Well, took a look at the link and here's my thoughts
-I like the xp sacrifices. I'm assuming you do mean xp and not levels though, as getting to level 80 for a sarlacc would be pretty arduous.
-Heal might work best with food; meat or melon I'm thinking.
-Gold block is a bit expensive for bait seeing as with a bit more xp, you can do a spawner reprogram for something honestly less rare.
-Spirit tools looks more balanced now. Before you could make them on mass with a zombie spawner. You might want to up the durability just a bit though
-It seems all the movement abilities will now require fair amounts iron. I'm not opposed to this, though it does seem a bit odd especially for obelisk.
-I'm guessing all mentions of egg refer to spawn eggs you get from the new eggification rune. That works out nicely.
-New runes, I can only guess about 2 of them.
Also, a small request. Would it be possible to fill ruts with clay balls instead of blocks? It just feels a bit odd shoving entire blocks into small portions of other blocks.
Well, took a look at the link and here's my thoughts
-I like the xp sacrifices. I'm assuming you do mean xp and not levels though, as getting to level 80 for a sarlacc would be pretty arduous.
-Heal might work best with food; meat or melon I'm thinking.
-Gold block is a bit expensive for bait seeing as with a bit more xp, you can do a spawner reprogram for something honestly less rare.
-Spirit tools looks more balanced now. Before you could make them on mass with a zombie spawner. You might want to up the durability just a bit though
-It seems all the movement abilities will now require fair amounts iron. I'm not opposed to this, though it does seem a bit odd especially for obelisk.
-I'm guessing all mentions of egg refer to spawn eggs you get from the new eggification rune. That works out nicely.
-New runes, I can only guess about 2 of them.
Also, a small request. Would it be possible to fill ruts with clay balls instead of blocks? It just feels a bit odd shoving entire blocks into small portions of other blocks.
Thank you khinsu, big help as you tend to be
The XP sacrifices are intended to be actual levels. I don't think you can actually subtract individual bits of XP (like from the bar) because the amount you have is pretty much a percent based on your level.
80XP did seem rather extreme, but my thinking was that sarlacc would easily double your XP input and make it passive when combined with the wisdom rune (which can pick up orbs straight off the ground) So sarlacc has the potential to automate the XP farming process which is one of the biggest parts of Minecraft and would help pay for all the other runes too, so the price kinda had to be great...
Heal: I forgot I didn't finish that one's sacrifice @_@
I think that one should avoid meat, and maybe should lean to either a small amount of resources or a small amount of XP.
Mostly because you can just eat meat and it may heal you over time and of course is guaranteed to feed you.
So exchanging either some coal, XP, or perhaps some mob drops might be a nice price for your own health
Bait:
You may be right here. My intention was to make the reprogram quite expensive because otherwise it might be abused and it has the potential to set you up for life. However, I was also thinking that the bait rune would be used in conjunction with the spawners to get the mobs to go to a specific point. That may not be entirely necessary now that I think about it....
So maybe I'll knock down on the bait rune but I think I will also bump up the reprog rune a bit more.
Especially considering that the bait rune may be very helpful when trying to cage/eggify creatures
Moving runes:
While balancing them, I'm trying to keep the ones with a generally same idea close together by giving them similar sacrifices. Glad someone noticed the effort Though I don't really think the obelisk one is very unfair, I would use it for reaching glowstone and then coming back down safely or perhaps getting a boost to see above the treetops if lost in a forest. The price isn't too high, if exploring on the overworld you could find it no problem and not even need to set up a furnace. If anything I might knock it down to 4Iron ore but I'm still not sure...
I also actively tried to make sure no sacrifice amounts were very big. I think the obelisk in its current state requires 16 cobble? I know that's not a big price but it is rather cumbersome in terms of actually setting it up...
Eggs:
Yes, the one rune I figured I shouldn't obscure. I do plan on an Eggifier rune which will put a mob into it's egg form.
Other new runes:
Feel free to post your guesses, I wouldn't mind they might give me ideas for other ones
Also, forgot to finish sarlacc sacrifice >___< Still not really sure on that one......I think the eggs *might* be the way to go since they stack up the cost of two eggifier runes, which I kinda liked the thought of, but it still doesn't quite fit...
