That is quite possibly the greatest thing I've ever heard.
Heheh. The proper mechanics are as follows:
Without Silk Touch
- Any given block of Hydrolute Ore has a 20% chance of exploding.
- This chance is increased by an additional 10% for every level of Fortune on the player's pickaxe.
- A self-detonating Hydrolute Ore block will not drop anything.
With Silk Touch
- The block will not explode whatsoever, though you will only acquire 1 drop per ore.
- You cannot physically acquire the ore block.
Additionally
- Any Hydrolute Ore block exposed to an external explosion has a 20% chance of detonating as well.
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Any more details on magic? Also will there be Servant Cards?
Gotta make the Nether as dangerous as possible! >:3
So far, magic is going to be really simple. Currently, the first planned implementation of magic is the been-planned-for-a-while revision to the enchantment system. You'll be able to enchant weapons, tools, and tomes with various charms/magical spells.
As always, these magic spells will eventually wear off (with the possible exception of equipment composed of certain ultra rare materials). Though I'm aiming to make the system a bit more reasonable than random lottery, I'm ultimately shooting for a better materials and magic based economy. For instance, if a player manages to charm a Tome with a super rare magic spell, they may be more inclined to sell it to another player at a high price. After all, the Tome will eventually lose its power so it's not something that can just be shared around all willy-nilly.
At the moment, I'm basically considering this the "Lesser" variety of magic. Perhaps eventually, some more Alkahestric type magics will be added that go deeper than just waving a magic wand and hoping something good happens. I definitely still aim for eventually allowing the magical transmogrification of materials into other materials, a la equivalent exchange.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Gotta make the Nether as dangerous as possible! >:3
So far, magic is going to be really simple. Currently, the first planned implementation of magic is the been-planned-for-a-while revision to the enchantment system. You'll be able to enchant weapons, tools, and tomes with various charms/magical spells.
As always, these magic spells will eventually wear off (with the possible exception of equipment composed of certain ultra rare materials). Though I'm aiming to make the system a bit more reasonable than random lottery, I'm ultimately shooting for a better materials and magic based economy. For instance, if a player manages to charm a Tome with a super rare magic spell, they may be more inclined to sell it to another player at a high price. After all, the Tome will eventually lose its power so it's not something that can just be shared around all willy-nilly.
At the moment, I'm basically considering this the "Lesser" variety of magic. Perhaps eventually, some more Alkahestric type magics will be added that go deeper than just waving a magic wand and hoping something good happens. I definitely still aim for eventually allowing the magical transmogrification of materials into other materials, a la equivalent exchange.
Makes sense. I was kinda wondering what would happen to the Charm system if the AGE system is getting the boot, and this sounds like a pretty good solution for that.
Makes sense. I was kinda wondering what would happen to the Charm system if the AGE system is getting the boot, and this sounds like a pretty good solution for that.
Of course, the actual magic won't make it into _a3. If anything, it won't be until _a5.
I'm currently tasking myself with rewriting the Materials Registry for the Blade Works and implementing an API for that. So far, I've stumped myself on the error handling aspect. ^^;;
I want the game to run smoothly even if an API error is encountered but, at the same time, I want to keep the player in the known regarding any potential issues.
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Will you be adding more swords in alpha 3~5? Possibly bows as well?
_a3 will bring a complete revision to sword crafting, discarding the recipe-based system in favor of a material-based "free crafting" system. So, yes, you will be getting more swords. Several hundred, in fact, if my guesstimate math is correct. And potentially an unlimited amount more if other modders add their ingots and gems and whatnot to AltriaCraft's materials registry (via an API I'm shipping alongside _a3).
_a4 will bring about bow revisions and possibly even tool revisions. The latter will also make use of a similar "free crafting" system.
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Oe, I'll be sure to add Erebus' Jade to the AC material registry :).
Woohoo! If at least one modder uses the API, the API becomes entirely worth it! \o/
Of course, now I have to actually finish the API so I can release _a3, heheh. The Materials Registry API is the biggest pain in the butt because the registry itself is kind of wonky. It works kind of like OreDict but with many more details to keep track of and, because of its... complexity..., I have a good bit of exception handling to figure out.
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_a3 will bring a complete revision to sword crafting, discarding the recipe-based system in favor of a material-based "free crafting" system. So, yes, you will be getting more swords. Several hundred, in fact, if my guesstimate math is correct. And potentially an unlimited amount more if other modders add their ingots and gems and whatnot to AltriaCraft's materials registry (via an API I'm shipping alongside _a3).
_a4 will bring about bow revisions and possibly even tool revisions. The latter will also make use of a similar "free crafting" system.
:3 awesome. I think i can die happy now! XD (not untill a3 comes out, tho)
Woohoo! If at least one modder uses the API, the API becomes entirely worth it! \o/
Of course, now I have to actually finish the API so I can release _a3, heheh. The Materials Registry API is the biggest pain in the butt because the registry itself is kind of wonky. It works kind of like OreDict but with many more details to keep track of and, because of its... complexity..., I have a good bit of exception handling to figure out.
