On the part of the experience mechanic and the Mind Stone, why not make something a little different?
An Experience Buffer (if only I had one of these at school - looks like a book, with a design that makes it appear that it stores knowledge), when in your inventory, would store all experience gained after level 30. When you pick up excess experience, it would be drawn into the buffer using the combined knowledge of many alkahest tombs. When the levels are used up through enchanting, the buffer would release and fill up your experience up to level 30, depending on the remaining experience in the buffer. The EXP could be stored either inside the damage value of the item, which would both give a good guage of the experience stored, and could allow upgrades on the capacity, aswell as allowing the "selling" of your experience.
I don't know - just my two cents!
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
Loving the ideas, thanks for the comments, guys. I'm INCREDIBLY overwhelmed with work-related stuff and I'm finding the lack of downtime somewhat disturbing.
I'm sorry for the lack of 1.4.6 download, please don't wait on my account. It might take me a few days to get to a stopping point.
I'll have to write some of these ideas down -
#1 Bring back the lidless eye - I loved the lidless eye, I completely forgot about it. I'd love to bring it back. ;D
#2 Experience buffer - do want. If I'm going to be stopping at level 30 manually, a book that automatically stores experience orbs above 30 would just.. ugh. It would rock. It also would still penalize you for dying (unlike the mindstone), which makes it slightly more interesting.
#3 - comment on the glowstone thing, you're right about one thing, I love using glowstone dust as a catalyst item, but I wouldn't say it's because it's hard to acquire. It can be a PITA, sure, but it's definitely plentiful. My reason for using glowstone dust is 1) tiering [nether requirement], 2) danger [nether requirement] and 3) the mechanics of the altar of alkahestry make the glowstone aggregators of EE1 look like broken ATMs. Realizing how bad the aggregators/collectors were, I made something that DOES, in fact, require manual breaking. Even if you have redpower 2, the returns are relatively minimal. I was actually shooting for something that punished you for automation (ie.. can't automate without loss, thus, no point automating). I'm still considering re-implementing this. However, it would necessitate the use of a fortune pick to make the altars worth it to use. Thoughts?
Good ideas, guys, and thanks for taking an interest.
Ps - way of time, I hear you're a wizard with Forth. You need to teach me some things XD
I think that the strong point of this mod is the golden tools focus. Making golden tools useful, but with different gameplay challenges is brilliant. I'd personally love to see you clean up that part of the mod to perfection.
As for the experience buffer, I like it, but I'd like it to be more involved than just a book, however costly it is. Maybe something that is hard to store?
I imagine experience storage blocks that store, say, 10 levels worth of exp. If you have more than 1 level of exp, it drains into the block, until you have 1, if you have less than 1 level, it drains out of the block into you, until you have 1. Adding multiple blocks together in a certain range makes it stack. So, if you make a room with 30 of these blocks, they will equalize your level to exactly 30. If you are over 30, experience drains into the blocks, if you are under, the blocks give you experience.
That way, you could set up rooms for 15 levels, 30 levels, whatever and run inside to equalize your level to that.
By the way, something that I'd love to see implemented in this...
...
Okay, This WILL end up veering worryingly close to EE, but...Hear me out. The Mercurial Eye was my absoloute, 100% favouritest thing in the entire world, and I'd love to see it make a return. Instead of EMC, it could use blocks directly from your inventory itself. So, not a generator of blocks like the old one was, but simply a building tool.
Please?
Rollback Post to RevisionRollBack
Resident Thaumaturge cake-dragon at your service o:
#3 - ..... it would necessitate the use of a fortune pick to make the altars worth it to use. Thoughts?
I'm not one to advertise mods on other moder's pages, but Enchanting Plus (not mine) is a good mod if your tired of dealing with the bs randomness that is the enchanting in minecraft. This mod turns the enchanting table gui into a slide bar with a cost system, the better the enchants, the more xp it costs. it also has a system to repair things and transfer enchantments, also remove them or re-enchanting, but i personaly havent tinkered around with that so i cant explain how that works much. i just like the sliders! (link below)
also, xeno, love the work you do and can't wait for an update so i can put this on my server, those wisps are getting out of hand! but seriously take your time man, no rush, I can poke them with the zapping wand, just much less fun than just shooting them.
