Code Monkey home page Code Monkey logo

disenchanter's Introduction

My public contributions Languages I mostly code with

Check out some of my repos below
โฌ‡๏ธ

disenchanter's People

Contributors

charles445 avatar democat3457 avatar impelon avatar maksymsen avatar seanchengn avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar

disenchanter's Issues

Additional Crafting Recipes Unavailable

Currently, while using RLCraft version 2.7.1, the Disenchantment Table is able to be crafted, but the additional recipes to modify the table's attributes are unavailable. Following the exact recipes from the crafting guide videos provided, none of them work. What's even more, is that using the JEI menu, the original crafting recipe for the Disenchantment Table can be viewed, but clicking on the table variants will not do anything and simply just show the tooltip that pops up when hovered over.

World and Config out of sync

Originally reported by oplylpo via CurseForge.

Apparently the configuration can go out-of-sync with the current world and changes to the config may only take effect when creating a new world. Specifically the flat damage option may be affected by this.

This is strange behavior and should not happen at all. I need to reproduce this first, for now this issue is purely based on oplylpo's user report.

Bugged experience from Jar of Experience

Howdy! After the recent update with the jar of experience, I'm experiencing an issue where it appears to create tons of experience. Here's the scenario where this happens:

  1. gain 1 level of XP (xp jumps from 0L to 1L)
  2. use the jar to insert the XP (xp jumps from 1L to 0L)
  3. drink from the jar once to extract the XP (xp jumps from 0L ti 1.75L)
  4. use the jar to insert the XP (xp jumps from 1.75L to 1L)
  5. drink from the jar once to extract the XP (xp jumps from 1L ti 2.4L)
  6. repeat for infinite experience

Auto Disenchanter Stops Working In System

Hello, so, I'm not sure if anyone else has encountered this issue, but I've actually managed to get a redstone contraption set up which feeds in multi-enchanted books and then regular books, with a locking mechanism on the output hopper to allow for ample time for the disenchant to take place, but for some reason it just breaks the table.

If I plop an auto table down on the ground and fill it manually, it works repeatedly and the cooldown is much, much faster than the current timing on my clock. However, when I place the table on top of a locked hopper and in between two droppers, it works fine for the first book and then breaks for the second. Nothing I can do after will let it disenchant again, even if I do fill it manually.

I understand this is a very specific and individual situation, but at the same time I feel like I'm not the only one who'd like to use these tables in this sort of a set-up. Has anyone else encountered this issue or found a workaround, or do you have any thoughts yourself, Impelon?

EDIT: It also seems to allow one disenchant upon loading the world or reloading the chunk, but then it breaks again. Not sure if this is helpful or relevant, but I know in these situations more information is usually better. Speaking of more information, my version is 1.12.2

EDIT 2: I'm adding this to the main post because it seems like it's the type of thing that would be better here than just in a comment. It seems to be the hopper that's the issue, maybe the table itself isn't qualifying that as an empty state? Like, when it's first loaded it sees the output slot as empty, but it doesn't see it as empty again until it's either reloaded or the item is taken out manually. I can use this as a workaround for now, but hopefully this narrows it down for when you get the chance to take a look at it. Attaching a comparator to the table gives no signal, so the game does realize the table is empty, but for whatever reason it either stops disenchanting after the first or thinks it can't, because nothing I do, not even removing the hopper will make the table work again besides reloading the world or the chunk. It does work consistently if I remove the hopper and reload the chunk.

Enchantment Loss leads to unexpected outputs

If an enchantment loss happens (due to the config-option being active), the result is either:

  • no output when an automatic disenchantment table is used or
  • an invalid enchanted book with no enchantments.

Both are undesired results; a book with no enchantments should be produced in both cases.
The preview should behave as if the enchantment loss is impossible.

destroy items that don't have durability

One of the things I'd love is an option to allow the destruction of items that don't usually have a durability bar, such as enchanted books. I use this so that users can only rip off enchants 1 at a time from tools and such, and in the process, destroy the item. However since enchanted books of course don't have or use durability, they can pull off every single enchantment from said enchanted book.

