The shatter chances for this release are not configurable. I may add that functionality in the future. I also removed the totem & talisman, as I did not like how they interfaced with the player through chat, and were difficult to balance. But feel free to let me know if you disagree with this decision. I fully apologize for my history of saying I'm working on it and then not updating it. This is mostly because I find Forge to be a very frustrating API to work with for several reasons.
Ender Prospecting is in the Test Pack Please Ignore mod pack, available via the Feed the Beast launcher! See TPPI's official subreddit here for more information.
Craft Eyes of Prospecting, then tune them to an ore, and right click them to search for that ore.
Why you should use Ender Prospecting:
Ender Prospecting encourages and rewards manual mining. Some popular mods almost seem to be taking the 'mine' out of minecraft (quarries, etc). I'm trying to put it back in.
Installation: This is a Forge mod and goes in the mods folder.
For those who love lore:
In Minecraft, we can observe that redstone can be used to "tune" objects. In a compass, it tunes iron to the initial spawn point. In a clock, gold is tuned to the sun. We can also observe that an Ender pearl, when given a fuel source (blaze powder), tends to fly toward its home (The End). Theoretically, we can then tune an Eye of Ender with redstone to think an ore is its home.
Base Eye of Prospecting
Example tuned Eye of Prospecting
Include Ender Prospecting in whatever mod pack you want, just make sure to give me credit and provide a link to this thread. For public mod packs, please post on this thread what the mod pack is and where it is available.
This mod (plugin, patch to Minecraft source, henceforth "The Mod"), by the terms of https://account.mojang.com/documents/minecraft_eula is property of The Mod authors (random11714 AKA Blir and Talkarcabbage, henceforth "The Owners"). The Mod may not be distributed online by anyone other than The Owners without explicit written permission from The Owners. The Mod may be used in the creation of other mods (whether that entails modification of The Mod, use of it as a library, use of textures, or anything else), however you must give credit to The Owners in the details of any online distributed mod.
Blir, I had a few ideas here they are:
-The Eye of Prospecting would be 1 Item ID.
-The Eye of Prospecting would be modular meaning it would use the Ore Dictionary for ore not just a Different Ore tracker with a different id.
-The Eye would color it self dependent on the ore you give it meaning Diamond would make it Cyan (This would be done through Code not through new sprites).
-If the Eye did not recognize an Ore (Aka its not Vanilla) it would be Normal and wouldn't change but it would add to its config the ID and a RGB setting for it, example: "ID:108 = 255,255,255". This would allow people to set the color for mods that weren't supported.
-The eye will say like an enchantment what Ore its Tracking.
-The eye has durability set per ore, any non recognized ore would have a config like the coloring but would default to its tracking of Golds durability since its rarer than Iron but not as rare as Diamond most mod ores added aren't rarer than Diamond but the config would allow use to fix it just in case (Example: Uranium in IC2).
-A recipe difficulty scaler in the config that goes from 1 to 8 which would change how many diamond ores are in the recipe (Since its easier with tech mods to get ore in its raw form balancing it as you see fit would be nice).
-The Eye would go inside of the Ore and Hover there making purple particles until someone broken the block (In which it would turn back into an Item), Touched it, 3 Minutes has gone (Because if someone loses it it will be there forever producing particles and eventually by the time you've used alot of Eyes of Prospecting you will get lag) or theres no players within 3 chunks of it (If you've left the chunk you've most likely either lost it or don't care about it).
I hope you use my ideas, until then or If you ever do as I suggested I can make textures for your Eyes of Prospecting if you'd like.
I hope you use my ideas, until then or If you ever do as I suggested I can make textures for your Eyes of Prospecting if you'd like.
Awesome feedback! These are some really great ideas. Right now, the way I was balancing the ores was, for example, I would make eyes that track diamond shatter more often than eyes that track iron. Also I use damage values to differentiate between different eyes (which I'm open to changing).
A lot of the stuff you mentioned I don't quite know how to do (as this was my first Forge Mod), but I'll work on it!
