Is there a chart of which levels are best for getting enchantments from this mod? If so can someone link me or post it here? Thanks
No chart exists yet. The level should be around that of fire aspect for all enchantments. the ones with three levels are 5 common and the one with ones are 1 common. (silk touch is also 1)
Its the same on our server i made a couple of test and when i only add More Swords Mod when im not shift click craft my items the item is called Somethings Wrong.
What would be neat is a set of mob-themed blades - as linked enchantments, it would be pretty neat if they could do superior damage to the mob type after which they are themed, but as a small drawback, they have slightly reduced damage against other mobs.
Another sword that would be useful is one that can only damage hostile entities and has no effect against passive mobs except for perhaps a particle effect or damage-free knockback - that way if you have to fight off a spider in your animal farm, you don't have to worry about killing off your farm in self-defense.
Rollback Post to RevisionRollBack
Zenko-Kyuubi of Frozen Sentiment, Kitaen Vallaus Riviern'kirsa Fauxlorin Silva, owner of Ghost X Machina Multimedia.
What would be neat is a set of mob-themed blades - as linked enchantments, it would be pretty neat if they could do superior damage to the mob type after which they are themed, but as a small drawback, they have slightly reduced damage against other mobs.
Another sword that would be useful is one that can only damage hostile entities and has no effect against passive mobs except for perhaps a particle effect or damage-free knockback - that way if you have to fight off a spider in your animal farm, you don't have to worry about killing off your farm in self-defense.
Lol or you could just tame yourself a few wolves, and they would take care of the spider after it attacks you, or you attack it, with no damage to your farm animals.
What would be neat is a set of mob-themed blades - as linked enchantments, it would be pretty neat if they could do superior damage to the mob type after which they are themed, but as a small drawback, they have slightly reduced damage against other mobs.
Another sword that would be useful is one that can only damage hostile entities and has no effect against passive mobs except for perhaps a particle effect or damage-free knockback - that way if you have to fight off a spider in your animal farm, you don't have to worry about killing off your farm in self-defense.
My ideas concerning this are:
-Blade of Sacrifice
crafted with a blaze rod in the bottom left, 1 glowstone in the middle, a soul sand in the top right, 2 gold ingots in the other corners and rotten flesh filling the gaps.
This surprisingly can't hurt zombies at all, but it insta-halves the health of any non-undead entity and afflicts it with Wither I for a minute, effectively killing them. By charging (R-Click), you can potentially afflict all living entities within 3 chunks with Wither II.
"But this is so OP!" the catch is that for any entity you use this on, you lose 3 hearts and cannot get them back without Golden Apples (now crafted with 9 gold nuggets), and when fully charged, the blade will leave you with Mining Fatigue 2, Nausea, Hunger and Wither I until you die. (Better have plenty of chests with you!) You can stop this effect by consuming an enchanted golden apple.
Some users don't necessarily partake of the taming aspect, and others simply can't obtain wolves due to other mods which may remove them, their ability to spawn, their ability to be tamed, or map constraints. I personally fall under both - I enjoy Skyblock maps, which removes a huge portion of ability for wolf spawning to begin with, and even then I really don't care about having a bunch of barking and panting wolves taking up space in and around my builds - especially while I work on them where they only end up being a source of escalating fury.
I actually like the concept to a degree. I question having it be a permanent impact on health capacity until a specific, high-cost item is consumed, though I would personally reserve criticism on this concept until having an ability to actually try it out. Balancing could come after the actual proof of concept.
Rollback Post to RevisionRollBack
Zenko-Kyuubi of Frozen Sentiment, Kitaen Vallaus Riviern'kirsa Fauxlorin Silva, owner of Ghost X Machina Multimedia.
Its the same on our server i made a couple of test and when i only add More Swords Mod when im not shift click craft my items the item is called Somethings Wrong.
Yep, as I mentioned on twitter, some of my experimental code made its way into the latest download. This is a side effect of me being pressured into releasing downloads before they are fully ready. A fixed build can be found here. I have been using this build on my own server. Very stable.
