You could also make that slime blocks can change qualities of an item, but only if it spawned with one?
Haha, you posted here right as I was typing a reply to you on curseforge. =P
Use jsoneditoronline.org to check your json syntax. I can't promise to help that much, as I am usually busy, but if you get really stuck, post here and me or someone else might be able to help.
Actually, you can set slime blocks as a reforging material for anything. Go into the qualitytools config folder, and in the reforging materials file, and change the minecraft:nether_star to minecraft:slime near the top. I had nether stars as the 'universal' reforging material by default (which seems pricey, but someone might have overpowered modded tools...). Then just make the reforging station, and use the slime blocks to reforge your tools.
Haha, you posted here right as I was typing a reply to you on curseforge. =P
Use jsoneditoronline.org to check your json syntax. I can't promise to help that much, as I am usually busy, but if you get really stuck, post here and me or someone else might be able to help.
Actually, you can set slime blocks as a reforging material for anything. Go into the qualitytools config folder, and in the reforging materials file, and change the minecraft:nether_star to minecraft:slime near the top. I had nether stars as the 'universal' reforging material by default (which seems pricey, but someone might have overpowered modded tools...). Then just make the reforging station, and use the slime blocks to reforge your tools.
I'll check, thanks ^^
EDIT: looks like your comments are doing errors for the checker, deleted it, it pointed the error, and fixed it.
I seem to be having issues with the blacklist in 1.10.2
Mod version:
1.0.4
Expected to happen:
Added item / class to blacklist, said item / class should be be blacklisted.
What is happening:
Item / class that was added to blacklist is the only items that can roll a quality
Non default files:
Boots.json - Have tested without any entry in blacklist and all items work as expected* also even if you put a vanilla item or class as the entry it still happens
*due to way sentient armor works everytime you activate it to equip it rerolls quality which is why trying to blacklist them
I've been wanting something like this for a long time!
Rollback Post to RevisionRollBack
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
I'm really enjoying your mod and its level of customization. Being able to create your own qualities allows for some fun experimentation and unique weapon traits.
However one thing I was wondering is if it's possible to obtain items with specified qualities by means of "loot and mob drops", "crafting recipes", or "/give command"? The reason why I ask, is because as a person who modifies recipes and loot using mods such as crafttweaker/minetweaker. Sometimes I want the player to obtain an item with a specific quality (for example forcing the person to always obtain a BROKEN quality iron sword if crafted using recipe A, and obtaining a KEEN quality iron sword if made using recipe B). As this mod relies on attributes and therefore an unique UUID, its currently not possible to create a recipe for the iron sword with a "hardcoded" NBT tag.
Main point I'm trying to convey is if its currently possible to do something such as: /give minecraft:iron_sword 1 0 {Quality: {Name: "broken"}} ? Which gives you an iron sword with the broken quality defined in the tools.json file (including its name color, attributes, and an random UUID).
I'm really enjoying your mod and its level of customization. Being able to create your own qualities allows for some fun experimentation and unique weapon traits.
However one thing I was wondering is if it's possible to obtain items with specified qualities by means of "loot and mob drops", "crafting recipes", or "/give command"? The reason why I ask, is because as a person who modifies recipes and loot using mods such as crafttweaker/minetweaker. Sometimes I want the player to obtain an item with a specific quality (for example forcing the person to always obtain a BROKEN quality iron sword if crafted using recipe A, and obtaining a KEEN quality iron sword if made using recipe B). As this mod relies on attributes and therefore an unique UUID, its currently not possible to create a recipe for the iron sword with a "hardcoded" NBT tag.
Main point I'm trying to convey is if its currently possible to do something such as: /give minecraft:iron_sword 1 0 {Quality: {Name: "broken"}} ? Which gives you an iron sword with the broken quality defined in the tools.json file (including its name color, attributes, and an random UUID).
Actually yeah, it's pretty similar to what you have with the iron sword there.
What I'd suggest doing is getting an item with the quality you want, putting it in a chest by itself, then doing /blockdata on that chest to see what the item tag looks like. Then you can use that tag and just make up a UUID, which should work with a sword.
Yeah, the reason it needed a unique UUID was for items like baubles, since you can wear two rings, etc. at once, and if you have two with the same UUID, they would conflict with eachother. For items that can only go in one slot like armor and swords, though, it should work to have the same UUID.
According to this, it seems like that we can identify material used for reforge by data of the items. As an example, you wrote this
{
"tool": {
"item": "baubles:ring"
},
"material": {
"comment": "reforge the baubles miner ring with Lapis Lazuli",
"item": "dye",
"meta": 4
}
}
Howaver, it doesn't work for me. As the tool is not reforged, I changed "dye" to "minecraft:dye". Then, The tool could be reforged with any items with "minecraft:dye" regardless of their data. (other items such as Ross Red can be the material...)
