somewhat terraria-ish Tool Modifiers [tool_modifiers] [v 0.3]
- davidthecreator
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somewhat terraria-ish Tool Modifiers [tool_modifiers] [v 0.3]
With this mod installed, every time you craft a tool there's a 50% chance it will have some sort of modifier applied to it... kinda like in terraria...
the modifier might either be a good one and boost some stat(s) of your tool...
or it might be a bad one and reduce some stat(s) of your tool...
so... good luck, next time you craft some tools...
License: CC-BY-SA 3.0
MT version: 5.0.0
Depends: None
Supports:
v0.1 - all tools from all mods that have the regular (snappy, choppy, cracky, crumbly) groupcaps with [1], [2] and [3]
v0.2 - any possible groupcap with any level from any mod.
v0.3 - Supports equippable_accessories mod (equippable_accessories v0.2 and future relases)
the modifier might either be a good one and boost some stat(s) of your tool...
or it might be a bad one and reduce some stat(s) of your tool...
so... good luck, next time you craft some tools...
License: CC-BY-SA 3.0
MT version: 5.0.0
Depends: None
Supports:
v0.1 - all tools from all mods that have the regular (snappy, choppy, cracky, crumbly) groupcaps with [1], [2] and [3]
v0.2 - any possible groupcap with any level from any mod.
v0.3 - Supports equippable_accessories mod (equippable_accessories v0.2 and future relases)
- Attachments
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- tool_modifiers v0.3.zip
- (2.74 KiB) Downloaded 61 times
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- tool_modifiers V0.2.zip
- (1.56 KiB) Downloaded 37 times
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- c_t_m.zip
- (1.89 KiB) Downloaded 110 times
Last edited by davidthecreator on Wed Feb 03, 2021 19:28, edited 5 times in total.
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
I think i'll give this a try. Sounds interesting.
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
It doesn't seem to work along side ToolRanks sadly, unless its just not working for me. I've crafted a lot of stone picks and mese picks and didn't get a modifier after crafting from materials in both creative and non-creative. I like the concept though. It could get people to craft tools more often for better modifiers and consume more ores. Toolranks does its own modifiers too depending on the level of the tool so they might conflict or stack to make very OP tools.
Last edited by FreeGamers on Fri Aug 23, 2019 15:28, edited 1 time in total.
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
YEP... seems like item descriptions do conflict with ToolRanks...jeremyweston wrote:It doesn't seem to work along side ToolRanks sadly, unless its just not working for me. I've crafted a lot of stone picks and mese picks and didn't get a modifier after crafting from materials in both creative and non-creative. I like the concept though. It could get people to craft tools more often for better modifiers and consume more ores. Toolranks does its own modifiers too depending on the level of the tool so they might conflict or stack too make very OP tools.
but the modifiers themselves still seem to work, even with ToolRanks...
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
So I conducted an experiment.
I put the toolranks code and this mods code in a single mod, with this mods code running before the toolranks code. Essentially, this ensures that c_t_m runs before toolranks, setting the node description before toolranks.
This is what I get.
Crafting
The result
And just awesomeness.
I put the toolranks code and this mods code in a single mod, with this mods code running before the toolranks code. Essentially, this ensures that c_t_m runs before toolranks, setting the node description before toolranks.
This is what I get.
Crafting
The result
And just awesomeness.
- Attachments
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- screenshot_20190820_203316.jpg (146.77 KiB) Viewed 959 times
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- screenshot_20190820_203307.jpg (146.12 KiB) Viewed 959 times
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- screenshot_20190820_203152.jpg (186.88 KiB) Viewed 959 times
Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
So basically you put a soft dependency on c_t_m into toolranks' mod.conf or depends.txt or whatever? Or was combining them into a single mod necessary? If the latter, care to put it up on git?
Thanks!
Thanks!
Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
The modifiers are not kept when a tool is bought from SmallJoker's Exchange shop. It's probably not an issue with ctm, more an issue with how the shop works. Might be the case for other trade mods too.
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Which mod adds this sidebar to creative?ShadMOrdre wrote:And just awesomeness.
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Excellent way to bring variation into a game. Thanks!
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
I'm tempted to give this another try! It still looks like a fun concept. Nice update, ShadMOrdre.
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
smart_sfinv by bell007.rubenwardy wrote:Which mod adds this sidebar to creative?
Btw, get this mod on Github asap =)
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Can someone share a version of this mod that works alongside toolranks please?
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Noone brought it back from the area 51 raid yet.FreeGamers wrote:Can someone share a version of this mod that works alongside toolranks please?
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Because you asked, and because I did it....
