on B:
Selecting them all that way, would create a hefty list though to parse through any time somethings picked up? I don't suppose there is some sort of meta/nbt/<mod> data variable or something to search for? or is it coded so that its faster to search through a big list of items only as deep as their meta enumeration? Im not sure which would be less processing per item pickup.
as for A:
I would only be able to change the current pic used for the backpack of said color or such.
the need was to have more colored spots on each bag, to allow for quick visualization.
so for example,
a Red Top, and White Bottom bag, (color scheme of pokeballs)
____ for all my spawn eggs, spawner cages, poke-captured pets, and mobs.
Where a Red Top, Red Bottom, (all red)
____for my redstone wires dust blocks comparitors repeaters dispensers and so on.
and a Black Top, Red Bottom,
____ for all my Blood Magic gear.
All 3 of these have Red involved, only 1 is entirely red. Black and White are also involved with 2 of said bags.
(conceptually anyway.)
This allows for easier viability in stressful situations. Such as falling from the clouds, managing to easily see which bag is your
green plant bag, with lime green lid, vs your all lime green bag, which holds your slime shoes of fall-bouncing.
Opening the wrong bag in a moment like that because they were both lime grean could mean the difference between equipping your boots and safely bouncing off the ground. Or equipping some flowers to lay neatly over your tomb stone when you land 6-feet-under the ground. hehe ⋆^-^⋆
Brad, will you consider a new look for the backpacks?
so one can color the flap, or top and bottom differently?
I've definitely already used all 16 colors..
B:
Also would you consider a option AutoCollect By-Mod option?
Right now i see by Meta, and by NBT, but no option to say, just auto collect all of "Blood Magic" items, "Relequary", "Botania" or "Thaumcraft" items. to name a few. Im aware that keeping at least one of an item in the bag lets it continue to funnel said items in with the right settings. And also that you can select 'all of a meta data range' but this falls short of intended use, to just keep each mods items filling a particular bag. Im often stuck by needing to have one of said items in there already to collect similar. ~if this functionality is already in there, my apologies for being a bit too naive to locate it.
EEEE! Squeal! ⋆hop bounce twirl dance!⋆ EEE! thank you for updating this beloved mod! thank you thank you thank you! i downloaded it and installed it on our server, and both pc's we connect to it with right away! ⋆>u<⋆ Squeak! I utterly cant play minecraft without this mod as part of my every day life! its so useful, and deeply desired! it helps my BF and i play more closely together exploring the world!
Every day feels like a day in the netflix show "Hilda" (by Luke Pearson) and being able to share things with my mate, through your mod brings us a backpack full of joy! ⋆^-^⋆
as I've been playing the same world for a year, i think the leather check is okay as we have some 24,000 in storage. and triple that in string the extra work to go unit by unit will be fine too, and i have the whole rainbow of bags. just wish each bag had like 3 distinguishing colors. so the blue black green bag would be visually different from the blue black yellow bag. and thus be observable from inside the non-active slots offered by advanced-inventory.
but thank you for the info on the config ill look into that now, and reply here on my findings.
reading..
in the section # Defines what item is required to add another pouch to a backpack that already has X pouches.
S:"Backpack upgrades" <
it lists a single item, i guess there is no way to have it do 2 items or 3 in upgrade requests?
such as
emerald and a backpacks16840:backpack_pouch
diamond and a backpacks16840:backpack_pouch
netherstar and a backpacks16840:backpack_pouch
DragonEgg and a backpacks16840:backpack_pouch
?
because it's a single click item it consumes to change.
upgrade 11 Enchanted Golden Apple___ gets you to 14w 14h
upgrade 12 Sea Lantern___ gets you to 15w 14h
upgrade 13 End Crystal___ gets you to 16w 15h
upgrade 14 Beacon ___ gets you to 17w 15h
upgrade 15 DragonEgg ___ gets you to 18w 16h
does this seem like a progressively harder upgrade tree with sufficient returns??
as the upgrades improve, its sometimes opening both ↔ and ↕ at the same time which is not quite intuitive, but the growth is both staggered, and requires bigger leaps in questing and knowledge. I'd have to put signs or find'able books up about additional levels though for my BF and friends to figure out the growth tree.
what are your thoughts?
I've not run tests yet, but i can imagine GUI interface elements will get a little... clipped, at some of the large-versions of the pack gui. so i picked a wider rather then taller scheme. though its not much wider really. just 2 blocks.
if the screen will fit it. again what do you think?
EDIT: post is a bit old now but i made a few little changes here and there, so i thought I'd include the current state of my backpacks16840.cfg file just in case anyone wants to see my end results. NOTE: i used [[[[B:"Use strict upgrade tiers"=true]]]] to prevent higher end items from getting or being, reusable per pack.
