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    posted a message on How about the game ACTUALLY SHOWS us when an enchantment is maxed out?

    Also would be nice if going over X didn't make it say something in code... just for noobs playing maps or using tmi

    (for example instead of enchant.sharpness.level.100 it says C)


    ...Code? You mean the Roman numeral system?
    Posted in: Suggestions
  • 1

    posted a message on How about the game ACTUALLY SHOWS us when an enchantment is maxed out?
    Quote from teesee»

    Need a banner?


    (No thanks! I'm one of those weird people who much prefers an unobtrusive, plain-jane lack of signature. To each his own, I suppose. Thanks for the offer, though!)


    (My avatar's fantastic enough, anyway.)

    Posted in: Suggestions
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    posted a message on How about the game ACTUALLY SHOWS us when an enchantment is maxed out?
    Quote from Genlems5Ever»

    Plus, I don't think this will work if you go over the maximum enchants.


    But what do you mean by "I don't think this will work"?

    Do you mean that the gold color would be counterintuitive/confusing on over-max enchantments? If so, that's why I suggested -- both in the original post and the second post I made right above yours -- that you could have a third color like red for normally-unattainable enchantment levels instead of gold if necessary. (Making this the third time I've had to say it. I'm going to go back to my previous two posts and bold-and-color the word "red" just so nobody else misses it.)

    Do you mean that it would be difficult to program into the codebase? Because as a programmer, I'd say it's easy as heck. I've never looked at the Minecraft codebase, but here's some example pseudocode similar to the way it probably is now, in 1.8, without changes:

    foreach(enchantment in item.enchants) {
        item.descriptionPopup.enchantSection.addText(enchantment.name + " " + math.roman(enchantment.level), Color.GRAY);
        item.descriptionPopup.enchantSection.addText("\n");
    }

    And here's how'd you'd add both the colors I've floated, gold for max-level and red for above-max:


    foreach(enchantment in item.enchants) {
        item.descriptionPopup.enchantSection.addText(enchantment.name + " ", Color.GRAY);
        Color levelcolor = Color.GRAY;
        if(enchantment.level == enchantment.maxLevel)
            levelcolor = Color.GOLD;
        if(enchantment.level > enchantment.maxLevel)
            levelcolor = Color.RED;
        item.descriptionPopup.enchantSection.addText(math.roman(enchantment.level), levelcolor);
        item.descriptionPopup.enchantSection.addText("\n");
    }

    See? Takes a programmer about two minutes and zero brainpower. And even if it's some sort of markup or XML-based system -- which it likely is -- coding this tweak should be just as easy if not easier. If anything, with that off-the-top-of-my-head pseudocode, I probably made it look more complicated than it actually is.


    So, what exactly did you mean by "I don't think this will work"? I still don't get it.

    Posted in: Suggestions
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    posted a message on How about the game ACTUALLY SHOWS us when an enchantment is maxed out?

    What happens when you go over the max with commands though? Is it still yellow?


    Yes. Unless you wanted a third color for over-max, which I went over in the original post as optional / not necessary. Red would fit pretty well if you wanted that; it would keep anybody from mixing up what the normal max levels are while they're looking at custom items.
    Quote from Buttons_1»

    I generally don't have Alzheimer's. I'm thinking this idea isn't necessary.


    If you're really into Minecraft and have been enchanting every single one of your tools and armor pieces for weeks and weeks, then sure, you might have all the max levels memorized. But some of us wouldn't, and there's no "Alzheimer's" about it. Moreover, what about new players who are just figuring things out, or people who take a break from Minecraft for a month or two and return? (Same goes for servers/mods where the max level of an enchantment is higher/lower than usual.)


    I've owned Minecraft since alpha, but I've taken such breaks frequently, and by then, the exact max-level numbers have fallen out of my head. Especially if I head out to trade with a huge town full of librarians, who can sell any variety of levels for a given enchantment. Isn't it easy to mix up whether Respiration or Aqua Affinity is the one that's capped at level I, for instance? Or, think of someone who doesn't know (or forgets) that Protection IV is as far up as it goes instead of V, and spends an hour or two farming up the requisite XP, items, and enchant attempts before finally getting two of them in an anvil's interface and being shown their mistake. They've just wasted a huge amount of their time. Should they be punished so severely for such an easy-to-miss thing? This issue doesn't affect everyone, sure, but the people it does affect are potentially hit hard enough to hurt their enjoyment of the game. That's not good.