Enjoy!
SOURCE and DOWNLOAD: lib_trm
I chose a separate name so as not to conflict with either of the others. However, the built in toolranks here uses the toolranks namespace, so should fit seemlessly.
David,
You made this. It's awesome. Are you willing to make modifiers for armor also. You should only have to attack the armor group = fleshy and the groups for the armor that affect player physics and such. Should be easy enough for you, and will just add to the awesomeness that you've already given us.
Shad
Enjoy!
SOURCE and DOWNLOAD: lib_trm
I chose a separate name so as not to conflict with either of the others. However, the built in toolranks here uses the toolranks namespace, so should fit seemlessly.
David,
You made this. It's awesome. Are you willing to make modifiers for armor also. You should only have to attack the armor group = fleshy and the groups for the armor that affect player physics and such. Should be easy enough for you, and will just add to the awesomeness that you've already given us.
Shad
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
No promises to succeed or even tryShadMOrdre wrote:Because you asked, and because I did it....
Enjoy!
SOURCE and DOWNLOAD: lib_trm
I chose a separate name so as not to conflict with either of the others. However, the built in toolranks here uses the toolranks namespace, so should fit seemlessly.
David,
You made this. It's awesome. Are you willing to make modifiers for armor also. You should only have to attack the armor group = fleshy and the groups for the armor that affect player physics and such. Should be easy enough for you, and will just add to the awesomeness that you've already given us.
Shad
But there's a chance ...
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Thanks for sharing your work, lib_ShadMOrdre. I'd agree that adding attributes to armors would be a nice addition too.
Thanks to David too, this seems like a very fun concept. I'm going to install it again and let the players on Sara's Simple Survival Server try it out.
Thanks to David too, this seems like a very fun concept. I'm going to install it again and let the players on Sara's Simple Survival Server try it out.
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Tryed adding it for armors as a quick test...
And it seems like it might not even be possible, because armors don't have "tool capabilities" and attempt to change the groups in the same way the mod changes tool capabilities, didn't seem to work... So IDK if it's even possible to change item groups through item meta...
And it seems like it might not even be possible, because armors don't have "tool capabilities" and attempt to change the groups in the same way the mod changes tool capabilities, didn't seem to work... So IDK if it's even possible to change item groups through item meta...
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
David,
Armor has tool caps, so toolranks is able to rank armor.
For you, I would use an additional if statement, searching not for tool_caps, but for armor_group. Once you are selecting armor_groups, you can then create a separate set of modifiers for the groups (specifically, I would modify armor_heal=0, armor_use=###, physics_speed=-#.##, physics_gravity=#.##), and also potentially, the damage_groups, so that, for example, a normal bronze chestplate could have a stronger cracky rating, thus requiring a better tool to hit that player.
I started something this morning, but my heads not in it yet. It's my son's first day of school, first of month bills, and other mods that I'm trying to square up to get posted.
I'll try again this evening, when things are more settled for me.
I might want to ask you some questions regarding the math part, since again, my heads not here yet. ;P
Shad
Armor has tool caps, so toolranks is able to rank armor.
For you, I would use an additional if statement, searching not for tool_caps, but for armor_group. Once you are selecting armor_groups, you can then create a separate set of modifiers for the groups (specifically, I would modify armor_heal=0, armor_use=###, physics_speed=-#.##, physics_gravity=#.##), and also potentially, the damage_groups, so that, for example, a normal bronze chestplate could have a stronger cracky rating, thus requiring a better tool to hit that player.
I started something this morning, but my heads not in it yet. It's my son's first day of school, first of month bills, and other mods that I'm trying to square up to get posted.
I'll try again this evening, when things are more settled for me.
I might want to ask you some questions regarding the math part, since again, my heads not here yet. ;P
Shad
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
@ShadMOrdre
It's night time in my time zone now and I gotta go to school tomorrow... So I ain't gonna be able to help in any way or do anything about this mod at all "today" anymore...
But I might try tomorrow or so.
One thing for sure though, I probably ain't gonna mess with armor "flashy" defense... As full diamond set already has 85% fleshy protection and adding any meaningful amount of extra fleshy protection would make diamond armor impenetrable to any attack damage...
It's night time in my time zone now and I gotta go to school tomorrow... So I ain't gonna be able to help in any way or do anything about this mod at all "today" anymore...
But I might try tomorrow or so.
One thing for sure though, I probably ain't gonna mess with armor "flashy" defense... As full diamond set already has 85% fleshy protection and adding any meaningful amount of extra fleshy protection would make diamond armor impenetrable to any attack damage...
