment that not only doesn't help, but will actually BLOCK me forever from getting the enchantment I wanted on that item. It is no accident that people prostrate themselves and pledge eternal servitude to modders like Azanor whose mods give them total control over their enchanting. (As well as making it a heck of a lot more fun.)
HOWEVER, in this particular case, where you start out with a plain, mundane weapon or armor piece that periodically gains — or reveals — new abilities as you use it, I'm OK with randomness. In fact I'd be OK with having a config option to have only some items even leveling up — say, a configuration option to control whether Basic quality items ever level up at all. (Better yet, also have an option to hide the rarity of items until the first time they level up.) Not every weapon in, say, Lord of the Rings was forged by Noldor smiths in Gondolin. Levels abilities are in parallel to enchantment, and I am totally OK with weapon abilities coming as surprises. Wow, look, man, the glowstone sword I picked up off that zombie yesterday IS FREAKING MYTHIC...! It just sucked the soul out of that Enderman!
Thanks for the feedback too about the new systems. If you have any ideas about the new systems, that would be appreciated too.
I'm looking into tweaking this aspect of the mod. If you have any suggestions though, let me know too.
I liked the idea of leveling screen. Is it too much to maintain? I'd hate to suggest a crafting formula or something extra else, just to allow people a larger selection in customization. I'd honestly make the whole thing a config option for those that like the randomness, and leave the level screen for those that like the control method. This way you can nail both demographics in one swoop.
I don't know if I said it, but I like the idea attributes, just as much as I liked the abilities. I think the abilities should have been enchants, to be honest. And fire never really seemed all that useful, other than setting myself on fire The protects that drained life and negated all damage by chance, made me darn well invincible when applied to multiple armors. Especially under other mods like astral sorcery. It helped when dealing with mobs who had 60 some odd hearts, but it just felt a bit redundant swiping at the same mob for 2 minutes, knowing they had no chance to injure me, let alone kill me.
CaerMaster has a great point/idea. Maybe make it so rarity doesn't get applied to every single item. I might even go a step further and suggest some sort of reforge or upgrade for item rarity, so people can work on upgrading their weapon in two respects. The rarity upgrade could be done via material costs / configurable so certain servers/mod pack devs can balance the costs for their setup. Basic rarity would simply just be a weapon normally made.
I'd also suggest something in the player file that would suggest your ability to make rarity weapons and armor, that levels as you practice doing so. Seems a bit odd that a novice forger can instantly get lucky with a Legendary weapon. They're neat to find, that's for sure. But to make fresh off the press? A good blacksmith should have to work for that level of prestige. And a great blacksmith, shouldn't be punished over and over again by a bad set of RNG.
ps. thanks for the reply with the NBT thing. I have to ponder how I want to handle this in my current world. Maybe I'll wait until 3 has a bit more clout under the belt, then just run a NBT wipe, and start from ground up. No worries, we minecrafters have seen so much worse when it comes to things that break or act funny =D
I've found a bug that can be reproduced fairly reliably. I'm running Forge 1.11.2-13.20.0.2294 and Levels 3-1.11.2-3.0.0-beta. Fire up a server with the mod and connect as a client. Craft wooden axes (1-5 times, usually). The client will disconnect with an internal server error, and the server log shows this:
[17:15:02] [Server thread/ERROR] [FML/]: Exception caught during firing event net.minecraftforge.fml.common.gameevent.TickEvent$PlayerTickEvent@2bb16d0c:
java.lang.NoClassDefFoundError: net/minecraft/client/resources/I18n
at com.thexfactor117.levels.leveling.Attribute.getName(Attribute.java:145) ~[Attribute.class:?]
at com.thexfactor117.levels.leveling.Attribute.addAttribute(Attribute.java:111) ~[Attribute.class:?]
at com.thexfactor117.levels.util.WeaponHelper.getRandomizedAttributes(WeaponHelper.java:168) ~[WeaponHelper.class:?]
