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reforged's Introduction

On Hold

This project is on hold for now.
@ Everyone, who wants to contribute: I won't help you in learning Java/Minecraft modding. If you want to contribute, learn it by yourself as I did. If you aren't willing to do that, don't ask me if you may contribute. Only ask me, if you really want to do this completely on your own and already know the basics of how modding works

Reforged

Available Downloads
A successor (not port) of Balkon's Weapon Mod, will add primitive, medieval and some gunpowder weapons.
This successor has been created by Silvercatcher and ThexXTURBOXx.
We have taken some textures of BalkondeurAlpha to test WIP-Things.
Other textures are by Snow_Yoshi98, baddaspig and Sunconure11.

Downloads
Wiki

Reforged - Balkon's Weapon Mod for 1.8+?
Yes, it is! But it is in early development. Much things won't work properly. Use at your own risk, could crash your world never to be played again!

Translation

You want to have this mod translated to your language? You know 2 languages? Then fork this repository. Navigate to src/main/resources/assets/reforged/lang/ and copy one of the lang-files. The new file needs to be named after your language-code. The code for your language can be found here. Translate as much Text-Strings as you can without changing %1$s and similar. You can then create a new Pull Request and we will include your language into the mod.

Reforged Integration

Available Downloads
The repo for Reforged Integration can be found here.
Reforged Integration adds integration for mods like Thaumcraft, ProjectE etc.

Reforged CnG

Available Downloads
CnG = Cross'n'Grave
The repo for Reforged CnG can be found here.
Reforged CnG is the magical dimension of the Reforged Trinity.

reforged's People

Contributors

corruptedslime avatar darkknightcomes avatar darthvader45 avatar ka128tte avatar libertycrown avatar phantamanta44 avatar pivoslave avatar pyrofab avatar risinginiris2017 avatar theonlysilverclaw avatar thexxturboxx avatar

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reforged's Issues

Zombies with Weapons

Well, Silvercatcher once began to do this, but he didn't finish it.
Now it's my turn to honour his work and finish it ^^

Fix Item drops of Entities

When holding 8 Javelins in 1 stack and throw them, the Item Stack Size is reduced by 1, but the Entity drops 8 Javelins then.

Add own Version Checker

Maybe a version checker, which informs the player, when joining any world...
In chat or something like that.

Release of 0.6 [Last But Not Least]

Update 10.02.16: Looks like the new version of Reforged gets WAY more stable, than we thought. Be prepared for a MAJOR update with much new features ^^

Only a few things need to get done:

  • Boomerangs drop in water f12a557
  • Forgot method in Sabre 5203212
  • Nest of Bees warning before shooting begins 8dd4b9e
  • Nest of Bees shouldn't shoot so fast 51140fe
  • Fix Blunderbuss shots a3933ff
  • Fix Knives c8a2211
  • Fix DamageSources (Zombie Pigmen don't attack you after you attacked them) 089fe30 (improved in 3308248)
  • Fix Entity Rotations (The yaw is fixed... The pitch will get fixed later) 3f529cf
  • Fix DamageSources (Mobs not running away after you attacked them) b13f49f
  • Improve message sent by own Version Checker 6b06723 (improved in 857eb2d)
  • Fix support for Dynious's Version Checker Mod 9c38d1a
  • Create own extendable EntityThrowable-class for more cleanup 3308248 (improved in 43ea9bc and fc3eb03, much improvements followed in other classes)
  • Create own extendable Render-class for more cleanup a1e7887 (improved in 1ef1bc6)
  • Create own extendable Model-class for more cleanup de504d5
  • Switch to UUIDs for saving NBTData 3362eb6
  • Cleanup in which all superfluous imports get removed f95e121
  • Last step: Fix every bug found

Rearrange the order of files on curse to the following

Jar files should be uploaded last.

But first, compilation files, and installers should be uploaded first. That way, curse can pick up on only the jar file, and thus, allow users to update it via the launcher without issues, and if they want to use installers or compilation files, they would have to go to the site for that.

Also, I suggest allowing for manual installation as well. The installer is currently very buggy.

1.8.9-Versions use deprecated methods... (Bad for 1.9)

It's not bad, but they will be removed in 1.9... Maybe update them :/
The methods are those:

How to install this

This question maybe very stupid, but I cpmpletely don't understand how to install your mod

CurseForge Logo

We need a logo image with 1:1 ration and at least 400px in size for the CurseForge project page.

Make the Necromancer's Staff

No, we won't make an own Issue for every weapon, but I'm not sure how to do this particular one, so here's a chance to make decisions. ;)

So, how should the Necromancer's Staff work?
My idea is to touch (punch) an undead creature and basically replace its AI with that of a dog, so it follows you around and attacks whatever attacks you (and/or what you attack). Any other ideas?

What should the crafting recipe be? Should there be different versions?

Should it only work on zombies? Or also skeletons?

How many undead should one staff control?

Should it be safe to use or could the undead break your control?

Integration Update

Well, now it's official, that the Integration update will be included in 0.7!
I (ThexXTURBOXx) have added 2 Integrations yet: Thaumcraft and ProjectE.
However, there are still some issues, which will get fixed later (Dark and Red-Matter Tools are breakable...).

