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View Code? Open in Web Editor NEW๐ถ- Source and issue tracker for tetra
Home Page: https://minecraft.curseforge.com/projects/tetra
License: MIT License
๐ถ- Source and issue tracker for tetra
Home Page: https://minecraft.curseforge.com/projects/tetra
License: MIT License
Observed Behaviour
Pickaxe should look functionally identical to the vanilla one.
Expected Behaviour
Pickaxe is 1 pixel too far to the left. As well, other tools appear to be positioned slightly differently than their vanilla variant.
Shown above is the Tetra equivalent tools on the left, and the Vanilla variants on the right.
Minimal setup needed to reproduce
This may be intentional, due to various textures being too big to fit into 16x16 at that positioning, in which case I understand. However, I do think it'd be better if they attempted to be as consistent with vanilla as possible. If such a thing is proven more trouble than it's worth, then feel free to close this issue, I'm aware how nitpicky this all must sound ;p
Many mods add their own enchantments, but I cannot seem to apply any of them to tool parts via the upgraded crafting table option.
I'd like Spade pieces to be added
Feature description
I'd like a tetra variant of a shovel to be added, single tool head could be a spade and double tool head would be a shovel
How it improves the player experience
This increases the use of tetra to cover all tools already provided in vanilla.
Tetra synergies
It aligns with tetra's goals of creating modular and versatile tools. It currently feels like a missing link in the tetra tool set.
Feature description
Repairing, currently, is kind of repetitive. While I praise Tetra's modularity and boldness, I'm not satisfied with how repairing is currently handled.
I think we could do better. I'm not saying scrap the current system entirely, but we could make improvements.
I don't have anything too specific in mind, but I'm happy to let this be a "brainstorming" thread. So, I'll start a list of complaints I have offhand, with some possible ideas to help alleviate:
Now, I think we could change a couple things around to make the system more streamlined.
Personally, materials should repair more globally. Nobody likes using 5+ diamonds to repair a pickaxe; however, statically increasing this value could prove uninteresting.
Something that I think would tackle both points on the above list is perhaps a repair "minigame."
Nothing too complex. Something where you give it a material, and you have to perform some form of simple action to repair. The amount repaired will vary based on how well the player does. Perhaps the player could also get a bonus for enchantments on the tool used to repair.
Another thing to consider is giving each "part" of the tool its own durability. However, this could prove too complicated, and cloud up what I think is honestly a pretty charming simplicity.
How it improves the player experience
I think this would improve the general flow of the game. In the earlygame, I tend to use stone tools for as long as I can get away with it. You have to repair those frequently, and with the current system, it can take up to 20+ mouse clicks in the same GUI just to get to full durability.
Not only that, making repairing an "enjoyable" experience will help prevent players from being annoyed when their tools break, and possibly even look forward to it, just to repair them. Odd, right?
Tetra synergies
Honestly, I don't have a lot for this section. Making the minigames based on each tool you use to repair each given part would make sense, right? Right. That's all I've got.
I really love this mod, and I really wish to be able to replace Tinkers Construct in my Mopdack with it, because of it's simplicity, so I thought, maybe you could add the possibility to add Materials for Parts via Craft Tweaker or Config or Scripts in general, something like, for example:
{ materialname: "Cold Iron":
{
materialcolor: #9abfff;
materialdurability: 300;
materialglint: ;
materialenchantment: ;
materialitem: "ingot:coldiron"; **[the item you need to use for changing/repairing]**
restrictions: pommel, guard **[what the material cannot be used for]**
}
}
I hope this is a good suggestion, I just thought that would be a nice possibility to add more mod compatibility without you having to add every single material yourself ^^
Version: tetra-1.12.2-0.15.0.jar
Spawning in an iron axe and switching the head out for a tin adze head will cause the recipe to just return an iron axe when created. This also works with a lead adze head. Doing so with a wooden adze is supposedly uncraftable, although the stone adze head works.