# Configuration file# Configuration file
general { # Allow backpacks to automatically collect items as you pick them up or to replace items as they break. B:"Allow auto-collect & auto-resupply"=true
# Allow personal backpacks to be created and opened with the chat command /backpack. B:"Allow backpack command"=false
# Allow backpacks to be placed inside of other backpacks for maximal space efficiency and item organization. B:"Allow backpack nesting"=true
# Allow backpack restorers to be used to restore lost backpacks or to create extra copies to share with friends. B:"Allow backpack restorers"=true
# Holding down the sneak key allows backpacks to be placed on the sides blocks. Set this to false to disable this feature. B:"Allow backpacks to be placed on blocks"=true
# Allow the portable crafting interface to be opened by right-clicking on any crafting table within your inventory. B:"Allow portable crafting interface"=true
# Defines how many rows of storage a backpack with X pouches will have. I:"Backpack heights" < 3 4 5 6 7 8 9 10 11 12 13 14 14 15 15 16 >
# Defines what item is required to add another pouch to a backpack that already has X pouches. S:"Backpack upgrades" < backpacks16840:backpack_pouch backpacks16840:backpack_pouch backpacks16840:backpack_pouch backpacks16840:backpack_pouch backpacks16840:backpack_pouch minecraft:cauldron minecraft:anvil minecraft:emerald_block minecraft:diamond_block minecraft:skull:1 minecraft:golden_apple:1 minecraft:sea_lantern minecraft:end_crystal minecraft:beacon minecraft:dragon_egg >
# Defines how many columns of storage a backpack with X pouches will have. I:"Backpack widths" < 9 9 9 9 9 9 10 10 12 12 14 14 16 16 18 20 >
# When a player has a backpack on their hotbar it will be rendered on their back. Set this to true to disable this feature. B:"Disable backpack renderer"=false
# When you open a vanilla chest or crafting table with a backpack in your hand it will open a backpack-friendly version of the vanilla UI. Set this to true to disable this feature. B:"Disable backpack-friendly vanilla UIs"=false
# Set this to true to prevent new quantum chests being placed in the world (existing chests won't be affected). B:"Disable creation of quantum chests"=false
# Placed backpacks show their name tags when you look at them. Set this to true to disable this feature. B:"Disable name tags for placed backpacks"=false
# Set this to true to disable the animated texture used by the 3D quantum backpack model. B:"Disable quantum backpack texture animation"=false
# Quantum chests can only be destroyed by players with permission to do so. Set this to true to allow all players to destroy quantum chests. B:"Disable quantum chest permission lock"=false
# Backpacks contains an in-game recipe editor available to opped players by pressing CTRL+R from the backpack UI. Set this to true to disable the recipe editor. B:"Disable recipe editor"=false
# When you use an ender eye on a placed backpack you will get a quantum copy of that backpack. Set this to false to disable this feature. B:"Ender eyes can duplicate backpacks"=true
# Set this to true if you want to force the size of existing backpacks to match a size defined by Backpack widths & Backpack heights. B:"Enforce backpack sizes"=false
# Set this to true if you want to prevent non-opped players from being able to configure what items their backpacks should collect and resupply. B:"Limit collect/resupply to opped players"=false
# When this is true pressing the inventory key while you have a backpack in your hand will open the backpack. B:"Open backpack with inventory key"=true
# When you open a backpack with right-click it will open in the same inventory section unless you're holding down shift. Set this to false to reverse this behaviour. B:"Open backpacks in same section"=true
# Defines which item can be used to duplicate placed backpacks S:"Placed backpack duplicator"=minecraft:ender_eye
# Set this to true if you want to prevent users from creating multiple backpacks (all new backpacks they open will become copies of their bound backpack). B:"Restrict backpack creation"=false
# When this is true the 'open first backpack in inventory' key will open the last backpack in your inventory. B:"Reverse search for first backpack"=false
# Each backpack is assigned a unique identifier when it is first opened. Set this to true if you'd like to see these uuids in a backpack's tooltip. B:"Show backpack uuids"=false
# Several features in Backpacks! are exclusive to opped players. When this is true these features will also be allowed in single player. B:"Treat single player as being opped"=true
# Defines how often (in ticks) the backpack renderer should update. Setting this to 0 will turn off backpack renderer updates. I:"Update frequency for backpack renderer"=7
# Set this to true if you want to prevent higher-tier upgrades from being used in place of lower-tier upgrades. B:"Use strict upgrade tiers"=true}
I've loved and lived by your Backpacks! mod, 3.8.5 for a number of -years- in the same world with my boyfriend now.
I've enjoyed, and experienced some of the bugs. and found a sort of happy median place with your packs.