    Moreover, there are positives even for people like you who have the levels down pat! Think of how it'd feel to look at your fully-enchanted tools and see all those nice, shiny gold numbers showing off how your diamond pickaxe is as awesome as it could possibly be? I believe that satisfying sensation would be well worth it, even if you've got a nice absorbent sponge of a mind.

    Posted in: Suggestions
  • 4

    posted a message on How about the game ACTUALLY SHOWS us when an enchantment is maxed out?

    You know what I hate? Having to search the freakin' Minecraft Wiki every time I look at an enchanted item in my inventory or for trade, just to double-check whether the Sharpness, Protection, Power, or Punch enchantments end at III, IV, or V. Don't you hate that?


    The fix is a dead simple GUI tweak. Probably only a line or two of code, even.


    Here's how enchantment text looks right now (in 1.8) when you hover over something:


    Before Fix


    And here's what it looks like with the proposed fix:


    After Fix (Photoshopped)


    See? Dead simple. Just gold-color the roman numeral when an enchantment is max level (or higher), like Unbreaking III or Efficiency V. If it's less than max level, like Efficiency IV, it looks like before. That way you'll instantly know if a villager is trading a max-level enchantment on an item or book, instead of having to double-check the wiki or get two of them to check in an anvil. Plus once you own it, you get more of a warm, fuzzy feeling looking at it.


    If you want to add a touch more depth, you could have a third color -- like red -- for when an item's enchantment is above its max level or not normally allowed on the item, which'd help indicate how special such items are in adventure maps. I don't really think this is necessary, though. (And I'm against an ascending gradient of colors for all enchantment levels because the whole purpose of this is to clearly indicate when a level can't go any higher; if you wanted to add a gradient of options in for visual flavor, they'd have to be a very distinct color from the max-level enchantment color.) So, ideally, just the gray vs gold non-max/max distinction is all that's added.


    This is so straightforward that I was shocked to find that it wasn't the case in the game already. I can understand keeping things vague to promote a sense of mystery, but keeping this small amount of information out of easy reach is just poor design. I don't think we should be punishing players for not having the max-levels memorized by waiting until they try to combine two at an anvil to show them they're mistaken.

    Posted in: Suggestions
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    posted a message on [1.6.4 - 1.8.9] Dynamic Sword Skills (updated 3/11/2017)
    Quote from coolAlias»


    This should fix that without you needing to redownload anything. Sorry about that :$



    Thanks! I take it the standalone mod download's already fixed as well? (EDIT: Ah, misinterpreted. Everything's in the clear.)

    Posted in: Minecraft Mods
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    posted a message on More Enchantments version 1.3- Now for 1.8

    The effects list could really use a bit more information. Namely (1) the maximum level for each enchantment, and (2) the mutual-exclusivity of enchantments, which ones conflict with others and won't be placed on the same item.


    (I still don't know why vanilla Minecraft doesn't just color the roman numerals on enchantments differently if it's a max-level enchant. Wouldn't that make things so much easier, instead of having to look up the wiki just to tell if an enchantment is full-strength or not? It's quite annoying.)


    ((EDIT: Made the roman-numeral-coloring a suggestion for vanilla.))

    Posted in: Minecraft Mods
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    posted a message on [1.6.4 - 1.8.9] Dynamic Sword Skills (updated 3/11/2017)

    The Version Tracker support is slightly bugged. For me, it's reporting that the mod is out of date even though I have v1.8-2.0 installed (says that "v2.0" is out/newest), and redownloading it doesn't solve the warning.


    All I have to do is ignore it, but it's still a tiny bit annoying.

    Posted in: Minecraft Mods
  • 1

    posted a message on Fantastic Moons -- Skaia Sun-replacement and Beta/Alpha Planets Moon-replacements (Homestuck)
    Since this is a general question that only tangentially has to do with the specific pack you're hosting, why don't you ask in a separate problems/hosting thread in the appropriate subforum, instead of taking up space in a thread for a specific resource pack made by someone who clearly can't answer your question?

    The only thing I could possibly help you with is pointing out that you probably got the link wrong. This is the wrong place to be asking what you're asking.
    Posted in: Resource Packs
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    posted a message on Fantastic Moons -- Skaia Sun-replacement and Beta/Alpha Planets Moon-replacements (Homestuck)
    Aw, thanks, Cookie! Sarcasm is always a tough thing to discern over the internet.

