Personally, I can't believe that this is still here (and being supported, also). It's quite an old feat for one of the oldest SMP Plugins ever. Kudos to you, my good Llama.
Ideally what we'd like to see, is some sort of (optional) 5th signature block, and the existing signatures to become unique to the worlds they're in.
Three new disabled-rune features could probably solve this without changing the format or signature:
enable multiworld ink / multiworld ink X -- if the tp/wp isn't made of one of these inks, it will be unable to teleport between worlds.
enable signature ink / signature ink X -- when enabled, any teleporter made of one of the signature inks will require that the waypoint be made of the exact same ink as if it was part of the signature. This would allow you to categorize waypoints/teleporters by ink.
I don't know how well these would solve your problem but they'd be easier to add than the alternative.
Ah, the one who makes amazing transmutation signatures returns! As usual I really like this signature and I think it's definitely an equivalent exchange-- it's painful to realize that this is probably going to be the first of your ideas implemented if I don't forget, seeing as how the others were great as well. Feel free to continue resurrecting any of them, if they're not implemented yet it's probably not because they were bad ideas, but because they were buried and forgotten. These are exactly the kind of runes that are really easy to add between updates.
Personally, I can't believe that this is still here (and being supported, also). It's quite an old feat for one of the oldest SMP Plugins ever. Kudos to you, my good Llama.
I can't either-- it wouldn't be if it weren't for Zeerix. Or at the very least it would be ported much, much more slowly. I don't really have the time or enthusiasm to put much work into the project anymore, and Zeerix is always there to keep it going when I'm not. My first real lapse from the project was probably the halloween update-- the fact that the nether seemed to make teleporters less useful combined with the fact that pretty much all of my supporters disappeared (FrostyWolf's leave was the hardest to recover from) left me not really caring or wanting to work on it anymore. Then Zeerix came along and managed to unscramble and re-port my spaghetti to the halloween-update engine, and added a rune or two in the process-- I was so impressed that now he is the co-developer for the mod, doing more actual work on it these days than I do. So yeah, thank Zeerix that it's still thriving, it's because of him that I'm still active.
Rollback Post to RevisionRollBack
My ankle's uncle is my uncle's ankle. It's true! My Server Mods: Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes. Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
The other admins on my server agree: those changes would be fantastic. Will you/ Zeerix do it? :smile.gif:
I'll hopefully be able to do it over the weekend.
Rollback Post to RevisionRollBack
My ankle's uncle is my uncle's ankle. It's true! My Server Mods: Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes. Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
Ah, the one who makes amazing transmutation signatures returns! As usual I really like this signature and I think it's definitely an equivalent exchange-- it's painful to realize that this is probably going to be the first of your ideas implemented if I don't forget, seeing as how the others were great as well. Feel free to continue resurrecting any of them, if they're not implemented yet it's probably not because they were bad ideas, but because they were buried and forgotten. These are exactly the kind of runes that are really easy to add between updates.
Maybe we should talk about more of the ideas I've had in a different medium than the forums. Something a little quicker than, I post something one day and you get to see it two days later. Maybe sometime on Saturday or something, send me a PM if you're interested in something a little more real time.
So I've posted this on the other forum, and I know a lot of ppl are looking for this rune ever since the weather update. This is my proposal for weather changing rune:
I thought each state of weather should be a different rune, and you can have the restrictions you have on the change time day runes if you would like, but as for design I propose the following. Each state is represented by the blocks of the different ores arranged in the same pattern. The pattern I suggest is my favorite but can be changed for balance or aesthetics.
These four runes can be separated and arranged any way you like so you don't have to have all four to complete the rune.
I know these are pretty expensive but it's to make things difficult for anyone to just make.
The design I like is in the following images, it's a 3x3 square with a block under, and two blocks over, I was kinda thinking it would look like an elemental crystal.
Sorry for not existing the last few days, my finals end on the 13th so maybe I can work then.
Rollback Post to RevisionRollBack
My ankle's uncle is my uncle's ankle. It's true! My Server Mods: Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes. Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
Quite big and majesty and expensive 3D rune, using 1 soul sand block in the middle, on the pillar, and for sure some mossy cobble, which would transform it into some kind of mob spawner (depending on the rune's shape or random or depending which tool you used) after use. I have little idea about how do you can place some tier-related blocks there... maybe it's not always certain to transform into a mob spawner, but it depends on tier used, how probable it will be (if it failed, rune should blow up)
Like tier: 0 - 0%, 1 - 10%, 2 - 30%, 3- 60%, 4-80%, 5-90%, 6-100%
Rune's shape is up to you, if you can't think of anything (what I doubt), contact me.
