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AdamantEarth

Cross-Mod Weapon/Armor Compatability

11 posts in this topic

I'm here to find out if it is possible to do. I recently spent a few days using Minetweaker3 to create recipe compatibility with a few of my favorite mods, but I am still left with a pretty big problem. Any weapons from other mods are basically toys in comparison to the ones in TFC. Does anyone know if there is a way I could somehow edit these to be more balanced within TFC? I read something about using NBT Tags or something, but I haven't found how to actually do it. If anyone has any insight on this help would be much appreciated!

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You are running into a problem due to different amounts of health points in vanilla vs. TFC. As you can see if you are playing TFC, the health bar has numbers written on it - usually like 1000/1000 in the beginning of a new map. So you have in fact 1000 hit points and if im not mistaken skeletons and zombies and so on have even 1500. Now your vanilla minecraft has 20 hit points (10 hearts counting every half heart) and so do the vanilla mobs. Therefore vanilla swords or swords from mods for vanilla do lets say 7 damage. in a vanilla world you hit a 20 hp zomibe for 7 dmg, killing 1/3 of his health. Using the same sword in TFC reduces a zomibes health from 1500 to 1493. Way to go to beat him down to 0 :D . TFC weapons on the other hand do a hell of damage compared to vanilla to match with the increased health points.

 

To make the mods compatible you have to change the stats of the swords in the code itself. So you basically have to make a compatibility patch for your vanilla mod.

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Thanks for the reply but I am aware of almost every single thing you just told me haha. I guess I wasn't being very clear. To be more specific, I've spent quite a bit of time creating new recipes for almost everything in Flaxbeard's Steam Power using TFC materials, and everything works great except for the fact that health, damage, and defense values in TFC are much higher than vanilla, making the FSP weapons useless. Currently I'm trying to edit a flintlock pistol to do around 300 more damage than it does by default (preferably Piercing Damage but I really have no clue how to go about doing that). So I had the idea to fix this using NBT Tags through Minetweaker3, but it seems no matter what I try I can't get it to work.

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Here is what I would do

 

Get the pistol source code from the FSP github

 

Make a seperate minimod using the pistol source code and the Terrafirmacraft API (disclaimer: I've never used the TFC API, so if this isn't currently possible, changes should be made to the TFC API so custom weapons can be made)

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Thanks for the advice! I am totally up for doing something like that, but I may need a little help . If someone was able to help me through doing that I'm sure I could figure it out how to do it on my own after that. I plan on trying to make a whole host of mods compatible with TFC, and FSP is the first big one I decided to take on. After I figure this out I'm planning on posting this stuff for everyone to enjoy, so help is very much welcome.

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You'll need to have a background in java programming and modding minecraft in order to be able to tackle this. Crossover addons aren't as simple as learning the scripting for mods like Minetweaker, it's full-on mod development.

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Well, I guess its time to brush up on java and watch some tutorials on Youtube then. I've taken a class using java before but it was a few years ago and I haven't really used it since. I've been wanting to get into the modding scene for a while now but I haven't had the time until now. If anyone feels like helping out the more the merrier. 

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Forgive me digging in this graveyard and resurrecting some zombies, but I'm trying to minetweak Flaxbeard steamcraft mod to be compatible with TFC,
 for example to use TFC materials/tools, and get stuck with changing Flinstock musket recipe (I need to put some tuyere into).

What is a name of Flinstock, barrel and woodstock items? I didn't found any candidate in minetweakers names.

If talking about topic, currently there is config option to adjust muskets/pistols firepower, so there is no more issue. 50x multiplier seems to be well balanced.

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Hold the item you need ID of in your hand and type  /mt hand

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On Sunday, November 23, 2014 2:55:41, AdamantEarth said:

Thanks for the reply but I am aware of almost every single thing you just told me haha. I guess I wasn't being very clear. To be more specific, I've spent quite a bit of time creating new recipes for almost everything in Flaxbeard's Steam Power using TFC materials, and everything works great except for the fact that health, damage, and defense values in TFC are much higher than vanilla, making the FSP weapons useless. Currently I'm trying to edit a flintlock pistol to do around 300 more damage than it does by default (preferably Piercing Damage but I really have no clue how to go about doing that). So I had the idea to fix this using NBT Tags through Minetweaker3, but it seems no matter what I try I can't get it to work.

There is no need to change the damages for the firearms in FSP. The config file has a few lines where you can change the damage values for each of the weapons individually. I have the pistol around 350 and the blunderbuss at about 1200 with the rifle somewhere in between. This of course dose not change any of the other weapon damages, armor values or allow for the steam tools to work properly in TFC.

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Thanks Bunsan, all these musket thingies are packed into Brass Piston (steamcraftCrafting) with additional metadata (I hate using these feature in such way).

OneWolfe, this old topic was currently excavated, probably FSP firearms option was added after AdamantEarth question.

Another issue is water conversion, but using vanilla bucket on salt water return vanilla water (I added blue steel to vanilla bucket crafting recipe).

 

EDIT: water issue was fixed in Flaxbeard's Steam Power 0.29.0 update.

Edited by ciekma
new FSP version
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