    As for Crystalhalf, there's no difference between these two Resource Packs and your ordinary run-of-the-mill one. I'd recommend looking up guides on how to install packs, make sure you're doing it right. Is it just me, or does the superfluous "%20extracting.zip" you put at the end of the filename look really fishy?

    Also, instead of using my download link on your own server, you might want to upload any files you want your users to download to a place hosted ON the server, and then hyperlink to that, right? I've never run a server and am unfamiliar with the file-hosting etiquette, so I wouldn't know for sure.
    Posted in: Resource Packs
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    posted a message on Fantastic Moons -- Skaia Sun-replacement and Beta/Alpha Planets Moon-replacements (Homestuck)
    Hah, that's fine, I'll eat that criticism, Cookie. :)

    Really, I can't put anything else in the pack; that would go against its purpose. This is supposed to be something you can layer on top of whatever other texture packs you're in the mood to use, giving you this atmospheric sun/moon set and nothing else. If I replaced other textures, I myself would end up grumbling about having to extract and repackage the sun and moons from this in order to make it compatible with the next consistent, fancy new pack I wanted to try. The only other thing you could do to this pack to add more atmosphere without compromising anything else is maybe, say, replace monster sounds and environmental FX with sounds ripped from Homestuck tracks, and I'm neither interested nor properly skilled in doing that.

    Ultimately, this is just a set of packs I lovingly made for my own personal use, and then decided to share later. A lot of work meant to achieve something very small and do it well. You can take it or leave it, I don't mind a bit!
    Posted in: Resource Packs
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    posted a message on Fantastic Moons -- Skaia Sun-replacement and Beta/Alpha Planets Moon-replacements (Homestuck)


    I perfectionistically Photoshopped these from Homestuck resources for personal use as my Sun and Moons in Minecraft back in... wow, July 2013, but I totally forgot to upload them for others to use. So, here you go!

    Don't know what Homestuck is? Who cares! Just stop reading, look at the pictures, skip to the download links below, and use one of these as the trippiest high-detail sun and moons you'll ever come across. :)











    In the first pack, Skaia replaces the sun, and images of LoWaS, LoCaH, LoLaR, LoTaK, LoHaC, LoMaX, LoFaF, and LoPaN cycle every night, in session order. That's right, all of the planets from Act 6 Act 6! (If you rip open the pack, there's an alternate ordering you can switch to that goes through the Beta planets first, then the Alpha planets.) The Sun and Moons are all huge, high-quality 512x512 png files, and look beautiful if you play using a higher-res window. Atmospheric and full of variety, even if you don't have the resolution to see the full images, they're detailed enough to seem to twinkle as they sail through the sky! Best of all, you can layer these on top of any other texture pack without worrying about anything but the Sun and Moon conflicting. The perfect way to add a beautiful Homestuck spice on top of all the other textures you're so particular about!

    If you want something a little simpler, the second pack still has Skaia as the sun, but has images of Prospit and Derse alternate each night as the moon phases instead, rotating as the days pass:



    I did these independently of any other Homestuck texture pack folks, who don't seem to have any such high-res rendering of the eight planets to enjoy. Feel free to use this with that pack or other Homestuck packs! After all, they don't use Skaia for the sun, and how are you going to feel like it's Homestuck without an enormous shining visage of Skaia above your head? (P.S. if you're making your own Homestuck texture set, you can totally rip these out and stuff 'em in your pack, I don't mind a bit! Credit would be appreciated.)

    More Screenshots (not at full resolution):
    Skaian sunrise:



    Prospit and Derse:





    Planet Moons:


















    Curse Page with Download Links

    Backup Mirror: Skaia with Eight Planets Pack
    Backup Mirror: Skaia with Prospit/Derse Pack

    Homestuck and Homestuck-related materials are copyright Andrew Hussie, mspaintadventures.com, etc. All images are courtesy of the MSPA Wiki, Homestuck Resources project, I'm pretty sure ashdenej ripped something for me ages ago, and insert everybody else who isn't me here. All I did was clean it up in Photoshop a bit (like taking the tall houses off the planets), righten the scales and dimensions, and throw it all together in Minecraft form.

    Have fun!

    bladekindeyewear / BlastYoBoots
    Posted in: Resource Packs
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