How do you plan to balance Dimensional Pockets versus Void Tears/Satchels? They're a lot of effort for more carrying capacity, and have interesting limitations. Or do you see them as mostly being for things you want to bring with you, rather than compacting what you've collected on a mining run? Dimensional Pockets would easily replace the latter functionality. If they spit stuff on the ground, then they're effectively unlimited capacity, because if you're using them, you're probably far enough away from the block for the chunk to be unloaded, meaning anything it spits out won't expire.
How do you plan to balance Dimensional Pockets versus Void Tears/Satchels? They're a lot of effort for more carrying capacity, and have interesting limitations. Or do you see them as mostly being for things you want to bring with you, rather than compacting what you've collected on a mining run? Dimensional Pockets would easily replace the latter functionality. If they spit stuff on the ground, then they're effectively unlimited capacity, because if you're using them, you're probably far enough away from the block for the chunk to be unloaded, meaning anything it spits out won't expire.
Still figuring the details out, but I think I'll require a 'sacrifice' per stack of items that goes through the pocket (like Glowstone, Void Tear) or something, I need to figure that part out. I want something more than 'just add tons of end game items to the recipe'.
Also, the chunk has to be loaded for the pocket to work anyway. Not sure if the pocket will provide this functionality or not yet.
just reposting one of my old suggestions Xeno seem to like.
since you're in charge now mind giving it a look through and seeing if theys anything you like Rouge's dice "2 cursed D6"
right clicking rolls the dice. gain effects based on roll
2. lose 2 lvs worth of xp
3. 3 seconds of slowness
4. 4 second of weakness
5. 5 seconds of poison
6. heal or lose 6 hunger
7. heals 7 hearts
8. 8 seconds of swiftness
9. 9 seconds of night vision
10 10 seconds of haste
11 11 random effects (good and bad) for 11 seconds
12 12 levels of xp drop in the area around you (this one is rare)
effects don't stack
Ring of Nine Facets "This ring is set with a gem of nine facets, each one in-scribed with a different incomprehensible rune. Each day at sunrise, the gem turns to display a different facet.The active facet determines the power for the day."
1. immunity to wither and poison
2. water breathing
3. resistance
4. night vision
5. regen
6. feather falling
7. swiftness
8. fire resistance
9. haste
the ring must be in the hot bar to be active. and you lose all effects made by the ring at the beginning of each day
The Satchel of Giving "a strange bag that gives random small gifts once a day and has a small chance to spawn a silverfish"
Wurm's Tooth "allows the user to dig trough stone and dirt faster. however you will become more hungry the more you use it"
Kraken Eye "drowning takes hunger instead of hearts"
Angel's Feather "fall damage takes hunger instead of hearts"
Demon's Horn "hunger decreases faster but you heal when dealing damage"
Dragon's Claw "fire damage now takes hunger instead of hearts"
and this last one is more of a joke but I thought it would be fun
Ring of Swine "the wearer will take the form of a pig, zombies and their kind will leave you be but wolves and people will find you irresistible"
Pyromancer's Spellbomb nondestructive magic bomb that ignite all entities with in its blast radius
Cryomancer's Spellbomb all mobs and players hit by this nondestructive blast will have slowness 3 for a few seconds
Electromancer's Spellbomb This little bomb is a marvel when it comes to crowd control dealing damage to a wide area scaling based on distance from the center.
Elsewhere Flask a bottomless flask you can pour potions into it, but they will mix so be careful, uses equal the total number of potions in it
Caged Sun (should be very expensive) in its brilliant glow undead will burn, can be placed, produces sky light colored light and a lot of it, should light up a rather large area
shadow lantern when placed light level lowers around it (an anti-torch)
Orb of Dreams sleeping while holding it heals a few hearts
Sorcerer's Strongbox a small portable 9 space chest it doesn't burn in lava/fire will not despawn
Trailblazer's Boots magic boots that leave a trail of embers making it hard to loose your way (ember burn out if the boots are removed or 20 min pass)
Rose Tinted glasses these stylish gold spectacles have ruby like lenses not only do they look awesome, you can see invisible mobs and players
Mana battery magic items will take durability from this 75% of the time
Memory jar can be used to absorb and store Xp then later dump it out
Angelheart Vial any time you would take lethal damage the vial will be automatically used and restore 3 hearts (1 use per vial)
I don't see a recipe for the Tome of Alkahest in NEI. Using the recipe found online through wikis does make a tome, but I can't use the tome I craft in any recipes as displayed in NEI.
Version 1.1.1, or from the repo? If the former, it's probably fixed. If the latter, whoops, I now have a bug to fix.
I agree here. Where did you get all that? Those are some epic ideas (a few I really liked, one or two not so much), your really giving me some work to do. As far as most of the stuff I liked in there goes, I think I'll save most of that for v1.3 so I can use Alchemical Gunmetal, or maybe just Alchemical Alloy or something now, as a standardized way of making some of recipies. You might find some of that in 1.2, who knows.
I don't see a recipe for the Tome of Alkahest in NEI. Using the recipe found online through wikis does make a tome, but I can't use the tome I craft in any recipes as displayed in NEI.
