If you have any servers running this mod and would like a little publicity, pm me and I might just add them to this post
Modpack requests: chan If you want to add this to a modpack there are only three rules: Post it here, credit this thread, and make your pack cool.
So this mod allows you to draw runes on the ground physically and outside the crafting gui. Depending on what pattern you draw and what you give as a sacrifice, something magical will happen.
Please do read the Getting Started section for a more detailed description on how to do everything.
To see all the possible runes, download the mod and flip through the Tome! There are a lot of them!
Major Changes in v1.3.1
-(UPD) Updated to MC1.5
-(TWK) Ruts glow when filled with light-emitting blocks
-(ADD) Beacon (torch) rune now turns off when powered by redstone signal.
-(TWK) Scrolls now place slower if in survival (hold down right click)
-(ADD) Added Leap I, Leap II, Void I, Bounce I, Blink I, Blink II, Foresight I, and Return I Inscriptions to the official release.
Make sure you check out the testpack! Some cool stuff has been added there too!
-Split off the mod's default runes!
Note that now there is a core download as well as a few others. This is to make it easier to use rune packs especially if you want to get rid of mine. It isn't difficult at all, you just have to install Both the CORE and the DEFAULT downloads. The core has all infrastructure and mechanics for the mod while the Default Pack has just all the standard runes and things that you know and love.
Basics:
The Runic Tome:
The Runic Tome can be crafted by putting any dust on top of a book.
The dusts' recipes are shown in the video above
Crouch + Right-Clicking will allow you to view all the runes and their information.
It should provide you will all that you need to know to use the runes properly, but if they don't you can always check back here.
Right-Clicking with the tome on the ground in creative mode will place the rune of your current page.
Right-clicking on dust on the ground will activate its rune (if there is one)
In order of least valuable to most valuable:
2xTall Grass or Saplings or Leaves or Seeds + 1xCoal = 8xPlant Runic Dust
2xPlant Runic Dust + 1xGunpowder = 12xGunpowder Runic Dust
3xLapis + 1xCoal = 8xLapis Runic Dust
3xLapis Runic Dust + 1xBlaze Powder = 12xBlaze Runic Dust
To craft a tome, just put any dust onto a book.
Place dust by right clicking.
Remove it by left clicking.
Remove all dust in a square at once by holding down left click.
You can place 16 (4x4) dust pieces onto a single block
You do not need to worry about rotation or orientation, you should just be able to plop down the pattern anywhere you want
When throwing sacrifices onto a rune, the items will stick to it, you have to be a lot closer to pick it up
This is to reduce the frequency of accidentally picking up items you are trying to use as sacrifices
To activate a rune, either right click it with a Runic Tome, or supply a part of it with a redstone signal
When a rune is activated, it will glow white while it starts up. If you have the sacrifices right, it will turn red and continue with its functions. If you get the requirements wrong, it will quickly just turn to grey after activating.and let out a puff of smoke.
If you activate a rune and it goes straight to grey, then you got the design wrong.
Runic Lexicon:
The Runic Lexicon is a way to read the runic tome and the list of runes without needing to return back to this forum page
I plan to add a way to right click with paper to get a single use instant-rune-writing scroll but as of right now that is not implemented
Right Clicking turns the page, Left Clicking turns it back
Hammer & Chisel:
Certain runes require an area to be specified so the rune knows what to affect. Right clicking on any normal block (modded or not) will carve it. Use the hammer&chisel to etch out these areas.
Blocks can be carved into on all faces in a + pattern. By etching on many blocks, you can draw out a line of connected etched-blocks.
Etched blocks can also be filled with certain materials. These include everything as hard or less than gravel (dirt,sand,clay blocks, etc). Note they cannot be filled with things like stone or wood.
Soft materials can also be taken back out of an etched block by right clicking with the shovel to retrieve it. However, don't expect after being used by a rune that ever etching will retain the material that filled it.
You can also fill them with fluids, water and lava. Note that water and lava will flow to fill up adjacent empty etches. Also note that if an etched block filled with water or lava comes into contact with an outside source of water or lava, they may react.
Placement Scrolls:
Update v0.6: Scroll paper required to make scrolls. Make it by combining 2 gold nuggets with a piece of paper.
Scrolls are a way for you to remember all those runic patterns without actually remembering anything.
Right clicking on the ground with one will draw out the rune for you (assuming you have the dust)
To make one, simply choose the page of the rune you want on the Runic Lexicon then right click it with a piece of Sroll Paper in your hand.
You may also notice when placing down some runes that they will appear in this strange pinkish purple color. That is not a dust, that is a placeholder to guide you into finishing the rune. It is there for when a rune is actually a variable, allowing you to choose which type of dust to place there.
When destroyed it does not drop anything and you can actually place dust over it without the need to break it. Like it isn't even there!
The Sacrifice Negator:
Creative only item, use in place of a rune's sacrifices and it will let you go free without them.
It is not consumed.
Runes that require the sacrifice as a form of variable (like bait rune to tell which mob to attract) will not work.
Creative only means there is no way to obtain it through legitimate gameplay means. ie, no crafting recipe.
Dust Pouches:
Pouches are an item designed to lessen the hassle that comes with carrying around dust. Some runes may require more dust than you want filling up your inventory, so in that event this nifty little device is here to help.
It holds 100 stacks of dust, so 6400 dusts per pouch, though if you lose the pouch, the dusts inside are lost forever.
To put dust inside it, simply drop the dust on the ground, and pick it up with an appropriate pouch in your inventory.
To get dust out, place the pouch in a crafting grid. Dust will come out one at a time and will not use up the pouch.
Pouches are designed to completely take over the place of individual dusts. Everything you can do with a single piece of dust you can do with these pouches. Placing, crafting, using scrolls, it is all automatically taken out by the pouch. So to take it for a test drive, just fill it up and right click on the ground. Voila.
Inscriptions:
Inscriptions are the ancient art of carrying those magical runes with you. They have there whole own set of powers and abilities but the nice thing is, you wear it around your neck and it will constantly bring you its effects.
To make an inscription you need a couple parts:
-A blank inscription to write on
-Ink to write with
-Time. Once you have drawn your inscription you must wait for it to dry.
-an Inscription Enchating rune to imbue it with power.
Blank Inscriptions
A blank inscription paper is what you use to draw out your inscription. It requires 2 sheets of placement scroll paper and a piece of string.
Right clicking with this in hand will bring up a GUI that will let you draw on the inscription with whatever inks you have on your hotbar. Clicking on the inks on your hotbar will let you change which ink you are using, as highlighted by the purple border.
Left-clicking on the GUI will let you draw with that ink.
Right-clicking on the GUI will let you erase. (You will not get your ink back so be warned.)
Just like with runes, you can see all available inscription designs in the Runic Tome under the Inscriptions tab
Inks
Inks are made from every type of dust and are used to draw the inscriptions.
Each vial of ink will draw 32 squares in an inscription and once placed cannot be retrieved.
(Note to modders: inks and their recipes are automatically generated upon registration of your custom dust.)
Waiting and Drying...
IN ORDER FOR IT TO DRY, IT MUST BE IN *YOUR* INVENTORY, NOT IN A CHEST.
In order to actually use your inscription you must let it dry.
Once you have written anything in your inscription you will notice that the item changes its image slightly to mark that its been written on.
There will be a green bar at the bottom of the items icon (like the durability of a tool) signifying how long it will take for it to dry. It can take several minutes although being in a hot climate might speed up the process.
Once the inscription is fully dry, if it was a correctly drawn inscription, it will turn into an empty inscription awaiting enchantment.
If it was not drawn correctly, or was just a cool looking doodle, then it will turn into a dried inscription, which can no longer be edited, but can still be viewed.
Inscription Enchanting (not like regular enchanting)
An inscription when made must first be enchanted. This is similar to how a rune requires sacrifices upon its first creation.
To enchant an inscription, you must use the Inscription Enchanting rune.
The rune itself currently has no sacrifices, but serves as a utility for your inscription.
Throw on your dried and inscription along with its proper sacrifices as defined in its Tome page then activate.
This will fill up your inscription and allow it to be used.
When your inscription runs out after repeated use, you may then again use this rune to re-enchant it to refill up its power.
Woo
All that remains is to equip it! Place it on your chest slot in your inventory and follow the instructions given by the inscription on how to use it. Woohoo!
Running a Server:
Running a server should be pretty straightforward if you already know how to run one.
The only things you should need to know are:
-Use the DustModConfig.cfg file to disable individual runes
-Ops can still use disabled runes
-If using other mods, I would recommend disabling the Timelock rune because it will almost definitely cause bugs.
Mod reviews/spotlights
PM me or post your videos and I'll add them! I'm always looking for more!
Dry_Taste (using blocks from Thaumcraft 2 by Azanor)
Lecow
Kinshu
SharpShot4321 (using blocks from Thaumcraft 2 by Azanor)
mrnadas34
Me:
Suggested/Planned Features and Runes
Features
-SMP
-Vertical runes (I don't really want to do this, but if I do it will be a loooong time coming because it would require major editing to the framework especially if I decide to make runes for it, besides, how the frick do you expect dust to stick to a wall >_>) Stop suggesting I make some sorta glue-like substance, that ISN'T THE POINT, if you think it is go get an education and read this again.
