Xeno, what do you think about making it so shift-hold-right-click with the handgun dumps all of its bullet into your inventory? That way, you can change bullets or reload a fresh mag without having to waste bullets or worry about how to safely discharge them (A problem with the Ender bullets =)). But you'll still have to manually load the loose bullets back into magazines, which I think thematically meshes will with the bullet casings and empty mags you get back when you shoot.
This is planned for sure, actually. Pretty much exactly how you said it, except I'm actually doing away with magazines in the "intended product". I wanted it to feel slightly less tech, and slightly more personal. The shells are going to be custom crafted in later versions, and have a more magi-tek feel to them.
And definitely, along with the hud I intend to make for the ammo display, you will finally be able to unload the gun. This has been bothering me for some time.
In other news, ShadwDrgn has given me the opportunity to update and maintain [read: own] a popular mod of his called "Soul Shards". ShadwDrgn and I go back a ways and he's a pretty good friend of mine, so I'm happy to take over for him. He says making it open source is also groovy with him; this, on top of an already [perceptively] languishing [outdated] version of Reliquary is a bit of extra responsibility, but one I think I will enjoy.
Over the next few days I will be attempting to push some important changes to my CURRENT code base.
I've decided against resurrecting my original version [pre-Hazard handgun model] because I've made too many miscellaneous improvements to remember, or to justify digging up and updating back-dated source code.
I would prefer to keep my development path as linear as possible, to avoid unneeded confusion. I will be digging around for GUI tuts and re-learning my container classes for a few days before I move forward with all the custom crafting stuff, etc.
It's been shelfed long enough.
With respect to the decision to maintain Soul Shards, I will be keeping the mods separate, but I will be developing them together.
My intention is that when both mods are installed, they will integrate. Recipes will change and extra mechanics will be unlocked, but otherwise they will function as normal.
For the sake of not listening to people whine about change, I've considered making this configurable. That being said, people's resistance to change of already accepted elements of gameplay is generally ill-founded. I've rarely made changes for the better that were well-received. Someone [lots of someones] always hate the changes before the audience generally warms up to my changes and embraces them as improvement. Whether or not they actually ARE improvements is purely subjective/heresay/subject of rational debate, but hey.
Anyways, as always, feel free to storm some ideas here and start making suggestions as to how you think the integration process would help or hinder either mod, your feelings about combining them, leaving them apart, or making them work together in any way.
In addition to this, thoughts and discussion about Soul Shards are now open forum on this thread, as I don't intend to split threads for the mod.
Sorry for the long post guys, and the apparent lack of progress. Work has been insane for several weeks. D:
Bear with me.
Sorry for the long post guys, and the apparent lack of progress. Work has been insane for several weeks. D:
Bear with me.
It's no big deal, really.
As far as Soul Shards is concerned, I feel like a lot of the mod itself is too grindy, and it ends up both killing off interesting mob trap designs and being completely overkill for the most part. Of course, I haven't used it in too much depth, so someone who has used it extensively feel free to interject.
nice to hear xeno, i love soul shards and most of his other mods, glad to see someone as experienced as you picking up the torch, can't wait to see what you come up with for it.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
In other news, ShadwDrgn has given me the opportunity to update and maintain [read: own] a popular mod of his called "Soul Shards". ShadwDrgn and I go back a ways and he's a pretty good friend of mine, so I'm happy to take over for him. He says making it open source is also groovy with him; this, on top of an already [perceptively] languishing [outdated] version of Reliquary is a bit of extra responsibility, but one I think I will enjoy.
Sweet. Are you planning on making it work with any added entity? (Minus Dragon/Wither/TF bosses/Other Potential Bosses.)
Will be interested to see how you integrate the two mods as well.
Obviously you should make soul-collecting bullets, which would fit the mod [Reliquary] and also would make it more balanced than the sword.
That was the actual idea. Something involving void tears in the creation of the shells.
The mechanics would take some serious thought.
Also anything less than an awesome black hole-ish animation wouldn't do it any justice.
I'll be getting back into the swing of things here shortly. Something in my personal life has put me out of sorts over the weekend and I'm still reeling from it. I'll keep you guys posted when I get myself back in gear.
Awesome! I hope you make it so Soul Shards lets you do other awesome things with souls like that soul gear stuff that ShadwDrgn had wanted to implement, but never got around to doing.
Awesome! I hope you make it so Soul Shards lets you do other awesome things with souls like that soul gear stuff that ShadwDrgn had wanted to implement, but never got around to doing.
Speaking of "soul gears", Xeno, what if soul shards could do something besides spawn mobs? Such as, use up their collected souls to power machinery? A soul engine would accept a soul shard and produce MJ from it, perhaps at a rate matching the level of the shard (L5 shard yields 5MJ/t, L1 shard = 1MJ/t). Since the engine burns up souls, it should produce some sort of waste. Maybe that's one way to get corrupt essence? Or maybe the engine causes its environment to become corrupt, slowly converting certain blocks around it (like natural and brick-type blocks) to a less desirable, possibly more dangerous form. If you encase the engine in a protective barrier, it would convert that first, meaning you now have an encasement you need to replace parts of if you want to spend time near it (as you'll probably have to in order to change out a depleted shard).
