- Added support for changing background of built in skills. For example:
<skill:reskillable:attack>.setBackgroundLocation("minecraft:textures/blocks/iron_block");
- Added support for changing the new Reskillable config for level up button per skill to CTSkill.
<skill:reskillable:magic>.setLevelButton(false);
- Added support for Robotic Parts to check the requirements on the items trying to be installed. #90
- Added support for Electroblob's Wizardry's arcane workbench. If the player does not have the requirements to the items they are attempting to combine they are not able to combine them. #105
- Made TOP and WAILA compat support showing the damage lock requirements on entities.
- Updated Immersive Engineering Integration to take advantage of the new event.
- Fix crash with latest better questing version.
- Cleanup Tinker's construct event handling to have less duplicate code and always check against all other locks that may be on the tool.
- Implemented optimizations to previously implemented Tinker's Construct lock support.
- Added Tinker's Construct respecting Item Damage Locks & Harvest Level Locks!
- Added tab complete for the
skipLocked
param of the tinker commands - Fixed a improper return type of parent in CTUnlockable.
- Removed getRequirements in CTUnlockable, as there is no easy way to actually convert the Requirement Object back to a String.
- Added support for using zenscript functions to handle what to do to the player after their level/unlockable changes.
- Fixed mcmod.info having the wrong version number.
- Prepare for a change in ProjectE so that the warning tooltip won't be displayed twice in the MK2 Condenser.
- Updated better questing compat to support 3.5.292
- Added some safety checks so that if events give a null player, we don't crash with a Null Pointer, instead we just don't attempt to restrict that event.
- Added support for changing the config values of the built in traits via the bracket handlers.
- NOTE: This also slightly changes how you get the current values from them. (Adding parenthesis after your get statements should fix it)
- Though not really, because apparently unlockable bracket handlers were broken. They now work.
- Added a "looking at" requirement.
looking_at|block|optional properties
block
is the block's registry name, and if properties are given they are in the json form for properties.
looking_at_entity|entity
entity
is the entity's registry name
- Made the code for registering requirements easier to read.
- Added some requirements based on Astral Sorcery data states. The Constellation name is the unlocalized name given by
/ct astralConstellations
.constellation|constellation_name|<seen:known>
- Last parameter defaults to seen if not given.
- Seen means that you have found the constellation via Constellation papers, and known means you have found it in the sky with a telescope.
attuned|constellation_name
- Must be a Major Constellation
astral_tier|tier
- Current Valid tiers are:
- DISCOVERY
- BASIC_CRAFT
- ATTUNEMENT
- CONSTELLATION_CRAFT
- TRAIT_CRAFT
- BRILLIANCE
- Current Valid tiers are:
- Fixed Russian lang file using wrong capitalization for resource pack format.
- (Internal) Change how a couple cache invalidate calls are called to be consistent with the other calls.
- Made the Language file keys a lot more unified naming scheme, as well as made them all lowercase.
- Added support for the EMC warning message in Project EX's Personal Link.
- Fix Better Questing Task Requirement logic being backwards
- Fix Task Requirements having a max length of 32
- Updated BetterQuesting integration so that it works with newer versions
- Added a custom task editor for the requirement task type to simplify the process of setting multiple requirements.
- Added Block Drops Locking:
- This means that you can now lock individual drops from blocks
mods.compatskills.BlockDropsLock.addBlockDropLock(IItemStack stack, String... requirements);
mods.compatskills.BlockDropsLock.addBlockDropLock(<minecraft:cobblestone>, "reskillable:mining|16");
- This example would make it so cobblestone would never drop on a block break unless the player has a mining level of 16!
- Added Ore Excavation Support
- The support works like this:
- It first checks if you meet the requirements for the general "Excavation Lock".
- If you do it passed onward and if you don't it cancels the event.
- Lastly it applies an IExcavationFilter which will check each broken block if you have the requirements for breaking said block.
- If you do not meet the requirement for a certain block, then Ore Excavator won't break that block.
- It first checks if you meet the requirements for the general "Excavation Lock".