-Spirit armor and a shovel
-Remote rune activation
-Some method of returning some dust when the rune is wrong or fails
-Different scrolls that can be hand written and used almost like single use spells. Things like a single mega-jump or temporary invisibility. Basically for ever 1 dust you would get 8mini-dust that would be used up by these scrolls. Right clicking with an empty scroll would open a gui to let you draw in it with the mouse. I would probably either add a new block to 'enchant' or activate these scrolls though i'm not sure. Something with cool floaty effect for sure . If you inscribed the right pattern you will get a special scroll that will give the player some special fancy powers when right clicked
-Obelisk rune will be able to return back into the ground after maybe destroying the top block or something
Runes
-Tripwire rune: Activates other runes
-Home rune: Set spawn
-Weather rune: Toggles rain
-End rune: Return from the end (but will not send you there)
-Repair rune: Repairs tools and retains enchantments
-Feed rune: Turn things like flowers or leaves into hunger points
-Flight Sprite rune: Enables flying for a short while page13 Lecow (not 100% sure this is possible within the amount of time I like to restrict myself to for each rune)
-Perhaps upping the void rune so that blaze or lapis will keep the hole to the Void open and suck drops into void storage for a short while
-Nethergate rune: make oddly shaped nether portals page15 maxell45146
-Moses rune: split water page15 maxell45146
-Spawn trap: spawns creepers or other mobs around anyone who trips the trap and makes them attack you page15 adapted from maxwell45146
-Super mode(Working title): Ditch your mortal body and become superhuman. never need food again, always have some sorta potion buffs, extra jump height,(probably a few things more) . requires that you stay within a certain distance of the rune and a steady stream of live sacrifices. If you leave the radius you will instantly starve and grow dizzy. If you let the rune be broken or let it starve, you will die instantly (sent to the nether?) page 15 adapted from maxwell45146
-Meteor rune: summon's a meteor explosion that will land nearby and supply you with iron (big crater though) page 15 adapted from maxwell45146's destruction rune
-Anti-gravity rune: similar to the anti-gravity corestone from my Golem Factory mod page16 knightbutler
-Spawn egg: spawn a mob spawning egg
-Corruption rune: Dunno why you'd want this, but it sounds fun to program so I might include it it would slowly turn the world to netherrack around the rune page16 helios742
-Spirit boots: if you fall a distance that would damage you, the ground beneath you compresses (cobble->stone, sand->sandstone) making a crater depending on the fall distance and fall damage is negated
-Mega rune evaporate: huge rune (sarlacc scale) that evaporates all water within a several chunk radius. page17 welknair
-Mob Detection: Send a redstone signal to a receiver rune when a mob gets too close, post#521 horus
-Aethereal blockade: Stops all enders from teleporting, post#522 silentdeth
-Projectile Repulsion: Reverses (or more likely drops) all projectiles within a radius, post#522 silentdeth
-Signal flare: Small light which attracts and distracts mobs, post#451 oneeyeopen
FAQ / Common problems
I change the block ids in the config but they keep changing back! It hates me!
Yes it does, you need to realize the difference between comments in the config, and the actual values.
Those lines that start with '#' symbols at the top are comments to show you the default values. Change the other ones.
The dusts/textures don't show up. (Or any other graphical problem)
Try getting rid of optifine. Many have reported conflicts with it
The lexicon doesn't show anything! Your mod is broken! Fix it!
It isn't broken, many people get it to work. Many too have reported this bug but I myself have never run into it and therefore have no idea how to fix it. Try reinstalling it I guess.
Some have reported this to be caused by Optifine. Perhaps it's not updated?
I drew the rune but it doesn't do anything. How do I get it to work?!?!
Read this whole post please, I wrote it for a reason. Might I suggest the Basics section.
Right clicking my dust makes it turn grey and not do anything. What happened?
You got the design wrong. Double check it next time with the tome entry or try using a scroll.
I activated the rune, it turned white for a second then turned grey, what the heck?
You got the requirements wrong. Either you put down the wrong sacrifices or there is a special condition that you missed. For example, the pit rune must have a hole in the center.
I tired to place sacrifices on the runes but they just hopped off!
You put down the wrong sacrifices.
You should add this rune and this rune and this rune....
You know, if you have any java experience and experience in modding, you might wanna try making the rune yourself. There is an api that lets you make runes, dusts, and inscriptions relatively easily. You don't even need to make textures! Check the GitHub Wiki for instructions on how.
This rune is broken: [x]
Here is a list of runes that have had many bugs or seem to be bug-prone:
-Teleportation
-Transport
-Wisdom
-Sarlacc
-Heights
-Lift Mountain
Download, Installation, and Changelog:
Download:
(3xBlockIDs, 6xItemIDs, 2xEntityID)
To install on Client or Server:
-Install latest recommended forge (with FML)
-Drag dustmod.jar into %appdata%/.minecraft/mods/
-Drag whatever addon rune pack jars you have into the same folder.
Server Notes:
To disable a rune, go into /[ServerFolder]/DustModConfig.cfg and change it to false
Some runes are disabled by default due to SMP incompatibility and cannot be re-enabled.
To Change the Block/Item IDs:
Go to /.minecraft/config/DustMod.cfg. All the IDs should be there for you to change.
PLEASE NOTE The download has been split! Core- The core of the mod. This is required both server and client no matter what. Default runes- The basic runes that used to come pre-installed. Requires the Core. Only needed on server unless client wants them in SSP. Decorative dusts- A addon for decorative dusts of all wool colors. Requires Core. Only needed on server unless client wants them in SSP. Test/Beta runes: These are runes that are either currently unstable, unbalanced, or unfinished. Be warned if using them in normal gameplay. These are released mostly as a sort of 'beta phase' before they are considered good enough to be added to the actual mod.Requires Core. Only needed on server unless client wants them in SSP.
A Note on the Testing Pack:
These additions are extremely buggy and are prone to crash. I am not responsible for lost saves or anything, use at your own risk. This pack is also subject to wild change as I may delete entire additions, causing you to lose them in world without refund. So be warned.
To Modders: Check the git-wiki! I'm slowly adding tutorials on how to make your own runes. It's a lot easier than you might think!
Changelog:
v1.3.1
-(UPD) Updated to MC1.5 Forge7.6.0.575
-(ADD) Dust only glows when active or activating (also brighter)
-(ADD) Ruts glow with the light value of what fills it
-(ADD) Beacon (torch) rune now turns off when powered by redstone signal.
-(ADD) Added LeapI, LeapII, VoidI, BounceI, BlinkI, BlinkII, ForesightI, and Return I Inscriptions to the official release.
-(TWK) Scrolls now place slower if in survival (hold down right click)
-(CNG) Pages of the tome are no longer saved to disk, but are instead just kept in memory. Hopefully this will reduce issues.
-(FIX) Fixed several crashing bugs
-(FIX) Spirit pickaxe not dropping blocks
-(FIX) Eggifier not working on mod entities
-(FIX) Rabbit Hole being able to break through adminium and blocks as hard/harder than obsidian
-(FIX) Heights rune not keeping its beam type on relogging
v1.2
-(UPD) Updated to 1.4.6
-(ADD) Added a creative tab for this mod and moved everything there
-(ADD) Installed rune and inscription count is displayed in the tome.
-(FIX) Spirit pickaxe not functioning in a server
-(FIX) Motion-based inscriptions not functioning in a server
-(FIX) Default block and item ids should avoid some conflicts. Items also bumped up out of blockid range
-(FIX) Fixed the dust_pages folder being made in weird places. (Only PC tested)
-(TWK) Tweaked recipies for dusts based on need and material cost
-(TWK) Tweaked a lot of the sacrifice requirements. No more ridiculous levels.
-(TWK) Inscriptions now dry at 1/3 the speed when it is raining instead of not at all.
-(BUG) Broke inscriptions icon differing when empty and full
v1.1.6a
-(FIX) Certain baited entities didn't 'smoke' when being baited
-(FIX) Fixed occasional EarthSprite glass blocks disappearing
-(FIX) Fixed EarthSprite glass blocks not solidifying on things like vine and snow (replacable blocks)
-(FIX) Debugging console spam
-(ADD) Added config for decorative ruts. This means that any solid block can be carved and any solid block may be placed inside the rut.
v1.1.6b
-(FIX) Inscription GUI darkness glitch
-(FIX) Inscription draining ink while in creative
-(FIX) Rut centers visual glitch. Each side being carved together.
-(FIX) XP not being taken for runes in survival
v1.1.6c
-(FIX) Earth Sprite Glass blocks disappearing (possibly? needs testing on an actual server)
-(FIX) Rabbit hole not placing torch
-(FIX) Bait still attracting mobs after desruction
-(TWK) Transport runes player-grabbing range increased.
-(TWK) Reworked how config works
-(TWK) Added config option to turn off console messages (verbose)
-(FIX) Runes and such unloading with NEI and TMI
-(TWK) How inscriptions ticks are called.
-(TWK) Blank inscriptions now only stack to 1
-(Attempted FIX) Some claims to why tome loads empty. Its an old claim but maybe it had something to do with unix file structure? Either way it might be fixed, but since I could never reproduce it I cannot be sure
v1.1.5
-(FIX) Rune of Heights not carrying you past like 5 blocks up.
-(FIX) Earth sprite freezing you funny and causing you to glitch
-(FIX) Earth sprite glass blocks disappearing
-(FIX) Rut shading innards being too dark
-(FIX) Sand&gravel duping glitch involving ruts
-(FIX) Compression rune going haywire when used with sacrifice negator.
-(FIX) Game language sometimes changing.
-(FIX) Client side crash when using Protection
-(TWK) Bounce rune catching radius for preventing fall damage increased to 3 blocks
v1.1.4
-(FIX) Being able to place items inside ruts.
-(FIX) Fixed Decorative version recipes not being right for everything past lime color. (Deco 2.1)
-(FIX) SMP Crash when using placing scrolls
-(TWK) Tweaked the position calculations done for ruts. Improved accuracy.
-(TWK) Tweaked the placement calculations done for dusts. Improved accuracy.
v1.1.3
-(UPD) Updated all to Forge[6.4.1.410]
-(FIX) Fixed Rebirth (egg spawner) dropping dud eggs for mobs without spawn eggs
-(FIX) Fixed and cleaned Rut rendering
-(Attempted FIX) Tried to fix deco crashes, but I could never reproduce the crash in the first place so I am not sure if it is actually fixed.