Edit: Oh, I see that someone posted that idea before. You have not my point of view as well (it's tier-probability, or/and tool-dependance)
Did you think of something connecting runecraft and weather - I mean for example lightnings?
I do believe I suggested a mob spawner rune not too long ago, which you might be referring to. And I was debating on having soul sand in the center of that rune too, but I decided it's not that difficult to get soul sand and I was trying to make it difficult to make a spawner.
I tried to make the rune the same shape for all the mobs to make it simple and easy to expand, when most mob spawner suggestions usually are "draw a picture of the mob you want". I was thinking of using tiered blocks to try and balance the diffuculty of the mobs, but I just ran out of room, and tiers a little broken when it comes to determining difficulty to obtain.
As for your idea of exploding the rune death isn't really a penalty, and an explosion which breaks things you can simply build around the rune after the spawner is created. As for rune destruction there is some merit in adding risk to losing materials. Which brings me to using probability, I personally don't like using probability of rune success, especially if it's tier based, because you would have to know the relative worth of each tier. But, since the tiers are always balanced it is difficult to assign this worth between them. Also, most tiers are not the same amount from each other. For example you could use wood tier 1 at 10% ten times and it wouldn't be considered the same effort as diamond blocks for tier 6 at 100%. Although, adding the risk of losing mossy cobble does balance this a bit, I feel the randomness is adding complexity unnecessarily.
All in all I like your enthusiasm and creativity, I just don't agree with this rune design.
Also, did anyone see my post on suggested weather runes or did it fall off the "last page" and was completely over looked?
Have you considered the potential bad interaction with the "fortune" enchantment and uncrafter? Consider: Craft a diamond block. Destroy it with uncrafter to get 9 diamond ore. Place the ores and mine them with fortune-enchanted pickaxe, get more than 9 diamonds. Repeat until bored, or your pickaxe breaks.
I don't know how much of a problem it really is, as a "fortune" pickaxe it hard to come by (I've been trying to make one for hours now, no luck yet)
IMHO, we should bind all runes to the specific item where possible. I understand that that's not the way it's done. The way it is done now (rune is tied to item type) was selected because we couldn't bind to a specific item. That's not true anymore, and I see no reason to continue the old way. Sure it's a change, but it's a new version! There's expected to be changes with the 1.0 release. Eventually, I expect there will be code to support tracking of all items individually (thus forcing them to not stack) and then everybody will be able to have their "wand of cold" etc. that has been requested and requested and requested again.
The "engraver" rune could then be repurposed to transfer enchantments: activate it once with an enchanted item, item becomes unenchanted. Activate it again and enchantment is transfered to the new item. Problem: unbalancing, as durability is one of the major limitations of enchantments. From the description of "Enchantment swap" this is what it does already anyway though, right? It just requires two people. Or does that work only with runes? I haven't tested it.
Hows about a rune to destroy enchantments and recover (some of) the XP that went into them? Half of the XP would probably be reasonable, which would translate to about 3/4 of the levels (as higher levels take more xp) Counting from zero of course, so if you still have a XP level left after enchanting the item, you'd get less than the 3/4 back.
The enchantment table surrounded by bookshelves is like a primitive little rune, isn't it? Cute. I wonder if we could create different effects by putting diamond blocks (yeah! crystal balls!) around it as well as bookshelves. How much can you interfere with the enchantment process? Control which enchantments are selected? Allow the player to see what the enchantment will be before they commit to it? Control the words displayed next to the enchantment?
An expensive "repair item while keeping the current enchantments" rune would be worthwhile for some enchanted tools, maybe something complex with lots of obsidian and a diamond block, requiring mushrooms and plants as part of it... Something a real PITA to put together. Since you can read signs, magic words written on signs could even be part of it. Then you could consume just the diamond, making the completed rune a fun thing to share.
OK, that last bit was more than a little off the wall. It's way past bedtime and I've obviously gotten a little incoherent. Goodnight.