Enchantment Dupe using automatic Disenchantment Table

Summary

When an enchanted item is extracted automatically the disenchantment process is not aborted.
Interestingly, this also bricks the table and it needs to be broken and replaced before being usable again.

Steps to Reproduce

  • place an automatic disenchantment table on a hopper.
  • place a book in the book slot.
  • place any enchanted item in the first slot.

The enchanted item will be extracted and shortly thereafter the enchantment is applied to the empty book.

Possible to add XP requirement to disenchant

Hi,

So as a potential feature request my idea is as follows:

A lot of mods allow you to repair items, so the impact of disenchanter damaging items while extracting seems to make sense, it is easily overcome by an item-repair functionality from another mod. Would it be possible to add an additional requirement of having the necessary XP levels to extract the book? Sort of like a reverse anvil situation

Currently more enchants on an item means more XP required at an anvil, thus in reverse at the disenchanter in order to disenchant an item with a lot of enchantments it would require a lot of XP for the first disenchant, less for the second, etc. The disenchanters could also extend the fluid capability and use XP from attached tanks vs the user's XP bar (to not break automation)

Language support

Translation for different languages have been contributed over the years, but the mod has been extended since then, and I am unable to update the translations myself. I translate the files for the languages I know (English, German), but would appreciate any help with the others.

Thanks in advance!

Enchanting Tweaks closes Disenchanting GUI

when i try to spam rightclick on it i can see the GUI for like a milisecond before it closes itself again, ive teseted few versions of the mod already and it didnt helped so maybe some of the mods i use you might know that could cause problems with it.

Mods:

AmbientSounds
AnvilFix
BetterCaves
BetterMineshafts
BetterPortals
Bloodmoon
Carryon
Cavern 2
Champions
Clumps
Construct's Armory
Corpse
CustomNPCs
Damage Indicator
Enchanting Tweaks <---
Enchantments Control <---
Extended Items and Ores
Extra Bows
Extra Golems
Fast Leaf Decay
FTB Ultimine
Future MC
Huds
Iron Chest
Just Enough Items
Level Up Reloaded
Leveled Difficulty
LevelHearts
Midnight
Mo' Bends
Mo' Villages
Overlord
Progressive Bosses
RTG
Roguelike Dungeons
RPG-Hud
Scape & Run: Parasites
Smelting
Sound Physics
Spiders 2.0
Stack Up
Tinkers' Construct
Unique Enchantments Base <---
Unique Enchantments Battle <---
Unique Enchantments Utilities <---
Village Spawn Point
Waila
Wolf Armor and Storage

Libraries:

Collective
CreativeCore
Mantle
Shadowfacts' Forgelin

Bypassing enchanting limit

So you can easily bypass the enchanting limit by enchanting an item. then disenchant 1 or 2 times, put those 2 enchant books together and enchant again, then disenchant 1 time and put it together with some other enchant. This way you can put as many enchants as you want.

1.12.2 forge-14.23.5.2854
Most recent disenchanter file

Critical: Dupe Bug using the Disenchanting Table

After some testing from me and others, we've found out that you can basically get infinite enchanted books from a single item.

How?
You put the enchanted item into the disenchanter (with a book, just like normal).
You then proceed to press Q on the item - to drop it out of the disenchanter.

What happens?
You KEEP the book and can get it out of there, resulting in a duped enchantment.

Further Information

  • Mod Version: 1.6
  • Forge Version: 14.23.5.2838

Publish 1.11.2 Version

I see there is a branch for it, any chance on publishing it?

