Jump to content

Recommended Posts

Posted

If there isn't already, I think Forge should implement a way for blocks and items to have a rarity rating, or maybe a "worth" or "value" rating. This will be useful for mods like EE to determine how much a block or item is actually worth when the block is in another mod to use it for the alchemy compressor thingy.

 

Knowing this, Forge can also add hooks to villager trading in 1.3 to allow blocks and items from mods to be tradable. The amount of emerald required will be based on the rarity number.

 

All you need is a function in blocks and items called getRarity or something like that.

Posted

Actually, there is already a type of "rarity".

All I think it does is put a label and change the name color.

There are 4 levels,

Common

Uncommon

Rare

Epic

Many cool mods use this.

In ic2, the advanced machine block has a yellow text, that is uncommon.

 

Posted
  On 8/1/2012 at 6:59 PM, DarkNinja2462 said:

Actually, there is already a type of "rarity".

All I think it does is put a label and change the name color.

There are 4 levels,

Common

Uncommon

Rare

Epic

Many cool mods use this.

In ic2, the advanced machine block has a yellow text, that is uncommon.

 

4 levels ain't enough. I want a nice int number representing the worth of a block or item.

Posted

i do agree that having something like the ore dictionary that has forge give a cirtain 'rarity value' to all vanilla items and allows mods to add their own items to it for cross-mod compatibility would be nice

 

perhaps even create a 'category' system next to the rarity for mods like forestry so external mod items can be properly added to backpacks without having to manually add their item/block id's

Being noobish since 96, being dumb since birth!

Posted

Who define the rarity?

Who define which is more rarer then something else?

Who defines how much say, EMC something is worth?

How would the conversion of emeralds go?

This is not something like the ore dict, this would cause to much bickering if added without proper design that mods would not clash.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted
  On 8/1/2012 at 11:09 PM, LexManos said:

Who define the rarity?

Who define which is more rarer then something else?

Who defines how much say, EMC something is worth?

How would the conversion of emeralds go?

This is not something like the ore dict, this would cause to much bickering if added without proper design that mods would not clash.

 

The modder/owner of that block should determine the rarity. Vanilla blocks/items won't have a rarity as these can be set by the modder him/her in their mod. Modders KNOW these blocks and so they can set a rarity for them themselves. However, the blocks that the modders don't know the rarity of would be the blocks that OTHER mods add in.

 

Say a mod has a block that converts anything (with sufficient amount) into diamond. The item (if we have a rarity value) can be from any mod and it will work as long as it's coded properly.

Posted
  On 8/1/2012 at 6:22 PM, calclavia said:

If there isn't already, I think Forge should implement a way for blocks and items to have a rarity rating, or maybe a "worth" or "value" rating. This will be useful for mods like EE to determine how much a block or item is actually worth when the block is in another mod to use it for the alchemy compressor thingy.

 

Knowing this, Forge can also add hooks to villager trading in 1.3 to allow blocks and items from mods to be tradable. The amount of emerald required will be based on the rarity number.

 

All you need is a function in blocks and items called getRarity or something like that.

 

What if Mod B uses the value it has to measure something else entirely, and you have EE installed and it consumes the item for that much EMC? It creates so many issues.

 

The Villager trading hooks should allow us to simply declare "recipes" for villager trading that can randomly occur such as.. (and maybe with a "weight" for occurrence chance)

 

.AddTrade(<Item1 as Item>, <Item1 Amount>, <Item2 as Item>, <Item2 Amount>)

.AddTrade(Bread, 1, oreGold 1)

Posted
  On 8/2/2012 at 1:37 PM, calclavia said:

Why not just: .addTrade(new ItemStack(), Emeralds, Rarity/Occurance)

 

Because Emeralds shouldn't be the only cost, some mods (like mine) have coins we'd like to be able to use, as well as traditional bartering systems (Bread for Chicken, etc.).

Posted
  On 8/2/2012 at 2:49 PM, atrain99 said:

So a hook for adding custom trading currencies, then?

 

Effectively the custom trading recipes will cover that if it supports both sides of the trade. It just allows modders to modify trading and not just run on Mojang's terms.

Posted
  On 8/2/2012 at 2:55 PM, Shadowclaimer said:

  Quote

So a hook for adding custom trading currencies, then?

 

Effectively the custom trading recipes will cover that if it supports both sides of the trade. It just allows modders to modify trading and not just run on Mojang's terms.

Yeah, that's what I was thinking. :D

So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • If you’ve lost crypto to a scam, don’t let shame or fear keep you silent. There are real experts out there who know how to fight back. Dexdert Net Recovery did the impossible for me, and they can do it for others too. Contact Dexdet Net Recovery For Help Visa Information Below:    
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.