[WARNING] Failed to handle packet: java.lang.ArrayIndexOutOfBoundsException: 202
java.lang.ArrayIndexOutOfBoundsException: 202
at rcn.a(rcn.java:43)
at rmm.a(rmm.java:1155)
at rmm.on_r(rmm.java:608)
at to.a(to.java:198)
at kt.a(NetServerHandler.java:382)
at ha.a(SourceFile:39)
at oo.b(SourceFile:272)
at kt.a(NetServerHandler.java:67)
at ep.a(NetworkListenThread.java:105)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:479)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:381)
at cu.run(SourceFile:457)
This appears whenever i right-click any right-clickable block (crafting table, furnace, chest, ...).
Vanilla 1.0.1, Latest Runecraft.
Monster Spawner Rune:
I'm glad you like my idea of for a monster spawner, as for your suggestion of moving the tiered block up so that you can "compress more monster spawners" it was my intention to make it so you can't create spawners so close to each other.
Cage Rune:
The issue I have is what would you use it for? If you use it on an enemy type they will despawn eventually. If you use it on a passive mob they won't despawn, but you can easily get passive mobs to follow you using wheat. If it is a Player, they could break out of the cage, but I guess it would make PvP interesting.
Snowball of Darkness:
I like the idea of a darkness rune, as for it's effect I think making a radius or cuboid set their light level to 0 or something. Kind like the lighting update bugs you get sometimes, maybe you could have it do something like that. But instead of having a time duration it could just last until there is a lighting update change.
Eggs of Thor:
The design is silly but there has been some suggestion for lighting strike runes, it would have to be fairly expensive since lightning can do damage and alter mobs dangerously.
Enhanced Snow Golem:
I think this would be difficult to make, there are already snow golems, but I haven't played with those yet.
Monster Attractor:
I believe the only use for this is to create a mob grinder, but there are conventional ways to do this. The suggested idea seems like it would be very computer intensive which would cause lag. A simpler version of this idea is to make a rune that works like the repulsor rune but attracts. But if you want to farm mobs, an easier way would be to implement the mob spawners and you can make your own mobs instead of attracting them.
Milk Rune:
You know I suggested a "Mystic Cake" rune a long time ago which would give you a cake when used.
Tool: Egg
= redstone torch
= Iron Block
= Sugar cane
= Tiered Block or Lapis Lazuli Block
= Wheat fully grown
When you right click the rune with the Egg (which will be thrown) The rune is consumed and drops a cake. The Tiered Block is flexible as to what we should use to balance the Rune I always like to suggest Lapis Lazuli Blocks for some reason.
@j.gilmore
I'm pretty sure the uncrafter turns diamond blocks into diamonds not diamond ore blocks.
As for Enchantment Transference I understand the desire to repair enchanted tools, but I think that is part of the balancing aspect of enchanting. Otherwise why would tools have the enchantment "Unbreaking" if you can just break, transfer, unbroken. But I could go for something like that for Runecraft enchantments, maybe.
As for Recycling enchantments for more XP I could go for that, I know it's so you can keep on re rolling until you get the enchantment you want, but a little kick back would be nice. I would suggest getting half the XP on the lowest end of the enchantment's range.
All this talk of enchanting made me think maybe it would be neat to have a giant enchanting table as a permanent rune, I'm not sure what to use it for yet, but I am enchanted O.o by the idea. The layout would look like this:
Top Layer:
Middle Layer:
Bottom Layer:
The Orange Block is flexible since it can't be seen from the outside so it could be used for what ever we want. The Red Block can be a few things, either obsidian to match the rest of the enchantment table, or Red Wool to match the table cloth of the enchantment table, or Redstone ore blocks to add to the magical power of the Giant enchantment table, but that's for the rune master to decide. There could be a consumable part of the rune where you could put Redstone dust on the table surface or something but that's another point of flexibility.
I'm having a problem getting this to work on my server. When I copy all the files to the .jar and try to start the server, it just flashes for a second then the window closes. Any ideas why this would be? I'm also using the Walled City mod, I wouldn't think that they would have any conflicts, but could it be possible?
To follow up with my problem starting the server after this is installed, if I don't overwrite the files that are copied I can start it, the files that are trying to be overwritten are: cn.class, kr.class, on.class, px.class, and qh.class. Is this a conflict between the two mods?
I fully understand that item durability is one of the major limitations of the enchantment system. This is IMHO, one of the major reasons that Golden tools are easier to enchant - they wear out much quicker, so a higher-power enchantment is limited further by durability.