-(Attempted FIX) Tried to fix occasional load up crash, but just as above I was not able to reproduce it either, this is just an attempt.
v1.1.2
-(UPD) Updated to MC[1.4.5] Forge[6.4.0.397]
-(API) Separated initiation of graphics and sacrifices
-(ADD) Visual startup effect. Runes are highlighted as they start up to show that you got the shape right. If you didnt get the sacrifices they will die soon after.
-(FIX) Fixed wisdom rune.
-(CNG) Placing scrolls are no longer single use.
-(FIX) Teleporation rune
-(FIX) Transport rune
v1.1.1
-(FIX) Fixed ruts not working
-(UPD) Updated to MC[1.4.4] MCP[721] Forge[6.3.0.372]
v1.1
-(ADD)Added inscriptions
-(ADD)Added inks
-(ADD)Added pouches
-(ADD) Added canPlayerKnowRune function to rune events. If it returns false then the server won't send that player the rune at all.
-(CNG) Gave dust blocks a little more width (visual)
-(UPD)Decorative version is back! (As an addon to the main)
-(UPD)updated to forge 6.0.1.349
-(UPD) updated to mc 1.4.2
-(FIX)Fixed the lexicon recipe issue
-(FIX)Fixed silk touch lexicon entry regarding its sacrifice
-(FIX)Fixed variable dust replacement not always visually replacing variable
-(FIX)Fixed rune of rebirth
-(FIX)Fixed etched blocks being instantly destroyed
-(FIX)Fixed allowed variable types for rune shapes which may or may not have been broken
-(FIX)Fixed a lot of bugs...
-(FIX)Added ability to chisel blocks with dust underneath. Purely for aesthetic reasons.
-(FIX) May have fixed rune's visual effects not appearing at first startup?
-(FIX) Redstone rune activation
-(FAIL)Forgot to keep a changelog for a lot of things...
v1.0:
-Got off my lazy bum and decided to say its not WIP anymore
-Separated client runes from server runes so that runes installed on the server will be downloaded to the client upon joining (Do not worry about security, the only things it 'downloads' are graphical information, which is discarded by the end of the session)
-Added API for adding new dust types, however old dust items will need to be updated
-You can update them either by placing them in the world or just crafting them 1:1 for their updated counterpart. No hassle.
-Dusts already placed in the world from the old version will automatically update.
-Added (slightly wonkey) procedural generation of lexicon entries. This should make it easier for 3rd party rune makers and for the server to control a client's rune list. All lexicon pages will be generated during runtime (if they do not exist) and placed into the .minecraft/dust_pages/ folder.
-Switched over to forge's infinite terrain sprite system
-Nerfed lumberjack chances for doubling
-Added effect to lumberjack: now chops down trees within an variable distance.
-Bumped up spirit tools' max uses from 24 (below wood:59 and gold:32) to 131 (same as stone)
-Changed Campfire rune: Will always return the smelted item immediately if the stacksize equals 1, any more and it will burn. Has a very small chance of doubling the smelted return.
-Added ability to change the color of beacon runes with dyes.
-Fixed the beacon so that low light levels around the rune will not dim it.
-Separated the beacon texture from the normal game texture for texture-pack reasons.
-Fixed compression loop with sacrifice negate. Really? You had to try this?
-Fixed powered runes not actually changing color based on fuel level
-Fixed powered runes so they properly check fuel limits when adding fuel.
-Fixed a bug with trap runes though it may not have been a bug in the last released version, I'm not sure
-Dusts can now be placed on flipped half-slabs and stairs
-Added ability to list the author of the rune design in the tome GUI
-Set max stack size for tomes to 1
-Change: The tome/lexicon only display runes allowed by the server now.
v0.6.1c:
-Fixed etching block loop crashes when using fluids
-Fixed bounce rune in smp
-Fixed Earth Sprite crash
-Fixed crash when activating runes ("getNextEntityDustID" Error)
v0.6.1b:
-Removed debug recipes
-Added description for Rune of Heights
-Added feature to rabbit hole: If there's already a hole, it won't dig one.
v0.6.1
-Added Forge and SMP versions
-Now using FML (forge mod loader)
-Retained a Non-forge version, but it is untested so please report anything to me.
-Added descriptions to the runic tome.
-Reduced obelisk and lift wall sacrifices
-Changed the names for most runes so that they sound cooler
-Fixed a rendering thing that has been bugging me with the rune's sparks where they would render behind various things (forge version)
Server Notes:
-Config file to disable individual runes
-Ops can still use disabled runes
-Sprites are derptastic. Avoid / disable them
-If using other mods, I would recommend disabling the Timelock rune because it will almost definitely cause bugs.
v0.6 Jun14
-Changed dust recpies again. Also included ability to combine two different plant materials in the recipe for plant dust (ex: 1xCoal + 1xLeaves + 1xSapling)
-Added a gui to the tome (but not the lexicon) shift+right click will open up a way to view all runes. Left click to advance page, right click to go back.You can also change pages with the direction keys.
-When in creative mode, you can right click with the tome to use it like a scroll (placing the dust of the current page)
-Added ability to place dust on glass
-Added creative-only item to negate rune sacrifices (except those with variable sacrifices ie spawner-reassign)
-Added feature to Wisdom rune: Right clicking it will pause the rune and pour all its stored wisdom into you so that you may see how much it contains without destroying it
-Added ability to lift tile entities with the Lift Earth rune
-(kind of)Added Powered Rune category: Runes that require a constant supply of food or fuel.
-See the Rune Information List link to see all runes, all those with an asterisk(*) are of this category
-Added ocelots, villagers, and a couple other missing mobs from the mob drops list
-Added: Items being held safe by the runic dust (preventing despawning) don't bob
-Added Rabbit Hole, Eternal Flame, Blinding Fog, Hunter Vision, Eggifier, and Power Relay runes.
-Change: Replaced the info page with a very arrogant self-promotion page, since the info page is no longer relevant with the gui layout(Expect bugs! Only tested with vanilla tile entities!)
-Changed torch rune features: Now if a piece of flint is sacrificed with it, it becomes a beacon.
-Change: Rebalanced sacrifice requirements for everything
-Changed Fire Sprite rune design. Existing Fire Sprite runes will not be reanimated because of this.
-Fixed every single freaking lexicon image. Goddang. You better be welcome.
-Change: Cage rune no longer entraps the player
-Change: Slowed down the Fire Rain rune slightly to maybe reduce lag (unlikely by much)
-Change: Bumped up the level rune
-Fixed and altered void rune: Now it will add to the void inventory whatever is placed on it and will only dispense when there is nothing on it.
-Fixed and altered Bait rune: Any mobs being attracted to it are too distracted to attack you. Unfortunately it doesn't effect mobs that don't utilize the new AI system though.
-Fixed how farm rune leaves a radius where it doesn't put crops
-Fixed scroll placement not placing on dead dust
-Fixed cage rune
-Fixed Buffer rune design so that it matches the forum picture/lexicon image
-Fixed the beam effects turning black after game restart
-Fixed obelisk rune, again.
-Fixed dawn and dusk: Now you can have several dawn/dusk runes waiting for night/day simultaneoulsy. For example, draw out and activate a 10 dawn runes and every night for 10 nights it will fast forward to day.
-Fix: Rewrote the etching render system from scratch. Significate increase. On my computer I got 100 blocks without noticing a single change in framerate
-Fix: Etchings now have no problem rendering grass properly.
v0.5.2 Apr8
-Updated to 1.2.5
-Update Decorative version to 1.2.5
-added earth sprite: surrounds you with 8 pieces of glass that will float around you idly. When you stand still and crouch, they will all collect around you to form a small barrier.