I use Advanced Inventory mod, which gives an extra 9 slots times 6 clusters of extra Non-active inventory slots,
these spaces are accessed when you open the player inventory with alternate key sequence then normal.
to elaborate, In this Sense, Non-Active slots would mean highlighting items in said slots, does not show the tool tips of the items. and those items do not run scripts, collect inventory through nesting or otherwise operate in any way.
it's a good way freeze/isolate magical effects/curses from items and artifacts,
such as wings (powered flight), or chest-transport tools (which make you mining fatigued and slow)
with regard to Advanced Inventory mod, I rather hate the layout of these 6 clusters of 9 additional slots each. but they help me carry, and 'shush' complex scripted auto collecting bags and so on till im ready to properly observe/permit their use..
I however am writing today, to beg, and, plead, for a way to increase a Backpacks! storage beyond the 8x9, to have it compete with other mods that can store often a lot more per bag. I am asking this, because my Boyfriend, who pops in and plays a whole lot less then i do, often relies on Gamemode Creative to get things done. where as i, play constantly, and have amassed enough equipment tools knowledge, and resources, to desperately, require changing to other mods that i feel are inferior to yours. but those mods provide more then 8x9 slots of storage in their packs/bags/storage. I don't like them nearly as much. And i would really really prefer to simply have the option (even if its super hard in survival to acquire.) to expand my backpacks! further then 8x9. My reds tone tools backpack for example i have in 2 parts because it does not all fit into one.
I am an effective packrat. but it saddens me that the focus of more storage, is outpaced by other mods of lesser quality to yours. can you please consider increasing storage to match some of the larger sizes predominantly on the net? Pretty please? or indicate which files i can edit for my server and clients to facilitate larger packs for my family in particular? Pretty Pleeeease?
cant find a 1.12.2 download for "Misa's Realistic Texture Pack" anywhere hundreds of sites lie about having it, but then its only 1.13 to 1.15 . never the 1.12.2 that they list having. Please help?
Hi, is this the right thread to talk about 1.7.10 Reliquery or is there a new one?
Um, please may i have some very informative details about the Magicbane dagger?
I've spent many many hours looking around for info about what it accepts and how much damage it does.
theres a some of conflicting info,
1>
one spot i read said each magical level of any enchantment simply converts to damage and the effect of that enchantment is stripped?
So looting x would provide no additional items right? though Fire Aspect 1 seems to set them onfire and knockback2 seems to work...
so im confused..
2>
another entry said it only works with vanilla enchantments? so things like Repair2, Decay1 and Vampierism2 would not influence its damage gain?
3> are the gains equal to the enchantment level?
so bane of anthripods 5, would do 5 extra damage not indicated by the sharpness 5 modified damage base (10.25) ?
or are they based on some divisible 3 or 15?
4> if through /give command means, the dagger gets Sharpness 5, Bane of anthripods 5, and smite 5, is that base damage 4, + 5 + 5 + 5 ?
5> if the dagger has odd strange armor enchantments on it, like blastprotection 4, would that add 4 damage too?
6> Im trying in survival to use botania mana-enchanting to enchant my dagger up to being a chocolate quest boss killer. i haven't tied to enchant it yet, but botania does say, a weapon must have no enchantments before mana-enchanting can occur. Magicbane glows as if its pre-enchanted when built, and i read it inflects some nausia effects or random effects or something.. is this true? and do you think it will influence my ability to botania-mana-enchant it? (ill check later)
7> this is a very potentially confusing weapon.. if i have smite 5 on it, can i even know if its working more strongly against undead??
8> does it have some sort of backs-stab or un-aware-mob bonus damage or crit aspect? as the pearl-belts leave most undead, skeletons and creepers unaware of impending attack.
again im on 1.7.10. i think were using stable version, and were using it with FTB Direwolf20
EE I'm excited! and sure I'll work at aiding your e-scanner texts <# Angie and i are excited to help *^-^*
So i just made a few tiny corrections (edited my prior post) as a stray "is" and an unfinshed "fore" which was supposed to be "force" was corrected, along with a few words starting a sentence about structural integrity.
At present the github format used does not appear to support any pre/post achievement changes.
