Have you played with Thaumcraft's Bow of Bone? It's stronger, faster to draw, and fully automatic. Thaumcraft also has a selection of "primal arrows" that have various useful effects, like bypassing armor (my current favorite), inflicting a brief wither effect, that sort of thing. Perhaps you bind some of the throwable combat potions to bolts and use the crossbow as a launching device? Hmm, maybe not. That's crossing into territory you want to cover with changed gun mechanics (caster guns, remember?)
I am still likely to implement yet more of IAreNinja's item suggestions (see page 2 of this thread), many of them have already made it in spiritually, or in their entirety.
A lot of these suggestions (and existing Reliquary items) look like they would pair well with Azanor's new utility accoutrement mod, Baubles. I know I already asked in the irc channel, but here it is for a more permanent record:Are you planning to integrate support for, if not full onrequire Baubles? I believe you can add some stuff to the base mod and have Baubles automatically download itself, so it wouldn't require players to seek out another mod to make Reliquary work.
Have you played with Thaumcraft's Bow of Bone? [trim]
A lot of these suggestions (and existing Reliquary items) look like they would pair well with Azanor's new utility accoutrement mod, Baubles. [trim]
I have the research, but no. Don't judge me.
The item is supposed to be a nod to Final Fantasy 6, Edgar's autocrossbow, and also kind of a throwback to the Grim Archangel band in EE2 (stream of homing arrows). It would be an alternative to the gun as a ranged weapon, since some people don't want a gun in their magic mod. Also it'd just be fun, I think. We might be able to do some neat things with it.
To your second question, the short answer is yes.
We're talking about rings, Baubles looks great and opens up a lot of cool possibilities. We're very strongly considering it, probably to a point that we can say it is likely to get added. We'll have to look over it a little more, along with our designs, but knowing Azanor, it's probably a pretty awesome API.
Removed:
We got rid of Void Satchels because we felt like they were sort of redundant and wonky to use. We left void tears in because they're self explanatory and relatively awesome. We hope this doesn't upset anyone.
I'm not sure what you mean by redundant, but I start ghast tear and ender pearl harvesting specifically to upgrade these babies to the tens of thousands of items. It's like having a Deep Storage Unit in your inventory that costs an insane amount of ghast tears.
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
Ack b2b posting, but can you add in some Hexen weaponry nods? I'm looking at the Serpent Staff specifically, that thing spat poison projectiles and could lifesteal at melee range and it was the cheapest blue mana weapon of all the classes weapons. Also, it has a blinking eye in the middle kinda like how the Salamander's Eye blinked.
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
I'm not sure what you mean by redundant, but I start ghast tear and ender pearl harvesting specifically to upgrade these babies to the tens of thousands of items. It's like having a Deep Storage Unit in your inventory that costs an insane amount of ghast tears.
It would be trivial to make void tears absorb automatically. We can restore that functionality relatively easily. It's just mostly pointless to have an item that's harder and more costly to use than its basic component. Rather than having a bag that is persistent, I would much rather have the tears (which are already reusable) just do what the bags did and be done with it. They're already keyed to a specific item type, there's absolutely no reason for them to not just keep on absorbing while they're in your inventory. It might be ever so slightly overpowered, for the cost, but inventory management is a hassle and I think people enjoy not having to think about their inventory filling up with cobble.
Ack b2b posting, but can you add in some Hexen weaponry nods? I'm looking at the Serpent Staff specifically, that thing spat poison projectiles and could lifesteal at melee range and it was the cheapest blue mana weapon of all the classes weapons. Also, it has a blinking eye in the middle kinda like how the Salamander's Eye blinked.
I'm not familiar with the item but I like the concept. Making it 3d AND blinking might get fugly unless I just use the sprite (preferred/easier) method. The function of the staff sounds very easy though. It's totally doable and we don't have an item like it, so it has my vote. I'll ask what Mike thinks next time I see him.
How difficult would it be to make a config option to turn off ender pearl usage for the wraith's eye? I mean this to be used for like server ops and such to teleport around their own world or for a single player who just wants free teleporting.
Rollback Post to RevisionRollBack
If Minecraft were real, you'd be a zombie right now.
How difficult would it be to make a config option to turn off ender pearl usage for the wraith's eye? I mean this to be used for like server ops and such to teleport around their own world or for a single player who just wants free teleporting.
Ridiculously easy. I will add it to my list of desirable config options. While we're at it, might as well add config options for the other "costs something" items as well.