This occurs same in other items including mod items. (such as ic2)
According to this, it seems like that we can identify material used for reforge by data of the items. As an example, you wrote this
{
"tool": {
"item": "baubles:ring"
},
"material": {
"comment": "reforge the baubles miner ring with Lapis Lazuli",
"item": "dye",
"meta": 4
}
}
Howaver, it doesn't work for me. As the tool is not reforged, I changed "dye" to "minecraft:dye". Then, The tool could be reforged with any items with "minecraft:dye" regardless of their data. (other items such as Ross Red can be the material...)
This occurs same in other items including mod items. (such as ic2)
Is there any way to solve this issue?
Anyway, thank you for making this cool mod!
Edit: the version is for 1.10.2
Oh hey, someone just found that bug in the 1.12 version. I have fixed it in that version already, but haven't backported it yet.
You can work around the bug by giving it an empty nbt tag for now, which will make it see the metadata.
After a little digging, I found lists for Vanilla and Potion Core attributes, and I noticed Potion Core's reach attribute was dropped in favor of Forge's block-only reach attribute.
Are there any other Forge attributes? I haven't yet found such a list. I'm trying to familiarize myself with all available attributes' descriptions, defaults, and ranges before customizing qualitytools/Qualities/*.json
Thanks for your time on this question and for these excellent mods.
EDIT: Despite the stale Forge PR about reachDistance affecting distant entities in addition to blocks, it looks like it already reaches entities in Quality Tools.
Since this mod has been added to the Roguelike Adventures and Dungeons modpack, and that this mod gives a Quality stat to electroblobs wizardry's items like the wizard armor and the wands. I wanted to add them to the Reforging list. I added their item ID's to the config file but nothing seems to happen. None of the wands don't even go in the upper slot of the station. Am i doing something wrong? Here's the code. Do i have to add each element and tier too?
[
{
"comment": "This file contains custom reforging materials. By default, you can reforge
a tool with its repair item (like iron ingots for an iron sword), but some
items don't have a repair item, like bows. This adds items to reforge those.
It can also add an item for 'any', which will work for any item that can't be
reforged otherwise. For more info about how to add materials, visit:
https://bitbucket.org/Tmtravlr/qualitytools/wiki/Home",
"tool": "any",
"material": {
"item": "minecraft:nether_star"
}
},
{
"tool": {
"item": "minecraft:bow"
},
"material": {
"ore_dict": "plankWood"
}
},
{
"tool": {
"item": "minecraft:fishing_rod"
},
"material": {
"ore_dict": "plankWood"
}
},
{
"tool": {
"item": "minecraft:wooden_hoe"
},
"material": {
"ore_dict": "plankWood"
}
},
{
"tool": {
"item": "minecraft:stone_hoe"
},
"material": {
"ore_dict": "cobblestone"
}
},
{
"tool": {
"item": "minecraft:iron_hoe"
},
"material": {
"ore_dict": "ingotIron"
}
},
{
"tool": {
"item": "minecraft:shears"
},
"material": {
"ore_dict": "ingotIron"
}
},
{
"tool": {
"item": "minecraft:iron_horse_armor"
},
"material": {
"ore_dict": "ingotIron"
}
},
{
"tool": {
"item": "minecraft:golden_hoe"
},
"material": {
"ore_dict": "ingotGold"
}
},
{
"tool": {
"item": "minecraft:golden_horse_armor"
},
"material": {
"ore_dict": "ingotGold"
}
},
{
"tool": {
"item": "minecraft:diamond_hoe"
},
"material": {
"ore_dict": "gemDiamond"
}
},
{
"tool": {
"item": "minecraft:diamond_horse_armor"
},
"material": {
"ore_dict": "gemDiamond"
}
},
{
"tool": {
"item": "qualitytools:emerald_ring"
},
"material": {
"ore_dict": "gemEmerald"
}
},
{
"tool": {
"item": "qualitytools:emerald_amulet"
},
"material": {
"ore_dict": "gemEmerald"
}
},
{
"tool": {
"item": "minecraft:totem_of_undying"
},
"material": {
"ore_dict": "gemEmerald"
}
},
{
"tool": {
"item": "ebwizardry:magic_wand"
},
"material": {
"ore_dict": "ebwizardry:magic_crystal"
}
},
{
"tool": {
"item": "ebwizardry:wizard_hat"
},
"material": {
"ore_dict": "ebwizardry:magic_silk"
}
},
{
"tool": {
"item": "ebwizardry:wizard_robe"
},
"material": {
"ore_dict": "ebwizardry:magic_silk"
}
},
{
"tool": {
"item": "ebwizardry:wizard_leggings"
},
"material": {
"ore_dict": "ebwizardry:magic_silk"
}
},
{
"tool": {
"item": "ebwizardry:wizard_boots"
},
"material": {
"ore_dict": "ebwizardry:magic_silk"
}
}
]
Since this mod has been added to the Roguelike Adventures and Dungeons modpack, and that this mod gives a Quality stat to electroblbobs wizardry's items like the wizard armor and the wands. I wanted to add them to the Reforging list. I added their item ID's to the config file but nothing seems to happen. None of the wands don't even go in the upper slot of the station. Am i doing something wrong? Here's the code. Do i have to add each element and tier too?