-added terrain lift rune: encircling an area a line of clay (clay filled ruts) and then activating this rune with a live sacrifice on top will make the specified area lift up into the sky
-added option to crouch while right clicking a lexicon which will turn the page forward instead of back (helpful for creative mode so you dont break it)
-added magical flames that surround powerful runes (right now only sarlacc)
-added option to crouch while right clicking dust which will remove it (helpful for creative mode so you dont break it)
-added affect to torch rune: if dust made of lapis and above or contains any blaze at all, it will become a marker rune instead, which will create a beam of light high in the sky to see from miles around. Inspired by ALL_YOUR_BASE's idea
-added: XP storage rune now collects xp orbs that touch it, could prove useful in combination with sarlacc
-added: Obelisk rune now lifts you, waits for the top block to be destroyed, then goes back down. Now it's actually useful. If you still want the obelisk to stay up, just wait a (long)while or destroy the rune
-added: you can now fill etchings with solid blocks as hard as or less than gravel (dirt,sand,clay,etc)
-added ability to dig out the fillings of an etching by right-clicking with a shovel if the filling's block type meets the specifications above (yields nothing)
-fixed compression rune math bug when >64 diamond (I don't know why you tested this zzcool, but thank you very much)
-fixed spawner collector dropping the spawner underground
-fixed compression rune math error thing when input is too high
-etchinga shouldn't be able to spread liquid to corner-neighboring blocks
-fix: slowed down rut fluids
-fix: etchings now carvable out of grass, though it looks weird
-possibly fixed the torch rune placement scroll, though watch out, it may cause bugs with others
-fixed flatten rune pattern error
-fix: clarified the uv mapping on the lexicon and added a side tex standSide.png. The mapping for the rest is in book.png
v0.5.1 Mar12
-removed the motherfracking debug recipes
-added a delay to the initialization of Sarlacc so that it doesn't cause insta-death
-fixed Rut block not using config file
v0.5 Mar12
-No new runes
-Updated to minecraft 1.2.3
-Added ruts, but no uses yet but to look cool. Later will be used to define areas for runes
-Fixed fortune rune giving swords fortune instead of looting
-Wisdom rune radius fixed
-Changed crafting of lapis dust: 1 coal/charcoal + 2 lapis + 1 glowstone dust
-Changed crafting of blaze dust: 1 blaze powder + 2 lapis Dust + 1 glowstone dust
Known errors:
-Looking down at water in a rut will render a little derpy
v0.4.2 Feb26
-added terrain level semi-mega rune
-added forcefield rune
-added spawner collector rune
-added spawner reassignment rune
-added rune of wisdom
-added mini-tele rune
-added ability to activate runes with redstone
-added something to the description of torch rune I forgot, it does not require that all 4 dusts be the same
-added function to replace all connecting variable dust at a time if the dust is available
-added crappy rotation code, should work but the code embarrasses me, someone help
-added a function which makes spent dust float gradually
-fixed mod hating id resolver (probably)
-fixed "not enough dust" error
-corrected some runes that were completely variable that didn't need to be and weren't changed with the update
-fixed cage rune spawning a cage 1 block too high
-fixed cage rune when entitiy is in the air by placing a block underneath them
-changed bounce rune so that it will double your horizontal speed when jumping for quick (and fun!) transportation
-fixed sarlacc: made it actually kill entities instead of needing you to kill them, for automation's sake
-fixed sarlacc: drops are now consumed and used to keep the rune fed for a very very very short time, like a 10th of a second per item (so if you can't get a mob to it to keep it fed, throw it some items, however it yields no xp)
-fixed a slight graphical bug with the beam of certain runes
v0.4.1 Feb19
-fixed crash on making a scroll out of the info page (you derps)
-got rid of debug recipes (I'm a derp >_<)
v0.4 Feb19
-added a way for me to update runes without costing you your dust (namely the tele rune) now if there has been an update the rune will deactivate and the dust will reanimate
-added decorative version (separate download)
-added placing scrolls
-added fortune enchantment
-added firebow enchantment
-added wall raising rune
-added fire rain rune
-added saplings, leaves, and seeds to the crafting of plant dust
-fixed tome now craftable with all dust types
-fixed dusts now craftable with charcoal too
-fixed spirit pick harvesting bedrock
-fixed rendering system to use less sprites and textures for rendering dust on the ground (about 14 less)
-fixed lexicon not being in creative block list
-fixed tele rune: dimensions not right
-fixed tele rune: spawning underground
-fixed tele rune: a bunch of crap
-fixed silk touch rune: now it can be applied on a shovel the same way (fortune does the same but with pick or sword)
-removed mortars completely
-improved obelisk lifting?
v0.3.2 Jan29
-added Runic Lexicon
-added Leapfrog Rune
-added Loyalty Sprite rune
-fixed void inventory bug where opening the void after reloading the world dupes items
-fixed tele rune (again)
-fixed spirit tools and ressurection spawning mobs underground
-fixed creative mode gui to not show the 'Do not use this dust' dust item
-changed colors again a little, tried to better the difference bettween activated rune and blaze dust and between gunpowder and used dust
v0.3.1 Jan25
-fixed pit rune fire head thing I think
-fixed tele rune one-way bug I think
-added cage rune
-added bait rune
-added time lock rune
-added sarlacc
v0.3 Jan24
-added Lightning trap rune
-added lumberjack rune
-added bomb rune
-added teleporation rune
-began work on SMP
-changed textures, thanks Swarmer2010
-fixed allowed for compression rune to be reversible
-fixed floating star not saving size
-fixed fluids destroying dust
v0.2.1 Jan20
-added Heal Rune
-added Farmer Rune
-added Pit Rune
-added Void Rune
-fixed potency of poison rune?
-fixed/added recipe for runic tome
-changed firetrap (and poison trap) strength now based on dust level
-changed dust recipes as follows
2plant + 1coal = 4plantdust
2plantdust + 1gunpowder = 8gunpowderdust
3lapis + 1coal = 4lapisdust
2lapisdust + 1blazepowder = 8blazedust
-changed color of destroy particles random based on what dust the blocks are made of (booyeah I didn't think that would work)
-changed colors changed a little to look a bit less clowny and work better together
-fixed spirit sword now always has its enchantments
-fixed creative mode doesnt annoyingly drop dusts
-fixed creative mode doesnt break whole rune block
-fixed empty-handed right-click crash
Feel free to PM with more, even if its not running this mod alone!
If you do like this mod or the idea behind it, please feel free to click the + or leave a comment
Sphax Texture: http://www.eclipse-p...9&t=419&p=1861#
Link is dead now I didn't find the sphax texture and haven't been able to. If you manage to find an update for it PM me please.
I think this is a pretty darn cool idea! The placing of the dust reminds me of the littleblocks mod. XD
I'm looking forward to future updates. I do have a few suggestions and I hope you'll take them into consideration. :smile.gif:
Harvest Rune: Causes all planted items, such as wheat, pumpkin, cactus, etc, within a specific radius, to grow to full maturity. If used in an area with no plants, it'll create grass/flowers to suddenly appear in the area.
Frost Rune: Causes the current area/chunk (or specific area) to freeze. Snow will appear on the ground and water in the area will be frozen.
Weather Rune: Causes it to rain/snow.
Storm Rune: Causes a thunderstorm/snow with lightening (I've had that default in-game. Looks beautiful).
Calming Rune: Stops all storms and restores the skies to a clear, calm state.
***I'd like to see the three above to make this weather so long as the rune is active if it were possible***
Oak/Birch/Pine Runes: When activated, that specific tree will grow.
only 1 page? wow, anyway, make a rune that summons an enderman spawn, a mini enderman to do your bidding, hes 2 blocks high like you, and DOSNT teleport, does 5 damage and has 10 hearts, burns in daylight, so hes good for caves. then, the mini creeper, basically a creeper, 2 blocks high but shorter than you, if you right click on him he will explode and every block WONT dissapear, so hes a mining tool, explosion is 4x4 and has a 3 second delay, also damages things, like i said before, it dose not destroy items. creeper= like a creeper face with gunpowder dust and enderman, like an enderman with lapis dust.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Ok, love the mod, but, I do have something to say, unlike my last request, this one will be easier. House generator, builds an instant house :smile.gif:
Hope you like this idea, I'll probably post others. :biggrin.gif:
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
only 1 page? wow, anyway, make a rune that summons an enderman spawn, a mini enderman to do your bidding, hes 2 blocks high like you, and DOSNT teleport, does 5 damage and has 10 hearts, burns in daylight, so hes good for caves. then, the mini creeper, basically a creeper, 2 blocks high but shorter than you, if you right click on him he will explode and every block WONT dissapear, so hes a mining tool, explosion is 4x4 and has a 3 second delay, also damages things, like i said before, it dose not destroy items. creeper= like a creeper face with gunpowder dust and enderman, like an enderman with lapis dust.
:smile.gif:
Ok, love the mod, but, I do have something to say, unlike my last request, this one will be easier. House generator, builds an instant house :smile.gif:
Hope you like this idea, I'll probably post others. :biggrin.gif:
Very nice ideas :biggrin.gif:
I will definitely try them if I can
LOVE DIS. But maybe make them have multiple uses? Grass has one use, gunpowder has 5 uses, lapis has 10 uses and blaze has 15/20 uses. At least give the blaze powder more uses, that stuff is friggin' expensive. Anyway, I would give you all my diamonds :biggrin.gif: ...If I had any. :dry.gif:
LOVE DIS. But maybe make them have multiple uses? Grass has one use, gunpowder has 5 uses, lapis has 10 uses and blaze has 15/20 uses. At least give the blaze powder more uses, that stuff is friggin' expensive. Anyway, I would give you all my diamonds :biggrin.gif: ...If I had any. :dry.gif:
Yeah I still need to work on balancing recipes
I plan on making runes require higher value dust if they do higher level stuff (with some exceptions for things like obelisk which is so earth oriented :tongue.gif: )
Using higher level dust than a rune requires is just a waste at the moment, I don't really want to have it so that the value of the dust will affect the result in a general way like duration for every rune (like glowstone and redstone in potions), but some of them may do things like that
but things seem mostly balanced as they are right now
firesprite lasts 3 days and is sorta overpowered because no mob can touch you without burning, so it's balanced by the cost of blaze powder (though admittedly a lot, so the sacrifice is low)
the tools use a lot of lapis, but dont require much else besides meat which is renewable (also if you'll notice, the rune looks like the top of a crafting bench :tongue.gif: )
obelisk is pretty low in the cost of the rune but really high in it's sacrifice since it isn't actually all that useful...that I will probably change.
Firetrap is kinda overpowered for its sacrifice, requiring about 9 gunpowder dust (4 gunpowder i think off the top of my head) its pretty low. even though its single use only its still kinda too powerful, i may reduce the fire damage it causes and greatly reduce the amount of fire to the terrain around it.
Although that seems like one that would fit nicely with the 'stronger dust -> stronger rune' idea now that i think about it...
Then the torch is equivalent to grass and 1 coal... i think thats mostly balanced, i made that thinking it would be quick to make in a pinch though cumbersome to cheat with if it isnt very balanced, although are sticks really worth more than grass? considering grass requires uses off iron shears...
but yea, i am not the greatest at balancing these sorts of things so i may end up needing a little help later :tongue.gif:
ima go to all of your mods, download em all, then + you :biggrin.gif:
oh yeah, and this is something i thought you would come up with, a T out of gunpowder makes a tnt trap, explodes when an entity walks on it.
:smile.gif:
thanks for the response :biggrin.gif:
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 7ddc31e6 --------
Generated 01/18/12 12:12 PM
Minecraft: Minecraft 1.1
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_29, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel 945G version 1.4.0 - Build 8.15.10.1912, Intel
java.util.FormatFlagsConversionMismatchException: Conversion = s, Flags =
at java.util.Formatter$FormatSpecifier.failMismatch(Unknown Source)
at java.util.Formatter$FormatSpecifier.checkBadFlags(Unknown Source)
at java.util.Formatter$FormatSpecifier.checkGeneral(Unknown Source)
at java.util.Formatter$FormatSpecifier.<init>(Unknown Source)
at java.util.Formatter.parse(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at abn.a(SourceFile:142)
at ModLoader.initStats(ModLoader.java:956)
at ModLoader.init(ModLoader.java:843)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6e157124 ----------
Thank you for the video Direwolf20
If you have any servers running this mod and would like a little publicity, pm me and I might just add them to this post
Modpack requests: chan If you want to add this to a modpack there are only three rules: Post it here, credit this thread, and make your pack cool.
