Above: Artifact Armor in varying material qualities
This mod has approximately 32 different combinations of trigger and effect, with up to 5 effects possible per item, for an astounding 24,165,120 (approx) different items before enchantments are applied! Each one will have its own unique name (generated based on its effects) and icon (chosen from a pool of 36 with a randomized color). And it all works using a single Item ID (how's that for clever use of NBT data tags?).
These items will generate commonly in jungle temples and pyramids, uncommonly in strongholds, and rarely in blacksmith chests. Durability is based on material, except for diamond, all artifacts are ~2 times as durable as vanilla items of the same material (except for diamond, which is 1/3rd).
Not all of them will be useful, but some of them can be hilariously fun:
(Just me screwing around one time after I made a new effect)
Spotlights
Crafting Recipes
Display Pedestal
Arrow Trap
Iron Spikes (update: crafts 2)
Wallplate
Wall Obsidiplate
Quicksand (Potion of Harm) (update: 1-8 dirt as input with same output quantity)
(uses raw manaesence, not infused)
Infused manaesence is used to repair artifacts of the same material type in the Anvil
The display pedestal is a good way to show off your loot. Each pedestal will display the item's name on the front and the item itself under a glass cover. Only the owner can open and break it! Explosions will work, of course....hehe.
Changes with 1.1.2:
- Added a key to the creative menu that can be used to clear the owner so that the next person to open it becomes the owner.
- Added feedback sound effect when the player tries to open a pedestal that they don't own.
Effects and Triggers
(Note: not all effects use all triggers)
Healing
Extra Damage
Potion effects (Night Vision, Damage Resistance, Jump Boost)
Lightning
Explosions
Fireballs
Effective pickaxe
Illumination
Extra resources (25% chance for an extra ore drop)
Cash-out (converts the item to emeralds)
Damage Resistance
Jump Boost
Night Vision
Underwater Breath
Food Restoration
Speed Boost
Air Walk
Excavation
Bonus Max Health
Knockback Resistance
Mass Web
Self-Repair
Other-Repair
Exploding Arrows
Ore Sensing
Adrenaline
Resurrection
Invisibility
Plays Music
Right click
Attacking mobs
Tick (passive)
Break Block
Drop item
Interact with entity (i.e. like shears)
While active (current item)
While worn (armor equip)
Taking damage
Taking lethal damage
Config Options
Config options are available to shorten the names. By default all qualifier adjectives are turned on, but they can be disabled individually (enchantment, material, and effect--effect will turn on/off both the pre and post adjectives). You may wish to disable some of these, as very long names make it hard to see the full item description window in some inventory slots.
Another config option will turn on the rendering of item names on display pedestals. By default this is off, as it has the potential to be laggy (basing this on Mystcraft).
Config options for various parts of world-generation. By default these are enabled and add various trap hazards to vanilla's Scattered Features (pyramids, temples, strongholds, wizard's towers) as well as "quicksand lakes."
Additionally if you don't like the Antibuilders, you can prevent worldgen from creating them by setting UseAntibuilders to false.
Item and block ID configs also available (as one would expect of a mod these days).
Compatible Mods
While all Forge and ModLoader mods will load along side Artifacts, this list is for those mods that have a special programatic relationship with Artifacts.
Mystcraft - By default, wizard towers will generate in Mystcraft ages (following the usual biome restrictions) and will generate traps in Mystcraft's abandoned libraries Plunder Rummage - Adds artifacts to the loot tables via plugin above. Thaumcraft 4 - Wizard towers will generate in Magic Forest biomes Baubles - If Baubles is installed, some artifact types can go into Baubles' equipment slots.
Also check out these similar mods You Will Die by xFyreStorm (Randomly generated mobs)
Common Problems
If it crashes, it might be my fault. Definitely my fault if "draco18s" appears in the stack trace. Otherwise probably not my fault and rather the guy who's name is in the stack trace.
If all artifacts are the same, it's my fault: I forgot to turn off a debug flag. These things are so hard to remember to do and I wish Java would do it for me, but it can't.
If you died/lost stuff from an exploding artifact: Fission Accomplished.
Credits
Mr_boness for some of the icons
Tmtravlr for xyr amazing job updating the mod to 1.7.2 and making things a whole lot more awesome including a complete 32x32 resource pack.
And probably some other people that I've forgotten.
Modpack Permissions
Because so many people asked:
You are free to use Unique Artifacts in any mod pack. I only ask that you PM me with a list of what you're including in the pack, as modpack creators like yourself often find Neat Stuff I don't have the time to locate on my own.