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
I would agree that the default set of armor is grossly unbalanced. Making armor modifiers for diamod armor absolutely does not make any sense. Also, neither would a wood pick that is stronger than a stone pick. However, this is an inherent defect with the tool, not with this mod.
I have been cobbling together a tools mod, with custom tools, that does not include diamond or mese as part of the default set. While available, I personally don't like them, as they ruin the "theme", and are just too unbalanced.
My tools mod focuses on real world armor types, eliminating stone altogether, since no one has ever used a rock as a brestplate....
I'm also adding cotton, wool, bone, more acurate wood, and going through the metals, to emulate real world evolution of human technology. To me, this theme fits better.
With a more aptly balanced set of tools and armor, the modifiers can really add to depth of play, while maintaining balance within themselves, so as to limit, or altogether remove, the "cheat" factor.
While using the modified armor with MTG, or anything 'default', might not work, having the ability for game devs to add this type of mechanic and depth is A-OK with me.
Sleep tight.
Shad
I have been cobbling together a tools mod, with custom tools, that does not include diamond or mese as part of the default set. While available, I personally don't like them, as they ruin the "theme", and are just too unbalanced.
My tools mod focuses on real world armor types, eliminating stone altogether, since no one has ever used a rock as a brestplate....
I'm also adding cotton, wool, bone, more acurate wood, and going through the metals, to emulate real world evolution of human technology. To me, this theme fits better.
With a more aptly balanced set of tools and armor, the modifiers can really add to depth of play, while maintaining balance within themselves, so as to limit, or altogether remove, the "cheat" factor.
While using the modified armor with MTG, or anything 'default', might not work, having the ability for game devs to add this type of mechanic and depth is A-OK with me.
Sleep tight.
Shad
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Shad,
You didn't add the sound effects from toolranks to the hybrid version. The code still references it and tries to play the event.
in file "lib_trm_tool_ranks.lua"
line 99 the sound file "toolranks_levelup" is called upon but not present.
I'm also not seeing any effect actually being applied, nor levels / times used being applied to descriptions?
You didn't add the sound effects from toolranks to the hybrid version. The code still references it and tries to play the event.
in file "lib_trm_tool_ranks.lua"
line 99 the sound file "toolranks_levelup" is called upon but not present.
I'm also not seeing any effect actually being applied, nor levels / times used being applied to descriptions?
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Again, sorry for the hiccups. Thanks for the testing. Sound file is on github, ready to download.
I'd like to keep this dependency free, if possible. This might change when I look at armor. IMHO, default, moreores, and others should enable this internally. This mod, and others like it, should provide functionality alone, without any hard or soft coded references to specific mods.
As such, I made a 'support' mod, to include the support included with toolranks mod. It currently supports default and moreores. If in demand, I'll add others, namely ethereal, farming, and 3d_armor.
lib_trm: Source and Download: lib_trm
lib_trm_support: Source and Download: lib_trm_support
Please let me know if this solves the issue, and again, thanks for testing. Sorry for the bumps.
Shad
I'd like to keep this dependency free, if possible. This might change when I look at armor. IMHO, default, moreores, and others should enable this internally. This mod, and others like it, should provide functionality alone, without any hard or soft coded references to specific mods.
As such, I made a 'support' mod, to include the support included with toolranks mod. It currently supports default and moreores. If in demand, I'll add others, namely ethereal, farming, and 3d_armor.
lib_trm: Source and Download: lib_trm
lib_trm_support: Source and Download: lib_trm_support
Please let me know if this solves the issue, and again, thanks for testing. Sorry for the bumps.
Shad
Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
Hi, there is a security alert, there is a need to change:ShadMOrdre wrote: lib_trm: Source and Download: lib_trm
lib_trm_support: Source and Download: lib_trm_support
Please let me know if this solves the issue, and again, thanks for testing. Sorry for the bumps.
Code: Select all
dofile(lib_trm_support.path_mod.."lib_trm_support_default.lua")
Code: Select all
dofile(lib_trm_support.path_mod.."/lib_trm_support_default.lua")
And when you repair a tool by combining it with another tool, it's the level that goes back to level 1, and as soon as you use the tool, it goes back to the level it was before repair and the effect text disappears.
It's a bit confusing.
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Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v
I think that is how standard toolranks mod works? I haven't used the crafting method for tool repair in awhile since I'm using a mod for the crafting system. You have to put the too you're keeping in the center otherwise I believe it gets replaced by a fresh tool?
And when you repair a tool by combining it with another tool, it's the level that goes back to level 1, and as soon as you use the tool, it goes back to the level it was before repair and the effect text disappears.
It's a bit confusing.
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