Heya. A friend and I were recently contemplating different mods that the game has and doesn't have, and we thought a Homestuck mod would be really cool. However, I definitely do not have the coding know-how. I can create the textures and sprites (and in fact, I'm pretty good at that), and I can do some basic coding, but I need someone more experienced who can help me along the way.
I have a lot of the features planned out. There should be a few new mobs (an undefined number so far). I'd like to try to put in Grist, and an entire new crafting system for the new weapons and items.
Here's what I have so far:
-Grist: Any destroyed creature/animal drops Grist (there's a set amount, and a 'bonus' amount that they might drop). Certain Grists are worth more than others, too. For example, one red Grist is worth five blue Grist, and you can craft one red Grist using five blue. This is useful for storing it and for those really big items.
-Cruxtruder: Grist is used to power the Cruxtruder. It doesn't take very much Grist to produce one Cruxite Dowel. However, you can't go to the Totem Lathe Yet because...
-Punch Designix: This was the hardest thing to come up with, and will probably be the hardest to code. In the comic, it's used to take the codes of items and make them into punched cards. Simple as that, but that's incredibly confusing in Minecraft, so I came up with a better idea.
Upon using the Punch Designix, a GUI comes up that looks similar to a 3x3 Crafting Grid. Some blocks, when placed into this other end, yield a punch card that you can later bring to the Totem Lathe.
If you're wondering how you get the new items, fear not. The weaker versions of the new items (say, the sledgehammer and the cane) can be created naturally. The powered up versions can be created using Grist later, by fusing one of the original items with some newer components to create the cards here. That's why there's a 3x3 Crafting grid. You'll be losing the items you use, though. This'll be explained in depth a bit later.
-Totem Lathe: You're near the end now. Clicking this opens a GUI similar to a furnace. You put your Cruxite Dowel at the top, and your Punch Card at the bottom. It will create a Carved Cruxite Dowel, and represents a certain item. You can use it as many times as you want, so don't make more than one for the same item. I also wouldn't mix them up with other Cruxite Dowels, because the only way to tell them apart is the curve in the sprite.
-Alchemiter: The last thing. Another furnace-like GUI. You put your Carved Cruxite Dowel on the top, and a stack of Grist at the bottom. The rarer and better the item, the more Grist it will cost to create. It doesn't take long, but you should make sure enough Grist is available.
So, example. Say you want to create one diamond using what I'm going to call the sburb method. It all starts and ends with the Grist you have, so make sure you have enough. You head over to the Cruxtruder to create one Cruxite Dowel. Then you head over to the Punch Designix and insert your diamond. It will cost you one Diamond, but it'll create one Diamond Punch Card. You bring the Diamond Punch Card and the Cruxite Dowel to the Totem Lathe, and the Cruxite Dowel is turned into a Carved Cruxite Dowel (CCD) (and you get to keep the Diamond Punch Card). Then you place the CCD into the Alchemiter (along with the appropriate amount of Grist). Within a few seconds, the Grist will have been converted into one Diamond. The CCD can be used as many times as you want for infinite Diamonds (as long as you have enough Grist).
Here's another example on creating one of the new items. Everything starts at the same place, of course. I'm going to use the example of a Sickle (and a Regisickle). A sickle is crafted using a stick and three iron ingots.
For the record, it has the power of an iron sword and yields extra wheat when using it as a farming tool.
So, you want to create a Regisickle. You go collect a Cruxite Dowel, and head over to the Punch Designix. However, it's here that it gets complicated. At the Punch Designix, you place the Sickle into the crafting area, and you also toss two blocks of Obsidian in. Instead of a card for the Sickle (you would have gotten one if you just put the sickle in), you got a card for the Regisickle. After that, you just bring the card to the Alchemiter and everything remains straightforward.
Planned items:
Weapons: (there are -s by the objects that can be hand-crafted.)