However, an item repair (or enchantment transference) rune still makes sense provided it's expensive enough. I was thinking eight or twelve solid diamond blocks. It would be nice to be able to make it depend on the level of the enchantment though - a basic rune, with a pillar of diamond above/below it, the stronger the enchantment, the higher the pillar required to repair the tool. About one block per two XP levels maybe?
An enchantment transference rune could also be balanced by setting the durability of the destination item to the durability of the source item. It would still be useful to transfer from/to different types of tool. (But how to make it work on armor? Put them both in a chest?)
The magic beacon is a handy rune, and I use it alot. There are three problems with it: It's ugly, it requires redstone (so can't be used until you have redstone) and it's only useful on the surface.
I have a modified rune design in mind:
A two (or three) high pillar of ink, with a torch on every available surface of the top block.
It looks like a beacon (and I've made similar beacons, but much taller, before I had magic beacon to work with) and doesn't require redstone.
If it could be coded to "skip" existing stone when calculating it's height, that would be sufficient to make it quite useful underground, as you could mark a place and later find it from the surface and dig down to it.
It would also be cool (as in awesome) to have a modified compass rune that would point at the nearest magic beacon set by the player who activates it! Maybe make it so a compass rune made with tier 2 or higher points at the nearest player-created beacon? Give it a different final shape to emphasize the difference:
***
*
*
*
*
***
Monster spawner runes: Can we require that an existing monster spawner be repurposed? Include a 64 stack of the designating stuff in a chest (64 ender pearls, 64 bones, 64 spider eyes, 64 rotten flesh, 64 beef, etc)
This would allow an existing spawner to be harvested (via silk touch/uncrafter) moved, and reset to be the desired monster
Three new disabled-rune features could probably solve this without changing the format or signature:
enable multiworld ink / multiworld ink X -- if the tp/wp isn't made of one of these inks, it will be unable to teleport between worlds.
enable signature ink / signature ink X -- when enabled, any teleporter made of one of the signature inks will require that the waypoint be made of the exact same ink as if it was part of the signature. This would allow you to categorize waypoints/teleporters by ink.
I don't know how well these would solve your problem but they'd be easier to add than the alternative.
Ah, the one who makes amazing transmutation signatures returns! As usual I really like this signature and I think it's definitely an equivalent exchange-- it's painful to realize that this is probably going to be the first of your ideas implemented if I don't forget, seeing as how the others were great as well. Feel free to continue resurrecting any of them, if they're not implemented yet it's probably not because they were bad ideas, but because they were buried and forgotten. These are exactly the kind of runes that are really easy to add between updates.
I can't either-- it wouldn't be if it weren't for Zeerix. Or at the very least it would be ported much, much more slowly. I don't really have the time or enthusiasm to put much work into the project anymore, and Zeerix is always there to keep it going when I'm not. My first real lapse from the project was probably the halloween update-- the fact that the nether seemed to make teleporters less useful combined with the fact that pretty much all of my supporters disappeared (FrostyWolf's leave was the hardest to recover from) left me not really caring or wanting to work on it anymore. Then Zeerix came along and managed to unscramble and re-port my spaghetti to the halloween-update engine, and added a rune or two in the process-- I was so impressed that now he is the co-developer for the mod, doing more actual work on it these days than I do. So yeah, thank Zeerix that it's still thriving, it's because of him that I'm still active.
My Server Mods:
Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes.
Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
I'll hopefully be able to do it over the weekend.
My Server Mods:
Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes.
Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
Maybe we should talk about more of the ideas I've had in a different medium than the forums. Something a little quicker than, I post something one day and you get to see it two days later. Maybe sometime on Saturday or something, send me a PM if you're interested in something a little more real time.
I'll see what old ideas I can dig up.
I thought each state of weather should be a different rune, and you can have the restrictions you have on the change time day runes if you would like, but as for design I propose the following. Each state is represented by the blocks of the different ores arranged in the same pattern. The pattern I suggest is my favorite but can be changed for balance or aesthetics.
Iron Block: Clear Skies
Lapis Block: Rain/Snow
Gold Block: Thunder Storm
Diamond Block: Dry Lightning
These four runes can be separated and arranged any way you like so you don't have to have all four to complete the rune.
I know these are pretty expensive but it's to make things difficult for anyone to just make.
The design I like is in the following images, it's a 3x3 square with a block under, and two blocks over, I was kinda thinking it would look like an elemental crystal.