I'm in college so it may take me a bit to get all this done, forgive me.
Awesome feedback! These are some really great ideas. Right now, the way I was balancing the ores was, for example, I would make eyes that track diamond shatter more often than eyes that track iron. Also I use damage values to differentiate between different eyes (which I'm open to changing).
A lot of the stuff you mentioned I don't quite know how to do (as this was my first Forge Mod), but I'll work on it!
I'm in college so it may take me a bit to get all this done, forgive me.
And, everyone else, I'm glad you like the mod.
I hope you gain the knowledge you require and I see great things ahead of you in the modding community. Also, good job so far on your first mod.
Also, the new version has mod-ore support. Craft the appropriate ore with the basic eye and it should track any ore of that type (mod-wise, not ID wise).
We'd like to include Ender Prospecting in Test Pack Please Ignore, the official FTB subreddit modpack, which will be released publicly via the FTB Launcher upon completion.
Our mod list and current permissions are here, and our subreddit for modpack discussion is here. You can also contact the dev team via IRC in #TestPackPleaseIgnore on irc.esper.net. Let me know if you'd like any additional information.
Hey, just to let you know your code suffers from some oversights that causes it to not entirely work correctly. First is that your ore dictionary recipes, which are registered in the load phase, isn't correctly getting all the values for ores, for example, in TPPI it currently is not working with thermal expansion ores, which is a large part of the pack, so as is it doesn't entirely work correctly. The way to fix it is to move those recipes into the Postinit phase of game load. The other oversight is also related to TE ores not getting detected correctly, in that TE has all of the ores share the same block id, with the same metadata. This causes the eye to respond to any of the TE ores if it is initialized correctly. There are also other mods that share the same block id and have different meta values for the ores, so it doesn't correctly work for this. Just thought I would let you know, as is it is currently a bit broken in TPPI.
I'll get a fix out moving the Ore Dictionary dependent code to PostInit by tomorrow. I don't quite know how to use metadata yet, so that one will take a bit more work, but I'll see what I can do.
Thanks for letting me know!
Edit: The update is out! I'll begin working on metadata soon, hopefully that won't take long.
Just as a bit of help at least for ideas, I did try fixing it up myself though I guess the source you gave was incomplete or didn't compile correctly, so it was not able to be used. I'm not 100% sure if it would even work or not, as my eclipse wasn't setup right for Minecraft Modding, but feel free to take the ideas from the code I did try to do:
I've actually just finished my solution for the issue, I'm just going to spend a day ironing it out and making sure it works properly. I do appreciate your input, however. Originally, I did attempt a solution similar to yours, however the biggest problem with your solution is this line:
int id = ore.itemID * 100 + ore.getItemDamage();
The max ID for a block is 4095, for which that expression would evaluate to 4,095,000 or so, which is fine during runtime. But when Minecraft saves the damage values, it is only saved as a short, which is 16 bits as opposed to an integer's 32 bits. The max short value is around 32,000, so when Minecraft attempts to save that damage value as a short, the original number will be lost.
Also, I'm not sure how the code is incorrect. That was my complete source, and it has no errors in my IDE. Of course, some of the imports may not resolve as Minecraft modding requires several libraries.
Anyway, thank you!
Edit: The next mod compatibility update is out! Metadata is now supported.
What is your policy on modpacks?
I'm putting together a private server pack for a group of 13 people, and was wondering whether it can be included. The pack is likely to be distributed through the ATLauncher or FTB Launcher.
I have created a patch for this mod for the Sphax PureBDcraft Texture Pack. Link is included below. I don't suppose you could provide a banner of some fashion? Would appreciate it.
Sorry for the late reply, Minecraft forum is terrible at emailing me when I get replies to this thread. I do plan on making a couple more changes to Ender Prospecting, and I plan to update it for 1.7 when I have the time & motivation. I'm in college, though, so my work tends to be pretty slow, especially so since I'm fairly new to Minecraft modding.