I could build it myself from source and use it on my private server, just didn't want to ๐Ÿ“ฆ

Disenchanter 1.7 causes white and black screen

After updating the disenchanter mod to 1.7, after a few minutes of gameplay the screen went black but was still playable, except for visual aspects (this was caused by fast render in Optifine). However turning fast render only revealed the GUI, the screen was fully white except for the GUI.

Custom name (given via anvil) is not persistently displayed

As with vanilla containers, the disenchantment table can be renamed in an anvil to give it a custom name.
This custom name will be displayed when first placed down and opened, but after reloading the game, the custom name will disappear.

This is not intended, instead the name should be persistent.

No way to automatically insert item into book slot.

There is currently now way to use a vanilla hopper to insert a book or any item into any slot other than the first slot which is intended for enchanted items. No matter what side of the table the hopper is placed it will attempt to put the item into the first slot.

Possible duplication with pistions

Reported on CurseForge by tristanmisja09:

I found a duplication bug. The disenchanting tables drop another one of themselves when pushed or pulled by a sticky piston.

Needs investigation

Feature Request - Add config option for auto delete

My mob grinders have generated thousands of pieces of enchanted armor and I'm trying to process them in the auto disenchanter (thanks for creating this btw) but after an item has been stripped of all it's enchantments, it will remain in the auto disenchanter if it wasn't destroyed as part of the durability penalty. Currently, I have to pipe the non-enchanted, non-book items out of the table or manually remove them to clear the jam when I'd rather the table simply purged (deleted) an item if it has been stripped of enchantments by the table and is no longer enchanted. I figure this could be a config option that the users could enable and if it's an item that the enchantment table has 'created' by way of disenchanting an enchanted item (I'm guessing that's how it works in the background), you would know that it's 'your' item and not an item that was piped in. That would allow you to delete no longer enchanted items while avoiding deleting items that got piped in by accident.

Thanks,

bus

[Request] Void Without Books, Thermal Expansion ItemDuct Support

I was wondering if you could add a table (or config option) that allows voiding enchantments from an item without requiring books and support ThermalExpansion's Itemducts?

I'm attempting to set up an automated system that takes weapons, tools and armor from my mob farm and sends them to a grinder to grind into base materials. The grinder does not accept damaged or enchanted items. So I have to repair and disenchant them first (no reliable way to filter enchanted from non enchanted items). Problem is none of the tables allow you to void enchantments without supplying books. I can't seem to get Itemducts to work with the disenchantment table so I can't input books or pull out the items either. I also don't need or want the enchanted books either as I'm using the Enchantments+ mod which allows me to enchant any item with almost any enchantment of my choosing.

Custom StateMapper with UnlocalizedName

As I've mentioned in this commit (a35951b),
I have registered the DisenchantmentTable with a custom StateMapper in 1.8.9+.
This is because I do not want to (and I'm not supposed to) change the registry name, but I want all my files to be lowercase (as is enforced in 1.11).

So what I've done is that the UnlocalizedName is the RegistryName, but lowercase.

this.setRegistryName(DisenchanterMain.MODID, "disenchantmentTable");
this.setUnlocalizedName(this.getRegistryName().toString().toLowerCase());

This worked fine for the language files, and item models (that needed registering anyways). But for the Blockmodels I was forced to do the hacky stuff using substring/splits/etc. I did in the CombinedClientProxy.

new ModelResourceLocation(disenchantmentTable.getUnlocalizedName()
.substring(5), state.toString().split("[\\[\\]]")[1])

I'm wondering if my solution is considered bad practice and if there is a better solution... Anyone?

Hoppers pull items out of first slot preventing automation.

Vanilla hoppers will pull items from the first slot and the last (output) slot. This means it is impossible to automate a set up efficiently as the hopper will pull the enchanted item out of the table before it can have the enchantment removed.

Book consumed when it should not

Tested in unreleased 1.12 version.
Book will be consumed in the automatic disenchantment table, even when no disenchantment is performed, if another Item with a TagCompound is given...
Probably reproduceable in all versions.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.