Was browsing the Mods Forums, and found this surprising gem-in-the-rough. I find the entire concept of incorporating XP into the process of crafting/ refining very intriguing and quite original. A few thoughts, since I've been on forums long enough to watch Eloraam's RedPower evolve into what it is today (Its a bit long):
I was especially interesting the Ignis Core, which if its stackable can serve as a stockpile strategy for people with very efficienct Mob Grinders. Nothing worse than having a solid source of Mod XP, and no place to safe-store it besides using it in an Enchanting Table.
Marble is not new to me; RedPower has taught me that not every block I mine needs processing or even a use beyond decorative. I also use Painterly BTW, and the pattern you're using I use as one of my Stone Bricks.
Soul Glass.... Hmm, a bit vague on what it actually does, though I read out of it that it involves light-generation in some fashion. I like the Toggle Light; however, I personally feel that if it accepts a redstone signal as a method of control, you should have redstone instead of glowstone in the recipe. The redstone glows a bit anyway; so the Soul Glass picks and amplifies it to a RedLamp's level.
I foresee only 1 issue with the Energy Orb: The inventory Icon needs to be changed, so it doesn't look like a Painterly Pack diamond. It should resemble the final Block in some way, so its easy to spot in a crowded inventory or (as I find) a loaded Chest's contents. Also, a good idea would be a kind of Tier2 Core which holds more XPs, but can only be charged in the Energy Orb.
When I saw the Ignis Rock, I immediantly thought to myself: Switchable Perimeter Defense. A ring of these blocks, hooked underground by redstone wiring to a simple grass-block DaySensor, allows you to "circle the wagons" by night, while keeping the option to not have unsightly fences around the property. And if these can be moved with sticky pistons, they could even rise up to form a wall when triggered. A nice idea, which would make a good Mod in itself.
The Blaze Forge sounds amazing; It actually outclasses IC2's Induction Furnace which has only 2 input slots where this one has 3. The only thing I would change for balance's sake is the recipe a bit: I would have either Brick Blocks or NetherBrick in place of the stairs, and NetherFence or Blaze Rods in place of what I'm guessing is wood fence. The Blaze Forge - as I understand - burns hotter than any ordinary furnace, so its only logical it would need exotic ingrediants. Otherwise, excellent work.
You'll never hear me growl about Block Breakers; Its the 1st RedPower machine I make after I have my Alloy Furnace. This is the first non-RP one I've seen; and while on the recipe is a touch rich, I have no complaints. That it automatically orients upon placement (I guess anyway) is a bonus in my eyes. In future, if this Mod is Forge-compatible, you might want to look at BuildCraft Pipe compatibility. If the Block Breaker can eject its spoil into Pipes, then you can link it to auto-craft tables and so on. Just a suggestion, since BC Forum has a section for Modders looking for that sort of information....
I like the NetherBrick and Ornate Brick recipes; Balanced, and gives access to a nice, decorative block... Pavement.... We'll see....
I like the Obsidian Tools, though (i hope) you made a typo on the Jagged Blade, which I think is a Sword and Axe, not a Shovel and Axe....
The Ignis Tools is a prime example of creative thinking, replacing tool durability with a mystically based charging system. The Tier2 Core I suggested earlier could hold - say - 2ce the XP, and give a full 600 uses instead of just 300. I'm gonna have fun with the Ignis Rod, I know ...
The food items are a nice addition; but how about cooking the Egg Mash into Omelettes, which restore 2 hunger? Just a thought....
Overall, .... an impressive start for a new Mod...
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I don't see why this needs to work well with tech mods, AgentRenamon. Honestly it doesn't need Buildcraft pipe compatibility. If you wanted that just play Redpower and Buildcraft together :/
It's also like the case where Equivalent Exchange isn't very balanced in conjuncture with other mods such as Buildcraft or Redpower, I can see this mod working better on its own.
The other case for balancing that your suggestions made me think of is that I don't think that the armor should have auto-enchants. Durability based on XP is enough IMO, although enchant-ability as high as gold would be a good idea if you want to take that route.
