DOWNLOAD COMING SOON. Stop asking Hello, My Name Is Tiger, and today I will be unveiling the mod I have spent months on: Ores++, leaving the Forge Ore Dictionary in the dust.
What It Is
This mod, a play on Java's "++" mechanism, acts very much like an API mod in the fact that on it's own, this mod does nothing. It's purpose is the same of that of the Forge Ore Dictionary but with a much better/easier implementation. This mod, a Forge one I should add, sets up 100s (will soon be 1000s) of ores, gases, liquids, metals, minerals, rocks, etc. into the game with rarities based on real life, default textures and a default set of tools for them. Each metal (and certain other things) will come with a set of tools (including a hoe), an ore form, an ingot form, and a "block of" form. Liquids will have a "bucket of" form. All items have default damage values, worth, etc.
Functionality
Notice that I did say that this mod sets up 100s (1000s) of blocks etc., but I never said they activated them. Instead, each mod will be aloud to activate these ores via a special bit of Java code from a library that you can import. These all go to a temp file where Ores++ can read it.
Can I use my mod for it? How?
Yes you can! This is an up-for-grabs system for any mod. Soon I will edit this to make every ID high. Basically, every block has a default damage value (if any), crafting recipe, set of tools and/or other related items, and hooks for other mods. Here is a list of what another mod could change, and how I have chosen to handle conflicts:
FORMAT: - Change Texture - If more than one mod tries to change this, it will stick to defaultChange ID - no conflict fixer but problem will be sidestepped in a future updateDamage stuffs (how many hits to break, how many hits to start) - will average all values trying to take overHitDMG - Average all valuesActivation: Bare-bones (only ore/raw material) - if 2 request activation they will both get itActivation: Whole kit and caboodle ("block of", tools, etc.) - if 2 request activation they will both get itForce deactivation (ONLY use this if you are replacing it with a similar one with the same ID) - see below*Rename - will stick with default if 2 try to overweight. If you need it to be that whatsoever, use above hook.More coming soon! Please feel free to drop a suggestion for an O++ hook
*This one was pretty hard to work around. This is the best solution I could find: I will create some kind of response for a deactivation request that will tell you what your ID is. By default, your replacement should have the same ID, but what if 2 mods try to do it? For this, my mod will randomly select one of the two and give it the proper ID, and save which one it is in a (config?) file somewhere. The other one(s), however, will get a data value, and those IDs will also be saved in the file. All of the mods' blocks given a DV will be notified of that ID and, with proper coding, will stop the mod from getting screwed up. (yay!)
The Dream
This mod was originally intended to allow crap-tons of mods on a single client, but as I started coding my dreams widened. My hope is that every mod (or at least most major ones) go into using this API-like Ore library. My final leap, the last milestone, the point you can say it's done, for this mod, I hope, would be inclusion in the Forge download.
Downloads
coming soon !
Support the Author
Nah it's still fun for now
Do you need help?
Yes! This is a relatively large mod to code for a novice like me. Occasionally I will update this spoiler with questions I have.
I am quickly running out of block IDs. Does anyone know how to create infinite ones? Yes I know that Java and Minecraft have their limits, but I will a) not go to far, and unless you have like 1000 mods, I don't see you having every single thing activated.
Thanks for all my friends supporting this and all the fans who hopefully will. I hope you like it when I release the first public build (probably somewhere around 35)!
What It Is
This mod, a play on Java's "++" mechanism, acts very much like an API mod in the fact that on it's own, this mod does nothing. It's purpose is the same of that of the Forge Ore Dictionary but with a much better/easier implementation. This mod, a Forge one I should add, sets up 100s (will soon be 1000s) of ores, gases, liquids, metals, minerals, rocks, etc. into the game with rarities based on real life, default textures and a default set of tools for them. Each metal (and certain other things) will come with a set of tools (including a hoe), an ore form, an ingot form, and a "block of" form. Liquids will have a "bucket of" form. All items have default damage values, worth, etc.
Functionality
Notice that I did say that this mod sets up 100s (1000s) of blocks etc., but I never said they activated them. Instead, each mod will be aloud to activate these ores via a special bit of Java code from a library that you can import. These all go to a temp file where Ores++ can read it.
Can I use my mod for it? How?
Yes you can! This is an up-for-grabs system for any mod. Soon I will edit this to make every ID high. Basically, every block has a default damage value (if any), crafting recipe, set of tools and/or other related items, and hooks for other mods. Here is a list of what another mod could change, and how I have chosen to handle conflicts:
The Dream
This mod was originally intended to allow crap-tons of mods on a single client, but as I started coding my dreams widened. My hope is that every mod (or at least most major ones) go into using this API-like Ore library. My final leap, the last milestone, the point you can say it's done, for this mod, I hope, would be inclusion in the Forge download.
Downloads
coming soon
Support the Author
Nah it's still fun for now
Do you need help?
Yes! This is a relatively large mod to code for a novice like me. Occasionally I will update this spoiler with questions I have.
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