I'm not ready to let it go yet, but I'll consider your offer. I'd like to know what you're planning to do with it to help me consider this further.
Currently, the reason why it hasn't been updated is that I wanted to make the Totems & Talismans of Prospecting degrade so they could be more balanced, which would require keeping track of what ore the Totem/Talisman is tuned to via NBT data, which I was able to do, but that fudged up the crafting recipes, as the game didn't recognize items with the same ID & metadata but different NBT data as different items.
Edit: I see on your thread at vaygrim.com that you plan to merge it with Ender Stuff. If that's all you plan to do, I wouldn't see it as necessary to take over the development of the mod. If you take it over and merge it, people wouldn't be able to obtain the mod as a standalone. Maybe I'm misunderstanding your goal.
Image by Crystal Bone.
Ender Prospecting 2.0.0.0
Latest Update: Updated to 1.10.2! [23 Oct. 2016]
The shatter chances for this release are not configurable. I may add that functionality in the future. I also removed the totem & talisman, as I did not like how they interfaced with the player through chat, and were difficult to balance. But feel free to let me know if you disagree with this decision. I fully apologize for my history of saying I'm working on it and then not updating it. This is mostly because I find Forge to be a very frustrating API to work with for several reasons.
Ender Prospecting is in the Test Pack Please Ignore mod pack, available via the Feed the Beast launcher! See TPPI's official subreddit here for more information.
Craft Eyes of Prospecting, then tune them to an ore, and right click them to search for that ore.
Why you should use Ender Prospecting:
Ender Prospecting encourages and rewards manual mining. Some popular mods almost seem to be taking the 'mine' out of minecraft (quarries, etc). I'm trying to put it back in.
Click here to go to curseforge and download the latest version.
Future Update Notes: [23 Oct. 2016]
At some point I'll hopefully look into backporting this release to MC 1.9, 1.8, and 1.7.
Here's the repository on GitHub.
Installation: This is a Forge mod and goes in the mods folder.
In Minecraft, we can observe that redstone can be used to "tune" objects. In a compass, it tunes iron to the initial spawn point. In a clock, gold is tuned to the sun. We can also observe that an Ender pearl, when given a fuel source (blaze powder), tends to fly toward its home (The End). Theoretically, we can then tune an Eye of Ender with redstone to think an ore is its home.
Base Eye of Prospecting
Example tuned Eye of Prospecting
-The Eye of Prospecting would be 1 Item ID.
-The Eye of Prospecting would be modular meaning it would use the Ore Dictionary for ore not just a Different Ore tracker with a different id.
-The Eye would color it self dependent on the ore you give it meaning Diamond would make it Cyan (This would be done through Code not through new sprites).
-If the Eye did not recognize an Ore (Aka its not Vanilla) it would be Normal and wouldn't change but it would add to its config the ID and a RGB setting for it, example: "ID:108 = 255,255,255". This would allow people to set the color for mods that weren't supported.
-The eye will say like an enchantment what Ore its Tracking.
-The eye has durability set per ore, any non recognized ore would have a config like the coloring but would default to its tracking of Golds durability since its rarer than Iron but not as rare as Diamond most mod ores added aren't rarer than Diamond but the config would allow use to fix it just in case (Example: Uranium in IC2).
-A recipe difficulty scaler in the config that goes from 1 to 8 which would change how many diamond ores are in the recipe (Since its easier with tech mods to get ore in its raw form balancing it as you see fit would be nice).
-The Eye would go inside of the Ore and Hover there making purple particles until someone broken the block (In which it would turn back into an Item), Touched it, 3 Minutes has gone (Because if someone loses it it will be there forever producing particles and eventually by the time you've used alot of Eyes of Prospecting you will get lag) or theres no players within 3 chunks of it (If you've left the chunk you've most likely either lost it or don't care about it).
I hope you use my ideas, until then or If you ever do as I suggested I can make textures for your Eyes of Prospecting if you'd like.
