Hmm, now I want to make kind of a decontamination chamber in the entrance of my houses.
This, and also some very wicked traps.
Edit:
Managed a couple of commits at work today, nothing too amazing, but steps in the right direction nonetheless. The framework for upgradable items is nearly done, (I'm still not sure upgradable is a word) and the Wraith's Eye got some much needed modification to improve server-friendliness, as well as regular ease-of-use.
Next up will be the Ender Staff [of Displacement], and the removal of the cloak, followed by some more interesting item additions (hopefully).
I still have to plan out (in detail) exactly how I intend the crucible/mortar/alembic mechanics to work, but it shouldn't be too terribly difficult to get the ball rolling. More updates as they come.
Edit2:
Oh don't let me forget, dispensable splash potions, because it sounds crazy easy.
Edit3:
in progress on the upgradable framework, and hopefully will make splash potions dispensable in the same update!
Edit4: upgradable framework is finally kink-free! The next step will be to make the other items I had intended to use it, use it. This WILL be a "nerf" for the sojourner's staff, but considering that the sojourner's staff now has the potential to become about 20x more powerful than it was (in terms of capacity), I think it's a fair trade.
Xeno, what did we tell you about using plain english?
Even though I didn't understand half of that post, you could maybe detect the sprayer to use liquid potion ONLY when there's something to apply it to. Something a lot easier is the sprayer will spray azanor-style particles that look like trackman goggles detecting chunkloaders, and it'll apply potion to everywhere possible. A potion in the sprayer will be split into "charges", maybe 3 or 2 per item form potion. these charges will act like a potion was thrown on top of something. In the case of non-splash stuff, it just applies the buff to the entity directly. Then, you won't worry bout longer, better durations and all that complicated pizza. The charges will still be considered as a pumpable liquid, so you can have a tank of non-item form potion liquid nearby the sprayer. The sprayer can spray only when powered. So it can be used both as a potion liquefier and a dissipator. I think this approach will be a lot easier. I always had a problem with these poison mobs from grimoire of gaia fawking me with poison every time I go to my factory-base and panacea chambers would be a welcome addition.
Maybe some kind of detection thing that assigns the liquid potion in-world color depending on the potion color overlay. Idk if that works for your vials though. Then, the particles from the sprayer will be overlayed with that potion color for easy identification. Idk what's better: obvious large smoke particles or subtle endersmoke.
Sorry for not splitting text into easier to read paragraphs. But that's how we wall-of-text guys do stuff, right?
It's okay. I think it's important to say straight out that while I love the idea of a potion sprayer block, for a multitude of reasons, it will be a long term goal for me. Before I even embark on creating something like that, I want to learn how to do a "mist" particle effect that would be appropriate for the effects, as well as creating the many variations of custom liquids that would fuel the system.
The infrastructure for that would take some time, and I don't see any sense in doing it unless it's done well.
Here's some of the things I've done in the last 12 hours or so:
The Ice Magus Rod
It looks less like a... (yeah...) and more like an ice rod. It has a sort of spear appearance to it now, I call it an improvement.
The Ice Magus Rod got two new abilities:
It deals 10 damage in melee when striking fire-immune mobs for the price of a snowball, and 4 otherwise.
It now only deals 5 with the snowball against fire-immunes (not just blazes now), and 2 otherwise.
Regardless of the damage type, it now also deals a 5 second rank 2 slow effect.
Upgradable Items
If you've seen me mention it, here's how it works.
The Midas Touchstone, Sojourner's Staff, Ice Magus Rod, Ender Staff and of course (still) the Void Satchel are upgradable with void tears.
What they're hard coded to hold:
Midas Touchstone: Glowstone Dust
Sojourner's Staff: Torches
Ice Magus Rod: Snowballs
Ender Staff: Ender Pearls
Void Satchel: Whatever the crap you want.
You can combine them with 1, 3 or 8 void tears (or wraith nodes) to increase their capacity.
A void tear is worth 64 capacity, a wraith node is worth 256.
Naturally, the higher quantity recipes are just there to speed up the process for rich folks.
The maximum number of upgrades one can achieve this way is 499, to a max capacity of 32000.
This is also, however, a nerf.
All of the items now start with 64 as their base capacity, which means you'll have to do some work to power them up before they achieve their original level of usefulness.
Better keep your Salamander's Eye handy.
Handgun
I re-implemented the Handgun's 3d Model, which I like.
Unfortunately there's still some kinks to re-work out of it, and the behavior of the firearm and bullets is about to get a complete overhaul. This will be my next area of focus, implementing the HUD element, the GUI elements for the 3 new crafting tools, and the mechanics of the bullets themselves will be a task unto itself.
Distortion Cloak Ender Staff
Pretty simple. I took out the Distortion Cloak. I added the Ender Staff. It no longer point-click teleports, it simply "casts" Ender Pearls which do not damage the caster. Point click teleportation allowed players to bypass security mechanics of other mods, and this plays nicer on servers. The regular right click casts a zero-gravity Ender Pearl, for long distance travel. Sneaking and right clicking instead casts an arcing Ender Pearl, for when you need to employ the familiar mechanics.