Balancing the engine's output and fuel usage might be difficult. You don't want to spend several hours collecting souls, only to have your L5 shard become depleted (and turn blank again) in ten minutes, leaving you with maybe a half-filled redstone energy cell. (Yes, 300,000 MJ is a lot of power, but anyone who watches the Forgecrafters or Mindcrackers knows how fast that can get used up, especially if you have an unattended system that happens to be a power hog. Besides, look at Buildcraft's fuel costs and outputs.)
I'd suggest once you get the power output right, the best way to scale would be how fast a given "soul point" is used up. Maybe (if the engine's output scales with tier) the higher tiers go faster, while the lower tiers last longer. So you might get a touch over 4.25 minutes (512/20, *10, in seconds) out of L5 at 5MJ/t, while L1 lasts 5 to 10 times longer, but gives you only 1MJ/t (or maybe even less!).
The numbers mentioned are just obvious and off-the-cuff. I'd probably want to scale progression and duration a little more carefully so the engine's output feels right for the effort put into it.
I'm glad to hear of your recent accomplishments! So, does these changes include an update to 1.6, or are you waiting to implement new features before you update?
The Meaning of Life, the Universe, and Everything.
Join Date:
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Minecraft:
ProxEndreeper
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Is there still a link up for the 1.4.7 version that I can use, as a modpack that I'm helping with uses it and I can't seem to find an official 1.4.6/1.4.7 version anywhere.
Edit: May I just upload the version I have to a site? I'll still link to this thread.
Honestly I'd just like being able to put the Emporer's Chalice in an IC2 water mill and it actually stayed manned all the time. It's not too weird of a buff considering the ghast tear you'd need by that point and how far water mills would be behind the tech tree, but damn if it don't make sense to me. On the other hand that's probably something that needed to be added by someone else- for now I wouldn't mind being able to fill a BC tank with a chalice, or any other liquid tank for that matter.
The question here is if the chalice can have different liquid types, what effects are those going to have if you drink it? I know MFR has effects if you drink them from a straw, but this specifically twists drinking water in a magical way, leading me to think it would twist liquid drinking in similar fashions. Drink lava to put out fire at the cost of life or something? Milk restores life at the cost of hunger?
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 was bored and just drooling over the possibilities of what you could be adding, when it hit me: dual handguns
not like straight up dual wielding, but like two hunters handguns combined into one item. you could be like some action movie hero and whip out twin guns of terror for your foes, double the bullets, double the speed, double the awesome. but also....double the cost, double the reload time, double the trouble (yes i rhymed).
it could work with some adjustment i guess....whaddaya think?
The Meaning of Life, the Universe, and Everything.
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I went and dug up my almost-completely-unused minecraft forum account to say that I'm very much looking forwards to the caster redesign for the gun. Should be much more fun and interesting, and much less of an extremely expensive bow replacement.
With respect to the decision to maintain Soul Shards, I will be keeping the mods separate, but I will be developing them together.
My intention is that when both mods are installed, they will integrate. Recipes will change and extra mechanics will be unlocked, but otherwise they will function as normal.
In addition to this, thoughts and discussion about Soul Shards are now open forum on this thread, as I don't intend to split threads for the mod.
I just came from the old Soul Shards thread and I am most happy that the mod will still continue. But also, I've been looking at Reliquary's various trinkets (and remember them from DW20's vids) and I think I wanna try this mod out. I also have various mods on my list and some of their weapons/tools/effects overlap but having a variety of stuff to choose from to use is fun for me. One day I'll be shooting fireballs from my fists, next day I'll be cutting down my enemies with Tinker stuff and then the next next day, I'll be shooting baddies down like I'm Van Helsing lol.
Awesome mod!
This is planned for sure, actually. Pretty much exactly how you said it, except I'm actually doing away with magazines in the "intended product". I wanted it to feel slightly less tech, and slightly more personal. The shells are going to be custom crafted in later versions, and have a more magi-tek feel to them.
And definitely, along with the hud I intend to make for the ammo display, you will finally be able to unload the gun. This has been bothering me for some time.
In other news, ShadwDrgn has given me the opportunity to update and maintain [read: own] a popular mod of his called "Soul Shards". ShadwDrgn and I go back a ways and he's a pretty good friend of mine, so I'm happy to take over for him. He says making it open source is also groovy with him; this, on top of an already [perceptively] languishing [outdated] version of Reliquary is a bit of extra responsibility, but one I think I will enjoy.
Over the next few days I will be attempting to push some important changes to my CURRENT code base.
I've decided against resurrecting my original version [pre-Hazard handgun model] because I've made too many miscellaneous improvements to remember, or to justify digging up and updating back-dated source code.