Caledscratch
Scarlet Ribbitar
Regisword
-Steel Hammer
Pogo Hammer
Telescopic Sassacrusher
Fear No Anvil
Pop-a-matic Vrillyhoo Hammer
Warhammer of Zillyhoo
-Knitting Needles
Needlewands
Thorns of Oglogoth
-Hunting Rifle
Girl's Best Friend
Ahab's Crosshairs
-Daggerlance
-Sickle
Homes Smell Ya Later
Regisickle
-Claw Gloves
Blue Claw Gloves
-Cane
Spear Cane
Dragon Cane
Fluorite Octet
-Deuce Clubs Other Items
Grist (Colours/types undefined so far) Blocks
Grist Block
Cruxtruder
Punch Designix
Totem Lathe
Alchemiter
Contact Info- If you want to help, just leave a message in this thread and I'll be checking regularly. If you'd like to be nice, though, you can easily get into contact with me on neoseeker.com. My username is Zoroark there as well.
Thanks for taking the time to read this!
Rollback Post to RevisionRollBack
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
This would take a lot of coding. If I wasn't working on a new ore than I would help you. You said you can make sprites. Could you help me with my ore mod please? PM me if you can.
This would take a lot of coding. If I wasn't working on a new ore than I would help you. You said you can make sprites. Could you help me with my ore mod please? PM me if you can.
I would help out, but I've got my hands full with this and a few other projects that aren't Minecraft-related. Thanks for stopping by to read this, though, it's appreciated.
Rollback Post to RevisionRollBack
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
Yeah, really nice Homestuck theme. Might want to add mobs, maybe orange salamanders like found on the land Wind and Shade.
This is a brilliant idea that I didn't think of before. Probably going to try to add Orange Salamanders, Imps, and maybe possibly Derse/Prospit soldiers. Thanks for the advice!
Rollback Post to RevisionRollBack
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
Okay, I now have four or so mobs planned out. Derse soldiers, Prospit soldiers, Imps, and salamanders. I'm looking for imput on what else to add. Ideas? Don't say Jack Noir; he'd be waaaay too difficult to put in and I've never been a fan of mobs like that.
Also, another idea came to me last night. Rings! Probably going to work like a potion, but can be used more than once. Y/N?
Rollback Post to RevisionRollBack
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
I might consider helping out a little bit on the project, but not before I learn more about modding and my schedule starts clearing up. I'll get back to you later.
Your method of alchemy can get a bit complex: it will stray from homestuck a bit, but if you were to put it into an enchantment table like thing, which showed you grist costs instead of level costs, you could scroll down through the list and find the upgraded level you wanted.
Materials
Each material you can use has its individual advantages and disadvantages. Larger weapons could have more range, but less speed. Iron could have decent damage, but breaks down fast against water-based targets; obsidian is a great damage but breaks fast (It's just glass rock); wood would do well against plantlife, but burn up when used against fire; glass is even stronger than obsidian but breaks even faster; charcoal items catch fire against fire targets, but don't burn up from it, giving them good damage against plant or ice based enemies...
Currencies
Grist could be stored within a seperate meter shown while not in a menu, or in a corner of the inventory, its count shown in a way similar to how rupees are shown in, and in the corner on the other side (both on top or both on bottom though), your boondollar count, which rises each time you get enough exp orbs to level up.
On boondollars, when you encounter consorts, they will live in villages and a certain type will trade stuff, millenaire style, only taking boondollars in high amounts rather than small amounts of coin or emerald that sits in your inventory.
Worlds/SBURB entry
The Nether and The End are removed, no more portals to either. Players should start on the over world, before you enter SBURB (level 1+) you have to insert an item into a "kernelsprite" block. The kernelsprite will have a crafting grid next to it as well, which doesn't build anything, but rather acts as a storage for nine different items to be taken into the game.