New Items - The stuff I haven't gotten to yet, but I'm finally done planning.
As I said, there's 3 new crafting items, plus a few more component items to add a little more flavor to the process.
These are the things which are going to take me the longest amount of time to do. Most of the other stuff is seemingly simple.
Gunsmith Crucible - for making Alchemical Gunmetal (another new item) and bullets.
The GUI for this will allow you to combine reagents into Stone Slugs, lesser ammunition, or Alchemical Shells.
The shells can be imbued with deadly extrinsic properties. I won't list them all off again, but I'm hoping they'll be fun.
In either case, both are crafted 4x at a time, with Alchemical Shells having a maximum stack limit of 4.
Stone Slugs stack as much as you please, to 64, and can also be put in Void Satchels.
Oh yeah, I'm going to allow you draw Slugs from Void Satchels.
Seems reasonable.
Apothecary Mortar - for making potion mixtures, this will be fairly straightforward.
You crush up all of a potion's components to obtain Potion Essence (another new item).
Potion Essences can stack with their own types, up to the normal limit. These essences can then be combined with other essences, forming a "stacked" essence. The Stacked Essence cannot be stacked, as it is at this point that the Essence contains a whole mess of custom NBT data.
There's no REASONABLE limit to the number of times the essence may be stacked, but for safety's sake, I'll cap it at 500.
(That's a looong potion effect, even if you're stacking every beneficial potion in the game.)
The mechanics of this, and creating very potent potions, may eventually call for an Automatic Mixer of sorts, to make the process less painful.
Alembic - for turning the essence into an actual potion, with the option of condensing it.
By default, a vial of potion mixture will have 8 sips before depleting, giving you 1/8th of its total duration.
Each time you condense a vial, it will cut the sips in half, but double the duration.
This is mostly for folks who don't want to deal with drinking potions, and just want some long-lasting effects.
Several Minecraft days will not be uncommon, depending on how much work went into the grinding/brewing process.
Splash potions can't be condensed and are always created at max potency.
The Alembic is fueled by the Flint and Steel which went into crafting it.
Each potion creation, or condensing, damages the Flint and Steel.
When your Alembic runs out of Flint and Steel, you won't need to make a new Alembic, you'll just replace the Flint.
Lastly, each brew does require a bucket of water, so be prepared or do your brewing at home.
It probably goes without saying there's still a lot of work to do. I may release a sort of experimental dev build if folks get too impatient or a Minecraft update forces my hand, but if that does have to happen I will attempt to restore as much functionality as I can to the stuff that's still "gutted".
The Meaning of Life, the Universe, and Everything.
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Don't really have much to say, but I do like where you're going with this. Keep up the good work, for what it's worth. (I may say this a lot, but Reliquary has become one of my favorite mods, so yeah.)
Amazing concepts with the potion mixing! So, what would happen if I fuse a lvl 1 heal potion and a lvl 2 heal potion in the apothecary? would they stack or somehow combine? And please, PLEASE give the ability to eternally fill an alembic with the emperor's chalice. That's one thing that azanor and his crucible missed.
Also liking the alch bullets and slug idea very much. And when EE3's out, what's the chances of the alkahest being removed/HEAVILY modified due to the sheer amount of exploits? (heard redstone's gonna be an expensive catalyst in EE3) But for sure the altar of light stays, right?
Amazing concepts with the potion mixing! So, what would happen if I fuse a lvl 1 heal potion and a lvl 2 heal potion in the apothecary? would they stack or somehow combine? And please, PLEASE give the ability to eternally fill an alembic with the emperor's chalice. That's one thing that azanor and his crucible missed.
Also liking the alch bullets and slug idea very much. And when EE3's out, what's the chances of the alkahest being removed/HEAVILY modified due to the sheer amount of exploits? (heard redstone's gonna be an expensive catalyst in EE3) But for sure the altar of light stays, right?
When EE3 reaches a definite stability point with DynEMC, Alkahest and the Tome of Alkahest are being REMOVED. Just plain outright deleted from the mod. If this hurts anyone's feelings, sorry. I don't want to juggle balance constraints on an otherwise redundant functionality. I created alkahest because I wanted to create a nerfy version of super-gimped alchemy.
EE3's will replace it entirely and be better exchange rates on top of that, so there's no good reason to keep it in Reliquary.
The Altar of Alkahestry can stay, it's basically just a mega-nerfed aggregator (from ages of yore). It's not offending anyone, far as I can tell.
I hadn't even thought to allow the alembic to use the chalice, that's a splendid idea.
In addition to this, I had also intended to create one of the suggested concepts, the "Elsewhere Flask" from IAreNinja is doomed to completion. The concept is basically "dump all the potions you want into it". I haven't put a design constraint on it at all. It could be draconian and skim an effect off the top of every available reagent, or it could just as easily refresh durations intelligently and be a more efficient method of potion effect distribution for a PC.
There's enough possibilities to make the item worth doing. Of all of the good item suggestions from IAreNinja, this was easily my favorite. Not definitively "the best", there were a ton of good ones. Just my personal favorite.
