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    posted a message on Help Spawning Custom Structure

    Use structure blocks and nbt to save structures and then load them into the game. You'll only need to build the structure in a world, save it, and load it into Minecraft using maybe 2-3 lines of code instead of classes full of code.

    Posted in: Modification Development
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    That is only available if you are using Levels 2. Press 'L' by default with the item in hand, you might need to change it.

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Quote from Gamerhooves»

    great mod really enjoying it and hope development isn't taking too much out of you


    I appreciate that. Development is going well and I'm looking forward to releasing what I'm hoping will be one of the best versions of Levels.
    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    can i in any way spawn a sword or an item with specific abilities? i need to do it :(


    With the current versions, that isn't possible. However, I will be adding that feature into the new Levels 3 versions which will hopefully be released soon.
    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Quote from CaerMaster»

    I think "randomly generated weapons" needs a bit more explanation of the concept. Are you talking about, for example, dungeon loot sometimes containing already-leveled legendary weapons and armor?

    It won't materialize anytime soon so it's not anything to worry about. I think I am going to mainly focus on adding in some sort of blacksmithing rank to increase chances of higher rarities, at least bow/shield leveling systems, and potentially tools as well, alongside many overall improvements scattered about. And of course, I'm open to new ideas anyone has and even suggestions to what I have just laid out.
    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    Levels 3 will hopefully get some big improvements in the coming days/weeks. I've gone through this thread and gathered a few new features to implement and am also looking to expand to different areas within the game, such as bows, shields, other tools, and enemies again. There are a few concepts I'm toying with such as Levels even adding its own randomly generated weapons. I'm also interested in hearing if anyone else has any ideas for the mod too.

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    I'll definitely look into balancing these numbers out. I haven't touched them since I first entered them. I also changed the equation for weapons/armor leveling, making it more dynamic (meaning higher rarity items will level up much faster than say common weapons).

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Quote from CaerMaster»



    Yes, correct. It went a LOT more cleanly this time. :) No problems except with the Slashblade-mod weapons, and I wasn't really expecting that to go flawlessly since they are a totally different weapon implementation. ...Well, OK, I suppose they can't be a TOTALLY separate implementation, because Levels still recognizes them as weapons, so they must be subclassed from the vanilla sword. But they are very heavily modified, and to my everlasting joy, they do not appear to implement the never-to-be-sufficiently-accursed new combat mechanics.


    I was actually pleasantly surprised when I first found out that that Levels works with them at all.


    Well, as long as mod authors try to prioritize compatibility, everything should work properly from the most part. As long as an item extends ItemSword, everything is good to go from a Levels standpoint. I'm still a little puzzled why they acted differently from vanilla weapons...I can't think of a reason for them being different. But other than that, I'm glad things seemed to go more smoothly now. I am also guessing you haven't run into any other major issues like crashes and such?
    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    And I'm assuming you're trying to migrate from Levels 2?

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    Levels 3.0.2-beta has been released to fix a server/client crash. If things still aren't working properly, let me know.

    Downloads can be found here.

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    Levels 3.0.1-beta has been released to fix some major issues around the new beta. Sorry it took so long, but this build should clear up some issues. If anything else is not working properly, let me know. I'm going to be working on re-working the Attribute system to be less randomized - you'll be able to pick the Attributes you want as you gain the ability to unlock them. Alongside that, some values such as attack damage and attack speed will be adjusted to balance things out as well.


    If you have any suggestions for the mod as well, I would love to hear them.


    Download and changelogs can be found here.

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Quote from CaerMaster»

    So basically we need to either flush the NBT data by some means or another, or discard all leveled weapons and armor before updating?

    If I am thinking right, yes, but then again I haven't tested this to be sure.
    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Quote from CaerMaster»

    XFactor, any words for us on how to migrate from Levels 2 to Levels 3?

    Unfortunately, you won't be able to migrate by just dropping the new file in. There have been lots of changes to NBT data. Existing weapons and such won't have the right NBT values for Levels 3. Not quite sure if that will make the game unstable - haven't tested it yet. I don't think there should be any issues besides that - this shouldn't break worlds, just the items already in it that use Levels stuff.
    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta

    The next few beta builds will likely have a few issues with them. That's why they are beta. For anyone who downloads beta builds, please let me know if you find any new issues, and updates on whether or not new issues are fixed would be helpful too. Y'all do a much better job of finding bugs than I do.

    Posted in: Minecraft Mods
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    posted a message on Levels 3 -- Weapon and Armor Leveling! (Mod Compatible) -- 3.0.2-beta
    Quote from CaerMaster»

    Oh dear.