Loving the ideas, thanks for the comments, guys. I'm INCREDIBLY overwhelmed with work-related stuff and I'm finding the lack of downtime somewhat disturbing.
I'm sorry for the lack of 1.4.6 download, please don't wait on my account. It might take me a few days to get to a stopping point.
I'll have to write some of these ideas down -
#1 Bring back the lidless eye - I loved the lidless eye, I completely forgot about it. I'd love to bring it back. ;D
#2 Experience buffer - do want. If I'm going to be stopping at level 30 manually, a book that automatically stores experience orbs above 30 would just.. ugh. It would rock. It also would still penalize you for dying (unlike the mindstone), which makes it slightly more interesting.
#3 - comment on the glowstone thing, you're right about one thing, I love using glowstone dust as a catalyst item, but I wouldn't say it's because it's hard to acquire. It can be a PITA, sure, but it's definitely plentiful. My reason for using glowstone dust is 1) tiering [nether requirement], 2) danger [nether requirement] and 3) the mechanics of the altar of alkahestry make the glowstone aggregators of EE1 look like broken ATMs. Realizing how bad the aggregators/collectors were, I made something that DOES, in fact, require manual breaking. Even if you have redpower 2, the returns are relatively minimal. I was actually shooting for something that punished you for automation (ie.. can't automate without loss, thus, no point automating). I'm still considering re-implementing this. However, it would necessitate the use of a fortune pick to make the altars worth it to use. Thoughts?
Good ideas, guys, and thanks for taking an interest.
Ps - way of time, I hear you're a wizard with Forth. You need to teach me some things XD
1. No idea what that is.
2. Would love this as well. If you really want to do something strange- Liquid EXP and storage tanks. (Liquid API \o/)
3. I'd be ok with a Fortune Pick being required for any real gain. Gives a use for Fortune (Or Silk Touch and another mod) besides typical mining. Mods don't seem to use enchants enough as a tiering system.
By the way, something that I'd love to see implemented in this...
...
Okay, This WILL end up veering worryingly close to EE, but...Hear me out. The Mercurial Eye was my absoloute, 100% favouritest thing in the entire world, and I'd love to see it make a return. Instead of EMC, it could use blocks directly from your inventory itself. So, not a generator of blocks like the old one was, but simply a building tool.
Please?
Been thinking about this as well. If X3n0 was to add it, it would probably require having the blocks with you (no making it out of thin air) and requiring glowstone to be placed.
Something like 1 Glowstone Dust = 4 Blocks placed, or some such.
Rossmallo, so you want an item that takes blocks from your inventory and places them? There is a much easier method of doing this. Instead of crafting some sort of special item, you take the blocks you want to place and put them in you "hotbar". From there you can select the item and right click to place it. [/sarcasm]
Suggestion: Fuse bullets that set off anything explosive they collide with (creepers, TNT, etc). Creepers would drop their loot, unlike when they voluntarily explode.
Suggestion (if interested in working with Thaumcraft): Magic-infused bullets that are made with Thaumium. They would deal tons of damage to magical creatures (Blazemen, Ghasts, Thaumcraft Wisps to name some), and only standard bullet damage to normal monsters.
You may want to rethink the bullet recipes for the handgun, they are incredibly expensive. We have Balkon's Weapon Mod installed and it is much more cost effective (and far more lethal per-shot) to make a Crossbow and some bolts.
I'd like to be able to fire it as fast as I can click, similar to a real semi-auto. When I get surrounded by creepers (and each one takes 2 shots to kill), I'd like to be able to dump the mag as quick as possible.
Speaking of dumping mags, Would it be possible to have a magazine-swap system so you could swap a partially empty mag with a full one by holding right-click? The only difference this would have from reloading when empty is you'd get a partially filled magazine back. Along with this, the handgun should prefer to load the most full magazine, and also have the ability to fill a partially full mag by crafting it with the appropriate bullets. This would make it a lot more of a practical and logical weapon, because you could arrange the ammo in your inventory in such a way to have a normal mag in it, but then something scary pops up and you reload with a backup nether-bullet mag (or something like that).
