Your current system for acquiring new spells feels perfect to me. If you add anything involving XP you should add a config option to remove it, because with modpacks it can be extremely easy to make mountains and mountains of XP, which could really mess up the progression. I think maybe a few different types of structures that have spells might spice it up a bit, like some kind of nether hut.
by mana regen items I mean something like a necklage/amulet that would regen 2 mana/min if mana is bind to players instead of wands (that would require bauble for additional inventory slots)
That could work, actually. Rings and amulets and such like are something I was considering anyway (with baubles integration if baubles is installed). I'll see what I can do.
I know that your ideea for progression is good too, but it would be more interesting if skills become more powerful/cheap by grinding them and start at higher mana costs
And about my duplicate comment, I think it's because of the bad network connection I have atm, thanks for solving it :))
Oh, can you make the phrase step work vertically too? it would be usefull for a hidden wizard base underground
Good idea. I wonder why I didn't make it work vertically in the first place...
And I think I found a bug: even when I set minionRevengeTargeting to false in config, some mobs, like blaze, irongolem, lightning wraith, elemental storm, etc. will still attack me if I accidentally hit them
Iron golems and snow golems will because they're just the vanilla Minecraft ones, so I don't have control over that. The others shouldn't though, which is a bit strange. I've completely rewritten the summoned creature system for the 1.10.2 version and I will be backporting the new system to the 1.7.10 version, so that may well fix it.
Your current system for acquiring new spells feels perfect to me. If you add anything involving XP you should add a config option to remove it, because with modpacks it can be extremely easy to make mountains and mountains of XP, which could really mess up the progression. I think maybe a few different types of structures that have spells might spice it up a bit, like some kind of nether hut.
Yes that's a good point, I was only throwing ideas around. A while back I did think that some sort of shrine or obelisk-type structures would work nicely, or something underground. Either of those could have nether variants as well (a lot of mods overlook the nether, in fact). Structures like that would also be a great place to spawn hostile versions of ice wraiths, lightning wraiths and all those summoned creatures that don't spawn normally.
The honest answer is I have no idea. It depends partly on how long it takes me to finish porting to 1.10.2 (shouldn't be too long now) and how many bugs people find with it once it is released.
I wasn't about to put ice wraiths in the nether, don't worry! Again, at this point these are just ideas off the top of my head based on things people have posted.
If you want to expand the nether, make it the home of pyromancers, and add specific dimension for each element where to find specific elemental spells, but that would mean a lot of work for designing the rest of dimensions, Sorcerer's dimension being hardest to design and also that would require more non-elemental spells
Hmmm, 6 new dimensions is a lot of work, to say the least. I don't really think it would add much to the mod somehow.
Oh, Don't you think the affinity for flight should change as well? I don't know what's the relation between earth and Flying, but they don't go too well together
No, I don't. Earth means the natural world, and flying is most certainly a part of it in my opinion.
Today i'm starting to learn java, so in the near future I think I can help you if you need that.
Would you mind if I play a little with your mod in a educational purpose? I won't publish it anywhere
I'll be alright coding wise, I think! But good for you, programming in any language is a useful skill, so stick at it and see what you can make. And the source code for Wizardry is available here, so if you want to read it and fiddle with it to learn how it all works, go for it.
Hello, Dear Author, I'm a minecraft player from China. I really like the module you created. When I run it on the server, this module in the server player's position is very high. It can be said that this is in addition to AM2 and TC magic module more artistic fun and playability and creativity of a classic module. I would like to copy this module to China's largest minecraft forum (www.mcbbs.net), so that more Chinese players know you and your module. In this respectable author, I would like to obtain your consent, authorized reproduced.
PS: I'm sorry, my English is not very good, this may lead to difficulties when you read. I will send the Chinese version below. (excuse me)
I would like to copy this module to China's largest minecraft forum (www.mcbbs.net), so that more Chinese players know you and your module. In this respectable author, I would like to obtain your consent, authorized reproduced.
If you would like to make a post about the mod on that forum, you may do so. However, you may not redistribute the files, because this does not support me as the author and it means that those files are not kept up-to-date. Please instead provide a link to the download on CurseForge. This address will download the mod directly:
The Meaning of Life, the Universe, and Everything.
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I have another idea, I'm not sure if this would be easy to make or not, but self enchantments would be cool.
For instance for a fire "self enchantment" you would basically light yourself on fire an would temporarily be immune or resistant to all fire, anything you touch would start to burn and you'd leave a fiery trail behind you as you walk and possibly have a magic damage increment to all fire spells you cast, the longer you use this "mode" for would spend more mana or possibly just cost a huge initial amount of mana.