- Excavation Lock:
mods.compatskills.Excavation.addExcavationLock(String... requirements);
- The support works like this:
- Fixed Commands not being able to be run if player is not OP
- Added Compat for BetterQuesting and using Requirements as tasks
- Added Scavenge support that supports all Reskillable Requirements
- Example:
- "type": "reskillable_requirement"
- "requirement": "reskillable:attack|10"
- Supports any other reskillable requirement also.
- Example:
- Added two new requirements based on player health.
- Percent health:
health|double
- Has to have at least
x
percent hp.
- Has to have at least
- Number of hearts:
hearts|int
- Has to have at least x half hearts. Uses half hearts because this is the way Minecraft counts health.
- Percent health:
- Added two new requirements for basing things to require Thaumcraft research or minimum warp.
- Research:
research|researchString
- Warp:
warp|level
- Research:
- Removed crash when loaded without CraftTweaker. (If the only part you want to use is the new requirements)
- Added a sneaking requirement that is true if the player is sneaking, false otherwise.
sneaking
- Added an extra parameter
skipLocked
to the Tinkers Material and Modifier dump commands. Simply addskipLocked
to the command after a space, this will hide all entries that are already locked. - Now obeys the enforce locks on creative config option in Reskillable.
- Now obeys the enforce locks on fake players config option in Reskillable.
- Made the ritual dump command also show the cost and crystal level required for the ritual.
- Added locking support for Thaumcraft research and knowledge events. Requires Thaumcraft 6.1 Beta 20 or higher.
mods.compatskills.Thaumcraft.addResearchLock(String researchKey, String... requirements);
mods.compatskills.Thaumcraft.addKnowledgeLock(String categoryName, String knowledgeType, String... requirements);
- Current knowledge types are
O
for Observation andT
for Theory.
- Added the ability to modify the map for the Transmutation Trait from Reskillable.
- Adding:
mods.compatskills.transmutations.additions.addEntryToReagent(IItemstack reagent, IItemstack state1, IItemstack state2);
mods.compatskills.transmutations.additions.addEntryToReagent(IItemstack reagent, IBlockstate state1, IBlockstate state2);
mods.compatskills.transmutations.additions.addEntryToReagentAgnostic(IItemstack state1, IItemstack state2);
mods.compatskills.transmutations.additions.addEntryToReagentAgnostic(IBlockstate state1, IBlockstate state2);
- Removing by starting reagent:
mods.compatskills.transmutations.removals.removeStartStateFromReagent(IItemstack reagent, IItemstack state);
mods.compatskills.transmutations.removals.removeStartStateFromReagent(IItemstack reagent, IBlockstate state);
mods.compatskills.transmutations.removals.removeStartStateReagentAgnostic(IItemstack state);
mods.compatskills.transmutations.removals.removeStartStateReagentAgnostic(IBlockstate state);
- Removing by ending reagent:
mods.compatskills.transmutations.removals.removeEndStateFromReagent(IItemstack reagent, IItemstack state);
mods.compatskills.transmutations.removals.removeEndStateFromReagent(IItemstack reagent, IBlockstate state);
mods.compatskills.transmutations.removals.removeEndStateReagentAgnostic(IItemstack state);
mods.compatskills.transmutations.removals.removeEndStateReagentAgnostic(IBlockstate state);
- Mass removal/clearing:
mods.compatskills.transmutations.clears.clearMapOfReagent(IItemstack state);
mods.compatskills.transmutations.clears.clearReagentOfEntries(IItemstack state);
mods.compatskills.transmutations.clears.clearReagentMap();
- Adding:
- Added the ability to lock foods based on their hunger and saturation levels
mods.compatskills.FoodTweaker.addHungerLock(int level, String... requirements);
mods.compatskills.FoodTweaker.addSaturationLock(float level, String... requirements);
- Added requirement support for Dynamic Sword Skills.
- Format:
dss|skillName|level
- Format:
- Fixed a rare/potential crash when requirements are somehow null
- Updated Blood Magic ritual integration to work with the changes in Blood Magic 1.12.2-2.3.0-98
- Fixed ProjectE EMC locks now working at all on servers.