at com.thexfactor117.levels.util.WeaponHelper.create(WeaponHelper.java:64) ~[WeaponHelper.class:?]
at com.thexfactor117.levels.event.EventCreateWeapon.create(EventCreateWeapon.java:62) ~[EventCreateWeapon.class:?]
at com.thexfactor117.levels.event.EventCreateWeapon.onPlayerTick(EventCreateWeapon.java:37) ~[EventCreateWeapon.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_6_EventCreateWeapon_onPlayerTick_PlayerTickEvent.invoke(.dynamic) ~[?:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) [EventBus.class:?]
at net.minecraftforge.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:360) [FMLCommonHandler.class:?]
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:188) [aay.class:?]
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:329) [ly.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:164) [mi.class:?]
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:215) [NetworkDispatcher$1.class:?]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:287) [er.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180) [mh.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:743) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:384) [lh.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:624) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_92]
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.resources.I18n
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191) ~[launchwrapper-1.12.jar:?]
at java.lang.ClassLoader.loadClass(ClassLoader.java:424) ~[?:1.8.0_92]
at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ~[?:1.8.0_92]
... 21 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182) ~[launchwrapper-1.12.jar:?]
at java.lang.ClassLoader.loadClass(ClassLoader.java:424) ~[?:1.8.0_92]
at java.lang.ClassLoader.loadClass(ClassLoader.java:357) ~[?:1.8.0_92]
... 21 more
[17:15:02] [Server thread/ERROR] [FML/]: Index: 1 Listeners:
[17:15:02] [Server thread/ERROR] [FML/]: 0: NORMAL
[17:15:02] [Server thread/ERROR] [FML/]: 1: ASM: com.thexfactor117.levels.event.EventCreateWeapon@2c6bd935 onPlayerTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
I'm running the latest Forge instead of the recommended because Just Enough Items needs a newer version than the recommended, but the issue does happen with just Forge and Levels.
I'm running the latest Forge instead of the recommended because Just Enough Items needs a newer version than the recommended, but the issue does happen with just Forge and Levels.
I'm not sure if you're aware, but there are functional versions of JEI that work. I'm on Forge 2228 for my play because it's needed for Mowzie's mod and JEI 4.0.4.199 works for me.
P.S. So I downloaded the latest mod from the OP, but it appears that is Level 2? My weapon also wasn't increasing in strength as it leveled; merely gained points.
And I'm not a fan of what I've read either. I was enjoying picking my skills (though the Lifesteal might need to be more expensive), but if it's completely random I'm going to be disappointed. If you're determined to go the random route, you should give us a way of either changing the skills, or something.
The mod Quality Tools allows you to use the repair item to re-roll its quality. Maybe something like that?
I'd also suggest something in the player file that would suggest your ability to make rarity weapons and armor, that levels as you practice doing so. Seems a bit odd that a novice forger can instantly get lucky with a Legendary weapon. They're neat to find, that's for sure. But to make fresh off the press? A good blacksmith should have to work for that level of prestige. And a great blacksmith, shouldn't be punished over and over again by a bad set of RNG.
I agree with this. Being able to craft high-quality items on demand should be something you should have to work for.
Here's a suggested mechanism: You start out "knowing" only basic quality crafting. After you have randomly crafted or fully repaired in an anvil a certain number of armor pieces or weapons of Uncommon or better rarity, you have a chance each time you craft an Uncommon or better item of "mastering" Uncommon quality. You get an epiphany, the "Aha!" insight of how to repeatably make a superior weapon or armor piece. (Perhaps with an associated accomplishment — Uncommon Weaponsmith, say.) And once you have mastered making Uncommonly good weapons, all weapons you craft will be Uncommon or better. Repeat the process, but with greater difficulty, to master crafting Rare, Legendary, and Mythic items — and you must master each level of difficulty separately for weapons and for armor pieces.
On a different subject ... is there a suggested/recommended procedure yet for upgrading from Levels 2 to Levels 3 without crashing?