Artifacts is 100% open source and I'm just glad people are enjoying it. Game On.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Very cool, love the idea and the randomness. Will try this out.
/give is the best way to just start messing around (and how I did my testing). There isn't a meaningful way to put the item into the creative inventory.
No idea how often they show up as loot, I plugged in some numbers, found a pyramid and a temple, found 3 of my item (all in the pyramid), so I tweaked the numbers slightly. They're supposed to be rare-ish, encouraging the player to seek out these uncommon structures.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
I should be able to backport to 1.5.2 fairly easily. There isn't a anything that is dependent on changes in vanilla, other than the obfuscation. Probably won't get to it soon, though, working on adding a display case.
The screenshots are too small.
They are default Minecraft resolution dude. :|
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Are you really playing Minecraft with that resolution?
yay for 1.5.2 version
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Got a couple bugs to report...unfortunately didn't get any screencaps. (Hindsight's 20/20)
Any item that grants me Nightvision for 2:00 minutes grants me Resistance II for 3:00. Convenient...but misleading!
I can't invoke lightning when "interacting with entities" I thought I was doing it wrong and right-clicked a squid. Boom. Crash. Long crash-report short: Minecraft doesn't like player casting lightning on squid.entity.
Other than that everything is going great! My favorite artifact so far was a cube that granted me permanent nightvision (worked!), allowed me to heal and get more ore drops!! (Why can't I hold all these ?)
Got a couple bugs to report...unfortunately didn't get any screencaps. (Hindsight's 20/20)
Any item that grants me Nightvision for 2:00 minutes grants me Resistance II for 3:00. Convenient...but misleading!
I can't invoke lightning when "interacting with entities" I thought I was doing it wrong and right-clicked a squid. Boom. Crash. Long crash-report short: Minecraft doesn't like player casting lightning on squid.entity.
Whoops, messed up the calculations on the durations.
As for the other bug, yeah, I ran into that myself the other night. Will be posting a new version shortly fixing both of those problems.
Edit: new version up. Two bug fixes and display pedestals!
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I've got a biiig chunk of stuff I'm working on getting in right now, but once I have that in I can backport to 1.5.2 pretty easily, there's nothing crazy between the two versions as far as my code is concerned.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
First, have some screenshots:
Above: Artifact Armor in varying material qualities
This mod has approximately 32 different combinations of trigger and effect, with up to 5 effects possible per item, for an astounding 24,165,120 (approx) different items before enchantments are applied! Each one will have its own unique name (generated based on its effects) and icon (chosen from a pool of 36 with a randomized color). And it all works using a single Item ID (how's that for clever use of NBT data tags?).
These items will generate commonly in jungle temples and pyramids, uncommonly in strongholds, and rarely in blacksmith chests. Durability is based on material, except for diamond, all artifacts are ~2 times as durable as vanilla items of the same material (except for diamond, which is 1/3rd).
Not all of them will be useful, but some of them can be hilariously fun:
(Just me screwing around one time after I made a new effect)
Spotlights
Crafting Recipes
Arrow Trap
Iron Spikes (update: crafts 2)
Wallplate
Wall Obsidiplate
Quicksand (Potion of Harm) (update: 1-8 dirt as input with same output quantity)
(uses raw manaesence, not infused)
Infused manaesence is used to repair artifacts of the same material type in the Anvil
The display pedestal is a good way to show off your loot. Each pedestal will display the item's name on the front and the item itself under a glass cover. Only the owner can open and break it! Explosions will work, of course....hehe.
Changes with 1.1.2:
- Added a key to the creative menu that can be used to clear the owner so that the next person to open it becomes the owner.
- Added feedback sound effect when the player tries to open a pedestal that they don't own.
