I'm going to be using Paraknight's old Skill API for my skills going into the future. Currently there is only one skill in Bastion: Levitation. Still, being able to glide over a ravine without having to build a bridge is certainly fun. Right now I'm just laying groundwork; the good stuff is yet to come. Skills are sadly not levellable yet.
Those of you who peer into the zip file may find sprites for skills that aren't done yet. Consider it a preview for the next version.
Pelirow: Actually, I want to build a giant fortress on the surface, a castle above it, and a humongous jungle under it. I will have no less than full height and interesting overworld resources!
killkill85: Goblins will be the least of your worries.
Manningliu: It should be compatible already. Depending on which version TFCraft is built on, you'll need either my 4096 Fix, Pahimar's 4096 Fix, Forge .152 or later, or in the worst case set block IDs below 255 manually.
2 mods loaded
Minecraft Forge 3.3.7.135
FML v2.2.48.135
Forge Mod Loader version 2.2.48.135 for Minecraft 1.2.5
mod_MinecraftForge : Initialized (minecraft.jar)
mod_Bastion : Pre-initialized (Bastion-0.1.zip)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT a26c0c82 --------
Generated 5/24/12 3:10 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6310 Graphics version 4.2.11318 Compatibility Profile Context, ATI Technologies Inc.
java.lang.ArrayIndexOutOfBoundsException: 801
at forge.Configuration.getOrCreateBlockIdProperty(Configuration.java:87)
at bastion.PropsHelperBastion.initProps(PropsHelperBastion.java:35)
at mod_Bastion.load(mod_Bastion.java:21)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:324)
at cpw.mods.fml.common.Loader.modInit(Loader.java:263)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:604)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3cd3bd2d ----------
you assigned a block id to a block in a mod that doesn't allow you to go above 255 for the block id
I posted one of my ideas for a skill on your inficraft thread, but why just not make it all around summoning, so you could summon stuff to help you fight, like explosive sheep.
I'm going to be using Paraknight's old Skill API for my skills going into the future. Currently there is only one skill in Bastion: Levitation. Still, being able to glide over a ravine without having to build a bridge is certainly fun. Right now I'm just laying groundwork; the good stuff is yet to come. Skills are sadly not levellable yet.
-snip-
I like the not levelable yet part. Having levelable skills will be pretty interesting in survival. I'll have to try the mod now! xD
4th of July fun over, back to making skills. I'm thinking anything from building walls to chopping trees...
Caiman Crocigator: There will definitely be some summoning skills. It will range from "summon all wolves you own" to "Bring forth the Abyss!", but there will be such skills...
EliteAxe: It's always been odd to me that characters learn "skills" and are instantly proficient at them. What's more, said "skills" aren't variable; what if I only want to use half my strength to hack at a monster so it's mostly dead?
4th of July fun over, back to making skills. I'm thinking anything from building walls to chopping trees...
Caiman Crocigator: There will definitely be some summoning skills. It will range from "summon all wolves you own" to "Bring forth the Abyss!", but there will be such skills...
EliteAxe: It's always been odd to me that characters learn "skills" and are instantly proficient at them. What's more, said "skills" aren't variable; what if I only want to use half my strength to hack at a monster so it's mostly dead?
Maybe put NPC trainers? Or maybe research about it? Anyway I'm sure you'll figure something nice. And skills with variable strength would be useful. A jump skill could benefit from this system. I hope it turns out like you want!
I've been considering having NPCs as both trainers and something to protect. It would certainly make it interesting if they dissapeared permanently... or at least long enough for some of the other NPCs to breed children into a specific role.
On that note, I still haven't decided if you're only supposed to protect yourself (with "better" consequences than we have now) or if there's something else that would make your life hard if it was gone. Taking all suggestions in that area!
Links have been fixed. Dropbox is being an **** about my public links; I'll have to give them a noogie.
I'm laying some more groundwork for player abilities. It's rather disheartening; even if I were to make all kinds of crazy traps and mobs to fend them off, you'd still be stuck in a passive state of "build walls, punch creeper" and not be able to do much. I really need to give the player some more options before I add more things to deal with.
There also needs to be some logical limitations on the abilities given to the player, such as only being able to use certain skills when certain things are in your possession, like focus crystals. As such, I'm converting the Levi-Wing into a wearable item. (A hair barette or hat feather, take your pick) You will have to be wearing it for the levitation skill to work, or maybe work without draining copious amounts of power, I'm not sure yet. However... the player doesn't have an "accessory" slot. They will soon, heheh...
BAI1: The mod requires Forge, the Skill API, and soon it will need Player API too. There are certain aspects of it that I may or may not intentionally make incompatible with InfiCraft (InfiTools in particular), but the rest should be fine.
Crona96: Barbed wire's on my list of doodles, even if it does look like a thorny pole.
On the topic of an accesory slot, on the inficraft thread a few pages back didn't you post a picture of a redone inventory slot,what happened to that?
I like the idea of. The levi wing being worn in the head slot, and I think that gauntlets that allow you to shoot fireballs wood be cool. I don't remember if the picture you had with the redone inventory had gloves, and i don't want to go through looking for it.
One idea I had is why don't you make more generalized skills, like magic, summoning, melee etc., and then make it so that you have to be certain levels in those skills to use certain abilities, like you can only use levitation at level 30 or so magic, but at level 1, the only magic you can use is something that pushes mobs back.