For enfusing Ignis cores, I would say 30. This is convenient because it's a max level enchantment in the current snapshot and leveling is linear in that, so yeah.
I'm not really sure what you should do with Obsidian tools :/
They shouldn't be Enchantable, for one. If this isn't already the case.
In Minecraft, Obsidian seems like it would be really hard to work with, as it needs diamonds to break it. Maybe you could process it with a diamond pick and then refine it with the blaze forge?
Oh and maybe the blaze forge should only be able to smelt things at 1.5x the amount of time it takes for a vanilla furnace?
Obsidian is not enchantable.
Yea, in the 1.3 update i'm gonna make it lvl 30. mmm, i could look up what the equivalent would be in the current system.
In Minecraft, Obsidian seems like it would be really hard to work with, as it needs diamonds to break it. Maybe you could process it with a diamond pick and then refine it with the blaze forge?
Oh and maybe the blaze forge should only be able to smelt things at 1.5x the amount of time it takes for a vanilla furnace?
mmm, obsidian's one tough nut to crack, literally.
Blazeforge will be changed, i'm thinking either 1.5x or just the same.
I foresee only 1 issue with the Energy Orb: The inventory Icon needs to be changed, so it doesn't look like a Painterly Pack diamond. It should resemble the final Block in some way, so its easy to spot in a crowded inventory or (as I find) a loaded Chest's contents. Also, a good idea would be a kind of Tier2 Core which holds more XPs, but can only be charged in the Energy Orb.
this has to do with the method i used to get the block design. (same reason you don't see cracks appearing on it by the way). It requires a special item icon because otherwise i need to figure out how to make it render properly. I only recently noticed that the Cauldron and Brewing Stand use the same trick to prevent complex in-inventory rendering systems.
Will look into it.
The Blaze Forge sounds amazing; It actually outclasses IC2's Induction Furnace which has only 2 input slots where this one has 3. The only thing I would change for balance's sake is the recipe a bit: I would have either Brick Blocks or NetherBrick in place of the stairs, and NetherFence or Blaze Rods in place of what I'm guessing is wood fence. The Blaze Forge - as I understand - burns hotter than any ordinary furnace, so its only logical it would need exotic ingrediants. Otherwise, excellent work.
It's made of Brick Stairs and Netherfence.If i remember correctly, each fence equals 1 Netherbrick, and each stair 2/3s of a Brick block.
mm, good one on the Blazerods.
You'll never hear me growl about Block Breakers; Its the 1st RedPower machine I make after I have my Alloy Furnace. This is the first non-RP one I've seen; and while on the recipe is a touch rich, I have no complaints. That it automatically orients upon placement (I guess anyway) is a bonus in my eyes. In future, if this Mod is Forge-compatible, you might want to look at BuildCraft Pipe compatibility. If the Block Breaker can eject its spoil into Pipes, then you can link it to auto-craft tables and so on. Just a suggestion, since BC Forum has a section for Modders looking for that sort of information....
I won't do forge compatibility because i don't feel people should install a huge API just for that functionality and infinite sprites.
Right now, there's a lot happening to the Modding side of MC with the SP/MP merge and the upcoming API, so i'm more awaiting that stuff.
Yea, the Block breaker is about the limit of what a normal block can do. It's a pure block, so no Container or Tile Entity associated with it.
I like the Obsidian Tools, though (i hope) you made a typo on the Jagged Blade, which I think is a Sword and Axe, not a Shovel and Axe....
what? lol, didn't notice. yea it's a sword and axe.. (well, more of a saw + sword, if you know what i mean).
The food items are a nice addition; but how about cooking the Egg Mash into Omelettes, which restore 2 hunger? Just a thought....
the one reason i didn't put it in was because of limited sprites. Might re-evaluate this.
The other case for balancing that your suggestions made me think of is that I don't think that the armor should have auto-enchants. Durability based on XP is enough IMO, although enchant-ability as high as gold would be a good idea if you want to take that route.
The reason it auto-enchants is because there's no modloader system for adding enchantments to custom tools and such. There's a separate file for what enchants as what (for example: Rod enchants as Bow), and i felt it would need enchantments. The armor is only as durable as Iron, similar to the other Ignium stuff.