Download
1.7.2/1.7.10
current version is 1.1.3
Download version 1.1.3 (AdFly) (Forge 1121 recommended)
The 1.0 API (for developers)
32x32 Resource Pack (AdFly) (Direct)
1.6.2 / 1.6.4
current version is 0.12.6
Download version 0.12.6 (AdFly) (Forge 859 recommended)
The 0.12.0 API (for developers)
Download Plunder Rummage Addon (Requires Plunder Rummage)
1.5.2
current version is 0.7.3b
Download version 0.7.3b (AdFly) (Forge 737 recommended)
The 0.7b API (for developers)
Effects and Triggers
(Note: not all effects use all triggers)
Extra Damage
Potion effects (Night Vision, Damage Resistance, Jump Boost)
Lightning
Explosions
Fireballs
Effective pickaxe
Illumination
Extra resources (25% chance for an extra ore drop)
Cash-out (converts the item to emeralds)
Damage Resistance
Jump Boost
Night Vision
Underwater Breath
Food Restoration
Speed Boost
Air Walk
Excavation
Bonus Max Health
Knockback Resistance
Mass Web
Self-Repair
Other-Repair
Exploding Arrows
Ore Sensing
Adrenaline
Resurrection
Invisibility
Plays Music
Right click
Attacking mobs
Tick (passive)
Break Block
Drop item
Interact with entity (i.e. like shears)
While active (current item)
While worn (armor equip)
Taking damage
Taking lethal damage
Config Options
Config options are available to shorten the names. By default all qualifier adjectives are turned on, but they can be disabled individually (enchantment, material, and effect--effect will turn on/off both the pre and post adjectives). You may wish to disable some of these, as very long names make it hard to see the full item description window in some inventory slots.
Another config option will turn on the rendering of item names on display pedestals. By default this is off, as it has the potential to be laggy (basing this on Mystcraft).
Config options for various parts of world-generation. By default these are enabled and add various trap hazards to vanilla's Scattered Features (pyramids, temples, strongholds, wizard's towers) as well as "quicksand lakes."
Additionally if you don't like the Antibuilders, you can prevent worldgen from creating them by setting UseAntibuilders to false.
Item and block ID configs also available (as one would expect of a mod these days).
Compatible Mods
While all Forge and ModLoader mods will load along side Artifacts, this list is for those mods that have a special programatic relationship with Artifacts.
Mystcraft - By default, wizard towers will generate in Mystcraft ages (following the usual biome restrictions) and will generate traps in Mystcraft's abandoned libraries
Plunder Rummage - Adds artifacts to the loot tables via plugin above.
Thaumcraft 4 - Wizard towers will generate in Magic Forest biomes
Baubles - If Baubles is installed, some artifact types can go into Baubles' equipment slots.
Also check out these similar mods
You Will Die by xFyreStorm (Randomly generated mobs)
Common Problems
Credits
Mr_boness for some of the icons
Tmtravlr for xyr amazing job updating the mod to 1.7.2 and making things a whole lot more awesome including a complete 32x32 resource pack.
And probably some other people that I've forgotten.
Modpack Permissions
Because so many people asked:
You are free to use Unique Artifacts in any mod pack. I only ask that you PM me with a list of what you're including in the pack, as modpack creators like yourself often find Neat Stuff I don't have the time to locate on my own.
Artifacts is 100% open source and I'm just glad people are enjoying it. Game On.
/give is the best way to just start messing around (and how I did my testing). There isn't a meaningful way to put the item into the creative inventory.
No idea how often they show up as loot, I plugged in some numbers, found a pyramid and a temple, found 3 of my item (all in the pyramid), so I tweaked the numbers slightly. They're supposed to be rare-ish, encouraging the player to seek out these uncommon structures.
Time to let the fun begin
+
Awesome!
The screenshots are too small.
OcD Simple Add-On!
I like it.
Going to keep watch on this.
I should be able to backport to 1.5.2 fairly easily. There isn't a anything that is dependent on changes in vanilla, other than the obfuscation. Probably won't get to it soon, though, working on adding a display case.
They are default Minecraft resolution dude. :|
Are you really playing Minecraft with that resolution?
yay for 1.5.2 version
OcD Simple Add-On!
Any item that grants me Nightvision for 2:00 minutes grants me Resistance II for 3:00. Convenient...but misleading!
I can't invoke lightning when "interacting with entities" I thought I was doing it wrong and right-clicked a squid. Boom. Crash. Long crash-report short: Minecraft doesn't like player casting lightning on squid.entity.
Other than that everything is going great! My favorite artifact so far was a cube that granted me permanent nightvision (worked!), allowed me to heal and get more ore drops!! (Why can't I hold all these ?)
Whoops, messed up the calculations on the durations.
As for the other bug, yeah, I ran into that myself the other night. Will be posting a new version shortly fixing both of those problems.
Edit: new version up. Two bug fixes and display pedestals!
I've got a biiig chunk of stuff I'm working on getting in right now, but once I have that in I can backport to 1.5.2 pretty easily, there's nothing crazy between the two versions as far as my code is concerned.