Next update's a upgrade system, and soon enough it'll have the most amazing in-depth potion system evah.
Good old EE1... I miss the glowstone aggregator and it's total OPness... Well I do remember quite clearly the OPness of everything you made back then :/
I remember that you're a fan of death note and more importantly, fullmetal alchemist, what inspired you to make EE. I remember you saying you made references to FMA to attract anime fans LOL
Anyways (forget what I'm supposed to type now) Oh well I think I want to rewatch FMA now. Good luck on your potions and magic guns.
It's okay. I think it's important to say straight out that while I love the idea of a potion sprayer block, for a multitude of reasons, it will be a long term goal for me. Before I even embark on creating something like that, I want to learn how to do a "mist" particle effect that would be appropriate for the effects, as well as creating the many variations of custom liquids that would fuel the system.
The infrastructure for that would take some time, and I don't see any sense in doing it unless it's done well.
Here's some of the things I've done in the last 12 hours or so:
The Ice Magus Rod
It looks less like a... (yeah...) and more like an ice rod. It has a sort of spear appearance to it now, I call it an improvement.
The Ice Magus Rod got two new abilities:
It deals 10 damage in melee when striking fire-immune mobs for the price of a snowball, and 4 otherwise.
It now only deals 5 with the snowball against fire-immunes (not just blazes now), and 2 otherwise.
Regardless of the damage type, it now also deals a 5 second rank 2 slow effect.
Upgradable Items
If you've seen me mention it, here's how it works.
The Midas Touchstone, Sojourner's Staff, Ice Magus Rod, Ender Staff and of course (still) the Void Satchel are upgradable with void tears.
What they're hard coded to hold:
Midas Touchstone: Glowstone Dust
Sojourner's Staff: Torches
Ice Magus Rod: Snowballs
Ender Staff: Ender Pearls
Void Satchel: Whatever the crap you want.
You can combine them with 1, 3 or 8 void tears (or wraith nodes) to increase their capacity.
A void tear is worth 64 capacity, a wraith node is worth 256.
Naturally, the higher quantity recipes are just there to speed up the process for rich folks.
The maximum number of upgrades one can achieve this way is 499, to a max capacity of 32000.
This is also, however, a nerf.
All of the items now start with 64 as their base capacity, which means you'll have to do some work to power them up before they achieve their original level of usefulness.
Better keep your Salamander's Eye handy.
Handgun
I re-implemented the Handgun's 3d Model, which I like.
Unfortunately there's still some kinks to re-work out of it, and the behavior of the firearm and bullets is about to get a complete overhaul. This will be my next area of focus, implementing the HUD element, the GUI elements for the 3 new crafting tools, and the mechanics of the bullets themselves will be a task unto itself.
Distortion Cloak Ender Staff
Pretty simple. I took out the Distortion Cloak. I added the Ender Staff. It no longer point-click teleports, it simply "casts" Ender Pearls which do not damage the caster. Point click teleportation allowed players to bypass security mechanics of other mods, and this plays nicer on servers. The regular right click casts a zero-gravity Ender Pearl, for long distance travel. Sneaking and right clicking instead casts an arcing Ender Pearl, for when you need to employ the familiar mechanics.
New Items - The stuff I haven't gotten to yet, but I'm finally done planning.
As I said, there's 3 new crafting items, plus a few more component items to add a little more flavor to the process.
These are the things which are going to take me the longest amount of time to do. Most of the other stuff is seemingly simple.
Gunsmith Crucible - for making Alchemical Gunmetal (another new item) and bullets.
The GUI for this will allow you to combine reagents into Stone Slugs, lesser ammunition, or Alchemical Shells.
The shells can be imbued with deadly extrinsic properties. I won't list them all off again, but I'm hoping they'll be fun.
In either case, both are crafted 4x at a time, with Alchemical Shells having a maximum stack limit of 4.
Stone Slugs stack as much as you please, to 64, and can also be put in Void Satchels.
Oh yeah, I'm going to allow you draw Slugs from Void Satchels.
Seems reasonable.
Apothecary Mortar - for making potion mixtures, this will be fairly straightforward.
You crush up all of a potion's components to obtain Potion Essence (another new item).
Potion Essences can stack with their own types, up to the normal limit.
These essences can then be combined with other essences, forming a "stacked" essence.
The Stacked Essence cannot be stacked, as it is at this point that the Essence contains a whole mess of custom NBT data.
There's no REASONABLE limit to the number of times the essence may be stacked, but for safety's sake, I'll cap it at 500.
(That's a looong potion effect, even if you're stacking every beneficial potion in the game.)
The mechanics of this, and creating very potent potions, may eventually call for an Automatic Mixer of sorts, to make the process less painful.
Alembic - for turning the essence into an actual potion, with the option of condensing it.
By default, a vial of potion mixture will have 8 sips before depleting, giving you 1/8th of its total duration.
Each time you condense a vial, it will cut the sips in half, but double the duration.
This is mostly for folks who don't want to deal with drinking potions, and just want some long-lasting effects.