There could be different "self enchantments" for different elements, for storm, it could start by a lightning bolt strikes you, and as soon as it hits you, you get a blue aura surrounding you, possibly similar to the one of a charged creeper? and like the fire one, you might be immune to or resist lightning damage, and anything you attack would get zapped, you could also have speed.
These spells would most likely be master spells or possibly a new tier that could either be "Legendary" or "???" / "Unknown"
They would be incredibly rare and if you felt like it, they wouldn't have to be in the creative menu meaning they'd be pretty much easter eggs that not many would know about.
These are just suggestions, they could be edited to your liking, I don't really care what happens to these ideas but I hope I give you some inspiration
Keep up the good work!
The Meaning of Life, the Universe, and Everything.
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Yeah it will. Electroblob is slowly updating to 1.10.2+. Don't expect a 1.11.2 version for a while though. He'll probably have it out by around January/February.
I have another idea, I'm not sure if this would be easy to make or not, but self enchantments would be cool.
For instance for a fire "self enchantment" you would basically light yourself on fire an would temporarily be immune or resistant to all fire, anything ...
These are just suggestions, they could be edited to your liking, I don't really care what happens to these ideas but I hope I give you some inspiration
Keep up the good work!
Always good to throw ideas around when you think of them, you never know where they may lead. There's already fireskin, ice shroud and static aura, and what you're describing sounds like a much more powerful version of those. When I get to adding more spells, I'll look back at all the ideas in this thread for some inspiration.
Yeah it will. Electroblob is slowly updating to 1.10.2+. Don't expect a 1.11.2 version for a while though. He'll probably have it out by around January/February.
Indeed I am, and the good news is that I now have about 80% of the spells working. Rendering is causing me some trouble at the moment but I'm slowly fixing it. The reason it's taking a while is that I've taken the opportunity to rewrite some of the mod's internals rather than trying to update inefficient code, which has taken longer but will make my life much easier in the future (including when I get to 1.11.2).
All being well, you might see a first beta release for 1.10.2 in a few weeks.
Just want to say - absolutely love this mod, the spell effects are really charming, and it's essential to my 1.7.10 build now (will be for later builds too). Thank you, and I look forward to what's coming!
Sounds like a potion ID conflict. Annoyingly, these don't crash the game on startup, instead they cause one potion to behave like another. Try changing the potion ID in the config, that will probably fix it.
I have a problem with organising duplicates of spell books. i don't know what to do with them and towers are some what rare for me to trade them for crystals. Also the amount of times you can do that trade with the wizard is very limited. thirdly I have a hard time telling them apart when trying to organise them and look for duplicates as you an only tell that when you scroll over the book. I have no idea how you would fix this but I hope you consider
Other then that I love the mod and hope for more updates. (perhaps greater replenish hunger spell and a config on how many upgrades and how many of one upgrade you can put on a wand?)
good work I will keep an eye on this mod for any developments if planned
I have a problem with organising duplicates of spell books. i don't know what to do with them and towers are some what rare for me to trade them for crystals. Also the amount of times you can do that trade with the wizard is very limited. thirdly I have a hard time telling them apart when trying to organise them and look for duplicates as you an only tell that when you scroll over the book. I have no idea how you would fix this but I hope you consider
Other then that I love the mod and hope for more updates. (perhaps greater replenish hunger spell and a config on how many upgrades and how many of one upgrade you can put on a wand?)
good work I will keep an eye on this mod for any developments if planned
You can always change the rarity of the towers in the config, though that won't work so well for existing worlds. I might be able to increase the number of uses of that trade, I'll look into it. The only thing I can think of to help with organising spell books is to make ones with the same spell stackable. Again, I'll have to see.
A 'greater' version of replenish hunger is a nice idea, I've noted it down. As for those config options, they would be easy enough to implement, it's just a question of how much control I give users over the balance of the mod. The general idea with wand upgrades is that you have to choose - do you max out a few upgrades or spread your slots more evenly? The overall upgrade limit will be increased in Wizardry 1.2, though.
Are you at all interested in redundant spells that belong to different schools? I assume you have a walking on water spell, or at least a freezing water under your feet spell, but one of my favorite Dungeons and Dragons spells is Lillypad Step, which grows lillypads under your feet as you walk and wither away a few moments later. I would -love- this in minecraft.
Also, there was a spell that teleported the victim into an alternate maze dimension. They could not leave until the maze was solved. I dont know if you need to make a literal dimension exactly, some teleportation trickery with a temporary maze could be plenty. An alternative would just grow a hedge maze where you point it.
