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    posted a message on [MOD][WIP] The Artifacts Mod, a goal for Minecraft
    Nice to see this mod is being worked on again. It was quite possibly the mod that I anticipated the most back in the day. I do have a couple questions for you.

    1. Do you plan on holding off on a release until it is finished, like Kirb was? If not, what do you have planned for the first release? Personally, I believe an initial release of the mod with simply Keystone generation and the Divining Stone would be entertaining for quite a while.

    2. What do you think about adding multiple Labyrinth designs for each color? The way I would imagine this working is that, upon entering the Labyrinth for the first time, the game randomly selects from the designs for that color and then that design will be the one it loads, when playing on that save file, from then on. It would add a great deal of replay value to the mod.

    Of course, I know this would add an incredible amount of work to an already large project. Therefore, if you was to do this, I would suggest crowdsourcing the creation of the additional Labryinth designs. Then you and the other people on the project (which as far as I know is only Eearslya) could check and implement the Labryinth designs submitted. This way, if each of you divided up the checking and implementation of Labryinths, then each of you would have unknown Labryinths to look forward to when you go to play the mod youselves.

    If you are interested in this idea, could you post some general guidlines for what you are looking for in a Labryinth design. That way I can go ahead and see what I can do about designing a Labryinth or two (probably a Green, possibly a Blue).

    I would like to wish you and Eearslya the best of luck on this mod.
    Posted in: WIP Mods
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    posted a message on [1.2.5] QuidCraft Quidditch Mod [Discontinued]
    Quote from justintib

    Im sorry that it's taking so long to get this out to you guys, but yes the glitches really are that bad that I dont want to release it yet


    That's cool. Take your time. It's just nice to hear that this mod isn't dead. Looking forward to seeing it updated.
    Posted in: Minecraft Mods
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    posted a message on Mazeworld [WIP]
    Cool. I'll been watching the previous suggestion for quite sometime and I'm finally glad that's it's progress far enough to have a mod WIP page. I'll see what I can do after finals to create something to help out. From what I've gotten out of the previous thread, modules are chunk sized constructions that can be pieced together by the terrain generator to create larger structures, correct? Do you have any sort of special process you've been going thorough to create these modules?

    Edit: FIRST! (I know, typically frowned upon. However on a project this epic, I can't resist.)
    Posted in: WIP Mods
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    posted a message on [1.5.1/1.5.2][Forge][SMP-capable] AltriaCraft - v1.0_a2b [WIP]
    Quote from Yurei

    He's making it so that you can only make stone and higher swords using the bladesmithy, but don't worry, he's strengthening wooden swords.


    Actually, that's not correct. Stone swords are getting removed. Iron will replace Stone in the hierarchy and Goddess will replace Iron. However, it is true that only wooden swords can be crafted on the crafting table, the rest will require the bladesmithy.

    Below is the post backing up my statements (post originally found here: http://www.minecraft...0#entry19465952).


    Quote from StarshadesJack

    *lets out a long big sigh*

    Let's see if I can clear this up.

    There are five base swords in vanilla Minecraft:
    - wood
    - stone
    - iron
    - gold
    - diamond

    There are five base swords in AC:
    - wood
    - iron
    - goddess
    - gold
    - diamond

    The base swords in AC are the base swords in Vanilla minecraft, albeit with slightly adjusted stats and different looks. Additionally, there is no longer a 'stone' type sword and in its place there are two separate families of iron swords (iron and goddess).

    There is no crafting table crafting of 4/5s of the AC base swords because that's what the bladesmithy is for. Wood swords are exempt from this because they're made of wood. They're carved, not bashed into shape with a mallet over a flame.

    In regards to "strangeness" with other mods? I don't care. I. Don't. Care. I don't care. Not one bit. I don't. I'm not going to limit myself or change my plans just because somebody else has different ideas.

    Posted in: WIP Mods
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    posted a message on [1.5.1/1.5.2][Forge][SMP-capable] AltriaCraft - v1.0_a2b [WIP]
    Quote from StarshadesJack

    So, I'm working on the sword forge. It's official name is the "Bladesmithy".

    It will be a "multi-block" structure. The only requirement for using it is that there's a fire in a cardinally adjacent block. However, that looks silly so that means you gotta be creative and build a nice structure around it. Incorporate it into your builds!

    For example:


    [edit]
    The Bladesmithy is crafted thusly:


    However, as a trade-off, wooden swords will remain craftable on the crafting table. Stone swords get the boot in general. Stone weapons are nonsense.

    Debatable, but wood swords may be exempt from being upgraded in general.


