As the banner suggests, my goal with this mod is to make it both engaging and quite difficult at the same time. I really miss the element of survival and the fright of hearing cave sounds for the first time, and hope to bring them back to stay with this mod. Waves of zombies that can simply be knocked away just doesn't seem to cut it anymore.
This mod intends to expand many existing parts of minecraft, as well as add totally new ones. However, I will also make sure that all of those features will be balanced, with the single-player experience as well as a multi-player server in mind.
I have been planning this mod for a very long time, and so most of the features have been planned and thought through already. Think of it like a mod-pack, but one mod made by one person. Many of the features that would be seperate on other mods/modpacks will be interdependent in this one.
Please be aware that many of the features that I've thought of have been made into mods already; no copying was intended. I will also be removing a few parts of the original minecraft (ex. Iron Golems), or completely revising them (Enchanting, Beds, ...).
Also, as the topic title suggests, this mod will be a jar mod, and thus will NOT be compatible with any mods, including those using forge or any modloader. I'd rather have mod this be its own thing.
Even though most of the mod has been planned out already, I am still open to suggestions.
Criticism is also welcome.
Features (+ Pictures):
New Status Bars!
Most status bar units are now counted in eighths instead of halves. This means each heart or food icon now decrements four times as fast (4x damage, 4x faster hunger degeneration, players have 80 health instead of 20, etc.), but has eight states instead of just two. I've added a total of 8 status bars: Hearts, Armor, Hunger, Thirst, Mana, Energy (vanilla sprinting will be the same, don't worry), Air Bubbles, and Temperature. Because this would take up a lot of space, I've combined them all into 4 pairs:
The hotbar square in vanilla minecraft is replaced by a blue square. The additional orange square is the offhand square, allowing you to dual-wield any two items in your hotbar! A few items will be two-handed, though, such as bows or two-handed swords.
To control the offhand square, or to do anything with the left hand, simply hold down the CTRL key. This means if you want to dig with the offhand item, simply hold CTRL and left-click. Or CTRL + right-click to place/use the item. CTRL + a number or the mousewheel moves the orange square in your hotbar.
If both squares are on the same item, that item will only show up on both hands if and only if the item is stackable AND there are more than two of the item. If there's only one item, it will be displayed on the square that was there first.
That's all there is to it :). I've tried to keep the dual-wielding system as simple as possible.
NOTE: The extra 3 hotbar slots are for future updates. They are for certain items only, and most items cannot be placed in them. More info about this will be revealed later.
v0.1.2 sees the addition of some new materials, including bronze, steel, cobalt (dark blue), and adamant (light green).
The ability to make these materials hasn't been added, only the ingots themselves.
Note that the vanilla iron is replaced with a darker colored sprite, while the new steel now uses a similar color to the vanilla iron.
v0.1.2 also adds, ofcourse, lots of new weapons! (as well as tools, not shown here)
When making weapons, you can improve the durability and armor penetration (not damage) by making them with metal plates or compressed metal ingots.
Weapons made with plates or compressed ingots look noticeably different than regular weapons.
Here is a list of the new weapons, as well as their attributes:
Each weapon has a certain speed, damage, knockback, reach, and (in v0.1.6) blocking ability.
Weapons made of the same material generally have a similar DPS (damage/second).
All weapons were balanced around each other, which means that all weapons are better in some ways and worse in others when compared to any other weapon.
Important note: The default range/reach of your fist has actually been reduced slightly. However, the reach of tools were buffed so that they're about the same level as they were in vanilla.
Dagger: The quickest weapon in the mod, although very poor in damage, knockback and range.
Spear: Not as fast as the dagger, but has a very good range.
Rapier: Quick, and slightly better damage than a dagger. Also has slightly better range.
Mace: Is one of the few weapons with worse DPS than the rest. It makes up for this with its great knockback, decent range, and good blocking.
Scimitar: Similar to a rapier, with a better knockback and worse blocking power.
Longsword: Average stats all round.
Battleaxe: Slow, but powerful. Can also be used as a hatchet.
Scythe: (Two-handed) Quick, and decent range, but poor knockback. Can also be used as a hoe.
Warhammer: (Two-handed) Very slow, but very strong. Also has good range, but poor knockback.
Halberd: (Two-handed) Has an inferior DPS, like the mace. Also is very slow, but it has the best range, good damage, as well as a decent knockback.
Two-Handed Sword: (Two-handed) Very slow, but again, very strong. Also has decent range and good knockback.
Archery Extension (1/2)!
v0.1.3 sees the addition of some new bows and arrows!
For bows, there are 5 different tiers of wood you can use, and there are 4 different kinds of bows
Shortbow: Quick drawspeed, but low power.
Longbow: Average drawspeed, average power.