Ah, that xp is...ouch. Not overly so as I've been sitting above 50 though. Silk touch might be a problem then as you get it with a good frequency above level 20 and 0->45 is 3 times more xp then 0->25. The fortune one I'm fine with though as it's normally impossible to get fortune 4. Either way if you're keeping the sarlacc at 80 then most won't be able to make one until they take out the enderdragon. On that note, perhaps add endstone and a nether resource for the dimensional hole side of things. It would give people a reason to go after the enderdragon besides enderman farms after all. If you don't want to force people to go to the end though I could see ender eyes as a portal opener. You need 12 for the end portal so maybe something like 6 or 8 considering the unstable nature of the sarlacc rune. You'd have to build quite a structure around it either way as if it ever closes you're out alot of levels. The only other way I can see making that many levels is using the wisdom rune a lot considering 60->80 is just a bit less than 0->60.
Onto heal. If you don't want to use food, mob drops are the best be for heal. I can't see myself dropping levels to heal when food stops being an issue after getting a bit of iron and redstone to make large, automatic wheat farms, but throwing away some of the drops I've got seems reasonable. I'm not the best one to ask for this though as I rarely get low enough on health to warrant healing. Also remember small amounts of xp is significantly more xp at high levels than it is at low; while at 3rd you probably won't care to drop 1 or 2 levels but at 40th getting those levels back takes significantly more effort.
As to the other new runes, I'm pretty sure one is the enderman proofing mentioned a while back. I'm not sure how you managed that one unless the area automatically damages them. The fire one is pretty much spelled out to us and I think one of them might be a spawn placement one. It would be nice if there was a tool repair one, but it doesn't look like it from the sacrifices though.
As a final note, feel free to make sacrifices of any amount under 65 as carrying around 16 cobble is the same as carrying 6 iron ingots or 64 diamond blocks. As long as it's a full stack or less they take up the same inventory space. Not sure how it's cumbersome to set up though. With obelisk I have a tendency to just throw any stack I'm carrying instead of counting it out as it will only take whats needed.
Hmm, I didn't quite take into account the exponential growth of XP levels in terms of work.... I might need to knock that down a quite bit...
Maybe sarlacc down to like 55-60? it seems a little more resonable.
The other high-XP ones would probably go down similarly, though I was not aware silk-touch was that common. I never got it So it might be better to move it under fire bow since that has far more uses
Using endstone doesn't seem like a good idea because by the time that you finally get your hands on it, you've beaten the dragon (since you can't get back without dying, which I forgot for a minute)
I'd like to keep most of the runes' expected usages on the timelines before the enderdragon since after it is beaten, few tend to keep interest unless there is something absolutely incredible afterwards. The runes unfortunately don't seem to provide this :-/ they just kinda assist in the progress rather than adding to the actual game. Thats something left for like thaumcraft or EE where they add content not just tools.
If that paragraph doesn't make a whole lot of sense (it doesn't to me) basically, this mod doesn't add enough content to keep uses attracted to the game after they've beaten it, rather it helps them get to a point where they can beat it in a fun way.
Heal: I wasn't thinking like massive amounts of levels, probably 1 or 2 at max. Once you get up higher, levels will be more of more value to you while your collection of (enemy) mob drops builds and becomes utterly useless. However, the need for a quick heal always seems to be there. However slight it may be
Heh, your guesses are pretty wrong, but there is an idea in there I might nab
Yeah, I know a stack is pretty simple, but when testing and while watching some people's playthroughs on youtube, I noticed even the simple act of opening the gui to drag out the item to be an annoyance, while pressing the Q key 16 times always seemed easier as strange as that is. So pressing it only 6 times will help all the more
Also, flint dust was a mistake ignore that, sorry
Oh and I missed a question. Filling etchings with clay items would be easier, but it wouldn't fit when compared to putting in sand blocks or other things which I might use later. Also, the type of block inside the etchings is defined by the metadata and set directly to the block type. So I would like to avoid adding in such exceptions for items
Hey Billy. I want a server with this mod. Like, a no whitelist survival server, set on normal or easy, no blacklist, and maybe once in a while there could be a competiton using runes to make new ones or to make a battle.
Hey Billy. I want a server with this mod. Like, a no whitelist survival server, set on normal or easy, no blacklist, and maybe once in a while there could be a competiton using runes to make new ones or to make a battle.
Um, ok....
Good luck with that
Seeing as SMP isn't going to come for a long long time, you're definitely going to need it.
I don't really plan to work on that until everything is steady and fitting and until I can find some good, solid help and/or tutorials...