    [14:02:21] [Server thread/ERROR] [FML]: Index: 1 Listeners:
    [14:02:21] [Server thread/ERROR] [FML]: 0: NORMAL
    [14:02:21] [Server thread/ERROR] [FML]: 1: ASM: com.thexfactor117.levels.event.EventCreateWeapon@3d531864 onPlayerTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
    [14:02:21] [Server thread/ERROR] [FML]: 2: ASM: codechicken.nei.ServerHandler@7cea336d tickEvent(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
    [14:02:21] [Server thread/ERROR] [FML]: 3: ASM: mekanism.common.CommonPlayerTickHandler@dfcbfd2 onTick(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
    [14:02:21] [Server thread/ERROR] [FML]: 4: ASM: class com.rwtema.extrautils2.dimensions.deep_dark.WorldProviderDeepDark tickStart(Lnet/minecraftforge/fml/common/gameevent/TickEvent$PlayerTickEvent;)V
    [14:02:21] [Server thread/ERROR] [FML]: 5: ASM: com.sk89q.worldedit.forge.ThreadSafeCache@4300c083 tickStart(Lnet/minecraftforge/fml/common/gameevent/TickEvent;)V
    [14:02:21] [Server thread/WARN]: Failed to handle packet for /10.24.32.20:51480
    net.minecraft.util.ReportedException: Ticking player
    at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:380) ~[lu.class:?]
    at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:162) ~[me.class:?]
    at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:213) ~[NetworkDispatcher$1.class:?]
    at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:287) ~[eo.class:?]
    at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180) [md.class:?]
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:732) [MinecraftServer.class:?]
    at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387) [ld.class:?]
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
    at java.lang.Thread.run(Thread.java:748) [?:1.8.0_131]
    Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/resources/I18n
    at com.thexfactor117.levels.leveling.Attribute.getName(Attribute.java:145) ~[Attribute.class:?]
    at com.thexfactor117.levels.leveling.Attribute.addAttribute(Attribute.java:111) ~[Attribute.class:?]
    at com.thexfactor117.levels.util.WeaponHelper.getRandomizedAttributes(WeaponHelper.java:168) ~[WeaponHelper.class:?]
    at com.thexfactor117.levels.util.WeaponHelper.create(WeaponHelper.java:64) ~[WeaponHelper.class:?]
    at com.thexfactor117.levels.event.EventCreateWeapon.create(EventCreateWeapon.java:62) ~[EventCreateWeapon.class:?]
    at com.thexfactor117.levels.event.EventCreateWeapon.onPlayerTick(EventCreateWeapon.java:37) ~[EventCreateWeapon.class:?]
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_149_EventCreateWeapon_onPlayerTick_PlayerTickEvent.invoke(.dynamic) ~[?:?]
    at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]
    at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) ~[EventBus.class:?]
    at net.minecraftforge.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:360) ~[FMLCommonHandler.class:?]
    at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:189) ~[zs.class:?]
    at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:303) ~[lu.class:?]
    ... 9 more
    [14:02:22] [Server thread/INFO]: CaerMaster lost connection: TextComponent{text='Internal server error', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}



    I'll look into it when I get a chance. I figured I'd have some kind of issue with it...

    Quote from JustJinxed»

    New levels 3 pretty much fails to read an NBT data from my levels 2. My axe has tag:{ENABLED:1b,RARITY:6} and when trying to hover over it, I get an index out of bounds on array (6), along with a lovely client crash. Should we be running a NBT cleaner on our gear before installing this? My sword seems fine. Perhaps just a quirk?


    Tell you right now, I don't like randomness. I liked being able to choose where my weapon is going. It's why I despise the default enchanting system and picked up levels to begin with.


    I forgot to mention the NBT tags have been changed, meaning compatibility might not work properly between Levels 2 and Levels 3. That's my fault. Also, thanks for the feedback on the randomization, I'm looking into ways of implementing it properly, so if you have any particular suggestions let me know.

    Quote from Partonetrain»

    I am also not a fan of the randomness. I'd be okay with it if there was some way to remove attributes and store them as items like in Blood Magic.


    I'm looking into tweaking this aspect of the mod. If you have any suggestions though, let me know too.
    Quote from CaerMaster»



    I wonder if this is why I got the crash posted above. Do we need some way to clean NBT data between removing Levels 2 and installing Levels 3? Because an update-in-place didn't seem to work too well.





    Randomness in the default enchanting system is, I totally agree, utterly unforgiveable. If you are setting out to deliberately enchant something, you should know what enchantment you're going to get. That was one of those "I totally don't know what Mojang was thinking here" things, and it is why I now avoid vanilla enchanting at all costs. I'd sooner go without an enchantment than cast fortune to the winds and end up with an enchantment that not only doesn't help, but will actually BLOCK me forever from getting the enchantment I wanted on that item. It is no accident that people prostrate themselves and pledge eternal servitude to modders like Azanor whose mods give them total control over their enchanting. (As well as making it a heck of a lot more fun.)

    HOWEVER, in this particular case, where you start out with a plain, mundane weapon or armor piece that periodically gains — or reveals — new abilities as you use it, I'm OK with randomness. In fact I'd be OK with having a config option to have only some items even leveling up — say, a configuration option to control whether Basic quality items ever level up at all. (Better yet, also have an option to hide the rarity of items until the first time they level up.) Not every weapon in, say, Lord of the Rings was forged by Noldor smiths in Gondolin. Levels abilities are in parallel to enchantment, and I am totally OK with weapon abilities coming as surprises. Wow, look, man, the glowstone sword I picked up off that zombie yesterday IS FREAKING MYTHIC...! It just sucked the soul out of that Enderman!


    Thanks for the feedback too about the new systems. If you have any ideas about the new systems, that would be appreciated too.
    Posted in: Minecraft Mods
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