Also, removing the storage pouch from a toolbelt keeps the toolbelt inventory, but all items are inaccessible until you re-add the pouch.
Hi there, I tried your mod before in a Single Player world with other mods and it seemed to work just fine, but now I installed in on my Server too and when I try to put sthg into thhe upgrade table it seems to appear and reappear, if i shift click it, I can put it inside, and shhift click the material to upgrade, it even shows the new tool, but then when you want to take it out, it just is the old tool again (I tried it with a wooden sword). Also when I try to destroy the table by hand it goes away for a split second then reappears again, except if I do it in creative mode. And it seems that if I made a table at some position and place a normal crafting table there again, it transforms into the upgrade table again.
Update: every block I try to place where the table was before transforms into the table xD
Sorry for the lots of text, I really like your mod and the idea behind it and the simplicity, and especially the design ^^*
Another maybe interesting thing, I was able to put a Pickaxe made from Base Metals Materials into the upgrade table, it identified it as a wooden pick, but I thought i'd mention it because maybe it helps for compatibility ^^*
Issue: 1.12.2-0.12.0 crashes dedicated server Forge 1.12.2 build 2745
Notes:
no class defined
crash report:
https://gist.github.com/6210fef3502436af151e244f9cabc6d9
fml server latest:
https://gist.github.com/5cb5531d66a2b2a8a0b3f1476e31b24d
Ditto for 0.11.1
As the title says, your sword variants do not work on cobwebs.
You can Shift+click items from the inventory into the belt just fine, but when you Shift+click on items that are already in the belt the game will freeze then stop responding. This happens with any belt slot/upgrade.
I only had JEI and Optifine installed along with Tetra.
Sadly, since the game isn't responding, it doesn't give me a crash report.
Is there a discord Server of some kind for further discussion of stuff? I want to include this mod in my new pack and i really would like to have some compat between tetra and the other mods. :)
When the player holds a toolbelt or some other item (shulker box, modded backbacks) which contains an item that provides crafting capabilities, those capabilities should be available in the workbench without taking the item out of the sub-inventory.
Forge v14.23.5.2796-1.12.2
Tetra v0.21.2
I get a crash while loading the game up.
Crash Log
Upon reaching 0 durability on a tool, specifically an axe/adze combination, the game crashes to the desktop if you attempt to break a block after the tool registers as "broken." Its evident the game does not want a 0 durability tool to be continued to be used as it throws:
java.lang.IllegalArgumentException: bound must be positive. Consider implementing the TiCon method of handling "broken" tools.
Full report included here: https://pastebin.com/WDdYNqH7
Observed Behaviour
Tetra modular items are not repaired by ProjectE's Talisman of Repair
Expected Behaviour
Talisman of Repair repairs Tetra tools.
Minimal setup needed to reproduce
Tetra and Project E
Forge 14.23.5.2781 but any recent version should be fine.
Steps to reproduce
Have a damaged Tetra item and the Project E talisman of repair in inventory.
This could be considered a duplicate issue, given #7 exists, but I thought I'd make a new one with some more specific requests.
Feature description
Currently, as far as I know, Tetra's enchantment system only supports vanilla. I don't know if this is subject to change in the future, or if I can do anything to fix it myself as a packdev, but I'd like to request specific enchantments from a couple of mods be given support.
Specifically, I'd like to request that the Soul Stealer enchant from Soul Shards Reborn be compatible with weapons, and for Living Enchant to be compatible with weapons and tools.
How it improves the player experience
Adding these two enchants helps transparently bridge the gap between vanilla tools and Tetra's. By adding more support to enchantments, you give people more of a reason to use Tetra's tools over vanilla.
Personally, I'd love to do a playthrough only ever using Tetra's tools, but sometimes an enchantment I want isn't compatible and it takes me out of the experience.