The next few beta builds will likely have a few issues with them. That's why they are beta. For anyone who downloads beta builds, please let me know if you find any new issues, and updates on whether or not new issues are fixed would be helpful too. Y'all do a much better job of finding bugs than I do.
The next few beta builds will likely have a few issues with them. That's why they are beta. For anyone who downloads beta builds, please let me know if you find any new issues, and updates on whether or not new issues are fixed would be helpful too. Y'all do a much better job of finding bugs than I do.
XFactor, any words for us on how to migrate from Levels 2 to Levels 3?
XFactor, any words for us on how to migrate from Levels 2 to Levels 3?
Unfortunately, you won't be able to migrate by just dropping the new file in. There have been lots of changes to NBT data. Existing weapons and such won't have the right NBT values for Levels 3. Not quite sure if that will make the game unstable - haven't tested it yet. I don't think there should be any issues besides that - this shouldn't break worlds, just the items already in it that use Levels stuff.
Unfortunately, you won't be able to migrate by just dropping the new file in. There have been lots of changes to NBT data. Existing weapons and such won't have the right NBT values for Levels 3. Not quite sure if that will make the game unstable - haven't tested it yet. I don't think there should be any issues besides that - this shouldn't break worlds, just the items already in it that use Levels stuff.
So basically we need to either flush the NBT data by some means or another, or discard all leveled weapons and armor before updating?
Well, I'm testing it as well now.
Oh dear.
[14:02:21] [Server thread/ERROR] [FML]: Index: 1 Listeners:
[14:02:21] [Server thread/ERROR] [FML]: 0: NORMAL
[14:02:21] [Server thread/ERROR] [FML]: 1: ASM: com.thexfactor117.levels.event.EventCreateWeapon@3d531864 onPlayerTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
[14:02:21] [Server thread/ERROR] [FML]: 2: ASM: codechicken.nei.ServerHandler@7cea336d tickEvent(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
[14:02:21] [Server thread/ERROR] [FML]: 3: ASM: mekanism.common.CommonPlayerTickHandler@dfcbfd2 onTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
[14:02:21] [Server thread/ERROR] [FML]: 4: ASM: class com.rwtema.extrautils2.dimensions.deep_dark.WorldProviderDeepDark tickStart(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
[14:02:21] [Server thread/ERROR] [FML]: 5: ASM: com.sk89q.worldedit.forge.ThreadSafeCache@4300c083 tickStart(Lnet/minecraftforge/fml/common/gameevent/TickEvent;)V
[14:02:21] [Server thread/WARN]: Failed to handle packet for /10.24.32.20:51480
net.minecraft.util.ReportedException: Ticking player
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:380) ~[lu.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:162) ~[me.class:?]
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:213) ~[NetworkDispatcher$1.class:?]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:287) ~[eo.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180) [md.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:732) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387) [ld.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:748) [?:1.8.0_131]
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/resources/I18n
at com.thexfactor117.levels.leveling.Attribute.getName(Attribute.java:145) ~[Attribute.class:?]
at com.thexfactor117.levels.leveling.Attribute.addAttribute(Attribute.java:111) ~[Attribute.class:?]
at com.thexfactor117.levels.util.WeaponHelper.getRandomizedAttributes(WeaponHelper.java:168) ~[WeaponHelper.class:?]
at com.thexfactor117.levels.util.WeaponHelper.create(WeaponHelper.java:64) ~[WeaponHelper.class:?]
at com.thexfactor117.levels.event.EventCreateWeapon.create(EventCreateWeapon.java:62) ~[EventCreateWeapon.class:?]
at com.thexfactor117.levels.event.EventCreateWeapon.onPlayerTick(EventCreateWeapon.java:37) ~[EventCreateWeapon.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_149_EventCreateWeapon_onPlayerTick_PlayerTickEvent.invoke(.dynamic) ~[?:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) ~[EventBus.class:?]
at net.minecraftforge.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:360) ~[FMLCommonHandler.class:?]