    Looks cool. I've always been a fan of multi block structures. I believe they do an excellent job expanding on the basic construction nature of Minecraft. So far this mod is starting to look like it's going to be great. Can't wait to play it.

    Quote from 205

    Im sorry, but wooden sword/tools sound even sillier than than stone sword/tools.


    Not really, kendo swords and other practice swords are made of wood. However, I can't quite think of any sort of "stone sword" used in reality. Stone weapons would be more club like in nature. Now, I know Minecraft isn't suppose to be 100% reality based, but making Minecraft reality based isn't my point. Rather my point is that a wooden sword would make more sense than a stone sword. Now, I will agree with you that some wooden tools sound more ridiculous than their stone counterparts, but since this is a sword mod, that's neither here nor there.
    Posted in: WIP Mods
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    posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]
    Quote from wallyjoe

    Umm how would the Skeleton fire the bows if the skeleton is dual wielding it? Does it have like 4 arms? I don't get this logic D:


    Well, now that you mention it, that does sound cool. I'm putting in my vote for a 4 arm, dual wielding skeleton mutant. Also, hopefully when (and if) the skeleton mutant and spider mutant are programmed, spider jockey mutants will also exist.

    @thehippomaster21

    This looks like an awesome mod, I haven't had an opportunity to play it yet but the models for these mobs look incredible and I like how you've given them unique attacks. I was wondering if you have ever considered creating your own original mobs (i.e. not mutant versions of current minecraft mobs) after you've finished creating however many mutant mobs you plan on making? So far it seems like you have the kind of vision necessary to create mobs that will make combat more interesting. Keep up the good work.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Mithion, I know you've already said you didn't want to create a spell that generates structures, but how about a spell that stores and retrieves structures. The way I would imagine this working is that you would create a frame around the structure that you want to store and then cast the spell. All the blocks in that structure along with the frame would disappear and be stored (perhaps in a schematic file). Then when you want to summon the structure, you would create a frame of the same dimensions as the original frame, cast the spell, and then the structure would reappear, the frame would disappear, and the spell would loose it's association with the structure (so that the player couldn't spawn multiples of the same structure). To keep it balanced, you could make it so that the spell costed mana in relation to the amount and types of blocks stored (for example a 5 x 5 wooden shack with just a bed would cost less to transport than a 20 x 20 stone brick house with crafting tables, furnaces, chests, etc.).

    This wouldn't be too useful for storing and summoning dwellings on a short term basis, since you would have to rebuild the frame every time you wanted to move it and every time you wanted to summon it, but it would be nice for the player who wants a change of scenery every so often and doesn't want to abandon their

    The only problem I see with this is that it could be used for griefing (Grand Theft Boat is nothing compared to Grand Theft House ;) ), but I believe I remember either you or Tofski mentioning something about allowing servers to ban certain spells, so it shouldn't be too much of an issue.

    Here is an example of the kind of frame that could be used to transport the house.




    In closing, glad you've gotten over that repetitive stress injury and looking forward to the 1.4.2 update.
    Posted in: Minecraft Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    Quote from spauldo

    Shame they don't teach algebra in schools.
    				 thaumcraft 3 thaumcraft 2
    ((thaumcraft 3 = thaumcraft 2) = (------------ = ------------) = (3 = 2) = false
    				 thaumcraft	 thaumcraft


    Where's MathML support when you need it...


    This is full of win. +1 rep.
    Posted in: WIP Mods
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    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    I've updated to 1.4.2 just to try out this alpha and I must say that this looks like it will be a great mod. I've always been a fan of strategy games and this looks like it could allow a server to play something like a real time strategy game. Can't wait to see more of it.

    However, I do have a question. I've skimmed the last few pages of the post and tried a few searches but haven't found anything about this, so I'll just go ahead and ask. Do you plan on adding an offensive magic unit with more of an arcane flavor, such as a wizard? I've noticed that you have listed some magic units like the druid and priest on the original post, but I wasn't sure if they were just added for the necessity of having a healing unit or if you wanted to branch toward having an even balance between mundane and magic units.
    Posted in: WIP Mods
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    posted a message on [0.9.9][1.6.2] Bookz - Still the best book editor
    Would it be possible to make it so that you can see the title of unsigned books? This would allow people to locate the book they want to edit by hovering their pointer over it instead of having to click through them all.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Mithion, have you considered making it so that all the armor added by your mod only provides leather level protection from non magical attacks. As it is right now, it seems like it might be a little unbalanced compared to regular armor. Also, it makes more sense flavor wise since mages are usually portrayed as being susceptible to physical attacks. Plus I'm sure it's easily implemented since vanilla minecraft armor is programmed to differentiate between damage types.

