You should add a option to lock gates so you can only open/close it with redstone and not with your hand.
The rest of the mod is nice and epic to use on servers.
You should add a option to lock gates so you can only open/close it with redstone and not with your hand.
The rest of the mod is nice and epic to use on servers.
I agree, but I think once a gate is locked, it should only be able to be opened by the person/team who locked it.
And that leads me to my next idea for this mod, TEAMS. Yes, as I mentioned in a previous post, I thought you should make it so that you should make it so you can add a tiny flag to vehicles by adding wool to them when crafting them, now I think you should make it so if a flag is on a vehicle, it can only be driven by members of that teams color. The way it would know you were on that team possibly is an item that after being held and right clicked, it would say in chat: "You have joined team [INSERT COLOR]" And right clicking it while holding shift would open a menu that had team options? Perhaps the SMP version could have a file that kept track of teams so that when you open the team menu it would display your teamates names? These are all brainstormed ideas, feel free to edit them to what you feel would be easiest. Also, there should be a flag, and when right clicked it would say: "[PLAYER NAME] has picked up the [COLOR] flag!" Making it so people would know who has the flag, and upon death the flag would spawn on the block that player died on? Also, if you have the flag, I'm not sure if this is possible, but if you could make it so there would be a flag entity model strapped to the player so that it could be seen from all around. Just a few ideas, and I'm gonna work on that GUI Idea I had. lol
Rollback Post to RevisionRollBack
Time is Diamonds, and I got none to spare! Unless you have redstone of course!
In smp the changing the yaw with the y looking upgrade doesn't work also recommend you make a way only certain players can open gates maybe a gui where you type in usernames.
You should add a option to lock gates so you can only open/close it with redstone and not with your hand.
The rest of the mod is nice and epic to use on servers.
Gates currently can be locked, but perhaps not in the manner you are thinking. Currently if you provide constant redstone power, from say..a lever, the gate will lock into position after it activates. This is so you could, for instance, lock yourself in your house (Or more so that you can lock the gate from the inside during a siege).
I may look into providing a more personalized and customizable lock-and-key system in the future, but currently there are no plan for it.
In smp the changing the yaw with the y looking upgrade doesn't work
No, you cannot change the yaw-aim of the vehicle if it has the yawlock (turret coupler) installed. That is the whole point--to lock the aim to its driving direction--so no, you won't be able to change it. Install some wheels and drive the vehicle to turn it instead.
I agree, but I think once a gate is locked, it should only be able to be opened by the person/team who locked it.
And that leads me to my next idea for this mod, TEAMS. Yes, as I mentioned in a previous post, I thought you should make it so that you should make it so you can add a tiny flag to vehicles by adding wool to them when crafting them, now I think you should make it so if a flag is on a vehicle, it can only be driven by members of that teams color. The way it would know you were on that team possibly is an item that after being held and right clicked, it would say in chat: "You have joined team [INSERT COLOR]" And right clicking it while holding shift would open a menu that had team options? Perhaps the SMP version could have a file that kept track of teams so that when you open the team menu it would display your teamates names? These are all brainstormed ideas, feel free to edit them to what you feel would be easiest. Also, there should be a flag, and when right clicked it would say: "[PLAYER NAME] has picked up the [COLOR] flag!" Making it so people would know who has the flag, and upon death the flag would spawn on the block that player died on? Also, if you have the flag, I'm not sure if this is possible, but if you could make it so there would be a flag entity model strapped to the player so that it could be seen from all around. Just a few ideas, and I'm gonna work on that GUI Idea I had. lol
The very beginings of team-based gameplay will be coming in this weeks update. Well...okay..not really. The precursor to the beginnings of team-based gameplay will be coming in this weeks update . You will have the ability to tag your vehicle with a certain color at time of build (probably a flag of some sort on the model), and all vehicles with same colors will be placed into the same teams. Shortly after the colors/flags will come a "war room control block" or somesuch, showing the numbers and types of vehicles for each team/color..current kills, etc.