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:189) ~[zs.class:?]
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:303) ~[lu.class:?]
... 9 more
[14:02:22] [Server thread/INFO]: CaerMaster lost connection: TextComponent{text='Internal server error', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}
New levels 3 pretty much fails to read an NBT data from my levels 2. My axe has tag:{ENABLED:1b,RARITY:6} and when trying to hover over it, I get an index out of bounds on array (6), along with a lovely client crash. Should we be running a NBT cleaner on our gear before installing this? My sword seems fine. Perhaps just a quirk?
Tell you right now, I don't like randomness. I liked being able to choose where my weapon is going. It's why I despise the default enchanting system and picked up levels to begin with.
I am also not a fan of the randomness. I'd be okay with it if there was some way to remove attributes and store them as items like in Blood Magic.
I'm just a Minecraft player that likes to give my opinion. Nothing special to see here.
I wonder if this is why I got the crash posted above. Do we need some way to clean NBT data between removing Levels 2 and installing Levels 3? Because an update-in-place didn't seem to work too well.
Randomness in the default enchanting system is, I totally agree, utterly unforgiveable. If you are setting out to deliberately enchant something, you should know what enchantment you're going to get. That was one of those "I totally don't know what Mojang was thinking here" things, and it is why I now avoid vanilla enchanting at all costs. I'd sooner go without an enchantment than cast fortune to the winds and end up with an enchantment that not only doesn't help, but will actually BLOCK me forever from getting the enchantment I wanted on that item. It is no accident that people prostrate themselves and pledge eternal servitude to modders like Azanor whose mods give them total control over their enchanting. (As well as making it a heck of a lot more fun.)
HOWEVER, in this particular case, where you start out with a plain, mundane weapon or armor piece that periodically gains — or reveals — new abilities as you use it, I'm OK with randomness. In fact I'd be OK with having a config option to have only some items even leveling up — say, a configuration option to control whether Basic quality items ever level up at all. (Better yet, also have an option to hide the rarity of items until the first time they level up.) Not every weapon in, say, Lord of the Rings was forged by Noldor smiths in Gondolin. Levels abilities are in parallel to enchantment, and I am totally OK with weapon abilities coming as surprises. Wow, look, man, the glowstone sword I picked up off that zombie yesterday IS FREAKING MYTHIC...! It just sucked the soul out of that Enderman!
I'll look into it when I get a chance. I figured I'd have some kind of issue with it...
I forgot to mention the NBT tags have been changed, meaning compatibility might not work properly between Levels 2 and Levels 3. That's my fault. Also, thanks for the feedback on the randomization, I'm looking into ways of implementing it properly, so if you have any particular suggestions let me know.
I'm looking into tweaking this aspect of the mod. If you have any suggestions though, let me know too.
Thanks for the feedback too about the new systems. If you have any ideas about the new systems, that would be appreciated too.
I liked the idea of leveling screen. Is it too much to maintain? I'd hate to suggest a crafting formula or something extra else, just to allow people a larger selection in customization. I'd honestly make the whole thing a config option for those that like the randomness, and leave the level screen for those that like the control method. This way you can nail both demographics in one swoop.
I don't know if I said it, but I like the idea attributes, just as much as I liked the abilities. I think the abilities should have been enchants, to be honest. And fire never really seemed all that useful, other than setting myself on fire The protects that drained life and negated all damage by chance, made me darn well invincible when applied to multiple armors. Especially under other mods like astral sorcery. It helped when dealing with mobs who had 60 some odd hearts, but it just felt a bit redundant swiping at the same mob for 2 minutes, knowing they had no chance to injure me, let alone kill me.
CaerMaster has a great point/idea. Maybe make it so rarity doesn't get applied to every single item. I might even go a step further and suggest some sort of reforge or upgrade for item rarity, so people can work on upgrading their weapon in two respects. The rarity upgrade could be done via material costs / configurable so certain servers/mod pack devs can balance the costs for their setup. Basic rarity would simply just be a weapon normally made.
I'd also suggest something in the player file that would suggest your ability to make rarity weapons and armor, that levels as you practice doing so. Seems a bit odd that a novice forger can instantly get lucky with a Legendary weapon. They're neat to find, that's for sure. But to make fresh off the press? A good blacksmith should have to work for that level of prestige. And a great blacksmith, shouldn't be punished over and over again by a bad set of RNG.
ps. thanks for the reply with the NBT thing. I have to ponder how I want to handle this in my current world. Maybe I'll wait until 3 has a bit more clout under the belt, then just run a NBT wipe, and start from ground up. No worries, we minecrafters have seen so much worse when it comes to things that break or act funny =D
I've found a bug that can be reproduced fairly reliably. I'm running Forge 1.11.2-13.20.0.2294 and Levels 3-1.11.2-3.0.0-beta. Fire up a server with the mod and connect as a client. Craft wooden axes (1-5 times, usually). The client will disconnect with an internal server error, and the server log shows this:
I'm running the latest Forge instead of the recommended because Just Enough Items needs a newer version than the recommended, but the issue does happen with just Forge and Levels.
I'm not sure if you're aware, but there are functional versions of JEI that work. I'm on Forge 2228 for my play because it's needed for Mowzie's mod and JEI 4.0.4.199 works for me.
P.S. So I downloaded the latest mod from the OP, but it appears that is Level 2? My weapon also wasn't increasing in strength as it leveled; merely gained points.
And I'm not a fan of what I've read either. I was enjoying picking my skills (though the Lifesteal might need to be more expensive), but if it's completely random I'm going to be disappointed. If you're determined to go the random route, you should give us a way of either changing the skills, or something.
The mod Quality Tools allows you to use the repair item to re-roll its quality. Maybe something like that?
What is the benefit of having higher rarity armor in Levels 2? From what I can see, archaic armor is exactly the same as basic.
I think that was a bug... I'm trying to figure it out myself. I think Level 2 is for 10.2, despite saying it's for 11.2.
I agree with this. Being able to craft high-quality items on demand should be something you should have to work for.
Here's a suggested mechanism: You start out "knowing" only basic quality crafting. After you have randomly crafted or fully repaired in an anvil a certain number of armor pieces or weapons of Uncommon or better rarity, you have a chance each time you craft an Uncommon or better item of "mastering" Uncommon quality. You get an epiphany, the "Aha!" insight of how to repeatably make a superior weapon or armor piece. (Perhaps with an associated accomplishment — Uncommon Weaponsmith, say.) And once you have mastered making Uncommonly good weapons, all weapons you craft will be Uncommon or better. Repeat the process, but with greater difficulty, to master crafting Rare, Legendary, and Mythic items — and you must master each level of difficulty separately for weapons and for armor pieces.
On a different subject ... is there a suggested/recommended procedure yet for upgrading from Levels 2 to Levels 3 without crashing?
Anyone know what the hot key is for Levels 2 so you can choose what attributes you want on your weapon?
Check your settings in the Minecraft Menu. I think it was L or around there.
[Removed]
Loving this mod! Great addition to vanilla, and adds interesting mechanics.
Click my cute drago's~
The next few beta builds will likely have a few issues with them. That's why they are beta. For anyone who downloads beta builds, please let me know if you find any new issues, and updates on whether or not new issues are fixed would be helpful too. Y'all do a much better job of finding bugs than I do.
XFactor, any words for us on how to migrate from Levels 2 to Levels 3?
Unfortunately, you won't be able to migrate by just dropping the new file in. There have been lots of changes to NBT data. Existing weapons and such won't have the right NBT values for Levels 3. Not quite sure if that will make the game unstable - haven't tested it yet. I don't think there should be any issues besides that - this shouldn't break worlds, just the items already in it that use Levels stuff.
So basically we need to either flush the NBT data by some means or another, or discard all leveled weapons and armor before updating?