- Modified ProjectE support to lock transmutation learning and condenser multiplication.
- The syntax is the same as before
mods.compatskills.EMCLock.addEMCLock(int emc, String... requirements);
- Players will be able to use items that do not meet the emc lock but will not be able to learn or duplicate that item. Learning and duplication now also requires the player to meet any requirements the item has on it.
- Note: For putting items in the transmutation table you will still gain the emc but will not be able to get the item back out.
- The syntax is the same as before
- Bump minimum Reskillable version to 1.8.0 for use of the tooltip injection.
- Replaced incorrect usages of
With Requirements
toRequirements
. We also now actually use the localization string forRequirements
for displaying them. - Ensures that any mods with compat support are loaded before CompatSkills.
- Made Tinkers locking automatically pass up to the item level as well. That way the tools are still inaccessible if a friend provides a crafted version.
- Added support for locking by an item's attack damage, and armor value.
- mods.compatskills.ArmorLock.addArmorLock(5, "reskillable:defense|5");
- mods.compatskills.DamageLock.addDamageLock(3, "reskillable:attack|5");
- Added the ability to change CTSkill and CTUnlockable config options via CraftTweaker.
- Added the ability to adjust level staggering. It works the same way as in the config, as a list of
integer|integer
. - Added a way to specify the tool type that harvest locks look for. It still works by looking generically if there is no specific tool given.
- mods.compatskills.HarvestLock.addToolLevelLock("pickaxe", 1, "reskillable:mining|3");
- Changed tinker modifier dump command to only print modifiers that get used by materials/items.
- Allow hiding of CrTSkills and CTSkills
- Added the ability to manually assign icon locations for the different ranks of Custom skills.
- Note: there are currently only 9 ranks, numbered 0 through 8.
- This also does not allow changing the icons of existing skills.
- Added the ability to hide skills if requirements are not met.
- mods.compatskills.VisibilityLock.addVisibilityLock(CTSkill skill, String... requirements);
- Made it so that some listeners/lock types do not get registered if they are not used. This will provide some performance improvements.
- Made Baubles Compat attempt to put the item back in the players inventory before resorting to throwing it on the ground.
- New config system that allows for disabling individual modules even if the corresponding mod is loaded.
- Added the ability to have commands fired when a player reaches a certain level or if they lock/unlock a trait.
- mods.compatskills.SkillChange.addLevelUpCommands(CTSkill skill, int level, String... commands);
- mods.compatskills.SkillChange.addUnlockableLockCommands(CTUnlockable unlockable, String... commands);
- mods.compatskills.SkillChange.addUnlockableUnlockCommands(CTUnlockable unlockable, String... commands);
- Note: Commands are of the format
give @p minecraft:diamond 1
in other words leave the slash out.
- Some internal code cleanup and small performance improvements.
- Added Harvest Level locking and harvest requirements. Both of these lock/require the given level and up.
- You can lock based on the block's required harvest level or the harvest level of tools. Examples:
- mods.compatskills.HarvestLock.addToolLevelLock(1, "reskillable:mining|3");
- mods.compatskills.HarvestLock.addBlockLevelLock(2, "reskillable:mining|7");
- Requirement format:
- harvest|integer
- You can lock based on the block's required harvest level or the harvest level of tools. Examples:
- Support for Reskillable's new Requirement Caching. Increases performance and memory usage a lot. Also uses the new tooltip calculation technique in Reskillable so that tooltips can be retrieved quicker.
- Fixed GameStageUnlockables not syncing the fact that the game stage was added.
- Utilize the new RequirementException from Reskillable so that invalid requirement strings can give a better and more detailed error message.
- Fixes the accidental removal of dimension requirements.