Further down the line, I will likely introduce mechanics for preset matches--such as locking players out of vehicles if they have been killed, or something similar--as well as more clear-set goals for preset matches (these will be optional, for those wanting to run competitive games/servers).
Hey, i love your mod and i am gonna make a map for it. If you dont want me doing that please tell me. I also got some tips to make the mod more fun!
-Add sound effects
-Make the battering ram work properly
-Make a animation for the brige thingy
Thanks for making this awsome mod and please keep working on it!
If you add new features please keep it multiplayer!!
LOVE THIS MOD!!!!
(not trolling)
Nothing against a map--go for it.
Sounds--already on the todo list.
Bridges--Not really. It is HUGE PITA to do animated blocks/tiles in that manner. I first wrote the bridge and gate that way--and it was terrible, buggy, and some aboslutely terrible hackery of code. Which is why the gate is now an entity, and the bridge doesn't move. I may revisit it later, but it is not on the priority list (nor even on the list).
I actually took a quite in-depth look into the battering ram the other night. There were a few minor issues with hit detection with gates, but other than that it was functioning exactly as intended. One thing people don't realize, is that the battering ram TAKES TWO HITS TO DESTROY BLOCKS. In fact, it will destroy up to 6 blocks every other hit (but often fewer because of rounding/distance from blocks/exact trajectories). I'll post up some picks later tonight to show how/what it will destroy.
It is neither a bulldozer, nor a tunnel-bore, and is not meant to be used as such. It is _meant_ for attacking gates. At which it excels. A ram pressed up against a gate will do > 80 damage to it with one hit (enought to half-destroy a 4x4 gate).
If you are however referring to its seeming need to drive 'over' everything--that is fixed in the next update (coming out tomorrow more than likely) (fixed for all the other vehicles as well).
Okay..since people have such a problem with the batting ram, and I probably only put it in patch notes, let me say it clearly:
The Battering Ram takes Two Hits to Destroy Blocks.
If that needs to be changed, it can. My goal is to update it to have the block breaking texture on any blocks it is breaking...but my first attempt at it didn't work properly so I'm waiting until I can find a proper solution.
What NEW feature would people like to see developed for next weeks update? (10-06-12)
A. Siege tower.
B. Utility transport vehicle(s) (either people transports or chest transports..perhaps both)
C. More Structures
D. More ammo types for vehicles (scattershot for cannon?)
E. ??
I've got a few things I know I will be working on (fleshing out the crafting system a bit more, finishing the extra tool slots bit, squashing bugs), but I'm torn on what new feature(s) to put in next.
Any preferences from the list provided? Any other preferences?
What NEW feature would people like to see developed for next weeks update? (10-06-12)
A. Siege tower.
B. Utility transport vehicle(s) (either people transports or chest transports..perhaps both)
C. More Structures
D. More ammo types for vehicles (scattershot for cannon?)
E. ??
I've got a few things I know I will be working on (fleshing out the crafting system a bit more, finishing the extra tool slots bit, squashing bugs), but I'm torn on what new feature(s) to put in next.
Any preferences from the list provided? Any other preferences?
you can make a poll for this kind of thing, i personally would like to see a castle with hostile npcs for you to siege, maybe they raid near by villages at night?
you can make a poll for this kind of thing, i personally would like to see a castle with hostile npcs for you to siege, maybe they raid near by villages at night?
Pretty much along the lines of what I had in mind for the direction of the mod. Not something I could probably accomplish decently in one week, but I've put it down as a goal to work towards.
I was thinking having hostile NPC castles 'attach' themselves to a village....build a wall around it, defend it with soldiers. Have the castle have some vehicles defending and soldiers..perhaps a 'goal' block in the middle of a central well defended area with loot. Capturing this goal block will/can convert the 'kingdom' to be under player control, including any surviving buildings, villagers, soldiers, and defenses.