But now about the future:
Here is a little list for mods, which will get integrated then:

  • Thaumcraft cac6ff4
  • ProjectE 3b56f49
  • Buildcraft
  • Biomes O' Plenty (has broken API for 1.8)
  • Base Metals
  • Psi
  • Aura Cascade
  • Botania 1.8.9 (by williewillius)

And last but not least, here is a little list of other things to do:

  • A class for other modders to easily register their own addons in our mod (a class with methods like createBoomerang(ToolMaterial, ...) [Maybe Later]
  • Better API for better usage for other modders 6c57cbe

Different types of musket ammunition

I have an idea of different ammo for musket that would be interesting for you, maybe:
Explosive ball - explodes on impact, dealing 2(1 heart) areal damage in the range of 3 block. If shot in the block - destroys it
Incendiary ball - sets target on fire on impact
Penetrator ball - penetrates up to 3 mobs/players, dealing less damage after each penetration
Firework ball - should be launched vertically, same effect as firework, but launched farther

Mod should be built against 1.8.9

1.8.9 is shaping up to be one of the more relevant builds of 1.8, with most mods for 1.8 being built against it. Shouldn't we move to it?

In-game Lexicon?

Some mods have own Ingame-Wikis, in which they describe their items, blocks etc.
Well, it would be pretty cool to have this.
I also have found this:
https://github.com/MineMaarten/IGW-mod/tree/master/src/igwmod/api
Maybe, if we use this API, we can integrate thw Ingame-Wiki mod. It would be very cool tho.
BUT the mod is only available for 1.8.9 (Update 03.03.16: There is a 1.8-version, which is known for being unstable...)!

Implement Reach

Find out what is necessary to explain the concept of weapon range to Minecraft and use that for spears, halberds, etc.

Duplicate ID for Goalseeker Enchantment

---- Minecraft Crash Report ----

WARNING: coremods are present:
MovingWorldCoreMod (movingworld-MC1.8.9-INDEV-H-full.jar)
Contact their authors BEFORE contacting forge

// Quite honestly, I wouldn't worry myself about that.

Time: 25/04/16 03:22 PM
Description: There was a severe problem during mod loading that has caused the game to fail

net.minecraftforge.fml.common.LoaderException: java.lang.ExceptionInInitializerError
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:559)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:417)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ExceptionInInitializerError
at org.silvercatcher.reforged.ReforgedRegistry.createItems(ReforgedRegistry.java:62)
at org.silvercatcher.reforged.proxy.CommonProxy.preInit(CommonProxy.java:30)
at org.silvercatcher.reforged.proxy.ClientProxy.preInit(ClientProxy.java:37)
at org.silvercatcher.reforged.ReforgedMod.preInit(ReforgedMod.java:38)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:560)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:211)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:189)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 more
Caused by: java.lang.IllegalArgumentException: Duplicate enchantment id! class org.silvercatcher.reforged.enchantments.EnchantmentGoalseeker and class noppes.npcs.enchants.EnchantDamage Enchantment ID:100
at net.minecraft.enchantment.Enchantment.(Enchantment.java:64)
at org.silvercatcher.reforged.enchantments.EnchantmentGoalseeker.(EnchantmentGoalseeker.java:12)
at org.silvercatcher.reforged.api.ReforgedAdditions.(ReforgedAdditions.java:81)
... 40 more

A detailed walkthrough of the error, its code path and all known details is as follows:

-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 7 (amd64) version 6.1
CPU: 2x Intel(R) Celeron(R) CPU B800 @ 1.50GHz
Java Version: 1.8.0_91, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 211593920 bytes (201 MB) / 440545280 bytes (420 MB) up to 2120679424 bytes (2022 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn256M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.19 Powered by Forge 11.15.1.1855 Optifine OptiFine_1.8.9_HD_U_H3 13 mods loaded, 13 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.19} Minecraft Coder Pack
UCH darkevilmac.movingworld.common.asm.coremod{} MovingWorld CORE
UCH FML{8.0.99.99} Forge Mod Loader
UCH Forge{11.15.1.1855} Minecraft Forge
UCH MovingWorld{MC1.8.9-INDEV-H} Moving World
UCH ArchimedesShipsPlus{MC1.8.9-INDEV-G} Archimedes' Ships Plus
UCH customnpcs{1.8.9_beta} CustomNPCs
UCE reforged{0.7-pre1} Reforged
UCH worldedit{6.1.1} WorldEdit
UCE ReforgedIntegrationCore{0.2.2-alpha} Reforged|Integration Core
UCE ReforgedProjectE{0.2.2-alpha} Reforged|Integration ProjectE
UCE ReforgedThaumcraft{0.2.2-alpha} Reforged|Integration Thaumcraft
UCH reforged_cag{1.0} Reforged - Cross & Grave
Loaded coremods (and transformers):
MovingWorldCoreMod (movingworld-MC1.8.9-INDEV-H-full.jar)

GL info: ' Vendor: 'Intel' Version: '3.1.0 - Build 9.17.10.4229' Renderer: 'Intel(R) HD Graphics'

Sound Requests

I guess it's unlikely, but it cannot hurt to ask. ;)

We would currently need:

  • Something like a clerical choir for the Holy Cross [Reforged CaG]
  • Some explosions, especially for musket, blunderbuss and mortar.
  • Break and Hit sounds for Boomerangs.