Compound Bow: Slow drawspeed, but more power.
Sniper Bow: Slow drawspeed, but very accurate.
(The vanilla bow has been nerfed quite a bit)
Here are the different bows in their respective order:
There are also many different kinds of arrows. You can make them out of flint, obsidian, or any type of metal.
You can also modify them with either coal or slime to give them an added effect. (There will be more effects later on)
You can also make arrows simple out of coal or slime instead of an arrowhead to give the full effect, but with less damage.
See the dev vids at the top to see them in action.
v0.3+: "Quiet" Alpha Testing begins. (Open to all, but anyone making videos about the mod need to make it clear the mod in a very early state.)
v0.8: Open Beta Testing begins (Mod Spotlights openly allowed from this point onwards)
v1.0: Full Release
v1.1+: Continued Updates
-Increased World Height, Lengthened Minecraft Day/Night
-Additional Status Bars (Thirst, Mana, etc)
-10 Elemental Realms (8 New Elemental Realms, and slight rework of Nether & End)
-More Mobs (Peaceful, Provokeable, & Hostile)
-Mob AI Boost
-Villager AI (Replacement of Testificates)
-New Enchanting System
-Diverse Weather, Seasons, Meteors, Biomes, and Underground Biomes
-New Survival-based Items
-Advanced Block Physics, Block Gravity (tentative)
-Support Physics for actual boats and air-ships (tentative)
-Hydraulics, Finite Liquids
-More Gadgets (in addition to Clocks, Compasses)
-New writing/book system
-New Sound Blocks
-Default Female Skin, & additional Default Skins
-Item-viewer similar to TMI
P/HAQ: Previously/Hypothetically Asked Questions
Q: When will a download be available?
Not quite sure at the moment. Since there have been a lot of periods where development was slow, Ill try and release it at v0.2 at the very earliest, but nothing set in stone.
Q: Will the Beta be open to everyone?
[code]It will probably be open to all, but anyone aiming to make a video about the mod should make it clear in the title and/or description that is in a very early state. The reason for this is that there wont be enough content to judge how the mod will be like in its finished state.
Q: Will you ever make this modloader/forge compatible?
Q: Why hasnt there been an update in a few days?
My schedule is currently very tight, and so there be long periods of time where you dont see any updates.
Changelog: Last Update: February 11th, 2014
NOTE: Newest changes are at the top.
Version 0.1.4: Magic Part 1incompleteVersion 0.1.3: Archery Extension Part 1
+ Each bow now has its own draw speed, draw power, and shot accuracy.
+ Added arrow and bow recipes
+ Added rubber, sinew, obsidian shard items.
+ Added shortbows, longbows, compound bows, sniper bows.
+ Made new dev video (#03)
+ Burning coal arrows now give sticks when picked up, burning coal-modified arrows now give regular arrows.
+ Added placing burning wooden blocks/planks.
+ Added being able to use two held items together, and added flint/steel + wood item/coal arrow cases.
+ Added coal arrows, with unique sound effects and larger fire radius.
+ Added coal-modified arrows, with unique sound effects.
+ When picking up a partially depleted wood item, there is a chance that the item will burn out and you will not recieve the item
-- Ofcourse, if it is a stack of wooden items, you will receive the stack size minus one.
+ Reworked fire physics a bit.
+ Added fire not depleting/repleneshing if wooden items inside + depleting wooden items.
+ Items no longer burn instantly in fire.
+ Had to rework a bit of code because reasons.
+ Improved arrow bouncing physics.
+ Made new dev video (#02)
+ Adding Bounce effect to Slime Arrows and Slimeball-modified arrows.
+ Added two bytes of data to Packet23 when a projectile is sent, allowing for lots of types of arrows/projectiles.
+ Added code to determine a specific arrow when given the two bytes of data, allowing for unique arrow skins, effects, etc. for each one.
+ Added Bronze>Adamant Arrows, with Coal and Slime arrows (but no effect on them yet).
+ Added Bronze>Adamant Arrow Skins, Sprites, etc.
Version 0.1.2.5: Port to 1.6
+ New video made!
+ Fixed major bugs that prevented dual-wielding from working properly.
+ Ported code to 1.6.1
Version 0.1.2: Melee Extension Part 1
+ Fixed Dual-Handed Weapons!
+ Fixed the issue I had with weapons being inversed.
+ Tools, Tool Recipes, etc. for all new materials added.
+ Weapon Recipes added.
+ Iron Ingot sprites redone.
+ Unique Weapon Knockback added.
+ Fixed some damage values for mobs and the environment.
+ Unique Weapon Range added. Base arm reach has been reduced slightly. I will also be giving tools a decent reach, so youll still be able to mine as usual.