It would make finding a village with a castle an interesting and valuable find. I'm not sure if I would want to try and make it more balanced towards single or multiplayer, as I think a multiplayer siege of a castle to capture a village would be great fun--but I would have to balance/design towards it. Perhaps make config option toggle between SP and MP balance for siege/kingdoms?.
I'll probably start working on a real castle structure generator and finish up the crafting system this next week. I've got the majority of crafting implemented for this tomorrows update, but it won't have the special slot functions yet...which will be a major portion of vehicle crafting. Several other large'ish bugs are squashed, as well as a full move over to item-meta data for items (Only use like 15 item IDs now instead of 70).
Thanks again for the suggestions, definitely keeping me thinking.
What NEW feature would people like to see developed for next weeks update? (10-06-12)
A. Siege tower.
B. Utility transport vehicle(s) (either people transports or chest transports..perhaps both)
C. More Structures
D. More ammo types for vehicles (scattershot for cannon?)
E. ??
I've got a few things I know I will be working on (fleshing out the crafting system a bit more, finishing the extra tool slots bit, squashing bugs), but I'm torn on what new feature(s) to put in next.
Any preferences from the list provided? Any other preferences?
I will like alots if you add the points B.This will be nice to be able to be like 1 player controling the moving machine and a other player shooting or maybe even a machine with multiple canon allowing more than 1 player shooting at the time?
More fire power=More fun
one sugestion though maybe you could some how change the point of veiw so you dont have a crossbar in the was when aiming. you could have it so when your "in" the catapult or whatever seige weapon, you dont see any part of the veihcle like you were playing a first person tank type thing with just the crosshairs showing
I will like alots if you add the points B.This will be nice to be able to be like 1 player controling the moving machine and a other player shooting or maybe even a machine with multiple canon allowing more than 1 player shooting at the time?
More fire power=More fun
sounds great man and i know this has been requested before, but pleeeeaaase ad sounds, there are so many sites were u can get royalty free sounds i can find some if u like ?
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tested it. I have to admit it was very fun however, i cant seem to find it in the config. is there a way to disable some items? such as handcannon: false HE ammo: false etc?
I would like to suggest a random block damage for the explosive shot too i tried to keep firing on the walls but then i found out its impossible. some small random block damages every now and then would be a good option. considering HE is too powerful to be put on a server xD
well that's just my opinion. really enjoyed your mod. especially the gatling arrow thing xD
wait wait wait, an idea sprung to mind, what if we can make a crafting table especially for making these siege machines xD (yeah sorta like fan's plane, have to admit it crossed my mind), well. just tossing out ideas while it's fresh. no harms or demands here.
NEW--Siege Engine crafting system. 4x4 grid with some extras. If you have the components for a siege engine, it will render an example of whichever you are crafting. Inventory is persistent, and dropped on block destruction. It uses its own recipe manager, so will allow for all-new recipes to be designed for...everything, with both added complexity, and simplicity. Many recipes will have more components, but fewer steps to the finished product. Some sub-components will be removed, and perhaps a few new ones added. The additional slots will be used for permanent upgrades to vehicles that will add unique abilities or alter base parameters, but are only available at the time of crafting. Many of these upgrades will have cosmetic components that will display on the finished model, as well as in the model preview screen on the crafting gui.
FIX--Cannons can no longer fire bolts. They will get their own special scattershot/grapeshot ammo in a future update.
FIX--Vehicles will no longer attempt to drive over gates or other entities (except items--TODO--pick up items instead of drive over them?), and instead will collide more normally.
FIX--Vehicles will no longer get stuck when attempting to drive up a single block if there is grass/etc in the way. Unfortunately, you can now drive over cactus walls if you would like to try (it will kill the vehicle though).
FIX--Gate health animation issue regarding some forms of damage (battering ram, hand cannon). It was receiving damage, but not turning red to signify being hit (client/server synch issue).
ADJUSTED--Greatly increased the scatter randomization for bolt bundles from the Catapult and Trebuchet.