You need to go in the config file and edit the value for the Tome. I think be default its set at 256, I changed it to 0 and it seems to work.
Pretty sweet. Hunter's Handgun has a missing texture(may be easy enough to fix myself even, assuming it's present) and doesn't render my hand while I hold it in first person, but all in all, very nice to see this being worked on still.
Alkahest recipe seems to be missing as well. But it's just a Ender Dragon egg and a few other things, right? Regardless, gonna check the old recipe and see.
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
I am using the 1.5 version of this mod. I am playing Hexxit and cannot craft the destruction catalyst with a fully charged Touchstone of Midas. What's wrong?
Still figuring the details out, but I think I'll require a 'sacrifice' per stack of items that goes through the pocket (like Glowstone, Void Tear) or something, I need to figure that part out. I want something more than 'just add tons of end game items to the recipe'.
Also, the chunk has to be loaded for the pocket to work anyway. Not sure if the pocket will provide this functionality or not yet.
So, any feedback would be appreciated.
If you add a sacrifice or any really expensive recipe your item will probably never be used. It sounds too similar to ender pouches and chests.
If you want it to be worth it. You would need it to do that remote transfer bit but add the ability to set it to automatically suck in item you select into your inventory. You could make it a mid game replacement for the ender pouch. With early game being dart craft’s wrench and any chest or Tcon chest. And early/mid game being the ender pouch.
Perhaps at a cost of one enderperl per type of item to be transferred.
Have it start by having 3 slots. Players could set it up to transfer cobble, gravel, and sand. And add more slots for ores and the like later.
With this system those that use mostly vanilla will be able to use it with a moderate cost for there few ores and those that use many mods will be able to use there enderperl farming methods to make slots for many ores.
Though you might want to make a easy setup method like a gui.
Dartcraft has bin using F for while holding a item to activate it's item's GUI. And that would work well for this. The GUI would have one slots for the enderperls allowing it to hold a stack of 64. The rest would be a inventory that lets you place a item that you want to place from your inventory.
Just wanted to let you know, some of the users on my server are having issues with the coin of fortune. It seems to be sometimes deleting items when you have a full inventory and can't pick them up. We are using reliquary 1.1.1.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
With the 1.1.2 version I have just a few minor visual problems to report.
The texture of the gun is still funky. I get that it changes depending on the bullets and that it's probably not done, though.
Also, there are no textures for thrown vials - The actual thrown entity, not the item icons. They always assume some other random texture whenever thrown. Often it's a random character from MC's enchantment alphabet.
With the 1.1.2 version I have just a few minor visual problems to report.
The texture of the gun is still funky. I get that it changes depending on the bullets and that it's probably not done, though.
Also, there are no textures for thrown vials - The actual thrown entity, not the item icons. They always assume some other random texture whenever thrown. Often it's a random character from MC's enchantment alphabet.
The guns coloration is actually an artifact from my first attempts to show which bullet was loaded after I swapped to using Mr. Hazard's model, since the colored sprite-indicator on the handle no longer applied (and you'll note that it's still there, it needs to be removed).
Mike and I are still discussing possibilities for improving the handgun, mechanically and visually. Not the least of which will involve a HUD.
I just finished a heavy refactor of the bullets, and I'm about to start on the vials some time today. I'm hoping I can finish tonight, but it's somewhat time consuming. The refactor should make both our lives easier, it's inheritance stuff mostly. I will take a serious stab at fixing the entity renderers once I get them to a stable spot. The bullets were surprisingly cooperative. We will keep you guys posted.
Still figuring the details out, but I think I'll require a 'sacrifice' per stack of items that goes through the pocket (like Glowstone, Void Tear) or something, I need to figure that part out. I want something more than 'just add tons of end game items to the recipe'.
Also, the chunk has to be loaded for the pocket to work anyway. Not sure if the pocket will provide this functionality or not yet.
So, any feedback would be appreciated.
since you're in charge now mind giving it a look through and seeing if theys anything you like
Rouge's dice "2 cursed D6"
right clicking rolls the dice. gain effects based on roll
2. lose 2 lvs worth of xp
3. 3 seconds of slowness
4. 4 second of weakness
5. 5 seconds of poison
6. heal or lose 6 hunger
7. heals 7 hearts
8. 8 seconds of swiftness
9. 9 seconds of night vision
10 10 seconds of haste
11 11 random effects (good and bad) for 11 seconds
12 12 levels of xp drop in the area around you (this one is rare)
effects don't stack
Ring of Nine Facets "This ring is set with a gem of nine facets, each one in-scribed with a different incomprehensible rune. Each day at sunrise, the gem turns to display a different facet.The active facet determines the power for the day."