Texture Requests

I thought it would make sense to keep track of what textures we could use, in order of importance:
emphasized = with tool materials (wood, stone, iron, gold, diamond)

Javelin
Musket
Knife
Musket with Bajonet (Knife)
Blunderbuss
Blowgun + (different?) Darts

Crossbow?

Do you plan to import crossbow from Balkon's?

Travis-CI?

Setup a Travis for nightly builds would be cool :D

Rethink Mod Integration

So, Turbo started dropping code for copper weapons into our weapon code and I already do not like this approach.

  1. We have to make a model file and several entries for language files for every material. It makes the initial process of adding a weapon even more tiresome.
  2. There is no real policy about which materials should be supported.
  3. There is no way for the material mods to set the stats (damage against entities, dig speed, etc.) or anything.
  4. Mostly thanks to the stupid vanilla code, methods like #getRepairItem do not work properly, so modded materials have to be treated differently.

So, I do not want to abandon material integration, but there has to be a better way to do it. First of all, we should decide whether to provide an API on our side or ask material mods to provide an API to add tools/weapons to them.
Then, we will have to use some extra data structures to map to the correct textures and stats for those materials.
And anyway, we should have a stable version done before tackling integration at all.

Bugs in 1.9 / 1.10

Ok, I am working on a 1.9-port...
The Source can be found here.
There are no compile errors anymore, BUT some bugs came up now.
I list them here:

  • Entity Renderer causing crash 17893e2
  • Item Rotations and Scale broken
  • Entities instantly fall down when thrown
  • There is a black square behind the Hotbar-Slots (ReloadOverlay-class related problem)...
  • Some Helper-methods don't work right

Blowgun

Create blowgun, make it shoot all arrows and apply the right effects.

Purge integration resources from core mod.

Remove anything that has to do with copper or other non-vanilla materials in:

Java-Code
Language files
Textures
Models

Material-Plugins will be dependent, but separate mods.

Compatibility with M&B 2

I have just crafted a musket and ammunition for it, then I pressed RMB, musket was loading, but after dissappearing of progress bar it's stuck in "Loadstate:Loading"

Implement Enchantments

Some might work by default, let's test...

Melee:

  • Unbreaking (should work by default)
  • Sharpness
  • Smite
  • Bane of Arthropods
  • Knockback
  • Fire Aspect
  • Looting (seems to be working by default? hard to test)

Ranged:

  • Power
  • Punch
  • Flame
  • Infinity

Not all items craftable

not all of the items from Balkon's Weapons mod are in this mod! please add them all, like the flail spear boomerang Warhammer etc.

Installer Confusion

I just got the Reforged Installer that was offered on CurseForge, and I am confused on how exactly to set it up. Do I just find my .minecraft folder and press the "Install for 1.8.9" Button? Or is there something else I need to know about?

Licensing question

After reading the license, I was wondering what is the developer's stance on copying code for use in other mods. I'm trying to create a mod of my own, and I would like to copy certain pieces of code, and modify the derived code in my own mod.

Plans for 0.7

Well, 0.6 is nearly finished... Let's plan 0.7!
The update will be called "Shooting Heads". That means it will add more weapons. There is already a list: #56 And we have a few other issues related to 0.7 ^^
But I think, there should be added more things. Here are a few of my thoughts:

  • The coding fail with the "Goalseeker Boomerang" should return in an enchantment e216017
  • Dynamite or something similar b7121c2
  • Change the recipes for the darts to Balkon's ones 60bfcc1
  • A surprise for you guys ^^ (we already have reached 1000 Downloads... Let's party!) (==> The Installer)

When our mod gets more famous, maybe ask BDCraft or Soartex for creating a patch for their texturepacks? (Well, I did it already XD )

Bugs by Verlest (for next pre-release)

  • Transparent pixels in some textures (c84739b)
  • Boomerangs rotating too fast, when more of them can be seen (b442a52)
  • Knives in Vanilla Tab? o_O (6de314b)
  • AReloadable + Crossbow Fix (ecddd26)
  • Crossbow bolts bounce straight off all entities (ecddd26)
  • Dynamite balancing (7ea3419)
  • Nest of Bees FINAL FIX (0ad8090)
  • Waiting for DenTheUA's Russian translation (3294628 & f33889c)

Silvercatcher, I need you back :)
BTW.: Thanks for reporting all the bugs, Verlest ;)
BTW 2.: Thanks for 5000 Downloads!!! You are amazing! ^^
BTW 3.: Only 1 fix left for the next update :) I hope it is MUCH more stable than this 0.7-pre2-version, which is more or less ****. xD
BTW 4.: I have managed to fix all those bugs. I hope you will enjoy the new version, which gets released after DenTheUA has translated the mod in Russian and Ukrainian :) (Hopefully, he can manage to do this until tomorrow)

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