[
{
"comment": "This file contains custom reforging materials. By default, you can reforge
a tool with its repair item (like iron ingots for an iron sword), but some
items don't have a repair item, like bows. This adds items to reforge those.
It can also add an item for 'any', which will work for any item that can't be
reforged otherwise. For more info about how to add materials, visit:
https://bitbucket.org/Tmtravlr/qualitytools/wiki/Home",
"tool": "any",
"material": {
"item": "minecraft:nether_star"
}
},
{
"tool": {
"item": "minecraft:bow"
},
"material": {
"ore_dict": "plankWood"
}
},
{
"tool": {
"item": "minecraft:fishing_rod"
},
"material": {
"ore_dict": "plankWood"
}
},
{
"tool": {
"item": "minecraft:wooden_hoe"
},
"material": {
"ore_dict": "plankWood"
}
},
{
"tool": {
"item": "minecraft:stone_hoe"
},
"material": {
"ore_dict": "cobblestone"
}
},
{
"tool": {
"item": "minecraft:iron_hoe"
},
"material": {
"ore_dict": "ingotIron"
}
},
{
"tool": {
"item": "minecraft:shears"
},
"material": {
"ore_dict": "ingotIron"
}
},
{
"tool": {
"item": "minecraft:iron_horse_armor"
},
"material": {
"ore_dict": "ingotIron"
}
},
{
"tool": {
"item": "minecraft:golden_hoe"
},
"material": {
"ore_dict": "ingotGold"
}
},
{
"tool": {
"item": "minecraft:golden_horse_armor"
},
"material": {
"ore_dict": "ingotGold"
}
},
{
"tool": {
"item": "minecraft:diamond_hoe"
},
"material": {
"ore_dict": "gemDiamond"
}
},
{
"tool": {
"item": "minecraft:diamond_horse_armor"
},
"material": {
"ore_dict": "gemDiamond"
}
},
{
"tool": {
"item": "qualitytools:emerald_ring"
},
"material": {
"ore_dict": "gemEmerald"
}
},
{
"tool": {
"item": "qualitytools:emerald_amulet"
},
"material": {
"ore_dict": "gemEmerald"
}
},
{
"tool": {
"item": "minecraft:totem_of_undying"
},
"material": {
"ore_dict": "gemEmerald"
}
},
{
"tool": {
"item": "ebwizardry:magic_wand"
},
"material": {
"ore_dict": "ebwizardry:magic_crystal"
}
},
{
"tool": {
"item": "ebwizardry:wizard_hat"
},
"material": {
"ore_dict": "ebwizardry:magic_silk"
}
},
{
"tool": {
"item": "ebwizardry:wizard_robe"
},
"material": {
"ore_dict": "ebwizardry:magic_silk"
}
},
{
"tool": {
"item": "ebwizardry:wizard_leggings"
},
"material": {
"ore_dict": "ebwizardry:magic_silk"
}
},
{
"tool": {
"item": "ebwizardry:wizard_boots"
},
"material": {
"ore_dict": "ebwizardry:magic_silk"
}
}
]
Oh, I think I see what is wrong. In the places you added the materials, change "ore_dict" to "item". For instance:
"item": "ebwizardry:magic_crystal"
The ore_dict is only for ore dictionary entries.
Also yeah, you'll have to add all the wands and armors separately, since they have different ids.
...and another update!
This time to fix repair items not reforging on servers unless you have loaded a singleplayer world first.
Hopefully that is the last of the bugs, but if you find another, please let me know!
Seen that you may reply here more often:
https://pastebin.com/qZzjPAt3 Got a problem, and as I never learned JSON...
You could also make that slime blocks can change qualities of an item, but only if it spawned with one?
Haha, you posted here right as I was typing a reply to you on curseforge. =P
Use jsoneditoronline.org to check your json syntax. I can't promise to help that much, as I am usually busy, but if you get really stuck, post here and me or someone else might be able to help.
Actually, you can set slime blocks as a reforging material for anything. Go into the qualitytools config folder, and in the reforging materials file, and change the minecraft:nether_star to minecraft:slime near the top. I had nether stars as the 'universal' reforging material by default (which seems pricey, but someone might have overpowered modded tools...). Then just make the reforging station, and use the slime blocks to reforge your tools.