Would you like me to redesign my submission to fit the present github format before i post it there?
after July 10'th I'll be able to focus on doing many more.
the id numbers change for every single generated game and based on version number of minecraft. this was implemented by mojang or forge i believe, in order to prevent item id conflicts. everything is done by name now, and from what i understand each item has as many as 3 names, a human readable name, a java name, and a minecraft command line name. its quite difficult to pick out one from another. but TMI NEI and JEI mods seem to have item name dump abilities, dumping all itemnames to a list. and some hud-mod i think called Waila has the ability to show you the command line names of any block (block) your looking at. though not for in world dropped items.
these names usually have an underscore, or some modname:lower_caseWithCapitals version of themselves. then as a full tank of fuel/energy is a NBT attribute, you'd have to give yourself the non-empty version of said tank, with nbt data indicating it's fullness level. in short if an item has fullness levels, it likely has NBT data, its inefficient to have 6000 separate item id's for various versions of the same block at all manner of fullness such as the battery box. some mods try to use durability on an item and that works sometimes but can also lead to the container Vanishing when its durability reaches 0 unless scripted to prevent such X.X; that's why NBT data is better. but it means theres less chance of there being a simple little 'full tank" itemID. same as there is no 'full battery box' itemID. they share the same id's with the other used versions of themselves (used = not empty, but 0 fullness or more)
Personally i think 0 fullness should replace the used-tank with a empty initial version. then i could actually use them again for the research tables and chip makers that require empty flash drives. buuut thatd be a lot of hard work to overhaul. so I'm not going to ask for it. nope!
one thing you can do without command blocks, is fill a tank of fuel, then put that fuel-tank into a hopper (or item pusher which moves stacks) this device should connect to a wardrobe. Then in creative mode, press the copy block key on the wardrobe. Place that copied block on-top of the hopper or item pusher. When its empty, destroy the wardrobe seated atop the hopper/pusher, and copy the remaining wardrobe that's been filled. repeat till you've a copyable wardrobe full of fueltanks you can toss into a secret treasure room full of Daddy storage.
as needed you can then copy said wardrobe to any other location using command blocks as a quest reward, or as a ship fuel-replicator command block button.
ok so heres what i came up with I've danced on the edge of editing the main lang eng repository for the zentrifuge but thought it best to post here first. I and Angelica worked at addressing each aspect involved with this thing, its creation what it uses how, when, why, and tried to leave nothing out. however, as mentioned above you spoke of something called a Completed entry, which lends me to believe there is a pre-networking entry version, and a post networking entry version. not seeing how those 2 elements overwrite or add to each other in the File, i decided it best to propose my idea for the entry at length here for you to consider.
So heres my 'idea' on rewording the centrifuge:
"In nature, pure materials rarely exist. Most things have small traces of other substances in them. Up until now those impurities have hindered my research so I've developed a machine to separate and extract those trace materials.",
"Beneath the colored carapace this Centrifuge is largely composed of a neon energy motor and several containers that revolve quickly around it in an armature. Materials inserted can then be separated by weight into their base components. Between cycles a computer extraction system handles the sorting and collection of base components.",
"Unfortunately not all impure materials are of identical weight. Therefore careful distribution of stacked materials between the internal containers is a requirement. This preserves the armatures balance and reduces vibrations which could potentially disturb materials the Centrifuge is separating.",
####Pre-Connecting Flash-Server Achievement#####
"While sufficient to accomplish basic separations I foresee a need to improve on the gyroscopic balance of this design. I also need to bolster the structural integrity of the centripetal armature. Without these adjustments I will not be able to extract the heavier or more complex materials into their base components. Anticipating this inevitable obstacle, I've included a rudimentary system to utilize and collect support points for later integration, however an individual flashdrive's transfer speed is just too slow and lacks sufficient storage space for the complexity of this statistical data. I might be able to overcome both obstacles at once, if only I could find some way to link Network collected results with this machine faster. Perhaps I should research flashdrive arrays...",
####Post-Connecting a Flash-Server Achievement####
"Some of the heavier or more complex materials, such as Magnitite ore, require a stronger centrifugal force in order to separate them into their base components. Thanks to Networking a Flash-Server with my Centrifuge, I'm able to quickly transfer Support points to and from the network. (SP) used in these cases can instruct the Centrifuge computer to gyroscopically balance the motor, electromagnetically strengthen the armature, and cancel internal resonance that would otherwise disturb the separated materials at higher rotational speeds. I can now use the Centrifuge to its full potential.",
Not sure how pre and post achievement entries will unfold in these files. Either way this took a full day to work on so please let me know what you think
hehe i think its called, setting a standard? and doing it yourself rather then copy pasting thier code is only at best mimicry which is the highest form of flattery! *^-^* I'm POSITIVE the botania creators would Adore seeing more people adopting their info style. They offer it as a standard for other creators to reach toward and improve upon. For them, Its about bringing ease of use and explanation to the mod players. And its clear they are trying to show everyone, "yes yes you can do it! see our example?" it makes warm fuzzies in my heart *^-^*
Your mod is especially crafty, I've really never played one as deeply crafting-complex. Angie and i are playing with Redpower(and super circuit maker) industrialCraft thaumraft(well in 1.7.2 we did) ars magica, and obviously Botania. In the end yours has just so much more steps to reach various things higher up. X.X; and whats more needing to use tech tables, keeps things well hidden from others who are playing that aren't unlocking the paths too. "You cant use this yet!" is a great idea to compel people to start reaching into the E-Scanner and unlocking it all! That's something the people of botania and other mods could learn from your example! *^-^* I approve! ~ Especially as it makes Angie need me so much more, as shes Industrial craft and botania focused, and I'm futurepack ArsMagica and Super-Circuit-Maker focused. We really rely on each other more cause of the different mod focuses. *^-^*
As for the lang repo, i can perhaps propose some alterations. but Angies coming over in a week, from across the planet. and we have big adventures planned with road-trips, so i can only really get rolling on the lang repo after July 10'th. I do think i can lend some clarity there, I'll have 4 months of free time at that point.