ADJUSTED--Decreased the accuracy of the Hwacha, especially at long range. At its longest range it is now more of an artillery/bombardment weapon.
ADJUSTED--Stone shot will now destroy up to one additional block along its trajectory.
ADJUSTED--Increased cooldown on Hand Cannon.
NEW--Hand Cannon now has a 3d model.
NEW--Hand Rocket. Fires a single low-damage rocket. With 3d model.
NEW--Rocket ammo for Hwacha and hand rocket launcher.
CODE--New Cooldown management system will allow for management of item cooldowns for players. Uses a relay-lock server-authenticated system.
CODE--Moved all possible items into item damage/metadata to save on item-ID use. The only items that should use indexes now are Vehicle spawning items, flags, and hand-weapons (all items with special coding). All upgrades, armor, ammo, and component items have been moved to share a single item-id.
CODE--Moved all item indexes to a (so far) known unused range. While this alone should not effect any worlds/saves--the move to item damage/meta data WILL invalidate all existing upgrade items and crafting components, and ammo. Sorry, that is why this is in the WIP section and in alpha status. New Item index ranges are 9003-9100. New Block ID range is 3003-3100. May not be final if I find conflicts with other major mods. May also split some components to a second compressed item if necessary when creating modules.
CODE--New Armor, Ammo, and Upgrade tracking systems will allow for easier addition of new item types while still using no more item IDs and greatly simplified the code in the process.
CODE--New Item Description Registry allows for the inclusion of detailed item descriptions displayable nearly anywhere. Currently only used on the Siege Engineers Workstation.
FIX--Napalm and Explosive ammo now require the corresponding upgrades to even be place-able in the ammo bay. If it is placed in the bay and the upgrade is removed, it still will not fire.
ADJUSTED--Slightly adjust battering ram interaction. It still requires two hits to destroy blocks, but will register hits more consistently and on more logical targets. Entity hit-detection also improved. Needs true SMP testing.
ADJUSTED--When the trebuchet has the triple shot installed, it now has decreased accuracy and firepower. Accuracy is to make the shots spread better, firepower is because, well...you are throwing three times the weight.
CODE--Updated Forge to version 4.x.x.271. In the beginnings of implementing chunkloading, which will allow for larger ranges on ammo, persistent building of structures..lots of other cool stuff. This version may or may not require you to update forge as well--probably a good idea to keep your forge up-to-date anyway.
Crafting GUI (W/ model preview, and description)
Hand Cannon Model
Hand Rocket Model
Huge update code wise, and hence the bump up to 0.6.x.xxx versioning.
MOST CRAFTING HAS MOVED TO THE SIEGE ENGINEERS WORKSTATION
The only stuff that is left in the normal crafting recipes are ammo, gates, structures, hand-weapons, and land-mines.
ALL SIEGE ENGINE RELATED COMPONENTS, UPGRADES, ARMOR, AND SPAWNING-ITEMS HAVE HAD RECIPES CHANGED AND MOVED TO THE SIEGE ENGINEERS WORKSTATION.
Recipes for all items are available on the wiki. Any shown in a 4x4 grid MUST be crafted at the new crafting station. Any items shown in the old 3x3 grid are only available in the vanilla crafting block/anything that implements vanilla recipes.
This means that NEI will not show recipes for anything in the new crafting system currently. I'm looking into a plugin and _will_ have one before beta/release. I normally use NEI and can't live without it...so I won't ask anyone else to do so.
I would suggest if you are updating, to delete the itemIDs config file, and let it re-assign items (otherwise there may be some issues with misconfigured things)--Especially if playing on a remote server, your config must line up exactly with the servers or you will get weird crashes.
OP is updated with links and basic info. Wiki is updated with in depth information.
Please let me know if you encounter any issues with the new features, find any new bugs, and what you think of the new crafting as it currently is (it is _not_ finished however).
tested it. I have to admit it was very fun however, i cant seem to find it in the config. is there a way to disable some items? such as handcannon: false HE ammo: false etc?