I'll check, thanks ^^
EDIT: looks like your comments are doing errors for the checker, deleted it, it pointed the error, and fixed it.
I seem to be having issues with the blacklist in 1.10.2
Mod version:
1.0.4
Expected to happen:
Added item / class to blacklist, said item / class should be be blacklisted.
What is happening:
Item / class that was added to blacklist is the only items that can roll a quality
Non default files:
Boots.json - Have tested without any entry in blacklist and all items work as expected* also even if you put a vanilla item or class as the entry it still happens
*due to way sentient armor works everytime you activate it to equip it rerolls quality which is why trying to blacklist them
Oh man. I wish I had found this mod sooner!
I've been wanting something like this for a long time!
Goodbye, Minecraft forums. If any of ya'll future people persons need to contact me for whatever dumb reason, my discord is EnderDude124#8340 as of 6/8/2019. Send me a message, I like a good chat.
I'm really enjoying your mod and its level of customization. Being able to create your own qualities allows for some fun experimentation and unique weapon traits.
However one thing I was wondering is if it's possible to obtain items with specified qualities by means of "loot and mob drops", "crafting recipes", or "/give command"? The reason why I ask, is because as a person who modifies recipes and loot using mods such as crafttweaker/minetweaker. Sometimes I want the player to obtain an item with a specific quality (for example forcing the person to always obtain a BROKEN quality iron sword if crafted using recipe A, and obtaining a KEEN quality iron sword if made using recipe B). As this mod relies on attributes and therefore an unique UUID, its currently not possible to create a recipe for the iron sword with a "hardcoded" NBT tag.
Main point I'm trying to convey is if its currently possible to do something such as: /give minecraft:iron_sword 1 0 {Quality: {Name: "broken"}} ? Which gives you an iron sword with the broken quality defined in the tools.json file (including its name color, attributes, and an random UUID).
Actually yeah, it's pretty similar to what you have with the iron sword there.
What I'd suggest doing is getting an item with the quality you want, putting it in a chest by itself, then doing /blockdata on that chest to see what the item tag looks like. Then you can use that tag and just make up a UUID, which should work with a sword.
Yeah, the reason it needed a unique UUID was for items like baubles, since you can wear two rings, etc. at once, and if you have two with the same UUID, they would conflict with eachother. For items that can only go in one slot like armor and swords, though, it should work to have the same UUID.
What a cool idea!
Possible crash related to Quality Tools and Backpacks from brad16840, see this thread. Thanks
Hey people! The mod has been updated to 1.12.2!
Please add masterful shields and add attributes for bows.
Perseverance always pays. Sooner or later.
Hello, may I ask a question?
According to this, it seems like that we can identify material used for reforge by data of the items. As an example, you wrote this
Howaver, it doesn't work for me. As the tool is not reforged, I changed "dye" to "minecraft:dye". Then, The tool could be reforged with any items with "minecraft:dye" regardless of their data. (other items such as Ross Red can be the material...)
This occurs same in other items including mod items. (such as ic2)
Is there any way to solve this issue?
Anyway, thank you for making this cool mod!
Edit: the version is for 1.10.2
Oh hey, someone just found that bug in the 1.12 version. I have fixed it in that version already, but haven't backported it yet.
You can work around the bug by giving it an empty nbt tag for now, which will make it see the metadata.
After a little digging, I found lists for Vanilla and Potion Core attributes, and I noticed Potion Core's reach attribute was dropped in favor of Forge's
block-onlyreach attribute.Are there any other Forge attributes? I haven't yet found such a list. I'm trying to familiarize myself with all available attributes' descriptions, defaults, and ranges before customizing qualitytools/Qualities/*.json
Thanks for your time on this question and for these excellent mods.
EDIT: Despite the stale Forge PR about reachDistance affecting distant entities in addition to blocks, it looks like it already reaches entities in Quality Tools.
Can I reforge things from tinkers? And things from its addons? They are technically repairable.
Since this mod has been added to the Roguelike Adventures and Dungeons modpack, and that this mod gives a Quality stat to electroblobs wizardry's items like the wizard armor and the wands. I wanted to add them to the Reforging list. I added their item ID's to the config file but nothing seems to happen. None of the wands don't even go in the upper slot of the station. Am i doing something wrong? Here's the code. Do i have to add each element and tier too?
Oh, I think I see what is wrong. In the places you added the materials, change "ore_dict" to "item". For instance:
The ore_dict is only for ore dictionary entries.
Also yeah, you'll have to add all the wands and armors separately, since they have different ids.
Thank you very much ^^ i got it to work
Edit: i did not get the wands to work with it, it just keeps going in the wrong slot, but pretty happy it works with all the wizard armor now
Just saw that you're more likely to see replies here.
As stated here, it would be cool if the Reforging Station always faces the player when placed. At the moment, it can only face in one direction.