There's actually an accessory slot pic back as early as page 25 on the InfiCraft thread. I have some solid gameplay reasons to act upon such a thing now. The Levi-Wing won't be worn in the head slot, but the head accessory slot.
There are a number of problems I can see with level-based magic, so just touch on the big ones.
- Minecraft is a sandbox game. Restricting players based on level or other arbitrary devices is not the way to go, and in general is a bad balance factor anyhow. Level restrictions are the lazy way of preventing players from getting too strong too fast.
- Levels get eaten when enchants are made. A separate player level might fix this, but I'm more interested in the skills than some "level" that's supposed to show how "strong" you are.
Very big problem on my end. First player and skill API seem to conflict with Simply Hax (http://www.minecraftforum.net/topic/541676-simply-hax/) they seem to just cancel each other out. cant use either
Also, i tried to install bastion via mcpatcher, but got a whitescreen when i tried to test minecraft. just a white screen without error report, so i can only post my mods and hope that leads to an answer.
Infitools
Rei's mini map
Thaumcraft
Simply hax
and forge
First of all, mcpatcher is a very bad way to install mods. Dropping files in your jar and putting mods in the mods folder, using MultiMC, or any other way is better.
I can see no reason why the skill api would not be compatible with simply hax unless it tries to edit the same things player api does... in which case there should be a player api version of it.
I'm going to be using Paraknight's old Skill API for my skills going into the future. Currently there is only one skill in Bastion: Levitation. Still, being able to glide over a ravine without having to build a bridge is certainly fun. Right now I'm just laying groundwork; the good stuff is yet to come. Skills are sadly not levellable yet.
Those of you who peer into the zip file may find sprites for skills that aren't done yet. Consider it a preview for the next version.
Pelirow: Actually, I want to build a giant fortress on the surface, a castle above it, and a humongous jungle under it. I will have no less than full height and interesting overworld resources!
killkill85: Goblins will be the least of your worries.
Manningliu: It should be compatible already. Depending on which version TFCraft is built on, you'll need either my 4096 Fix, Pahimar's 4096 Fix, Forge .152 or later, or in the worst case set block IDs below 255 manually.
you assigned a block id to a block in a mod that doesn't allow you to go above 255 for the block id
SNEAKY MERDIWEN!
Looking forward to trying it out later.
I like the not levelable yet part. Having levelable skills will be pretty interesting in survival. I'll have to try the mod now! xD
Caiman Crocigator: There will definitely be some summoning skills. It will range from "summon all wolves you own" to "Bring forth the Abyss!", but there will be such skills...
EliteAxe: It's always been odd to me that characters learn "skills" and are instantly proficient at them. What's more, said "skills" aren't variable; what if I only want to use half my strength to hack at a monster so it's mostly dead?
Maybe put NPC trainers? Or maybe research about it? Anyway I'm sure you'll figure something nice. And skills with variable strength would be useful. A jump skill could benefit from this system. I hope it turns out like you want!
On that note, I still haven't decided if you're only supposed to protect yourself (with "better" consequences than we have now) or if there's something else that would make your life hard if it was gone. Taking all suggestions in that area!
I'm laying some more groundwork for player abilities. It's rather disheartening; even if I were to make all kinds of crazy traps and mobs to fend them off, you'd still be stuck in a passive state of "build walls, punch creeper" and not be able to do much. I really need to give the player some more options before I add more things to deal with.
There also needs to be some logical limitations on the abilities given to the player, such as only being able to use certain skills when certain things are in your possession, like focus crystals. As such, I'm converting the Levi-Wing into a wearable item. (A hair barette or hat feather, take your pick) You will have to be wearing it for the levitation skill to work, or maybe work without draining copious amounts of power, I'm not sure yet. However... the player doesn't have an "accessory" slot. They will soon, heheh...
BAI1: The mod requires Forge, the Skill API, and soon it will need Player API too. There are certain aspects of it that I may or may not intentionally make incompatible with InfiCraft (InfiTools in particular), but the rest should be fine.
Crona96: Barbed wire's on my list of doodles, even if it does look like a thorny pole.
I like the idea of. The levi wing being worn in the head slot, and I think that gauntlets that allow you to shoot fireballs wood be cool. I don't remember if the picture you had with the redone inventory had gloves, and i don't want to go through looking for it.
One idea I had is why don't you make more generalized skills, like magic, summoning, melee etc., and then make it so that you have to be certain levels in those skills to use certain abilities, like you can only use levitation at level 30 or so magic, but at level 1, the only magic you can use is something that pushes mobs back.
There are a number of problems I can see with level-based magic, so just touch on the big ones.
- Minecraft is a sandbox game. Restricting players based on level or other arbitrary devices is not the way to go, and in general is a bad balance factor anyhow. Level restrictions are the lazy way of preventing players from getting too strong too fast.
- Levels get eaten when enchants are made. A separate player level might fix this, but I'm more interested in the skills than some "level" that's supposed to show how "strong" you are.
Also, i tried to install bastion via mcpatcher, but got a whitescreen when i tried to test minecraft. just a white screen without error report, so i can only post my mods and hope that leads to an answer.
Infitools
Rei's mini map
Thaumcraft
Simply hax
and forge
can anyone help me out on this?
I can see no reason why the skill api would not be compatible with simply hax unless it tries to edit the same things player api does... in which case there should be a player api version of it.