You know, I think it might be best for you to avoid using vanilla's threshold for levels. It's far too easy to abuse that to level at warp speed by gaining a few levels, getting a weak enchantment, and then repeating. Since you're editing the entityplayer class already I assume, you could implement a separate leveling system for it, and display the current xp and next level threshold in the skills menu. It could still use XP orbs of course
Also, what do you edit the classes for saplings, mushrooms and crops for? I think I know the general answer, but I'd like to know the specifics, because I think I know some work-arounds that could let you do some of the things the mod does without editing those exact base classes, and thus gaining perfect compatibility with BTW.
You know, I think it might be best for you to avoid using vanilla's threshold for levels. It's far too easy to abuse that to level at warp speed by gaining a few levels, getting a weak enchantment, and then repeating. Since you're editing the entityplayer class already I assume, you could implement a separate leveling system for it, and display the current xp and next level threshold in the skills menu. It could still use XP orbs of course
We already have a seperate system working with the exp bar displayed in the skill log gui. When you die you'll loose your progress to the next skill point. It also increases based on how many skill points you have total. All regular exp adds to your skills exp (except when the player dies and drops exp, no cheating!) in addition we have custom exp from skills related tasks (double drop ores etc) which will only add to your skills xp and not regular experience.
Also, what do you edit the classes for saplings, mushrooms and crops for? I think I know the general answer, but I'd like to know the specifics, because I think I know some work-arounds that could let you do some of the things the mod does without editing those exact base classes, and thus gaining perfect compatibility with BTW.
For growing speed, double drops and the chance to instantly grow when the player places it.
For growing speed, double drops and the chance to instantly grow when the player places it.
I have a feeling that some of these could be put outside of those classes. It's always good to minimize the base classes you edit. Those three are the only ones keeping you from BTW compatibility, and that's pretty damn impressive, you should run with that if you can
There's a lot of stuff you can do without editing more base classes. You can even make a dog mod that's compatible with better than wolves I know that from experience.
I'd be happy to help out in this regard if you're interested.
I have a feeling that some of these could be put outside of those classes. It's always good to minimize the base classes you edit. Those three are the only ones keeping you from BTW compatibility, and that's pretty damn impressive, you should run with that if you can
There's a lot of stuff you can do without editing more base classes. You can even make a dog mod that's compatible with better than wolves I know that from experience.
I'd be happy to help out in this regard if you're interested.
The only one of those three which I would know how to do outside of the base classes is the double drops.
The only one of those three which I would know how to do outside of the base classes is the double drops.
Really? Before you said that, I'd have said the only one I'd know how to do outside of base classes is the enhanced growth rate. If you just made it so that nearby crops below a certain growth stage are automatically bumped up to a certain minimum growth stage, that would have the same effect.
Really? Before you said that, I'd have said the only one I'd know how to do outside of base classes is the enhanced growth rate. If you just made it so that nearby crops below a certain growth stage are automatically bumped up to a certain minimum growth stage, that would have the same effect.
If by growth stage you mean metadata, that would still be hard to do effectively without causing any lag as far as I know.
If by growth stage you mean metadata, that would still be hard to do effectively without causing any lag as far as I know.
Seriously? This would just be a one-time thing per crop when you plant it, wouldn't it?. Plant. Oh, it's below the minimum, raise it, there, now I don't have to touch it ever again.
Seriously? This would just be a one-time thing per crop when you plant it, wouldn't it?. Plant. Oh, it's below the minimum, raise it, there, now I don't have to touch it ever again.
Well. That's basically what I have in the instant grow. But that edits the base file for the respective block, and there is no way to do that outside of the base file.
Remember Im also an ideas guy i come up with ideas every day. ill help when possible.
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IM NOT BLUE XEPHOS I ACCIDENTLY NAMED MY SELF CLOSE... I DIDENT KNOW XEPHOS EXISTED UNTIL LATER IN MY ACCOUNT (i honestly dident know some one with 2 letters off from me existed when i started my account.).
The swords tree will probably be finished sometime tomorrow night. If you have any ideas or requests for that tree then now is the time. It will be the first tree implementing activated skills.
It is finally here *FF7 victory music*
also:
SHUT UP AND TAKE MY DIAMONDS
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"Some men aren't looking for anything logical, like money,They can't be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn."
The swords tree will probably be finished sometime tomorrow night. If you have any ideas or requests for that tree then now is the time. It will be the first tree implementing activated skills.
Improved damage reduction from blocking would be cool, as well as an area attack (that doesn't hurt friendly mobs!).
Also, do you plan on making it harder to re-spec at some point? Is the easy re-speccing for testing purposes? If not, I recommend making it harder at some point, right now it lets you change builds at will with no penalty.
