EDIT: Hello there! Anyway, I really don't need confirmation that I own the mod now, because... I now co develop the mod with x3n0ph0b3, as he as returned to modding. Expect new features, redefined old ones, and an overall better experience!
This mod has a lot of 'magical swag', as put by x3n0ph0b3. It contains many magical items, which work well when combined with other mods, and will make them more enjoyable (hopefully). It builds on modded Minecraft in, I guess, a humble way, utilizing what is already there instead of adding new ores and such. While this mod improves the experience with other mods, it will be just as enjoyable on it's own.
As for information on the mod, for the time being, ftbwiki.org does a great job of providing information on the mod. Later on I'll create a formal wiki (and a website).
How to get Reliquary.
Skipping right to the downloads, you say? You have a few options.
If you like what I'm doing, please consider donating some Dogecoins. Thanks!
DJmHgz3TCTaLzR4YxJZNZCtDsvQEyNCJXV
If you are planning on setting up a server, or just want a easy-to-get set of mods, I highly recommend FTB Monster. It includes Reliquary v1.1.2b.
Just want the mod? Download v1.1.2, the latest release, from our Github.
Source Code / Licence
Reliquary is proudly open source. The repository is hosted here, and is licensed under the GPLv3 license.
Now, what does the GPLv3 license mean to you? First off, you can use it in your modpack. For modders, it's more of a contract to secure the rights of the mod. You can change and redistribute the mod in any way you like, as long as source code is available (and there is a clear link to where the source code is available), and it remains under the GPLv3 license. Which means Reliquary can never be closed source, and always has to remain under open source and this license. You 'can' sell it, but following the rules above you wouldn't make much of anything off of it.
Pictures!
They are a little big, so here are some Dropbox links.
Help! My Minecraft crashed!
I need more than that. Without a crash log, you aren't helping yourself, or me. You also need a crash/bug that can be easily replicated.
Hey! You're not x3n0ph0b3!
Good observation. Here is validation that I now maintain Reliquary.
Can I use this in my modpack?
Read under 'Source Code / Licence'.
When is the next version going to be out?
When I announce it, and deem it ready for release.
Reliquary also has an IRC channel, #reliquary on EsperNet. Please follow the rules, and respect others. Have fun using Reliquary!
The Meaning of Life, the Universe, and Everything.
Join Date:
2/21/2013
Posts:
52
Member Details
I deemed it not ready for release due to bugs, but you can expect it sometime late-January for 1.7.x. And, of course, you can build it from source if you so choose.
Niffty! However, I had some missing texture issues when I tried it. The gun had a pink texture on the barrel and the texture / model for the thrown holy hand grenade was missing.
So, I take it It will now be Mike's Reliquary? Nah, kind of kidding, got far to used to calling it x3n0's Reliquary to change that for me, but really, I am very glad you will be updating for now. One question though, what if x3n0ph0b3 returns? Will you keep maintaining the mod, will you return it, will you work together or do separate mods following the theme of Reliquary? Well, either way, the best of wishes to you and x3n0ph0b3, and I am sure I will enjoy your work. Happy what-is-left-of-holidays!
Rollback Post to RevisionRollBack
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Niffty! However, I had some missing texture issues when I tried it. The gun had a pink texture on the barrel and the texture / model for the thrown holy hand grenade was missing.
This will be fixed along with the 1.2 update (well, it already is fixed in the repo).
So, I take it It will now be Mike's Reliquary? Nah, kind of kidding, got far to used to calling it x3n0's Reliquary to change that for me, but really, I am very glad you will be updating for now. One question though, what if x3n0ph0b3 returns? Will you keep maintaining the mod, will you return it, will you work together or do separate mods following the theme of Reliquary? Well, either way, the best of wishes to you and x3n0ph0b3, and I am sure I will enjoy your work. Happy what-is-left-of-holidays!
I'm just keeping it Reliquary.
Anyway, I don't know what happens if he comes back. I'll worry about that when it happens.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/21/2013
Posts:
52
Member Details
I've been taking a break over Christmas, learning C++, figuring things out for how I want the mod to work.
Yes, I know there is a Forge for 1.7.x. No, I'm not porting to it just yet. Most servers are still on 1.6.x (well, all of them), so I will remain there until the majority of mods has switched over, or at least the big ones.
As for content, I'm going to soon start improving the Reliquary potion system, as it is a viable replacement to the vanilla system. I'll also be adding hooks so other mods and modders can add their own potions. Work on the Hunter's Handgun won't start until v1.3.
