The Meaning of Life, the Universe, and Everything.
Location:
Bavaria
Join Date:
4/29/2013
Posts:
166
Location:
Germany
Minecraft:
ThexXTURBOXx
Xbox:
Zocker4Live999
Member Details
Description
The original idea was to continue Balkon's Weapon Mod in 1.8, but by now, the plans for Reforged have become much more ambitious. We want to include a whole bunch of weapons, some of them with unique mechanics and all with their roles and uses in the game.
Our weapons are divided into three "ages", which correlate with the stages of the game:
Primitive weapons are alternatives for the early game and especially helpful for hunting animals and defending yourself without getting too much damage. Most of these come only in one version and require very simple materials.
Medieval weapons play in the same league as swords and bows. They include brutal close combat weapons and ranged weapons with far longer range than their primitive counterparts. Most of the close combat weapons can be crafted from different materials and are capable of hacking through larger groups of enemies, while the ranged weapons do a good job of eliminating enemies before they even reach you.
Gunpowder weapons show their full potential in late game, when resources are plenty and especially against other players. They are capable of wreaking havoc, breaking through armour and even walls. They can be used to decimate large groups of enemies with ease and lay siege to fortresses and cities. Some of these require multiple crafting recipes and not all gunpowder weapons are easy to use.
Reforged Cross and Grave (discontinued for now, may be continued later on):
Source & License
For now, all important information will first be updated on Github (the 2 addons are here and here).
FAQ Q: May I use your mod in my modpack? A: Knock yourself out! Of course! Just show that the mod is included in your modpack, when you publish it. Everything else is included in the License files in the GitHub repos.
Q: May I copy parts of your code? A: Ask me first! If I say yes, then you may do it, but if I say no, you mustn't do it.
Q: Why are there so little updates? A: I do this in my free time, because I'm going to work. I don't have much time for this
Q: I found a bug, what should I do?
A: Report it on GitHub in the issues-section of the corresponding mod. Thanks for reporting
Q: I don't like the new textures. Where are Balkon's ones?
A: If you don't like them, I created a resource pack with the old textures, download it here: Download
Hello! Will you keep doing updates for 1.8, or are you going to jump straight to 1.11?
Hi! I will keep doing updates for 1.8 at first and at any point later, I will try to update the mod further (I already tried it many times, but most of the weapons are broken then. The mod needs a total rewrite for 1.11 then, but I will do this at any point xD )
The Meaning of Life, the Universe, and Everything.
Location:
Bavaria
Join Date:
4/29/2013
Posts:
166
Location:
Germany
Minecraft:
ThexXTURBOXx
Xbox:
Zocker4Live999
Member Details
1.11/1.11.2 versions will come within the next few days.
1.9/1.9.4 and 1.10/1.10.2 will come afterwards as it needs downgrading (After releasing 0.7.1 for all of those, I will discontinue the 1.8-1.10.2 versions and only upgrade the 1.11+ ones).
Is there a wiki that tells how to craft and use this weapons?
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
In the 1.11x version of the mod, the Musket and Blunderbuss seem to have significant issues as compared to their status in the original Balkon's Weapons:
- Muskets are perfectly accurate regardless of how long you "aim" with them.
- If you don't let go of left-click before the Musket finishes reloading, you will fire immediately after letting go.
- Muskets seem to have a weird third-person animation. They don't tilt to reload and face forward no matter what.
- Muskets and Blunderbusses have issues with hitting; sometimes the ball/loose shot will go straight through a mob without actually registering a hit.
Overall, I'd say that simply rolling back the Musket and Blunderbuss to their Balkon's Weapons designs would be much better (in conjunction with the superior sprites and gunfire sounds in Reforged). Additionally, adding the Pistol from Balkon's Weapons would be great.
Overall, I'd say that simply rolling back the Musket and Blunderbuss to their Balkon's Weapons designs would be much better.
That's not possible, because 1.11.x acts totally different than 1.7.10.