Hurray... testing it on our server, will tell you if there are any problems.
My Server Mods:
Runecraft SMP Server Mod - java class replacer for SMP which adds magic runes.
Llamacraft SMP Server Mod - bucket fix, lava nerf, etc.
EDIT:
ooooh ok. Thats y u no update. :wink.gif:
I do believe I suggested a mob spawner rune not too long ago, which you might be referring to. And I was debating on having soul sand in the center of that rune too, but I decided it's not that difficult to get soul sand and I was trying to make it difficult to make a spawner.
I tried to make the rune the same shape for all the mobs to make it simple and easy to expand, when most mob spawner suggestions usually are "draw a picture of the mob you want". I was thinking of using tiered blocks to try and balance the diffuculty of the mobs, but I just ran out of room, and tiers a little broken when it comes to determining difficulty to obtain.
As for your idea of exploding the rune death isn't really a penalty, and an explosion which breaks things you can simply build around the rune after the spawner is created. As for rune destruction there is some merit in adding risk to losing materials. Which brings me to using probability, I personally don't like using probability of rune success, especially if it's tier based, because you would have to know the relative worth of each tier. But, since the tiers are always balanced it is difficult to assign this worth between them. Also, most tiers are not the same amount from each other. For example you could use wood tier 1 at 10% ten times and it wouldn't be considered the same effort as diamond blocks for tier 6 at 100%. Although, adding the risk of losing mossy cobble does balance this a bit, I feel the randomness is adding complexity unnecessarily.
All in all I like your enthusiasm and creativity, I just don't agree with this rune design.
Also, did anyone see my post on suggested weather runes or did it fall off the "last page" and was completely over looked?
I don't know how much of a problem it really is, as a "fortune" pickaxe it hard to come by (I've been trying to make one for hours now, no luck yet)
IMHO, we should bind all runes to the specific item where possible. I understand that that's not the way it's done. The way it is done now (rune is tied to item type) was selected because we couldn't bind to a specific item. That's not true anymore, and I see no reason to continue the old way. Sure it's a change, but it's a new version! There's expected to be changes with the 1.0 release. Eventually, I expect there will be code to support tracking of all items individually (thus forcing them to not stack) and then everybody will be able to have their "wand of cold" etc. that has been requested and requested and requested again.
The "engraver" rune could then be repurposed to transfer enchantments: activate it once with an enchanted item, item becomes unenchanted. Activate it again and enchantment is transfered to the new item. Problem: unbalancing, as durability is one of the major limitations of enchantments. From the description of "Enchantment swap" this is what it does already anyway though, right? It just requires two people. Or does that work only with runes? I haven't tested it.
Hows about a rune to destroy enchantments and recover (some of) the XP that went into them? Half of the XP would probably be reasonable, which would translate to about 3/4 of the levels (as higher levels take more xp) Counting from zero of course, so if you still have a XP level left after enchanting the item, you'd get less than the 3/4 back.
The enchantment table surrounded by bookshelves is like a primitive little rune, isn't it? Cute. I wonder if we could create different effects by putting diamond blocks (yeah! crystal balls!) around it as well as bookshelves. How much can you interfere with the enchantment process? Control which enchantments are selected? Allow the player to see what the enchantment will be before they commit to it? Control the words displayed next to the enchantment?
An expensive "repair item while keeping the current enchantments" rune would be worthwhile for some enchanted tools, maybe something complex with lots of obsidian and a diamond block, requiring mushrooms and plants as part of it... Something a real PITA to put together. Since you can read signs, magic words written on signs could even be part of it. Then you could consume just the diamond, making the completed rune a fun thing to share.
OK, that last bit was more than a little off the wall. It's way past bedtime and I've obviously gotten a little incoherent. Goodnight.
This appears whenever i right-click any right-clickable block (crafting table, furnace, chest, ...).
Vanilla 1.0.1, Latest Runecraft.
Monster Spawner Rune:
I'm glad you like my idea of for a monster spawner, as for your suggestion of moving the tiered block up so that you can "compress more monster spawners" it was my intention to make it so you can't create spawners so close to each other.
Cage Rune:
The issue I have is what would you use it for? If you use it on an enemy type they will despawn eventually. If you use it on a passive mob they won't despawn, but you can easily get passive mobs to follow you using wheat. If it is a Player, they could break out of the cage, but I guess it would make PvP interesting.