I would like to suggest a random block damage for the explosive shot too i tried to keep firing on the walls but then i found out its impossible. some small random block damages every now and then would be a good option. considering HE is too powerful to be put on a server xD
well that's just my opinion. really enjoyed your mod. especially the gatling arrow thing xD
wait wait wait, an idea sprung to mind, what if we can make a crafting table especially for making these siege machines xD (yeah sorta like fan's plane, have to admit it crossed my mind), well. just tossing out ideas while it's fresh. no harms or demands here.
No current way to disable ammo types. That will come before a beta/real release. You're playin a WIP/Alpha version :).
Adjustment of ammo/damages is coming in a future update. I realize right now that HE ammo is OP, and Explosive does nothing to hard blocks. There will be an explosive entity-only damage ammo coming, as well as a change to explosive ammo to have it possibly destroy a _couple_ blocks. HE ammo will stay as it is, but may be disable-able through config.
No current way to disable ammo types. That will come before a beta/real release. You're playin a WIP/Alpha version .
Adjustment of ammo/damages is coming in a future update. I realize right now that HE ammo is OP, and Explosive does nothing to hard blocks. There will be an explosive entity-only damage ammo coming, as well as a change to explosive ammo to have it possibly destroy a _couple_ blocks. HE ammo will stay as it is, but may be disable-able through config.
Crafting table: check out today's release !
that was fast. and woohoo \o/ a positive response from a friendly modder!
sweet. having to finish all the siege weapons, i see future machines (e.g. guillotines probly for no reason other than aesthetically in SSP) and traps (wall mounted Hwacha, swinging pendulum, and other stuffs similar to orc must die) LOL
but i guess thats for another mod. THanks for this. still pretty kick ass even in alpha stage.
sorry, i babble when i get overwhelmed.
anyway, the game kicks me out when my character flies and hits a trebuchette or other siege engines. but that was on the last update, will try this one
dont know if u have addressed this yet or not, but i would suggest making the animations more "realistic" slow draw back with a fast release instead of having both drawback and release the same speed. . its vary. . . anticlimactic
THIS MOD SO EPIC I COULD SWEAR ABOUT HOW EPIC IT IS !!!! 3:<
Rollback Post to RevisionRollBack
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
The rest of the mod is nice and epic to use on servers.
I agree, but I think once a gate is locked, it should only be able to be opened by the person/team who locked it.
And that leads me to my next idea for this mod, TEAMS. Yes, as I mentioned in a previous post, I thought you should make it so that you should make it so you can add a tiny flag to vehicles by adding wool to them when crafting them, now I think you should make it so if a flag is on a vehicle, it can only be driven by members of that teams color. The way it would know you were on that team possibly is an item that after being held and right clicked, it would say in chat: "You have joined team [INSERT COLOR]" And right clicking it while holding shift would open a menu that had team options? Perhaps the SMP version could have a file that kept track of teams so that when you open the team menu it would display your teamates names? These are all brainstormed ideas, feel free to edit them to what you feel would be easiest. Also, there should be a flag, and when right clicked it would say: "[PLAYER NAME] has picked up the [COLOR] flag!" Making it so people would know who has the flag, and upon death the flag would spawn on the block that player died on? Also, if you have the flag, I'm not sure if this is possible, but if you could make it so there would be a flag entity model strapped to the player so that it could be seen from all around. Just a few ideas, and I'm gonna work on that GUI Idea I had. lol
Gates currently can be locked, but perhaps not in the manner you are thinking. Currently if you provide constant redstone power, from say..a lever, the gate will lock into position after it activates. This is so you could, for instance, lock yourself in your house (Or more so that you can lock the gate from the inside during a siege).
I may look into providing a more personalized and customizable lock-and-key system in the future, but currently there are no plan for it.