You can't even downgrade a mod from 1.9 to 1.8 or upgrade from 1.8 to 1.9 without doing a rewrite, so that is simply not possible.
And issues should go to the GitHub Issues Page in the future
Reminder 1: The mod is still in beta, so there are many bugs, that need to get fixed.
Reminder 2: I don't copy anything out of Balkon's Weapons Mod.
- Muskets should be accurate
- That's a real bug!
- I know, but this is beacuse of Forge's silly Reequip Animations since 1.9... That's not fixable (or ask LexManos).
- That should only be the case, if you stand directly in front of an enemy (idk, why this happens, I need to take a closer look at this in the future).
Overall, I'd say that simply rolling back the Musket and Blunderbuss to their Balkon's Weapons designs would be much better.
That's not possible, because 1.11.x acts totally different than 1.7.10.
You can't even downgrade a mod from 1.9 to 1.8 or upgrade from 1.8 to 1.9 without doing a rewrite, so that is simply not possible.
And issues should go to the GitHub Issues Page in the future
Reminder 1: The mod is still in beta, so there are many bugs, that need to get fixed.
Reminder 2: I don't copy anything out of Balkon's Weapons Mod.
- Muskets should be accurate
- That's a real bug!
- I know, but this is beacuse of Forge's silly Reequip Animations since 1.9... That's not fixable (or ask LexManos).
- That should only be the case, if you stand directly in front of an enemy (idk, why this happens, I need to take a closer look at this in the future).
What I meant about the accuracy point is that no matter whether you actually AIM the musket or not, it's literally pin-point perfect accurate; which it really shouldn't be.
I don't mean "rip the Balkon's Weapons code out and put it into Reforged"; I simply suggest taking the mechanics and putting them in as Balkon did for the time being (with the same stats and such). It would seem that they're better than the current Musket as implemented.
Description
The original idea was to continue Balkon's Weapon Mod in 1.8, but by now, the plans for Reforged have become much more ambitious. We want to include a whole bunch of weapons, some of them with unique mechanics and all with their roles and uses in the game.
Our weapons are divided into three "ages", which correlate with the stages of the game:
Primitive weapons are alternatives for the early game and especially helpful for hunting animals and defending yourself without getting too much damage. Most of these come only in one version and require very simple materials.
Medieval weapons play in the same league as swords and bows. They include brutal close combat weapons and ranged weapons with far longer range than their primitive counterparts. Most of the close combat weapons can be crafted from different materials and are capable of hacking through larger groups of enemies, while the ranged weapons do a good job of eliminating enemies before they even reach you.
Gunpowder weapons show their full potential in late game, when resources are plenty and especially against other players. They are capable of wreaking havoc, breaking through armour and even walls. They can be used to decimate large groups of enemies with ease and lay siege to fortresses and cities. Some of these require multiple crafting recipes and not all gunpowder weapons are easy to use.
Status
Reforged:
Reforged Integration:
Reforged Cross and Grave:
Download
To get Alpha-releases, consider to go to the mod's Curseforge-Page (Reforged, Reforged Integration, Reforged CaG)
Reforged:
Reforged Integration:
Reforged Cross and Grave (discontinued for now, may be continued later on):
Source & License
For now, all important information will first be updated on Github (the 2 addons are here and here).
FAQ
Q: May I use your mod in my modpack?
A: Knock yourself out! Of course! Just show that the mod is included in your modpack, when you publish it. Everything else is included in the License files in the GitHub repos.
Q: May I copy parts of your code?
A: Ask me first! If I say yes, then you may do it, but if I say no, you mustn't do it.
Q: Why are there so little updates?
A: I do this in my free time, because I'm going to work. I don't have much time for this
Q: I found a bug, what should I do?
A: Report it on GitHub in the issues-section of the corresponding mod. Thanks for reporting
Q: I don't like the new textures. Where are Balkon's ones?