When you create your sprite, you are instantly killed, and will respawn in level 6, 7, 8, etc based on how many players have already started (The overworld is level 0). There will be a kernel block with the sprite sitting nearby, which you break to get the up-to-nine items you stored in the kernelsprite block. Doing so confirms your entry into the medium, and would be done this way to prevent players from bringing in a full set of diamond gear: the items stored will be of the lowest grade possible. An alternative method is to let them click through a series of buttons to claim their weapon type (Axe, pickaxe, hammer, sword, scythe, sickle, claws, etc), starting with zero armor.
The worlds would be given a random two types from the list, and no world will have even one of the same types as another, though there can be similar types.
Dreamland
Levels 4 and 5 are Prospit and Derse. Upon using a bed, your player file is saved, and you become a new player: "dream.~player~" the first which is generated randomly on prospit or derse, and cannot transfer items between wakeself and dreamself through the default inventory. Players after the first will take turns appearing on the opposite planet.
Prospit and Derse have similar biomes, which generate many tunnels through their colored ground. Each time a dreamself is born on the planet, a dream tower spawns there, and that tower becomes that dream.player's constant spawn.
Dreamselves come with only a set of armor: Purple or Yellow clothing, never breaks, prevents fall damage, permits flying up to a certain height. Carapaces will have villages along the planets (villages will clog all the holes under their houses, but don't force it flat, much like overworld villages), and can have very special shops. There will be on castle spawned in a constant location, as well as several 'temples' where a player can listen to the gods/read the clouds. Both would be locked onto the present, letting them observe other players through it.
The castle would have a tower for every player (rather than the planet having a dreamtower for half the players): whatever they put into the kernelsprite will show up at the top of the tower in an unbreakable sphere, and will have a wandering unkillable queen, as well as several super powerful neutral agents (I'm talking Ender Dragon health, Iron Golem damage, little knockback so they can hit you quick if you **** 'em off).
Kernelsprites explained
The overworld would work mostly the same, but mobs could potentially drop an essense type item. This means the player can prototype a sheep, skeleton, zombie, etc... Or just wool, a bone, or rotten meat, it would have different effects on the imps that spawn. A sheep, for example, will mean they'll eat crops or pumpkins or such, whereas wool makes them puffy and a little armored. A skeleton means they have a good chance to spawn with ranged weapons, and are accurate, but a bone just means... Uh, something else. My brain's not thinking too well on this subject.
Skaia
Level 2 would be Skaia, and is a large biome type world, with rare villages or singular houses, but mostly giant monstrousities that require late-game gear to stand a chance against. This is where you would eventually locate the kings.
Levels 1 and 3
I purposely skipped a couple of the level numbers to make it easier to reserve levels for a particular reason: Level 1 is a hub to travel between worlds with ease. It is the only level to easily build transportalizers to all the worlds, prospit and derse included.
Level 3 is the Asteroids. It will consist of giant floating islands with structures on or inside them, plus the occasional mini island. Transportalizer detection will seek out an actual island to pop up on within a certain rage, it should not pop up in the middle of air. Some structures may have an existing transportalizer to the different worlds, but the player cannot set up new ones.
World Transfer, Gates
At the spawn point for each planet, there are gates above. They are simply portal blocks, and the player should NOT spawn on them. They teleport the player to a 'random' point on that planet, somewhere that should be near a ground-based portal to another one of the worlds. Say player 1 got the Land of Trees and Dirt, really basic world with little in the way of resources other than wood and saplings, they build up to the first gate with that, enter it, and plop down near the gate to player 2's world.
Player 2, on the other hand, got the Land of Caverns and Tubes: there are random tubes that go underground to random spots,sometimes dead ends, sometimes the caverns themselves. Player one jumps into the gate they were sitting at, spawns on the highest block under player 2's first gate. They then work together to help keep each other alive. The second gate on LoTaD would go to player 3's planet, the third to player 4's, etc. If there are only two players, then it loops back around and 2 is 1, 3 is 2, 4 is 1, etc. Gate seven goes to a remote area of the planet that has a gate to Skaia. Skaia will not have that gate on it until the player enters it.