the pastebin page with the code snip? Not at all really it doesn't explain anything more even if it adds a extra fluffy line of text.
perhaps something likethe following might be more clear:
"Some materials such as ores, require a stronger centrifugal force to separate. The addition of Support points power in these cases can hold the armature together with a carefully balanced magnetism, protecting the Centrifuge against damage from internal resonance and centripetal motor strain at higher rotational speeds."
have you considered putting links in your E-scanner pages, that link to other items in the E-scanner documents. or more importantly, a Save'state, so when a user looks away, they don't need to retrace their steps through the whole pda, just to find the entry they were on, because they looked away to bat at a zombie?
The "Lexica Botania" http://botaniamod.net/downloads.php has the most complicated Book item with internal linkage, external linkage to webpages if need be, and a share-to-local-chat linkage others holding the same book can click on to open to the page their friend shared. woo! oh, and of course last-page-position saves, i've never seen a book structure more complex. Even the book cover has active text in game world (not just the gui) right on the cover as a held object. It applies to the perspective vectors and everything. could use some antialising, but its quite fancy! Probably pretty useful to reverse engineer. Its worth a peek of your time.
Im not sure the centrifuge recipe to cook your Magnitite ore into whatever it cooks into, requires SP, there is no way for me to tell if its required, its not mentioned in the E-Scanner
0
on B:
Selecting them all that way, would create a hefty list though to parse through any time somethings picked up? I don't suppose there is some sort of meta/nbt/<mod> data variable or something to search for? or is it coded so that its faster to search through a big list of items only as deep as their meta enumeration? Im not sure which would be less processing per item pickup.
as for A:
I would only be able to change the current pic used for the backpack of said color or such.
the need was to have more colored spots on each bag, to allow for quick visualization.
so for example,
a Red Top, and White Bottom bag, (color scheme of pokeballs)
____ for all my spawn eggs, spawner cages, poke-captured pets, and mobs.
Where a Red Top, Red Bottom, (all red)
____for my redstone wires dust blocks comparitors repeaters dispensers and so on.
and a Black Top, Red Bottom,
____ for all my Blood Magic gear.
All 3 of these have Red involved, only 1 is entirely red. Black and White are also involved with 2 of said bags.
(conceptually anyway.)
This allows for easier viability in stressful situations. Such as falling from the clouds, managing to easily see which bag is your
green plant bag, with lime green lid, vs your all lime green bag, which holds your slime shoes of fall-bouncing.
Opening the wrong bag in a moment like that because they were both lime grean could mean the difference between equipping your boots and safely bouncing off the ground. Or equipping some flowers to lay neatly over your tomb stone when you land 6-feet-under the ground. hehe ⋆^-^⋆
0
A:
Brad, will you consider a new look for the backpacks?
so one can color the flap, or top and bottom differently?
I've definitely already used all 16 colors..
B:
Also would you consider a option AutoCollect By-Mod option?
Right now i see by Meta, and by NBT, but no option to say, just auto collect all of "Blood Magic" items, "Relequary", "Botania" or "Thaumcraft" items. to name a few. Im aware that keeping at least one of an item in the bag lets it continue to funnel said items in with the right settings. And also that you can select 'all of a meta data range' but this falls short of intended use, to just keep each mods items filling a particular bag. Im often stuck by needing to have one of said items in there already to collect similar. ~if this functionality is already in there, my apologies for being a bit too naive to locate it.
0
EEEE! Squeal! ⋆hop bounce twirl dance!⋆ EEE! thank you for updating this beloved mod! thank you thank you thank you! i downloaded it and installed it on our server, and both pc's we connect to it with right away! ⋆>u<⋆ Squeak! I utterly cant play minecraft without this mod as part of my every day life! its so useful, and deeply desired! it helps my BF and i play more closely together exploring the world!
Every day feels like a day in the netflix show "Hilda" (by Luke Pearson) and being able to share things with my mate, through your mod brings us a backpack full of joy! ⋆^-^⋆
Thank you!
0
Well ty for weighing in on the topic at least. it gives at least a little guidance on why its been difficult for me to figure out.
I really hope Brad gets back to us on the topic.
0
can i get any help trying to asing one of the potion bottle types to the upgrade list please?
minecraft:splash_potion??regeneration_ii????
i cant figure out how to syntax the splash potion of regeneration 2 as an upgrade level. Please help.
0
as I've been playing the same world for a year, i think the leather check is okay as we have some 24,000 in storage. and triple that in string the extra work to go unit by unit will be fine too, and i have the whole rainbow of bags. just wish each bag had like 3 distinguishing colors. so the blue black green bag would be visually different from the blue black yellow bag. and thus be observable from inside the non-active slots offered by advanced-inventory.
but thank you for the info on the config ill look into that now, and reply here on my findings.
reading..
in the section # Defines what item is required to add another pouch to a backpack that already has X pouches.
S:"Backpack upgrades" <
it lists a single item, i guess there is no way to have it do 2 items or 3 in upgrade requests?
such as
emerald and a backpacks16840:backpack_pouch
diamond and a backpacks16840:backpack_pouch
netherstar and a backpacks16840:backpack_pouch
DragonEgg and a backpacks16840:backpack_pouch
?
because it's a single click item it consumes to change.
im thinking a progression like
(the initial 6 groupings as per normal, because my current backpacks would oopsie-smaller otherwise >.<
_ indicates where my progression begins)
WxH
9x3: initial
9x4: Upgrade 1 backpacks16840:backpack_pouch
9x5: Upgrade 2 backpacks16840:backpack_pouch
9x6: Upgrade 3 backpacks16840:backpack_pouch
9x7: Upgrade 4 backpacks16840:backpack_pouch
9x8: Upgrade 5 backpacks16840:backpack_pouch
9x9: upgrade 6 minecraft:cauldron ___Cauldron
10x10: upgrade 7 minecraft:anvil ___Anvil
11x11: upgrade 8 minecraft:emerald_block ___Block of Emerald
12x12: upgrade 9 minecraft:diamond_block ___Block of Diamond
13x13: upgrade 10 minecraft:skull:1 ___Wither skull
14x14: upgrade 11 minecraft:golden_apple:1 ___EnchantedAppleYouHaveToFind&CantMake
15x14: upgrade 12 minecraft:sea_lantern ___Sea Lantern from Temple drops
16x15: upgrade 13 minecraft.end_crystal ___EnderEye&GhastTear crafting.
17x15: upgrade 14 minecraft:beacon ___nether star from wither-boss crafting.
18x16: upgrade 15 minecraft:dragon_egg ___AnEndGameCosmetic
so in other words:
upgrade 6 Cauldron ___ gets you to 9w 9h
upgrade 7 Anvil ___ gets you to 10w 10h
upgrade 8 Block of Emerald___11w 11h
upgrade 9 Block of Diamond___12w 12h
upgrade 10 Wither Skull ___ gets you to 13w 13h
upgrade 11 Enchanted Golden Apple___ gets you to 14w 14h
upgrade 12 Sea Lantern___ gets you to 15w 14h
upgrade 13 End Crystal___ gets you to 16w 15h
upgrade 14 Beacon ___ gets you to 17w 15h
upgrade 15 DragonEgg ___ gets you to 18w 16h
does this seem like a progressively harder upgrade tree with sufficient returns??
as the upgrades improve, its sometimes opening both ↔ and ↕ at the same time which is not quite intuitive, but the growth is both staggered, and requires bigger leaps in questing and knowledge. I'd have to put signs or find'able books up about additional levels though for my BF and friends to figure out the growth tree.
what are your thoughts?
I've not run tests yet, but i can imagine GUI interface elements will get a little... clipped, at some of the large-versions of the pack gui. so i picked a wider rather then taller scheme. though its not much wider really. just 2 blocks.
though im considering changing
to
if the screen will fit it. again what do you think?
EDIT: post is a bit old now but i made a few little changes here and there, so i thought I'd include the current state of my backpacks16840.cfg file just in case anyone wants to see my end results. NOTE: i used [[[[B:"Use strict upgrade tiers"=true]]]] to prevent higher end items from getting or being, reusable per pack.
0
Mr Brad16840,
I've loved and lived by your Backpacks! mod, 3.8.5 for a number of -years- in the same world with my boyfriend now.
I've enjoyed, and experienced some of the bugs. and found a sort of happy median place with your packs.