Ridiculously easy. I will add it to my list of desirable config options. While we're at it, might as well add config options for the other "costs something" items as well.
You are awesome x3n0ph0b3. Thank you.
Rollback Post to RevisionRollBack
If Minecraft were real, you'd be a zombie right now.
Specific recipe disablers, as a list: It would be beneficial if server owners simply specified which items that were or weren't allowed, that way we don't need a config option for every item, the server can just add items to a comma delimited list in their config file.
Yes, I need this! I was going to make several items from this mod be rewards or loot instead of being craftable on my server. To me, it feels more meaningful to fight your way up a hostile tower to find a Sojourner's Staff than it is to craft one.
Baubles (Azanor's API) support for some relics
that's my suggestion
lol, it's already on our todo list but yes, we all agree that baubles would be awesome. I think we're gonna do it, but we've got a LOT of stuff on our plate. It'll make it eventually.
lol, it's already on our todo list but yes, we all agree that baubles would be awesome. I think we're gonna do it, but we've got a LOT of stuff on our plate. It'll make it eventually.
To add on, we are really overhauling stuff. Baubles is definitely on our todo list, but a bunch of other stuff is too (content wise and code wise).
We're working toward what we want Reliquary to be, on a level of polish we feel happy with. And that plan pretty certainly includes Baubles.
We got rid of Void Satchels because we felt like they were sort of redundant and wonky to use. We left void tears in because they're self explanatory and relatively awesome. We hope this doesn't upset anyone.
I wouldn't say I'm upset, but I liked the general idea of them and some of the tradeoffs. Admittedly, they were a bit clunky. However, if you implement these changes to void tears you mentioned:
It would be trivial to make void tears absorb automatically. We can restore that functionality relatively easily. It's just mostly pointless to have an item that's harder and more costly to use than its basic component. Rather than having a bag that is persistent, I would much rather have the tears (which are already reusable) just do what the bags did and be done with it. They're already keyed to a specific item type, there's absolutely no reason for them to not just keep on absorbing while they're in your inventory. It might be ever so slightly overpowered, for the cost, but inventory management is a hassle and I think people enjoy not having to think about their inventory filling up with cobble.
I think that would maintain the necessary inventory space tradeoffs, while solving the annoyance of your inventory filling up with cobble, dirt, stone, etc. A little less flexible than the satchels, but far simpler to understand and use. Rearranging your inventory to add things to a tear was just unnecessary juggling. However, would there be a way to pull items/stacks out of the tear without completely unloading it? That was the primary advantage of the satchels. What would happen if you opened it without enough spaces in your inventory? If I remember correctly, right now it fills the available slots, and leaves the rest in the tear, but if the tear automatically absorbed items, that doesn't seem like it would work so well.
The tradeoffs between tears and satchels seemed pretty balanced before. Tears greatly expanded your carrying capacity, without making it infinite for everything, because even though they technically could hold an enormous number of items (infinite? MAX_VALUE?), but it was practically limited by the single-item-type-per-tear restriction, and the loading and unloading mechanics (all the items to be stored had to exist in the same container, so the most they could hold was limited by the size of the container), and the inconvenience of getting items out of them, making them most useful for compacting an inventory that had a lot of a single item in it, or transporting large quantities of a single item from one container to another.
Satchels traded capacity and cost for the convenience of adding items to them automatically, and being able to pull single stacks out.
I guess you're talking about just combining the benefits, maybe using the satchel controls? I guess I'd have no complaints about that, there's still some tradeoff, without as much inventory management, and it's not just extra unrestricted capacity -- I like that void tears/satchels are different than all the backpack mods out there. But it would be nice to still be able to pull out single stacks.
A lot of these suggestions (and existing Reliquary items) look like they would pair well with Azanor's new utility accoutrement mod, Baubles. I know I already asked in the irc channel, but here it is for a more permanent record:Are you planning to integrate support for, if not full onrequire Baubles? I believe you can add some stuff to the base mod and have Baubles automatically download itself, so it wouldn't require players to seek out another mod to make Reliquary work.
Please don't make it require Baubles. Maybe I'm alone in this, but I'm picky about what mods I install and use. I don't run premade packs, because I don't like the clutter. Compatibility is one thing, but if I've made the conscious decision not to install a mod, I don't want another mod silently downloading it behind my back. It's not just about the 'inconvenience' of having to download another mod, it's about being able to choose what mods I'm playing with.