- Added ru_RU localization
- Thanks goes out to: Pirog17000
- Added OreDictionary Locking and Requirements
- Locking
- mods.compatskills.OreDictLock.addOreDictLock(ore:ingotIron, "reskillable:building|15");
- mods.compatskills.OreDictLock.addNBTOreDictLock(ore:ingotGold, {ench:[{lvl:1 as short, id: 17 as short}]}, "reskillable:building|17");
- Requirements
- ore|ingotIron
- ore|ingotGold|{ench:[{lvl:1s, id: 17s}]}
- Locking
- Changes Custom Traits and Dummy Traits (GameStages) to allow setting of custom resource locations for the icons of custom traits and dummy traits. (This allows setting the icons to existing images).
- Replaced internal logic for inverted requirements with using the new NOT requirement logic in Reskillable.I
- It is recommended to replace your scripts to have "not|requirement" instead of having "!requirement"
- For example instead of "!dim|-1" you would use "not|dim|-1".
- Eventually the inverted requirement format may be removed which is why it is recommended to switch over.
- It is recommended to replace your scripts to have "not|requirement" instead of having "!requirement"
- Some internal cleanup of code and using some new API features of Reskillable
- Added Tile-Entity Locking
- mods.compatskills.TileEntityLock.addTileEntityLock("minecraft:furnace", "reskillable:defense|5");
- Added ItemStack "Holding" Requirement
- This requires the player to hold the required item in either hand.
- "stack|minecraft:iron_sword:*|{ench:[{id: 17s}]}"
- "stack|minecraft:iron_pickaxe:*"
- "stack|minecraft");
- "stack||{ench:[{id: 33s}]}"); //Needs a silk touch item in hand can be offhand
- "stack|tconstruct|{ench:[{id: 35s}]}");//fortune tinkers tool
- This requires the player to hold the required item in either hand.
- Added "Attack" Locking for Entities
- This means the player can't attack Entities of specific kind without meeting all the requirements.
- (Yes, We implemented this)
- Why you ask?
- Why not?
- We're not insane I promise!
- Well.....
- That's a story for another time ^^
- Well.....
- We're not insane I promise!
- Why not?
- Why you ask?
- (Yes, We implemented this)
- This means the player can't attack Entities of specific kind without meeting all the requirements.
- Made some improvements to GameStage Unlockables:
- You can now specify the name and description in a similar manner to Custom Traits.
- Changes made to the GameStage Unlockable in ZenScript now properly updates the in-game trait upon restart.
- Made some changes to Requirements "getTooltip" override to be safer with Null PlayerData.
- Made some changes to GameStagesUnlockable and Custom Traits to allow for no set requirements.
- Added zh_cn.lang
- Thanks go out to SihenZhang on Github for the PR
- Some changes have been done internally for the localization strings.
- We will reach out to him about these changes!
- Added Dimension Support:
- DimensionChangedEvent
- You can now lock the ability to travel to certain dimensions!
- Dimension Requirement
- Standard and Inverted requirements have been added
- dim|integer
- !dim|integer
- The Normal Dimension requirement requires you to be IN the specified dimension.
- The Inverted Dimension requirement requires you to be in ANY dimension OTHER than the specified dimension.
- Standard and Inverted requirements have been added
- DimensionChangedEvent
- Added Entity Support
- AnimalTameEvent
- You can now lock the ability to Tame specified Entities
- AnimalTameEvent
- EntityMountEvent
- You can now lock the ability to Mount specified Entities
- Added ProjectE Support
- You can now lock Items based on EMC
- It checks "fuzzily" which means it checks the cost or higher in this case.
- You can now lock Items based on EMC
- Added Tinker's Construct Support!
- PSA:
- Older Versions of Tinker's Construct (Older than 2.10.0.XX, Last tested Build that didn't work: 2.10.0.77)
- (In Regards to Tool Crafting)
- Doesn't update the GUI properly upon initial opening and closing of the GUI.
- This means that the Event will be properly canceled and thus not output a crafted item.
- However, it will also not update the GUI and thus not display the Error Text.
- This is resolved simply by interacting with the GUI like pulling out and adding back a tool part.