So this mod allows you to draw runes on the ground physically and outside the crafting gui. Depending on what pattern you draw and what you give as a sacrifice, something magical will happen.
Please do read the Getting Started section for a more detailed description on how to do everything.
To see all the possible runes, download the mod and flip through the Tome! There are a lot of them!
Major Changes in v1.3.1
-(UPD) Updated to MC1.5
-(TWK) Ruts glow when filled with light-emitting blocks
-(ADD) Beacon (torch) rune now turns off when powered by redstone signal.
-(TWK) Scrolls now place slower if in survival (hold down right click)
-(ADD) Added Leap I, Leap II, Void I, Bounce I, Blink I, Blink II, Foresight I, and Return I Inscriptions to the official release.
Make sure you check out the testpack! Some cool stuff has been added there too!
-Split off the mod's default runes!
Note that now there is a core download as well as a few others. This is to make it easier to use rune packs especially if you want to get rid of mine. It isn't difficult at all, you just have to install Both the CORE and the DEFAULT downloads. The core has all infrastructure and mechanics for the mod while the Default Pack has just all the standard runes and things that you know and love.
Basics:
The Runic Tome:
The Runic Tome can be crafted by putting any dust on top of a book.
The dusts' recipes are shown in the video above
Crouch + Right-Clicking will allow you to view all the runes and their information.
It should provide you will all that you need to know to use the runes properly, but if they don't you can always check back here.
Right-Clicking with the tome on the ground in creative mode will place the rune of your current page.Right-clicking on dust on the ground will activate its rune (if there is one)
In order of least valuable to most valuable:
2xTall Grass or Saplings or Leaves or Seeds + 1xCoal = 8xPlant Runic Dust
2xPlant Runic Dust + 1xGunpowder = 12xGunpowder Runic Dust
3xLapis + 1xCoal = 8xLapis Runic Dust
3xLapis Runic Dust + 1xBlaze Powder = 12xBlaze Runic Dust
To craft a tome, just put any dust onto a book.
Place dust by right clicking.
Remove it by left clicking.
Remove all dust in a square at once by holding down left click.
You can place 16 (4x4) dust pieces onto a single block
You do not need to worry about rotation or orientation, you should just be able to plop down the pattern anywhere you want
When throwing sacrifices onto a rune, the items will stick to it, you have to be a lot closer to pick it up
This is to reduce the frequency of accidentally picking up items you are trying to use as sacrifices
To activate a rune, either right click it with a Runic Tome, or supply a part of it with a redstone signal
When a rune is activated, it will glow white while it starts up. If you have the sacrifices right, it will turn red and continue with its functions. If you get the requirements wrong, it will quickly just turn to grey after activating.and let out a puff of smoke.
If you activate a rune and it goes straight to grey, then you got the design wrong.
Runic Lexicon:
The Runic Lexicon is a way to read the runic tome and the list of runes without needing to return back to this forum page
I plan to add a way to right click with paper to get a single use instant-rune-writing scroll but as of right now that is not implemented
Right Clicking turns the page, Left Clicking turns it back
Hammer & Chisel:
Certain runes require an area to be specified so the rune knows what to affect. Right clicking on any normal block (modded or not) will carve it. Use the hammer&chisel to etch out these areas.
Blocks can be carved into on all faces in a + pattern. By etching on many blocks, you can draw out a line of connected etched-blocks.
Etched blocks can also be filled with certain materials. These include everything as hard or less than gravel (dirt,sand,clay blocks, etc). Note they cannot be filled with things like stone or wood.
Soft materials can also be taken back out of an etched block by right clicking with the shovel to retrieve it. However, don't expect after being used by a rune that ever etching will retain the material that filled it.
You can also fill them with fluids, water and lava. Note that water and lava will flow to fill up adjacent empty etches. Also note that if an etched block filled with water or lava comes into contact with an outside source of water or lava, they may react.
Placement Scrolls:
Update v0.6: Scroll paper required to make scrolls. Make it by combining 2 gold nuggets with a piece of paper.
Scrolls are a way for you to remember all those runic patterns without actually remembering anything.
Right clicking on the ground with one will draw out the rune for you (assuming you have the dust)
To make one, simply choose the page of the rune you want on the Runic Lexicon then right click it with a piece of Sroll Paper in your hand.
You may also notice when placing down some runes that they will appear in this strange pinkish purple color. That is not a dust, that is a placeholder to guide you into finishing the rune. It is there for when a rune is actually a variable, allowing you to choose which type of dust to place there.
When destroyed it does not drop anything and you can actually place dust over it without the need to break it. Like it isn't even there!
The Sacrifice Negator:
Creative only item, use in place of a rune's sacrifices and it will let you go free without them.
It is not consumed.
Runes that require the sacrifice as a form of variable (like bait rune to tell which mob to attract) will not work.
Creative only means there is no way to obtain it through legitimate gameplay means. ie, no crafting recipe.
Dust Pouches:
Pouches are an item designed to lessen the hassle that comes with carrying around dust. Some runes may require more dust than you want filling up your inventory, so in that event this nifty little device is here to help.
It holds 100 stacks of dust, so 6400 dusts per pouch, though if you lose the pouch, the dusts inside are lost forever.
To put dust inside it, simply drop the dust on the ground, and pick it up with an appropriate pouch in your inventory.
To get dust out, place the pouch in a crafting grid. Dust will come out one at a time and will not use up the pouch.
Pouches are designed to completely take over the place of individual dusts. Everything you can do with a single piece of dust you can do with these pouches. Placing, crafting, using scrolls, it is all automatically taken out by the pouch. So to take it for a test drive, just fill it up and right click on the ground. Voila.
Inscriptions:
Inscriptions are the ancient art of carrying those magical runes with you. They have there whole own set of powers and abilities but the nice thing is, you wear it around your neck and it will constantly bring you its effects.
To make an inscription you need a couple parts:
-A blank inscription to write on
-Ink to write with
-Time. Once you have drawn your inscription you must wait for it to dry.
-an Inscription Enchating rune to imbue it with power.
Blank Inscriptions
A blank inscription paper is what you use to draw out your inscription. It requires 2 sheets of placement scroll paper and a piece of string.
Right clicking with this in hand will bring up a GUI that will let you draw on the inscription with whatever inks you have on your hotbar. Clicking on the inks on your hotbar will let you change which ink you are using, as highlighted by the purple border.
Left-clicking on the GUI will let you draw with that ink.
Right-clicking on the GUI will let you erase. (You will not get your ink back so be warned.)
Just like with runes, you can see all available inscription designs in the Runic Tome under the Inscriptions tab
Inks
Inks are made from every type of dust and are used to draw the inscriptions.
Each vial of ink will draw 32 squares in an inscription and once placed cannot be retrieved.
(Note to modders: inks and their recipes are automatically generated upon registration of your custom dust.)
Waiting and Drying...
IN ORDER FOR IT TO DRY, IT MUST BE IN *YOUR* INVENTORY, NOT IN A CHEST.
In order to actually use your inscription you must let it dry.
Once you have written anything in your inscription you will notice that the item changes its image slightly to mark that its been written on.
There will be a green bar at the bottom of the items icon (like the durability of a tool) signifying how long it will take for it to dry. It can take several minutes although being in a hot climate might speed up the process.
Once the inscription is fully dry, if it was a correctly drawn inscription, it will turn into an empty inscription awaiting enchantment.
If it was not drawn correctly, or was just a cool looking doodle, then it will turn into a dried inscription, which can no longer be edited, but can still be viewed.
Inscription Enchanting (not like regular enchanting)
An inscription when made must first be enchanted. This is similar to how a rune requires sacrifices upon its first creation.
To enchant an inscription, you must use the Inscription Enchanting rune.
The rune itself currently has no sacrifices, but serves as a utility for your inscription.
Throw on your dried and inscription along with its proper sacrifices as defined in its Tome page then activate.
This will fill up your inscription and allow it to be used.
When your inscription runs out after repeated use, you may then again use this rune to re-enchant it to refill up its power.
Woo
All that remains is to equip it! Place it on your chest slot in your inventory and follow the instructions given by the inscription on how to use it. Woohoo!
Running a Server:
Running a server should be pretty straightforward if you already know how to run one.
The only things you should need to know are:
-Use the DustModConfig.cfg file to disable individual runes
-Ops can still use disabled runes
-If using other mods, I would recommend disabling the Timelock rune because it will almost definitely cause bugs.
Mod reviews/spotlights
PM me or post your videos and I'll add them! I'm always looking for more!
Piedudeaus
Direwolf20
Failboat103
Notforgrins
Raiku541
GeraldoCockerhan
ScratchedTrucks
TomProGamer
Me
Cool creations
Swarmer2010
Dry_Taste (using blocks from Thaumcraft 2 by Azanor)
Lecow
Kinshu
SharpShot4321 (using blocks from Thaumcraft 2 by Azanor)
mrnadas34
Me:
Suggested/Planned Features and Runes
Features
-SMP
-Vertical runes (I don't really want to do this, but if I do it will be a loooong time coming because it would require major editing to the framework especially if I decide to make runes for it, besides, how the frick do you expect dust to stick to a wall >_>) Stop suggesting I make some sorta glue-like substance, that ISN'T THE POINT, if you think it is go get an education and read this again.