Several Minecraft days will not be uncommon, depending on how much work went into the grinding/brewing process.
Splash potions can't be condensed and are always created at max potency.
The Alembic is fueled by the Flint and Steel which went into crafting it.
Each potion creation, or condensing, damages the Flint and Steel.
When your Alembic runs out of Flint and Steel, you won't need to make a new Alembic, you'll just replace the Flint.
Lastly, each brew does require a bucket of water, so be prepared or do your brewing at home.
It probably goes without saying there's still a lot of work to do. I may release a sort of experimental dev build if folks get too impatient or a Minecraft update forces my hand, but if that does have to happen I will attempt to restore as much functionality as I can to the stuff that's still "gutted".
I remember that you're a fan of death note and more importantly, fullmetal alchemist, what inspired you to make EE. I remember you saying you made references to FMA to attract anime fans LOL
Anyways (forget what I'm supposed to type now) Oh well I think I want to rewatch FMA now. Good luck on your potions and magic guns.
It seems you didn't saw his post on the EE thread where he said he didn't add references to the anime to gain visibility...
It seems you didn't saw his post on the EE thread where he said he didn't add references to the anime to gain visibility...
Oh, the first few posts on that discussion were misleading :/ I think I was slightly drunk last night and decided to type that. Rewatched a few eps of FMA btw. It was fun.
Wow xeno... that a LOT of stuff. And it's all done now? To me that seems like enough for a pretty nice update, does this mean you're planning something else (besides the potion sprayer)?
I searched, but saw no mention of this. However, due to the nature of it it's something I expect everybody would encounter so I'm not sure what's up.
Wraith's Eye loses it's connection when far away from the target. Same dimension the entire time, but if I walk through a portal gun portal far away the eye says "Currently bound to nowhere". Even relogging doesn't fix it. When I come back, it gives the coordinates of the node and functions normally.
If it matters, this is a multi player server, and the chunk with the node is chunkloaded.
Wow xeno... that a LOT of stuff. And it's all done now? To me that seems like enough for a pretty nice update, does this mean you're planning something else (besides the potion sprayer)?
No no, sorry. I don't want to misrepresent the additions, the stuff that I'm done "designing" isn't finished, it's just ideas that I've ironed out and I'm ready to begin coding. I don't want to get everyone's hopes up that it's finished already. Sorry. It's going to take me a little more time. I'll keep you all posted!
EDIT: To clarify, the upgradable system is 99.9999% done, it has some kinks.
The Ender Staff is "done" but it's tied to the kinks in the upgradable system.
The handgun model is switched over and looking nice, but there's still a ton of work left to do reworking the bullets, and all that has to wait for the crucible, basically.
The Distortion cloak removal took about 11 seconds, so that's not surprisingly done.
The Ice Magus Rod was an easy couple of changes as well, but again, tied to the kink in upgradable.
Specifically the kink is that many of my items have a cooldown, and I designed them to "inherit" the cooldown handling from a parent item to save me the hassle of having to add it to each one. Unfortunately it's producing undesirable effects (name of item won't go away, the isOnCooldown method invariably seems to return true) - seems to me that the cooldown-decrement isn't being called properly.
Worse still, the name issue is something that won't go away without some cleverness, but ChickenBones briefly described to me a method of getting around the issue, albeit slightly more complicated. It requires a packet handler, but that's something I've been needing to make for quite some time now, and I don't have a good excuse not to. Needless to say, I'll be digging around in EE3 source for a while, taking some clever tips from Pahimar's sturdy framework implementation. It'll be awhile before I can really get back to machine-gun updates.
I searched, but saw no mention of this. However, due to the nature of it it's something I expect everybody would encounter so I'm not sure what's up.
Wraith's Eye loses it's connection when far away from the target. Same dimension the entire time, but if I walk through a portal gun portal far away the eye says "Currently bound to nowhere". Even relogging doesn't fix it. When I come back, it gives the coordinates of the node and functions normally.
If it matters, this is a multi player server, and the chunk with the node is chunkloaded.
Yeah, that's a new one. Very strange that it's doing that even with a chunkloader. Basically my tooltip does a check to make sure the block at that location is a Wraith Node.. obviously if it doesn't find one it tells you that it's unbound.
But if you have a chunkloader there, it should theoretically return true. I'm at a loss as to why it would do that, but I'll surely look into it.
Heh, found my derp with the Cooldown Items, it was an easy fix. Sorry for lack of responses, guys, work has been putting my brain in a "no more code" mode for a few days. I'm about to take a nice, relaxing break off of work. A sort of mini-cation and a chance to catch up on something fun (and an excuse to drink a whole bunch, as though I needed one).
Some changes to the way NBT data is handled in the items may be in order.
Blah blah blah technical stuff, I'm saying words nobody has to read. There's still a lot of work to do on the infrastructure. I'd hate to rush this, but I can't help but feel like I've been sitting on it (it's been a week), so I'm going to try and get to a point where I can push some updates. The snapshot came and went and it's only a matter of time before Forge picks up and runs with it. I'm aiming to get my changes in before August.