Just curious but will we be able to disable having to use XP for this mod? It's not a dealbreaker but I tend to never, ever, ever, ever use anything that requires XP because it's such a shitty system. I tend to not kill much and I die often enough that I never have more than two or three levels at any given moment.
Wait, scratch that entire last post. I literally just realized one of the runes allows you to store XP in it, and I also just now saw a thread for a mod right above this one (now below it since I'm posting this) where you can craft a chest to store XP. My previous question is irrelevant now, please carry on.
Hi this mod is really awesome. I have downloaded mods before and am currently running about 18 at 1 time but when I threw this in the mod folder minecraft didn't like it and gave me this message.
Mods loaded: 18
ModLoader 1.2.5
mod_PCcore 3.1 for 1.2.5
mod_PCwireless 3.1 for 1.2.5
mod_PCmobile 3.1 for 1.2.5
mod_PCmachines 3.1 for 1.2.5
mod_PCtransport 3.1 for 1.2.5
mod_PClogic 3.1 for 1.2.5
mod_MinecraftForge 3.1.2.90
mod_TooManyItems 1.2.5 2012-04-13
mod_ModLoaderMp 1.2.5v1
mod_BuildCraftCore 3.1.5
mod_BuildCraftBuilders 3.1.5
mod_BuildCraftEnergy 3.1.5
mod_BuildCraftFactory 3.1.5
mod_BuildCraftTransport 3.1.5
mod_BuildCraftSilicon 3.1.5
mod_DustMod v0.5.2
mod_TownBuilder v1.1 (MC 1.25)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT cd59fd35 --------
Generated 5/29/12 3:40 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics version 3.1.0 - Build 8.15.10.2696, Intel
java.lang.IllegalArgumentException: Slot 220 is already occupied by PCtr_BlockConveyor@1adbbe8b when adding dustmod.BlockDust@50baa573
at pb.<init>(Block.java:249)
at pb.<init>(Block.java:281)
at agy.<init>(BlockContainer.java:13)
at dustmod.BlockDust.<init>(BlockDust.java:34)
at mod_DustMod.load(mod_DustMod.java:443)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT bf3e8e00 ----------
I tried changing config files but it just wouldn't stay the ID number I gave it. Any help here?
Hi this mod is really awesome. I have downloaded mods before and am currently running about 18 at 1 time but when I threw this in the mod folder minecraft didn't like it and gave me this message.
Mods loaded: 18
ModLoader 1.2.5
mod_PCcore 3.1 for 1.2.5
mod_PCwireless 3.1 for 1.2.5
mod_PCmobile 3.1 for 1.2.5
mod_PCmachines 3.1 for 1.2.5
mod_PCtransport 3.1 for 1.2.5
mod_PClogic 3.1 for 1.2.5
mod_MinecraftForge 3.1.2.90
mod_TooManyItems 1.2.5 2012-04-13
mod_ModLoaderMp 1.2.5v1
mod_BuildCraftCore 3.1.5
mod_BuildCraftBuilders 3.1.5
mod_BuildCraftEnergy 3.1.5
mod_BuildCraftFactory 3.1.5
mod_BuildCraftTransport 3.1.5
mod_BuildCraftSilicon 3.1.5
mod_DustMod v0.5.2
mod_TownBuilder v1.1 (MC 1.25)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT cd59fd35 --------
Generated 5/29/12 3:40 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics version 3.1.0 - Build 8.15.10.2696, Intel
java.lang.IllegalArgumentException: Slot 220 is already occupied by PCtr_BlockConveyor@1adbbe8b when adding dustmod.BlockDust@50baa573
at pb.<init>(Block.java:249)
at pb.<init>(Block.java:281)
at agy.<init>(BlockContainer.java:13)
at dustmod.BlockDust.<init>(BlockDust.java:34)
at mod_DustMod.load(mod_DustMod.java:443)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT bf3e8e00 ----------
I tried changing config files but it just wouldn't stay the ID number I gave it. Any help here?
Don't change the numbers at the top, they're just there to tell what it normally is. Change the numbers at the bottom. This applies to pretty much all config files. Anything with # in front of it is just a comment and thus doesn't do anything when changed.
So is there ever going to be a config file for the dust mod?
There is, it's in the super secret hidden place called the config folder. The same folder that shows up when you install any modloader mod. First run might crash, but it puts the file in there regardless, sorta like any other mod with a config file.
Hello, love the mod, but I have a teleport rune set up in the Nether on bookcases, they lit up with the nimbus of light, but when I step into one nothing happens. Can anyone help with this?
