You're a sight for sore eyes! It's been interesting having your handgun in a modpack that also has MFR and AE, which makes... three guns people can use, not counting the railgun module for powersuits? The only thing so far is well, the other mods are using hitscans rather than projectiles for guns. So although it kinda falls in between MFR and AE here in terms of power and ammo capacity, long range doesn't really exist for it. I still have the perfect use for it in exp mob grinders though. Concussion shot is just perfect for the task. And I don't think the other options have a blinding shot (but MFR's needlegun has both sludge and sewage ammo which wither and poison the target respectively).
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
You're a sight for sore eyes! It's been interesting having your handgun in a modpack that also has MFR and AE, which makes... three guns people can use, not counting the railgun module for powersuits? The only thing so far is well, the other mods are using hitscans rather than projectiles for guns. So although it kinda falls in between MFR and AE here in terms of power and ammo capacity, long range doesn't really exist for it. I still have the perfect use for it in exp mob grinders though. Concussion shot is just perfect for the task. And I don't think the other options have a blinding shot (but MFR's needlegun has both sludge and sewage ammo which wither and poison the target respectively).
The original bullet lineup included Venom shot, but it was removed because it wasn't especially useful. Back in 1.5, I had hatched some crazy ideas about new bullet effects. Like I said, we're still fleshing out details. I haven't discussed the idea of moving away from projectiles with Mike, I'd never really considered it before.
The original "Alchemical Caster" the handgun is based on started out using hitscans/raytrace, but I changed it to projectiles because it felt more flavorful.
We've got a lot more brainstorming and mechanics/theorycraft to do before we are certain how we want the handgun to evolve. Personally I would like it to feel like more than just a "regular" firearm. This is a magic mod, after all.
One reason I use sludge and sewage shot is on armored players who can shrug off 30+ damage like it's nothing. I'm not complaining about the "lack of PvP power" because honestly I should be throwing around holy hand grenades for that, was just curious about why you went with projectiles instead of hitscans.
My favorite PvE weapon so far is Magicbane though. If I did my calcs correctly, and Mariculture is installed, I think I can get Magicbane to 34 damage per hit. Also, nobody's gonna expect a player to be carrying around that little thing.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
I had recently installed this mod (up to date version and everything) and when I finally got a Wither Skull, I tried to craft the Tome and got it, but when I did, it seemed to remove the recipe to duplicate diamonds.
The Emperor's Chalice is useless for self healing now that healing consumes hunger. It either needs a buff or it's actually a secretly deadly item.
I forget, does that boost healing speed, or add a regeneration effect? And does it cost anything to use? If you're directly trading hunger for health, then you might have a problem managing your hunger in battle -- just like before the adventure update!
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
When you drink from the chalice it hurts you and gives you one hunger. The trouble is, in 1.6, it costs hunger to heal hearts, and even more than what you can spend to get it back, so drinking from it actually costs you life and hunger instead of being a useful trade.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
When you drink from the chalice it hurts you and gives you one hunger. The trouble is, in 1.6, it costs hunger to heal hearts, and even more than what you can spend to get it back, so drinking from it actually costs you life and hunger instead of being a useful trade.
Ah, that explains it. Maybe it should drain XP for hunger as an alternate trade?
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
The Meaning of Life, the Universe, and Everything.
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Yeah. Reiterating on x3n0's posts, we are working out the details and starting to implement a big refractor (both in code and gameplay).
Many things in the current codebase can be improved, like the potion code, and we are working toward a more modular and clean system across the entire repository. Also, many things gameplay-wise could be improved, and we are working toward that also.
As x3n0 also said, we are working out the details for a more immersive experience for the Hunter's Handgun. This, at the least, involves some sort of HUD. We are working out other ideas, like a modular shell crafting system, which should help Reliquary become a more polished mod.
I know that, but Im talking about the base boost of one Lilypad on it's own.
Sorry for late reply. The lilypad plays on the normal crop system, to a degree. The minecraft world treats the lilypad like a potato/wheat/something plantable. Every time the lilypad would receive a growth tick from the minecraft world, it "shares" that growth tick with other blocks implementing IPlantable around it, unless that block happens to be another lilypad.