Class of Stat
When a player creates their sprite, regardless of what they made it with, they not only get a randomly selected planet type, but they also get a randomly selected class and stat. Both determine higher level abilities that can be unlocked as they climb their 'etcheladder' (shown via the normal level bar, just a number, no words), and applied to their ability key (X and C, perhaps?).
In order for them to choose which ones to apply, they would hit the SBURB Menu key (Z?) and choose one for each column. Thieves could steal, heirs could inspire, knights would get automatic damage reduction, witches have access to "magic"... Breath would be "Fus Ro Dah" type abilities (Damageless earlier on), Time could slow or speed up mobs, Light could influence luck (Control what the target of hostile enemies is, for example, or reduce the odds of getting poisoned by rotten flesh or uncooked chicken)...
Consorts and what they do
The species of consort will be randomly generated from a list, and only effects their appearance and what sounds they make. What they sell depends on the shopping player and what world it is. A player of Breath would get blue clothing that enhances their abilities, Time gets red that enhances theirs, etc. Land of Trees and Dirt consorts would sell wooden stuff, as well as whatever their village spawned with, which considering the planet type, would probably consist of surface or forest-type stuff. Mushrooms, worms, insects, birds...
Carapace goods
When you buy things from the carapaces on Prospit or Derse, you can't actually get them to your wakeself so easily. What you do is charter a vessel, which depending on how much you paid can carry so many items. This vessel will then depart to the stated planet (You can send items to other players, perhaps to help those who just entered), which will be represented to anybody there by a mob appearing high up, decending quickly, and then stopping near the surface, where a chest appears, before the mob flies away and disappears again.
If there are no players to witness this, it only generates the chest, completely skipping the mob.
Chartered transports can only ship certain types of items: Prospit/Derse blocks and the gear specific to those planets cannot be shipped. The gear mostly just consists of the dreamer armor.
Hooboy that's a lot of ideas I had running through there.
Hello! I was thinking of making a similar mod, but then i saw this one! I would like to try to contribute to this mod, by helping with one of the most used feature in Homestuck, the Sylladex!
I have a few ideas on how this would work:
First and most drastically,the sylladex would replace the inventory and hotbar. Items will stack, but still will not exceed it's original limit. (I.e. dirt = 64, snowball = 16 and pickax = 1)
Second, the non-hotbar inventory slots will be replaced with the strife deck of some sort, allowing "more" item slots overall, but less convenience. The strife deck may be hard to implement directly into minecraft, but having it altered slightly is still fine. The Kind Abstratus could be a bit tricky, too. We shouldn't just do generic Kind Abstratus names, (i.E. Toolkind, weaponkind, armorkind and blockkind) we could do names like:
NOTE: SOME ITEMS MAY CROSS OVER KIND ABSTRATUS!
Groundkind - dirt, grass, sand, ect. (common ground blocks) Rockkind - stone, cobblestone ect. (Earth's rock) Brickkind - stone bricks, nether bricks, ect (anything made of bricks, includes bricks) Orekind - coal ore, iron ore, ect (all ores INCLUDES QUARTZ) Ingotkind -iron ingot, gold ingot, ect (ingots) Gemkind - diamond, emreald (gems) Netherkind - netherrack, nether wart, ect (INCLUDES QUARTS AND NETHERBRICK)
More should be added.
What do you think? I MIGHT be able to to program some of it
Hello! I was thinking of making a similar mod, but then i saw this one! I would like to try to contribute to this mod, by helping with one of the most used feature in Homestuck, the Sylladex!
I have a few ideas on how this would work:
First and most drastically,the sylladex would replace the inventory and hotbar. Items will stack, but still will not exceed it's original limit. (I.e. dirt = 64, snowball = 16 and pickax = 1)
Second, the non-hotbar inventory slots will be replaced with the strife deck of some sort, allowing "more" item slots overall, but less convenience. The strife deck may be hard to implement directly into minecraft, but having it altered slightly is still fine. The Kind Abstratus could be a bit tricky, too. We shouldn't just do generic Kind Abstratus names, (i.E. Toolkind, weaponkind, armorkind and blockkind) we could do names like:
NOTE: SOME ITEMS MAY CROSS OVER KIND ABSTRATUS!
