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tetrified

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  1. [TFC 0.79.17] Anvil Calculator

    This update doesn't break my application at all then, it just makes the 'seed' option a little confusing (they would need to type in superseed instead of the seed)
  2. [TFC 0.79.17] Anvil Calculator

    Would the 'superseed' be in the NBT data still? I got bored of TFC and haven't installed it for a while. The way to avoid it when you had 'seed' as part of the formula was simple, though: disallow the /seed command to non-op players
  3. [TFC 0.79.17] Anvil Calculator

    Well, the easiest way to do it would be to simply write the script as a minecraft mod, pull the goal value, and then display the steps on the user's screen. But that would take longer than half an hour, so I'm not going to bother. I just wanted you to know that this sort of thing is an exercise in futality.
  4. [TFC 0.79.17] Anvil Calculator

    This is actually a great idea, as much as I like the idea of the menu, I like your idea better and have updated to that. A lot of people (myself included) seem to consider the system really annoying.
  5. [TFC 0.79.17] Anvil Calculator

    Ah I thought the calculation was going to change as well. Oh well. But the numerical id's should remain identical across installs of "vanilla" TFC. And across installs that aren't vanilla they should be offset by a constant, which shouldn't be hard to find out for a specific combination.
  6. [TFC 0.79.17] Anvil Calculator

    Ooh, string id's? That should make this even easier. And also portable across mod installs, yeah? Awesome, I'll update it when the 79 update comes out.
  7. [TFC 0.79.17] Anvil Calculator

    This is a problem, but one that can be fixed by labelling this "Vanilla only", the item ID's should remain the same across vanilla installs. also, wouldn't that make this page entirely useless? And when this happens, I'll modify my algorithm to match yours, and require a seed input from the user
  8. [TFC 0.79.17] Anvil Calculator

    It has worked in three worlds I've tried, two creative, and one survival for farther clarification, this only takes in to account the item ID's world seed isn't included at all. 70 + new Random((in != null ? Item.getIdFromItem(in.getItem()) : 0) + (result != null ? Item.getIdFromItem(result.getItem()) : 0)).nextInt(craftingBoundDefault)random(seed).nextInt(max) this will always return the same value, as long as seed remains the same, and unless item ID is dependant on world seed (which I highly doubt) the arrow will always be in the same spot. and this determines the last hits of the items, and is clearly static and if it is ever changed to be determined by world seed, I can always change my algorithm to account for a world seed that the user would enter.
  9. [TFC 0.79.17] Anvil Calculator

    Find yourself struggling to craft your gear before your ingots cool down? Do you just hit the buttons until it works? Do you find it tedious to figure out how to smith your tools? Well I have a solution for you! The TerraFirmaCraft Anvil Solver! Just type in your material ID, the ID of the item you want to make, and select the last three steps(first, second, last), and this nifty application will tell you what you need to do to create the weapons, armour, or tools of your dreams! The file is hosted here. Leave the seed as 0 to use in version 79.15-79.17. To get your seed, you can either type /seed, or recreate your world and look at the seed there (I like that one more because it lets you copy paste your seed) I personally recommend keeping your seed in a text document somewhere to copy and paste it easily whenever you're smithing. If you have suggestions on things I should do to improve this project, or features I can add, I'm all ears.
  10. after skimming through the code for about an hour, I can't seem to find it, does anyone know where/how the goal value is determined when metalworking? I may be misreading the code, I'm a little rusty with java, but it doesn't seem to be in any of the anvil related files I've searched through. Recipes.java has registerAnvilRecipes but that seems to only determine the required last hits, not where you need the arrow to land.