- Older Versions of Tinker's Construct (Older than 2.10.0.XX, Last tested Build that didn't work: 2.10.0.77)
- You can now Lock Materials
- This disables the following features unless the requirements are met for the material:
- Part Replacement
- Part Crafting
- Tool Crafting
- This disables the following features unless the requirements are met for the material:
- You can now lock Modifiers:
- This disables the following features unless the requirements are met for the Modifier:
- Part Crafting (Applies if the Material has the specified Modifier/Trait)
- Tool Modification
- This disables the following features unless the requirements are met for the Modifier:
- You can now Lock Crafting of Specific Tools
- This is done by just applying a simple ItemStack Lock to the base tool item.
- PSA:
- Added a few Setters/Getters/Methods for Custom Skills/Traits
- Skills:
- setLevelCap/getLevelCap
- setEnabled/getEnabled
- setSkillPointInterval
- setBaseLevelCost/getBaseLevelCost
- getName
- Traits:
- setEnabled/getEnabled
- getName
- getDescription
- Skills:
- Implemented a fix for Custom Skills/Traits
- Disclaimer:
- This only works for Custom Skills/Traits (Duh..)
- TLDR:
- This makes it so if you update some of the information in the ZenScript the Skill/Trait will now properly update.
- Long Story
- Previously when we tried to edit information post-fact we were essentially passing a new Skill object to our Skill Registry.
- This got denied since there was already an existing Skill Object with the resource-location string.
- Now if an object already exists, we reference the object, change the appropriate information and return it to the registry as a new object.
- Disclaimer:
- Implemented a fix in both Reskillable and CompatSkills
- This fix locks not working on Server-Side properly (Whoops....)
- One of the Blood Magic Ritual-Locks have been changed:
- The Ritual Cost-lock have been changed to now lock Rituals with a:
>=
instead of a = check.- This means that it will now lock anything that has the specified amount of higher!
- Instead of just the specified cost.
- The Ritual Cost-lock have been changed to now lock Rituals with a:
- Fixed issue due to package changes
- Added Inverted Requirements
- Inverted Advancement
- Syntax:
- !adv|
- Is unlocked if you do not have the specified Advancement
- Syntax:
- Inverted GameStage
- Syntax
- !stage|
- Is unlocked if you do not have the specified Stage
- Syntax
- Inverted Skill
- Syntax
- !skill|
- Is unlocked if you do not have the specified Skill-level or Higher
- Syntax
- Inverted Trait
- Syntax
- !trait|
- Is unlocked if you do not have the specified Trait unlocked
- Syntax
- Inverted Advancement
- Added new NBT-Locking Capabilities
- You can now lock individual NBT-tags OR individual NBT-tags on a per mod basis!
- Syntax
- mods.compatskills.NBTLock.addGenericNBTLock({ench:[{id: 33 as short}]}, "reskillable:magic|10");
- mods.compatskills.NBTLock.addModNBTLock("minecraft", {ench:[{id: 34 as short}]}, "reskillable:gathering|6");
- Syntax
- You can now lock individual NBT-tags OR individual NBT-tags on a per mod basis!
- Moved all GameStage Support over to the GameStages 2.0.0 API
- Added GameStage Locking
- Syntax
- mods.compatskills.GameStageLocks.addGameStageLock(String gamestage, String... defaultRequirements);
- mods.compatskills.GameStageLocks.addGameStageLock("age1", "reskillable:building|15", "reskillable:magic|7", "adv|minecraft:husbandry/plant_seed", "stage|test");
- This works similarly to my other Locks
- In this case once a GameStage is unlocked, it runs through 2 Event Stages.
- Add and Added.
- With this support once the GameStage enters "Add" it'll check if that game stage has a "lock" attached to it.
- If it does and the requirements for the lock aren't met, it'll cancel the event and send an error status message to the player.
- In this case once a GameStage is unlocked, it runs through 2 Event Stages.
- Syntax
- Reworked Blood Magic Support
- Rituals no longer takes a Failure Message String
- Instead this Failure Message now uses a Localizable String
- Added 2 new kinds of Ritual Locks to make 3 total:
- New Syntaxes:
- mods.compatskills.RitualHandler.addRitualLock(String ritual, String... requirements);
- mods.compatskills.RitualHandler.addRitualCostLock(int activationCost, String... requirements);
- mods.compatskills.RitualHandler.addRitualCrystalLock(int crystalLevel, String... requirements);
- New Syntaxes:
- The Binding Lock has been removed and now has instead been added as a property of normal item-locking!