Groundkind - dirt, grass, sand, ect. (common ground blocks) Rockkind - stone, cobblestone ect. (Earth's rock) Brickkind - stone bricks, nether bricks, ect (anything made of bricks, includes bricks) Orekind - coal ore, iron ore, ect (all ores INCLUDES QUARTZ) Ingotkind -iron ingot, gold ingot, ect (ingots) Gemkind - diamond, emreald (gems) Netherkind - netherrack, nether wart, ect (INCLUDES QUARTS AND NETHERBRICK)
More should be added.
What do you think? I MIGHT be able to to program some of it
Right now I recommend you going to the mspaf thread instead, as that is probably the only active minestuck thread right now.
Minestuck also have a github for those who want to contribute. (that's also where all the links to minestuck related places is)
my minecraft connection keeps crashing since i ate the apple in the server so i sent that tumblr message. heres my crash log
---- Minecraft Crash Report ----
// You're mean.
Time: 4/17/14 5:00 PM
Description: Ticking screen
java.lang.IllegalArgumentException: Could not get provider type for dimension 3, does not exist
at net.minecraftforge.common.DimensionManager.getProviderType(DimensionManager.java:148)
at net.minecraftforge.common.DimensionManager.createProviderFor(DimensionManager.java:302)
at net.minecraft.world.WorldProvider.func_76570_a(WorldProvider.java:160)
at net.minecraft.client.multiplayer.WorldClient.(WorldClient.java:54)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:234)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:76)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1598)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:914)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:833)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraftforge.common.DimensionManager.getProviderType(DimensionManager.java:148)
at net.minecraftforge.common.DimensionManager.createProviderFor(DimensionManager.java:302)
at net.minecraft.world.WorldProvider.func_76570_a(WorldProvider.java:160)
at net.minecraft.client.multiplayer.WorldClient.(WorldClient.java:54)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:234)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:76)
-- Affected screen --
Details:
Screen name: net.minecraft.client.multiplayer.GuiConnecting
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1598)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:914)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:833)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8.1 (x86) version 6.3
Java Version: 1.7.0_55, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 85171936 bytes (81 MB) / 210206720 bytes (200 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.01-pre FML v7.2.156.1060 Minecraft Forge 10.12.1.1060 6 mods loaded, 6 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{7.2.156.1060} [Forge Mod Loader] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{10.12.1.1060} [Minecraft Forge] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{rc_} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{rc_} [Not Enough Items] (NotEnoughItems-1.7.2-rc2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Minestuck{82} [Minestuck] (Minestuck-82.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Launched Version: 1.7.2-Forge10.12.1.1060
LWJGL: 2.9.0
OpenGL: Intel® HD Graphics 4000 GL version 4.0.0 - Build 10.18.10.3379, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
The cruxite artifact should give should give some effect like blurred vision or something (this is mostly so that mods that have objects that store food would be less likely to try to consume the artifact and cause problems). This idea is coming from a glitch I am now having in one of my worlds upon preparing to enter the medium.
Rollback Post to RevisionRollBack
The void speaks to and through those devoid of substance.
I have a lot of the features planned out. There should be a few new mobs (an undefined number so far). I'd like to try to put in Grist, and an entire new crafting system for the new weapons and items.
Here's what I have so far:
-Grist: Any destroyed creature/animal drops Grist (there's a set amount, and a 'bonus' amount that they might drop). Certain Grists are worth more than others, too. For example, one red Grist is worth five blue Grist, and you can craft one red Grist using five blue. This is useful for storing it and for those really big items.
-Cruxtruder: Grist is used to power the Cruxtruder. It doesn't take very much Grist to produce one Cruxite Dowel. However, you can't go to the Totem Lathe Yet because...