It's a very fun weapon but I'm afraid it's going to get ditched on the server in favor of the less expensive weapons (the ammo is pretty expensive too. Gunpowder isn't a problem, nor is gold, but the iron flies by when you are playing with pretty much any other mod (lots of mods use lots of iron). I'm happy with the expense of the handgun, because that would prevent players from making several of them so they could continuously shoot without reloading.
Rossmallo, so you want an item that takes blocks from your inventory and places them? There is a much easier method of doing this. Instead of crafting some sort of special item, you take the blocks you want to place and put them in you "hotbar". From there you can select the item and right click to place it. [/sarcasm]
Suggestion: Fuse bullets that set off anything explosive they collide with (creepers, TNT, etc). Creepers would drop their loot, unlike when they voluntarily explode.
Suggestion (if interested in working with Thaumcraft): Magic-infused bullets that are made with Thaumium. They would deal tons of damage to magical creatures (Blazemen, Ghasts, Thaumcraft Wisps to name some), and only standard bullet damage to normal monsters.
You may want to rethink the bullet recipes for the handgun, they are incredibly expensive. We have Balkon's Weapon Mod installed and it is much more cost effective (and far more lethal per-shot) to make a Crossbow and some bolts.
I'd like to be able to fire it as fast as I can click, similar to a real semi-auto. When I get surrounded by creepers (and each one takes 2 shots to kill), I'd like to be able to dump the mag as quick as possible.
Speaking of dumping mags, Would it be possible to have a magazine-swap system so you could swap a partially empty mag with a full one by holding right-click? The only difference this would have from reloading when empty is you'd get a partially filled magazine back. Along with this, the handgun should prefer to load the most full magazine, and also have the ability to fill a partially full mag by crafting it with the appropriate bullets. This would make it a lot more of a practical and logical weapon, because you could arrange the ammo in your inventory in such a way to have a normal mag in it, but then something scary pops up and you reload with a backup nether-bullet mag (or something like that).
It's a very fun weapon but I'm afraid it's going to get ditched on the server in favor of the less expensive weapons (the ammo is pretty expensive too. Gunpowder isn't a problem, nor is gold, but the iron flies by when you are playing with pretty much any other mod (lots of mods use lots of iron). I'm happy with the expense of the handgun, because that would prevent players from making several of them so they could continuously shoot without reloading.
Looking forward to playing in 1.4.6!
Balkons crossbow bolts don't "seek" and when you are killing wisps they are a right PITA to hit with a bow\crossbow, creepers\zombies\skellies\etc that will hold still and let you smack em right upside the head are much more effectively killed that way anyways
Balkons crossbow bolts don't "seek" and when you are killing wisps they are a right PITA to hit with a bow\crossbow, creepers\zombies\skellies\etc that will hold still and let you smack em right upside the head are much more effectively killed that way anyways
Perhaps, but Wisps are downright simple (and extremely cheap) to kill with a Blunderbuss. And if you find a Barrow Den, it's mighty easy to kill 3-4 at a time if you line them up right.
My point was that I wish there was some way for using the pistol for defense from creepers specifically. 2 shot kill is not fast enough in most cases, either you need to be able to pop off 2 shots as fast as you can click OR there needs to be special anti-creeper ammo.
Perhaps, but Wisps are downright simple (and extremely cheap) to kill with a Blunderbuss. And if you find a Barrow Den, it's mighty easy to kill 3-4 at a time if you line them up right.
My point was that I wish there was some way for using the pistol for defense from creepers specifically. 2 shot kill is not fast enough in most cases, either you need to be able to pop off 2 shots as fast as you can click OR there needs to be special anti-creeper ammo.
Well why would he have to balance his mod around another persons true there are easier ways to do everything but then again you can also just cheat everything in and boom no need to kill anything. Some people like the challenge, also it will be hard to try and balance it against other mods since everything is already really damn expensive lol.