+ Unique Weapon Speed added. Ive also added a .5 second delay between left clicks (unless youre targetting a block). The delay is .3 seconds for the other hand, so dual wielding provides an advantage.
+ Unique Weapon Damage added. Base Damage is based on weapon used. Using better materials multiplies the damage.
+ Since Armor Plates have replaced the vanilla recipe for pressure plates, pressure plates now require three ingredients instead of two to craft. However, you now get two pressure plates instead of one.
+ Block, Plate, and Comp. Ingot Items and Recipes added.
+ Diamond Armor + Tools have been removed. They will be replaced with Gem Enchantments in the future.
+ Block, Ingot, Plate, and Compressed Ingot Sprites completed.
Version 0.1.1: Status Bars + Dual-Wielding
+ The last pixel in the hunger bar has been removed, as it was crossing over with the thirst bar.
+ Item Rendering fixed. Dual-wielding is now, for the most part, complete.
+ First-person rendering for both hands is done. All thats left is to fix the item rendering.
+ Improved the Support Banner, making it simpler and more unique to the main banner.
+ Third-person Off-hand rendering is done. Some bugs have been fixed.
+ Holding down CTRL now switches to offhand mode, letting go switches back.
+ Fixed a crash error, my first one. Milestone! :D
+ Extra Offhand slot added, but rendering and other code incomplete.
+ Mana Bar(8), Energy Bar(8), and Temperature Bar(16) added, but not completely implemented (they rely on future updates).
+ Thirst Bar added, with 16 states. Hunger Bar and Thirst Bar are now combined.
+ Hunger Bar changed to eight states.
+ Health Bar and the Armor Bar now have eight states. They have also been combined into one status bar.
+ Reflecting a Ghasts fireball is no longer an insta-kill. The Ghasts and the Endermans health has also been increased. I will be tweaking other mobs health and damage later on.
Version 0.1.0: Spritework while I wait for Minecraft 1.5 to be released
+ Lost my USB drive o_O. Luckily I had a very updated backup, lol. Only the improved adamant armor models were lost.
+ Melee Armor Model Sprites Tier I-III Complete.
+ Melee Armor/Shield Sprites Tier I-III Complete.
+ Melee Weapon Sprites Tier I-III Complete.
+ New Detector(I-V) sprites complete.
+ Support banner complete.
+ New Receiver(I-V) sprites complete.
+ New AstroGraph(I-V) sprites complete.
+ New Thermometer(I-V) sprites complete.
+ New Compass(I-V) sprites complete.
+ New Clock(I-V) sprites complete.
+ Offhand/Mainhand GUI sprites complete.
+ Main banner complete.
+ Health, Armour, Mana, Energy, Temperature, Air, Hunger, Thurst icon sprites redone.
Help spread the word and show your support by putting this banner in your signature
This is one of the best looking and most entertaining WIP mods I've seen on the forums. So please fill it out with content and make it as awesome as reasonably possible. That said I would love to beta test so here is a list of suggestions...
Sorry I kind of mixed what I would like to address with your list of planned features
Increased height- Rework the epic hills into actual mountains.Ya they can look ok in some seeds but they can also be a complete pain to build in. So turn them into something that actually resembles mountains, please.
Offhand slot- The community has been dying for a decent dual wielding mod since the death of nerd-boy's "battle-gear mod" in 1.2.5, so if it's possible that would be cool.
Status bars- Be careful here a lot of mods add these but only a handful pull them off well. I will get more into the magic system later on.
Archery- There is more than one type of bow in the world so lets act like it, you could have any of the following;
Recurve bow: a bow with the tips curving away from the archer. The curves straighten out as the bow is drawn and the return of the tip to its curved state after release of the arrow adds extra velocity to the arrow.
Short bow: a bow made from one piece of wood.
Longbow: a short bow that is usually quite long, often over 5 feet
Composite bow: a bow made of more than one material
Compound bow: a bow with mechanical aids to help with drawing the bowstring. Usually, these aids are pulleys at the tips of the limb
Also you stand side-ways when you shoot you don't just hold it out in front of you. A quiver would be nice as well.
Magic system- I have a lot of ideas here and I realize that this probably isn't going to be the focus of of the mod. However If you are interested in adding any of this I have more details and some schematics I can give you. The idea i have seems like it could tie in well with what you seem like you want to add
Add a research system- It doesn't have to be as fancy as Thaumcraft but a research system would increase the functionality of magic in your mod dramatically.
A summoning/entrapment function could help- write in an item "chalk' for example allow it to drawn a circle using a basic mathematic function do some hocus pocus and behold you now have a slightly peeved quasi-dimentional repository for all your knowledge
Auras- So you want mana and a unique casting system? Use aura! Your aura is a natural energy around you controlled by your very life force you can shape your aura in order to physicaly interact with the world. Plus every one could have their own color.