No, you cannot change the yaw-aim of the vehicle if it has the yawlock (turret coupler) installed. That is the whole point--to lock the aim to its driving direction--so no, you won't be able to change it. Install some wheels and drive the vehicle to turn it instead.
??
The very beginings of team-based gameplay will be coming in this weeks update. Well...okay..not really. The precursor to the beginnings of team-based gameplay will be coming in this weeks update . You will have the ability to tag your vehicle with a certain color at time of build (probably a flag of some sort on the model), and all vehicles with same colors will be placed into the same teams. Shortly after the colors/flags will come a "war room control block" or somesuch, showing the numbers and types of vehicles for each team/color..current kills, etc.
Further down the line, I will likely introduce mechanics for preset matches--such as locking players out of vehicles if they have been killed, or something similar--as well as more clear-set goals for preset matches (these will be optional, for those wanting to run competitive games/servers).
Nothing against a map--go for it.
Sounds--already on the todo list.
Bridges--Not really. It is HUGE PITA to do animated blocks/tiles in that manner. I first wrote the bridge and gate that way--and it was terrible, buggy, and some aboslutely terrible hackery of code. Which is why the gate is now an entity, and the bridge doesn't move. I may revisit it later, but it is not on the priority list (nor even on the list).
I actually took a quite in-depth look into the battering ram the other night. There were a few minor issues with hit detection with gates, but other than that it was functioning exactly as intended. One thing people don't realize, is that the battering ram TAKES TWO HITS TO DESTROY BLOCKS. In fact, it will destroy up to 6 blocks every other hit (but often fewer because of rounding/distance from blocks/exact trajectories). I'll post up some picks later tonight to show how/what it will destroy.
It is neither a bulldozer, nor a tunnel-bore, and is not meant to be used as such. It is _meant_ for attacking gates. At which it excels. A ram pressed up against a gate will do > 80 damage to it with one hit (enought to half-destroy a 4x4 gate).
If you are however referring to its seeming need to drive 'over' everything--that is fixed in the next update (coming out tomorrow more than likely) (fixed for all the other vehicles as well).
Okay..since people have such a problem with the batting ram, and I probably only put it in patch notes, let me say it clearly:
The Battering Ram takes Two Hits to Destroy Blocks.
If that needs to be changed, it can. My goal is to update it to have the block breaking texture on any blocks it is breaking...but my first attempt at it didn't work properly so I'm waiting until I can find a proper solution.
What NEW feature would people like to see developed for next weeks update? (10-06-12)
A. Siege tower.
B. Utility transport vehicle(s) (either people transports or chest transports..perhaps both)
C. More Structures
D. More ammo types for vehicles (scattershot for cannon?)
E. ??
I've got a few things I know I will be working on (fleshing out the crafting system a bit more, finishing the extra tool slots bit, squashing bugs), but I'm torn on what new feature(s) to put in next.
Any preferences from the list provided? Any other preferences?
you can make a poll for this kind of thing, i personally would like to see a castle with hostile npcs for you to siege, maybe they raid near by villages at night?
Pretty much along the lines of what I had in mind for the direction of the mod. Not something I could probably accomplish decently in one week, but I've put it down as a goal to work towards.
I was thinking having hostile NPC castles 'attach' themselves to a village....build a wall around it, defend it with soldiers. Have the castle have some vehicles defending and soldiers..perhaps a 'goal' block in the middle of a central well defended area with loot. Capturing this goal block will/can convert the 'kingdom' to be under player control, including any surviving buildings, villagers, soldiers, and defenses.
It would make finding a village with a castle an interesting and valuable find. I'm not sure if I would want to try and make it more balanced towards single or multiplayer, as I think a multiplayer siege of a castle to capture a village would be great fun--but I would have to balance/design towards it. Perhaps make config option toggle between SP and MP balance for siege/kingdoms?.