Honestly I have a lot of spell ideas but I'm sort of trying to preserve the excitement by not reading the lists, so I dont want to bombard you without knowing what already exists.
I actually don't have a walking on water spell yet. I tried to make a freezing water under your feet one a while ago, but the way Minecraft does things means that placing blocks directly under the player's feet as they walk won't work. That's why the frost walker enchantment makes a large circle around where the player is standing. For Wizardry 1.2, I'm going to try and get it working a different way. Generally speaking, I try not to have two spells that do exactly the same thing, even if they look different, so I'll have to think about the lilypad thing. You're right though, it would be a pretty neat effect.
Nice to hear you're discovering stuff the hard (but way more fun) way, although it may take you a while to discover everything that's already in the mod. I won't complain if you suggest things that already exist, but it might cause spoilers for you!
Your current system for acquiring new spells feels perfect to me. If you add anything involving XP you should add a config option to remove it, because with modpacks it can be extremely easy to make mountains and mountains of XP, which could really mess up the progression. I think maybe a few different types of structures that have spells might spice it up a bit, like some kind of nether hut.
That could work, actually. Rings and amulets and such like are something I was considering anyway (with baubles integration if baubles is installed). I'll see what I can do.
Good idea. I wonder why I didn't make it work vertically in the first place...
Iron golems and snow golems will because they're just the vanilla Minecraft ones, so I don't have control over that. The others shouldn't though, which is a bit strange. I've completely rewritten the summoned creature system for the 1.10.2 version and I will be backporting the new system to the 1.7.10 version, so that may well fix it.
Yes that's a good point, I was only throwing ideas around. A while back I did think that some sort of shrine or obelisk-type structures would work nicely, or something underground. Either of those could have nether variants as well (a lot of mods overlook the nether, in fact). Structures like that would also be a great place to spawn hostile versions of ice wraiths, lightning wraiths and all those summoned creatures that don't spawn normally.
The honest answer is I have no idea. It depends partly on how long it takes me to finish porting to 1.10.2 (shouldn't be too long now) and how many bugs people find with it once it is released.
I wasn't about to put ice wraiths in the nether, don't worry! Again, at this point these are just ideas off the top of my head based on things people have posted.
Hmmm, 6 new dimensions is a lot of work, to say the least. I don't really think it would add much to the mod somehow.
No, I don't. Earth means the natural world, and flying is most certainly a part of it in my opinion.
I'll be alright coding wise, I think! But good for you, programming in any language is a useful skill, so stick at it and see what you can make. And the source code for Wizardry is available here, so if you want to read it and fiddle with it to learn how it all works, go for it.
cool mod. can't wait for updates
not my mod but download this mod
Hello, Dear Author, I'm a minecraft player from China. I really like the module you created. When I run it on the server, this module in the server player's position is very high. It can be said that this is in addition to AM2 and TC magic module more artistic fun and playability and creativity of a classic module. I would like to copy this module to China's largest minecraft forum (www.mcbbs.net), so that more Chinese players know you and your module. In this respectable author, I would like to obtain your consent, authorized reproduced.
PS: I'm sorry, my English is not very good, this may lead to difficulties when you read. I will send the Chinese version below. (excuse me)
你好,尊敬的作者,我是中国的minecraft玩家。 我真的很喜欢你所创建的模组。 当我在服务器上运行它时,这款模组在服务器里玩家心中的地位很高。 可以说,这是除了AM2和TC之外的魔法模组更具艺术趣味和可玩性及创造力的一款经典模组。 我想将这个模组复制到中国最大的minecraft论坛(www.mcbbs.net),让更多的中国玩家知道你和你的模组。 在此尊敬的作者,我希望征得你的同意,授权转载。
Always looking forward to future versions and updates of this mod
If you would like to make a post about the mod on that forum, you may do so. However, you may not redistribute the files, because this does not support me as the author and it means that those files are not kept up-to-date. Please instead provide a link to the download on CurseForge. This address will download the mod directly:
https://minecraft.curseforge.com/projects/electroblobs-wizardry/files/2436584/download
Thanks! ...wait, is that a subtle hint I detect there?
OK, I'll do that. Thank you very much again;)
I have another idea, I'm not sure if this would be easy to make or not, but self enchantments would be cool.
For instance for a fire "self enchantment" you would basically light yourself on fire an would temporarily be immune or resistant to all fire, anything you touch would start to burn and you'd leave a fiery trail behind you as you walk and possibly have a magic damage increment to all fire spells you cast, the longer you use this "mode" for would spend more mana or possibly just cost a huge initial amount of mana.