I love all the items from this mod, the torch placing sojurners staff in particular. I was thinking I would also suggest an item for you to consider. The crystal skull, an item that allows you to travel to ANY dimension as long as you know the ID number/name of said dimension. It could take you to the nether/end obviously (and thus should probably be crafted with end stone in some way) but I would like an item that could also take you to the twilight forest or get you into any mystcraft age. Not sure how difficult that would be to implement, just thought it would be a neat thing to have
Loving the ideas, thanks for the comments, guys. I'm INCREDIBLY overwhelmed with work-related stuff and I'm finding the lack of downtime somewhat disturbing.
I'm sorry for the lack of 1.4.6 download, please don't wait on my account. It might take me a few days to get to a stopping point.
I'll have to write some of these ideas down -
#1 Bring back the lidless eye - I loved the lidless eye, I completely forgot about it. I'd love to bring it back. ;D
#2 Experience buffer - do want. If I'm going to be stopping at level 30 manually, a book that automatically stores experience orbs above 30 would just.. ugh. It would rock. It also would still penalize you for dying (unlike the mindstone), which makes it slightly more interesting.
#3 - comment on the glowstone thing, you're right about one thing, I love using glowstone dust as a catalyst item, but I wouldn't say it's because it's hard to acquire. It can be a PITA, sure, but it's definitely plentiful. My reason for using glowstone dust is 1) tiering [nether requirement], 2) danger [nether requirement] and 3) the mechanics of the altar of alkahestry make the glowstone aggregators of EE1 look like broken ATMs. Realizing how bad the aggregators/collectors were, I made something that DOES, in fact, require manual breaking. Even if you have redpower 2, the returns are relatively minimal. I was actually shooting for something that punished you for automation (ie.. can't automate without loss, thus, no point automating). I'm still considering re-implementing this. However, it would necessitate the use of a fortune pick to make the altars worth it to use. Thoughts?
Good ideas, guys, and thanks for taking an interest.
Ps - way of time, I hear you're a wizard with Forth. You need to teach me some things XD
I wouldn't say that I was an absolute wizard at Forth, I'm sure that Elo is a much better person at it (still haven't heard her reaction to it yet, though she doesn't say much anyways, right?) I'd probably need to be on a server and walk you through to teach you some of the finer points, but the main thing with Forth is this - like most code, you have to visualize what you want to do, and then try to find a work around to get it in.
Anyways, enough of Forth! On the part of the liquid EXP, I'm not too sure on how helpful it would be compared to some form of buffer - unless you have some sort of station that drains or inserts the EXP into you until it reaches lvl 30. I could imagine the farms people would make just to get a full railcraft tank of liquid exp...
Rollback Post to RevisionRollBack
Life sometimes hits people hard ... sometimes you do better getting back up again than not getting hit at all. -WayofTime
I wouldn't say that I was an absolute wizard at Forth, I'm sure that Elo is a much better person at it (still haven't heard her reaction to it yet, though she doesn't say much anyways, right?) I'd probably need to be on a server and walk you through to teach you some of the finer points, but the main thing with Forth is this - like most code, you have to visualize what you want to do, and then try to find a work around to get it in.
Anyways, enough of Forth! On the part of the liquid EXP, I'm not too sure on how helpful it would be compared to some form of buffer - unless you have some sort of station that drains or inserts the EXP into you until it reaches lvl 30. I could imagine the farms people would make just to get a full railcraft tank of liquid exp...
But a pretty sparkly goldy-green tank of liquid xp would be nice wouldn't it?.....
There are already mods that add forms of storing xp, what I'm more interested in is some kind of way to gain xp. More and more mods are using xp as an important component, and I feel like there should be some kind of balanced xp gaining mechanic in this mod.
i want to make a magic vs tech series on youtube because thaumcraft and ee add no weapons and ars magica is not compatible factoration aka 1.4.7/6 please.
i want to make a magic vs tech series on youtube because thaumcraft and ee add no weapons and ars magica is not compatible factoration aka 1.4.7/6 please.
Modders are humans, and have full control over the mod. The mod will be updated when X3n0 decides to. I'm sure the next update will be worth the wait, so please wait patiently.