(As well, having Living Enchantment support allows you to have an alternative to Tinkers' Tool Leveling, which is all too important in the current modded climate.)
Tetra synergies
Unless you have a more-dynamic enchantment system planned in the future, I honestly think this is just fleshing out a feature you already currently have. I personally don't see any reason not to add them, but I understand I might not be seeing the whole picture.
For example:
Bench mk II - should probably mention right clicking with a mallet...
Smashing - should probably mention you'll need a second mallet to work on the first...
Here's a small example. I feel like this is something that I should be able to do (downgrade an iron axe to a wooden hoe), but the create button is greyed out even though stats change, but no reason is given as to why. If a module can't use this material in this slot, it shouldn't show the stats of what the supposed material would calculate to (I think it's a bit misleading for new people). This has happened in a few situations, but this is one of the most basic examples. It would be nice to show a message in red saying why the item can't be made ("Invalid material") and such.
I love Tetra! Keep it up ๐
Breaking a Embers Rekindled Mixer or Centrifuge gives you two instead of the normal 1. I noticed this with Abyssalcraft too but Abyssal items keep stored data and it seems the pick doesnt like meta data? It creates one with the stored data and one without thus creating 2 of the item.
I'd like a way to add potions from other mods to the potion bags.
This improves the player experience by making Tetra more compatible with other mods. It also allows Tetra to integrate with modpacks more fluently. It would suffice to just have the option and allow integration trough config so we'd have to add stuff to it.
I had a player on my server try to use a Quark enchant (specifically an unbreaking 4 book) and it didn't apply to the weapon and he lost the book. Could you either add compatibility with quark enchants or prevent them from being consumed if they don't work? Thank you.
I use a fork for Underground Biome Construct for 1.12 found here:
https://minecraft.curseforge.com/projects/undergroundbiomesconstruct-fork?gameCategorySlug=mc-mods&projectID=300938
This places stones in the world that are oredicted to regular stone and variants like cobble, stairs etc. When using these stones with tetra you can't upgrade tools. The screenshot below shows smelted stone, but I tried with the cobble variant first.
This makes the early game fairly unplayable when UBC is present, as there is no no natural source of cobble stone unless you spawn in the proper biome for it.
Would be nice to see the ability to stick the toolbelt on the belt slot of Baubles if it is present.
A Vanilla wooden axe has 7 damage at 0.8 speed while an obsidian greatsword (iron handle) has 10 damage at 0.3 speed. This seems super weak in actual use, even with the sweep damage.
Hi there, still really love the mod and seeing how it is coming along, so I wanted to pose the question, would it be possible to implement this mod in 1.13 with the Rift Mod loader? Just wanted to ask politely, because I'm making a mod for it myself, adding some materials, and I would've still loved to have this mod in our pack. Of course I do understand that that may be too much to ask.
Im clogging up my launcher log with very many messages from this mod such as:
Tetra: 600
And many chunk updates:
Tetra loaded a new chunk [479, 41] in dimension 0 (overworld) while populating chunk [479, 42], causing cascading worldgen lag.
Why is that? I know I can disable the logging but I just want to know if this would be a problem.
Really liking the approach of this mod btw.
Cheers
Feature description
A 3x3 dig version of some tools (pickaxe, adze). Probably at the cost of speed.
How it improves the player experience
Lots of tool mods, such as tinkers construct, have some form of 3x3 digging. It helps clearing out large amounts of lands relatively quickly.
Tetra synergies
It could act as an additional module for the 2nd tool slot (similar to the tool butt).
I'd love the ability to use arrows in the quiver, with a quick select option to choose which one
How it improves the player experience
It would help to not need to open the tool belt or quick select bar and first move the arrows to inventory before firing.
Tetra synergies
It would make the bow instantly usable and would increase the value of the quiver.
Whenever you have excess items in a slot when you upgrade a tool, the excess gets dropped into world. Would it be possible to make it so that the excess gets sent to player's inventory instead?