I would prefer to keep my development path as linear as possible, to avoid unneeded confusion. I will be digging around for GUI tuts and re-learning my container classes for a few days before I move forward with all the custom crafting stuff, etc.
It's been shelfed long enough.
With respect to the decision to maintain Soul Shards, I will be keeping the mods separate, but I will be developing them together.
My intention is that when both mods are installed, they will integrate. Recipes will change and extra mechanics will be unlocked, but otherwise they will function as normal.
For the sake of not listening to people whine about change, I've considered making this configurable. That being said, people's resistance to change of already accepted elements of gameplay is generally ill-founded. I've rarely made changes for the better that were well-received. Someone [lots of someones] always hate the changes before the audience generally warms up to my changes and embraces them as improvement. Whether or not they actually ARE improvements is purely subjective/heresay/subject of rational debate, but hey.
Anyways, as always, feel free to storm some ideas here and start making suggestions as to how you think the integration process would help or hinder either mod, your feelings about combining them, leaving them apart, or making them work together in any way.
In addition to this, thoughts and discussion about Soul Shards are now open forum on this thread, as I don't intend to split threads for the mod.
Sorry for the long post guys, and the apparent lack of progress. Work has been insane for several weeks. D:
Bear with me.
It's no big deal, really.
As far as Soul Shards is concerned, I feel like a lot of the mod itself is too grindy, and it ends up both killing off interesting mob trap designs and being completely overkill for the most part. Of course, I haven't used it in too much depth, so someone who has used it extensively feel free to interject.
Profile pic by Cheshirette c:
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Sweet. Are you planning on making it work with any added entity? (Minus Dragon/Wither/TF bosses/Other Potential Bosses.)
Will be interested to see how you integrate the two mods as well.
That was the actual idea. Something involving void tears in the creation of the shells.
The mechanics would take some serious thought.
Also anything less than an awesome black hole-ish animation wouldn't do it any justice.
I'll be getting back into the swing of things here shortly. Something in my personal life has put me out of sorts over the weekend and I'm still reeling from it. I'll keep you guys posted when I get myself back in gear.
Speaking of "soul gears", Xeno, what if soul shards could do something besides spawn mobs? Such as, use up their collected souls to power machinery? A soul engine would accept a soul shard and produce MJ from it, perhaps at a rate matching the level of the shard (L5 shard yields 5MJ/t, L1 shard = 1MJ/t). Since the engine burns up souls, it should produce some sort of waste. Maybe that's one way to get corrupt essence? Or maybe the engine causes its environment to become corrupt, slowly converting certain blocks around it (like natural and brick-type blocks) to a less desirable, possibly more dangerous form. If you encase the engine in a protective barrier, it would convert that first, meaning you now have an encasement you need to replace parts of if you want to spend time near it (as you'll probably have to in order to change out a depleted shard).
Balancing the engine's output and fuel usage might be difficult. You don't want to spend several hours collecting souls, only to have your L5 shard become depleted (and turn blank again) in ten minutes, leaving you with maybe a half-filled redstone energy cell. (Yes, 300,000 MJ is a lot of power, but anyone who watches the Forgecrafters or Mindcrackers knows how fast that can get used up, especially if you have an unattended system that happens to be a power hog. Besides, look at Buildcraft's fuel costs and outputs.)
I'd suggest once you get the power output right, the best way to scale would be how fast a given "soul point" is used up. Maybe (if the engine's output scales with tier) the higher tiers go faster, while the lower tiers last longer. So you might get a touch over 4.25 minutes (512/20, *10, in seconds) out of L5 at 5MJ/t, while L1 lasts 5 to 10 times longer, but gives you only 1MJ/t (or maybe even less!).
The numbers mentioned are just obvious and off-the-cuff. I'd probably want to scale progression and duration a little more carefully so the engine's output feels right for the effort put into it.
"Well then, let's get awesome!"
Edit: May I just upload the version I have to a site? I'll still link to this thread.
The question here is if the chalice can have different liquid types, what effects are those going to have if you drink it? I know MFR has effects if you drink them from a straw, but this specifically twists drinking water in a magical way, leading me to think it would twist liquid drinking in similar fashions. Drink lava to put out fire at the cost of life or something? Milk restores life at the cost of hunger?
not like straight up dual wielding, but like two hunters handguns combined into one item. you could be like some action movie hero and whip out twin guns of terror for your foes, double the bullets, double the speed, double the awesome. but also....double the cost, double the reload time, double the trouble (yes i rhymed).
it could work with some adjustment i guess....whaddaya think?
im unsure why this quote is here...
I just came from the old Soul Shards thread and I am most happy that the mod will still continue. But also, I've been looking at Reliquary's various trinkets (and remember them from DW20's vids) and I think I wanna try this mod out. I also have various mods on my list and some of their weapons/tools/effects overlap but having a variety of stuff to choose from to use is fun for me. One day I'll be shooting fireballs from my fists, next day I'll be cutting down my enemies with Tinker stuff and then the next next day, I'll be shooting baddies down like I'm Van Helsing lol.
Btw, your avatar... is awesome.