I use Advanced Inventory mod, which gives an extra 9 slots times 6 clusters of extra Non-active inventory slots,
these spaces are accessed when you open the player inventory with alternate key sequence then normal.
to elaborate, In this Sense, Non-Active slots would mean highlighting items in said slots, does not show the tool tips of the items. and those items do not run scripts, collect inventory through nesting or otherwise operate in any way.
it's a good way freeze/isolate magical effects/curses from items and artifacts,
such as wings (powered flight), or chest-transport tools (which make you mining fatigued and slow)
with regard to Advanced Inventory mod, I rather hate the layout of these 6 clusters of 9 additional slots each. but they help me carry, and 'shush' complex scripted auto collecting bags and so on till im ready to properly observe/permit their use..
I however am writing today, to beg, and, plead, for a way to increase a Backpacks! storage beyond the 8x9, to have it compete with other mods that can store often a lot more per bag. I am asking this, because my Boyfriend, who pops in and plays a whole lot less then i do, often relies on Gamemode Creative to get things done. where as i, play constantly, and have amassed enough equipment tools knowledge, and resources, to desperately, require changing to other mods that i feel are inferior to yours. but those mods provide more then 8x9 slots of storage in their packs/bags/storage. I don't like them nearly as much. And i would really really prefer to simply have the option (even if its super hard in survival to acquire.) to expand my backpacks! further then 8x9. My reds tone tools backpack for example i have in 2 parts because it does not all fit into one.
I am an effective packrat. but it saddens me that the focus of more storage, is outpaced by other mods of lesser quality to yours. can you please consider increasing storage to match some of the larger sizes predominantly on the net? Pretty please? or indicate which files i can edit for my server and clients to facilitate larger packs for my family in particular? Pretty Pleeeease?
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cant find a 1.12.2 download for "Misa's Realistic Texture Pack" anywhere hundreds of sites lie about having it, but then its only 1.13 to 1.15 . never the 1.12.2 that they list having. Please help?
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Hi, is this the right thread to talk about 1.7.10 Reliquery or is there a new one?
Um, please may i have some very informative details about the Magicbane dagger?
I've spent many many hours looking around for info about what it accepts and how much damage it does.
theres a some of conflicting info,
1>
one spot i read said each magical level of any enchantment simply converts to damage and the effect of that enchantment is stripped?
So looting x would provide no additional items right? though Fire Aspect 1 seems to set them onfire and knockback2 seems to work...
so im confused..
2>
another entry said it only works with vanilla enchantments? so things like Repair2, Decay1 and Vampierism2 would not influence its damage gain?
3> are the gains equal to the enchantment level?
so bane of anthripods 5, would do 5 extra damage not indicated by the sharpness 5 modified damage base (10.25) ?
or are they based on some divisible 3 or 15?
4> if through /give command means, the dagger gets Sharpness 5, Bane of anthripods 5, and smite 5, is that base damage 4, + 5 + 5 + 5 ?
5> if the dagger has odd strange armor enchantments on it, like blastprotection 4, would that add 4 damage too?
6> Im trying in survival to use botania mana-enchanting to enchant my dagger up to being a chocolate quest boss killer. i haven't tied to enchant it yet, but botania does say, a weapon must have no enchantments before mana-enchanting can occur. Magicbane glows as if its pre-enchanted when built, and i read it inflects some nausia effects or random effects or something.. is this true? and do you think it will influence my ability to botania-mana-enchant it? (ill check later)
7> this is a very potentially confusing weapon.. if i have smite 5 on it, can i even know if its working more strongly against undead??
8> does it have some sort of backs-stab or un-aware-mob bonus damage or crit aspect? as the pearl-belts leave most undead, skeletons and creepers unaware of impending attack.
again im on 1.7.10. i think were using stable version, and were using it with FTB Direwolf20
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@ RedsnakeGames
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EE I'm excited! and sure I'll work at aiding your e-scanner texts <# Angie and i are excited to help *^-^*
So i just made a few tiny corrections (edited my prior post) as a stray "is" and an unfinshed "fore" which was supposed to be "force" was corrected, along with a few words starting a sentence about structural integrity.
At present the github format used does not appear to support any pre/post achievement changes.
Would you like me to redesign my submission to fit the present github format before i post it there?
after July 10'th I'll be able to focus on doing many more.
@ ScubaKiwi
the id numbers change for every single generated game and based on version number of minecraft. this was implemented by mojang or forge i believe, in order to prevent item id conflicts. everything is done by name now, and from what i understand each item has as many as 3 names, a human readable name, a java name, and a minecraft command line name. its quite difficult to pick out one from another. but TMI NEI and JEI mods seem to have item name dump abilities, dumping all itemnames to a list. and some hud-mod i think called Waila has the ability to show you the command line names of any block (block) your looking at. though not for in world dropped items.
these names usually have an underscore, or some modname:lower_caseWithCapitals version of themselves. then as a full tank of fuel/energy is a NBT attribute, you'd have to give yourself the non-empty version of said tank, with nbt data indicating it's fullness level. in short if an item has fullness levels, it likely has NBT data, its inefficient to have 6000 separate item id's for various versions of the same block at all manner of fullness such as the battery box. some mods try to use durability on an item and that works sometimes but can also lead to the container Vanishing when its durability reaches 0 unless scripted to prevent such X.X; that's why NBT data is better. but it means theres less chance of there being a simple little 'full tank" itemID. same as there is no 'full battery box' itemID. they share the same id's with the other used versions of themselves (used = not empty, but 0 fullness or more)
Personally i think 0 fullness should replace the used-tank with a empty initial version. then i could actually use them again for the research tables and chip makers that require empty flash drives. buuut thatd be a lot of hard work to overhaul. so I'm not going to ask for it. nope!