- Test Example:
- Does All Blood Orbs
- mods.compatskills.Requirement.addRequirement(bloodmagic:blood_orb, "reskillable:magic|5");
- Does The Weak Blood Orb
- mods.compatskills.Requirement.addRequirement(bloodmagic:blood_orb.withTag({orb: "bloodmagic:weak"}), "reskillable:magic|5");
- Does All Blood Orbs
- Test Example:
- Rituals no longer takes a Failure Message String
- Finished Implementing the Skill Level-Lock MechanicPlease do note that mods that call the "levelUp();" method directly will bypass the lock!
- Updated most if not all methods to now use the new internal methods for Requirements and Locking
- Reworked the following Supports to load later:
- Blood Magic
- Binding Support
- Ritual Support
- Immersive Engineering
- Multiblock Support
- Magneticraft
- Multiblock Support
- Blood Magic
- Added Baubles Support
- Added Hwyla/Waila Support
- Added TheOneProbe(TOP) Support
- Added a Mod-locking Tweaker for CraftTweaker
- mods.compatskills.ModLock.addModLock(String modId, String... Locked);
- Features past this point are WIP and are not currently functioning but are still implemented Code-wise!
- Added the ability to lock Skill-Levels behind Requirements
- Script Syntax:
- mods.compatskills.SkillLocks.addLevelLock(CTSkill skill, int level, String... defaultRequirements);
- mods.compatskills.SkillLocks.addLevelLock(skill:reskillable:agility, 5, "reskillable:building|15", "reskillable:magic|7", "adv|minecraft:husbandry/plant_seed", "stage|test");
- This means that if you gate level 10 of magic behind:
- Farming 4
- Attack 8
- If you try and level-up from 9 > 10
- If you do not meet the requirements it'll cancel the level-up and throw an error message!
- Script Syntax:
- Fixes a crash with Blood Magic!
- Thanks @TehNut for helping Debug
- Added A LOT of debugging code to all the supported ZenMethods in CompatSkills
- Added Skill and Unlockable Bracket Handlers
- Skill
- skill:modid:skilltarget
- skill:reskillable:attack
- Unlockable
- unlockable:modid:unlockableTarget
- unlockable:reskillable:battlespirit
- Skill
- Added ZenExpansions for Skills, PlayerData, PlayerSkillInfo, Unlockables
- Added the ability to create Custom Skills and Traits using Zenscript
- Skills
- mods.compatskills.SkillCreator
- createSkill(String name, String backGroundLocation)
- name is just a name, the mod id for the resource location is auto-provided as "compatskills"
- backGroundLocation is a resourceLocation for the texture:
- "textures/blocks/stonebrick.png"
- createNewSkill(String nameLocation, String backGroundLocation)
- nameLocation does not have a pre-provided ModId for the ResourceLocation
- It is highly suggested you provide a "ModId"
- IE "bananapancakes:supercoolskill"
- It is highly suggested you provide a "ModId"
- backGroundLocation
- Same as Above
- nameLocation does not have a pre-provided ModId for the ResourceLocation
- createSkill(String name, String backGroundLocation)
- mods.compatskills.SkillCreator
- Traits
- mods.compatskills.TraitCreator
// Mod ID Provided
- createTrait(String traitName, int x, int y, String skillLocation, int cost, String... requirements)
- createTrait("banana", 1, 1, "reskillable:attack", 5, "reskillable:building|15", "reskillable:magic|7", "adv|minecraft:husbandry/plant_seed", "stage|test")
- createTrait(String traitName, int x, int y, CrTSkill parentSkill, int cost, String... requirements)
- createTrait("banana", 1, 1, skill:reskillable:attack, 5, "reskillable:building|15", "reskillable:magic|7", "adv|minecraft:husbandry/plant_seed", "stage|test") This is the same as Above, however the Trait Location does not provide a standard modid, similar to "createNewSkill"{ // Not Provided Mod ID
- createNewTrait("banana", 1, 1, "reskillable:attack", 5, "reskillable:building|15", "reskillable:magic|7", "adv|minecraft:husbandry/plant_seed", "stage|test")
- createNewTrait(String traitLocation, int x, int y, String skillLocation, int cost, String... requirements)
- createNewTrait("banana:pancake", 1, 1, skill:reskillable:attack, 5, "reskillable:building|15", "reskillable:magic|7", "adv|minecraft:husbandry/plant_seed", "stage|test")
- createNewTrait(String traitLocation, int x, int y, CrTSkill parentSkill, int cost, String... requirements) }
- createTrait(String traitName, int x, int y, String skillLocation, int cost, String... requirements)
- mods.compatskills.TraitCreator
// Mod ID Provided
- Skills
- RequirementTweaker for CrT Requirement Locking now uses VarArgs just like every other ZenMethod in this mod!