What would be neat is a set of mob-themed blades - as linked enchantments, it would be pretty neat if they could do superior damage to the mob type after which they are themed, but as a small drawback, they have slightly reduced damage against other mobs.
Another sword that would be useful is one that can only damage hostile entities and has no effect against passive mobs except for perhaps a particle effect or damage-free knockback - that way if you have to fight off a spider in your animal farm, you don't have to worry about killing off your farm in self-defense.
Lol or you could just tame yourself a few wolves, and they would take care of the spider after it attacks you, or you attack it, with no damage to your farm animals.
crafted with a blaze rod in the bottom left, 1 glowstone in the middle, a soul sand in the top right, 2 gold ingots in the other corners and rotten flesh filling the gaps.
This surprisingly can't hurt zombies at all, but it insta-halves the health of any non-undead entity and afflicts it with Wither I for a minute, effectively killing them. By charging (R-Click), you can potentially afflict all living entities within 3 chunks with Wither II.
"But this is so OP!" the catch is that for any entity you use this on, you lose 3 hearts and cannot get them back without Golden Apples (now crafted with 9 gold nuggets), and when fully charged, the blade will leave you with Mining Fatigue 2, Nausea, Hunger and Wither I until you die. (Better have plenty of chests with you!) You can stop this effect by consuming an enchanted golden apple.
Some users don't necessarily partake of the taming aspect, and others simply can't obtain wolves due to other mods which may remove them, their ability to spawn, their ability to be tamed, or map constraints. I personally fall under both - I enjoy Skyblock maps, which removes a huge portion of ability for wolf spawning to begin with, and even then I really don't care about having a bunch of barking and panting wolves taking up space in and around my builds - especially while I work on them where they only end up being a source of escalating fury.
I actually like the concept to a degree. I question having it be a permanent impact on health capacity until a specific, high-cost item is consumed, though I would personally reserve criticism on this concept until having an ability to actually try it out. Balancing could come after the actual proof of concept.
I'm loving all the new suggestions for this mod and am suprised there isnt a big mod pack with it (I think so anyways)
Those are some interesting ideas however I am not sure how well they fit with the over all style of the mod. Right now the formula is 1 sword based around a specific theme and then two enchantments based around the theme, one being a 3 tier effect, the other being a tier 1 effect. From most of your suggestions it sounds like these would be items better suited for a mod like a thaumcraft addon. And it just so happens I am working on a WIP Thaumcraft addon
The Meaning of Life, the Universe, and Everything.
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in 1.7.10+ advanced enchantment table doesnt repair anymore.. :s and i'm pretty sure you can repair all the swords with a anvil with an item that was used to make it.. adminium ark = bedrock .. etc
Can you re add the old swords that you had before? like the bone sword and the blood sword?
No, I removed the old swords because I did not like them. Some of the swords however were re-branded. For example Glass Sword -> Crystalline Blade and Vampire Sword -> Vampiric Blade
When a Mob is struck, it will catch fire (Fire Aspect III)
Holding R-Click will turn the sky to Thunder, and releasing will strike all mobs within 2 chunks of yours with Lightning at the cost of 4.5 hearts which cannot be regenerated for 45 seconds afterwards. Any and all creepers (charged or not) will be scared of you, running away like they do with cats.
While equipped, you have a very high chance of being struck by lightning in thunderstorms, dealing 2.5 hearts of damage and setting you on fire. This supercharges your sword to 12 damage for 60 seconds.
The blade itself is massive, so you will naturally be encumbered with Mining Fatigue and Slowness, but when struck by Lightning, you get Haste and Speed for 15 seconds.
WHat?! why did you take them out! we liked the old swords! these new ones suck and the recipes for them are impossible to get! how the hell are we suppose to make most of these in survival mode?
+10 Damage
+2 Speed
(If thaumcraft is installed.) 5% Vis Discount (In hand)
I'd like this version to be backward compatible to 1.6 and 1.7.2
Egypt's Bane. (Requires Thau-steel sword to make.)
+20 damage
+4 Speed
+1% Armor
5% Vis Discount.