The item is supposed to be a nod to Final Fantasy 6, Edgar's autocrossbow, and also kind of a throwback to the Grim Archangel band in EE2 (stream of homing arrows). It would be an alternative to the gun as a ranged weapon, since some people don't want a gun in their magic mod. Also it'd just be fun, I think. We might be able to do some neat things with it.
I thought the Archangel's Smite was a lot of fun. I suppose you've got an idea how you'd like the autocrossbow to look and function, but I'd like to throw a suggestion out there. I've wanted something like a hand-crank gatling crossbow, with a rotating barrel or magazine. It's something that could be a bit more powerful than a plain bow, while still being pretty low-tech, rather than magical or a modern/futuristic gun. A spin-up time could make for interesting gameplay (start out firing slowly, and accelerate the longer you held it down), giving you some control over how many arrows you're spitting out, so you can moderate your fire depending on number of targets and how much ammo you're carrying, and I think it would also give it some tactile feedback.
If tears end up being the satchels in functionality I'm okay with that. Hell, it means I won't need 50 million stacks of tears to upgrade them to usable numbers. Or maybe I will?
Any armor that you guys will be adding or something?
Nothing on the books yet. I've been avoiding tools and armor for a while. Lots of mods have cool armor/tools, I don't really feel like casting my chips in the pile.
Mike and I discussed the tear mechanics. He thinks shift-clicking to activate the auto-absorb and retaining its normal functions would give people the best of both worlds. Also he had the exact same reservation about being able to pull out single stacks.
We can bind "throwing a stack of items" to the left click (there's an event for it). We can also make it so that it leaves a stack in your inventory.
@DoomRater - we'd keep them the same cost. At first I wanted to make the auto-functions an upgrade, but his was the better idea.
The roadmap is getting huge. We'll keep you guys posted.
I'm dreaming about what I'm gonna do with a DSU in my pocket. Now if they work with autonomous activators to squeeze the stacks of items out of them into DSUs....
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
Have you played with Thaumcraft's Bow of Bone? It's stronger, faster to draw, and fully automatic. Thaumcraft also has a selection of "primal arrows" that have various useful effects, like bypassing armor (my current favorite), inflicting a brief wither effect, that sort of thing. Perhaps you bind some of the throwable combat potions to bolts and use the crossbow as a launching device? Hmm, maybe not. That's crossing into territory you want to cover with changed gun mechanics (caster guns, remember?)
I never forgot. I'm still looking forward to those changes (SO. AWESOME.)
A lot of these suggestions (and existing Reliquary items) look like they would pair well with Azanor's new utility accoutrement mod, Baubles. I know I already asked in the irc channel, but here it is for a more permanent record:Are you planning to integrate support for, if not full on require Baubles? I believe you can add some stuff to the base mod and have Baubles automatically download itself, so it wouldn't require players to seek out another mod to make Reliquary work.
I have the research, but no. Don't judge me.
The item is supposed to be a nod to Final Fantasy 6, Edgar's autocrossbow, and also kind of a throwback to the Grim Archangel band in EE2 (stream of homing arrows). It would be an alternative to the gun as a ranged weapon, since some people don't want a gun in their magic mod. Also it'd just be fun, I think. We might be able to do some neat things with it.
To your second question, the short answer is yes.
We're talking about rings, Baubles looks great and opens up a lot of cool possibilities. We're very strongly considering it, probably to a point that we can say it is likely to get added. We'll have to look over it a little more, along with our designs, but knowing Azanor, it's probably a pretty awesome API.
Yes, but will it be heard?
I'm not sure what you mean by redundant, but I start ghast tear and ender pearl harvesting specifically to upgrade these babies to the tens of thousands of items. It's like having a Deep Storage Unit in your inventory that costs an insane amount of ghast tears.
maybe yes, maybe no
just waiting for the modmaker's answer
Don't ask to ask. This mod is always open to suggestions. Fire away.
It would be trivial to make void tears absorb automatically. We can restore that functionality relatively easily. It's just mostly pointless to have an item that's harder and more costly to use than its basic component. Rather than having a bag that is persistent, I would much rather have the tears (which are already reusable) just do what the bags did and be done with it. They're already keyed to a specific item type, there's absolutely no reason for them to not just keep on absorbing while they're in your inventory. It might be ever so slightly overpowered, for the cost, but inventory management is a hassle and I think people enjoy not having to think about their inventory filling up with cobble.