So whenever you finish are you planning to release for 1.5.2 or 1.6? I'd love to try it out but I think I'll be sticking to 1.5.2 for a while.
So whenever you finish are you planning to release for 1.5.2 or 1.6? I'd love to try it out but I think I'll be sticking to 1.5.2 for a while.
I'll probably be releasing for 1.6.1 because it's probably going to be a while longer before _a3 is suitably finished.
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this mods pretty cool tried it out but it adds soo soo little amout of swords compared to my 3 other mods Palaria adds 27 combos and combat lta adds 497 swords(JUST SWORDS) - my friend made it ;P
this mods pretty cool tried it out but it adds soo soo little amout of swords compared to my 3 other mods Palaria adds 27 combos and combat lta adds 497 swords(JUST SWORDS) - my friend made it ;P
also ts kwl keep up the work
With the revisions coming in the third alpha, my mod grants you the ability to make a theoretically infinite amount of unique swords. Checkmate.
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Is there any way that as you update this mod you could also update the features for 1.5.2? I have tons of mods I like and this looks awesome and I would like to be able to use the future updates without going to 1.6 and worrying about update times on all the other mods I use :c
Thanks, and great work!
Edit: Realized I'm not the only one that asked this, sorry XD
Is there any way that as you update this mod you could also update the features for 1.5.2? I have tons of mods I like and this looks awesome and I would like to be able to use the future updates without going to 1.6 and worrying about update times on all the other mods I use :c
Thanks, and great work!
Edit: Realized I'm not the only one that asked this, sorry XD
I'm actually still writing the mod in 1.5.2. It really wouldn't be difficult to release _a3 for both 1.5.2 and 1.6.2. I was originally planning to release for 1.6.2 because of how long this is going to take but given how much bologna I've seen going on with all the new changes brought by 1.6.2, I'm less than happy about updating and putting it off as long as possible
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Ended up deciding to reject the whole notion of a Materials Registry (woohoo, deprecating lots of code for the win!) in favor of a better idea:
Any item a modder wants usable in the Blade Works merely has to have its item class implement IBladeWorksMaterial. This interface consists of only one method, getMaterialDefinition( ItemStack is ), which must return a MaterialDefinition object detailing how this item functions in the Blade Works.
MaterialDefinition itself contains a few static final objects representing various common/basic materials as well as the materials used by the main mod (e.g., you can declare your own item as being of the same MaterialDefinition as Imperial Topaz). Or you can make your own definition.
There's absolutely 0% chance of conflict as swords will now serialize their composition to their NBT, as opposed to storing material references (which would be used to look up the appropriate material composition in the [now-defunct] registry).
The following is a list of all the preregistered materials:
Please note that having an IBladeWorksMaterial implementation return MaterialDefinition.GOLD is NOT saying your material is gold. It's saying your material is LIKE gold.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Ended up deciding to reject the whole notion of a Materials Registry (woohoo, deprecating lots of code for the win!) in favor of a better idea:
Any item a modder wants usable in the Blade Works merely has to have its item class implement IBladeWorksMaterial. This interface consists of only one method, getMaterialDefinition( ItemStack is ), which must return a MaterialDefinition object detailing how this item functions in the Blade Works.
MaterialDefinition itself contains a few static final objects representing various common/basic materials as well as the materials used by the main mod (e.g., you can declare your own item as being of the same MaterialDefinition as Imperial Topaz). Or you can make your own definition.
There's absolutely 0% chance of conflict as swords will now serialize their composition to their NBT, as opposed to storing material references (which would be used to look up the appropriate material composition in the [now-defunct] registry).
The following is a list of all the preregistered materials:
Please note that having an IBladeWorksMaterial implementation return MaterialDefinition.GOLD is NOT saying your material is gold. It's saying your material is LIKE gold.
silver crimson beryl spinel sapphire imperial topaz steel aurichalsem copper bronze Where can I find thoses ores? In a different mod?
PS: This mod is incompatible with more bows mod. FYI.
You will indeed be able to acquire all of these materials except copper and bronze within AltriaCraft.
Steel and Aurichalsem are manufactured metals. Aurichalsem is made from Silver and Sugilite (another material in AltriaCraft). Steel will be a mid-game produce, though the actual process of manufacturing it isn't entirely set in stone yet.
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Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Heheh. The proper mechanics are as follows:
Without Silk Touch
- Any given block of Hydrolute Ore has a 20% chance of exploding.
- This chance is increased by an additional 10% for every level of Fortune on the player's pickaxe.
- A self-detonating Hydrolute Ore block will not drop anything.
With Silk Touch
- The block will not explode whatsoever, though you will only acquire 1 drop per ore.
- You cannot physically acquire the ore block.
Additionally
- Any Hydrolute Ore block exposed to an external explosion has a 20% chance of detonating as well.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Any more details on magic?