*Using 0.8.1
**p.s. if you go into the mod options ingame it says that you are running 0.7.0 not 0.8.1 XD
"Reduces the minimum damage dealt when swinging too fast from..."
should read
"Increases the minimum damage dealt when swinging too fast from..."
Minecraft: 1.12.2
Forge: 14.23.5.2808
Mods: 1
tetra-1.12.2-0.24.0
I'm unable to hot-swap items in the tool belt. I hold down the 'key' and hover my mouse over the item to switch to it and it does nothing.
If I downgrade to 'tetra-1.12.2-0.23.0'... I'm able to swap between tools without any issue.
I created a steel sword using IE steel. It tells me that it wants pulverized iron to repair it, which is from thermal foundation, and also iron. When I remove thermal foundation from my mod list entirely, it asks for a copper ingot to repair. How exactly is it calculating repair material?
I installed the newest version of tetra 0.12.0, and saw that you updated the cutting capabilities, but it seems I can't get it to work, I tried an Iron sword (Stick Hilt) and a Diamond Sword (Bone Hilt), but both do not cut webs. Also, maybe this helps with the issue, I have other mods installed, (I think it's) Quark shows the amount of damage and attack speed of weapons and tools graphically like this:
but for your tools it doesn't seem to see them as weapons or tools, since it doesn't give the same graphics, but only text, like in normal Minecraft.
P.S.: I am really sorry to bother you so much... I hope it's ok, I just really like this mod, and if I can help in any way, I would, if you want me too.
Just a second, relatively small suggestion. I really like the thought of being able to customize swords, tools, and being able to make different tools, like in TC the Lumberaxe, Excavator, Hammer and Cleaver, Rapier, Broad- and Longsword, so I was wondering, are there any plans to maybe add more types of Tool Heads or possibilities for changing party of Tools and Weapons?
Thanks in Advance ^^
I haven't check all permutations to know the extent of affected tools but I'll describe the noticed behaviors. Full Iron Pickaxe appears to be a good example. When breaking blocks, it does so instantly but cannot break another block until the combat cooldown bar is finished. It seems like all sickles are also affected. If there are other examples, I haven't uncovered them yet. Nothing appears in logfiles to assist with debugging.
Observed Behaviour
When mining an ore from Underground Biomes with a silk touch tool, it completely destroys the block.
Expected Behaviour
When mining an ore from Underground Biomes with a silk touch tool, to get the ore block.
Minimal setup needed to reproduce
Steps to reproduce
Console spam
When mining happens I get this console spam on server: https://pastebin.com/vJHtTHEz
Observed Behaviour
A crash occurs while holding the toolbelt in your main hand, you hotswap while holding down V and then swap your mainhand and off hand item.
Expected Behaviour
I expect this crash to occur because you are basically trying to insert the toolbelt into itself.
Steps to reproduce
Could you add the Crafting Table as an actual block? I'm making a modpack where the normal crafting table is acquired later in the game, but the player should have the possibility to start with tetra.
Really liking the mod so far. Looking forward to the next update. Keep up the good work!
Or any tool condition validity, for that matter. If I am switching out a counterweight on a wooden sword, it will tell me (in red) that I need a level 1 hammer in order to do so. Adding one to my inventory via JEI does not update the UI to show that it is now valid, even though I now have the materials necessary.
This seems a little bit inconsistent because the inventory does update when items are moved, highlighting valid materials for the given modification (e.g. cobblestone for the counterweight has an outline around it.)
Within Dynamic Trees there is an option to enable tree volume making up the damage the tool makes. When this is enabled the axe from tetra breaks completely, probably because the threshold is exceeded.
I imagine the same would happen with vein miner or similar mods.
Would it be possible to add more materials to be used for tools such as flint, copper, ect.?
Not sure if you are already aware of this but there is an issue with right-clicking blocks with a hoe that leads to a shutdown. Here is a crash report.
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