- This means it changes from:
- mods.compatskills.Requirement.addRequirement(minecraft:wooden_pickaxe:*, "reskillable:defense|5,reskillable:magic|5,reskillable:agility|5");
- To:
- mods.compatskills.Requirement.addRequirement(minecraft:wooden_pickaxe:*, "reskillable:defense|5", "reskillable:magic|5", "reskillable:agility|5");
- This means it changes from:
- Added Blood Magic-Support
- This is WIP but should work
- Please report any issues you might find!
- Added Magneticraft-Support
- This is WIP but should work
- Please report any issues you might find!
- Updated the CrT support to now match the new lock system in Reskillable.
- Updated the GameStages Support to make GameStages traits to unlock traits properly.
- This currently triggers the in-game command.
- Fixed Trait Requirements crashing when referencing GameStages Traits.
-
Added Crafttweaker Support for Requirement Locking!
- Syntax:
- mods.reskillable.Requirement.addRequirement(IItemStack item, String locked);
- IItemStack is the item being locked!
- The String is the same format as a config lock, and defines what locks the item!
- mods.reskillable.Requirement.addRequirement(IItemStack item, String locked);
- Example:
- mods.reskillable.Requirement.addRequirement(minecraft:stick, "reskillable:mining|7");
- mods.reskillable.Requirement.addRequirement(minecraft:wooden_pickaxe:*.withTag({ench: [{lvl: 1 as short, id: 33 as short}]}), "reskillable:mining|5");
- CrT Requirement Locking has Added NBT Support.
- Syntax:
-
Added GameStages Support!
- Added the ability to use GameStages as Requirements
- Added the ability to create "Dummy Unlockables" that are tied to a gamestage and will unlock it upon purchase
- https://i.imgur.com/KL05IRq.png
- mods.compatskills.GameStageUnlockable.addGameStageUnlockable(String gamestage, String name, int xPos, int yPos, String parentSkill, int skillpointCost, String... requirements);
- mods.compatskills.GameStageUnlockable.addGameStageUnlockable("a", "a", 0, 0, "reskillable:gathering", 3, "stage|test");
- "Dummy Unlockables" needs to have their icon added.
- This is usually done through something like BASE or Resource Loader as well!
- The path is:
- "name" = name of specified in the CrT name
- reskillable/textures/unlockables/name.jpg
- The path is:
- This is usually done through something like BASE or Resource Loader as well!
- "Dummy Unlockables" needs to have their Name and Descriptions localized manually using .lang files
- This can be accomplished using BASE or Resource Loader!
-
Added Immersive Engineering Multiblock Support!
- You can now lock IE Multiblock's Behind Requirements!
- mods.compatskills.IEMultiBlockGate.addGate(String multiblock, String errorMessage, String... requirements);
- mods.compatskills.IEMultiBlockGate.addGate("IE:DieselGenerator", "I'm afraid this is just too complex for an idiot like you!", "reskillable:building|15", "reskillable:magic|7", "stage|test", "adv|minecraft:husbandry/plant_seed");
- You can now lock IE Multiblock's Behind Requirements!