-Spirit armor and a shovel
-Remote rune activation
-Some method of returning some dust when the rune is wrong or fails
-Different scrolls that can be hand written and used almost like single use spells. Things like a single mega-jump or temporary invisibility. Basically for ever 1 dust you would get 8mini-dust that would be used up by these scrolls. Right clicking with an empty scroll would open a gui to let you draw in it with the mouse. I would probably either add a new block to 'enchant' or activate these scrolls though i'm not sure. Something with cool floaty effect for sure . If you inscribed the right pattern you will get a special scroll that will give the player some special fancy powers when right clicked
-Obelisk rune will be able to return back into the ground after maybe destroying the top block or something
Runes
-Tripwire rune: Activates other runes
-Home rune: Set spawn
-Weather rune: Toggles rain
-End rune: Return from the end (but will not send you there)
-Repair rune: Repairs tools and retains enchantments
-Feed rune: Turn things like flowers or leaves into hunger points
-Flight Sprite rune: Enables flying for a short while page13 Lecow (not 100% sure this is possible within the amount of time I like to restrict myself to for each rune)
-Perhaps upping the void rune so that blaze or lapis will keep the hole to the Void open and suck drops into void storage for a short while
-Nethergate rune: make oddly shaped nether portals page15 maxell45146
-Moses rune: split water page15 maxell45146
-Spawn trap: spawns creepers or other mobs around anyone who trips the trap and makes them attack you page15 adapted from maxwell45146
-Super mode(Working title): Ditch your mortal body and become superhuman. never need food again, always have some sorta potion buffs, extra jump height,(probably a few things more) . requires that you stay within a certain distance of the rune and a steady stream of live sacrifices. If you leave the radius you will instantly starve and grow dizzy. If you let the rune be broken or let it starve, you will die instantly (sent to the nether?) page 15 adapted from maxwell45146
-Meteor rune: summon's a meteor explosion that will land nearby and supply you with iron (big crater though) page 15 adapted from maxwell45146's destruction rune
-Anti-gravity rune: similar to the anti-gravity corestone from my Golem Factory mod page16 knightbutler
-Spawn egg: spawn a mob spawning egg
-Corruption rune: Dunno why you'd want this, but it sounds fun to program so I might include it it would slowly turn the world to netherrack around the rune page16 helios742
-Spirit boots: if you fall a distance that would damage you, the ground beneath you compresses (cobble->stone, sand->sandstone) making a crater depending on the fall distance and fall damage is negated
-Mega rune evaporate: huge rune (sarlacc scale) that evaporates all water within a several chunk radius. page17 welknair
-Mob Detection: Send a redstone signal to a receiver rune when a mob gets too close, post#521 horus
-Aethereal blockade: Stops all enders from teleporting, post#522 silentdeth
-Projectile Repulsion: Reverses (or more likely drops) all projectiles within a radius, post#522 silentdeth
-Signal flare: Small light which attracts and distracts mobs, post#451 oneeyeopen
FAQ / Common problems
I change the block ids in the config but they keep changing back! It hates me!
Yes it does, you need to realize the difference between comments in the config, and the actual values.
Those lines that start with '#' symbols at the top are comments to show you the default values. Change the other ones.
The dusts/textures don't show up. (Or any other graphical problem)
Try getting rid of optifine. Many have reported conflicts with it
The lexicon doesn't show anything! Your mod is broken! Fix it!
It isn't broken, many people get it to work. Many too have reported this bug but I myself have never run into it and therefore have no idea how to fix it. Try reinstalling it I guess.
Some have reported this to be caused by Optifine. Perhaps it's not updated?
I drew the rune but it doesn't do anything. How do I get it to work?!?!
Read this whole post please, I wrote it for a reason. Might I suggest the Basics section.
Right clicking my dust makes it turn grey and not do anything. What happened?
You got the design wrong. Double check it next time with the tome entry or try using a scroll.
I activated the rune, it turned white for a second then turned grey, what the heck?
You got the requirements wrong. Either you put down the wrong sacrifices or there is a special condition that you missed. For example, the pit rune must have a hole in the center.
I tired to place sacrifices on the runes but they just hopped off!
You put down the wrong sacrifices.
You should add this rune and this rune and this rune....
You know, if you have any java experience and experience in modding, you might wanna try making the rune yourself. There is an api that lets you make runes, dusts, and inscriptions relatively easily. You don't even need to make textures! Check the GitHub Wiki for instructions on how.
This rune is broken: [x]
Here is a list of runes that have had many bugs or seem to be bug-prone:
-Teleportation
-Transport
-Wisdom
-Sarlacc
-Heights
-Lift Mountain
Download, Installation, and Changelog:
Download:
(3xBlockIDs, 6xItemIDs, 2xEntityID)
To install on Client or Server:
-Install latest recommended forge (with FML)
-Drag dustmod.jar into %appdata%/.minecraft/mods/
-Drag whatever addon rune pack jars you have into the same folder.
Server Notes:
To disable a rune, go into /[ServerFolder]/DustModConfig.cfg and change it to false
Some runes are disabled by default due to SMP incompatibility and cannot be re-enabled.
To Change the Block/Item IDs:
Go to /.minecraft/config/DustMod.cfg. All the IDs should be there for you to change.
PLEASE NOTE
The download has been split!
Core- The core of the mod. This is required both server and client no matter what.
Default runes- The basic runes that used to come pre-installed. Requires the Core. Only needed on server unless client wants them in SSP.
Decorative dusts- A addon for decorative dusts of all wool colors. Requires Core. Only needed on server unless client wants them in SSP.
Test/Beta runes: These are runes that are either currently unstable, unbalanced, or unfinished. Be warned if using them in normal gameplay. These are released mostly as a sort of 'beta phase' before they are considered good enough to be added to the actual mod.Requires Core. Only needed on server unless client wants them in SSP.
Click here to view downloads!
A Note on the Testing Pack:
These additions are extremely buggy and are prone to crash. I am not responsible for lost saves or anything, use at your own risk. This pack is also subject to wild change as I may delete entire additions, causing you to lose them in world without refund. So be warned.
If you're feeling exceptionally generous
Source code: https://github.com/b.../Runic-Dust-Mod
To Modders: Check the git-wiki! I'm slowly adding tutorials on how to make your own runes. It's a lot easier than you might think!
Changelog:
v1.3.1
-(UPD) Updated to MC1.5 Forge7.6.0.575
-(ADD) Dust only glows when active or activating (also brighter)
-(ADD) Ruts glow with the light value of what fills it
-(ADD) Beacon (torch) rune now turns off when powered by redstone signal.
-(ADD) Added LeapI, LeapII, VoidI, BounceI, BlinkI, BlinkII, ForesightI, and Return I Inscriptions to the official release.
-(TWK) Scrolls now place slower if in survival (hold down right click)
-(CNG) Pages of the tome are no longer saved to disk, but are instead just kept in memory. Hopefully this will reduce issues.
-(FIX) Fixed several crashing bugs
-(FIX) Spirit pickaxe not dropping blocks
-(FIX) Eggifier not working on mod entities
-(FIX) Rabbit Hole being able to break through adminium and blocks as hard/harder than obsidian
-(FIX) Heights rune not keeping its beam type on relogging
v1.2
-(UPD) Updated to 1.4.6
-(ADD) Added a creative tab for this mod and moved everything there
-(ADD) Installed rune and inscription count is displayed in the tome.
-(FIX) Spirit pickaxe not functioning in a server
-(FIX) Motion-based inscriptions not functioning in a server
-(FIX) Default block and item ids should avoid some conflicts. Items also bumped up out of blockid range
-(FIX) Fixed the dust_pages folder being made in weird places. (Only PC tested)
-(TWK) Tweaked recipies for dusts based on need and material cost
-(TWK) Tweaked a lot of the sacrifice requirements. No more ridiculous levels.
-(TWK) Inscriptions now dry at 1/3 the speed when it is raining instead of not at all.
-(BUG) Broke inscriptions icon differing when empty and full
v1.1.6a
-(FIX) Certain baited entities didn't 'smoke' when being baited
-(FIX) Fixed occasional EarthSprite glass blocks disappearing
-(FIX) Fixed EarthSprite glass blocks not solidifying on things like vine and snow (replacable blocks)
-(FIX) Debugging console spam
-(ADD) Added config for decorative ruts. This means that any solid block can be carved and any solid block may be placed inside the rut.
v1.1.6b
-(FIX) Inscription GUI darkness glitch
-(FIX) Inscription draining ink while in creative
-(FIX) Rut centers visual glitch. Each side being carved together.
-(FIX) XP not being taken for runes in survival
v1.1.6c
-(FIX) Earth Sprite Glass blocks disappearing (possibly? needs testing on an actual server)
-(FIX) Rabbit hole not placing torch
-(FIX) Bait still attracting mobs after desruction
-(TWK) Transport runes player-grabbing range increased.
-(TWK) Reworked how config works
-(TWK) Added config option to turn off console messages (verbose)
-(FIX) Runes and such unloading with NEI and TMI
-(TWK) How inscriptions ticks are called.
-(TWK) Blank inscriptions now only stack to 1
-(Attempted FIX) Some claims to why tome loads empty. Its an old claim but maybe it had something to do with unix file structure? Either way it might be fixed, but since I could never reproduce it I cannot be sure
v1.1.5
-(FIX) Rune of Heights not carrying you past like 5 blocks up.
-(FIX) Earth sprite freezing you funny and causing you to glitch
-(FIX) Earth sprite glass blocks disappearing
-(FIX) Rut shading innards being too dark
-(FIX) Sand&gravel duping glitch involving ruts
-(FIX) Compression rune going haywire when used with sacrifice negator.
-(FIX) Game language sometimes changing.
-(FIX) Client side crash when using Protection
-(TWK) Bounce rune catching radius for preventing fall damage increased to 3 blocks
v1.1.4
-(FIX) Being able to place items inside ruts.