There could be different "self enchantments" for different elements, for storm, it could start by a lightning bolt strikes you, and as soon as it hits you, you get a blue aura surrounding you, possibly similar to the one of a charged creeper? and like the fire one, you might be immune to or resist lightning damage, and anything you attack would get zapped, you could also have speed.
These spells would most likely be master spells or possibly a new tier that could either be "Legendary" or "???" / "Unknown"
They would be incredibly rare and if you felt like it, they wouldn't have to be in the creative menu meaning they'd be pretty much easter eggs that not many would know about.
These are just suggestions, they could be edited to your liking, I don't really care what happens to these ideas but I hope I give you some inspiration
Keep up the good work!
only one question pls dont Report this as spam. will the mod be in the 1.11.2 Version ?
Yeah it will. Electroblob is slowly updating to 1.10.2+. Don't expect a 1.11.2 version for a while though. He'll probably have it out by around January/February.
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~ Everybody's FavouriteDragon
Always good to throw ideas around when you think of them, you never know where they may lead. There's already fireskin, ice shroud and static aura, and what you're describing sounds like a much more powerful version of those. When I get to adding more spells, I'll look back at all the ideas in this thread for some inspiration.
Indeed I am, and the good news is that I now have about 80% of the spells working. Rendering is causing me some trouble at the moment but I'm slowly fixing it. The reason it's taking a while is that I've taken the opportunity to rewrite some of the mod's internals rather than trying to update inefficient code, which has taken longer but will make my life much easier in the future (including when I get to 1.11.2).
All being well, you might see a first beta release for 1.10.2 in a few weeks.
Just want to say - absolutely love this mod, the spell effects are really charming, and it's essential to my 1.7.10 build now (will be for later builds too). Thank you, and I look forward to what's coming!
Hey I've got a bug to report: When I use the Static Aura spell it gives me the Sprouting effect.
Sounds like a potion ID conflict. Annoyingly, these don't crash the game on startup, instead they cause one potion to behave like another. Try changing the potion ID in the config, that will probably fix it.
I have a problem with organising duplicates of spell books. i don't know what to do with them and towers are some what rare for me to trade them for crystals. Also the amount of times you can do that trade with the wizard is very limited. thirdly I have a hard time telling them apart when trying to organise them and look for duplicates as you an only tell that when you scroll over the book. I have no idea how you would fix this but I hope you consider
Other then that I love the mod and hope for more updates. (perhaps greater replenish hunger spell and a config on how many upgrades and how many of one upgrade you can put on a wand?)
good work I will keep an eye on this mod for any developments if planned
not my mod but download this mod
You can always change the rarity of the towers in the config, though that won't work so well for existing worlds. I might be able to increase the number of uses of that trade, I'll look into it. The only thing I can think of to help with organising spell books is to make ones with the same spell stackable. Again, I'll have to see.
A 'greater' version of replenish hunger is a nice idea, I've noted it down. As for those config options, they would be easy enough to implement, it's just a question of how much control I give users over the balance of the mod. The general idea with wand upgrades is that you have to choose - do you max out a few upgrades or spread your slots more evenly? The overall upgrade limit will be increased in Wizardry 1.2, though.
Are you at all interested in redundant spells that belong to different schools? I assume you have a walking on water spell, or at least a freezing water under your feet spell, but one of my favorite Dungeons and Dragons spells is Lillypad Step, which grows lillypads under your feet as you walk and wither away a few moments later. I would -love- this in minecraft.
Also, there was a spell that teleported the victim into an alternate maze dimension. They could not leave until the maze was solved. I dont know if you need to make a literal dimension exactly, some teleportation trickery with a temporary maze could be plenty. An alternative would just grow a hedge maze where you point it.
Honestly I have a lot of spell ideas but I'm sort of trying to preserve the excitement by not reading the lists, so I dont want to bombard you without knowing what already exists.
I actually don't have a walking on water spell yet. I tried to make a freezing water under your feet one a while ago, but the way Minecraft does things means that placing blocks directly under the player's feet as they walk won't work. That's why the frost walker enchantment makes a large circle around where the player is standing. For Wizardry 1.2, I'm going to try and get it working a different way. Generally speaking, I try not to have two spells that do exactly the same thing, even if they look different, so I'll have to think about the lilypad thing. You're right though, it would be a pretty neat effect.
Nice to hear you're discovering stuff the hard (but way more fun) way, although it may take you a while to discover everything that's already in the mod. I won't complain if you suggest things that already exist, but it might cause spoilers for you!