No chart exists yet. The level should be around that of fire aspect for all enchantments. the ones with three levels are 5 common and the one with ones are 1 common. (silk touch is also 1)
Farewell everyone o/
Another sword that would be useful is one that can only damage hostile entities and has no effect against passive mobs except for perhaps a particle effect or damage-free knockback - that way if you have to fight off a spider in your animal farm, you don't have to worry about killing off your farm in self-defense.
Zenko-Kyuubi of Frozen Sentiment, Kitaen Vallaus Riviern'kirsa Fauxlorin Silva, owner of Ghost X Machina Multimedia.
Lol or you could just tame yourself a few wolves, and they would take care of the spider after it attacks you, or you attack it, with no damage to your farm animals.
My ideas concerning this are:
-Blade of Sacrifice
crafted with a blaze rod in the bottom left, 1 glowstone in the middle, a soul sand in the top right, 2 gold ingots in the other corners and rotten flesh filling the gaps.
This surprisingly can't hurt zombies at all, but it insta-halves the health of any non-undead entity and afflicts it with Wither I for a minute, effectively killing them. By charging (R-Click), you can potentially afflict all living entities within 3 chunks with Wither II.
"But this is so OP!" the catch is that for any entity you use this on, you lose 3 hearts and cannot get them back without Golden Apples (now crafted with 9 gold nuggets), and when fully charged, the blade will leave you with Mining Fatigue 2, Nausea, Hunger and Wither I until you die. (Better have plenty of chests with you!) You can stop this effect by consuming an enchanted golden apple.
@ Palin_Tishnar:
=============
Some users don't necessarily partake of the taming aspect, and others simply can't obtain wolves due to other mods which may remove them, their ability to spawn, their ability to be tamed, or map constraints. I personally fall under both - I enjoy Skyblock maps, which removes a huge portion of ability for wolf spawning to begin with, and even then I really don't care about having a bunch of barking and panting wolves taking up space in and around my builds - especially while I work on them where they only end up being a source of escalating fury.
================
@ DrCheeseburger:
================
I actually like the concept to a degree. I question having it be a permanent impact on health capacity until a specific, high-cost item is consumed, though I would personally reserve criticism on this concept until having an ability to actually try it out. Balancing could come after the actual proof of concept.
Zenko-Kyuubi of Frozen Sentiment, Kitaen Vallaus Riviern'kirsa Fauxlorin Silva, owner of Ghost X Machina Multimedia.
ZallCaTor's Sprite Ordering Service. is awesome too
Is my RPG answerI guess
Did it work?
welcome to Cursebound
Yep, as I mentioned on twitter, some of my experimental code made its way into the latest download. This is a side effect of me being pressured into releasing downloads before they are fully ready. A fixed build can be found here. I have been using this build on my own server. Very stable.
Farewell everyone o/
Those are some interesting ideas however I am not sure how well they fit with the over all style of the mod. Right now the formula is 1 sword based around a specific theme and then two enchantments based around the theme, one being a 3 tier effect, the other being a tier 1 effect. From most of your suggestions it sounds like these would be items better suited for a mod like a thaumcraft addon. And it just so happens I am working on a WIP Thaumcraft addon
Farewell everyone o/
No, I removed the old swords because I did not like them. Some of the swords however were re-branded. For example Glass Sword -> Crystalline Blade and Vampire Sword -> Vampiric Blade
Farewell everyone o/
Recipe: See attachment.
DMG: 8 ([] [] [] [])
When a Mob is struck, it will catch fire (Fire Aspect III)
Holding R-Click will turn the sky to Thunder, and releasing will strike all mobs within 2 chunks of yours with Lightning at the cost of 4.5 hearts which cannot be regenerated for 45 seconds afterwards. Any and all creepers (charged or not) will be scared of you, running away like they do with cats.
While equipped, you have a very high chance of being struck by lightning in thunderstorms, dealing 2.5 hearts of damage and setting you on fire. This supercharges your sword to 12 damage for 60 seconds.
The blade itself is massive, so you will naturally be encumbered with Mining Fatigue and Slowness, but when struck by Lightning, you get Haste and Speed for 15 seconds.