Modders are humans, and have full control over the mod. The mod will be updated when X3n0 decides to. I'm sure the next update will be worth the wait, so please wait patiently.
i know but one thing for sure if its done by X3n0 it got to be good
Hey, I know it looks like I'm slacking but I've had a SLAMMING busy couple of weeks. I'm hoping this weekend off affords me the time to do an update, assuming I don't get sidetracked with errands and life in general. I'll keep all four of you posted. ;D
An Experience Buffer (if only I had one of these at school - looks like a book, with a design that makes it appear that it stores knowledge), when in your inventory, would store all experience gained after level 30. When you pick up excess experience, it would be drawn into the buffer using the combined knowledge of many alkahest tombs. When the levels are used up through enchanting, the buffer would release and fill up your experience up to level 30, depending on the remaining experience in the buffer. The EXP could be stored either inside the damage value of the item, which would both give a good guage of the experience stored, and could allow upgrades on the capacity, aswell as allowing the "selling" of your experience.
I don't know - just my two cents!
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
I'm sorry for the lack of 1.4.6 download, please don't wait on my account. It might take me a few days to get to a stopping point.
I'll have to write some of these ideas down -
#1 Bring back the lidless eye - I loved the lidless eye, I completely forgot about it. I'd love to bring it back. ;D
#2 Experience buffer - do want. If I'm going to be stopping at level 30 manually, a book that automatically stores experience orbs above 30 would just.. ugh. It would rock. It also would still penalize you for dying (unlike the mindstone), which makes it slightly more interesting.
#3 - comment on the glowstone thing, you're right about one thing, I love using glowstone dust as a catalyst item, but I wouldn't say it's because it's hard to acquire. It can be a PITA, sure, but it's definitely plentiful. My reason for using glowstone dust is 1) tiering [nether requirement], 2) danger [nether requirement] and 3) the mechanics of the altar of alkahestry make the glowstone aggregators of EE1 look like broken ATMs. Realizing how bad the aggregators/collectors were, I made something that DOES, in fact, require manual breaking. Even if you have redpower 2, the returns are relatively minimal. I was actually shooting for something that punished you for automation (ie.. can't automate without loss, thus, no point automating). I'm still considering re-implementing this. However, it would necessitate the use of a fortune pick to make the altars worth it to use. Thoughts?
Good ideas, guys, and thanks for taking an interest.
Ps - way of time, I hear you're a wizard with Forth. You need to teach me some things XD
As for the experience buffer, I like it, but I'd like it to be more involved than just a book, however costly it is. Maybe something that is hard to store?
I imagine experience storage blocks that store, say, 10 levels worth of exp. If you have more than 1 level of exp, it drains into the block, until you have 1, if you have less than 1 level, it drains out of the block into you, until you have 1. Adding multiple blocks together in a certain range makes it stack. So, if you make a room with 30 of these blocks, they will equalize your level to exactly 30. If you are over 30, experience drains into the blocks, if you are under, the blocks give you experience.
That way, you could set up rooms for 15 levels, 30 levels, whatever and run inside to equalize your level to that.
...
Okay, This WILL end up veering worryingly close to EE, but...Hear me out. The Mercurial Eye was my absoloute, 100% favouritest thing in the entire world, and I'd love to see it make a return. Instead of EMC, it could use blocks directly from your inventory itself. So, not a generator of blocks like the old one was, but simply a building tool.
Please?
I'm not one to advertise mods on other moder's pages, but Enchanting Plus (not mine) is a good mod if your tired of dealing with the bs randomness that is the enchanting in minecraft. This mod turns the enchanting table gui into a slide bar with a cost system, the better the enchants, the more xp it costs. it also has a system to repair things and transfer enchantments, also remove them or re-enchanting, but i personaly havent tinkered around with that so i cant explain how that works much. i just like the sliders! (link below)
http://www.minecraftforum.net/topic/1528282-146145142132sspsmp-enchanting-plus-v1121111110/
also, xeno, love the work you do and can't wait for an update so i can put this on my server, those wisps are getting out of hand! but seriously take your time man, no rush, I can poke them with the zapping wand, just much less fun than just shooting them.