Tuesday's my big, all-important exam. Then i'll put up the next version.
I nearly have the new Power core (now named Tesseract) ready. Made a somewhat poor sprite for it so the item somewhat reflects the actual block.
It now has 2 slots: one to receive the Core, one for it's end result. The Tesseract can both charge and deplete Ignis Cores.
To make sure the XP is properly maintained, i gave it 16 Ignis Core levels worth of XP storage. This means that it can store over 14K XP.
To make sure Ignis Cores are proper endgame, i upped the level required to 20. To make sure this doesn't defeat their purpose, i made it so the XP is stored at Lvl 10. Each click of the button removes 10 levels of XP, and thus stores 1/4th of a "Charge".
Similarly, XP can only be withdrawn from the Tesseract in Ignis Core volumes, IE 900 XP or about 21 levels.
The reason i chose lvl 10 as a "storage point" is because 90% of the time, that's the amount XP i walk around with.
With a bit of luck, i can get the next release up in a day or two.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\////////////////////////////// ====== Power Through Experience! ====== //////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Changed the tool recipes to a more universal standard.
Changed the Blazeforge Recipe to include an Ignium block.
The Power core (now known as the Tesseract) can hold 16 Ignis Cores worth of XP. It can now be charged per 10 XP levels. This gives each Ignis Core 900xp worth of energy.
Changed Obsidian blade to be more damaging
Separated Ignis durability from Ignis enchanting. (Ignis tools and armor no longer enchant).
Obsidian now first needs to be refined to Jagged Shards. This can be done by sandwiching a Strange Glob between two pieces of Obsidian in the Blazeforge.
The Jagged shard can be crafted into Jagged tools or a Jagged Block.
Strange Globs can now be crafted with Magma Cream. (Replaces the Slimeball, no need for Blazepowder)
Tools now require only 1 Ignis Core to recharge, as opposed to 2.
Jagged tools now have a Harvesting level of 0 (Equal to wood). This makes it only effective against stone etc.
(Still means it's effective against 99% of all blocks you'll ever mine)
Reduced Ignis Efficiency, so it's not obscenely high. (was needed to mine Obsidian fast, but the Blockbreaker changes that).
One moment please, getting an emergency fix for Ignis Armor.
EDIT:
problem fixed.
Ignis Armor was programmed to only re-charge when 1 use was left. However, this requires impossible timing.
Now, Ignis Armor re-energizes when the durability is at 50%, and it will then add 50% durability. So at 25% durability, it'll add 50% and the new durability becomes 75%.
There's just 2 people who need to redownload for this fix, fortunately
This is one seriously cool mod. Great work, thekillman. I'll be sure to let you know if anything nasty pops up
Thank you!
there's loads of stuff planned.Just played my mod parallel to Better Than Wolves and i must say that Mob Traps really are a MUST. I'll definitely remove some of the "player-only" restrictions to mob drops. Now i just need some mechanic for XP, as making every mob just drop XP on death kind of makes it TOO easy.
Well, back from greece, so i can work on the mod again!
Erm... It's not easy to ask but... will you update your mod? I saw you're a fan of BTW as I am, and I think I'll give your mod another try (it's been a time since I played it, and I have not tested 2.0.1...)
From what i read on Flowerchild (Better than Wolves author for those who don't know) his update progress, 1.3 is a pain. It would require substantial effort in terms of multiplayer coding learning
From what i read on Flowerchild (Better than Wolves author for those who don't know) his update progress, 1.3 is a pain. It would require substantial effort in terms of multiplayer coding learning
No problem. It was also a way to get your mod back on the first page, as it deserves some attention!
It works if you do not install alt.class (optionnal class).
Was browsing the Mods Forums, and found this surprising gem-in-the-rough. I find the entire concept of incorporating XP into the process of crafting/ refining very intriguing and quite original. A few thoughts, since I've been on forums long enough to watch Eloraam's RedPower evolve into what it is today (Its a bit long):
I was especially interesting the Ignis Core, which if its stackable can serve as a stockpile strategy for people with very efficienct Mob Grinders. Nothing worse than having a solid source of Mod XP, and no place to safe-store it besides using it in an Enchanting Table.