-(FIX) Fixed Decorative version recipes not being right for everything past lime color. (Deco 2.1)
-(FIX) SMP Crash when using placing scrolls
-(TWK) Tweaked the position calculations done for ruts. Improved accuracy.
-(TWK) Tweaked the placement calculations done for dusts. Improved accuracy.
v1.1.3
-(UPD) Updated all to Forge[6.4.1.410]
-(FIX) Fixed Rebirth (egg spawner) dropping dud eggs for mobs without spawn eggs
-(FIX) Fixed and cleaned Rut rendering
-(Attempted FIX) Tried to fix deco crashes, but I could never reproduce the crash in the first place so I am not sure if it is actually fixed.
-(Attempted FIX) Tried to fix occasional load up crash, but just as above I was not able to reproduce it either, this is just an attempt.
v1.1.2
-(UPD) Updated to MC[1.4.5] Forge[6.4.0.397]
-(API) Separated initiation of graphics and sacrifices
-(ADD) Visual startup effect. Runes are highlighted as they start up to show that you got the shape right. If you didnt get the sacrifices they will die soon after.
-(FIX) Fixed wisdom rune.
-(CNG) Placing scrolls are no longer single use.
-(FIX) Teleporation rune
-(FIX) Transport rune
v1.1.1
-(FIX) Fixed ruts not working
-(UPD) Updated to MC[1.4.4] MCP[721] Forge[6.3.0.372]
v1.1
-(ADD)Added inscriptions
-(ADD)Added inks
-(ADD)Added pouches
-(ADD) Added canPlayerKnowRune function to rune events. If it returns false then the server won't send that player the rune at all.
-(CNG) Gave dust blocks a little more width (visual)
-(UPD)Decorative version is back! (As an addon to the main)
-(UPD)updated to forge 6.0.1.349
-(UPD) updated to mc 1.4.2
-(FIX)Fixed the lexicon recipe issue
-(FIX)Fixed silk touch lexicon entry regarding its sacrifice
-(FIX)Fixed variable dust replacement not always visually replacing variable
-(FIX)Fixed rune of rebirth
-(FIX)Fixed etched blocks being instantly destroyed
-(FIX)Fixed allowed variable types for rune shapes which may or may not have been broken
-(FIX)Fixed a lot of bugs...
-(FIX)Added ability to chisel blocks with dust underneath. Purely for aesthetic reasons.
-(FIX) May have fixed rune's visual effects not appearing at first startup?
-(FIX) Redstone rune activation
-(FAIL)Forgot to keep a changelog for a lot of things...
v1.0:
-Got off my lazy bum and decided to say its not WIP anymore
-Separated client runes from server runes so that runes installed on the server will be downloaded to the client upon joining (Do not worry about security, the only things it 'downloads' are graphical information, which is discarded by the end of the session)
-Added API for adding new dust types, however old dust items will need to be updated
-You can update them either by placing them in the world or just crafting them 1:1 for their updated counterpart. No hassle.
-Dusts already placed in the world from the old version will automatically update.
-Added (slightly wonkey) procedural generation of lexicon entries. This should make it easier for 3rd party rune makers and for the server to control a client's rune list. All lexicon pages will be generated during runtime (if they do not exist) and placed into the .minecraft/dust_pages/ folder.
-Switched over to forge's infinite terrain sprite system
-Nerfed lumberjack chances for doubling
-Added effect to lumberjack: now chops down trees within an variable distance.
-Bumped up spirit tools' max uses from 24 (below wood:59 and gold:32) to 131 (same as stone)
-Changed Campfire rune: Will always return the smelted item immediately if the stacksize equals 1, any more and it will burn. Has a very small chance of doubling the smelted return.
-Added ability to change the color of beacon runes with dyes.
-Fixed the beacon so that low light levels around the rune will not dim it.
-Separated the beacon texture from the normal game texture for texture-pack reasons.
-Fixed compression loop with sacrifice negate. Really? You had to try this?
-Fixed powered runes not actually changing color based on fuel level
-Fixed powered runes so they properly check fuel limits when adding fuel.
-Fixed a bug with trap runes though it may not have been a bug in the last released version, I'm not sure
-Dusts can now be placed on flipped half-slabs and stairs
-Added ability to list the author of the rune design in the tome GUI
-Set max stack size for tomes to 1
-Change: The tome/lexicon only display runes allowed by the server now.
v0.6.1c:
-Fixed etching block loop crashes when using fluids
-Fixed bounce rune in smp
-Fixed Earth Sprite crash
-Fixed crash when activating runes ("getNextEntityDustID" Error)
v0.6.1b:
-Removed debug recipes
-Added description for Rune of Heights
-Added feature to rabbit hole: If there's already a hole, it won't dig one.
v0.6.1
-Added Forge and SMP versions
-Now using FML (forge mod loader)
-Retained a Non-forge version, but it is untested so please report anything to me.
-Added descriptions to the runic tome.
-Reduced obelisk and lift wall sacrifices
-Changed the names for most runes so that they sound cooler
-Fixed a rendering thing that has been bugging me with the rune's sparks where they would render behind various things (forge version)
Server Notes:
-Config file to disable individual runes
-Ops can still use disabled runes
-Sprites are derptastic. Avoid / disable them
-If using other mods, I would recommend disabling the Timelock rune because it will almost definitely cause bugs.
v0.6 Jun14
-Changed dust recpies again. Also included ability to combine two different plant materials in the recipe for plant dust (ex: 1xCoal + 1xLeaves + 1xSapling)
-Added a gui to the tome (but not the lexicon) shift+right click will open up a way to view all runes. Left click to advance page, right click to go back.You can also change pages with the direction keys.
-When in creative mode, you can right click with the tome to use it like a scroll (placing the dust of the current page)
-Added ability to place dust on glass
-Added creative-only item to negate rune sacrifices (except those with variable sacrifices ie spawner-reassign)
-Added feature to Wisdom rune: Right clicking it will pause the rune and pour all its stored wisdom into you so that you may see how much it contains without destroying it
-Added ability to lift tile entities with the Lift Earth rune
-(kind of)Added Powered Rune category: Runes that require a constant supply of food or fuel.
-See the Rune Information List link to see all runes, all those with an asterisk(*) are of this category
-Added ocelots, villagers, and a couple other missing mobs from the mob drops list
-Added: Items being held safe by the runic dust (preventing despawning) don't bob
-Added Rabbit Hole, Eternal Flame, Blinding Fog, Hunter Vision, Eggifier, and Power Relay runes.
-Change: Replaced the info page with a very arrogant self-promotion page, since the info page is no longer relevant with the gui layout(Expect bugs! Only tested with vanilla tile entities!)
-Changed torch rune features: Now if a piece of flint is sacrificed with it, it becomes a beacon.
-Change: Rebalanced sacrifice requirements for everything
-Changed Fire Sprite rune design. Existing Fire Sprite runes will not be reanimated because of this.
-Fixed every single freaking lexicon image. Goddang. You better be welcome.
-Change: Cage rune no longer entraps the player
-Change: Slowed down the Fire Rain rune slightly to maybe reduce lag (unlikely by much)
-Change: Bumped up the level rune
-Fixed and altered void rune: Now it will add to the void inventory whatever is placed on it and will only dispense when there is nothing on it.
-Fixed and altered Bait rune: Any mobs being attracted to it are too distracted to attack you. Unfortunately it doesn't effect mobs that don't utilize the new AI system though.
-Fixed how farm rune leaves a radius where it doesn't put crops
-Fixed scroll placement not placing on dead dust
-Fixed cage rune
-Fixed Buffer rune design so that it matches the forum picture/lexicon image
-Fixed the beam effects turning black after game restart
-Fixed obelisk rune, again.
-Fixed dawn and dusk: Now you can have several dawn/dusk runes waiting for night/day simultaneoulsy. For example, draw out and activate a 10 dawn runes and every night for 10 nights it will fast forward to day.
-Fix: Rewrote the etching render system from scratch. Significate increase. On my computer I got 100 blocks without noticing a single change in framerate
-Fix: Etchings now have no problem rendering grass properly.
v0.5.2 Apr8
-Updated to 1.2.5
-Update Decorative version to 1.2.5
-added earth sprite: surrounds you with 8 pieces of glass that will float around you idly. When you stand still and crouch, they will all collect around you to form a small barrier.