So it effectively increases growth rates by 100%, for each lilypad, but the effects are slightly more random than that.
Also the effects are cumulative, not multiplicative.
1 Lilypad = 200% growth rates, 2 = 300% (not 400%), 3 = 400% (not 800%) and so on.
In the recent version of reliquary mod, I can't duplicate materials with Tome of Alkahest, even the diamonds and emeralds.
I checked in NEI the recipes of the Tome, but I can't do anything.
It's a bug or isn't implemented fully?
I believe Alkahestry was in the middle of being refactored. Also welcome back, Xeno!
Niffty! However, I had some missing texture issues when I tried it. The gun had a pink texture on the barrel and the texture / model for the thrown holy hand grenade was missing.
I fixed that by taking the textures for those and putting them in the texture pack that I am using.
All of the entities textures are botched in 1.6, we did get them all fixed in the 1.7 [current] build but we still have lots of work to do.. it's possible to retrofit the 1.6 release [1.1.2] with some of the more recent changes, but we'll have to cherry pick them from among the minor refactors and the language file changes; I'm not certain what's stable for 1.6 and what isn't. We'll keep you posted though.
The original bullet lineup included Venom shot, but it was removed because it wasn't especially useful. Back in 1.5, I had hatched some crazy ideas about new bullet effects. Like I said, we're still fleshing out details. I haven't discussed the idea of moving away from projectiles with Mike, I'd never really considered it before.
The original "Alchemical Caster" the handgun is based on started out using hitscans/raytrace, but I changed it to projectiles because it felt more flavorful.
We've got a lot more brainstorming and mechanics/theorycraft to do before we are certain how we want the handgun to evolve. Personally I would like it to feel like more than just a "regular" firearm. This is a magic mod, after all.
My favorite PvE weapon so far is Magicbane though. If I did my calcs correctly, and Mariculture is installed, I think I can get Magicbane to 34 damage per hit. Also, nobody's gonna expect a player to be carrying around that little thing.
For whatever reason it works now.
I'm just a Minecraft player that likes to give my opinion. Nothing special to see here.
The Emperor's Chalice is useless for self healing now that healing consumes hunger. It either needs a buff or it's actually a secretly deadly item.
"Well then, let's get awesome!"
"Well then, let's get awesome!"
Many things in the current codebase can be improved, like the potion code, and we are working toward a more modular and clean system across the entire repository. Also, many things gameplay-wise could be improved, and we are working toward that also.
As x3n0 also said, we are working out the details for a more immersive experience for the Hunter's Handgun. This, at the least, involves some sort of HUD. We are working out other ideas, like a modular shell crafting system, which should help Reliquary become a more polished mod.
I'm fairly excited for what's next.
EDIT: This is pretty awesome. Flaxbeard created Reliquary's first 'addon', if that's what you'd like to call it. Called Thaumic Reliquary, the mod further integrates Reliquary's items/blocks with Thaumcraft's tech tree and research system. For all of you Thaumcrafters, check it out. It looks pretty cool. http://www.minecraftforum.net/topic/2451024-164reliquarythaumcraft-thaumic-reliquary-100-xenos-reliquary-integration-for-tc41/
Also, 'eads up! I be including this in mah modpack, KimiTech Next!
Sorry for late reply. The lilypad plays on the normal crop system, to a degree. The minecraft world treats the lilypad like a potato/wheat/something plantable. Every time the lilypad would receive a growth tick from the minecraft world, it "shares" that growth tick with other blocks implementing IPlantable around it, unless that block happens to be another lilypad.
So it effectively increases growth rates by 100%, for each lilypad, but the effects are slightly more random than that.
Also the effects are cumulative, not multiplicative.
1 Lilypad = 200% growth rates, 2 = 300% (not 400%), 3 = 400% (not 800%) and so on.
I believe Alkahestry was in the middle of being refactored. Also welcome back, Xeno!
Profile pic by Cheshirette c:
Oh hey there. So much sexy alchemist up in here now. ;D
I haven't used this since MC 1.5 because of the reported issues in 1.6.2, but now that LittleMaids are updated, I'm gonna get my swag back. (=w=)
Librari is: The Wizard formerly known as Genshou
I fixed that by taking the textures for those and putting them in the texture pack that I am using.