I know that's a month away, but I've learned to be skeptical about deadlines, and this isn't an exception. I've got the source backed up, so I can always start a backdated repo for keeping the mod "treading water" in its original state, if push comes to shove. It won't be that hard to push a rolled back version and call it good (stable, at least) while I work on the changes in a different set of source.
Anyways, thanks for the input guys, and here's me answering a few questions I missed. I wasn't ignoring them, I just suck focusing on one thing at a time:
(yarethegoodnamestaken asked)
Amazing concepts with the potion mixing! So, what would happen if I fuse a lvl 1 heal potion and a lvl 2 heal potion in the apothecary? would they stack or somehow combine? And please, PLEASE give the ability to eternally fill an alembic with the emperor's chalice. That's one thing that azanor and his crucible missed.
This is pretty much going to ignore the majority of Notch's potion system.
As a rule, simply pretend that the only Potion Essences you can make are ALL level 2 (if a potion can, in fact, have a level 2).
Similarly, any potion which can have an extended duration, assume that it must have an extended duration.
There will only be one "heal" essence, and it will be worth 6 hearts. There will only be one "regen" essence, and it will be a max-duration, high potency regen effect. It will cost as much as it would if you were able to create both effects in a Brewing Stand without sacrificing one or the other. I know this is a complete departure from vanilla mechanics, but I never fell in love with the vanilla potion mechanics, personally, and I felt like the system itself was needlessly complicated. It's not rocket science, sure, but it's still more involved than it needs to be.
I've decided that potion "doses" is better off at 4, for simplicity. (Divide healing 6 hearts by 8.. derp. Dividing 6 hearts by 4, nice.)
There's a reason the instant potions are weighted the way they are in vanilla. I don't want to disturb that too much. For the purposes of balance, it's much simpler to cap instant potions (harm and heal) at 6 and be done with it. My reason for doing that is mainly to prevent the potion system from being derpy (like allowing you to make a potion that heals 90 hearts, what's the point) or making a harm potion that can instantly kill everything (because that's just imbalanced, sorry).
Basically, when you use multiple heal effects in a potion, if you condense it beyond the point where it has a 6 heart heal (per dose), it will be "saturated", and give you essences back. Thus, you can make a potion with 4 doses that heals you by 6 each dose, but you can't condense it down to a potion that tries to heal you for 24. It's mostly just a user-friendliness consideration. I'm not trying to make the system make decisions for you, I'm just trying to make it as painless as possible.
The other thing I realized is that there's no reason I can't just make the brewing system absorb everything you put on the table, all at once, so the concept of a "stacked essence" is a tad pointless.
Again, some of the details still need to be ironed out. Every time I think I'm done "designing", I think of something else I hadn't considered. I want to avoid the whole thing feeling like an afterthought.
Ooh, a Destruction Catalyst. How did I miss this? Time to farm me some gunpowder, right after I clean up this mess in my pants.
It's not the same as the one I put in EE. It has a handful of changes that make it slightly less ridiculous. Also I'm going to be adding a feature or two to it in the not-too-distant future. (It takes 3 gunpowder to blow up an area, I'm going to allow it to blow up a 3x3 plane for a third the cost [seems reasonable]).
The obvious disadvantage is that it only breaks mundane blocks by vanilla standards. If you're using mods that add arguably mundane blocks, I really should have a way to hook into it, or use reflection to add those to a list. At the moment, it's pretty limited.
It's not the same as the one I put in EE. It has a handful of changes that make it slightly less ridiculous. Also I'm going to be adding a feature or two to it in the not-too-distant future. (It takes 3 gunpowder to blow up an area, I'm going to allow it to blow up a 3x3 plane for a third the cost [seems reasonable]).
The obvious disadvantage is that it only breaks mundane blocks by vanilla standards. If you're using mods that add arguably mundane blocks, I really should have a way to hook into it, or use reflection to add those to a list. At the moment, it's pretty limited.
The easiest answer would be to have a whitelist and/or blacklist of block IDs in the config and rely on the user to adjust the list. That said, I wouldn't mind an API for adding blocks to either.
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
LoL I am getting a little confused at people asking this. I guess 1.5.x is confusing people. I'll put something in the OP, hopefully that will help clarify. :\
The easiest answer would be to have a whitelist and/or blacklist of block IDs in the config and rely on the user to adjust the list. That said, I wouldn't mind an API for adding blocks to either.
True, a config would be easiest. Then it would really be up to the user/server admin to decide what blocks it can break. Since it destroys the drops of those blocks, it'd really be a discretionary thing. I think I'll go ahead and make something like this. Needs packet handlers, prolly.
This, and also some very wicked traps.
Edit:
Managed a couple of commits at work today, nothing too amazing, but steps in the right direction nonetheless. The framework for upgradable items is nearly done, (I'm still not sure upgradable is a word) and the Wraith's Eye got some much needed modification to improve server-friendliness, as well as regular ease-of-use.
Next up will be the Ender Staff [of Displacement], and the removal of the cloak, followed by some more interesting item additions (hopefully).