Blackouts- Use to much of your aura and you blackout. In a Blackout you see a message similar to that of the one you get when defeating the enderdragon this could allow for the use of stories about your new found powers.
New enchant system- Yes please. have it require a material component besides your levels and the item your enchanting. While your there the potion system could use a remake as well.
Seasons- In the fall when the forest biomes leave change color you could have them drop leaf piles on the ground when they break.
Underground biomes- Glowing mushrooms any one?
More expolosives- I can has Legend of Zelda style throw-able bombs?
Boats and airship- I'm happy that they are in the consideration.
More Mobs- Again this is easy to over due as some animals just shouldn't be added, like Crocodiles, they just don't fit in well. Though it is high time fishing was reworked so feel free to add fish.
Forge-at least talk to the FTB team about adding this to the launcher when its out.
Thanks :). Idk if you're still adding to your list but I'll respond to what you have up atm.
*Wall of response-text*
-As for the increased world height, I WILL be changing the biomes, so you will see mountains that actually look like mountains. They won't be as common as hills, ofcourse, so you should have plenty of space to build.
-Offhand slot will be one of the first things I'll be working on, so you can look forward to that
-Same thing with the status bars.
As for archery, these are the bows I had planned: Shortbow, Longbow, CompositeBow (Longbow stats but stronger), and a SniperBow (Longbow stats but more accurate). There will be different wood materials you can make them out of, which will increase the accuracy by a lot and a bit of endurance. There will also be 3 different tiers of bow requiring more wood and better bow-string, and will increase a bit of accuracy and a lot of endurance.
When I get the Elemental Realms added, there will also be Elemental Bows (Longbow stats only, no composite or sniper versions of these) which will have their own special abilities.
There will also be some crossbows, quivers, and different arrows and ways you can buff or specialize them.
It's alot :P, so I'm splitting the melee and archery updates into 2 parts each.
The magic system will be quite item-based, but theres some element of research as you'll need to kill the corresponding elemental mobs to get the items to upgrade your magic book, which in turn unlocks spells.
This'll all be explained soon after the melee and archery updates are added.
The enchanting system will be replaced with gems, whereas each type of gem affects tools, weapons and armors in different ways (some will be rarer than others). Ofcourse, you don't choose the gems you find, but atleast you can choose what to do with them when you find them :). I never really liked how the enchanting system in Vanilla MC was random.
And I hopefully won't be adding too many mobs, but fish are a definite "yes".
Since I probably won't have v0.1.1 out by tonight, here's a little snapshot of what I've added so far.
Most status bar units are now counted in eighths instead of halves. This mean each heart or food icon now breaks four times as fast (4x damage, 4x faster hunger degeneration, players have 80 health instead of 20, etc.), but has eight states instead of just two. I've also added a thirst bar. There will be a eight possible status bars in total: Hearts, Armor, Hunger, Thirst, Mana, Energy (vanilla sprinting will be the same, don't worry), Air Bubbles, and Temperature. Because this would take up a lot of space, I will be combining them all into 4 pairs.
So far, health, armor, hunger and thirst have been changed/added and combined into two pairs.
Health, armor, and hunger have eight states, and thirst has sixteen. This is what four states of each bar looks like (in order from top to bottom: hunger+thirst, hearts only, armor only, hearts+armor)
As you can see in the image below, there are now two item slots! This is for the upcoming dual-wielding function of the mod. Since it is actually part of the game code and hotbar, you will be able to dual wield ANY two items!
Eventually this will be more significant when I add things like light-sources emitting light while holding them, and so you can journey through caves with a torch in one hand and a sword in the other, and don't have to worry about switching between them!
So far, I've done a lot of background coding to get the off-hand slot working, but I haven't worked on the rendering yet, which means you still only see one hand. The blue square is the main-hand, and the orange square is the off-hand. (This will be configurable later on. Being right- or left-handed will also be configurable in the future). The extra hotbar slots still haven't been implemented yet.
It doesn't really look like much, but it's a huge step towards getting the dual-wielding working.
Hey everyone. I'm afraid I won't be able to make the video of the dual-wielding at the moment. My laptop has an integrated graphics card and so it's quite laggy if I play certain games. Also, I lost my USB a few weeks ago, and so I have no easy way of transfering my stuff to a computer than can run minecraft better. This means I can't really get any videos up for a while.
The good news is that dual-wielding is now in a fairly solid state, and I'm going to move on to the melee extension either today if I have time or on Monday. Thanks again to everyone who has supported the mod so far :). Consider "following" the thread using the button at the top, because threads get pushed down pretty quick in this forum.
Here's one final screenshot of the dual-wielding feature: