Wow. This is one of the only threads where I sit and refresh the page lol. I really hope Jeb keeps this system, despite him not liking how tedious it is.
Y'know, they DID buff zombies and zombie Pigmen, not to mention Endermen.
Additionally, cave spiders, silverfish and Blazes are tough on their own.
Maybe they're attempting to make the game a bit harder, in preparation for potions and skills?
Yes, and it's greatly appreciated on my hardcore world. lol
But still not significant enough, so far I've only died of stupid mistakes and it seems even a couple level 1 effects could make you nearly unstoppable. Course they could use some balancing, but honestly I prefer the great disparity as long as there's something to oppose you even at that level, if skills end up being very incremental things like .5% or even 1% changes I'd say that they're really not worth it.
Neither, it seems. I checked it, it seems to get its color in an entirely different way - probably each intrigent adds a certain value to the R, G and B-part and then it takes the average of all three values as color. And if that's true, we probably have 1.67 million possible potioncolors minimum. Effect-wise, that value is probably A LOT lower.
No idea, actually, but there is neither a file with colored bottles (just an empty one in the items.png) and nothing like the gras/water/leaves-color at all. So, using the above mentioned system might be the most likely option...
They hit the 32 bit integer limit with potion combinations btw. (so 2.147 Billion different potions) I've tested, there are XD.
They hit the 32 bit integer limit with potion combinations btw.
I'll pestering them for 64-bit potions. I also want to wonder out loud if perhaps there'd be something akin to distilling potions to get a greater effect or combining for longer time. I doubt it but its fun to wonder.
Wow, thank you for doing this. This is especially interesting since it sounds like they are going to change the current method, or at least modify it somehow.
Wow, thank you for doing this. This is especially interesting since it sounds like they are going to change the current method, or at least modify it somehow.
I'm assuming some way to maybe read the effects of the potion without sampling it... which is kind of lame I think x] you shouldn't even know what it does until you drink it yourself, hardcore potion making would be REALLY hardcore xD
Then people would just create a world with infinite stuff, create a buckload of possible combinations, write down the input and result - and then everyone would just check that instead of an in-game tooltip.
Yeah, well, not every combination but they could try a few, but most people would tire after so many and just decide on one of the best potions they'd made for a purpose, it might not be the best, but they wouldn't know better, someone else tried different ingredients and so they both might have two slightly different potions, maybe when they meet they say, oh that's the same as mine but better, what's the recipe? It'd be a community thing.... which all falls apart around the wiki. lol
Any more news on how we can actually use this stuff..? Would love to know how to get it in the game!
This. I'm still waiting for someone to at least post the obfuscated names of the files that need editing so I can actually hack them in myself, but it seems like that isn't going to happen... :sad.gif:
(But really, all I would need is the names of the files. No code or anything, just stuff like "he.class = CraftingManager.java," for example, just for the files that need editing, so I at least know where to look.)
I'll put this out there to anyone who knows java: Notepad++ can be told to search through an entire directory to find a string (the files must be decompiled), there are 6 files (one of them is a language file) that contain the string "potion". I have no idea what any of this means though, so whether that is the right track I have no idea.
I'll put this out there to anyone who knows java: Notepad++ can be told to search through an entire directory to find a string (the files must be decompiled), there are 6 files (one of them is a language file) that contain the string "potion". I have no idea what any of this means though, so whether that is the right track I have no idea.
I need to reinstall eclipse to decompile them I suppose?
This might be the one thing to encourage me to actually start modding lol
I'll put this out there to anyone who knows java: Notepad++ can be told to search through an entire directory to find a string (the files must be decompiled), there are 6 files (one of them is a language file) that contain the string "potion". I have no idea what any of this means though, so whether that is the right track I have no idea.
That might have something to do with it, but the potions themselves already work, you just have to ask someone who has hacked in the cauldron and discovered a few cool potions for the item ID and damage value of the potion you want, and then you can just use an inventory editor to get them. (At least that is what it looks like, anyway. Correct me if I'm wrong.)
The real problem is that the cauldron is needed to truly experiment with the potions and their effects, and if something semi-complex needs to be done, such as adding the cauldron's code to the Block list, then there wouldn't really be a way to search for what you need to edit based on a keyword...
Yes, and it's greatly appreciated on my hardcore world. lol
But still not significant enough, so far I've only died of stupid mistakes and it seems even a couple level 1 effects could make you nearly unstoppable. Course they could use some balancing, but honestly I prefer the great disparity as long as there's something to oppose you even at that level, if skills end up being very incremental things like .5% or even 1% changes I'd say that they're really not worth it.
They hit the 32 bit integer limit with potion combinations btw. (so 2.147 Billion different potions) I've tested, there are XD.
The ones I've seen:
Clear
Mundane
Bland
Milky
Elegant
Suave
Debonair
Harsh
Buttered
Uninteresting
I'll pestering them for 64-bit potions. I also want to wonder out loud if perhaps there'd be something akin to distilling potions to get a greater effect or combining for longer time. I doubt it but its fun to wonder.
I'm assuming some way to maybe read the effects of the potion without sampling it... which is kind of lame I think x] you shouldn't even know what it does until you drink it yourself, hardcore potion making would be REALLY hardcore xD
im unsure why this quote is here...
But wow, I hope the ability to mix at will is kept. This is unbelievably cool.
Yeah, well, not every combination but they could try a few, but most people would tire after so many and just decide on one of the best potions they'd made for a purpose, it might not be the best, but they wouldn't know better, someone else tried different ingredients and so they both might have two slightly different potions, maybe when they meet they say, oh that's the same as mine but better, what's the recipe? It'd be a community thing.... which all falls apart around the wiki. lol
This. I'm still waiting for someone to at least post the obfuscated names of the files that need editing so I can actually hack them in myself, but it seems like that isn't going to happen... :sad.gif:
(But really, all I would need is the names of the files. No code or anything, just stuff like "he.class = CraftingManager.java," for example, just for the files that need editing, so I at least know where to look.)
I need to reinstall eclipse to decompile them I suppose?
This might be the one thing to encourage me to actually start modding lol
If you use both a level I and a level III you get level III. If you use another item with the same effect it will refresh the timer for that effect.
That might have something to do with it, but the potions themselves already work, you just have to ask someone who has hacked in the cauldron and discovered a few cool potions for the item ID and damage value of the potion you want, and then you can just use an inventory editor to get them. (At least that is what it looks like, anyway. Correct me if I'm wrong.)
The real problem is that the cauldron is needed to truly experiment with the potions and their effects, and if something semi-complex needs to be done, such as adding the cauldron's code to the Block list, then there wouldn't really be a way to search for what you need to edit based on a keyword...