I still have to plan out (in detail) exactly how I intend the crucible/mortar/alembic mechanics to work, but it shouldn't be too terribly difficult to get the ball rolling. More updates as they come.
Edit2:
Oh don't let me forget, dispensable splash potions, because it sounds crazy easy.
Edit3:
in progress on the upgradable framework, and hopefully will make splash potions dispensable in the same update!
Edit4: upgradable framework is finally kink-free! The next step will be to make the other items I had intended to use it, use it. This WILL be a "nerf" for the sojourner's staff, but considering that the sojourner's staff now has the potential to become about 20x more powerful than it was (in terms of capacity), I think it's a fair trade.
Even though I didn't understand half of that post, you could maybe detect the sprayer to use liquid potion ONLY when there's something to apply it to. Something a lot easier is the sprayer will spray azanor-style particles that look like trackman goggles detecting chunkloaders, and it'll apply potion to everywhere possible. A potion in the sprayer will be split into "charges", maybe 3 or 2 per item form potion. these charges will act like a potion was thrown on top of something. In the case of non-splash stuff, it just applies the buff to the entity directly. Then, you won't worry bout longer, better durations and all that complicated pizza. The charges will still be considered as a pumpable liquid, so you can have a tank of non-item form potion liquid nearby the sprayer. The sprayer can spray only when powered. So it can be used both as a potion liquefier and a dissipator. I think this approach will be a lot easier. I always had a problem with these poison mobs from grimoire of gaia fawking me with poison every time I go to my factory-base and panacea chambers would be a welcome addition.
Maybe some kind of detection thing that assigns the liquid potion in-world color depending on the potion color overlay. Idk if that works for your vials though. Then, the particles from the sprayer will be overlayed with that potion color for easy identification. Idk what's better: obvious large smoke particles or subtle endersmoke.
Sorry for not splitting text into easier to read paragraphs. But that's how we wall-of-text guys do stuff, right?
The infrastructure for that would take some time, and I don't see any sense in doing it unless it's done well.
Here's some of the things I've done in the last 12 hours or so:
The Ice Magus Rod
It looks less like a... (yeah...) and more like an ice rod. It has a sort of spear appearance to it now, I call it an improvement.
The Ice Magus Rod got two new abilities:
It deals 10 damage in melee when striking fire-immune mobs for the price of a snowball, and 4 otherwise.
It now only deals 5 with the snowball against fire-immunes (not just blazes now), and 2 otherwise.
Regardless of the damage type, it now also deals a 5 second rank 2 slow effect.
Upgradable Items
If you've seen me mention it, here's how it works.
The Midas Touchstone, Sojourner's Staff, Ice Magus Rod, Ender Staff and of course (still) the Void Satchel are upgradable with void tears.
What they're hard coded to hold:
Midas Touchstone: Glowstone Dust
Sojourner's Staff: Torches
Ice Magus Rod: Snowballs
Ender Staff: Ender Pearls
Void Satchel: Whatever the crap you want.
You can combine them with 1, 3 or 8 void tears (or wraith nodes) to increase their capacity.
A void tear is worth 64 capacity, a wraith node is worth 256.
Naturally, the higher quantity recipes are just there to speed up the process for rich folks.
The maximum number of upgrades one can achieve this way is 499, to a max capacity of 32000.
This is also, however, a nerf.
All of the items now start with 64 as their base capacity, which means you'll have to do some work to power them up before they achieve their original level of usefulness.
Better keep your Salamander's Eye handy.
Handgun
I re-implemented the Handgun's 3d Model, which I like.
Unfortunately there's still some kinks to re-work out of it, and the behavior of the firearm and bullets is about to get a complete overhaul. This will be my next area of focus, implementing the HUD element, the GUI elements for the 3 new crafting tools, and the mechanics of the bullets themselves will be a task unto itself.
Distortion CloakEnder StaffPretty simple. I took out the Distortion Cloak. I added the Ender Staff. It no longer point-click teleports, it simply "casts" Ender Pearls which do not damage the caster. Point click teleportation allowed players to bypass security mechanics of other mods, and this plays nicer on servers. The regular right click casts a zero-gravity Ender Pearl, for long distance travel. Sneaking and right clicking instead casts an arcing Ender Pearl, for when you need to employ the familiar mechanics.
New Items - The stuff I haven't gotten to yet, but I'm finally done planning.
As I said, there's 3 new crafting items, plus a few more component items to add a little more flavor to the process.
These are the things which are going to take me the longest amount of time to do. Most of the other stuff is seemingly simple.
Gunsmith Crucible - for making Alchemical Gunmetal (another new item) and bullets.
The GUI for this will allow you to combine reagents into Stone Slugs, lesser ammunition, or Alchemical Shells.
The shells can be imbued with deadly extrinsic properties. I won't list them all off again, but I'm hoping they'll be fun.
In either case, both are crafted 4x at a time, with Alchemical Shells having a maximum stack limit of 4.
Stone Slugs stack as much as you please, to 64, and can also be put in Void Satchels.