1. No idea what that is.
2. Would love this as well. If you really want to do something strange- Liquid EXP and storage tanks. (Liquid API \o/)
3. I'd be ok with a Fortune Pick being required for any real gain. Gives a use for Fortune (Or Silk Touch and another mod) besides typical mining. Mods don't seem to use enchants enough as a tiering system.
Been thinking about this as well. If X3n0 was to add it, it would probably require having the blocks with you (no making it out of thin air) and requiring glowstone to be placed.
Something like 1 Glowstone Dust = 4 Blocks placed, or some such.
Suggestion: Fuse bullets that set off anything explosive they collide with (creepers, TNT, etc). Creepers would drop their loot, unlike when they voluntarily explode.
Suggestion (if interested in working with Thaumcraft): Magic-infused bullets that are made with Thaumium. They would deal tons of damage to magical creatures (Blazemen, Ghasts, Thaumcraft Wisps to name some), and only standard bullet damage to normal monsters.
You may want to rethink the bullet recipes for the handgun, they are incredibly expensive. We have Balkon's Weapon Mod installed and it is much more cost effective (and far more lethal per-shot) to make a Crossbow and some bolts.
I'd like to be able to fire it as fast as I can click, similar to a real semi-auto. When I get surrounded by creepers (and each one takes 2 shots to kill), I'd like to be able to dump the mag as quick as possible.
Speaking of dumping mags, Would it be possible to have a magazine-swap system so you could swap a partially empty mag with a full one by holding right-click? The only difference this would have from reloading when empty is you'd get a partially filled magazine back. Along with this, the handgun should prefer to load the most full magazine, and also have the ability to fill a partially full mag by crafting it with the appropriate bullets. This would make it a lot more of a practical and logical weapon, because you could arrange the ammo in your inventory in such a way to have a normal mag in it, but then something scary pops up and you reload with a backup nether-bullet mag (or something like that).
It's a very fun weapon but I'm afraid it's going to get ditched on the server in favor of the less expensive weapons (the ammo is pretty expensive too. Gunpowder isn't a problem, nor is gold, but the iron flies by when you are playing with pretty much any other mod (lots of mods use lots of iron). I'm happy with the expense of the handgun, because that would prevent players from making several of them so they could continuously shoot without reloading.
Looking forward to playing in 1.4.6!
Balkons crossbow bolts don't "seek" and when you are killing wisps they are a right PITA to hit with a bow\crossbow, creepers\zombies\skellies\etc that will hold still and let you smack em right upside the head are much more effectively killed that way anyways
Perhaps, but Wisps are downright simple (and extremely cheap) to kill with a Blunderbuss. And if you find a Barrow Den, it's mighty easy to kill 3-4 at a time if you line them up right.
My point was that I wish there was some way for using the pistol for defense from creepers specifically. 2 shot kill is not fast enough in most cases, either you need to be able to pop off 2 shots as fast as you can click OR there needs to be special anti-creeper ammo.
The handgun is badass.
That's all that's important
Well why would he have to balance his mod around another persons true there are easier ways to do everything but then again you can also just cheat everything in and boom no need to kill anything. Some people like the challenge, also it will be hard to try and balance it against other mods since everything is already really damn expensive lol.
I wouldn't say that I was an absolute wizard at Forth, I'm sure that Elo is a much better person at it (still haven't heard her reaction to it yet, though she doesn't say much anyways, right?) I'd probably need to be on a server and walk you through to teach you some of the finer points, but the main thing with Forth is this - like most code, you have to visualize what you want to do, and then try to find a work around to get it in.
Anyways, enough of Forth! On the part of the liquid EXP, I'm not too sure on how helpful it would be compared to some form of buffer - unless you have some sort of station that drains or inserts the EXP into you until it reaches lvl 30. I could imagine the farms people would make just to get a full railcraft tank of liquid exp...
I am the author of the Minecraft mod Blood Magic! Find out more about this mod here: http://www.minecraftforum.net/topic/1899223-
But a pretty sparkly goldy-green tank of liquid xp would be nice wouldn't it?.....
Modders are humans, and have full control over the mod. The mod will be updated when X3n0 decides to. I'm sure the next update will be worth the wait, so please wait patiently.