Also will there be Servant Cards?Profile pic by Cheshirette c:
Gotta make the Nether as dangerous as possible! >:3
So far, magic is going to be really simple. Currently, the first planned implementation of magic is the been-planned-for-a-while revision to the enchantment system. You'll be able to enchant weapons, tools, and tomes with various charms/magical spells.
As always, these magic spells will eventually wear off (with the possible exception of equipment composed of certain ultra rare materials). Though I'm aiming to make the system a bit more reasonable than random lottery, I'm ultimately shooting for a better materials and magic based economy. For instance, if a player manages to charm a Tome with a super rare magic spell, they may be more inclined to sell it to another player at a high price. After all, the Tome will eventually lose its power so it's not something that can just be shared around all willy-nilly.
At the moment, I'm basically considering this the "Lesser" variety of magic. Perhaps eventually, some more Alkahestric type magics will be added that go deeper than just waving a magic wand and hoping something good happens. I definitely still aim for eventually allowing the magical transmogrification of materials into other materials, a la equivalent exchange.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Makes sense. I was kinda wondering what would happen to the Charm system if the AGE system is getting the boot, and this sounds like a pretty good solution for that.
Profile pic by Cheshirette c:
Of course, the actual magic won't make it into _a3. If anything, it won't be until _a5.
I'm currently tasking myself with rewriting the Materials Registry for the Blade Works and implementing an API for that. So far, I've stumped myself on the error handling aspect. ^^;;
I want the game to run smoothly even if an API error is encountered but, at the same time, I want to keep the player in the known regarding any potential issues.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Fair enough.
And yeah, making an all-encompassing user friendly API sounds like it could be a pain.
Profile pic by Cheshirette c:
_a3 will bring a complete revision to sword crafting, discarding the recipe-based system in favor of a material-based "free crafting" system. So, yes, you will be getting more swords. Several hundred, in fact, if my guesstimate math is correct. And potentially an unlimited amount more if other modders add their ingots and gems and whatnot to AltriaCraft's materials registry (via an API I'm shipping alongside _a3).
_a4 will bring about bow revisions and possibly even tool revisions. The latter will also make use of a similar "free crafting" system.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Woohoo! If at least one modder uses the API, the API becomes entirely worth it! \o/
Of course, now I have to actually finish the API so I can release _a3, heheh. The Materials Registry API is the biggest pain in the butt because the registry itself is kind of wonky. It works kind of like OreDict but with many more details to keep track of and, because of its... complexity..., I have a good bit of exception handling to figure out.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
:3 awesome. I think i can die happy now! XD (not untill a3 comes out, tho)
I'll probably be releasing for 1.6.1 because it's probably going to be a while longer before _a3 is suitably finished.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
also ts kwl keep up the work
With the revisions coming in the third alpha, my mod grants you the ability to make a theoretically infinite amount of unique swords. Checkmate.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Thanks, and great work!
Edit: Realized I'm not the only one that asked this, sorry XD
I'm actually still writing the mod in 1.5.2. It really wouldn't be difficult to release _a3 for both 1.5.2 and 1.6.2. I was originally planning to release for 1.6.2 because of how long this is going to take but given how much bologna I've seen going on with all the new changes brought by 1.6.2, I'm less than happy about updating and putting it off as long as possible
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Any item a modder wants usable in the Blade Works merely has to have its item class implement IBladeWorksMaterial. This interface consists of only one method, getMaterialDefinition( ItemStack is ), which must return a MaterialDefinition object detailing how this item functions in the Blade Works.
MaterialDefinition itself contains a few static final objects representing various common/basic materials as well as the materials used by the main mod (e.g., you can declare your own item as being of the same MaterialDefinition as Imperial Topaz). Or you can make your own definition.
There's absolutely 0% chance of conflict as swords will now serialize their composition to their NBT, as opposed to storing material references (which would be used to look up the appropriate material composition in the [now-defunct] registry).
The following is a list of all the preregistered materials:
iron
gold
diamond
silver
crimson beryl
spinel sapphire
imperial topaz
steel
aurichalsem
copper
bronze
Please note that having an IBladeWorksMaterial implementation return MaterialDefinition.GOLD is NOT saying your material is gold. It's saying your material is LIKE gold.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
silver
crimson beryl
spinel sapphire
imperial topaz
steel
aurichalsem
copper
bronze
Where can I find thoses ores? In a different mod?
PS: This mod is incompatible with more bows mod. FYI.
Only Copper and Bronze won't be in this mod. The rest are being implemented in the next (or future) versions.
What do you mean by "incompatible"? It's most likely an ID conflict...
Profile pic by Cheshirette c:
Steel and Aurichalsem are manufactured metals. Aurichalsem is made from Silver and Sugilite (another material in AltriaCraft). Steel will be a mid-game produce, though the actual process of manufacturing it isn't entirely set in stone yet.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)