Also, going to spill a secret about 1.2. I'll be adding a feature I think I'll end up calling Dimensional Pockets. On one end, you have the item-form of a Dimensional Pocket, which you can place in inventory items to be automagically sent to the block-form of the Dimensional Pocket, which it is linked to. From there, the block will place it in an adjacent inventory (random), or just spit it out. Note I probably won't make this work in The End.
This is not in the repository yet, but I've been messing around with it locally.
EDIT: Hello there! Anyway, I really don't need confirmation that I own the mod now, because... I now co develop the mod with x3n0ph0b3, as he as returned to modding. Expect new features, redefined old ones, and an overall better experience!
This mod has a lot of 'magical swag', as put by x3n0ph0b3. It contains many magical items, which work well when combined with other mods, and will make them more enjoyable (hopefully). It builds on modded Minecraft in, I guess, a humble way, utilizing what is already there instead of adding new ores and such. While this mod improves the experience with other mods, it will be just as enjoyable on it's own.
As for information on the mod, for the time being, ftbwiki.org does a great job of providing information on the mod. Later on I'll create a formal wiki (and a website).
How to get Reliquary.
If you like what I'm doing, please consider donating some Dogecoins. Thanks!
DJmHgz3TCTaLzR4YxJZNZCtDsvQEyNCJXV
If you are planning on setting up a server, or just want a easy-to-get set of mods, I highly recommend FTB Monster. It includes Reliquary v1.1.2b.
Just want the mod? Download v1.1.2, the latest release, from our Github.
Source Code / Licence
Now, what does the GPLv3 license mean to you? First off, you can use it in your modpack. For modders, it's more of a contract to secure the rights of the mod. You can change and redistribute the mod in any way you like, as long as source code is available (and there is a clear link to where the source code is available), and it remains under the GPLv3 license. Which means Reliquary can never be closed source, and always has to remain under open source and this license. You 'can' sell it, but following the rules above you wouldn't make much of anything off of it.
Pictures!
https://dl.dropboxus...26_13.12.48.png
https://dl.dropboxus...26_13.14.18.png
https://dl.dropboxus...26_13.14.55.png
https://dl.dropboxus...26_13.15.25.png
Frequently Asked Questions
I need more than that. Without a crash log, you aren't helping yourself, or me. You also need a crash/bug that can be easily replicated.
Hey! You're not x3n0ph0b3!
Good observation. Here is validation that I now maintain Reliquary.
Can I use this in my modpack?
Read under 'Source Code / Licence'.
When is the next version going to be out?
When I announce it, and deem it ready for release.
Reliquary also has an IRC channel, #reliquary on EsperNet. Please follow the rules, and respect others. Have fun using Reliquary!
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
This will be fixed along with the 1.2 update (well, it already is fixed in the repo).
So, I take it It will now be Mike's Reliquary? Nah, kind of kidding, got far to used to calling it x3n0's Reliquary to change that for me, but really, I am very glad you will be updating for now. One question though, what if x3n0ph0b3 returns? Will you keep maintaining the mod, will you return it, will you work together or do separate mods following the theme of Reliquary? Well, either way, the best of wishes to you and x3n0ph0b3, and I am sure I will enjoy your work. Happy what-is-left-of-holidays!
I'm just keeping it Reliquary.
Anyway, I don't know what happens if he comes back. I'll worry about that when it happens.
so if u are interested Msg me.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
There are no gold TiC tools.
There are no gold parts in Tinkerers gold is the same as aluminum brass
Yes, I know there is a Forge for 1.7.x. No, I'm not porting to it just yet. Most servers are still on 1.6.x (well, all of them), so I will remain there until the majority of mods has switched over, or at least the big ones.
As for content, I'm going to soon start improving the Reliquary potion system, as it is a viable replacement to the vanilla system. I'll also be adding hooks so other mods and modders can add their own potions. Work on the Hunter's Handgun won't start until v1.3.
Only for 1.6.4.
Also, going to spill a secret about 1.2. I'll be adding a feature I think I'll end up calling Dimensional Pockets. On one end, you have the item-form of a Dimensional Pocket, which you can place in inventory items to be automagically sent to the block-form of the Dimensional Pocket, which it is linked to. From there, the block will place it in an adjacent inventory (random), or just spit it out. Note I probably won't make this work in The End.
This is not in the repository yet, but I've been messing around with it locally.