-I like the xp sacrifices. I'm assuming you do mean xp and not levels though, as getting to level 80 for a sarlacc would be pretty arduous.
-Heal might work best with food; meat or melon I'm thinking.
-Gold block is a bit expensive for bait seeing as with a bit more xp, you can do a spawner reprogram for something honestly less rare.
-Spirit tools looks more balanced now. Before you could make them on mass with a zombie spawner. You might want to up the durability just a bit though
-It seems all the movement abilities will now require fair amounts iron. I'm not opposed to this, though it does seem a bit odd especially for obelisk.
-I'm guessing all mentions of egg refer to spawn eggs you get from the new eggification rune. That works out nicely.
-New runes, I can only guess about 2 of them.
Also, a small request. Would it be possible to fill ruts with clay balls instead of blocks? It just feels a bit odd shoving entire blocks into small portions of other blocks.
Thank you khinsu, big help as you tend to be
The XP sacrifices are intended to be actual levels. I don't think you can actually subtract individual bits of XP (like from the bar) because the amount you have is pretty much a percent based on your level.
80XP did seem rather extreme, but my thinking was that sarlacc would easily double your XP input and make it passive when combined with the wisdom rune (which can pick up orbs straight off the ground) So sarlacc has the potential to automate the XP farming process which is one of the biggest parts of Minecraft and would help pay for all the other runes too, so the price kinda had to be great...
Heal: I forgot I didn't finish that one's sacrifice @_@
I think that one should avoid meat, and maybe should lean to either a small amount of resources or a small amount of XP.
Mostly because you can just eat meat and it may heal you over time and of course is guaranteed to feed you.
So exchanging either some coal, XP, or perhaps some mob drops might be a nice price for your own health
Bait:
You may be right here. My intention was to make the reprogram quite expensive because otherwise it might be abused and it has the potential to set you up for life. However, I was also thinking that the bait rune would be used in conjunction with the spawners to get the mobs to go to a specific point. That may not be entirely necessary now that I think about it....
So maybe I'll knock down on the bait rune but I think I will also bump up the reprog rune a bit more.
Especially considering that the bait rune may be very helpful when trying to cage/eggify creatures
Moving runes:
While balancing them, I'm trying to keep the ones with a generally same idea close together by giving them similar sacrifices. Glad someone noticed the effort Though I don't really think the obelisk one is very unfair, I would use it for reaching glowstone and then coming back down safely or perhaps getting a boost to see above the treetops if lost in a forest. The price isn't too high, if exploring on the overworld you could find it no problem and not even need to set up a furnace. If anything I might knock it down to 4Iron ore but I'm still not sure...
I also actively tried to make sure no sacrifice amounts were very big. I think the obelisk in its current state requires 16 cobble? I know that's not a big price but it is rather cumbersome in terms of actually setting it up...
Eggs:
Yes, the one rune I figured I shouldn't obscure. I do plan on an Eggifier rune which will put a mob into it's egg form.
Other new runes:
Feel free to post your guesses, I wouldn't mind they might give me ideas for other ones
Also, forgot to finish sarlacc sacrifice >___< Still not really sure on that one......I think the eggs *might* be the way to go since they stack up the cost of two eggifier runes, which I kinda liked the thought of, but it still doesn't quite fit...
Onto heal. If you don't want to use food, mob drops are the best be for heal. I can't see myself dropping levels to heal when food stops being an issue after getting a bit of iron and redstone to make large, automatic wheat farms, but throwing away some of the drops I've got seems reasonable. I'm not the best one to ask for this though as I rarely get low enough on health to warrant healing. Also remember small amounts of xp is significantly more xp at high levels than it is at low; while at 3rd you probably won't care to drop 1 or 2 levels but at 40th getting those levels back takes significantly more effort.
As to the other new runes, I'm pretty sure one is the enderman proofing mentioned a while back. I'm not sure how you managed that one unless the area automatically damages them. The fire one is pretty much spelled out to us and I think one of them might be a spawn placement one. It would be nice if there was a tool repair one, but it doesn't look like it from the sacrifices though.
As a final note, feel free to make sacrifices of any amount under 65 as carrying around 16 cobble is the same as carrying 6 iron ingots or 64 diamond blocks. As long as it's a full stack or less they take up the same inventory space. Not sure how it's cumbersome to set up though. With obelisk I have a tendency to just throw any stack I'm carrying instead of counting it out as it will only take whats needed.