Marble is not new to me; RedPower has taught me that not every block I mine needs processing or even a use beyond decorative. I also use Painterly BTW, and the pattern you're using I use as one of my Stone Bricks.
Soul Glass.... Hmm, a bit vague on what it actually does, though I read out of it that it involves light-generation in some fashion. I like the Toggle Light; however, I personally feel that if it accepts a redstone signal as a method of control, you should have redstone instead of glowstone in the recipe. The redstone glows a bit anyway; so the Soul Glass picks and amplifies it to a RedLamp's level.
I foresee only 1 issue with the Energy Orb: The inventory Icon needs to be changed, so it doesn't look like a Painterly Pack diamond. It should resemble the final Block in some way, so its easy to spot in a crowded inventory or (as I find) a loaded Chest's contents. Also, a good idea would be a kind of Tier2 Core which holds more XPs, but can only be charged in the Energy Orb.
When I saw the Ignis Rock, I immediantly thought to myself: Switchable Perimeter Defense. A ring of these blocks, hooked underground by redstone wiring to a simple grass-block DaySensor, allows you to "circle the wagons" by night, while keeping the option to not have unsightly fences around the property. And if these can be moved with sticky pistons, they could even rise up to form a wall when triggered. A nice idea, which would make a good Mod in itself.
The Blaze Forge sounds amazing; It actually outclasses IC2's Induction Furnace which has only 2 input slots where this one has 3. The only thing I would change for balance's sake is the recipe a bit: I would have either Brick Blocks or NetherBrick in place of the stairs, and NetherFence or Blaze Rods in place of what I'm guessing is wood fence. The Blaze Forge - as I understand - burns hotter than any ordinary furnace, so its only logical it would need exotic ingrediants. Otherwise, excellent work.
You'll never hear me growl about Block Breakers; Its the 1st RedPower machine I make after I have my Alloy Furnace. This is the first non-RP one I've seen; and while on the recipe is a touch rich, I have no complaints. That it automatically orients upon placement (I guess anyway) is a bonus in my eyes. In future, if this Mod is Forge-compatible, you might want to look at BuildCraft Pipe compatibility. If the Block Breaker can eject its spoil into Pipes, then you can link it to auto-craft tables and so on. Just a suggestion, since BC Forum has a section for Modders looking for that sort of information....
I like the NetherBrick and Ornate Brick recipes; Balanced, and gives access to a nice, decorative block... Pavement.... We'll see....
I like the Obsidian Tools, though (i hope) you made a typo on the Jagged Blade, which I think is a Sword and Axe, not a Shovel and Axe....
The Ignis Tools is a prime example of creative thinking, replacing tool durability with a mystically based charging system. The Tier2 Core I suggested earlier could hold - say - 2ce the XP, and give a full 600 uses instead of just 300. I'm gonna have fun with the Ignis Rod, I know ...
The food items are a nice addition; but how about cooking the Egg Mash into Omelettes, which restore 2 hunger? Just a thought....
Overall, .... an impressive start for a new Mod...
Later.... Peace....
It's also like the case where Equivalent Exchange isn't very balanced in conjuncture with other mods such as Buildcraft or Redpower, I can see this mod working better on its own.
The other case for balancing that your suggestions made me think of is that I don't think that the armor should have auto-enchants. Durability based on XP is enough IMO, although enchant-ability as high as gold would be a good idea if you want to take that route.
Profile pic by Cheshirette c:
Obsidian is not enchantable.
Yea, in the 1.3 update i'm gonna make it lvl 30. mmm, i could look up what the equivalent would be in the current system.
mmm, obsidian's one tough nut to crack, literally.
Blazeforge will be changed, i'm thinking either 1.5x or just the same.
this has to do with the method i used to get the block design. (same reason you don't see cracks appearing on it by the way). It requires a special item icon because otherwise i need to figure out how to make it render properly. I only recently noticed that the Cauldron and Brewing Stand use the same trick to prevent complex in-inventory rendering systems.
Will look into it.
