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Repo has moved - https://github.com/Um-Mitternacht/Bewitchment

License: MIT License

Java 100.00%
clone magic minecraft-mod java witchcraft mythology fantasy minecraft

witchworks's Introduction

witchworks's People

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witchworks's Issues

Potential lack of QA correspndant [Fix in desc]

Hello! I'm a professional QA'er with a bit of spare time on my hands, I'm quite active on a few other mod's github pages for reference. I wasn't sure how to get into contact with your team so I figured this was the best method. I wanted to apply as a tester for the mod, and see if I can help in any way you guys need me.

Thanks,

Matt

Made a backport of newest version to 1.11.2

Hello Sunconure11,

I've created a compileable backport to 1.11.2 of the newest changes. Despite the newest stuff with the fake ice blocks everything else is there. Do you need the branch to be commited?

Regards,
Avatair

Wiki Missing Cauldron Recipe(s)

Just to let you know, the wiki is missing the recipe for the corruption effect (bone). I think that every other brew recipe is covered though.
That said, there is no existing coverage for the non-brew cauldron recipes. This includes the dye/pattern removal from the vanilla cauldron (not a problem - these are covered in minecraft's own documentation), as well as recipes that I only realized existed because I looked at the mod's code, ie. Cooking with oil or water, Fluid Creation, and Item Rituals.
I think that the cauldron cooking (using oil), and processing (honeycombs to wax and honey, hooves to slime balls, acacia wood and wormwood to dyes, using water) recipes should be included in the wiki, as they do not appear in jei- the only way to find these recipes is via experimentation or reading a specific class file. I have gotten most of these to work, so I know that they're really recipes.
I also have a question: how do the Fluid Creation and Item Ritual cauldron recipes work? Reading the code to register these doesn't make the recipes as clear as with the other types of recipes (brewing, cooking, and processing). This is particularly troubling in the case of fluid creation, as it appears to be the intended method of making honey and cooking oil. I also don't know what other blocks/items I need for the item rituals, though the code does indicate a need for energy.

I do understand that this mod is still being created: I half expect that some of these recipes are not functional yet.

Update: Nevermind. Just after posting this issue, I discovered that rituals are done with the cauldron by 1) putting in the ingredients, 2) clicking the cauldron. So item rituals work just fine. Going to see if I can get fluid creation to work.

From this page:
https://github.com/Um-Mitternacht/Witchworks/wiki/Brews

And the CauldronCrafting class:
https://github.com/Um-Mitternacht/Witchworks/blob/1.12.2/src/main/java/com/witchworks/common/crafting/cauldron/CauldronCrafting.java

Version: Public Alpha 6

So, Astral/dream walking stuff?

Guessing this isn't even on the todo list for now, but it'd be nice if the mod had it at some point. The only mods I know of that ever did something like it are Witchery and Intangible, but I want to have those sorts of abilities in modern MC versions.

Obstacles to go through before moving to 1.12

1.12 is far from ready in usage, and yet it should be moved to at some point, due to the massive amount of changes 1.13 will bring.

  • Finding a suitable time to start the 1.12 port (I imagine sometime around August or September, depending on how long it takes to stabilize, though it could also end up happening after the first release)
  • MCP Mappings for 1.12
  • All dependencies must have 1.12 ports (baubles is all that is left, all other dependencies moved really fast, however, this has been delayed with changes that LLibrary might have to undergo)
  • Forge must stabilize a bit. (Current issues show this is not really the case, give it a few months)
  • Figure out all of the new changes, such as recipe changes, and what not.
  • At least one recommended release of Forge for 1.12 (On 6/28/2017, there will be one, according to Lexmanos)
  • The fiasco involving coremods must be fully resolved, as this mod is reliant on at least one dependency that uses a coremod.
  • Upon hitting 1.12, codebase would need to be overhauled. https://twitter.com/LexManos/status/876893824970182658

To do regarding first release

In no particular order

  • Fix taglock
  • Fix candles
  • Fix apiary issues
  • Fix kettle issues
  • Finish implementation of kettle, including recipes
  • Rework easter egg recipe (kettle crafting advancement logic is needed)
  • Fix tabs
  • More brews, obviously.
  • Fix oil and honey textures, for they mismatch
  • Add BiomeDictionary-centric oregen
  • Implement Distillery and Oven. Both use glass bottles instead of clay bottles to take fumes. (Model for oven done, distillery will be done afterwards) (Oven in progress)
  • Implement chalk glyphs (Enochian script, textures should be greyscaled so other colors can be applied to them, similar to candles)
  • Implement trees, and their generation
  • Fix any derpiness with generation
  • Make white sage drop from dead bushes
  • Meta all of the gemstones, and associated blocks, ores, and ingredients
  • Make salt barriers damage arthropods for now, implement more functionality in later updates
  • New ingredients, ranging from fumes, to new mob drops. (Heavy WIP)
  • Finish up crop textures
  • Some localizations?
  • JEI Support? (Plugin planned)
  • Wand?

Known bugs in alpha:

To be fixed:

  • Oven crashes when opening it
  • Ice slab rendering is weird
  • Beehive generation could be nicer
  • Strange rendering with ice stairs
  • ME system is wonky
  • Other things
  • Cypress needs proper tree behavior.
  • Alexandrite blocks need textures and recipes
  • Trees.
  • Distillery.
  • Banners.
  • Oven functionality.
  • Mutant plants. Torchwood would be the first to be created.

If other bugs are found, please report them.

To be fixed in next alpha:

  • Implementation of color for custom brews
  • Semi-functional GUI for the oven
  • Fix between this mod and rustic, to allow brews from this mod to be created once more due to rustic toying with glass bottles.
  • Metadata not being respected by brews

Been a while since I've played Minecraft, remember me?

I helped get this project started, I then vanished for awhile. The reason for this is quite simple, I was bored with MC in general and needed a change of pace. LOL I see this mod is coming along nicely. Keep up the good work guys!

Questions

Hey! Very sorry to open a new issue, but I was wondering how I would go about using this mod?

I was also wondering if I could grab the discord!

Keep it up

Nice job the build you just pushed look good. Keep up the hard work ::) Hope to see this on curse

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