    To expand on this idea, you could make it so that if you place an undamaged piece of regular armor and an undamaged piece of armor from your mod of the same kind on a crafting table, it will create a piece of armor that provides all the benefits of your mod's armor, but also provides the physical protection of the regular armor used to craft it. This way, vanilla armor maintains usefulness without forcing the player to choose between magical or physical protection. You probably wouldn't even have to program different items for each combination if you program the armor added by your mod to use metadata to determine if it has been "recrafted" with a piece of physical armor.

    Also, on a different note, would it be possible to make it so that if you cast 'Aqua' while pointing at a cauldron, that it will fill up the cauldron instead of placing a water block. It's not that big of a priority but it would save me the trouble of having to move the water with a bucket. What's magic for if not for enabling laziness like that ;).

    Again, thanks for this mod. It has single handedly restored my enjoyment of minecraft. Looking forward to seeing more of what you have to bring to us.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Mithion, congratulation on such a wonderful mod. I've only got one spell so far, Firebolt, and I believe I would enjoy this mod if that was the only spell I ever obtained (nothing like not having to cook meat in a furnace ever again). However, I do have a few requests.

    1. I've noticed that I haven't seen any mobs added by this mod spawn. I'm assuming that's because I have ExtraBiomesXL (http://www.minecraft...bunyan-returns/) installed and that your mobs are only programmed to spawn in the default biomes. Could you add ExtraBiomesXL support the way Mo'Creatures (http://www.minecraft...omesxl-support/) added it so that their mobs would spawn in the biomes from ExtraBiomesXL without making ExtraBiomesXL a prerequisite for the mod. Of course, I understand that you have other things to work on for this mod, so if it takes you a while to get around to it or your not interested in working on it then I understand. I only ask because I figure this might not be all that hard of a fix.

    2. Another thing about ExtraBiomesXL, I've noticed that I can't use the wooden planks added by ExtraBiomesXL to craft items from your mod, such as the Arcane Empowerment Table. If there was anyway to make it so that I could, that would be cool. However, I would place this at a less of a priority than the first request, since it's only one of those little annoyances that will probably only end up applying to a few players such as myself anyways and isn't really "game breaking" more so than just "weird".

    Again, thanks for this wonderful mod. Looking forward to spending many more hours playing it.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Mithion

    Magic enchantments I'm not sure on - that's delving into a whole new realm. Personally, I think since there's already an enchantment system that there's really no need to re-do it. I might try to add to it, but I was also thinking of just creating some really rare items with special abilities that you can find while exploring. Thoughts anyone?


    Magic Items sound cool and gives people reason to continue exploring even after collecting the spell recipes.

    Concerning enchantments, as you said minecraft already has a system for enchanting tools. However, I think it would be cool to create some enchantment spells that enchant locations. These spells could create a block, similarly to the way that Mage Light does, and entities within the range of the enchantment (close enough to the created block) would have some sort of positive or negative effect applied to them. The idea is something that would function similar to the beacon block from vanilla minecraft, but expire after a certain period of time.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Mithion

    The open beta is fast approaching! We're talking days here, people. I don't know about you, but MAN am I excited!

    Just noticed this on the OP. I can't wait for the open beta to completely derail my attempts to stay focused on my school work. Keep up the good work!
    Posted in: Minecraft Mods
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    posted a message on [WIP] Thaumcraft 3 [WIP NO LONGER]
    While I've never played Thaumcraft before, I defiantly plan on playing when this one comes out so I thought I would throw in my two cents worth on these lab accidents.

    Concerning deadly accidents, I feel that there should be a small chance of them happening. However, it should only occur in situations where you have blatantly disregarded safety procedures and have been "warned" by non-lethal accidents several times before. In other words, if you continue to do the same stupid things over and over again and you know it's stupid then you deserve to be killed.

    Quote from piglpik

    Just a thought on the consequences, It could do some things such as (and correct me if im wrong about how the aura system will work)
    1. Generate a large pulse of energy and push nodes away from its source, thus rendering the area unuseable for a time until the nodes gradualy flow back.

    2. perhaps generate a large amount of flux due to the release of magical energy which could in turn unstabalize some other macheins.

    3, cause some random effect based on the elements being researched.

    4. create a quick burst of energy teleporting all entities in the area into another dimension (was azenor adding his own?)

    I thought these would be good concequences that will not really destroy your work and house but things that will impeede on movement forward.


    This kind of thinking right here is what should be shot for concerning the vast majority of lab accidents.

    Quote from UberWaffe

    Also, not all side-effects have to be bad. Why not accidentally gain temporary flight powers? Or a random enchantment on whatever your wielding?


    This should also be considered.
    Posted in: WIP Mods
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