A: If you don't like them, I created a resource pack with the old textures, download it here: Download
Awesome. Glad to see you're officially back.
Hello! Will you keep doing updates for 1.8, or are you going to jump straight to 1.11?
Minecraft Fan! And modder wanna be!
Hi, nice to see you, too
Hi! I will keep doing updates for 1.8 at first and at any point later, I will try to update the mod further (I already tried it many times, but most of the weapons are broken then. The mod needs a total rewrite for 1.11 then, but I will do this at any point xD )
If you're doing 1.11, can you do 1.10.2 as well?
"Where Wisdom and Valor fail, all that remains is faith. And it can overcome all." -Tahu, Toa Mata of Fire, MNOG
(some of my) Favorite Mods:
Aether II: Genesis of the Void (no banners for it)
m
Will there be a 1.10.2 version of this mod?
1.11/1.11.2 versions will come within the next few days.
1.9/1.9.4 and 1.10/1.10.2 will come afterwards as it needs downgrading (After releasing 0.7.1 for all of those, I will discontinue the 1.8-1.10.2 versions and only upgrade the 1.11+ ones).
Versions are out now already
Is there a wiki that tells how to craft and use this weapons?
Try out JustEnoughItems.
Or the wiki on the GitHub
Either that or the Wiki on our GitHub (which is a little bit out of date, but it's ok so far)
In the 1.11x version of the mod, the Musket and Blunderbuss seem to have significant issues as compared to their status in the original Balkon's Weapons:
- Muskets are perfectly accurate regardless of how long you "aim" with them.
- If you don't let go of left-click before the Musket finishes reloading, you will fire immediately after letting go.
- Muskets seem to have a weird third-person animation. They don't tilt to reload and face forward no matter what.
- Muskets and Blunderbusses have issues with hitting; sometimes the ball/loose shot will go straight through a mob without actually registering a hit.
Overall, I'd say that simply rolling back the Musket and Blunderbuss to their Balkon's Weapons designs would be much better (in conjunction with the superior sprites and gunfire sounds in Reforged). Additionally, adding the Pistol from Balkon's Weapons would be great.
We're doing a mod project, check it out:
Overall, I'd say that simply rolling back the Musket and Blunderbuss to their Balkon's Weapons designs would be much better.
That's not possible, because 1.11.x acts totally different than 1.7.10.
You can't even downgrade a mod from 1.9 to 1.8 or upgrade from 1.8 to 1.9 without doing a rewrite, so that is simply not possible.
And issues should go to the GitHub Issues Page in the future
Reminder 1: The mod is still in beta, so there are many bugs, that need to get fixed.
Reminder 2: I don't copy anything out of Balkon's Weapons Mod.
- Muskets should be accurate
- That's a real bug!
- I know, but this is beacuse of Forge's silly Reequip Animations since 1.9... That's not fixable (or ask LexManos).
- That should only be the case, if you stand directly in front of an enemy (idk, why this happens, I need to take a closer look at this in the future).
What I meant about the accuracy point is that no matter whether you actually AIM the musket or not, it's literally pin-point perfect accurate; which it really shouldn't be.
I don't mean "rip the Balkon's Weapons code out and put it into Reforged"; I simply suggest taking the mechanics and putting them in as Balkon did for the time being (with the same stats and such). It would seem that they're better than the current Musket as implemented.
We're doing a mod project, check it out:
Love this mod
DO you have a wiki page for this mod? It seems quite nice and I love how it adds tools not just for endgame, but also early game and mid game!
There is one, that isn't very up-to-date, but you can use this: https://github.com/ThexXTURBOXx/Reforged/wiki
Some things are missing, some are incorrect, but the most should be correct
This looks very interesting. Can I expect to see a 1.12 version any time soon?
Rolling back textures is definitely possible. Sure, code can't be done, but you can certainly get the old textures to work again.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Yes, it is possible, but I neither want to steal BalkondeurAlpha's textures nor anyone else's. Why are Soncunure11's textures not good enough?