-added terrain lift rune: encircling an area a line of clay (clay filled ruts) and then activating this rune with a live sacrifice on top will make the specified area lift up into the sky
-added option to crouch while right clicking a lexicon which will turn the page forward instead of back (helpful for creative mode so you dont break it)
-added magical flames that surround powerful runes (right now only sarlacc)
-added option to crouch while right clicking dust which will remove it (helpful for creative mode so you dont break it)
-added affect to torch rune: if dust made of lapis and above or contains any blaze at all, it will become a marker rune instead, which will create a beam of light high in the sky to see from miles around. Inspired by ALL_YOUR_BASE's idea
-added: XP storage rune now collects xp orbs that touch it, could prove useful in combination with sarlacc
-added: Obelisk rune now lifts you, waits for the top block to be destroyed, then goes back down. Now it's actually useful. If you still want the obelisk to stay up, just wait a (long)while or destroy the rune
-added: you can now fill etchings with solid blocks as hard as or less than gravel (dirt,sand,clay,etc)
-added ability to dig out the fillings of an etching by right-clicking with a shovel if the filling's block type meets the specifications above (yields nothing)
-fixed compression rune math bug when >64 diamond (I don't know why you tested this zzcool, but thank you very much)
-fixed spawner collector dropping the spawner underground
-fixed compression rune math error thing when input is too high
-etchinga shouldn't be able to spread liquid to corner-neighboring blocks
-fix: slowed down rut fluids
-fix: etchings now carvable out of grass, though it looks weird
-possibly fixed the torch rune placement scroll, though watch out, it may cause bugs with others
-fixed flatten rune pattern error
-fix: clarified the uv mapping on the lexicon and added a side tex standSide.png. The mapping for the rest is in book.png
v0.5.1 Mar12
-removed the motherfracking debug recipes
-added a delay to the initialization of Sarlacc so that it doesn't cause insta-death
-fixed Rut block not using config file
v0.5 Mar12
-No new runes
-Updated to minecraft 1.2.3
-Added ruts, but no uses yet but to look cool. Later will be used to define areas for runes
-Fixed fortune rune giving swords fortune instead of looting
-Wisdom rune radius fixed
-Changed crafting of lapis dust: 1 coal/charcoal + 2 lapis + 1 glowstone dust
-Changed crafting of blaze dust: 1 blaze powder + 2 lapis Dust + 1 glowstone dust
Known errors:
-Looking down at water in a rut will render a little derpy
v0.4.2 Feb26
-added terrain level semi-mega rune
-added forcefield rune
-added spawner collector rune
-added spawner reassignment rune
-added rune of wisdom
-added mini-tele rune
-added ability to activate runes with redstone
-added something to the description of torch rune I forgot, it does not require that all 4 dusts be the same
-added function to replace all connecting variable dust at a time if the dust is available
-added crappy rotation code, should work but the code embarrasses me, someone help
-added a function which makes spent dust float gradually
-fixed mod hating id resolver (probably)
-fixed "not enough dust" error
-corrected some runes that were completely variable that didn't need to be and weren't changed with the update
-fixed cage rune spawning a cage 1 block too high
-fixed cage rune when entitiy is in the air by placing a block underneath them
-changed bounce rune so that it will double your horizontal speed when jumping for quick (and fun!) transportation
-fixed sarlacc: made it actually kill entities instead of needing you to kill them, for automation's sake
-fixed sarlacc: drops are now consumed and used to keep the rune fed for a very very very short time, like a 10th of a second per item (so if you can't get a mob to it to keep it fed, throw it some items, however it yields no xp)
-fixed a slight graphical bug with the beam of certain runes
v0.4.1 Feb19
-fixed crash on making a scroll out of the info page (you derps)
-got rid of debug recipes (I'm a derp >_<)
v0.4 Feb19
-added a way for me to update runes without costing you your dust (namely the tele rune) now if there has been an update the rune will deactivate and the dust will reanimate
-added decorative version (separate download)
-added placing scrolls
-added fortune enchantment
-added firebow enchantment
-added wall raising rune
-added fire rain rune
-added saplings, leaves, and seeds to the crafting of plant dust
-fixed tome now craftable with all dust types
-fixed dusts now craftable with charcoal too
-fixed spirit pick harvesting bedrock
-fixed rendering system to use less sprites and textures for rendering dust on the ground (about 14 less)
-fixed lexicon not being in creative block list
-fixed tele rune: dimensions not right
-fixed tele rune: spawning underground
-fixed tele rune: a bunch of crap
-fixed silk touch rune: now it can be applied on a shovel the same way (fortune does the same but with pick or sword)
-removed mortars completely
-improved obelisk lifting?
v0.3.2 Jan29
-added Runic Lexicon
-added Leapfrog Rune
-added Loyalty Sprite rune
-fixed void inventory bug where opening the void after reloading the world dupes items
-fixed tele rune (again)
-fixed spirit tools and ressurection spawning mobs underground
-fixed creative mode gui to not show the 'Do not use this dust' dust item
-changed colors again a little, tried to better the difference bettween activated rune and blaze dust and between gunpowder and used dust
v0.3.1 Jan25
-fixed pit rune fire head thing I think
-fixed tele rune one-way bug I think
-added cage rune
-added bait rune
-added time lock rune
-added sarlacc
v0.3 Jan24
-added Lightning trap rune
-added lumberjack rune
-added bomb rune
-added teleporation rune
-began work on SMP
-changed textures, thanks Swarmer2010
-fixed allowed for compression rune to be reversible
-fixed floating star not saving size
-fixed fluids destroying dust
v0.2.1 Jan20
-added Heal Rune
-added Farmer Rune
-added Pit Rune
-added Void Rune
-fixed potency of poison rune?
-fixed/added recipe for runic tome
v0.2 Jan20
-added multiple-dust-per-rune
-added record rune
-added poison trap rune
-added silk touch rune
-added bounce rune
-added compression rune
-changed firetrap (and poison trap) strength now based on dust level
-changed dust recipes as follows
2plant + 1coal = 4plantdust
2plantdust + 1gunpowder = 8gunpowderdust
3lapis + 1coal = 4lapisdust
2lapisdust + 1blazepowder = 8blazedust
-changed color of destroy particles random based on what dust the blocks are made of (booyeah I didn't think that would work)
-changed colors changed a little to look a bit less clowny and work better together
-fixed spirit sword now always has its enchantments
-fixed creative mode doesnt annoyingly drop dusts
-fixed creative mode doesnt break whole rune block
-fixed empty-handed right-click crash
v0.1 Jan17
-Initial Preview Release
Copyright
This creation(The Runic Dust Mod) and document is Copyright ©(2012) of the author billythegoat101 and is his intellectual property. It may not be reproduced, altered, or distributed under any circumstances without advance written permission. Additions and edits to the source code of this creation(The Runic Dust Mod) are allowed for private use but require billythegoat101's consent before distribution. Inclusion of this creation(The Runic Dust Mod) in other works such as mod packs are allowed but also require the consent of billythegoat101 before the result's distribution. Demonstrations, reviews, or other forms of publicity for this creation(The Runic Dust Mod) are allowed to be distributed without prior consent of billythegoat101 as long as The Runic Dust Mod itself is not distributed and the author of such a public display properly credits billythegoat101 as the author of the The Runic Dust Mod. Furthermore any attempt at making money off of this creation(The Runic Dust Mod) or this document by use of URL shorteners or any other similar instruments is strictly forbidden. Failure to follow by any of the aforementioned guidelines within the last paragraph is prohibited and a violation of copyright whereby I(billythegoat101) may express my angst at you in the form of a lawsuit.
Servers running this mod:
MadRealms
Feel free to PM with more, even if its not running this mod alone!
If you do like this mod or the idea behind it, please feel free to click the + or leave a comment
Sphax Texture:
http://www.eclipse-p...9&t=419&p=1861#
Link is dead now I didn't find the sphax texture and haven't been able to. If you manage to find an update for it PM me please.
Banners:
AvoadorasProductions
Me
Thank you :smile.gif:
:biggrin.gif: thanks!
That's embarrassing....sorry!
(although better demonstrations always welcome :smile.gif: )
I'm looking forward to future updates. I do have a few suggestions and I hope you'll take them into consideration. :smile.gif:
Harvest Rune: Causes all planted items, such as wheat, pumpkin, cactus, etc, within a specific radius, to grow to full maturity. If used in an area with no plants, it'll create grass/flowers to suddenly appear in the area.
Frost Rune: Causes the current area/chunk (or specific area) to freeze. Snow will appear on the ground and water in the area will be frozen.
Weather Rune: Causes it to rain/snow.
Storm Rune: Causes a thunderstorm/snow with lightening (I've had that default in-game. Looks beautiful).
Calming Rune: Stops all storms and restores the skies to a clear, calm state.
***I'd like to see the three above to make this weather so long as the rune is active if it were possible***
Oak/Birch/Pine Runes: When activated, that specific tree will grow.
Suggestions: Lava- creates pool of lava.
Water- creates pool of water.
Suicide- (self explanatory).
Explosion- creates explosion or creates creeper.
Thats not a bug.... use beef to spawn cow, leather was the best match i could come up with to spawn wolves...
:smile.gif:
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Hope you like this idea, I'll probably post others. :biggrin.gif:
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
I might add that, I might not say exactly what it is but it may show up in the mod eventually :wink.gif:
Very nice ideas :biggrin.gif:
I will definitely try them if I can
I kinda agree,
If you feel like it, I can't guarantee I will use them, but I'll definitely consider them :smile.gif:
Yeah I still need to work on balancing recipes
I plan on making runes require higher value dust if they do higher level stuff (with some exceptions for things like obelisk which is so earth oriented :tongue.gif: )
Using higher level dust than a rune requires is just a waste at the moment, I don't really want to have it so that the value of the dust will affect the result in a general way like duration for every rune (like glowstone and redstone in potions), but some of them may do things like that
but things seem mostly balanced as they are right now
firesprite lasts 3 days and is sorta overpowered because no mob can touch you without burning, so it's balanced by the cost of blaze powder (though admittedly a lot, so the sacrifice is low)
the tools use a lot of lapis, but dont require much else besides meat which is renewable (also if you'll notice, the rune looks like the top of a crafting bench :tongue.gif: )
obelisk is pretty low in the cost of the rune but really high in it's sacrifice since it isn't actually all that useful...that I will probably change.
Firetrap is kinda overpowered for its sacrifice, requiring about 9 gunpowder dust (4 gunpowder i think off the top of my head) its pretty low. even though its single use only its still kinda too powerful, i may reduce the fire damage it causes and greatly reduce the amount of fire to the terrain around it.
Although that seems like one that would fit nicely with the 'stronger dust -> stronger rune' idea now that i think about it...
Then the torch is equivalent to grass and 1 coal... i think thats mostly balanced, i made that thinking it would be quick to make in a pinch though cumbersome to cheat with if it isnt very balanced, although are sticks really worth more than grass? considering grass requires uses off iron shears...
but yea, i am not the greatest at balancing these sorts of things so i may end up needing a little help later :tongue.gif:
oh yeah, and this is something i thought you would come up with, a T out of gunpowder makes a tnt trap, explodes when an entity walks on it.
:smile.gif:
thanks for the response :biggrin.gif:
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
But if its WIP, it should go in wip section.
http://trystanr.deviantart.com/
I triied all but It dont work please help me