-Punch Designix: This was the hardest thing to come up with, and will probably be the hardest to code. In the comic, it's used to take the codes of items and make them into punched cards. Simple as that, but that's incredibly confusing in Minecraft, so I came up with a better idea.
Upon using the Punch Designix, a GUI comes up that looks similar to a 3x3 Crafting Grid. Some blocks, when placed into this other end, yield a punch card that you can later bring to the Totem Lathe.
If you're wondering how you get the new items, fear not. The weaker versions of the new items (say, the sledgehammer and the cane) can be created naturally. The powered up versions can be created using Grist later, by fusing one of the original items with some newer components to create the cards here. That's why there's a 3x3 Crafting grid. You'll be losing the items you use, though. This'll be explained in depth a bit later.
-Totem Lathe: You're near the end now. Clicking this opens a GUI similar to a furnace. You put your Cruxite Dowel at the top, and your Punch Card at the bottom. It will create a Carved Cruxite Dowel, and represents a certain item. You can use it as many times as you want, so don't make more than one for the same item. I also wouldn't mix them up with other Cruxite Dowels, because the only way to tell them apart is the curve in the sprite.
-Alchemiter: The last thing. Another furnace-like GUI. You put your Carved Cruxite Dowel on the top, and a stack of Grist at the bottom. The rarer and better the item, the more Grist it will cost to create. It doesn't take long, but you should make sure enough Grist is available.
So, example. Say you want to create one diamond using what I'm going to call the sburb method. It all starts and ends with the Grist you have, so make sure you have enough. You head over to the Cruxtruder to create one Cruxite Dowel. Then you head over to the Punch Designix and insert your diamond. It will cost you one Diamond, but it'll create one Diamond Punch Card. You bring the Diamond Punch Card and the Cruxite Dowel to the Totem Lathe, and the Cruxite Dowel is turned into a Carved Cruxite Dowel (CCD) (and you get to keep the Diamond Punch Card). Then you place the CCD into the Alchemiter (along with the appropriate amount of Grist). Within a few seconds, the Grist will have been converted into one Diamond. The CCD can be used as many times as you want for infinite Diamonds (as long as you have enough Grist).
Here's another example on creating one of the new items. Everything starts at the same place, of course. I'm going to use the example of a Sickle (and a Regisickle). A sickle is crafted using a stick and three iron ingots.
For the record, it has the power of an iron sword and yields extra wheat when using it as a farming tool.
So, you want to create a Regisickle. You go collect a Cruxite Dowel, and head over to the Punch Designix. However, it's here that it gets complicated. At the Punch Designix, you place the Sickle into the crafting area, and you also toss two blocks of Obsidian in. Instead of a card for the Sickle (you would have gotten one if you just put the sickle in), you got a card for the Regisickle. After that, you just bring the card to the Alchemiter and everything remains straightforward.
Planned items:
Weapons: (there are -s by the objects that can be hand-crafted.)
Caledscratch
Scarlet Ribbitar
Regisword
-Steel Hammer
Pogo Hammer
Telescopic Sassacrusher
Fear No Anvil
Pop-a-matic Vrillyhoo Hammer
Warhammer of Zillyhoo
-Knitting Needles
Needlewands
Thorns of Oglogoth
-Hunting Rifle
Girl's Best Friend
Ahab's Crosshairs
-Daggerlance
-Sickle
Homes Smell Ya Later
Regisickle
-Claw Gloves
Blue Claw Gloves
-Cane
Spear Cane
Dragon Cane
Fluorite Octet
-Deuce Clubs
Other Items
Grist (Colours/types undefined so far)
Blocks
Grist Block
Cruxtruder
Punch Designix
Totem Lathe
Alchemiter
Contact Info- If you want to help, just leave a message in this thread and I'll be checking regularly. If you'd like to be nice, though, you can easily get into contact with me on neoseeker.com. My username is Zoroark there as well.
Thanks for taking the time to read this!
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
I would help out, but I've got my hands full with this and a few other projects that aren't Minecraft-related. Thanks for stopping by to read this, though, it's appreciated.