PS. what's flint dust?
Hmm, I didn't quite take into account the exponential growth of XP levels in terms of work.... I might need to knock that down a quite bit...
Maybe sarlacc down to like 55-60? it seems a little more resonable.
The other high-XP ones would probably go down similarly, though I was not aware silk-touch was that common. I never got it So it might be better to move it under fire bow since that has far more uses
Using endstone doesn't seem like a good idea because by the time that you finally get your hands on it, you've beaten the dragon (since you can't get back without dying, which I forgot for a minute)
I'd like to keep most of the runes' expected usages on the timelines before the enderdragon since after it is beaten, few tend to keep interest unless there is something absolutely incredible afterwards. The runes unfortunately don't seem to provide this :-/ they just kinda assist in the progress rather than adding to the actual game. Thats something left for like thaumcraft or EE where they add content not just tools.
If that paragraph doesn't make a whole lot of sense (it doesn't to me) basically, this mod doesn't add enough content to keep uses attracted to the game after they've beaten it, rather it helps them get to a point where they can beat it in a fun way.
Heal: I wasn't thinking like massive amounts of levels, probably 1 or 2 at max. Once you get up higher, levels will be more of more value to you while your collection of (enemy) mob drops builds and becomes utterly useless. However, the need for a quick heal always seems to be there. However slight it may be
Heh, your guesses are pretty wrong, but there is an idea in there I might nab
Yeah, I know a stack is pretty simple, but when testing and while watching some people's playthroughs on youtube, I noticed even the simple act of opening the gui to drag out the item to be an annoyance, while pressing the Q key 16 times always seemed easier as strange as that is. So pressing it only 6 times will help all the more
Also, flint dust was a mistake ignore that, sorry
Oh and I missed a question. Filling etchings with clay items would be easier, but it wouldn't fit when compared to putting in sand blocks or other things which I might use later. Also, the type of block inside the etchings is defined by the metadata and set directly to the block type. So I would like to avoid adding in such exceptions for items
Good luck finally getting this mod out of the WIP and relatively bug free, goat!
Um, ok....
Good luck with that
Seeing as SMP isn't going to come for a long long time, you're definitely going to need it.
I don't really plan to work on that until everything is steady and fitting and until I can find some good, solid help and/or tutorials...
i used this with EE2......MY MAGIC EXPERIENCE WAS COMPLETE
That's broken right now....please read the main post....
Mods loaded: 18
ModLoader 1.2.5
mod_PCcore 3.1 for 1.2.5
mod_PCwireless 3.1 for 1.2.5
mod_PCmobile 3.1 for 1.2.5
mod_PCmachines 3.1 for 1.2.5
mod_PCtransport 3.1 for 1.2.5
mod_PClogic 3.1 for 1.2.5
mod_MinecraftForge 3.1.2.90
mod_TooManyItems 1.2.5 2012-04-13
mod_ModLoaderMp 1.2.5v1
mod_BuildCraftCore 3.1.5
mod_BuildCraftBuilders 3.1.5
mod_BuildCraftEnergy 3.1.5
mod_BuildCraftFactory 3.1.5
mod_BuildCraftTransport 3.1.5
mod_BuildCraftSilicon 3.1.5
mod_DustMod v0.5.2
mod_TownBuilder v1.1 (MC 1.25)
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT cd59fd35 --------
Generated 5/29/12 3:40 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics version 3.1.0 - Build 8.15.10.2696, Intel
java.lang.IllegalArgumentException: Slot 220 is already occupied by PCtr_BlockConveyor@1adbbe8b when adding dustmod.BlockDust@50baa573
at pb.<init>(Block.java:249)
at pb.<init>(Block.java:281)
at agy.<init>(BlockContainer.java:13)
at dustmod.BlockDust.<init>(BlockDust.java:34)
at mod_DustMod.load(mod_DustMod.java:443)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT bf3e8e00 ----------
I tried changing config files but it just wouldn't stay the ID number I gave it. Any help here?
Don't change the numbers at the top, they're just there to tell what it normally is. Change the numbers at the bottom. This applies to pretty much all config files. Anything with # in front of it is just a comment and thus doesn't do anything when changed.
I know I will always find,
A Light in the Dark."
What do you think the spirit pickaxe is for?
There is, it's in the super secret hidden place called the config folder. The same folder that shows up when you install any modloader mod. First run might crash, but it puts the file in there regardless, sorta like any other mod with a config file.