Ditto
Lol anyways great mod
Awesome feedback! These are some really great ideas. Right now, the way I was balancing the ores was, for example, I would make eyes that track diamond shatter more often than eyes that track iron. Also I use damage values to differentiate between different eyes (which I'm open to changing).
A lot of the stuff you mentioned I don't quite know how to do (as this was my first Forge Mod), but I'll work on it!
I'm in college so it may take me a bit to get all this done, forgive me.
And, everyone else, I'm glad you like the mod.
I hope you gain the knowledge you require and I see great things ahead of you in the modding community. Also, good job so far on your first mod.
Also, the new version has mod-ore support. Craft the appropriate ore with the basic eye and it should track any ore of that type (mod-wise, not ID wise).
If anyone has issues or feedback, post away.
We'd like to include Ender Prospecting in Test Pack Please Ignore, the official FTB subreddit modpack, which will be released publicly via the FTB Launcher upon completion.
Our mod list and current permissions are here, and our subreddit for modpack discussion is here. You can also contact the dev team via IRC in #TestPackPleaseIgnore on irc.esper.net. Let me know if you'd like any additional information.
Thanks,
-wha-ha-ha
You may include Ender Prospecting in Test Pack Please Ignore.
I am honored to have my first Forge Mod in a FTB mod pack. <3
~Blir
Thanks for letting me know!
Edit: The update is out! I'll begin working on metadata soon, hopefully that won't take long.
https://www.dropbox.com/s/2puy11efjpcbzjz/ender-fixed.zip
Just thought it might be a bit of help for ideas or whatever.
int id = ore.itemID * 100 + ore.getItemDamage();
The max ID for a block is 4095, for which that expression would evaluate to 4,095,000 or so, which is fine during runtime. But when Minecraft saves the damage values, it is only saved as a short, which is 16 bits as opposed to an integer's 32 bits. The max short value is around 32,000, so when Minecraft attempts to save that damage value as a short, the original number will be lost.
Also, I'm not sure how the code is incorrect. That was my complete source, and it has no errors in my IDE. Of course, some of the imports may not resolve as Minecraft modding requires several libraries.
Anyway, thank you!
Edit: The next mod compatibility update is out! Metadata is now supported.
I'm putting together a private server pack for a group of 13 people, and was wondering whether it can be included. The pack is likely to be distributed through the ATLauncher or FTB Launcher.
You may include Ender Prospecting in your mod pack. Sorry for the late reply, I didn't get an email about your post for some reason...
Edit: Found the email, it was in my spam folder. Good job, Yahoo.
Here's the link
http://bdcraft.net/community/pbdc-patches-rel/ender-prospecting-t2247.html
I whipped up a banner real quick for you just from my mod's logo, here it is: https://dl.dropboxus...aled to 600.png
I'm not really an artistic type so I won't spend time making a specific banner anytime soon.
Edit: Typo and pasted the wrong link.
Sorry for the late reply, Minecraft forum is terrible at emailing me when I get replies to this thread. I do plan on making a couple more changes to Ender Prospecting, and I plan to update it for 1.7 when I have the time & motivation. I'm in college, though, so my work tends to be pretty slow, especially so since I'm fairly new to Minecraft modding.
I'm not ready to let it go yet, but I'll consider your offer. I'd like to know what you're planning to do with it to help me consider this further.
Currently, the reason why it hasn't been updated is that I wanted to make the Totems & Talismans of Prospecting degrade so they could be more balanced, which would require keeping track of what ore the Totem/Talisman is tuned to via NBT data, which I was able to do, but that fudged up the crafting recipes, as the game didn't recognize items with the same ID & metadata but different NBT data as different items.
Edit: I see on your thread at vaygrim.com that you plan to merge it with Ender Stuff. If that's all you plan to do, I wouldn't see it as necessary to take over the development of the mod. If you take it over and merge it, people wouldn't be able to obtain the mod as a standalone. Maybe I'm misunderstanding your goal.