Oh yeah, I'm going to allow you draw Slugs from Void Satchels.
Seems reasonable.
Apothecary Mortar - for making potion mixtures, this will be fairly straightforward.
You crush up all of a potion's components to obtain Potion Essence (another new item).
Potion Essences can stack with their own types, up to the normal limit.
These essences can then be combined with other essences, forming a "stacked" essence.
The Stacked Essence cannot be stacked, as it is at this point that the Essence contains a whole mess of custom NBT data.
There's no REASONABLE limit to the number of times the essence may be stacked, but for safety's sake, I'll cap it at 500.
(That's a looong potion effect, even if you're stacking every beneficial potion in the game.)
The mechanics of this, and creating very potent potions, may eventually call for an Automatic Mixer of sorts, to make the process less painful.
Alembic - for turning the essence into an actual potion, with the option of condensing it.
By default, a vial of potion mixture will have 8 sips before depleting, giving you 1/8th of its total duration.
Each time you condense a vial, it will cut the sips in half, but double the duration.
This is mostly for folks who don't want to deal with drinking potions, and just want some long-lasting effects.
Several Minecraft days will not be uncommon, depending on how much work went into the grinding/brewing process.
Splash potions can't be condensed and are always created at max potency.
The Alembic is fueled by the Flint and Steel which went into crafting it.
Each potion creation, or condensing, damages the Flint and Steel.
When your Alembic runs out of Flint and Steel, you won't need to make a new Alembic, you'll just replace the Flint.
Lastly, each brew does require a bucket of water, so be prepared or do your brewing at home.
It probably goes without saying there's still a lot of work to do. I may release a sort of experimental dev build if folks get too impatient or a Minecraft update forces my hand, but if that does have to happen I will attempt to restore as much functionality as I can to the stuff that's still "gutted".
Profile pic by Cheshirette c:
Also liking the alch bullets and slug idea very much. And when EE3's out, what's the chances of the alkahest being removed/HEAVILY modified due to the sheer amount of exploits? (heard redstone's gonna be an expensive catalyst in EE3) But for sure the altar of light stays, right?
When EE3 reaches a definite stability point with DynEMC, Alkahest and the Tome of Alkahest are being REMOVED. Just plain outright deleted from the mod. If this hurts anyone's feelings, sorry. I don't want to juggle balance constraints on an otherwise redundant functionality. I created alkahest because I wanted to create a nerfy version of super-gimped alchemy.
EE3's will replace it entirely and be better exchange rates on top of that, so there's no good reason to keep it in Reliquary.
The Altar of Alkahestry can stay, it's basically just a mega-nerfed aggregator (from ages of yore). It's not offending anyone, far as I can tell.
I hadn't even thought to allow the alembic to use the chalice, that's a splendid idea.
In addition to this, I had also intended to create one of the suggested concepts, the "Elsewhere Flask" from IAreNinja is doomed to completion. The concept is basically "dump all the potions you want into it". I haven't put a design constraint on it at all. It could be draconian and skim an effect off the top of every available reagent, or it could just as easily refresh durations intelligently and be a more efficient method of potion effect distribution for a PC.
There's enough possibilities to make the item worth doing. Of all of the good item suggestions from IAreNinja, this was easily my favorite. Not definitively "the best", there were a ton of good ones. Just my personal favorite.
Good old EE1... I miss the glowstone aggregator and it's total OPness... Well I do remember quite clearly the OPness of everything you made back then :/
I remember that you're a fan of death note and more importantly, fullmetal alchemist, what inspired you to make EE. I remember you saying you made references to FMA to attract anime fans LOL
Anyways (forget what I'm supposed to type now) Oh well I think I want to rewatch FMA now. Good luck on your potions and magic guns.
Wow. Light-speed Creepers for 5 minutes. Nuff said.
Also, SWAG (Magical ones, YEAAAH.)
It seems you didn't saw his post on the EE thread where he said he didn't add references to the anime to gain visibility...
Oh, the first few posts on that discussion were misleading :/ I think I was slightly drunk last night and decided to type that. Rewatched a few eps of FMA btw. It was fun.
Wraith's Eye loses it's connection when far away from the target. Same dimension the entire time, but if I walk through a portal gun portal far away the eye says "Currently bound to nowhere". Even relogging doesn't fix it. When I come back, it gives the coordinates of the node and functions normally.
If it matters, this is a multi player server, and the chunk with the node is chunkloaded.
Yes. 1.5.x just means that it's compatible with back-versions of 1.5 as well (1.5.1 and 1.5.2)
No no, sorry. I don't want to misrepresent the additions, the stuff that I'm done "designing" isn't finished, it's just ideas that I've ironed out and I'm ready to begin coding. I don't want to get everyone's hopes up that it's finished already. Sorry. It's going to take me a little more time. I'll keep you all posted!
EDIT: To clarify, the upgradable system is 99.9999% done, it has some kinks.
The Ender Staff is "done" but it's tied to the kinks in the upgradable system.
The handgun model is switched over and looking nice, but there's still a ton of work left to do reworking the bullets, and all that has to wait for the crucible, basically.