Also, do you plan on making it harder to re-spec at some point? Is the easy re-speccing for testing purposes? If not, I recommend making it harder at some point, right now it lets you change builds at will with no penalty.
There is definitely something planned for making it harder to respec.
I am merely asking whether or not they will update to 1.2.4 while it it still in heavy development, or if it will be updated once it's updated a bit more. Sorry if it didn't sound like that.
Yes, we plan on updating it to 1.2.4 as soon as the official, non-pre-release, of MCP (Minecraft Coder Pack) is out.
Installed and having fun with the mod. I went to install it with a few other's and crashed upon hitting a block. A bit of work and I realized it was crashing with the Forge API. Shame =/ Was looking forward to using this.
Though I should mention it, great mod though. Wish you the best of luck n.n
Ya, this mod isn't very compatible with other mods or API's
This version implements a new experience system for gaining skill points. You no longer gain skill points from regularly leveling up. All experience earned (except from player death - no cheating!) goes towards your skills experience. You can see how close you are to gaining your next skill point in the gui. On death you lose your progress to the next skill point. In addition, there is skills experience which drops from skill related tasks and achievements.
Great job on the mod! It can be balanced alot better though. You should make the books harder to get. Like maybe getting the basic books like athletics books should be a book surronded with feathers and gold nuggets. The herbalism book should be a book surronded by pumpkin, melon, and wheat seeds. The mining book should be a book surronded with iron and gold ingots. They all provide great benifiets so they should be hard to get. Also like the books you make in the future like dark witchcraft books should be found in chests in nether fortesses. Double jump should also be nerfed so every like 4 double jumps a half a thing of a hunger would go down. Also a convert items to XP option. I love games like that. Anyways, great mod keep up the good work!
Also, what do you edit the classes for saplings, mushrooms and crops for? I think I know the general answer, but I'd like to know the specifics, because I think I know some work-arounds that could let you do some of the things the mod does without editing those exact base classes, and thus gaining perfect compatibility with BTW.
We already have a seperate system working with the exp bar displayed in the skill log gui. When you die you'll loose your progress to the next skill point. It also increases based on how many skill points you have total. All regular exp adds to your skills exp (except when the player dies and drops exp, no cheating!) in addition we have custom exp from skills related tasks (double drop ores etc) which will only add to your skills xp and not regular experience.
For growing speed, double drops and the chance to instantly grow when the player places it.
I have a feeling that some of these could be put outside of those classes. It's always good to minimize the base classes you edit. Those three are the only ones keeping you from BTW compatibility, and that's pretty damn impressive, you should run with that if you can
There's a lot of stuff you can do without editing more base classes. You can even make a dog mod that's compatible with better than wolves I know that from experience.
I'd be happy to help out in this regard if you're interested.
The only one of those three which I would know how to do outside of the base classes is the double drops.
Really? Before you said that, I'd have said the only one I'd know how to do outside of base classes is the enhanced growth rate. If you just made it so that nearby crops below a certain growth stage are automatically bumped up to a certain minimum growth stage, that would have the same effect.
If by growth stage you mean metadata, that would still be hard to do effectively without causing any lag as far as I know.
Seriously? This would just be a one-time thing per crop when you plant it, wouldn't it?. Plant. Oh, it's below the minimum, raise it, there, now I don't have to touch it ever again.
Well. That's basically what I have in the instant grow. But that edits the base file for the respective block, and there is no way to do that outside of the base file.
also:
SHUT UP AND TAKE MY DIAMONDS
Improved damage reduction from blocking would be cool, as well as an area attack (that doesn't hurt friendly mobs!).
Also, do you plan on making it harder to re-spec at some point? Is the easy re-speccing for testing purposes? If not, I recommend making it harder at some point, right now it lets you change builds at will with no penalty.
There is definitely something planned for making it harder to respec.
Yes, we plan on updating it to 1.2.4 as soon as the official, non-pre-release, of MCP (Minecraft Coder Pack) is out.
Follow @jamolnng
The best way to contact me is via twitter.
I prefer lapis
Follow @jamolnng
The best way to contact me is via twitter.
Thank you for answering. (:
Ya, this mod isn't very compatible with other mods or API's
Follow @jamolnng
The best way to contact me is via twitter.
This version implements a new experience system for gaining skill points. You no longer gain skill points from regularly leveling up. All experience earned (except from player death - no cheating!) goes towards your skills experience. You can see how close you are to gaining your next skill point in the gui. On death you lose your progress to the next skill point. In addition, there is skills experience which drops from skill related tasks and achievements.