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
This is a brilliant idea that I didn't think of before. Probably going to try to add Orange Salamanders, Imps, and maybe possibly Derse/Prospit soldiers. Thanks for the advice!
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
Also, another idea came to me last night. Rings! Probably going to work like a potion, but can be used more than once. Y/N?
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
I think it'll be something like this. Seems like the best idea, actually. Thanks!
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
The MSPA forums link. If anybody wants to help, there seems to be a lot more feedback over here.
He promised you order, he promised you peace, and all he demanded in return was your silent, obedient consent.
EDIT: Sollux Glasses FTW! Redwool, stick, bluewool.
Materials
Currencies
On boondollars, when you encounter consorts, they will live in villages and a certain type will trade stuff, millenaire style, only taking boondollars in high amounts rather than small amounts of coin or emerald that sits in your inventory.
Worlds/SBURB entry
When you create your sprite, you are instantly killed, and will respawn in level 6, 7, 8, etc based on how many players have already started (The overworld is level 0). There will be a kernel block with the sprite sitting nearby, which you break to get the up-to-nine items you stored in the kernelsprite block. Doing so confirms your entry into the medium, and would be done this way to prevent players from bringing in a full set of diamond gear: the items stored will be of the lowest grade possible. An alternative method is to let them click through a series of buttons to claim their weapon type (Axe, pickaxe, hammer, sword, scythe, sickle, claws, etc), starting with zero armor.
The worlds would be given a random two types from the list, and no world will have even one of the same types as another, though there can be similar types.
Dreamland
Prospit and Derse have similar biomes, which generate many tunnels through their colored ground. Each time a dreamself is born on the planet, a dream tower spawns there, and that tower becomes that dream.player's constant spawn.
Dreamselves come with only a set of armor: Purple or Yellow clothing, never breaks, prevents fall damage, permits flying up to a certain height. Carapaces will have villages along the planets (villages will clog all the holes under their houses, but don't force it flat, much like overworld villages), and can have very special shops. There will be on castle spawned in a constant location, as well as several 'temples' where a player can listen to the gods/read the clouds. Both would be locked onto the present, letting them observe other players through it.
The castle would have a tower for every player (rather than the planet having a dreamtower for half the players): whatever they put into the kernelsprite will show up at the top of the tower in an unbreakable sphere, and will have a wandering unkillable queen, as well as several super powerful neutral agents (I'm talking Ender Dragon health, Iron Golem damage, little knockback so they can hit you quick if you **** 'em off).
Kernelsprites explained
Skaia
Levels 1 and 3
Level 3 is the Asteroids. It will consist of giant floating islands with structures on or inside them, plus the occasional mini island. Transportalizer detection will seek out an actual island to pop up on within a certain rage, it should not pop up in the middle of air. Some structures may have an existing transportalizer to the different worlds, but the player cannot set up new ones.
World Transfer, Gates
Player 2, on the other hand, got the Land of Caverns and Tubes: there are random tubes that go underground to random spots,sometimes dead ends, sometimes the caverns themselves. Player one jumps into the gate they were sitting at, spawns on the highest block under player 2's first gate. They then work together to help keep each other alive. The second gate on LoTaD would go to player 3's planet, the third to player 4's, etc. If there are only two players, then it loops back around and 2 is 1, 3 is 2, 4 is 1, etc. Gate seven goes to a remote area of the planet that has a gate to Skaia. Skaia will not have that gate on it until the player enters it.
Class of Stat
In order for them to choose which ones to apply, they would hit the SBURB Menu key (Z?) and choose one for each column. Thieves could steal, heirs could inspire, knights would get automatic damage reduction, witches have access to "magic"... Breath would be "Fus Ro Dah" type abilities (Damageless earlier on), Time could slow or speed up mobs, Light could influence luck (Control what the target of hostile enemies is, for example, or reduce the odds of getting poisoned by rotten flesh or uncooked chicken)...