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one thing you can do without command blocks, is fill a tank of fuel, then put that fuel-tank into a hopper (or item pusher which moves stacks) this device should connect to a wardrobe. Then in creative mode, press the copy block key on the wardrobe. Place that copied block on-top of the hopper or item pusher. When its empty, destroy the wardrobe seated atop the hopper/pusher, and copy the remaining wardrobe that's been filled. repeat till you've a copyable wardrobe full of fueltanks you can toss into a secret treasure room full of Daddy storage.
as needed you can then copy said wardrobe to any other location using command blocks as a quest reward, or as a ship fuel-replicator command block button.
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ok so heres what i came up with I've danced on the edge of editing the main lang eng repository for the zentrifuge but thought it best to post here first. I and Angelica worked at addressing each aspect involved with this thing, its creation what it uses how, when, why, and tried to leave nothing out. however, as mentioned above you spoke of something called a Completed entry, which lends me to believe there is a pre-networking entry version, and a post networking entry version. not seeing how those 2 elements overwrite or add to each other in the File, i decided it best to propose my idea for the entry at length here for you to consider.
So heres my 'idea' on rewording the centrifuge:
Not sure how pre and post achievement entries will unfold in these files. Either way this took a full day to work on so please let me know what you think
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hehe i think its called, setting a standard? and doing it yourself rather then copy pasting thier code is only at best mimicry which is the highest form of flattery! *^-^* I'm POSITIVE the botania creators would Adore seeing more people adopting their info style. They offer it as a standard for other creators to reach toward and improve upon. For them, Its about bringing ease of use and explanation to the mod players. And its clear they are trying to show everyone, "yes yes you can do it! see our example?" it makes warm fuzzies in my heart *^-^*
Your mod is especially crafty, I've really never played one as deeply crafting-complex. Angie and i are playing with Redpower(and super circuit maker) industrialCraft thaumraft(well in 1.7.2 we did) ars magica, and obviously Botania. In the end yours has just so much more steps to reach various things higher up. X.X; and whats more needing to use tech tables, keeps things well hidden from others who are playing that aren't unlocking the paths too. "You cant use this yet!" is a great idea to compel people to start reaching into the E-Scanner and unlocking it all! That's something the people of botania and other mods could learn from your example! *^-^* I approve! ~ Especially as it makes Angie need me so much more, as shes Industrial craft and botania focused, and I'm futurepack ArsMagica and Super-Circuit-Maker focused. We really rely on each other more cause of the different mod focuses. *^-^*
As for the lang repo, i can perhaps propose some alterations. but Angies coming over in a week, from across the planet. and we have big adventures planned with road-trips, so i can only really get rolling on the lang repo after July 10'th. I do think i can lend some clarity there, I'll have 4 months of free time at that point.
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the pastebin page with the code snip? Not at all really it doesn't explain anything more even if it adds a extra fluffy line of text.
perhaps something likethe following might be more clear:
"Some materials such as ores, require a stronger centrifugal force to separate. The addition of Support points power in these cases can hold the armature together with a carefully balanced magnetism, protecting the Centrifuge against damage from internal resonance and centripetal motor strain at higher rotational speeds."
have you considered putting links in your E-scanner pages, that link to other items in the E-scanner documents. or more importantly, a Save'state, so when a user looks away, they don't need to retrace their steps through the whole pda, just to find the entry they were on, because they looked away to bat at a zombie?
The "Lexica Botania" http://botaniamod.net/downloads.php has the most complicated Book item with internal linkage, external linkage to webpages if need be, and a share-to-local-chat linkage others holding the same book can click on to open to the page their friend shared. woo! oh, and of course last-page-position saves, i've never seen a book structure more complex. Even the book cover has active text in game world (not just the gui) right on the cover as a held object. It applies to the perspective vectors and everything. could use some antialising, but its quite fancy! Probably pretty useful to reverse engineer. Its worth a peek of your time.
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Im not sure the centrifuge recipe to cook your Magnitite ore into whatever it cooks into, requires SP, there is no way for me to tell if its required, its not mentioned in the E-Scanner