I'll look into figuring out why the regen doesn't work. I think I know what's wrong with the potion names, but I'm still trying to fix it. I'll think about changing the speed, but that may (or may not) require the use of core modding, depending on how it's done. When I get all of this done, I'll post an update and include the held item.
Sweet. Although, it seems most other armors that give potion effects do it the same without showing strength. So I wouldn't go too far trying to fix it, even if it would be nice.
Gah, now I need to revise my mod spotlight XD Good thing I didn't render yet so I should be able to add on a bit at the end. It should be out this Saturday if you are wondering.
The held item stuff does work nice. Although, I assume the "EMERALD" held is actually the name for diamond, which is weird... And I think it was mentioned before, but can you allow ids to be used for held items so you can specify a certain item over sets?
Anyway, this mod is truly amazing now with all the possibilities of armor and held items. Great job!
Gah, now I need to revise my mod spotlight XD Good thing I didn't render yet so I should be able to add on a bit at the end. It should be out this Saturday if you are wondering.
The held item stuff does work nice. Although, I assume the "EMERALD" held is actually the name for diamond, which is weird... And I think it was mentioned before, but can you allow ids to be used for held items so you can specify a certain item over sets?
Anyway, this mod is truly amazing now with all the possibilities of armor and held items. Great job!
Should be fixed now. Fun fact: the difference in the source code amounts to 1 character.
Giving armor with a regen of one, for some odd reason, treats it as though you have regen 10. I tried with all armors, and it's the same. It's not my minecraft's fault either, regen 1 is still regen 1 potion wise
I'd like to use this in survival.
However, it just feels a lil' OP with the config.
Do you think there is a way to add armor in a crafting table than a potion of any type in a shapless recipe.
Maybe adding Glowstone/ glowstone dust in the recipe will increase the level of the potion.
(Since there is 9 slots in a crafting table, 2 of the slots is taken by your armor and potion.
Leaving 7 slots empty which you can fill up with glowstone and make a Level 7 or 9 potion.
If you want to make a Level 9 potion the original potion in your crafting recipe has to be a Level II)
I'd like to use this in survival.
However, it just feels a lil' OP with the config.
Well it depends how you set it. I personally plan to use it to buff underpowered sets, maybe nerf ones that are too powerful. Now if you give all swords strength 5 and armor resist 5, it will be overpowered. But if you just give wood tool a bit of a haste, gold tools a bit of damage, and gold armor some resistance, it would be much more practical for survival. I'd say it is best to use with mods over vanilla since they can add rarer armor and such to make effect more balanced. I personally plan to use it with Simple Ores 2 and make the higher ores rarer.
Giving armor with a regen of one, for some odd reason, treats it as though you have regen 10. I tried with all armors, and it's the same. It's not my minecraft's fault either, regen 1 is still regen 1 potion wise
I've fixed it, and I'm posting the new update now.
I'd like to use this in survival.
However, it just feels a lil' OP with the config.
Do you think there is a way to add armor in a crafting table than a potion of any type in a shapless recipe.
Maybe adding Glowstone/ glowstone dust in the recipe will increase the level of the potion.
(Since there is 9 slots in a crafting table, 2 of the slots is taken by your armor and potion.
Leaving 7 slots empty which you can fill up with glowstone and make a Level 7 or 9 potion.
If you want to make a Level 9 potion the original potion in your crafting recipe has to be a Level II)
Is it a lil' rough to understand?
Yes, the config can make you incredibly op, but only if you can configure it to do so. Creative can do the same, and no one has a problem restraining themselves from that in the name of arbitrary challenge. Though an in-game "switch" to turn it on/off is not entirely out of the question.
That's not a bad idea, but I feel that it's different from what I'm trying to accomplish with this mod. If I have some spare time I might be willing to make a separate mod devoted to that, but I've got a lot of other things to accomplish first.
It doesn't show the armor in the config
Sweet. Although, it seems most other armors that give potion effects do it the same without showing strength. So I wouldn't go too far trying to fix it, even if it would be nice.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Disgusting. Anyway,
I wont add specific fixes to every armor, but I've added an add-by-id function.
Instead of writing DIAMOND,
I could put 310? (Diamond helmet ID)
Yep. If it's already broken, tell me so that I can fix it.
Okay I'll try it and see what happens
But what happens if I lose durability and my armor's ID now has a META data
I haven't tested for that, but in theory it shouldn't matter.
The mod just updated, look at OP for changelog.
Put in the ID in Held items
holy cow i did not see that o.O TIME TO NERF ALL THE SWORDS
The held item stuff does work nice. Although, I assume the "EMERALD" held is actually the name for diamond, which is weird... And I think it was mentioned before, but can you allow ids to be used for held items so you can specify a certain item over sets?
Anyway, this mod is truly amazing now with all the possibilities of armor and held items. Great job!
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Strength 10 FTW!
the only way to get tools to work is to use the material names, ids don't work
Should be fixed now. Fun fact: the difference in the source code amounts to 1 character.
Giving armor with a regen of one, for some odd reason, treats it as though you have regen 10. I tried with all armors, and it's the same. It's not my minecraft's fault either, regen 1 is still regen 1 potion wise
However, it just feels a lil' OP with the config.
Do you think there is a way to add armor in a crafting table than a potion of any type in a shapless recipe.
Maybe adding Glowstone/ glowstone dust in the recipe will increase the level of the potion.
(Since there is 9 slots in a crafting table, 2 of the slots is taken by your armor and potion.
Leaving 7 slots empty which you can fill up with glowstone and make a Level 7 or 9 potion.
If you want to make a Level 9 potion the original potion in your crafting recipe has to be a Level II)
Is it a lil' rough to understand?
Well it depends how you set it. I personally plan to use it to buff underpowered sets, maybe nerf ones that are too powerful. Now if you give all swords strength 5 and armor resist 5, it will be overpowered. But if you just give wood tool a bit of a haste, gold tools a bit of damage, and gold armor some resistance, it would be much more practical for survival. I'd say it is best to use with mods over vanilla since they can add rarer armor and such to make effect more balanced. I personally plan to use it with Simple Ores 2 and make the higher ores rarer.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Thanks! I've added it to the main post.
I've fixed it, and I'm posting the new update now.
Yes, the config can make you incredibly op, but only if you can configure it to do so. Creative can do the same, and no one has a problem restraining themselves from that in the name of arbitrary challenge. Though an in-game "switch" to turn it on/off is not entirely out of the question.
That's not a bad idea, but I feel that it's different from what I'm trying to accomplish with this mod. If I have some spare time I might be willing to make a separate mod devoted to that, but I've got a lot of other things to accomplish first.