Consorts and what they do
Carapace goods
If there are no players to witness this, it only generates the chest, completely skipping the mob.
Chartered transports can only ship certain types of items: Prospit/Derse blocks and the gear specific to those planets cannot be shipped. The gear mostly just consists of the dreamer armor.
Hooboy that's a lot of ideas I had running through there.
I have a few ideas on how this would work:
First and most drastically,the sylladex would replace the inventory and hotbar. Items will stack, but still will not exceed it's original limit. (I.e. dirt = 64, snowball = 16 and pickax = 1)
Second, the non-hotbar inventory slots will be replaced with the strife deck of some sort, allowing "more" item slots overall, but less convenience. The strife deck may be hard to implement directly into minecraft, but having it altered slightly is still fine. The Kind Abstratus could be a bit tricky, too. We shouldn't just do generic Kind Abstratus names, (i.E. Toolkind, weaponkind, armorkind and blockkind) we could do names like:
NOTE: SOME ITEMS MAY CROSS OVER KIND ABSTRATUS!
Groundkind - dirt, grass, sand, ect. (common ground blocks)
Rockkind - stone, cobblestone ect. (Earth's rock)
Brickkind - stone bricks, nether bricks, ect (anything made of bricks, includes bricks)
Orekind - coal ore, iron ore, ect (all ores INCLUDES QUARTZ)
Ingotkind - iron ingot, gold ingot, ect (ingots)
Gemkind - diamond, emreald (gems)
Netherkind - netherrack, nether wart, ect (INCLUDES QUARTS AND NETHERBRICK)
More should be added.
Right now I recommend you going to the mspaf thread instead, as that is probably the only active minestuck thread right now.
Minestuck also have a github for those who want to contribute. (that's also where all the links to minestuck related places is)
// You're mean.
Time: 4/17/14 5:00 PM
Description: Ticking screen
java.lang.IllegalArgumentException: Could not get provider type for dimension 3, does not exist
at net.minecraftforge.common.DimensionManager.getProviderType(DimensionManager.java:148)
at net.minecraftforge.common.DimensionManager.createProviderFor(DimensionManager.java:302)
at net.minecraft.world.WorldProvider.func_76570_a(WorldProvider.java:160)
at net.minecraft.client.multiplayer.WorldClient.(WorldClient.java:54)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:234)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:76)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1598)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:914)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:833)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraftforge.common.DimensionManager.getProviderType(DimensionManager.java:148)
at net.minecraftforge.common.DimensionManager.createProviderFor(DimensionManager.java:302)
at net.minecraft.world.WorldProvider.func_76570_a(WorldProvider.java:160)
at net.minecraft.client.multiplayer.WorldClient.(WorldClient.java:54)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:234)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.client.multiplayer.GuiConnecting.func_73876_c(SourceFile:76)
-- Affected screen --
Details:
Screen name: net.minecraft.client.multiplayer.GuiConnecting
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1598)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:914)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:833)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8.1 (x86) version 6.3
Java Version: 1.7.0_55, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 85171936 bytes (81 MB) / 210206720 bytes (200 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.01-pre FML v7.2.156.1060 Minecraft Forge 10.12.1.1060 6 mods loaded, 6 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{7.2.156.1060} [Forge Mod Loader] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{10.12.1.1060} [Minecraft Forge] (forge-1.7.2-10.12.1.1060.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{rc_} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{rc_} [Not Enough Items] (NotEnoughItems-1.7.2-rc2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Minestuck{82} [Minestuck] (Minestuck-82.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Launched Version: 1.7.2-Forge10.12.1.1060
LWJGL: 2.9.0
OpenGL: Intel® HD Graphics 4000 GL version 4.0.0 - Build 10.18.10.3379, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
The cruxite artifact should give should give some effect like blurred vision or something (this is mostly so that mods that have objects that store food would be less likely to try to consume the artifact and cause problems). This idea is coming from a glitch I am now having in one of my worlds upon preparing to enter the medium.
The void speaks to and through those devoid of substance.