Snowball of Darkness:
I like the idea of a darkness rune, as for it's effect I think making a radius or cuboid set their light level to 0 or something. Kind like the lighting update bugs you get sometimes, maybe you could have it do something like that. But instead of having a time duration it could just last until there is a lighting update change.
Eggs of Thor:
The design is silly but there has been some suggestion for lighting strike runes, it would have to be fairly expensive since lightning can do damage and alter mobs dangerously.
Enhanced Snow Golem:
I think this would be difficult to make, there are already snow golems, but I haven't played with those yet.
Monster Attractor:
I believe the only use for this is to create a mob grinder, but there are conventional ways to do this. The suggested idea seems like it would be very computer intensive which would cause lag. A simpler version of this idea is to make a rune that works like the repulsor rune but attracts. But if you want to farm mobs, an easier way would be to implement the mob spawners and you can make your own mobs instead of attracting them.
Milk Rune:
You know I suggested a "Mystic Cake" rune a long time ago which would give you a cake when used.
Tool: Egg
= redstone torch
= Iron Block
= Sugar cane
= Tiered Block or Lapis Lazuli Block
= Wheat fully grown
When you right click the rune with the Egg (which will be thrown) The rune is consumed and drops a cake. The Tiered Block is flexible as to what we should use to balance the Rune I always like to suggest Lapis Lazuli Blocks for some reason.
@j.gilmore
I'm pretty sure the uncrafter turns diamond blocks into diamonds not diamond ore blocks.
As for Enchantment Transference I understand the desire to repair enchanted tools, but I think that is part of the balancing aspect of enchanting. Otherwise why would tools have the enchantment "Unbreaking" if you can just break, transfer, unbroken. But I could go for something like that for Runecraft enchantments, maybe.
As for Recycling enchantments for more XP I could go for that, I know it's so you can keep on re rolling until you get the enchantment you want, but a little kick back would be nice. I would suggest getting half the XP on the lowest end of the enchantment's range.
All this talk of enchanting made me think maybe it would be neat to have a giant enchanting table as a permanent rune, I'm not sure what to use it for yet, but I am enchanted O.o by the idea. The layout would look like this:
Top Layer:
Middle Layer:
Bottom Layer:
The Orange Block is flexible since it can't be seen from the outside so it could be used for what ever we want. The Red Block can be a few things, either obsidian to match the rest of the enchantment table, or Red Wool to match the table cloth of the enchantment table, or Redstone ore blocks to add to the magical power of the Giant enchantment table, but that's for the rune master to decide. There could be a consumable part of the rune where you could put Redstone dust on the table surface or something but that's another point of flexibility.
Yes, there is one.
However, an item repair (or enchantment transference) rune still makes sense provided it's expensive enough. I was thinking eight or twelve solid diamond blocks. It would be nice to be able to make it depend on the level of the enchantment though - a basic rune, with a pillar of diamond above/below it, the stronger the enchantment, the higher the pillar required to repair the tool. About one block per two XP levels maybe?
An enchantment transference rune could also be balanced by setting the durability of the destination item to the durability of the source item. It would still be useful to transfer from/to different types of tool. (But how to make it work on armor? Put them both in a chest?)
The magic beacon is a handy rune, and I use it alot. There are three problems with it: It's ugly, it requires redstone (so can't be used until you have redstone) and it's only useful on the surface.
I have a modified rune design in mind:
A two (or three) high pillar of ink, with a torch on every available surface of the top block.
It looks like a beacon (and I've made similar beacons, but much taller, before I had magic beacon to work with) and doesn't require redstone.
If it could be coded to "skip" existing stone when calculating it's height, that would be sufficient to make it quite useful underground, as you could mark a place and later find it from the surface and dig down to it.
It would also be cool (as in awesome) to have a modified compass rune that would point at the nearest magic beacon set by the player who activates it! Maybe make it so a compass rune made with tier 2 or higher points at the nearest player-created beacon? Give it a different final shape to emphasize the difference:
Monster spawner runes: Can we require that an existing monster spawner be repurposed? Include a 64 stack of the designating stuff in a chest (64 ender pearls, 64 bones, 64 spider eyes, 64 rotten flesh, 64 beef, etc)
This would allow an existing spawner to be harvested (via silk touch/uncrafter) moved, and reset to be the desired monster