The Distortion cloak removal took about 11 seconds, so that's not surprisingly done.
The Ice Magus Rod was an easy couple of changes as well, but again, tied to the kink in upgradable.
Specifically the kink is that many of my items have a cooldown, and I designed them to "inherit" the cooldown handling from a parent item to save me the hassle of having to add it to each one. Unfortunately it's producing undesirable effects (name of item won't go away, the isOnCooldown method invariably seems to return true) - seems to me that the cooldown-decrement isn't being called properly.
Worse still, the name issue is something that won't go away without some cleverness, but ChickenBones briefly described to me a method of getting around the issue, albeit slightly more complicated. It requires a packet handler, but that's something I've been needing to make for quite some time now, and I don't have a good excuse not to. Needless to say, I'll be digging around in EE3 source for a while, taking some clever tips from Pahimar's sturdy framework implementation. It'll be awhile before I can really get back to machine-gun updates.
Yeah, that's a new one. Very strange that it's doing that even with a chunkloader. Basically my tooltip does a check to make sure the block at that location is a Wraith Node.. obviously if it doesn't find one it tells you that it's unbound.
But if you have a chunkloader there, it should theoretically return true. I'm at a loss as to why it would do that, but I'll surely look into it.
Some changes to the way NBT data is handled in the items may be in order.
Blah blah blah technical stuff, I'm saying words nobody has to read. There's still a lot of work to do on the infrastructure. I'd hate to rush this, but I can't help but feel like I've been sitting on it (it's been a week), so I'm going to try and get to a point where I can push some updates. The snapshot came and went and it's only a matter of time before Forge picks up and runs with it. I'm aiming to get my changes in before August.
I know that's a month away, but I've learned to be skeptical about deadlines, and this isn't an exception. I've got the source backed up, so I can always start a backdated repo for keeping the mod "treading water" in its original state, if push comes to shove. It won't be that hard to push a rolled back version and call it good (stable, at least) while I work on the changes in a different set of source.
Anyways, thanks for the input guys, and here's me answering a few questions I missed. I wasn't ignoring them, I just suck focusing on one thing at a time:
This is pretty much going to ignore the majority of Notch's potion system.
As a rule, simply pretend that the only Potion Essences you can make are ALL level 2 (if a potion can, in fact, have a level 2).
Similarly, any potion which can have an extended duration, assume that it must have an extended duration.
There will only be one "heal" essence, and it will be worth 6 hearts. There will only be one "regen" essence, and it will be a max-duration, high potency regen effect. It will cost as much as it would if you were able to create both effects in a Brewing Stand without sacrificing one or the other. I know this is a complete departure from vanilla mechanics, but I never fell in love with the vanilla potion mechanics, personally, and I felt like the system itself was needlessly complicated. It's not rocket science, sure, but it's still more involved than it needs to be.
I've decided that potion "doses" is better off at 4, for simplicity. (Divide healing 6 hearts by 8.. derp. Dividing 6 hearts by 4, nice.)
There's a reason the instant potions are weighted the way they are in vanilla. I don't want to disturb that too much. For the purposes of balance, it's much simpler to cap instant potions (harm and heal) at 6 and be done with it. My reason for doing that is mainly to prevent the potion system from being derpy (like allowing you to make a potion that heals 90 hearts, what's the point) or making a harm potion that can instantly kill everything (because that's just imbalanced, sorry).
Basically, when you use multiple heal effects in a potion, if you condense it beyond the point where it has a 6 heart heal (per dose), it will be "saturated", and give you essences back. Thus, you can make a potion with 4 doses that heals you by 6 each dose, but you can't condense it down to a potion that tries to heal you for 24. It's mostly just a user-friendliness consideration. I'm not trying to make the system make decisions for you, I'm just trying to make it as painless as possible.
The other thing I realized is that there's no reason I can't just make the brewing system absorb everything you put on the table, all at once, so the concept of a "stacked essence" is a tad pointless.
Again, some of the details still need to be ironed out. Every time I think I'm done "designing", I think of something else I hadn't considered. I want to avoid the whole thing feeling like an afterthought.
It's not the same as the one I put in EE. It has a handful of changes that make it slightly less ridiculous. Also I'm going to be adding a feature or two to it in the not-too-distant future. (It takes 3 gunpowder to blow up an area, I'm going to allow it to blow up a 3x3 plane for a third the cost [seems reasonable]).
The obvious disadvantage is that it only breaks mundane blocks by vanilla standards. If you're using mods that add arguably mundane blocks, I really should have a way to hook into it, or use reflection to add those to a list. At the moment, it's pretty limited.
1.5.x (1.5.1 and 1.5.2). Read please.
"Well then, let's get awesome!"
LoL I am getting a little confused at people asking this. I guess 1.5.x is confusing people. I'll put something in the OP, hopefully that will help clarify. :\
True, a config would be easiest. Then it would really be up to the user/server admin to decide what blocks it can break. Since it destroys the drops of those blocks, it'd really be a discretionary thing. I think I'll go ahead and make something like this. Needs packet handlers, prolly.