I'm not familiar with the item but I like the concept. Making it 3d AND blinking might get fugly unless I just use the sprite (preferred/easier) method. The function of the staff sounds very easy though. It's totally doable and we don't have an item like it, so it has my vote. I'll ask what Mike thinks next time I see him.
If Minecraft were real, you'd be a zombie right now.
Ridiculously easy. I will add it to my list of desirable config options. While we're at it, might as well add config options for the other "costs something" items as well.
You are awesome x3n0ph0b3. Thank you.
If Minecraft were real, you'd be a zombie right now.
that's my suggestion
lol, it's already on our todo list but yes, we all agree that baubles would be awesome. I think we're gonna do it, but we've got a LOT of stuff on our plate. It'll make it eventually.
To add on, we are really overhauling stuff. Baubles is definitely on our todo list, but a bunch of other stuff is too (content wise and code wise).
We're working toward what we want Reliquary to be, on a level of polish we feel happy with. And that plan pretty certainly includes Baubles.
For Reliquary, this will be an exciting summer.
I thought so! Sounds awesome.
I wouldn't say I'm upset, but I liked the general idea of them and some of the tradeoffs. Admittedly, they were a bit clunky. However, if you implement these changes to void tears you mentioned:
I think that would maintain the necessary inventory space tradeoffs, while solving the annoyance of your inventory filling up with cobble, dirt, stone, etc. A little less flexible than the satchels, but far simpler to understand and use. Rearranging your inventory to add things to a tear was just unnecessary juggling. However, would there be a way to pull items/stacks out of the tear without completely unloading it? That was the primary advantage of the satchels. What would happen if you opened it without enough spaces in your inventory? If I remember correctly, right now it fills the available slots, and leaves the rest in the tear, but if the tear automatically absorbed items, that doesn't seem like it would work so well.
The tradeoffs between tears and satchels seemed pretty balanced before. Tears greatly expanded your carrying capacity, without making it infinite for everything, because even though they technically could hold an enormous number of items (infinite? MAX_VALUE?), but it was practically limited by the single-item-type-per-tear restriction, and the loading and unloading mechanics (all the items to be stored had to exist in the same container, so the most they could hold was limited by the size of the container), and the inconvenience of getting items out of them, making them most useful for compacting an inventory that had a lot of a single item in it, or transporting large quantities of a single item from one container to another.
Satchels traded capacity and cost for the convenience of adding items to them automatically, and being able to pull single stacks out.
I guess you're talking about just combining the benefits, maybe using the satchel controls? I guess I'd have no complaints about that, there's still some tradeoff, without as much inventory management, and it's not just extra unrestricted capacity -- I like that void tears/satchels are different than all the backpack mods out there. But it would be nice to still be able to pull out single stacks.
Please don't make it require Baubles. Maybe I'm alone in this, but I'm picky about what mods I install and use. I don't run premade packs, because I don't like the clutter. Compatibility is one thing, but if I've made the conscious decision not to install a mod, I don't want another mod silently downloading it behind my back. It's not just about the 'inconvenience' of having to download another mod, it's about being able to choose what mods I'm playing with.
I thought the Archangel's Smite was a lot of fun. I suppose you've got an idea how you'd like the autocrossbow to look and function, but I'd like to throw a suggestion out there. I've wanted something like a hand-crank gatling crossbow, with a rotating barrel or magazine. It's something that could be a bit more powerful than a plain bow, while still being pretty low-tech, rather than magical or a modern/futuristic gun. A spin-up time could make for interesting gameplay (start out firing slowly, and accelerate the longer you held it down), giving you some control over how many arrows you're spitting out, so you can moderate your fire depending on number of targets and how much ammo you're carrying, and I think it would also give it some tactile feedback.
Oh yeah, here's the Doom Wikia entry on the Serpent Staff: http://doom.wikia.com/wiki/Serpent_Staff
Nothing on the books yet. I've been avoiding tools and armor for a while. Lots of mods have cool armor/tools, I don't really feel like casting my chips in the pile.
Mike and I discussed the tear mechanics. He thinks shift-clicking to activate the auto-absorb and retaining its normal functions would give people the best of both worlds. Also he had the exact same reservation about being able to pull out single stacks.
We can bind "throwing a stack of items" to the left click (there's an event for it). We can also make it so that it leaves a stack in your inventory.
@DoomRater - we'd keep them the same cost. At first I wanted to make the auto-functions an upgrade, but his was the better idea.
The roadmap is getting huge. We'll keep you guys posted.