It's made of Brick Stairs and Netherfence.If i remember correctly, each fence equals 1 Netherbrick, and each stair 2/3s of a Brick block.
mm, good one on the Blazerods.
I won't do forge compatibility because i don't feel people should install a huge API just for that functionality and infinite sprites.
Right now, there's a lot happening to the Modding side of MC with the SP/MP merge and the upcoming API, so i'm more awaiting that stuff.
Yea, the Block breaker is about the limit of what a normal block can do. It's a pure block, so no Container or Tile Entity associated with it.
what? lol, didn't notice. yea it's a sword and axe.. (well, more of a saw + sword, if you know what i mean).
the one reason i didn't put it in was because of limited sprites. Might re-evaluate this.
The reason it auto-enchants is because there's no modloader system for adding enchantments to custom tools and such. There's a separate file for what enchants as what (for example: Rod enchants as Bow), and i felt it would need enchantments. The armor is only as durable as Iron, similar to the other Ignium stuff.
Tuesday's my big, all-important exam. Then i'll put up the next version.
I nearly have the new Power core (now named Tesseract) ready. Made a somewhat poor sprite for it so the item somewhat reflects the actual block.
It now has 2 slots: one to receive the Core, one for it's end result. The Tesseract can both charge and deplete Ignis Cores.
To make sure the XP is properly maintained, i gave it 16 Ignis Core levels worth of XP storage. This means that it can store over 14K XP.
To make sure Ignis Cores are proper endgame, i upped the level required to 20. To make sure this doesn't defeat their purpose, i made it so the XP is stored at Lvl 10. Each click of the button removes 10 levels of XP, and thus stores 1/4th of a "Charge".
Similarly, XP can only be withdrawn from the Tesseract in Ignis Core volumes, IE 900 XP or about 21 levels.
The reason i chose lvl 10 as a "storage point" is because 90% of the time, that's the amount XP i walk around with.
With a bit of luck, i can get the next release up in a day or two.
====== Power Through Experience! ======
//////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Changed Blazeforge smelting speed.
Added Ignium Block
Ignis Cores now take 900 XP in stead of 70
Changed the tool recipes to a more universal standard.
Changed the Blazeforge Recipe to include an Ignium block.
The Power core (now known as the Tesseract) can hold 16 Ignis Cores worth of XP. It can now be charged per 10 XP levels. This gives each Ignis Core 900xp worth of energy.
Changed Obsidian blade to be more damaging
Separated Ignis durability from Ignis enchanting. (Ignis tools and armor no longer enchant).
Obsidian now first needs to be refined to Jagged Shards. This can be done by sandwiching a Strange Glob between two pieces of Obsidian in the Blazeforge.
The Jagged shard can be crafted into Jagged tools or a Jagged Block.
Strange Globs can now be crafted with Magma Cream. (Replaces the Slimeball, no need for Blazepowder)
Tools now require only 1 Ignis Core to recharge, as opposed to 2.
EDIT:
problem fixed.
Ignis Armor was programmed to only re-charge when 1 use was left. However, this requires impossible timing.
Now, Ignis Armor re-energizes when the durability is at 50%, and it will then add 50% durability. So at 25% durability, it'll add 50% and the new durability becomes 75%.
There's just 2 people who need to redownload for this fix, fortunately
Profile pic by Cheshirette c:
Thank you!
there's loads of stuff planned.Just played my mod parallel to Better Than Wolves and i must say that Mob Traps really are a MUST. I'll definitely remove some of the "player-only" restrictions to mob drops. Now i just need some mechanic for XP, as making every mob just drop XP on death kind of makes it TOO easy.
do keep posting feedback and thoughts, i'll read them when i'm back
Erm... It's not easy to ask but... will you update your mod? I saw you're a fan of BTW as I am, and I think I'll give your mod another try (it's been a time since I played it, and I have not tested 2.0.1...)
From what i read on Flowerchild (Better than Wolves author for those who don't know) his update progress, 1.3 is a pain. It would require substantial effort in terms of multiplayer coding learning
No problem. It was also a way to get your mod back on the first page, as it deserves some attention!