1. immunity to wither and poison
2. water breathing
3. resistance
4. night vision
5. regen
6. feather falling
7. swiftness
8. fire resistance
9. haste
the ring must be in the hot bar to be active. and you lose all effects made by the ring at the beginning of each day
The Satchel of Giving
"a strange bag that gives random small gifts once a day and has a small chance to spawn a silverfish"
Wurm's Tooth
"allows the user to dig trough stone and dirt faster. however you will become more hungry the more you use it"
Kraken Eye
"drowning takes hunger instead of hearts"
Angel's Feather
"fall damage takes hunger instead of hearts"
Demon's Horn
"hunger decreases faster but you heal when dealing damage"
Dragon's Claw
"fire damage now takes hunger instead of hearts"
and this last one is more of a joke but I thought it would be fun
Ring of Swine
"the wearer will take the form of a pig, zombies and their kind will leave you be but wolves and people will find you irresistible"
Pyromancer's Spellbomb
nondestructive magic bomb that ignite all entities with in its blast radius
Cryomancer's Spellbomb
all mobs and players hit by this nondestructive blast will have slowness 3 for a few seconds
Electromancer's Spellbomb
This little bomb is a marvel when it comes to crowd control dealing damage to a wide area scaling based on distance from the center.
Elsewhere Flask
a bottomless flask you can pour potions into it, but they will mix so be careful, uses equal the total number of potions in it
Caged Sun (should be very expensive)
in its brilliant glow undead will burn, can be placed, produces sky light colored light and a lot of it, should light up a rather large area
shadow lantern
when placed light level lowers around it (an anti-torch)
Orb of Dreams
sleeping while holding it heals a few hearts
Sorcerer's Strongbox
a small portable 9 space chest it doesn't burn in lava/fire will not despawn
Trailblazer's Boots
magic boots that leave a trail of embers making it hard to loose your way (ember burn out if the boots are removed or 20 min pass)
Rose Tinted glasses
these stylish gold spectacles have ruby like lenses
not only do they look awesome, you can see invisible mobs and players
Mana battery
magic items will take durability from this 75% of the time
Memory jar
can be used to absorb and store Xp then later dump it out
Angelheart Vial
any time you would take lethal damage the vial will be automatically used and restore 3 hearts (1 use per vial)
Version 1.1.1, or from the repo? If the former, it's probably fixed. If the latter, whoops, I now have a bug to fix.
I agree here. Where did you get all that? Those are some epic ideas (a few I really liked, one or two not so much), your really giving me some work to do. As far as most of the stuff I liked in there goes, I think I'll save most of that for v1.3 so I can use Alchemical Gunmetal, or maybe just Alchemical Alloy or something now, as a standardized way of making some of recipies. You might find some of that in 1.2, who knows.
It works fine, I think. Anyway, 1.2 will fix this.
P.S. Also, I also a Dogecoin address! If you like what I'm doing, please consider donating a few Doge. Address in the Downloads tab.
You need to go in the config file and edit the value for the Tome. I think be default its set at 256, I changed it to 0 and it seems to work.
I stop using TC and AM and EE: Reliquary rules.
Great job!
Alkahest recipe seems to be missing as well. But it's just a Ender Dragon egg and a few other things, right? Regardless, gonna check the old recipe and see.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
If you add a sacrifice or any really expensive recipe your item will probably never be used. It sounds too similar to ender pouches and chests.
If you want it to be worth it. You would need it to do that remote transfer bit but add the ability to set it to automatically suck in item you select into your inventory. You could make it a mid game replacement for the ender pouch. With early game being dart craft’s wrench and any chest or Tcon chest. And early/mid game being the ender pouch.
Perhaps at a cost of one enderperl per type of item to be transferred.
Have it start by having 3 slots. Players could set it up to transfer cobble, gravel, and sand. And add more slots for ores and the like later.
With this system those that use mostly vanilla will be able to use it with a moderate cost for there few ores and those that use many mods will be able to use there enderperl farming methods to make slots for many ores.
Though you might want to make a easy setup method like a gui.
Dartcraft has bin using F for while holding a item to activate it's item's GUI. And that would work well for this. The GUI would have one slots for the enderperls allowing it to hold a stack of 64. The rest would be a inventory that lets you place a item that you want to place from your inventory.
https://github.com/TrainerGuy22/Reliquary/releases/tag/1.1.2
Mod Spotlights - Let's Play - Good Times
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
The texture of the gun is still funky. I get that it changes depending on the bullets and that it's probably not done, though.
Also, there are no textures for thrown vials - The actual thrown entity, not the item icons. They always assume some other random texture whenever thrown. Often it's a random character from MC's enchantment alphabet.
(in the OP)
I'm just a Minecraft player that likes to give my opinion. Nothing special to see here.
The guns coloration is actually an artifact from my first attempts to show which bullet was loaded after I swapped to using Mr. Hazard's model, since the colored sprite-indicator on the handle no longer applied (and you'll note that it's still there, it needs to be removed).
Mike and I are still discussing possibilities for improving the handgun, mechanically and visually. Not the least of which will involve a HUD.
I just finished a heavy refactor of the bullets, and I'm about to start on the vials some time today. I'm hoping I can finish tonight, but it's somewhat time consuming. The refactor should make both our lives easier, it's inheritance stuff mostly. I will take a serious stab at fixing the entity renderers once I get them to a stable spot. The bullets were surprisingly cooperative. We will keep you guys posted.
Also, hey everyone.
I just tried it and it's letting me go there okay. It's on the releases of our github repo. Is that not working for you?