I'll probably start working on a real castle structure generator and finish up the crafting system this next week. I've got the majority of crafting implemented for this tomorrows update, but it won't have the special slot functions yet...which will be a major portion of vehicle crafting. Several other large'ish bugs are squashed, as well as a full move over to item-meta data for items (Only use like 15 item IDs now instead of 70).
Thanks again for the suggestions, definitely keeping me thinking.
I will like alots if you add the points B.This will be nice to be able to be like 1 player controling the moving machine and a other player shooting or maybe even a machine with multiple canon allowing more than 1 player shooting at the time?
More fire power=More fun
one sugestion though maybe you could some how change the point of veiw so you dont have a crossbar in the was when aiming. you could have it so when your "in" the catapult or whatever seige weapon, you dont see any part of the veihcle like you were playing a first person tank type thing with just the crosshairs showing
I can't believe the reviewer thought it was Japan's technology!
I would like to suggest a random block damage for the explosive shot too i tried to keep firing on the walls but then i found out its impossible. some small random block damages every now and then would be a good option. considering HE is too powerful to be put on a server xD
well that's just my opinion. really enjoyed your mod. especially the gatling arrow thing xD
wait wait wait, an idea sprung to mind, what if we can make a crafting table especially for making these siege machines xD (yeah sorta like fan's plane, have to admit it crossed my mind), well. just tossing out ideas while it's fresh. no harms or demands here.
=======RELEASE 0.6.0.115-ALPHA (09-29-12)=======
Hand Cannon Model
Hand Rocket Model
Huge update code wise, and hence the bump up to 0.6.x.xxx versioning.
MOST CRAFTING HAS MOVED TO THE SIEGE ENGINEERS WORKSTATION
The only stuff that is left in the normal crafting recipes are ammo, gates, structures, hand-weapons, and land-mines.
ALL SIEGE ENGINE RELATED COMPONENTS, UPGRADES, ARMOR, AND SPAWNING-ITEMS HAVE HAD RECIPES CHANGED AND MOVED TO THE SIEGE ENGINEERS WORKSTATION.
Recipes for all items are available on the wiki. Any shown in a 4x4 grid MUST be crafted at the new crafting station. Any items shown in the old 3x3 grid are only available in the vanilla crafting block/anything that implements vanilla recipes.
This means that NEI will not show recipes for anything in the new crafting system currently. I'm looking into a plugin and _will_ have one before beta/release. I normally use NEI and can't live without it...so I won't ask anyone else to do so.
I would suggest if you are updating, to delete the itemIDs config file, and let it re-assign items (otherwise there may be some issues with misconfigured things)--Especially if playing on a remote server, your config must line up exactly with the servers or you will get weird crashes.
OP is updated with links and basic info. Wiki is updated with in depth information.
Please let me know if you encounter any issues with the new features, find any new bugs, and what you think of the new crafting as it currently is (it is _not_ finished however).
Thanks, and enjoy.
No current way to disable ammo types. That will come before a beta/real release. You're playin a WIP/Alpha version :).
Adjustment of ammo/damages is coming in a future update. I realize right now that HE ammo is OP, and Explosive does nothing to hard blocks. There will be an explosive entity-only damage ammo coming, as well as a change to explosive ammo to have it possibly destroy a _couple_ blocks. HE ammo will stay as it is, but may be disable-able through config.
Crafting table: check out today's release !
that was fast. and woohoo \o/ a positive response from a friendly modder!
sweet. having to finish all the siege weapons, i see future machines (e.g. guillotines probly for no reason other than aesthetically in SSP) and traps (wall mounted Hwacha, swinging pendulum, and other stuffs similar to orc must die) LOL
but i guess thats for another mod. THanks for this. still pretty kick ass even in alpha stage.
sorry, i babble when i get overwhelmed.
anyway, the game kicks me out when my character flies and hits a trebuchette or other siege engines. but that was on the last update, will try this one
maybe later along the line is it possible to create a modernized version with tanks and what not?
Obsidian Armour cannot be crafted. Obsidian in that shape instead crafts stone armour.